Bounty Hunter Archive
Thread: Bounty Hunter Prerequisites Time for a change?
I have Warcry 1 and Intimidate 1. VERY handy. Intimidate drops their active defenses(dodge) and lessens their passive defenses by a substantial margin. Warcry stops them from using specials.
I use heavy weapons a lot, with all the requisite low accuracy, but I can even hit uber templates pretty reliably once I get my first shot off...
Warcry, Intimidate, Aim, Overcharge. That's usually a fight closer right there.
I would cheerfully support this change. It makes more sense in the game context anyhow, and would clearly generate some significant bonuses for us that we don't get otherwise.
The day I see my bounty hunter having to run up to enemies and roar at them is the day I drop bounty hunter.
Warcry I+II are great skills, but its definitely something you imagine an efficient killer doing, and I do not expect to see a bounty hunter engaging in fisticuffs with bounties or swordfights with jedi.
I can however imagine a bounty hunter out after a mark in the wilderness camping overnight, trying to track down his enemy, and setting an ambush for him... We might not have the tracking, or PC/NPC trapping abilites, but they're directly related to scouting, not brawling. Terrain negotiation is still handy if you got your ride bust open by an enemy, and also, your vehicle makes a lot of noise when you're coming to a player jedi... sure to alert em... Of the three lines thus, only one is really unjustified(hunting), though even that can be justified by you "hunting down your prey"
The more I think about this, the less enthused I am.
First, non bounty hunters:
a) people who have not achieved novice bounty hunter, but have accumulated a ton of trapping, scout and camping xp. What do you say to them?
Then, bounty hunters
a) will the skill points we have invested in scout transfer directly to brawler, even though we have absolutely zero unarmed, polearm, etc. experience? Conversely, will our terrain navigation drop to zero? Will we not be able to pitch a tent? (lewd jokes, gentlemen, to the minimum, thanks)
b) since we don't have the pre-requisites for our newly-reshaped profession, what will happen with our bounty hunter skills?
On top of this, as nice as it would be to have the defensive stats of the elite brawlers, how does this really fix the bounty hunter? We've been complaining about dabblers since the beginning and, as I see it, this does nothing but increase the number of dabblers. What does this do for our broken specials (fastblast), what does this do to fix our droids?
Perhaps I'm speaking too soon, because the combat revamp will hopefully do a lot to putting my mind at ease, but if you can see two updates into the future (we don't need camps to call droids/pets YAY!!!), could you at least give us a little indication as to the direction we're going here?
It sounds nice in theory, but do we really want BH/TKA, BH/Smuggler, BH/Commando comboes? BH is made specifically NOT to mix with these three.(FireKD - Spray Shot - FireSingle2). The answer is extend scout skills into the BH trees: Humanoid traps/gadgets, BH camp, To-Hit bonuses on humanoids,humanoid tracking...etc.
Bounty Hunter is very poorly designed as is. It should have been a sister to ranger (both require master scout....ranger focuses on killingcreatures...bounty hunter focuses on killing players). This would allow for TKA-BH, or Pikeman-BH, or Rifleman-BH...etc. BH should have been made up of tracking tree, hunting tree, gadgets tree, and defense tree.
As it is, it would be far too complicated to make any change of this caliber. I would say the answer is the devs MUST make MBH worth 217sp. MBH should NOT have to take any pistoleer/carbineer to be more viable in combat...they already spent 217sp to be a MBH.
Tanks,
It's good to see that your hitting the nail on the head now and bringing to light some of the ideas of the other members. I have been thinking about this for a great a deal of time and have said so in a few posts. As a bounty hunter we do not need any semblance of scout skill; the idea of becomming a master bralwer is valid as well.
The one thing that concerns me most is the up comming revamp to combat , the ablility to specilize in a weapon in particular. Thunderheart wrote in his post, "The art of combat" that there will be the ability to specilize in our skills with in our professions. This is a great idea, and should be implamented. My main concern is where are thoes skill points going to come from when we want to specilize. IMO we should not have to master two professions, perhaps gain 3 skill trees in the brawler profession, maybe two. That way the devs can justify the reasoning for having a bh require two professions to make it complete.
In short we should not have to master brawler as well, it's a nice addition , but it will only a burr in our sides when it comes down to the specilization of weapons within our skill trees.
Oh a thought just occured to me, what if when the speiclizations come out, to become a bh you need to complete every specilization with in the marksmen tree and complete 2 brwalers trees. That's still a skill point sink and should make the devs happy.
Latar
Keep master scout.
Mask scent is still most usefull in the wilderness.
The ability to harvest hides is a good extra cash generator.
Camps are great for resting up in the wilderness.
I see scout as very important for bounty hunters so we can track our marks through all manner of terain.
Sylen Spiritunicorn (Bria)