Bounty Hunter Archive
Thread: Is the Dizzy + KD ever coming back?
Dizzy doesnt appear to do anything atm, it certainly doesnt seem to affect KD recovery
ShaikeRamjet wrote:
Stun is supposed to stop your action regeneration for a short time, but it is broken. Blind decreases your accuracy, obviously. But to be honest, I have no idea what dizzy even does anymore.
tuffness55 wrote:
i think states are a little too complated for the devs, so they just made them not do anything
Maybe so, but while its being worked out, all of us who invested hard earned SP in the ability to "Apply States" are left doing no better than shoot silly string at opponents. The only usefull states in existance are really root, kd, and maybe snare if your going to fly a kite. Out of those, one doesn't really work (snare slows PC's down by about 1% in my experiance)... at least against Jedi...and another works but doesn't last longer than it takes to push a button.
This is true only I'd like to add that I find KD to be rather useless at the moment as well. Rarely do they last more than 1-2 seconds and the only way they last beyond that is if the opponent doesn't have KD Recovery handy or he's bugged.
Treblesum81 wrote:
tuffness55 wrote:
i think states are a little too complated for the devs, so they just made them not do anything
Maybe so, but while its being worked out, all of us who invested hard earned SP in the ability to "Apply States" are left doing no better than shoot silly string at opponents. The only usefull states in existance are really root, kd, and maybe snare if your going to fly a kite. Out of those, one doesn't really work (snare slows PC's down by about 1% in my experiance)... at least against Jedi...and another works but doesn't last longer than it takes to push a button.
Dallow wrote:
For me, KD is more of a defensive manuever now. I'll take roots and snares over fights that were typically won by who got the dizzy/kd first. It's a little bit more tatical now.
While I agree with your statement about using KD for defense (1-2 seconds is enough time to get a head start for kiting), I have to say that combat in this way is not more tactical:
With MOST states taken out of the combat equation, what is left is those who have the few that work using the same combination repeatedly to gain the upper hand. Those that don't have the working states are left in the same damage dealing / healing contest that we had before the CU. The real difference now is that the states that used to work, albeit with much difficulty and perserverence, have instant counter actions, or simply don't have any effect at all.
That being said, I am already seeing people gravitating away from carbineer in huge quantities. Just yesterday 8 people in my guild went from MC to MR or MP. To me this is significant because Carbs were supposed to be the great, all around weapons that they never really were before the CU. Yet post CU, they are still left without much of what was supposed to make them great, reducing them to miniature versions of rifles with not as much speed as a pistol.
Treblesum81 wrote:
Dallow wrote:
For me, KD is more of a defensive manuever now. I'll take roots and snares over fights that were typically won by who got the dizzy/kd first. It's a little bit more tatical now.
While I agree with your statement about using KD for defense (1-2 seconds is enough time to get a head start for kiting), I have to say that combat in this way is not more tactical:
With MOST states taken out of the combat equation, what is left is those who have the few that work using the same combination repeatedly to gain the upper hand. Those that don't have the working states are left in the same damage dealing / healing contest that we had before the CU. The real difference now is that the states that used to work, albeit with much difficulty and perserverence, have instant counter actions, or simply don't have any effect at all.
That being said, I am already seeing people gravitating away from carbineer in huge quantities. Just yesterday 8 people in my guild went from MC to MR or MP. To me this is significant because Carbs were supposed to be the great, all around weapons that they never really were before the CU. Yet post CU, they are still left without much of what was supposed to make them great, reducing them to miniature versions of rifles with not as much speed as a pistol.
Hmmm. I think it more tatical that people have a counter to an attack. Doesn't that counter take up 1 combat round? Instead of hitting you, they are clearing states. There's the tatical choice - offense or defense.
I do agree that carbineer has seemed to lost its focus. I'm not really sure what it's suppose to be. I was a carbineer pre-CU because of the control aspect of it. When I saw the pistoleer specials available with the CU, I went MBH/MP/Carbs4400 and use an elite as my main weapon. It seems pistols are now the controlling weapon.
I guess I never thought of myself as a carbineer or a pistoleer, simply a bounty hunter with a particular fighting style. Pre-CU it was carbs to control, now it is pistols.
Dallow wrote:
Treblesum81 wrote:
Dallow wrote:
For me, KD is more of a defensive manuever now. I'll take roots and snares over fights that were typically won by who got the dizzy/kd first. It's a little bit more tatical now.
While I agree with your statement about using KD for defense (1-2 seconds is enough time to get a head start for kiting), I have to say that combat in this way is not more tactical:
With MOST states taken out of the combat equation, what is left is those who have the few that work using the same combination repeatedly to gain the upper hand. Those that don't have the working states are left in the same damage dealing / healing contest that we had before the CU. The real difference now is that the states that used to work, albeit with much difficulty and perserverence, have instant counter actions, or simply don't have any effect at all.
That being said, I am already seeing people gravitating away from carbineer in huge quantities. Just yesterday 8 people in my guild went from MC to MR or MP. To me this is significant because Carbs were supposed to be the great, all around weapons that they never really were before the CU. Yet post CU, they are still left without much of what was supposed to make them great, reducing them to miniature versions of rifles with not as much speed as a pistol.
Hmmm. I think it more tatical that people have a counter to an attack. Doesn't that counter take up 1 combat round? Instead of hitting you, they are clearing states. There's the tatical choice - offense or defense.
I do agree that carbineer has seemed to lost its focus. I'm not really sure what it's suppose to be. I was a carbineer pre-CU because of the control aspect of it. When I saw the pistoleer specials available with the CU, I went MBH/MP/Carbs4400 and use an elite as my main weapon. It seems pistols are now the controlling weapon.
I guess I never thought of myself as a carbineer or a pistoleer, simply a bounty hunter with a particular fighting style. Pre-CU it was carbs to control, now it is pistols.
Yeah... Pistoleer was supposed to be the tank of the ranged professions. I love carbs and will stay a Master Carbineer. But, you are correct, they aren't the state inducing profession that they were before CU even though the CU documents label them as crowd control. What crowd "control" do we actually have? I can hit a group of people... but I also have that same ability with the xxx4 Pistoleer skills that I have. There should be an area KD with a low percentage to land. There should be an are attack that throws random states on the targets. And finally, there should be a use for dizzy(all professions that use this would of course benefit).
Message Edited by ShaikeRamjet on 06-23-2005 06:19 PM