Bounty Hunter Archive
Thread: Calls for CM nerfs
As I have said before and it has always been proven true:
"Why Kill a Jedi? You will just get your specials and template nerfed."
PyscoJuggalo wrote:As I have said before and it has always been proven true:
"Why Kill a Jedi? You will just get your specials and template nerfed."
Nice quote
HyprHypo wrote:
PyscoJuggalo wrote:
As I have said before and it has always been proven true:
"Why Kill a Jedi? You will just get your specials and template nerfed."
Nice quote
It cuts both ways. BH whine Jedi get nerfed. Jedi Whine, BH get nerfed. MHealer whines about MDef, Master defender gets nerfed...and so on. The problem is people spend too much whining and tearing down and not enough bulding up of their profession...or more importantly...not taking the time to learn their template.
This may or may not fix the problem :
- Added a debuff which is applied when you have been Dazed to prevent the instant reapplication of Daze
Message Edited by ther34p on 07-16-2005 05:08 PM
ther34p wrote:
This may or may not fix the problem :
Combat
- Added a debuff which is applied when you have been Dazed to prevent the instant reapplication of Daze
It's in the patch notes for the current TC patch, now if only we could get on there to test ....Message Edited by ther34p on 07-16-2005 05:08 PM
I am a MBH MCM...there is NO need to nerf the CM..none whatsoever. I pay DEARLY to have this template, and often times even though the states appear on the target, they do not work as intended.
Paralyze...this is the ONLY root-mezz int he ENTIRE game that does NO damage. Not 1 single point of damage. Here is how it is balanced. To perform this move, I only "hurt myself". As it does NO damage, but cost the CM mind and action, once the CM decides to actually attack the enemy, they start out "in the hole" on action and mind. Where as the enemy, who had 3300 health has STILL HAS 3300 heatlh , with full action and full mind (or as much as they had before Paralyze was used). Actually, a player that is under Paralyze STILL regens both action and mind. So many times...using Paralyze MAY give the CM a quick break, the enemy can take advantage of this as well.
Now then...lets get to the "RAW" number:
My general ranged speed is 40
My general ranged accuracy is 103
I NEED the ability to USE my "states" to stand a chance. As "overpowering" as CM COULD be pre-CU, I think the Devs took a very long look at the profession and actually balanced it. The CM profession is VERY balanced, and fits my playstyle like a glove. I ALMOST enjoy MCM as half as much a I enjoy MBH.
Currently we have a broken Master ability (advanced Infect) and as I said, sometimes many of the states don't do what they are suppose to do (Thyroid rupture has been applied, but the Jedi still hits me once every two or three seconds), but overal, I really enjoy MCM. Now all I need are 9 EXACT spider venoms...they we will bring back the dreaded "TICK"!
PyscoJuggalo wrote:
As I have said before and it has always been proven true:
"Why Kill a Jedi? You will just get your specials and template nerfed."
Aint' that the truth.
Surely this can't be taken seriously, whatwould people complain aboutif all normal profs were gone.
Message Edited by warrenbassist on 07-16-2005 12:48 PM
JoBoFedderish wrote:
From another forum:
Now don't get me wrong, I'm not calling for a nerf (at least I don't think I am)on Roots, Snares and Mezzes, but I do believe their current implementation leaves a lot to be desired. In PVP these affects are extremely unfun to play against. Just like pre-Cu dizzy knockdown. Once you are affected there is nothing you can do about the effect and little skill or risk is required on the part of assailant to apply them.
Ok sohow can they be improved so that they remain a worthwhile skill, but still fun to play against.
Ok the first thing is the effect should last for a random duration (keep the average duration about the same as the current duration and have a random cooldown as well. If I daze someone or confuse someone I should not know exactlyhow long it will last.
Their should be recovery skills that can be used against these effects butthey shouldnot be guaranteed to work and should have a cost and a cool down. I also suggest some form of active resist skill that be can used prior to these effects being applied. The resistance should lower chance for effect to be applied and/or reduce duration but have some other trade off like lowered accuracy or defense.
To make PvP based on skill it has to be about reacting to changing circumstances. If combat becomes a simply process of running a couple of macros and spamming F1 F2 F3 rinse repeat then combat is no longer based on skill. The current degree of certainty with regard to these effects and the complete lack of any risk in there use makes them a predictable no brainer.
Thoughts anyone ?
My thoughts, post this in the combat medic forum.