Pistoleer Archive
Thread: Please don't tell me that's the new Heath Shot!!
Kalia wrote:
Our bleeds are the weakest in-game so they suffered this nerf the worst. The reason they had to change it wasn't even cause of Pistoleer bleeds I'll bet, it was the Commandos flaming something and doing thousands of dmg per tic (as opposed to us, doing a hundred or so). Instead of nerfing commando DoTs, they simply nerfed every DoT.
Nope. TH ended up pointing the fingers at bleed and run pistoleers too.
THey don't want anyone having the power to solo anything that cons red to you....even when you use the consider command on a red con it says probably instant death.......and we all know a solo red con is not much of a problem for those of us that are masters or almost master in any elite profession....hell, I could take a lot of red cons as a novice, as long as it was one-on-one.
So basically over the course of the last few patches and such, they are slowly nerfing all the areas that allowed solo'ers with no pets to actually solo. It's all about grouping now. THey want us to group to take 1 red con down. But the problem with that is that 1 red con is not worth grouping to take on....unless it's lord nyax who has 50k+ HAM and theres 2 of him.
If they raise the rewards for a group to take down a red con, while at the same time adjusting combat to not allow players to solo a red con, then I think more people wouldn't mind grouping for that. As it is now, I don't like to share xp, cash, loot with a group when I did 75% of the damage and I'm just there to level a profession I really don't enjoy because a holo says I have to do it in order to get my jedi. This severly slows down your progress when you are grinding and/or looking to make some fast cash or looking for some good loot....and yes even non-holo grinders are looking to do this kind of fighting. Before the holo craze, I wanted to grind my profession just so I could be master and wouldn't have to run from everything because I wasn't powerful enough to walk from 1 city to the next without being attacked by something that I could even put a dent in.
So they nerf specials, weapons, bleeds, at-st's, change the combat system, raise HAM of creatures (namely krayts) and lower HAM and resist of pets, drop the level of non-ch pets from 15 to 10, change the food for chefs, change the stomach filling so that it takes a half hour before you can eat again instead of drinking a BOH 1 minute after it expires (about 8 minutes total), they so-called balance out CH to stop dabbling, they make fencer and pistoleer dodge not stack, they give npc's the ability to do infinite speicails at a increased rate and power (1 hit incapp when your buffed anyone)......so on and so on......
Some things were needed for balance and I agree there, some things should have just been left alone as there was nothing wrong and only makes the mass majority of the players disgruntled because noone had any complaints about some things and thought it was just fine (namely bleeds).
Anyway, reading between the lines, it all points to one goal even if on the way to that goal some things may benefit or not.....which is to keep us playing longer and rake in more cash (what took you 10 minutes to do before, now takes you 30 minutes to do now).....I don't blame them though. that's a business decision and sometimes we have to just look past it and seek out enjoyment in other area's....after all they don't even have to make this game for us to pay to play.....
even with all this said, I still don't agree with the changes made to bleeds. An easier way to stop players from bleeding and run away then come back and finish off targets after they bled to 1 pt is to make the mob regenerate 100% of the HAM if you run out of range of a certain amount of meters like 64m since that is the maximum distance for any weapon. THis way, even if you do get a 1500 bleed on a target, you can't run away and it still bleeds.
another way, let mobs heal bleeds like they heal layers and npc's heal their health sometimes. I mean there are other ways to fix things besides nerfing what the players can do. THat only makes a player feel less powerful and we feel like something that we enjoyed is being taken away from us. I don't think anyone would like something taken away from them that they enjoy only to be replaced with something that changes how you do things. Sure change is evident and necessary sometimes....but not always. I shouldn't be forced to change every aspect of my strategy or the way I have found to do things for what ever reason except in the ways of something being an exploit.
I can live with the changes to bleeds but more than likely I won't even use them simply because a 100 pts of bleeding in 20 seconds is worthless when I can hit my target with 20 normal shots in the same amount of time and do 3x more damage. Seriously, 20 percent of a 1000 pt bleed is 200, my minimum damage from a normal shot is a little over 300 hundred. so it's either do a 1000 pt bleed, tick 1000 off with the initial hit and 200 every 20 seconds after that or hit them with a stopping shot for 1500 initially and do 5 more in half the time of a 20 second bleed for roughly 1000 - 1500 damage. Bleeds are worthless now. EVen in a group they are worthless, since targets go down faster than 2 bleeds can tick...except in the case of kimo's and kryats and maybe some very very high level mobs....but the normal hunting groups of yavin, dath, dantooine, lok.....will not benefit from bleeds period. even before the change I didn't see many people bleeding in a group.
This basically was a big mistake, or at least not a well thought out plan on the devs parts. I give them credit though, as I don't know exactly what the new combat system will be and these changes to bleeding may be beneficial and possible better in the long run.
I"m border line on this change right now though. Until I see some evidence that this change is for the better, I probably will not use bleeds much or if at all.....but lets wait and see, time will tell.