Rifleman Archive
Thread: Melee defense after Patch 7
UWSkeletor wrote:
The problem as I see it Sotaudi, is the +40 melee defense does no good to a rifleman. If you are holding a rifle, you will be hit by melee, regardless of your melee defense. Even if you have the cap of +125 I found that it makes very little difference. So the only time that this +40 to melee defense comes into any use is if you are using a weapon other than a rifle. So what is the point of putting it in the rifleman tree if it is of no use to a rifleman?
I understand that yes, pistol and carbine can stack their defenses and offenses, but for them, since they don't get the to-hit modifier, they can actually use these defenses while holding a pistol/carbine, so it makes sense for them. It also makes sense for a pistol user to have melee defense, they are "supposed" to be fighting up close. A rifleman should not be fighting up close.
I disagree that removing this defense would nerf rifleman, a rifleman holding a rifle will not notice any difference of whether they have +40 or +5 melee defense. The only thing it would nerf is someone using rifleman's defenses in another profession.
Message Edited by Sotaudi on 04-07-2004 12:44 PM
Geddeo wrote:
Thanks for your point of view on this Sotaudi, its impossible to get the whole picture from just one point of view.
Believe me, I realize that the melee defense does come in handy. I'm a TKM as well as a Master Rifleman and the +40 melee helps out a lot when I'm unarmed. While I like the extra D I get, I still don't think it is right. Can you honestly say as a master swordsman that you think a rifleman should have as much if not more Melee defense than you? (I've never checked out swordsman mods, but from your math it looks like the master swordsman gets 27 melee)? I think we as riflemen and women stack too well with the melee professions at the moment.
The way I see it should be is that if a rifleman wants to negate some of his or her melee vulnerabilities we can take a melee profession, but in taking and mastering that profession we should not be on the same level as a melee build.
The other problem is that I see us as damage dealers. With that should come some major defensive holes, and the devs are trying to give us those holes with the chance to hit mod in the last patch. It seems their goal is to make us weak against melee. With the +40 melee defense it is far too easy to plug that hole by simply switching to a sword or knuckles when the enemy gets close. Without the +40 to melee we would still be able to pick up melee profession and do the same thing, but we would be at a disadvantage to a straight melee or pistol melee build.
As for the pistols getting more defense mods, I think the pistols should have higher defenses as they give up some of the damage dealing ability. I know all of this is going to be fixed in the combat balance, but I don't know how far along they are with that balance. The devs won't read this but our corespondent might, and he has more influence over the dev team than we do. I just want to get him as much info from the rifleman community as possible on what we need and don't need so we don't get gimped in the combat balance. I have one view, Sotaudi has another and I'm sure there are other out there. Its up to Klaw to decide what is best for riflemen and what to fight for and what to consider acceptable casualties.
Message Edited by Geddeo on 04-06-2004 10:32 AM
Message Edited by Sotaudi on 04-06-2004 12:18 PM
Yes, I appreciate the extra +40 MD that rifleman gives my TKM/rifleman, but the primary reason that I choose melee/ranged is to be more versatile. If I can't kill it before it gets to me, then I switch to unarmed and beat the daylights out of it (while enjoying my 57% damage reduction with TK)
Dropping this does nothing but nerf riflemen unless they wanted to convert it to another +40 ranged defense (which would make a little more sense).
Ok, I thought about this some more last night and came up with what I think is the root problem:
They gave a rifleman only penalty (the to-hit modifier) but alleviate it somewhat by granting rifleman a skill that can be used by anyone.
Message Edited by UWSkeletor on 04-07-2004 12:41 PM
There is a reason the rifleman gets the +40 to melee and the pistoleer only gets +7... it is the status defences.. +50 to KD, Dizzy, and stun is a big deal.. The only one that gets better is a fencer. if u want to nerf the riflemans defences then u would have to give him a comprable statusdefence spread like the Pistoleer gets.
If u guys do not see it yet, u will... the new stack these days is the status def stack. KD/Dizzy is a tough combo that leaves a person on their back fish flopping with no way to couter besides using drugs. A pistoleer is a favorite to combat this, the fencer is in the same category.
Melee's get the bonus to hit the rifle user and unless he wants to take those hits he has to DISARM. That is another HUGE tool. cannot do massive damage if u do not have that massive damage dealer in your hands. If u pick up a melee prof like say fencer and he is a pistoleer and whatever other prof.. he has now brought u down to his level.. the melee level...
The defense should be removed as it only benefits dabblers. Doing well in melee range should be a pistoleer perk. Rifles should be high DPS but depend on long range to do well.
Now under that logic.. nothing should work between prof's then right? If the pistoleer wants to dabble it is the same as a rifle dabble right? What is good for the goose is good for the gander I guess...
I do not think I would dig not being able to make my 2 professions coinside and play off of each other.. I guess I could be a rifleman OR a fencer OR a pistoleer, but to have them be able to mix together is just nuts, right? might as well take and knock all our points to 100 instead of 250 and take us back to EQ 101...
If u are into PvP 24/7 u are going to keep more than one prof... since only 5-6 work u are going to be considered FOTM.. because the devs screwed up on the buffs, HAM, food, and healing capabilities of the mind bar, the prof that happened to be able to deal the best with it is going to get nerfed AGAIN.
It is a cowards way of dealing with a problem.. cover it up with another mistake instead of gettting to the bottom of it and doing their homework (yea I am talking to u, devs) Take and nerf the defences.. the Rifle pvp users will just dabble to get it back and we will see u next month.. when u run out of options and things to call nerf on u will be able to target the next class and nerf it.. maybe if we can all get together we can get it so where all the profs look the same and do about the same thing.. then we can call it Star Wars Tournament 2004..
I know why they call for so many nerfs.. cause that is the only thing the devs pay attention to... If it is not 10 pages long and a post that contains the word nerf.. the devs skip it.. make the mind buffable and there would not be a need for a nerf.. make it healable and u will get the same result.. Lower buffs to half of what they are and u will see carbineers and pistoleers and others come into play and then they will have to watch their own backs...
It is nuts.
Uben haum'Qui
gozarian wrote:
I'll throw my hat into this...
Your talking about lowering the melee defense of rifleman to make what point? That taking rifleman for the +40 melee defense enhances some other profession in a way that isn't intended? Since when did this become a single profession game? Rifleman isn't the only other profession that has modifiers that can enhance or help to offset innate profession penalties. Just lowering the the melee defense to +5 doesn't really solve the problem.
I do understand that you *may* feel that just because the modifier doesn't dramatically help the profession so then it just shouldn't have it. ...Well then. +5 Ranged defense doesn't really help a pistoleer. So let's remove that modifier entirely. No melee profession has a ranged cert. So why do they have ranged defense? ...Let's drop that down to 0! Carbineer is supposed to be a mid-ranged combat profession. Yet they have +45 ranged defense? ...That's too high! Let's drop it!
You can't just pick on rifleman in this case without taking a look at the big picture. Each and every combat profession has a modifier that can be exploited in some shape or fashion(which is becoming less frequent with each change to the game.). So instead of worring about how the melee defense works. I'd rather worry about why the hell there is a to-hit bonus when defense just got a cap? Not to mention most rifles have very high penalties to hit at point blank. A further penalty just seems silly, but that is just me.
RabidEwok2 wrote:
The defense should be removed as it only benefits dabblers. Doing well in melee range should be a pistoleer perk. Rifles should be high DPS but depend on long range to do well.
This is the thing that boggles my mind here. How is being a Master Rifleman withmasteries in twoother combatprofessions "dabbling"? I am a Master Rifleman. Itwas my first and is my preferred combatmastery. I am not someone who "dabbled" in Rifle Special Abilities in order to pick up an extra 40 points of melee defense. If I was going to do that, I may as well go up Pistoleer or Fencer and pickup a lot more.
Besides all this talk about how we are supposed tostay at long range is ridiculous. In a big PvP fight with multiple players on both sides, you do not get to stay out at 50m from everyone all the time. Against a well organized enemy, you will frequently find yourself dizzy and unable to burst run. You will frequently find yourself posture changed or KDed just long enough for someone to get into melee range, then all this elitist talk about how you do not need melee defenses because you are supposed to be fighting at long range because nothing but smoke.
Riflemen, not dabblers, need this melee help because when someone inevitably gets within melee range of us, we are faced with only two choices. Take a beating or give up our preferred weapon. And if I have to give up my preferred weapon, the balance should be that I get a little extra help when I switch to my secondary weapon.