Carbineer Archive

Thread: _scout_, why aren't you adovocating a balance for snares? Melee players have no chance.

Opie76
Sun Oct 23, 2005 1:33 pm
#1


As a carbineer since launch I'm disgusted that certain correspondants feel its ok to turn their head to this problem that melee players ,not just jedi have versus a ranged person with snares and roots.


Any dabbling carbineer more than likely will have access to a root and snare if they want to compete. Where is the gameplay balance when a ranged person can kite from 50 m and keep alternating snares and roots. Melee players have no way to get in range to defend themselves.


Rancor aid is a joke as it only protects against the CM snare.


Honestly snares and roots need another look by the Devs. They already admitted they knew about these imbalances during Pub 24 but due to a deadline they had to push the publish.


It's funny some correspondants go silent on these changes when they benefit themselves, even though 99% of melee players feel there has ben great imbalance with the new publish.



If snares stay in the game, then there needs to be some counter to them. Possible solutions.


1. Ability to heal or resist them. Such as heal states in jedi, state defense in defender and resist states in enhancers. Perhaps Stabilizer in Medic could server as a solution also.

2. A timer needs to be added such that keeping a player consistently snared while kiting them from 50m is not possible.

3. Make Rancor aid work for all snares. Least Desirable one.



Ho'mer/Avenir



Message Edited by Opie76 on 10-23-2005 01:42 PM

TAfirehawk
Sun Oct 23, 2005 5:09 pm
#2

The pendulum has just swung too far the other way.....how quickly people forget the pre-CU days.....


And remember that only about 1% of what a Corr asks for gets done.....and even that is not as they ask.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

_scout_
Sun Oct 23, 2005 5:50 pm
#3

Im a little bit late with responding here on the forum, but I dropped Opie76 an quick PM as reply to assure that this is looked upon by me.

Regarding the new snare/debuff/buff movement rules: Im watching this closely on the correspondent forum, where I can get the combined input from the other melee correspondents, withough having to read and wade through "hundreds" of post on their forum.

That I haven't started a discussion in this forum, depends on the fact, that with mostly carbineers here, it's hard to get feedback from the melee clases in here, hence my approach to watch the feedback from the melee correspondent at the correspondent forum.

With that said, yes I do can understand the issues and am watching it closely, and as TA I'm interested in having a well-balanced profession, not an uber profession. With crippling shot being the strongest ranged snare, we have to make sure that this ability stays balanced in PvP as it was, while at the same time we have to assure that this profession keeps it useablity in PvE, where the new immunities are rendering one of our profession defining abilities and with that our strongest tactic, aka kiting, useless and impossible.

Be assure that I'll try to get rid of the immunities in PvE and try to balance our professions snare in PvP.

p.s.
The recap of the state of the profession will might need some more time, I would like to get a bit more feedback on the new AI as well as their immunities to see how this affects us, but I already have forwarded to the correspondent forum that the new immunities are a realy bad idea.







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zRhyno
Mon Oct 24, 2005 4:22 pm
#4

Is it actually possible to have balance between ranged and melee? As far as iv always seen it, there is no possible way to have complete balance, it always tips one way or the other.






R H Y A I M E S
R o g u e U n d e r w o r l d
MANDALORIAN DUNGEONMASTER®
Bennyboy4308
Mon Oct 24, 2005 6:54 pm
#5

Whats so overpowered about a short snare? If a melee character cannot survive 20 seconds then they obviously aren't good tanks. Heck alot of melee characters and stand still for 30 minutes jsut healing and tanking and not get incapped. Besides, 1v1 duels have never been indicative of actual PvP balance. You can set up a duel so that a SL/Smuggler can hit people for 17k, but can SL/Smugglers really do that in PvP? Never.



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
Bennyboy4308
Mon Oct 24, 2005 7:03 pm
#6

Besides, pretend they make it so we can't kite Melee. Melee tempaltes with 2hs have HUGE DPS when coupled with Adv Armor break (Very few people can maintain a suit of sliced armor b/c of decay rates). Instead of Melee having trouble hitting ranged but not dying, your going to have carbineers dying quickly with melee being absolute king again. What advantage would ranged have if melee is immune to kiting? They have the best offense and defense. There would be no reason to be anything other than Master Swordsman with at least 0100 in TKA and 4000 in doc.



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
Jegger
Mon Oct 24, 2005 7:13 pm
#7

they should have made the patch:


buff < snare/root/debuff < foods


instead of:


buff/foods < snare/root/debuff


I think that would solve the whole pub24 melee 'mess'



Shadrach Jegger - Underworld Boss

"You don't need Glory kid, What you need is Guns lots of guns" - Jegger


theicecreamman
Tue Oct 25, 2005 1:19 am
#8

Smart people i fight in pvp who are melee (non jedi inclued) use the landscape, buildings at their advantage. They know that if they go outside or in a wide open area they cannot win this fight. So if they stay inside a building or using landscape such as hills, big rocks i have to move and come in range of their melee attacks.

I honestly do not see a problem the way snares and kitting works. I however believe melee profession (non jedi specificaly) should be given snare/root aswell, of course not as powerfull as ranged crowd control tools. Right now the only snare available to them is in fencer wich works for me but not everyone fancy dabbling in fencer.



Feel The Burn
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