Carbineer Archive
Thread: When are we going to be protected Vs Hate? TA?
Everybody used to complain about our lack of damage output.....now with high damage output the complaints continue.....
The Hate System may see more tweaks, but if you are doing the most damage then you should clearly get the most hate.
TAfirehawk wrote:The Hate System may see more tweaks, but if you are doing the most damage then you should clearly get the most hate.
Not true. The tank professions are supposed to be able to maintain aggro, even with their limited damage potential. It's the whole point of their role. Tanks are not there to do damage, but to keep the mobs off those who do the real damage.
TheWok wrote:
TAfirehawk wrote:
The Hate System may see more tweaks, but if you are doing the most damage then you should clearly get the most hate.
Not true. The tank professions are supposed to be able to maintain aggro, even with their limited damage potential. It's the whole point of their role. Tanks are not there to do damage, but to keep the mobs off those who do the real damage.
Ah, you speak of theory on how it should be.....I speak of reality on LIVE
This is true, a tank should be able to hold aggro, but... crowd control classes in games where tanks hold aggro don't do much damage, and can't take much damage either. yet, as carbineers we get to do really decent damage and have medium defense and a somewhatodd form of crowdcontrol.Neither tanks or crowd controllers really are such in this game... and carbineerscan outdamage the damage dealers.
But... applying an EQ or rock/paper/scissors scheme to this game is probably inconsistent with star wars anyway. I'd rather feel that this is a best attempt at star wars, rather than EQ with afuturistic skin on it.
TAfirehawk wrote:Everybody used to complain about our lack of damage output.....now with high damage output the complaints continue.....
The Hate System may see more tweaks, but if you are doing the most damage then you should clearly get the most hate.
Lol so true. heck if you don't want agro use placed shot. You'll still get the xp and you won't have the agro come to you. It might take a littl longer to kill the creature but hey sometimes you have to look out that your own butt isn't dead.
TAfirehawk wrote:
TheWok wrote:
TAfirehawk wrote:
The Hate System may see more tweaks, but if you are doing the most damage then you should clearly get the most hate.
Not true. The tank professions are supposed to be able to maintain aggro, even with their limited damage potential. It's the whole point of their role. Tanks are not there to do damage, but to keep the mobs off those who do the real damage.
Ah, you speak of theory on how it should be.....I speak of reality on LIVE![]()
Basically the /taunt needs fixed for the people tanking so it can overcome the highest damage person's hate.
Ah but when im out damaging several Jedi and a few others, that shows they need to really tweak Jedi.
TAfirehawk wrote:Everybody used to complain about our lack of damage output.....now with high damage output the complaints continue.....
The Hate System may see more tweaks, but if you are doing the most damage then you should clearly get the most hate.
That maybe so, but then why the more "nuke-worthy" somone is, the less "tank-worthy" they are?
Tanks are meant to be high defence and low offence, the opposite being true of nukers, the hate system completely negates this proven system.
currently jedi are more tanks and healers and I think thats okay.
Enough Jedi tweaks, balances, fixes and loving.
Get some work on the regular professions done too.
This whole thing is like a equation with 14 variables which you try to balance and you are only changing one.
Second:
Carbiner is a crowd control /damage type profession, at least he should be.
Currently he is 80 % damage and 20% crowd control .
He was never mentioned to be have high defenses, for that you take a second profession (like TKM or BH).
What we should get to protect us, should be some AREA crowdcontrols skills, e.g.
- an area KD -> advanced rapid fire?
- maybe bring back an area posture down -> scatter shot?
- more stats applying shots, preferred area shots
It was good when we had chargeshot1 and chargeshot2 as single and area attack but apperantly the DEVs dont want that improved or advanced version cover different areas of attack (see current jedi ranged KD balance that went from area to single attack in publish 19).
TheWok wrote:
Not true. The tank professions are supposed to be able to maintain aggro, even with their limited damage potential. It's the whole point of their role. Tanks are not there to do damage, but to keep the mobs off those who do the real damage.
Have you tried being a tank?
I'm! TKM/SMuggler to be exact.
Keepin agro on me is HARD!!!! Cause when someone outdamages me (all the time), my target moves away. The taunt skill has a cool-down timer as well... That's talking about a single creature.
Now compare to some doc/cm. They aggro multiple creatures.... With taunt I can only get 1!!!
This means the CM will be eaten.
In short: the Hate system is NOT working as it should and needs some real fixes.