Rifleman Archive
Thread: Bleed Nerf
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.
I agree. Since bleeds hardly do any damage now, they've become pretty useless compared to regular shots even.
And to compound the problem, hitting a target with a bleed from a distance...even if you are far enough and have a high enough rifle concealment chance...means that the target will somehow automatically find you and charge at you once bleeding begins.
Since when does bleeding give an NPC awareness of its attacker's exact location?
Keltorr wrote:
I agree. Since bleeds hardly do any damage now, they've become pretty useless compared to regular shots even.
And to compound the problem, hitting a target with a bleed from a distance...even if you are far enough and have a high enough rifle concealment chance...means that the target will somehow automatically find you and charge at you once bleeding begins.
Since when does bleeding give an NPC awareness of its attacker's exact location?
Actually they will stop if you can get to 150 meters, but that isn't really that easy and if you come back within the 80 meters or so they will aggro next tick anyway so it is truly pointless.
I understand nerfing it to prevent the "bleed everything hop in a car and pull a conga-line of death" but this is just too far. If I were still leveling I would prefer using auto attack to bleeding a critter. It may miss the HAM bar I want 5 times straight but would still probablydo more damage overtime then the bleed would.
to test this i mindshotted an enraged rancor until i got a pair of 1000+ bleeds for MS1&2 then hopped on my dewback and auto fired until dead training him. he died from the autofire about the time the bleeds had him down 1/4 of mind.
next was enraged rancor and strafe2. i was able to drop him after training for about 50 meters and used a little over half my HAM.
next enraged rancor using just headshot3. was not able to drop him in one HAM dump.
next enraged rancor using headshot2. same as above.
next enraged rancor using mindhsot1&2 and headshot3 ran out of HAM just as he died. same for HEadshot2.
autofire from on top of a dewback no other drains as a control died failry quickly with some training.
all special tests were done without autofiring and regening using only specials to kill the beast. my weapons are only a 400max T21 with 70ish mind cost.
this series of very informal tests showed me that bleeds are pretty much outclassed by strafe2 and even even just plain autofiring the weapon. more so now that only one weak bleed can be in effect the results can be stilted even more to not even using bleeds.
the only advantage of headshots is for PVP where it cant be effectively healed. this was true pre-patch. i firmly believe your wasting your time asking for bleeds to be restored. without mindshot1 and 2 stacking or the bleed for mindshot2 being bumped up to 3000 a tick it is still the most inefficient (time wise) attack. i would suggest that asking for some other skill to replace mindshot altogether be asked for.
taking the time and HAM to land a good worthwhile mindshot even under the old rules was an extreme waste of pre-combat time and HAM. using a mindshot in PVE at the start of a fight where it most "useful" was a waste of the free shots that could have been used for damage.
sorry but as a longtime master rifle user mindshot in PVE is not worth expending energy to fight for. like other users have said in PVP the fights generally dont last long enough for rifle bleeds to tick off and make a difference. those shots are better used to pound the mind of the target with raw damage.
just my opinions on mindshot.
I am leveling up. This is my second rifleman, I enjoy it that much, so I know the power and drawbacks of a Master.
I look forward to getting that new skill when I gain 250K, 350K, or however much exp. Now this is just another useless box. It was nice to have something to use against full energy resist NPCs with 45K and feel like I contributed to a group, since I don't yet have incredible weaponry.
Oh well. ![]()
klawlegna wrote:
We've debating and discussing it for some time on the Correspondent forums.
This could mean one of several things, Klaw:
-- You never came up with anything to suggest
--they implemented it they way you discussed it, in which case I am not very happy with you guys
-- You came up with something better and they ignored you, which I suspect is more likely
Did I miss an option here? And if not, which of the above is the reality?
Aside from the biggest of critters, I completely agree with Barb-Wire. I rarely, if ever, applied a bleed on a critter. This was for 2 reasons. If hunting solo, the critter was probably dead before the first bleed tick. And if hunting in a group, unless I do all of the dmg to that critter with headshot's, the critter's mind isn't the first thing to go, so why apply a bleed? (Health usually falls first on a Kimo or Krayt, when hunting in a big group).
From what I have noticed is that bleeds now do damage on the original shot, then bleed for 1/3 the damage of that original shot.
While I can see reducing the amount of damage of a bleed, a 2/3 reduction is a bit steep. How about a 1/2 reduction, or leave as it currently is but a tic every 10 seconds?
They only things I used bleeds for yesterday was pulling a creature back to my group.
But why nerf it to the point that it becomes totally useless? May as well not even have those moves, the waythey arenow.
And for some reason, I tried stacking mindshot 1 and 2 yesterday, and I noticed during the bleed cycle that two different numbers appeared over the target's head. Do they still indeed stack, just not to any appreciable damage level?