Fencer Archive
Thread: was there a nerf?
As I read this I can't help but wonder why my gaming experiance is so much differant than that of others people. I would really like to know how youwere soloing 20k HAM NPC's like DJM's as strictly a master brawler or novice fencer.
This is my personal in game experiance. Factional NPC's were easy. Intim stuck, Warcry stuck, Dizzy stuck, blind stuck, KD stuck. If they were dizzy+KD they tended to stay down forever. This covers 700 HAM to 9,500 HAM npcs.
Nightsister initiates and DS savages are the low end of the FS spectrum. These often took up to 3 intims to get it to stick and warcry also had about a 33% success rate. Dizzy and Blind would often take up to 5 hit each to get it to stick, and I'd often have to try several KD's as well. These cover about a 10,000 HAM to 13,000 HAM spectrum.
The tougher nightsister and FS chars with medium+ armon and resists in the 80% to 100% range were a something else. I have NEVER managed to dizzy or stun one of these, even though I'd burn my entire HAM bar several times over attempting to (go go stim B). Intim and warcry ran about a 10% success rate. I have only managed to KD one of these 1 time. I've fought tons of these, while hunting them a lot with some friends(the TKM tanks with a dedicated healer). These are your 14,500+ HAM NPCS.
As I final note I wish to add that these success/fail rates are as a master brawler with +intimidate/+warcry Bio clothing.
All of that said, I would really like to know just how a strict master brawler easily solo's mobs like DJM that fall into the 20,000+ HAM range, resist specials like mad and hit like a bloody train. Personally I think you are blowing smoke with out in-game experiance to back up this theory.
Now, that said, if you will read I do classify the change as a fix, but one with problems. KD'd NPC's should not be hitting me. I also state a frustration at being forced to run around chasing the gun wielding NPC's that now get up so much more easily.
Yeah, I don't know about the rest of you, but even if an enemy stayed down forever after a KD, the tough NPC's were still not easy. I would like to see a Master Brawler fight a DJM with little risk, even prepatch. I am a Master Brawler, Master Fencer, and I was on about equal ground with a Nightsister Sentinel, and a NS ranger could kill me almost as often as I killed them. It is not as simple as walking up, Dizzy then lunge 2 then beat it to death...
That being said, I have no complaints to the changes in the KD, just wish these Surface Marshalls would stop one-hit killing me... I swear, I took less damage before I could mitigate,
hananoken wrote:
They appear to get up when dizzy wears off, does anyone know if keeping them dizzy, that is, reapplying dizzy, will keep them down?
Well, when I knock them down I can't often get another move off before the bounce back up. It is like their heads are superballs, they bounce right back up. Five second knockdown? Yeah right.
This has pissed me off too, not because npc's don't just lay there forever anymore BUT because of their stupid spamming of stand-up its impossible to get the bonus damage for hitting a knocked down npc! This hurts me as a fencer because any extra damage is good!
What I think would be a better way for dizzy to work is that, say, it increases the length of a successful knockdown. Perhaps if an NPC was hit with dizzy + lunge2, they would stay down for a SOLID 10 seconds, and then be able to recover to standing 100% of the time. This would make the stacking of our effects more like lastditch or a warcry, and thus useful.
Fixing Dizzy+KD/posture change is one thing, nerfing it to uselessness is another.
They should make it the same as PvP. Before there was a bug that would cause the mob not to get up at all. This was bad. This is what needed to be fixed. Of course, this is probably their fix since they couldn't get it right. Before it was an advantage to the player, now it's bugged to the advantage of the AI.
Watching them flop around like fish, hitting me everytime they're up to fall back down is not good.
Besides which, even with the way it was before, the other changes they did make Fort Tusken harder. I've been hit with multiple bleeds now from just the normal spawns. Fully buffed, I've watched my health bar drop 1k in 1 tick. Not from attacks, but from them stacking bleeds on me. Looking through scrollback, the highest they would hit me for would be 300 (before armor reduction), yet I'm bleeding for 1k+.
I'm all up for a challenge, but that's slaughter.