Carbineer Archive
Thread: Crowd Control Discussion
Also anyone that's played Diablo 2 knows one of the best crowd control things in that game is knockback, and if your character did a knock back really well then it'd even turn the enemy around. If we could have a no timer knockback I think that'd work very well.
And as my little rant, if they want to take away our ranged knockdown, then they better take away FKD's dizzy/knockdown in one hit. Same with the TK's.
No matter how you look at it Nova, there isn't going to be a perfect solution to crowd control that isn't gonna involve hampering the target's movements.
I can see why the devs don't like the KD/posture angle, but in all fairness it is THEIR fault for using the cookie cutter approach to building the profs. They give the majority of classes the same basic attacks, Kd, bleeds, etc... and call it balance...then they give each prof different mods and different pools to hit, and call it diversity. To me that whole approach doesn't work and I think the game has proved that in application time and time again. Need I bring up the whole BH/Carbineer issue?
The only way to give anyprof diversity and distinction is to give it abilities that other profs can't do. Personally I could care less about our Kd shot. I've beena master carbineer for a LONG time now and I hardly use it because it's just not practical in a prolonged battle. Even now that it's got a timer. I would prefer to see us have shots that actually live up to their names. We have impairing shots and debiliatating shots that worked great until the timers kicked in, but then our crippling shot is really not crippling at all. It's just a glorified damage special that hits health more often than anything. How is it s a crippling shot? Our two bleeds work over a target's action pool, yet the rest of our high damage specials really do not. When was the last time you dropped a target using action? I can't remember. Instead most of the time I end up drilling the action bar down below halfway in the process of killing the target by health. I've always felt like carbineers do twice the effort of killing a target compared to everyone else. Making CS an action pool hit would make it more in line with our other abilities and giving it a "slowing" state would also be realistic.
I don't mind the 30sec posture change timer, but why does a "control" prof follow the same rules as non-control profs? It just doesn't make sense. We should have some movement hindering ablility that no other prof has. They could easily give us a single target special and an AOE special that does just that and it would more than fit into the carbineer template. I would also prefer to see our strongest special as a master only special to reward those of us who are TRUE carbineers and not dabblers.
I think there's plenty of features already built into the game that would only require a few of our specials to be reworked into TRUE action hindering shots like their name implies. It shouldn't require a heck of alot of code.
Actualy Jedi have the ability to De-Buff.
I would like to see a master shot that can have a chance to intimidate and "Force movement speed to Walking". Give it about a 6.5 damage mod and a speed at about 2.8-3.2 or so.
I would like to second DubVee's motion of applying legshot 3 as a 75% speed reducer.
<I'd like to see a special that decreases the target's movement speed. Maybe this could be a new state applied by legshot3 (target is hit in the legs, so moves at 75% speed for 10 seconds or so). This would be a great state to use against anything that attempts to charge or retreat.>
-kneight incendiary
So devs dont like posture changes? Well its a bit late for that.
IMHO crowd control means being able to disable OR immobilize a group of oppenents so that the majority of the hunting party can focus on a single target without having to worry about the rest of the enemies around. This could include posture changes, but also might have stunning effect (similar to smuggler panic shot) or some type of slowing effect to reduce movement speed. As a far fetched idea we might also get the chance to "fear" an oppenent, where they would flee uncontrolably from the battle (definately a high level skill/ability).
I picture Carbineers in the role of crowd control as ranged combatants that provide lots of cover fire to keep the enemy from closing in on the group. The damage of the carbineer is second to his/her ability to defend a location from an enemy charge.
So to sum it up, crowd control repels an enemy assault through the fear of danger more than the actual damage they inflict. However, we don't want to be firing spitballs either ![]()
Cim Taurus
Bounty Hunter / Carbineer
Huwipa Alliance
Chilastra Galaxy
Message Edited by CimTaurus on 02-29-2004 01:03 PM