Rifleman Archive
Thread: Dizzy was nerfed btw and we gimped more than we thought
Dizzy no longer has a set time but it seems to be a one time pass fail KD if the mob attempts a posture change. We cant really use supression fire effectivly anymore and now we can no long use dizzy too. The mob gets right back up in 2 seconds.... How is a rifleman to survive a PvE or PvPbattle to melee or ranged? We no longer can effectively kite mobs and we cant effectivly keep them out of melee range. Our fear works but the mob runs out of combat range and and i always am forced to chase the mob. That doesnt work well now because not only are you moving but the mob istoo sothats a double negative to our accuracy. At least if we could get a mob to fall over we stood a chance but compaired to NPCs who arent even red we get wooped because our dps sucks untill master... I get real tired being foreced to use conseal shot so why cant we have dizzy too.
Im not saying we are adead class but we took a BIG hit this last patch with commandos doing instant kills to us. So what are my fellow riflemans opinion on this?
"i think it's time for a new MMORPG to come out soon"
I couldn't agree more
I agree!
I took on a Peko Peko , trapped it with a P Dart first then MS2, dizzy, suppress and it broke the trap dizzy and suppress much quicker than before the patch, so I tried to kite it, trap again and it incapped me before I could do any dizzy or suppress again. Then I get up and go to finish it off, lucky for bleed still working(MS2) I do HS2 and it flys Very Fast outta range and I get no Xp no Harvest! Just like many have seen Krayts do on Tatooine. I sorry but an animal that is more dead than alive does not suddenly fly/run away at warp speed.
I know Rifelman are not meleee fighters, but now the skills that allowed us to keep animals a bay for a time are ineffective.
SlayerD wrote:
Umm monsters have always been immune to dizzy. Sure you can dizzy them but they never have or do fall down when posture changing.
Sorry not true!
I have taken on Fambaa's and could pre-patch make them dizzy and suppress them and they will kneel, be forced to prone, and fall on back.
The graphics don't show this but the posture icon on the target did show this.
Ahh! That explains what I've been seeing.
I was wondering why my dizzy was sometimes only sticking on a target for 2 or 3 seconds. I guess they changed posture, it worked and bam, no more dizzy.
Granted, this was a change that needed to be done, dizzy was as bad as knockdown in PvP.
Still, another nerf for the rifleman. Dizzy + posture change was great in PvP and especially nice against factional NPC's. We're really stacking up the negatives and we haven't had any new positives to counterbalance this.
I'm not certian thatflurry + suppression was all that imbalancing in PvP. It took 2 shots to work and the opponent had to be stupid and get up.It would really mess with meleers, but ineffective against a smart ranged person. (Thenon-rifleman shot thatcould dizzy and KD all in one was overpowered.-but back to the main topic)
I usually go PvP with a group of PA mates and by the time the person is dizzied and suppression shot they're usually dead or very close to it. Meaning that the combo wasn't all the effective in this instance since the opponent only would fall down as his HAM ran out. Not really alot gained. It was nice, but not terribly overpowered. It could have worn off quicker (~20secs total fordizzy effect to last) but again, this combo wasn't totally unbalanced.
I must admit though,it does work really well on NPC types and faction pets since they have larger HAMs (dont' die as fast) and arent' smart about avoiding the posture changes while under the dizzy effect.
Note: Idon't have the AE shots yet so I can only comment on my experience.