Fencer Archive
Thread: Defense, Template, overall a fencer nerf
I think there should be a cap is all.. Coming from a TKM, master pistoleer, smuggler 0040 and medic 4400.. You guys can't be hit.. well maybe if i used AIM, which isn't really viable in most battles I'[m in anyhow.. That being said, I'm dropping all but novice medic to take up the some of the first row of Fencer.. If I can't hit them.. I should atleast make it hard for them to hit me.
If you can't beat em (and I have tried) then join them I guess. It'll be easy enough to switch back when needed. But screw having to use 2 full blown combat characters (or even worse, a team)to take down one dabbler of defenses... C'mon. That's cheese.
i think they should make the ranged/defense mods not stack, i do think that is nessasary
BUT they should not, i repeat, should not take away the stacking of status effect defenses. thats ridiculous, mixing and mtaching to make your profession better is an amazing idea. if you use the point you should reap the benefits.
I feel that when they do this, TKM will go back to being king and unbeatable because they can knock down a building, and fights will revert back to one second 2 hit deaths like they used to be in the begining. amazing.
I am not looking forward to this at all. Dabbling is what makes Fencers be able to compete.
I posted this in the "In Development" forum. The more I think about it, the more furious I get. This will cripple melee.
Ending the stacking of defenses is INEXCUSABLE. Many of us have spent HOURS levelling our melee characters, in order to make them SEMI competitive with ranged (and TKM). If you are going to end stacking - then at LEAST limit it to ranged and melee combos. Anything else will cripple melee.
If you ARE going to end defense stacking then the ONLY option is to nerf commandos and their flame throwers, and TKM and their insance accuracy.
A melee character has nearly NO chance against rangedin PvP unless they combine defenses --- end defense stacking and you will make melee, literally, unplayable.
Seena
A tkm will spam their mind to death before they kill me.
I actually tested this today, I had an overt reb tkm come at me blaring all his charging this and nexus thats, anyway I ended up taking between 10-40dmg a hit, he virtually never missed, even when I was in the center zone, and guess what? he spamed his mind to death.
1 scatter hit = incap = death.
Kd? no problem, thats where the 40's are from, hehehe, I couldnt get up (go figure, they sur can get up on my dizzy2/kd) so i took about 40 a pop.
Once i stood up, well, needless to say my buffs provided far, far more regeneration then that poor tkm knuckler could do, heh, heh.
Done with 60-63% ubese.
Mstr Fencer, Mstr medic, 0-4-4-0 doc, 2-0-1-0 Scout, 0-0-0-3 artistan baby!
Needless to say, TKM's arnt all powerful, they have one, huge, weakness.
Kinetic Damage.
There is 73% kinetic ubese on my server now, If anyone needs this, well, heh, I wont tell anyone, dont worry.
1000 base dmg.
Ap1 = 500 base
73% ontop of 500 = 135 or so?
Now, thats 1000 dmg, lets go to normal dmg of... ohh... 250?
Ap1 = 125dmg
73% of that is...34?
Thats a good hit aginst me (the 250, vs me unarmored)
Need I say more? --- GET SOME ARMOR---
Vincentarasin wrote:
A tkm will spam their mind to death before they kill me.
I actually tested this today, I had an overt reb tkm come at me blaring all his charging this and nexus thats, anyway I ended up taking between 10-40dmg a hit, he virtually never missed, even when I was in the center zone, and guess what? he spamed his mind to death.
1 scatter hit = incap = death.
Kd? no problem, thats where the 40's are from, hehehe, I couldnt get up (go figure, they sur can get up on my dizzy2/kd) so i took about 40 a pop.
Once i stood up, well, needless to say my buffs provided far, far more regeneration then that poor tkm knuckler could do, heh, heh.
Done with 60-63% ubese.
Mstr Fencer, Mstr medic, 0-4-4-0 doc, 2-0-1-0 Scout, 0-0-0-3 artistan baby!
Needless to say, TKM's arnt all powerful, they have one, huge, weakness.
Kinetic Damage.
There is 73% kinetic ubese on my server now, If anyone needs this, well, heh, I wont tell anyone, dont worry.
1000 base dmg.
Ap1 = 500 base
73% ontop of 500 = 135 or so?
Now, thats 1000 dmg, lets go to normal dmg of... ohh... 250?
Ap1 = 125dmg
73% of that is...34?
Thats a good hit aginst me (the 250, vs me unarmored)
Need I say more? --- GET SOME ARMOR---
You obviously are fighting TKM who don't know what the hell they are doing.
Seena