Rifleman Archive
Thread: What are your feelings that they took out the 2,5 melee modifier?
Seflyn wrote:
It was badly needed. I can tank 3 rancors at once with no doctor buffs, need I say more.
Nope, no more need be said except..... nerf.
ThaWhiteKnight wrote:
Nope, no more need be said except..... nerf.
Seflyn wrote:
It was badly needed. I can tank 3 rancors at once with no doctor buffs, need I say more.
Exactly, 2.5x melee protected us to some extent from a nerf, after seeing how well I can tank with JUST master rifleman, 4000 brawler (not really used at all), novice medicand a half decent set of ubese I think we arequite overpowered in PvE. I don't even bother kiting half the mobs in PvE anymore, I simply tank them.
The extra chance of being hit when using a ranged weapon seems to me to have been given to melee weapons by mistake or be a so small penalty it isn't even worth commenting on.
After playing rifle since release I'm disappointed the Devs have given into the people that just want to play with a big overpowered pistol.
Are you kidding? My artisan with a speeder can take on 20 rancors at once.
But on the 2.5 mod issue, I have to agree that it is needed. It's rough for people climbing the tree, but without it our prof will once again be prime for an appointment with the business end of a nerf bat.
I think it's pretty lame myself. 2.5 melee damage modifier was a good way to justify massive damage from long range. You had to play the class smart. Now any idiot can run around with a rifle.
-- Ypi
Although from your sig, you already are a master rifleman, so you should know how powerful they are.
I've always been in the camp that figured we needed to have some glaring weaknesses to go with our strengths. At the moment we're arguably the highest pure dpsprof out there.....what exactly are our weaknesses now? (Granted, mind costs are a weakness...but give me entertainer buffs and food and it's not noticeable in 95% of situations)
I'm starting the dread the rest of the combat balancing =P
I understand its potential very well, but that does not mean I aggree that something that was un-nerfed should be renerfed....you know even with master lvl doc buffs, muon, fishak, and glucose I still get incapped by some baddies out there. And here is the kicker....I don't pvp...dont care for it and im not sure I ever will. So why should ppl who don't participate in the GCW get nerfed because u can ace ppl in pvp? Maybe there should be special pvp modifiers for when u do go to battle. I was and am still enjoying not getting incapped from NPCs in one blow. Its all about the nerf, if they nerf us again and reinstate the modifier it will just push another prof into the nerf spotlight and so on and so on. Will there ever be true balance? If there wasn't variety inprofessions then why have them? Just because we use things such as buffs and food, that is avaibable to everyone, and employ sound tacitcs doesnt mean we should get nerfed. I have definitely read on our server forums that rifleman are arguably the best in pvp right now, but as soon as we get nerfed some other profession will be the best and they will then get nerfed.......until there is no way to differentiate between combat professions. Again that sounds like fun.
I was talking about PvE, not PvP. I'm sorry but I don't think a rifleman should be standing in front of high end mobs not moving just tanking them.
PvP gets blamed for so many nerfs it's unreal, when inmyopinionthe KD nerf and many others were because players were exploiting their power in PvE. Mob warping was put in the game because of people getting mobs trapped, how on earth was that linked to PvP, and yet I'm sure someone has tried to blame that one on PvP at some point.
I've always been in favour of the 2.5x melee penalty, you can check my posts on this board, I've made plenty saying we should keep 2.5x melee to balance the massive amount of damage a rifleman can do. I think this is needed in BOTH PvP and PvE.
Basing a wholeprofessions setup onone race that can't wear armour is just plain stupid, you can't base a whole combat system on the weakness of one race, instead you should fix that race.
Yes this is a semi rant, because I'm mad that the profession I've been playing since release is going to get nerfed in some way (most likly damage) because some people can't / don't want to work out how to play it. The only thing that needed fixing was mob warping, with that gone I saw no reason at all to take away 2.5x melee.
Still people keep saying rifle should have more range, **edit** should we get more range without a weakness at close range, do youreally want to play in godmode that much?
Through it all to balance it, was the fact that if a mob came up close to you, you were in trouble and had to do something vclever to get away from it. Switch to melee, burst run away, warning shot. All the needed tools for escaping melee'ers are in the game. Instead of rewarding the players who utilize all the tools at their disposal, we get the 2,5 melee mod removed and just stand still and plug away at the target.
Incidentally, I think the removal of the modifier is just as much as the whining from commandoes as from riflemen.