Rifleman Archive

Thread: simple solution to a major problem

israiley
Wed Sep 10, 2003 10:47 pm
#1

ok so the devs are talking about making mind dmg healable and every combat class is annoyed that their combat effectiveness is minimal compared to bh's and commandos now. well alot of these balance issues didnt become a problem until the 75% pvp dmg reduction was implimented. i do realize that some sort of pvp dmg reduction is necessary, but 75% is way too high. if it was changed to somewhere in the range of 33-50% it would make things a whole lot better. 1-2 shot incaps arent such a bad thing. commandos and bh's can do it all the time now...and rightfully so, but so should every other combat class. reducing the dmg reduction will even the playing field a little more. players shouldnt have to use a flame thrower to be effective in pvp.


change pvp dmg reduction to 33-50% and leave mind unhealable




rail

"Well sir, although I may not agree with what you say, I'll defend to the death your right to say it."
-Voltaire/Peter Griffin
israiley
Thu Sep 11, 2003 10:07 am
#2

bump


i want everyone to see this




rail

"Well sir, although I may not agree with what you say, I'll defend to the death your right to say it."
-Voltaire/Peter Griffin
AbelDamodred
Thu Sep 11, 2003 10:44 am
#3

i disagree. Leave the damage the way it is. Make a mind stim that will take you out of incap, but not heal you much.



Valcyn - Jahar Narishma
Mastered Marksman - Weaponsmith - Brawler - Architect
Future Combat Medic
Pecos
Thu Sep 11, 2003 10:50 am
#4

I disagree too.


75% damage reduction was implemented because one shot kills suck.


The problem now isn't that 75% damage reduction is bad, it's that there are certain broken classes that do so much damage that they can still one-shot, even with 75% damage reduction.



Yes, changing it back to 100% damage would level the playing field, but so would fixing Commandos and Bounty Hunters. And I don't want 100% damage to come back.


israiley
Thu Sep 11, 2003 4:50 pm
#5

i didnt say change it back to 100% dmg, i suggested tweaking it down the reduction from 75%to 33-50%. fights should still be of decent length, but every class would be a little more even in their pvp abilities.



rail

"Well sir, although I may not agree with what you say, I'll defend to the death your right to say it."
-Voltaire/Peter Griffin
travenwatts
Fri Sep 12, 2003 12:20 am
#6

i like the 75% reduction...and I don't like the mind stim idea. What are they gonna be, smelling salts or something? Anyways, if they do put a mind stim in, only use it for "waking" you up out of incap. A mind stim that acted like health and action stims is not the answer.

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