Ranger Archive

Thread: Warcry: Nerfing Melee Rangers?

BlakkStar
Sat Feb 21, 2004 8:33 am
#1

Peace


Come the next publish, a move possessed by all brawlers will be nerfed called "warcry." Currently this move when performed essentialy would essentially delay an enemy for 10 seconds (/warcry1)allowing the initiator to perform various attacks while the enemy was prevented for performing any technique other than simple movement.


For those melee professions possessing a knockdown move (tka, pikeman), warcry preceded by a knockdown could cause the creature to be laying on the ground for a longer period of time than just a simple knockdown alone. And as most of us know, there is an increased damage modifier for anything or one who is laying on the ground. Thus warcry is a huge reason for meleers being able to solo large game efficiently and effectively.


For the next publish, the move will function as described below;


"Warcry has been changed from being a single target lock down preventing it from attacking to a method of "crowd control". Enemies can be temporarily prevented from attacking as long as they are not currently being attacked themselves. "



How do some of you melee rangers feel about this? I know a few of you are TKA's like myself (Nraas).


Personally I've been a TKA since I started this game in August and had planned to be a TKA/Ranger before I had even gotten the game. As such my character has been one to dislike the use of guns. Although I have taken a ranger hiatus for hologrinding purposes I had planned to return. But with these new publishes and combat "rebalancing" (nerfing), I've been hesistant to decide what I will make my main character return as.


(I initially started using characters on other servers to test out other professions that held my interest since I didnt want to disrupt my TKA/Ranger build :/)




Starsider: Blakk Star (Lost Child of the Ras'ka)- Master Ranger/TKM
Ahazi: Kojo Anonkye (Master of Ras'kan Martial Arts)- TKM/Stickfighter(Master Fencer)
Kettemoor: Underdog (Badass Bothan B-Boy)- Master Musician
Seiryuu
Sat Feb 21, 2004 9:24 am
#2

It is an immensely useful technique, but honestly it is overpowered. Warcry 2 delays a target for 20 seconds and is more likely to land, so it is even stronger.

In PvP these abilities essentially keep the person under attack from doing anything to fight back. Considering the speed at which PvP goes and that the ability can be chained, it is highly unfair.

In PvE I am less concerned with its power, but the damage it would let you put out is rather ridiculous. As a TKA I could knockdown a target then hit it with Unarmed 3 several times, easily doing 10k or more in the span of 10 seconds. (Probably a lot more.)

As fun as it was to do that, it is horribly unbalanced from a game design perspective.

The new change does mean you can handle groups of creatures more effectively. You aren't immune to damage because your target is still fighting back, but its buddies are delayed, essentially turning it into a one-on-one fight. To me that seems a lot more fair in PvP and more balanced in PvE.

Message Edited by Seiryuu on 02-21-2004 10:25 AM



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BlakkStar
Sat Feb 21, 2004 9:53 am
#3

If I'm a melee character fighting against a ranged character, the odds are already against me. Server latency alone usually nullifies the effect of the 20 sec delay. I cant count the number of times I've used warcry2 against melee and ranged opponents and they simply run out away and while within 10m on my screen, my lunge attacks are useless as the combat screen reports "target out of range." Sure one can argue with the idea that server latency is an issue outside of game mechanics/combat but it is still an issue nonetheless.


Nevertheless as far as pve warcry as it is now can already used as crowd control.


1) Warcry has a cone effect so I can warcry multiple creatures at once if I use it at the right time.


2) I can simply delay one then fight the other.


3) Warcry causes creatures to die more quickly as they can be delayed while kd, thus allowing one to move on to other mobs.



I can definitely see how the new technique that they are suggesting can be helpful but I need to get more info on how it will actually work, i.e. how long will warcry keep individuals unable to attack. From what I can tell this new method will either be highly unfair for the warcry users or vice versa but not in between



Starsider: Blakk Star (Lost Child of the Ras'ka)- Master Ranger/TKM
Ahazi: Kojo Anonkye (Master of Ras'kan Martial Arts)- TKM/Stickfighter(Master Fencer)
Kettemoor: Underdog (Badass Bothan B-Boy)- Master Musician
BabyRancor
Sat Feb 21, 2004 10:40 am
#4






Seiryuu wrote:
It is an immensely useful technique, but honestly it is overpowered. Warcry 2 delays a target for 20 seconds and is more likely to land, so it is even stronger.

In PvP these abilities essentially keep the person under attack from doing anything to fight back. Considering the speed at which PvP goes and that the ability can be chained, it is highly unfair.

In PvE I am less concerned with its power, but the damage it would let you put out is rather ridiculous. As a TKA I could knockdown a target then hit it with Unarmed 3 several times, easily doing 10k or more in the span of 10 seconds. (Probably a lot more.)

As fun as it was to do that, it is horribly unbalanced from a game design perspective.

The new change does mean you can handle groups of creatures more effectively. You aren't immune to damage because your target is still fighting back, but its buddies are delayed, essentially turning it into a one-on-one fight. To me that seems a lot more fair in PvP and more balanced in PvE.

Message Edited by Seiryuu on 02-21-2004 10:25 AM




This highlights the biggest problem of them all - the PvP/ PvE split. Abilities that are crucial to succeeding in high-end PvE are too overpowered when used on other players (largely because player HAM is comparitively so low). It's almost to the point where PvP'rs won't be happy until everyone is restricted to using the default attacks and everyone deals similar damage.


I'll get over losing warcry - but I don't really know how the new version will work out. I'm typically the "tank" for any group I'm in - and we go to some lengths to make sure we only pull one mob at a time. The new warcry will not be useful in this situation - as it's effect is broken as soon as you attack.


If we pull more than one mob that we can't handle (nightsisters lets say), I doubt the warcry effect will help all that much unless the duration of effect is drastically increased.





Jakkin Darkstrider - Master Rifleman/ Master TKA - Sunrunner
"This utopia seems to be more of a Fruitopia"


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AgonThalia
Sat Feb 21, 2004 12:08 pm
#5

Im not too worried. I thought that warcry 2 was over powered. In pve, I rarely use it, however in pvp...warcry 1 is essential for me. The good thing about whats being called a nerf is the biological attacks on non biologics. (bleeding/ dizzy/ confusion on an at-st will no longer work.)

Once again, in a complex system such as this game is, balancing will go on that will change our tactics and how we kill things. The trick is, learn the system and use the skills to your advantage and tactical ability



Draknev
The Last Ranger Correspondent
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pyclone
Sat Feb 21, 2004 9:12 pm
#6






BlakkStar wrote:

If I'm a melee character fighting against a ranged character, the odds are already against me. Server latency alone usually nullifies the effect of the 20 sec delay.




Server latency works both ways never forget that, we have all been hit from 40m just as much as you have been told your out of range at 1m, and yes i've played melee mastered tka and pikeman.



Zocli a ilcoZ
Killer Doctor t Jedi Crafter
Salisdus
Sun Feb 22, 2004 12:29 am
#7

I was a TKm/Master brawler not too long ago and I for one am definet that warcry 1 and 2 are overpowered, if I got a warcry 1 or 2 in in PVP or PVe it pretty much assured victory because for 1 PVP rarely lasts longer then 15 0r so seconds anymore and in PVE ifI KD/warcry I could easly deal out the needed damage to kill almost any ceature before it got up, this includes Rancor, and many other very strong mobs which where easly soloable due to warcry.


I myself im not worried because when i picked up fencer and ranger i completely stoped useing warcry in genral because of how sick of it I was.


Cerosis
Sun Feb 22, 2004 1:21 am
#8

Ya, i agree, warcry 2 was (in my opinion) a little overpowered for PvP(so was warcry 1 really) but to remove it like this kinda sucks, as now it's really useless. anybody accidentally shoots somebody and that's it, warcry over.

what needs to be done, is that if they want Warcry 2 to be a delay untill attacked move, they should make it so that you are delayed for like 1 min or untill you get attacked. That way, it would have a strategical use, i mean, run into a battle, delay the doctor(s) then continue attacking.

would be killer on the field, of course one AOE attack and they'd be back in business.



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pyclone
Sun Feb 22, 2004 2:31 am
#9






Salisdus wrote:

I was a TKm/Master brawler not too long ago and I for one am definet that warcry 1 and 2 are overpowered, if I got a warcry 1 or 2 in in PVP or PVe it pretty much assured victory because for 1 PVP rarely lasts longer then 15 0r so seconds anymore and in PVE ifI KD/warcry I could easly deal out the needed damage to kill almost any ceature before it got up, this includes Rancor, and many other very strong mobs which where easly soloable due to warcry.


I myself im not worried because when i picked up fencer and ranger i completely stoped useing warcry in genral because of how sick of it I was.








exactaly, if you hit with warcry two, you are in lunge 2 range, then you win no two ways about it, thats overpowered, it basicaly makes melee so that if they get within 15 m they win



Zocli a ilcoZ
Killer Doctor t Jedi Crafter
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