Rifleman Archive
Thread: PvP balance
self mind healing for riflemen only.
sure CM can heal mind now. that does us no good. how many of you are close enough friends with a CM to be able to have them babysit you and heal your mind? what a **edit** i n g joke. its impossible for us to wear armor and kill in PvP, unless we are buff whores to the master musicians.
fix our HAM usage!
MAKE US COMPETTETIVE WITH THE OTHER CLASSES ONHAM USAGE!
ya know, now that i think of it..... having to sit out of a fight after 20 shots so we can regen our mind pool makes perfect sense. its always fun watching the rest of a group kill everything in sight with endless ham pools while we sit back and enjoy the down time of mind regeneration.
btw im a zabrak with all my blue bars cranked (and by cranked, i mean maxed out). equilibrium only works once an hour.
Swirly - Lobo is right.
spend some skill points to overcome rifleman's inherent weaknesses, and you will do just fine.
APEist_theReb wrote:
btw remove DoT weapons.
only ppl with fire should be bh's and commandos.
only ppl with poison and disease should be cm's.
move the absolute max on composite resists to 70%, sliced
composite at 80% now should be changed to 60%
psg should have max of 40%, sliced while regular should be 30%
tone buffs down. say the average buff now is 2300, make it so the average buff is 1900.
i dont know what the cap on a buff is so i can only talk about averages.
that would make pvp awesome. also tone up carbineer and pistoleer. if u toned up pistoleer enough to were it was a viable profession, stand alone without smuggler and bh, then ud have to move eyeshot to master bh.
i agree on most of these ideas except for the armour because my theory is that with removal of damage migration and toned down buffed the armour issue of cutting down by 10/20% wouldnt be necessary and it will still leave high goal for armour smiths to reach (since crafter's content is abit low from what i understand) and as usualy with all item nerfs the ones remains dont get nerd rather the new ones made do, which only give more advantage for those who already own these armours
the damage migration has got to go and from what i understand it will do, hitting at about near rock botton on the damage range is just rediculas, when that is removed, and buffs toned down we shall see good old pvp days again
i would definatly say No to stun status for us, swordman with intimidate + stun will = a total break down of the enermies defense, and for a supositly a big damage dealer this would push us on an unbalance scale. only low damage hitter should have means to by pass the defense, whiles the big hitter get around by doing big damage rather than hitting vairious fancy moves. Blind status would be un characteristic for swordman i think, big hitter arent usualy the ones that are hard to hit, but rather hard to kill (high toughness) or hard to stay alive long enough to kill them (refering to our damage rate) which doesnt leave us with much status
theres isnt an offense boost of such, that would be more our thing
Noc-turnal wrote:
APEist_theReb wrote:btw remove DoT weapons.only ppl with fire should be bh's and commandos.only ppl with poison and disease should be cm's.move the absolute max on composite resists to 70%, slicedcomposite at 80% now should be changed to 60%psg should have max of 40%, sliced while regular should be 30%tone buffs down. say the average buff now is 2300, make it so the average buff is 1900.i dont know what the cap on a buff is so i can only talk about averages.that would make pvp awesome. also tone up carbineer and pistoleer. if u toned up pistoleer enough to were it was a viable profession, stand alone without smuggler and bh, then ud have to move eyeshot to master bh.i agree on most of these ideas except for the armour because my theory is that with removal of damage migration and toned down buffed the armour issue of cutting down by 10/20% wouldnt be necessary and it will still leave high goal for armour smiths to reach (since crafter's content is abit low from what i understand) and as usualy with all item nerfs the ones remains dont get nerd rather the new ones made do, which only give more advantage for those who already own these armours
the damage migration has got to go and from what i understand it will do, hitting at about near rock botton on the damage range is just rediculas, when that is removed, and buffs toned down we shall see good old pvp days again
i would definatly say No to stun status for us, swordman with intimidate + stun will = a total break down of the enermies defense, and for a supositly a big damage dealer this would push us on an unbalance scale. only low damage hitter should have means to by pass the defense, whiles the big hitter get around by doing big damage rather than hitting vairious fancy moves. Blind status would be un characteristic for swordman i think, big hitter arent usualy the ones that are hard to hit, but rather hard to kill (high toughness) or hard to stay alive long enough to kill them (refering to our damage rate) which doesnt leave us with much status
theres isnt an offense boost of such, that would be more our thing
Its called damage MITIGATION, not migration. If you're gonna be on the sandbox team you really oughta know the difference.
Noc-turnal wrote:
i would definatly say No to stun status for us, swordman with intimidate + stun will = a total break down of the enermies defense, and for a supositly a big damage dealer this would push us on an unbalance scale. only low damage hitter should have means to by pass the defense, whiles the big hitter get around by doing big damage rather than hitting vairious fancy moves. Blind status would be un characteristic for swordman i think, big hitter arent usualy the ones that are hard to hit, but rather hard to kill (high toughness) or hard to stay alive long enough to kill them (refering to our damage rate) which doesnt leave us with much status
theres isnt an offense boost of such, that would be more our thing