Fencer Archive
Thread: was there a nerf?
I like it, it adds a little more excitement to PVE.
Well if they did the same thing here that they did to pistoleer you might as well remove that attack from your hotbar. Suppressing fire hasn't worked one single time for me since they 'fixed' it and I'm 3/3/4/4 pistoleer.
Attacks that keepa MOB from constantly pounding your brains in are being diluted to the point that they no longer work.
Rendar1970 wrote:
Last night I was using the good old dizzy + lunge technique to knockdown some nps and it was working great. Today after this patch well..... the same npc's only get knocked down %25 of the time, and even while knocked down they are dealing damage to me, and the knockdown only lasts a 1/3 as long as it used to. Is this only happening to me?
Yeah, I noticed this right away. And it is about as castrated as PMD1 under pistoleer now. If you blink, you'll miss the knockdown, and you almost have to spam the KD to get it anyway. And as someone else has said, it is so fleeting (like suppression under marksmen) that it is almost useless. Oh boy, what is the point of having specials that don't do what they say they are going to do? Don't get me wrong, I agree that NPC should get up after dizzy. It should be as hard for them as it is for me after a T/K knocks me down. I tell you, I've never been able to get back up from their dizzy either.
nerf ....... no
fix .......... yes
A master brawler should not be able to solo 20k HAM NPC's no if or buts about it. Dizzy KD was overpowered. Even still timeing it properly a master brawler fencer 0-4-0-0 can still solo about any NPC in game /shrug which needs to be looked at.
Now the thing to do for a novice fencer is not NPC;s for xp its MOB's
Um - Rebels don't have 20k HAMs I don't think - not sure though.
That said, I don't like the changes to Dizzy 1 (don't have KD) - the duration is really short. However, even though the primary difference between Dizzy 1 (in Brawler Tree) and Dizzy 2 (in Fencer Tree) was one Target Vs Multiple, if they make Dizzy 2 as effective as Dizzy one used to be, and did not mess with the duration of that Dizzy, then this is an ok fix by me, given the 1st Dizzy is in the Brawler Tree.
Can anyone confirm whether or not Dizzy 2 in fencer has been affected as well?
hmmm rebels dont have 20k ham yeah thats all well and good however a DJM does, and before the patch a master brawler could take one down with no to little risk ( even a novice fencer that knows what he/she is doing )
Or lets say a novice fencer compleatly owning fort tusken on advanced spawn, yeah I compleatly agree with you I should be able to walk into there take out 4 Death hunters a Carnage Champion and 2 Captains, while yelling at others for stealing MY rightfully earned xp since I dizzy KD them
you are correct dizzy KD is compleatly worthless now.
/cry some more
There was certainly a change.
I hunt rebel NPC's all the time, nearly every day for about 2 to 3 hours each. I've done this for a good while. Lunge2 KD almost always landed right away. When I have the target dizzy he would rarely get up, maybe 1 in 10 would get up. If that one tried to neal and whent back down, it usually stayed there. Even if Dizzy wore off they stayed on the ground.
Not today. Today I had a much harder time knocking these same NPC's over with lunge2. It often took 3 attempts. Also, now every single Dizzy+KD'd NPC would spam stand. It would just flop untill it successfully got up, and usually did so inside of 3 seconds. If it whent back down it would start flopping again. Now maybe 1 in 10 will stay down for the duration of Dizzy. If Dizzy wears off now, it's definatly getting up. FInally these NPC's were hitting me mid flop sometimes which I see as a new bug.
On one side, I can see this as a fix of sorts. They should definatly be getting up when dizzy wears off. On another Dizzy+KD are much less powerfull in PvE and it seems a new bug has been introduced(being hit in mid flop).