Carbineer Archive
Thread: Interesting nerf to CM
Account ticks away next week, so still patrolling teh boards hehe. Alot of action on the Doc/CM boards about all of this... looks like SOE actually did something to improve the GCW. Could open up alot of different options now for Carbineers and many other class's.
TAfirehawk wrote:
Still the armor will stop all high-end PvP....
But all of these nerfs to CM are a GREAT sign
Nah... actually it is a rather disheartening sign. It just proves that the development team hasn't learned anything from breaking Creature Handler and Commando and still will apply the fixes that are needed in much to thick a spread. Instead of balanceing CM (which, unless you are some venegance ridden coot who pines for other to be miserable because a CM poisoned you once, would be the smart option) the developers have included a way to powerfull resistance innocculation when all that was needed was a medium innoc and Area Cures.
So... Combat Medics are out of the loop (a few of the truly inane will keep clamoring for 75% nerfs but I hope even they will silence with time) and the next profession to be "fixed" sails up.
When it becomes the carbineers turn (we will be pretty safe for a while yet though) they will once more use a sledgehammer where a pair of pliers would do the trick... I just wonder how they propose to wreck Carbineer beyond recognition... increase our HAM-costs? Decrease our speed?
Zanholo wrote:
Ummmm I thought they are "fixes"....Both your quotes, not mine...
TAfirehawk wrote:
But all of these nerfs to CM are a GREAT sign
Some things are overpowered and need nerfing and some things are broken and need fixing.....a fine line but a very obvious one to avid players ![]()
Mild-Breeze-Trooper wrote:
TAfirehawk wrote:
Still the armor will stop all high-end PvP....
But all of these nerfs to CM are a GREAT sign
Nah... actually it is a rather disheartening sign. It just proves that the development team hasn't learned anything from breaking Creature Handler and Commando and still will apply the fixes that are needed in much to thick a spread. Instead of balanceing CM (which, unless you are some venegance ridden coot who pines for other to be miserable because a CM poisoned you once, would be the smart option) the developers have included a way to powerfull resistance innocculation when all that was needed was a medium innoc and Area Cures.
So... Combat Medics are out of the loop (a few of the truly inane will keep clamoring for 75% nerfs but I hope even they will silence with time) and the next profession to be "fixed" sails up.
When it becomes the carbineers turn (we will be pretty safe for a while yet though) they will once more use a sledgehammer where a pair of pliers would do the trick... I just wonder how they propose to wreck Carbineer beyond recognition... increase our HAM-costs? Decrease our speed?
This isn't LIVE so I don't know (you can't either) if this is too much or not enough. TC can not test this properly so we have to wait for the patch/publish to come to LIVE. Lets hope if it isn't balanced that it doesn't take 6 months for the Devs to tweak it....
Weico wrote:
Dev's are just once again applying duct tape to try and patch the situation, when the real way to fix this needed to be much more though out and involved. I think the thing that is also aggrivating CM's alot, is this 19m "radius" on these area cures. Anything with that type of "radius" to me falls into the catagory of ranged healing, which should always be CM territory, unless they wanna make docs start going up the ranged support tree as well.
I see what you mean, but you can't have one profession hold the most powerful weapon ... and that SAME profession hold the only cure. That takes us back to square 1, whoever has the most CM's wins. I myself can't wait to go on a large scale raid and not have 1.5k mind ticks on me before i move 2yards
Ummmm I thought they are "fixes"....Both your quotes, not mine...
TAfirehawk wrote:
But all of these nerfs to CM are a GREAT sign