Rifleman Archive
Thread: Bleed Nerf
-Myrick- wrote:
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.
Which is exactly the point. Bleeds were useful until you got to a high enough level that you got your AoE attacks. I didn't use bleeds much either once I got Master.
But this nerf has an adverse effect on the novice Rifleman. And I'm fairly confident that if it hurts the Rifleman it would also harm other elite ranged professions the same way.
Waste93 wrote:
-Myrick- wrote:
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.
Which is exactly the point. Bleeds were useful until you got to a high enough level that you got your AoE attacks. I didn't use bleeds much either once I got Master.
But this nerf has an adverse effect on the novice Rifleman. And I'm fairly confident that if it hurts the Rifleman it would also harm other elite ranged professions the same way.
I fully agree. A master rifleman doesn't rely on bleeds anyway because strafe2 does a lot of damage, but a 1-0-0-0 rifleman doesn't have the accuracy to hit often enough to do lots of damage and is best off using a bleed. However even if bleeds still stack, they've been nerfed into oblivion and the move may as well be ignored when considering strategies.
I also don't like that a bleed gives an instant aggro. I had a post a while ago called "What? Bleeding gives an NPC awareness of its surroundings?" that asked why this was because it just didn't make any sense that an NPC you hit with bleed shots from 64m would automatically find you once it started bleeding, even if you were 90m away by then, and charge at you. A rifleman's main tactics are distance and concealment and this instant attacking after bleeding messes them both up.
I'm not up to master yet but I have never found bleeds useful except to (try) to single pull mobs by hitting them with bleed and running out of detection range.
Autofire is much more damaging since it usually hits health. The only way I could see bleeds being useful is with some kind of kiting exploit.(as far as using them to actually kill a mob).
Admittedly I use 2hsword to finish mobs that close on me, and I'm sure some people don't have the points to get a secondary combat skill.(but I would have to say that its not terribly expensive to get some novice melee skills that are very effective.)
The new Bleed is certainly still effective in PVP against a non-mind buffed opponent, altho like the way its always been, there really isn't (or ever was) time to kill something with bleeds unless you like to kite for a very long time.
The only people I can see losing out on this nerf (if they are) is the people who were exploiting it. Lets face it they can still kite around on their bikes it just takes longer.
I also still like to use bleeds if I get a lucky hit on the mind pool or if I plan on using mindshots, it is very rare tho that the mind pool is effected by combat (especially group) before other pools are getting low.
Wearing armor against a High ham creature(relatively) you can get in some long fights even then tho its unlikely that the mind will get hit that much, tho using sword I can target it and even inflict a second bleed, I very rarely do. Again only if the circumstances are that the mind pool as been lowered alot, thru luck or tactics.
If your strategy is to do head shots, which I think is very ham intensive and specials intensive, then certainly the bleed is going to add a little damage. If you think that mind attacks are worth the expense I don't see how you can be critical of the bleed since, really these attacks are only good against weaker creature, and lower NPC's.
Maybe they should replace it with something better /shrug if so thats nothing new. As far as putting a mind bleed on a nightsister being some kind of benefit to the Group...PLEASE dont make me laugh, you will Never see a night sister die from a depleted mind pool. LOL
It's a Head shot= it isnt easy to get therefore most attacks don't hit it.
Waste93 wrote:
Sure when you land the bleed you actually do damage now. But you don't do much after that.
By the way, SniperChicken (I like that name:smileyvery-happy
...
Welcome to the rifleman boards.Currently it is one of the more well-behaved forums. Always good to see new blood come and join our discussions.
Waste93 wrote:
Did a quick test with the new bleed system and frankly it's garbage.
Bleeds have become almost worthless with the massive damage reduction. I have no problems with the resists reducing them, but it appears they are being reduced even further than that.
A 300 or so point bleed tick every 20 seconds against a 12k HAM MOB is basically worthless. I use almost that much HAM just to apply the bleed.
I used a bleed on a Bol. Combat spam said 1021 damage. That use to be the amount that was done per tick. When the damage actually went off it was for 323. This was with a T21 against a Bol. Last time I checked they didn't have 68% energy resists.
Bleeds now serve little to no use. So either fix them so they are useful, or remove them completely and replace them with something worth using.
Sorry but I'm rather ticked about this. A good useful skill that all combat professions had is now rather useless. Sure when you land the bleed you actually do damage now. But you don't do much after that.
I think we need to get as many as the combat correspondent as we can and push for this to be fixed. I have few doubts that many of the combat professions are going to be highly irritated at this change.
And before a redname or someone says "It will all make sense with the new combat system". I doubt that. The only combat system changes we've seen have so far been against the player. MOB HAMs were increased, as was the frequency of them using specials (at no cost I might add). While the players to counter this have seen a bleeding nerf. That's it so far.
/agree
Yup, we've been double whammied essentially. I say just return bleeds to what they were before. Hindsight is always 20/20 and I think we cansee clearly now that the rain is gone...
Xian-Thariuz wrote:
Is there a way to lure something out of a pack other than bleed? The fact that it has been reduced does cause problems but I did like the fact that the MOB came after me after the bleed tick. Most of the time when I used bleed it is to draw something out of a pack. I'd shoot it once with bleed, move about 70m away and wait for it to come running and not have to worry about getting mauled by the entire pack. If they changed it so the bleed didn't auto-aggro I'd be fine with that because it is kinda ridiculous that because something is bleeding they know exactly what made them bleed and where it's at, but if they did the bleed power should go back to what it was.