Carbineer Archive
Thread: Latest request for a Carbineer Cone KD
TAfirehawk wrote:
The Carbineer Community has some mixed opinions on the Suppression Fire fix/change but most of us love it and the Crowd Control we can do with it. Many thanks to the Devs for fixing one of our two brokenMaster Box Specials (fixing Rapid Fire is a lower priority as it doesn't relate to Crowd Control and we are only stressing Crowd Control fixes right now).
But it has been long enough after the CU that the Cone KD Abilitycould/should have been fixed. And yes I know every other prof has avery longlist of things, but a Cone KD is a core ability for a Carbineer's Role of Crowd Control (position control). I don't think it is too much to ask that the BASIC aspects of being a Carbineer are fixed, CROWD CONTROL.....it would be like a Musician not being able to play any instruments....
Not that anybody should be nerfed, but I don't understand why a prof rated (1) in Crowd Control can do a Cone KD but the prof with a (4) in Crowd Control (specifically position control) gets nothing but a quick 2-3 second snare.
If/when this is looked at I would suggest the damage modifier be reduced on the initial hit compared to what Charge Shot does right now.....most/all State Specials should have low damage mods IMO.
In case anybody has forgotten what the CU Docs say.....
Carbineer
Primary Role: Medium Range Crowd Control (Position Control)
Secondary Role: Medium Range Area Effect Damage Specialist
Offense: Strong(4)
Defense: Minimal (1)
Crowd Control: Strong(4)
The Carbineer is a medium range control specialist. He or she has potent abilities to keep targets at a distance and reduce their combat effectiveness. The Carbineer also has powerful Area Cone attacks allowing them to effectively fight groups of targets. Once an opponent is able to close with the Carbineer however they're quite vulnerable.
Profession Mixing Tip: Carbineer crowd control skills are specialized in controlling an opponent's position. Slowing an opponent's movement speed and pushing them back away from the Carbineer are potent abilities for controlling the flow of combat. These abilities combined with fairly strong offensive abilities, particularly when faced with a group of opponents, leave the player with a very potent set of skills. Adding additional ranged skills from other professions only increases a Carbineer's power and options on the battlefield. An alternative template combination may be to add one of the more defensive professions for a well rounded combat character.
If/when this is looked at I would suggest the damage modifier be reduced on the initial hit compared to what Charge Shot does right now.....most/all State Specials should have low damage mods IMO.
I have a six pack beer right here, but as Im expecting some friends later this evening better hurry
I know thats a link from/to another forum/profession ...
Sylow wrote:
Hmm...you really had to write this passage:
If/when this is looked at I would suggest the damage modifier be reduced on the initial hit compared to what Charge Shot does right now.....most/all State Specials should have low damage mods IMO.
Guess you somehow you are right, just hope they don't see this as an invitation to reduce our damage output... *grin*
Otherwhise, yea, go for it! (Makes me wonder, you really want the beer, eh? *grin*)
And as a tiny sidenote... interestingly written, the thing about Suppression Fire. I'm still waiting for the ability to persuade methat it's useful...and save to use in team.
Personally I wanted to ask for a nerf to the Damage Modifier for Charge Shot and Improved Charge Shot.....but I didn't want to get strung up by my toenails here
Charge Shot doing as much damage as it does is really a bug......
Some of the older folks here will remember how I was in favor of the Charge Shot nerf last time around.....it is all about BALANCE and what is fair ![]()
but I didn't want to get strung up by my toenails hereCharge Shot doing as much damage as it does is really a bug......
Interesting, survival instincts kicking in. I personally consider the damage for it to be fine and fair enough. Sure, underhand does less damage, but it can be used from any posture, that's a fair tradeoff in my eyes.
(Which perhaps is one of the biggest problem in "balancing" a game... what one person sees as balanced, somebody else considers to be unfair... my best example forever will be a MUD where i was on the coding team. Good, neutraland evil clerics had the same miracles, withabsolutely the same code behind them, only the displayed names and messages were different. The playerswere not awareof that and we got "proof" from both sides, that the other side had more powerful abilities at hand and had to be nerfed... with that knowledge at hand, i see "balance" issues more relaxedly than many people here. )
BTW, get used to Suppression Fire as it isn't changing any time soon.....it isn't terribly useful but making a cone version of Crippling Shot would be so unbalancing they would nerf it within 24 hours![]()
Message Edited by Sylow on 07-21-2005 03:38 PM
While we're discussing crowd control...
Based soley on the special name, Scatter shot seems like it should make the enemy (or group of enemies) run away (read:scatter)for a bit. That would fit the "pushing them back away from the Carbineer" descriptionin the combat upgrade.
Molique wrote:
While we're discussing crowd control...
Based soley on the special name, Scatter shot seems like it should make the enemy (or group of enemies) run away (read:scatter)for a bit. That would fit the "pushing them back away from the Carbineer" descriptionin the combat upgrade.
An interesting idea. However somehow I think it might be a bit difficult to implement and might annoy PvP enemies a bit (but is that a bad thing?
For anyone that dosent think supression fire is usefull, come on one group hunt on dat with me. you wont want to do it withought a carbineer again. I am sooo sold on this its becoming one of my favorite skills.
Yes an area cripple shot would be a huge overbalance...An area shot with legshots sting might even be an imbalance. But we should have a good basic area damage shot. Advanced rapid fire fits that bill nicely and all...But to be able to both controle a croud and lay down a base of damage like our descryption ses...I would like to see the action cost lowered on our advanced rapid fire. Somewere halfway between our placed shot and our legshot would be nice. The way it is now when we are laying all this controle fire. We are required to spam the control shots. This takes away from our 4 in offence. Im thinking shave the action cost a bit would give us more over all dps. Also shaving the cooldown on it would help us pair it with supression...wich does no damage for the most part on an equal level mob taking in their regen.
If scattershot is turned into an area kd i think we would fit the descryption quite well. Or even a forced posture down with a timmer like kd but only 15 seconds. That would help us controle the target yet not give us and the group the huge kd damage bonus a area kd would. I think that damage bonus is why we dont have it. Also having a posture change shot in the game migh actualy make dizzy from bh usefull as it is now dizzy does nothing to you or am i wrong...but thats off topic. (and im not a bh)
Frankly id rather have an area posture down every 15 seconds than a kd every 30 if i had to choose. for npc's make em have to stay down for the 5 seconds like the kd (yeh right they stay down 5 seconds lol).