Bounty Hunter Archive
Thread: Request for new Top Issues
I agree the armor break thing is getting out of hand. I have a friend and we dueled the night before pub 24. I did well with my pistoleer. The next day we dueled and I noticed a solid dmg increase of at least 100 dmg per hit. This isn't due to the modified speed of weapons being fixed or the sl buffs because we were alone. Simply put either armor break got a better dmg bonus or armor break slices are broke. This doesn't just effect us as the new npc AI will AB anyone, and the GCW is full of swordsman and jedi who will armorbreak opponents. Whats the deal on our armor break slices doing very little to resist the AB now?
For what it is worth, here is my top five (and please note that none of them have anything to do with Jedi)
- Bounty Hunter Profession is a compliment to Combat Medic
- Bounty Hunter was intended to be aranged profession
- Bounty Hunters are not Medical Technicals (CM)nor are they Battlefield Leaders (SL)and the fact that those two combinations are the "best"templates that are viable for the profession is dishearting.
- Solution: The Increase in Accuracy, Defense, and Speed that comes with a stacked ranged template needs to be more significant in order to offset the advantage to being able to heal (ie CM)
- Duelist Stance has a minimum impact
- Again, if you are a Ranged Template (as Bounty Hunters are suppose to be) the addition 250 defense has minimual impact as you are already at the "peak" of what the system grants you.
- This is a great special for thoseCombat Medics that compliment thier profession with BH as theycanoffset the defenses with it.
- Solution: Increase the Max Value where additional Stats are added at a decreasing rate.
- Armor Classification is allwrong
- Bounty Hunters are suppose to be ONE ON ONE in any situation
- That means Ranged and Melee
- Solution: Battle Armor should be our Classiification and our BH armor should be switched to that
- Action Regin rate of Boss NPCs and Creatures
- Global issue, but the action bar is tied to the Health bar and when you get these Boss Marks, they just spam specials with no lasted impact thier action bar
- Solution: Action bar should not be tied to health
- Dizzy / Stun / Blind
- Another Global, but these specials need to be 5x greater then what they are now to be meaningful.
- They need to be more significant in combat and not be resisted 80% of the time.
- Solution:
- Personally think they should link Dizzy back to KD and require it to be healed before you can get up from a KD
- You should not be able to fire a special while blind
- Stun should reduce your accuracy and speed by 50%
- I think this would make combat more engaging and interactive
- All these would come with a "cool down" before you could be hit with them again.
Message Edited by rYsyn on 10-31-2005 11:11 AM
rYsyn wrote:
For what it is worth, here is my top five (and please note that none of them have anything to do with Jedi)
- Bounty Hunter Profession is a compliment to Combat Medic
- I agree with this 100%
- Duelist Stance has a minimum impact
- I agree with this 100%
- Armor Classification is allwrong
- While I agree with you in principal, transitioning us from Assult Armor to Battle armor would be difficult since many have spent quite a lot on their armor, including ADKs. What "might" work better is not changing the armor certiication, but changing the stats golablly so that Assult has the balanced stats, and Recon/Battle have their stats changed as appropriate. I am not really sure that is better, but I think any change to our Armor is going to give someone the shaft somehow.
- Action Regin rate of Boss NPCs and Creatures
- I think another put it best, in that NPCs should behave as if they have 250 SP, and therefore having similar capabilities and template combinations as anpther layer might have. For the Marks high than CL80, they should behave like they have a few more SP to gain the higher CL, but not some magically "special" abilites thata player could NEVER have (or give us Players a way to get those abilities as well thru a quest or something)
- Dizzy / Stun / Blind
- Another Global, but these specials need to be 5x greater then what they are now to be meaningful.
- They need to be more significant in combat and not be resisted 80% of the time.
- Solution:
- Personally think they should link Dizzy back to KD and require it to be healed before you can get up from a KD I agree with this 100%
- You should not be able to fire a special while blind I disgree here. A blind man can shoot a gun, he just cant pick his target ahead of time. Make Blind reduce accuracy to ZERO, so self healing might still be possible since yo ualways know where you are, but shooting anyone else will miss, or maybe just be random.
- Stun should reduce your accuracy and speed by 50% I disgree with this as well, but not as much...make Stun a Combat Speed debuff
- I think this would make combat more engaging and interactive
- All these would come with a "cool down" before you could be hit with them again.
Message Edited by rYsyn on 10-31-2005 11:11 AM
Darth_Spike wrote:
rYsyn wrote:
For what it is worth, here is my top five (and please note that none of them have anything to do with Jedi)
- Action Regin rate of Boss NPCs and Creatures
- I think another put it best, in that NPCs should behave as if they have 250 SP, and therefore having similar capabilities and template combinations as anpther layer might have. For the Marks high than CL80, they should behave like they have a few more SP to gain the higher CL, but not some magically "special" abilites thata player could NEVER have (or give us Players a way to get those abilities as well thru a quest or something)
- Two different issues. I agree with the creation of NPC that are based on a Template design. But the Regen Rate of the Action Bar is different then the AI of the NPC.
- Dizzy / Stun / Blind
- Solution:
- You should not be able to fire a special while blind I disgree here. A blind man can shoot a gun, he just cant pick his target ahead of time. Make Blind reduce accuracy to ZERO, so self healing might still be possible since yo ualways know where you are, but shooting anyone else will miss, or maybe just be random.
- I agree, good point!
- Stun should reduce your accuracy and speed by 50% I disgree with this as well, but not as much...make Stun a Combat Speed debuff
- Another good point, also agree
In my mind they are related to the same issue. NPCs have huge HAM and enourmaous regens becasue they don't fit into a "Player Template" model. If the NPCs were made to emulate Players in template and abilities as well as HAM and regen rates, then it might be more realistic and fun. An NPC could easily have similar buffs to what we have, with comperable HAMS to what Players of the same CL and species have. In a way, it makes PvE combat more simialr to PvPcombat, in that similar abilites and challenges will be faced, with the only big difference being that NPCs wont make a mistake. That means that anyone fighting NPCs is getting great training in using their Template and would be less fearful/hesitant to engage in PvP, since iy would be, in a sense, easier to fight against someone that MIGHT make a mistake.
rYsyn wrote:
Darth_Spike wrote:
rYsyn wrote:
For what it is worth, here is my top five (and please note that none of them have anything to do with Jedi)
- Action Regin rate of Boss NPCs and Creatures
- I think another put it best, in that NPCs should behave as if they have 250 SP, and therefore having similar capabilities and template combinations as anpther layer might have. For the Marks high than CL80, they should behave like they have a few more SP to gain the higher CL, but not some magically "special" abilites thata player could NEVER have (or give us Players a way to get those abilities as well thru a quest or something)
- Two different issues. I agree with the creation of NPC that are based on a Template design. But the Regen Rate of the Action Bar is different then the AI of the NPC.