Rifleman Archive
Thread: Bleed Nerf
Here's another: pretty much every mob I've seen in the game has kinetic attacks, and a lot of NPCs can use both ranged and melee or brawler-based attacks. So, while everything you fight can do damage in tight quarters, rifleman (and carbineer) players are forced to run to maintain range unless they are lucky enough to be undetected, and except for poor-HAM stuff I can drop in 1-2 shots, I don't remember the last time I stayed hidden from a mob. As a result, the system not only rewards rifle/ranged for using kiting tactics, it CREATES THE PROBLEM and forces this play style. If they don't like people using this style and doing good damage with it (and I could see a reduction in bleeds, but maybe by 1/3, not 2/3 -- OVERKILL!), then stop forcing absurd penalties on ranged players to begin with. Give them abilities/specials that work so they aren't forced to use bleed kiting.
One of my all-time favorites is the resistances system that means you almost always find some energy resistance on a given mob, 100% for things like certain nightsisters and other really tough mobs (so bleed is the only way to do any damage at all), yet the top two rifles are both energy-based. Sure, add an acid rifle, but why make it a loot-only item that will be overpriced to the point of making it a non-option for all but the uber players? They're the ones who don't need more options and toys -- give some love to the players who actually need it.
Bottom line, we should be pulling for changes that make sense as a balanced whole, so if a nerf comes down, the other aspects of a profession offset that and give players more viable options so they aren't forced into just one tactic or out of the profession altogether.
Well thank the little punks who were stacking bleeds and fire on epic mobs then jumping on speeder bikes and kiting. That is the reasonfor the DoT nerf.
It is a big crap sandwinch and we all have to take a bite of it. ![]()
Mack_Dorgeans wrote:
For instance, when was the last time you went to a cave/dungeon/installation and found more than a couple cave spots where you could find a 50-65m firing position to get into ideal range? HA!
While I agree the bleed was surprisingly low, I only have a problem with it because of the instant aggro when the first bleed kicks in. If I can use ConcealShot or other attack and have it bleed and not instantly attack then the lower bleed is still useful.
But to find myself in combat as soon as the first bleed kicks in makes the bleed worthless.
Leana_Txorana wrote:
But to find myself in combat as soon as the first bleed kicks in makes the bleed worthless.
Bleeds have always been like this, for as long as I can remember. Bleed and as soon as the tick hits it ags on you.
If you can't play without bleeds, then you're doing something terribly wrong. I haven't used a bleed since I got flushingshot2..... and after master, I use strafe2 consistantly, unless i want to use concealshot.
And I've been a rifleman pretty much since release.
Katal wrote:Honestly... How often does the military send in a soldier with an M24 or an M82 Sniper Rifle for a CQB? I'd say carbines/pistols would realistically have the advantage in caves or indoors. (This is not the case - I have played a master pistoleer, master carbiner, and master rifleman - Rifleman outdoes both of them easily)
My point is, all the new "content" the devs are focusing on, plus the bulk of existing static adventures, is dungeons. What's so great about seeing the same freakin' dungeon layouts over and over filled with different critters and NPCs? That's not new stuff -- it's repetition. How about some more places built outside without walls in the way? As for carbines, their specials are a mess anyway, so it's hard to compare with them.
Plus, when people talk about using other specials all the time and not bleeds, are they able to contribute against those nasty high energy resistance mobs? Bleeds as they were may have been too good, but they were over-nerfed into a footnote. Was a middle-ground even considered? What about bleed chances? It could have been made much harder to apply a bleed to prevent the easy bleed-and-run tactics. I also agree the instant agro seriously hurts the use of bleeds. When it comes right down to it, the nerf seems like a knee-jerk reaction to a problem that didn't take into account the limitations some classes face.
This change supposedly is meant to prevent a tactic that allowed players to handle stuff much tougher than they should be able to solo, but what does it accomplish? The people who want to be able to solo big mobs will just go to other professions that can do so instead. The result is the people in affected professions who really like the profession get stuck with the nerf and those who use the loopholes the most just move on to the next loophole.