Page 1 of 10 12345678910 LastLast
Results 1 to 20 of 199

Thread: The enforcer knockbasck

  1. #1

    The enforcer knockbasck

    Not a whine thread, not asking for a nerf.

    Just something that's bugging me a bit.

    I understand that enforcers should have some way to prevent from being kited. However:

    I, as a crat, currently have to deal with enforcers kiting me. And running away from me if I catch them during perk downtimes. Some enforcers have also turned kiting pets and turning around corners to an art.
    All the while, my abundance of snares has zero chance to stop an enforcer. On top of which he has a lot more runspeed than me. Enforcers, while not to extremes like advies, pretty much don't die to a crat if they don't want to. Once they run, they'll soon be out of reach, and there's not an awful lot I can do to stop 'em.

    So where exactly, I can't help but wonder, did the idea of giving enforcers an unbreakable snare? Atleast now I have a shot of escaping by landing the stun nano and legging it, hoping the head start will let me get to some friendly people or the enforcers just gives up

    With this snare, an enforcer is the one doing the crowd controlling, which just seems very odd to me, since I was under the impression that was my job Atleast that's what people keep telling me whenever the slightest hint at crats perhaps having an outdated toolset is mentioned.

    Is it me, or do other people wonder what's going on too?

    Again, not a nerf thread or anything. This is based on test server data, and, if anything, it would rather be a clear signal that the CC profs' toolset is outdated, rather than the enforcer's toolset OP.

    I do admit this I'm somewhat bitter about this though, as this closely resembles something that we've been asking for quite a while now, is actually on our wishlist, and is, bar the knockback part, a rather logical extension of our toolset, while it is an entirely new tool for enfs.


    -edit-

    Actually, make it a nerf thread anyway

    Given the extremely powerful effects, especially enforcers and NTs, this is way too much...
    Last edited by crattey; Dec 8th, 2008 at 23:34:13.

  2. #2
    Did you see NT's AoE knockback? This enfo thingie is a walk in the park.
    Proud member of Shadow Ops
    Renowned jester of the double AS Tigress

    MP setup
    Hidden message
    Quote Originally Posted by Klod View Post
    You won.
    Making them feel special since 2008.



  3. #3
    Quote Originally Posted by Klod View Post
    Did you see NT's AoE knockback? This enfo thingie is a walk in the park.
    It doesn't have the snare attached though, I believe, which is what I really can't wrap my head around..

    Perhaps this is entirely a matter of perspective though, since I don't know how much kiting enforcers have to deal with.. Just from my point of view, this makes as much sense as when they'd giving us the improved mongo, instead of enforcers

  4. #4
    Quote Originally Posted by crattey View Post
    It doesn't have the snare attached though, I believe, which is what I really can't wrap my head around..
    It does.

    + stun + 20m range + 0,1/0,1 attack/recharge (not spammable tho, 30 sec or so lockdown).
    Proud member of Shadow Ops
    Renowned jester of the double AS Tigress

    MP setup
    Hidden message
    Quote Originally Posted by Klod View Post
    You won.
    Making them feel special since 2008.



  5. #5
    Yeah, the Enforcer additions are kinda in the 'WTF' category.

  6. #6
    Quote Originally Posted by Klod View Post
    It does.

    + stun + 20m range + 0,1/0,1 attack/recharge (not spammable tho, 30 sec or so lockdown).
    Ah well, that would explain why all the usual NT fanatics are so quit, hehe..

    Still isn't as utterly weird as enforcers getting something mentioned on our wishlist, though, something entirely alien to their toolset, while being a rather logical extention of ours....
    Last edited by crattey; Dec 8th, 2008 at 23:41:19.

  7. #7
    Quote Originally Posted by crattey View Post
    Ah well, that would explain why all the usual NT fanatics are so quit, hehe..

    Still isn't as utterly weird as enforcers getting something mentioned on our wishlist, though, something entirely alien to their toolset, while being a rather logical extention of ours....
    Looks like yet another "fix". Probably for that sync issue, that seems to affect melee professions the most.

    Well, that deals with enfos, the only melee profession that already has enough tools (stuns, root/snare removal nanos, self capped speed) to deal with it. Funny, ain't it.
    Proud member of Shadow Ops
    Renowned jester of the double AS Tigress

    MP setup
    Hidden message
    Quote Originally Posted by Klod View Post
    You won.
    Making them feel special since 2008.



  8. #8
    What it lacks is a temp immunity to the target.

    Also I don't get why only enforcers, amongst all melee profs, got it. They are probably the melee prof that needed it the less.
    blah

  9. #9
    It's odd to even give it to a melee profession at all from where I'm standing. Currently, the issue we have with melee professions is that they're faster than us, pretty much unroot- or snareable, kite our pets around and just run off if the fight goes tits up, leaving us standing there with our collection of outdated roots and snares...

    If anything, I should think crats should be able to cast a unbreakable snare on them, being a CC prof and all, rather than the other way around.

  10. #10
    Melee should have snares and CC profs should have roots. But not unbreakable, not for a long time at least. Giving a tool so you can shoot at your target and him not able to do anything but heal (if he has some) or die isn't what I would call balanced.
    blah

  11. #11
    The MA fear works the same way, so not only enfos got it. the crat AoE fear is the only one that doesn't include a aftereffect. NT and enf version look quite nasty.
    Stats parsed from the Database, no info how the kockback works yet beside it "looking like people jumped backwards".


    Weekend Volunteer, Crat
    15m AoE, 35 seconds lockout, BM/PM vs 50% NR (no NR ckeck on AoE part)
    7s Fear

    Footsteps of the Master, MA
    Single target, 20m range, 35 seconds lockout, BM/PM vs 50% nano resist
    4s Fear
    After fear ends a 6 seconds unremoveable/unbreakable 2000 runspeed snare kicks in.

    Sawed-Off Kiss, prolly trader. bugged still.
    Single Target, 10m range, 30s lockout (still bugged), unresistable
    After 1 second (Func_53230, kockback part?) following effect kicks in:
    - 1s (removeable) stun with BM/PM vs 50% NR (uncertain if that is checked again with the current system)

    You are Next, Enfo
    Single target, 20m range, 40 seconds lockout, BM/PM vs 50% nano resist
    5s Fear
    After fear ends a 6 seconds unremoveable/unbreakable 2000 runspeed snare kicks in.

    Put up or Shut Up, Enfo
    Single Target, 10m range, 40s lockout (still bugged?), unresistable
    After 1 second (Func_53230, kockback par?t) following effects kick in:
    - 5s (removeable) stun with BM/PM vs 50% NR (uncertain if that is checked again with the current system)
    - 19s unremovable/unbreakable 2k runspeed snare

    Kicker of Kell, NT
    Selfcentered 20m AoE, 35 seconds lockout, unresistable (0% NR)
    After 1 second (Func_53230, kockback part?) following effects kick in:
    - 2s (removeable) stun with BM/PM vs 50% NR (uncertain if that is checked again with the current system)
    - 9s unremovable/unbreakable 2k runspeed snare



    For completeness, the immunity and removals too:

    Experienced Survivor, fixer
    Self, Level 100+ Requirement, 10 minutes duration
    1000% Resistance against The new Fears (Line 883)

    Wake Up Call, fixer
    Single Target, 20m range, 0.01 cast time, 3 sec recharge, 70 nanocost
    Removes completly:
    - Doctor DOT line A
    - Doctor DOT line B
    - Nano-technician DOT line A
    - Nano-technician DOT line B
    - Agent DOT line
    - Doctor Init debuffs
    - Calms/Stuns
    - GTH
    - Line 883 The new Fears.
    - Line 883 no idea why it's there a second time.

    Tjernberg Soothing Adrenaline, doc
    Single Target, 20m range, 0.01 cast time, 1 sec recharge, 70 nanocost
    Removes completly:
    - Line 883 The new Fears.

    Totem of Safety Aura, keeper
    Ticks every 20s for team, 21s duration, 20m range
    1000% Resistance against The new Fears (Line 883)
    Last edited by XenonDe; Dec 9th, 2008 at 00:26:02. Reason: Added Immunity and removals
    Deadly Whisper - RK1
    too many alts for to little space

  12. #12
    Rofl, NTs with a knockback, unremovable snare -and- stun?

    **** nerfing our stun procs I'd say... make them 100% land on hit..
    Last edited by crattey; Dec 8th, 2008 at 23:32:17.

  13. #13
    Quote Originally Posted by XenonDe View Post
    The MA fear works the same way, so not only enfos got it.
    Knockback != fear. Enforcers get both.
    blah

  14. #14
    Quote Originally Posted by NoGoal View Post
    Melee should have snares and CC profs should have roots. But not unbreakable, not for a long time at least. Giving a tool so you can shoot at your target and him not able to do anything but heal (if he has some) or die isn't what I would call balanced.
    For once I have to agree with you there NoGoal.

    IF These freaking ROOTS of the CC CLASSES would work on more as a VP farmer, i would be absolutely quiet about that addition.
    Neophyte Nerf"Shareida"Batted First Order
    Freshman Jefferey"Bailan2"Ginsberg - Retired
    Shareidah - First Order

    Quote Originally Posted by Lazy View Post
    it's written in the bible.
    Matthew 23:13 "and the trader hath casteth bulk trader at the young age of 14. and it was good. and so he hath an extra 260 comp lit and he hath equippeth better ncu's. and it was good too.
    A Producer's point of view

  15. #15
    Quote Originally Posted by NoGoal View Post
    Knockback != fear. Enforcers get both.
    That's why I wrote fear. The snare comes from that fear MA get as well. (even though it's gimp compared to the 19s one)
    Still, you are right about the knockback. Only giving that to one of the melee profs is uncalled for.


    I added the removal nanos and immunity ones as well to the above post.
    Deadly Whisper - RK1
    too many alts for to little space

  16. #16
    Looks like fixers and keepers are joining the ranks of engis and crats, as in, you're there to enhance to other player's gaming experience...

    Best patch ever? -.-

  17. #17
    This is some seriously powerful stuff, the professions left out or with partial defences vs this, needs to be considered for some lovage..

    Enforcer and NT knockbacks should be reviewed, they will probably still be usefull at 25% of their current power.

    Making this stuff unresistable/unremovable is unfair to control classes that have resistible/removable versions of the effects, but are not getting upgrades. I mean if an enfo practically has any target snared for more speed, more of the time using knockback, than a fixer spamming snares, it just plain wrong to me.. Also, long stun on demand for a massive alpha prof? ..........

    Btw, DoT line C is missing in the NCU cleanser, this was the major issue with the Apf-nano fixer got last time. The apf-nano will become completely useless when this gets implemented, why not include DoT C in an upgrade? The 10min duration on imunity will be a pain, would like to see 2 hours.

  18. #18
    Chaining Put up Or Shut up and You are Next would allow to keep someone snared 25 of 40 seconds, more then half the time. Also includes a potentially 5 second stun and a fear that can last up to 5 second as well.

    I can't imagine that exactly being Funcoms intent here.
    Deadly Whisper - RK1
    too many alts for to little space

  19. #19
    Quote Originally Posted by XenonDe View Post
    Chaining Put up Or Shut up and You are Next would allow to keep someone snared 25 of 40 seconds, more then half the time. Also includes a potentially 5 second stun and a fear that can last up to 5 second as well.

    I can't imagine that exactly being Funcoms intent here.
    10 'support' profs hiding behind the 4 professions doing the killing?

  20. #20
    I like the idea of melee getting a snare added.. but 2k????!!!!! sounds VERY overpowered. 500k I'd have thought right.. absolute max being 1k.
    Dodo0 220/30 Clan NM Fixer - the first in AO!
    Dododo1 220/30 Retired
    Fixzorr 75/8 Retired PvP vid


    EX-President of SPARTANS
    Guide to raiding Pande

    - currently inactive -

Page 1 of 10 12345678910 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •