Carbineer Archive
Thread: 30 second timer nerfs PvE carbine skill... should we all train Creature Handler now?
Well, there was something needed for PvE for sure,no opinion reallyif the nerf needed to be quite this hard, but soloing 5 red con mobs at the same time without a chance of getting hit was a bit too much. Well, not just a bit.. But, the reason the game needs to be a bit harder than the 2-weeks-to-totally-max-out-your-char thing that was going on is that alot of the content in the game currently is built around the character development. If you max outin 2 weeks, you kinda run out of things to do fast and get bored. It's not much of a challenge either I guess.
I doubt it was ever intended to be so fast, which it ended up being cause of way too many broken, overpowered skills, or mobs that were way too easy for the exp. This all should've been done in beta of course, cause then people wouldnt be used to the super fast exp speed and wouldnt get pissed off because something they had got taken away from them. If the game was released in its fully "nerfed" state, I dont think there would be too many people yelling that their class is totally unplayable.
Personally I know I was able to solo white cons around the first few boxes of novice carbineer just fine without any kind of posture change or kd moves (and this was with a cdef carbine, it's probably alot easier now) and I know I'm still able to take out white cons alone without any problem, so I dont see how carbineers would be totally unplayable. Maybe there's some weird point in the middle where you cant do that.. But I cant really test that one out. But just as a note, soloing yellow or red cons isnt required for a class to be playable, if some classes can do that then they're probably not working as intended either. CHs are sort of an exception I guess.. They're a hard one to balance, but at least their pets eating a part of the exp makes up for some of it
/sigh
not to be following you, just saw an update. and i read teh entire post, and everything in it. and i counted 15 posts that seemed to be specifically against the timer change. there are some in favor of it, even some well-thought out ones. i particularly like sarne's
however, at the higher level, i'm able to solo mobs that give me 250 exp per kill. at least, i can usually solo without incap.
and...ok, what are YOUR ways for crowd control, mast..i mean mcpp? i had three that i knew of before...pc, kd, and pets. now, unless there's a 30-second timer added to the length of pc and kd, i only know of pets. am i missing somehting?
The timer change effectively strips carbineers of both chargeshot 1 and 2 as well as suppression 2. Along with our useless line of wildshot 1 + 2 this change takes us from our prior sucky level and puts us squarly in gimped status, right where commando used to be. With some luck they will fix us similarly. Possibly with a statis shot which immobilizes and removes all actions to the selected target and a new line of x2765 damage modifiers like they have with commando's =P
Seriously though, i can see 'adjusting' things to make them fair, but SOE really seems to do things far beyond the adjustment range and straight into a complete change realm. If its not enhanced into godhood its nerfed into the ground and useless, there is no in-between. Also, did the testing community not comment on this? I know in the past the test center reports from people were ignored and the changes have gone through, why bother testing if you dont care about the response or results?
If they want to save the carbineer class i think we need to have our skill tree addressed and abilities changed. Since our crowd control is now under a 30sec timer.
Luther -eclipse-
The developers continue to amaze me with their incompetence.
Along with this nerf to carbineers came the incredible buffs to BH (via LLC) and Commando.A friend of mine isa Master Commando and can now solo AT-STs. She has hit them for 12,000 in a single shot.
Yes, their pathetic attempts to balance are tragically inept and infuriating.
Oh, and MCPP, I just can't take a person seriously that calls me a moron and can't spell the word "tragic."
I predict a rush to Commando now, as it went from the weakest to the strongest profession in a single patch.
MCPP wrote:
dont be a moron.. and stop complaining.
the KD nerf and 30 sec timer are an amazingly good idea foro a balance. actually i think a 30 sec timer on posture change makes the skill worthless now except in a very small number of circumstances... um, which is where a skill like this should be put.
First off, read my post again. How am I being a moron? Where is the flaw in my reasoning? I would like to know that instead of being called a moron, you dork.
What you seem to be saying is that almost half of carbineer skills should be worthless and only useable in a certain very small number of circumstances. If thats the case, then I and many others will definitely not stop complaining.
I spent the last 3 hours hunting with the "new carbineer" class. Let me just say that the game is a LOT harder.
Actually it's a totally different game: stuff you could normally solo.. forget about it.Even a yellow conthat you could normally pin and control is going to rip you a new one (as I found out).
This may be true for you, but it certainly isn't true for me. And I don't wear armor.
The knockdown/posture change nerf was fine in and of itself; I was soloing small reds using the pinning technique and pvp chained knockdowns are lame.
The problem is that posture changes and knockdowns were class defining skills for the carbineer. Status effects are interesting, but not nearly effective enough to make the class worth playing by themselves. Drawn out over time we are not doing more damage than pistols which is silly, but whatever. We attack action which is healable and which is deeply inferior to health attacks in group combat and unhealable mind attacks in PvP. It took everything we had to give a niche to this class and all of our aces just turned into the 7 of clubs.
So what are the devs going to do to replace our diminished functionality and give this class a unique advantage? While they do look mighty cool and all, it really is ridiculous to see how many rancors and gurrecks are hanging out intown these days.
I'm seeing a lot of people saying 'the game should be harder.' Why is that? Shouldn't we all be saying things like 'the game should be more fun'? If there are a bunch of people soloing, let them! They are paying $15 a month for the privelege - they've earned it.
I stumbled into choosing carbineer in the beginning because I wanted something that I didn't see a lot of other people playing, but I have grown to like the strengths - or should I say potential strengths - of the class. A central strength is - was - crowd control. We were the guys who pinned the mob(s) down and kept ourselves and ourteammates safe.
Now, people would argue that this makes the game too easy, because if done right you never get touched. They are forgetting one very important factor. As your characters increase in skill, they become better with their combat abilities, but their HAM remains exactly the same. Unfortunately, this does not remain true for mobs, who eventually have several thousand HAM and can hit for hundreds of points of damage at a time with or without armor. If players are getting hit, they are dying soon after, nomatter how good they are. We need to be able to keep the mobs off us or we die, it is that simple. As it now stands with this posture change nerf, pets will become a requirement for survival, both for teams and soloers. We are a class that is based on crowd control, and with a thirty second timer on posture changes,
CROWD CONTROL BECOMES MEANINGLESS
I do agree that a timer is necessary for PvP, because melee classes would never close on us otherwise, and the whole don't bring a knife to a gunfight issue aside, it really isn't fair for them. However, even in terms of PvP, thirty seconds is way too harsh, both for posture change and knockdowns.
Please devs, the very least you could do is make this timer PvP only, like you did with damage reduction. Or you could lower the timer, because thirty seconds is really, really, really overdoing it, PvP or not. Otherwise, when a class defining ability is only usable twice a minute, what exactly are us carbineers supposed to be good for?
As sad as I am over the loss of my unique PvE crowd-control abilities, I would hazard to guess that the devs are not going to do anything to replace our diminished functionality. They have already stated that Pistoleer and Creature Handler are the two most popular elite professions. This should come as no surprise to them, as it must have been by design.
By systematically crippling every other elite/hybrid combat profession, and steering anyone interested in surviving combat to those two most-played professions, they can reduce the load on their code maintenance team. If there are no longer any Carbineers in the game, then there is no need to maintain that code base. The reason every other combat profession sucks is because SOE wants us to all migrate to Pistoleer and Creature Handler. I suggest you allstart making plans to drop/obtain necessary skills immediately in order to remain competive in what has become SWG beta 4: Attack of the Pets.
It ain't so bad..
As a 0-2-0-1 carbineer with novice doctor ( but no buffs yet) I can still take down stuff like tortur bulls quite easilly and I am only using a half decent non sliced laser carbine...