Legends of the Jedi Forums The Brainstormtorium Bounty Hunters a PvP Class That is only good at PvE?
This topic has 57 replies, 21 voices, and was last updated 8 years, 6 months ago by IssacFrost.
Viewing 15 posts - 1 through 15 (of 58 total)
    • IssacFrost Participant
      March 30, 2015 at 11:12 am #25055

      Upon looking at the skill set and considering they get also high combat skills (well most of them do) There is nothing inherently wrong with this class except it could use some tweaks to be the PvP class it should be. As always I will only work with the skills that exist and only one change on a Feat.

      Increased Resistance Feat- This feat is useless and I would change it for the equivalent of Duelist for Vibro-Blades. See Below

      *Gladiator (Feat 100) – This feat replaces the above. It grants 25% damage to vibro-blades whether one handed or dual wielded. It adds an extra attack. This stacks with Second Attack and Berserk.

      *Melee- Most everyone agrees melee weapons need some kind of buff. Here are two ways that can address that problem:

      Option 1 Make them slightly stronger.

      Option 2 Make them have a faster rate of attack.

      *Lower Sneak to 70.

      *Backstab- Can only be done when not in a fight. It deals 20% more damage than a Circle and disregards defense, as it can only be used before a fight. If dual wielding this attack hits twice and deals 30% more damage than a Circle. This skill has a high chance to inflict a back wound. It can be done from Hide or Sneak as well. Increase this skill to 95.

      *Poison Blade (Skill) – Please remove the degradation. If Hunter can duel wield then he should be able to apply a different poison to each weapon. Make Poison Blade a level 140 skill.

      *Poisons- Have a limited time to stay on a weapon before they fade. They also last through fights. All poisons last five minutes before they expire. You cannot poison a weapon again until the current poison wears off. You can look at a weapon to see what it is poisoned with.

    • IssacFrost Participant
      April 1, 2015 at 3:12 pm #25090

      Upon looking at the skill set and considering they get also high combat skills (well most of them do) There is nothing inherently wrong with this class except it could use some tweaks to be the PvP class it should be. As always I will only work with the skills that exist and only one change on a Feat.

      Increased Resistance Feat- This feat is useless and I would change it for the equivalent of Duelist for Vibro-Blades. See Below

      *Gladiator (Feat 100) – This feat replaces the above. It grants 25% damage to vibro-blades whether one handed or dual wielded. It adds an extra attack. This stacks with Second Attack and Berserk.

      *Melee- Most everyone agrees melee weapons need some kind of buff. Here are two ways that can address that problem:

      Option 1 Make them slightly stronger.

      Option 2 Make them have a faster rate of attack.

      *Backstab- Can only be done when not in a fight. It deals 20% more damage than a Circle and disregards defense, as it can only be used before a fight. If dual wielding this attack hits twice and deals 30% more damage than a Circle. This skill has a high chance to inflict a back wound. It can be done from stalking as well. Increase this skill to 95.

      *Stalking- This skill lets you shadow your opponent secretly while being near to them. This skill is 135.

      *Poison Blade (Skill) – Please remove the degradation. If Hunter can duel wield then he should be able to apply a different poison to each weapon. Make Poison Blade a level 140 skill.

      *Poisons- Have a limited time to stay on a weapon before they fade. They also last through fights. All poisons last five minutes before they expire. You cannot poison a weapon again until the current poison wears off. You can look at a weapon to see what it is poisoned with.

    • tal Participant
      April 4, 2015 at 9:56 pm #25102

      I’m in agreement that the hunter class needs a little reworking.

      Hunters are a little antiquated right now, a few low cost race combatants can get their best skill “ambush”.

      My first suggestion would be to switch ambush to the 150 spot, and knock lunge to the 90/100 area.

      A ‘view bounty’ or the perhaps a ‘class specific’ approach should be added so that only dedicated hunters/few select races can actually view bounties. Far too often players head to ground when a bounty is placed as any joe shmo can just walk in regardless of creed and check the listings… I mean seriously in the books there are guilds and services that these guilds provide include access to the bounty database. Kind of like a MSTR set datapad, but for hunters.

      Hunters should be able to break into homes. Make it a 150 level feat, an addition to doorbash. Rework the warrant empowerment for individuals. Are we really saying that your characters house can only get broken into by the government?

    • Zeromus Participant
      April 5, 2015 at 1:44 am #25103

      I don’t think that bounty hunters should necessarily be made better at ground combat than they are and I’m not certain that they should be made better at melee combat against nonforcers. The big thing that would make melee combat better would be to focus it as a PVE anti-forcer situation where forcepikes and blades are just a lot harder to break. Instead, bounty hunters should just be a lot harder to run from. They’ll be good at keeping people held in combat or chasing down fleeing enemies. For ground combat, the only things I’d change would be the following.

      Old Skills:

      Lunge: Make this stop costing MV, take away the damage component and just have it be a distance closer for approach.

      New Skills:

      Cutoff – A bounty hunter with the limber buff active will be harder to flee from. When the person they are fighting attempts to flee, they will use their extra dexterity to cut off the enemy’s escape.

      Stuntrap – A bounty hunter will be able to place a stun trap keyed to the identity of someone they have been greeted by, informed of or dubbed. When the target enters the room, they’ll be momentarily stunned, allowing the bounty hunter to attack.

      A second idea would be to make them a little more formidable in space. I originally thought that they should have their bonuses be something like extra piloting levels, but instead of that it might be cool to see them be small spacecraft (starfighter and transport) specialists like many bounty hunters in canon. What would this look like?

      Anticipation – While piloting a transport or starfighter, a bounty hunter is adept at anticipating the route of a projectile. They will automatically avoid MOST projectiles fired their way.

      Ion Specialization – A particularly tenacious bounty hunter will attempt to take their prey alive. Because of this, they frequently tune their ion cannons to be more efficient. A bounty hunter piloting a transport or starfighter will hit more frequently and do more damage with their ion cannons.

      Accelerate – When chasing after prey, a bounty hunter sometimes needs to chase after a fleeing starship. At the expense of fuel and potentially damaging their transport or starfighter, a bounty hunter can overload their engines in pursuit of another launching ship. After launching, the bounty hunter’s ship will have accelerated enough to be within 50 units of the ship they are chasing.

      It might make bounty hunters kind of unique to play if they took a different direction from just being “super good at combat.”

    • Kirash Participant
      April 5, 2015 at 1:19 pm #25106

      I seriously like the idea of traps for BH’ers and think that should be given some serious thought.

    • LED Participant
      April 6, 2015 at 9:48 am #25107

      I also think traps are an excellent idea! I mean, we already have landmines.. but that’s not the direction I think it’s meant.

      Seems like there’d be a fun way to add in, say, binding traps that hold all players in a room for X seconds. Or maybe a flashbang that would go off, make a loud noise that could be heard in other rooms, and emit a flash blinding everybody in the room for a while.

      How about a trap that disables comms? Is that even possible? Some sort of thing that makes it so you can’t send or receive – or at least send – when it is active?

      Maybe wrap some of this into other classes.. maybe engineers build them, bh’rs use them, kind of like existing explosives.

      And while I this thread is about making bounty hunters more powerful, maybe these traps could be used by anybody, or maybe they are low-enough BH skill that some of those mid-to-high-range combat types can use them as well.

      I have never played a bounty hunter, so I’m not in any sort of position to contribute, beyond simply noting that there are a bunch of them out there, it seems. So the class can’t be _too_ underpowered… it isn’t medical or diplomacy, after all.

    • veric Participant
      April 6, 2015 at 11:30 am #25108

      a single room ‘white noise’ generator skill that is used to block out comms and follows the BH around would be interesting.

    • IssacFrost Participant
      April 6, 2015 at 1:49 pm #25110

      I was actually going to suggest:
      Ensnare- This skill renders target unable to flee for about the same time Berserk stops you from fleeing.

      But I wanted to focus first on small tweaks to their mechanics. Here is the new list of skills:

      Increased Resistance Feat- This feat is useless and I would change it for the equivalent of Duelist for Vibro-Blades. See Below

      *Gladiator (Feat 100) – This feat replaces the above. It grants 25% damage to vibro-blades whether one handed or dual wielded. It adds an extra attack. This stacks with Second Attack and Berserk.

      *Melee- Most everyone agrees melee weapons need some kind of buff. Here are two ways that can address that problem:

      Option 1 Make them slightly stronger.

      Option 2 Make them have a faster rate of attack.

      *Backstab- Can only be done when not in a fight. It deals 20% more damage than a Circle and disregards defense, as it can only be used before a fight. If dual wielding this attack hits twice and deals 30% more damage than a Circle. This skill has a high chance to inflict a back wound. It can be done from stalking as well. Increase this skill to 95.

      *Lunge- Uses considerably less MV then it does now and lags considerably a lot less. This skill is now level 100.

      *Stalking- This skill lets you shadow your opponent secretly while being near to them. This skill is 135.

      *Poison Blade (Skill) – Please remove the degradation. If Hunter can duel wield then he should be able to apply a different poison to each weapon. Make Poison Blade a level 140 skill.

      *Poisons- Have a limited time to stay on a weapon before they fade. They also last through fights. All poisons last five minutes before they expire. You cannot poison a weapon again until the current poison wears off. You can look at a weapon to see what it is poisoned with.

      Ensnare Trap- This trap is keyed to a target that has been dubbed, greeted, or informed. It is setup in a room. When target enters said room they are unable to leave for about 20~30 seconds. You cannot use Ambush in combination with a trap. This skill is level 145.

      White Noise- This white noise generator is deployed in a single room and costs a white noise generator to deploy. All comms are non functional in this room. This skill is 150.

      Ambush- This skill is now level 150.

    • Oteri Participant
      April 7, 2015 at 8:09 am #25114

      I absolutely love (and would loathe if implemented) the ideas Zeromus suggested.

      And white noise generators are pretty cool. Make ’em so that slicers can build them, too, I think, and that gives an option of making them illegal for governments. Shops selling on them can get closed, shops on other worlds can get that person travel banned on worlds…Possibilities!

    • Ralen Keymaster
      April 7, 2015 at 8:15 am #25115

      We will not be going down the route of any sort of skill that ‘stuns’ another player character, for multiple balance reasons.

      Feel free to keep speculating on any other improvements!

    • Seryb Participant
      April 7, 2015 at 1:27 pm #25116

      @Zeromus: That is exactly what I want to see happen with lunge, well I think a level change is in order too but if it didn’t happen I don’t care.

      Cutoff would be excellent! As long as it was a passive skill that only worked with limber enabled and the better you got at it the harder it was to flee. (Maybe have to have 25 dex too?) I could see it possibly becoming overpowered but if you were poisoned or had another dex draining affect on you then you would lose your ability to stay in front.

      Anticipation I like but with how turrets and a battlegroup works right now it might be better if they have a higher chance of dodging all incoming fire.

      Ion Specilization is cool since boarding ships is already a little risky I’m all for hunters having a higher chance of doing it. Could be fun

      Accelerate, on a busy world if a few ships launched at the same time how would it know which to follow? I think the ship taking damage is good as long as it’s drive wouldn’t die on them. lol


      @Ralen
      : So even the trap idea would be a no go? I think it would be nice to have something that holds a player in place for 10-15 seconds or whatever. They should still be able to fight, just no chance of fleeing.
      Maybe the hunter too can’t flee when to trap is active?

      @IsaacFrost

      Stalking I like as the hunter version of tail. I don’t know if I would want sneak at 70 though to be honest. I think it could be lowered a little but not much.

      Poisons I would love to see multiples of. We have the sarlaac sac that to my knowledge does nothing so why not make that something that can be made into a second poison. Them destroying your weapon should be removed because it is stupidly absurd. They should only last 2 minutes max though, maybe even 1.

      White Noise machines would be great.

      Gladiator, I’ve never used increased resistance so I can’t speak on it but I think adding something like this wouldn’t be horrible. Maybe give hunters 3 attacks every 2 rounds per blade rather than a full extra attack still stackable.

    • Kirash Participant
      April 7, 2015 at 9:40 pm #25119

      Traps don’t just have to stun. Just saying. Mines are technically traps and they explode.

      Poison traps – -STR and slight HP drain
      Snare traps – Wound either left or right foot/leg, slow movement, and slight movement drain
      Fragmentation Traps – Already implemented a la mines
      Flashbang Traps – Blinds. Has a chance to overload vision implants for one round.

      All of these could technically be mines and work with Bomb Squad and Minesweeper feats, but I would like to see them utilized more for Bounty Hunters catching prey. Let the combatants keep their frag mines.

    • Seryb Participant
      April 9, 2015 at 9:59 am #25127

      @Kirash, I could get behind any of those. It would be fun to see differentiation in lines out there. Maybe make those be ‘advanced mines’ with a subsequent hunter skill being 130 so combat mains didn’t get to play with them.

    • Zhelir Participant
      April 24, 2015 at 2:30 pm #25192

      I love the idea of Hunters being more oriented to, well, hunting. Traps in particular seem great. In addition to the others suggested, maybe some kind of motion detector? Lay trap, get alerted that someone has passed through the room if you’re in the same area/on the same planet?

    • Andvari Participant
      April 28, 2015 at 12:44 pm #25202

      Despite all of this talk regarding how “Hunters should be for hunting, not for fighting!”, people seem to forget that LOTJ is a game above everything else. Focus cannot be turned away from making the game balanced and fun, even if it’s to make the game more “in-line” with the Star Wars universe.

      I look at BHers as not just “hunters”, but as an alternative class for PVP combat. This is an important aspect of the game that we cannot forget, even though it’s more or less been forgotten in recent timelines.

      More time needs to be spent on balancing BHers as a PVP class, THEN focusing on making it great for “hunting”. If the class cannot PVP effectively in the lay-person’s hands, then they’re more or less useless for “hunting”. Someone is always going to come after you. Period.

      Step 1: Make Cortosis reasonably accessible. This gives hunters a way to extend their lifespans when the governments inevitably send forcers after them. (Always happens when hunters are actually bagging bounties.) It gives hunters (and combats) a fighting, albeit difficult, chance against force users, and may even bring some of the forcer-related crying to a halt.

      Step 2: Improve avdam on vibroblades. Make vibroblades the hunter standard, make forcepikes the combatant standard. A pair of vibros should be better than a single forcepike, but a single vibroblade should be inferior to a single forcepike.

      Step 3: Reopen bounty hunters’ ability to roll force. This is part of the reason why people aren’t playing them. Before anyone cries about “OMG NEOBACCA”, he was not some insurmountable beast of death – his ass got kicked fairly and squarely by normal BHers. They should not be able to use BH skills with a lightsaber in hand. Yes, there is a potential for a juggernaut to come out of this, but it will be no different than the current forcer juggernaut issues. This will also diversify forcer pvp and give them a lot more to think about than “When should I push my lightsaber throw button?????”

      Step 4: Reduce (remove?) damage on lunge, remove MV cost. Gives BHers a unique way to close the distance and engage targets. Should cause minimal beats of lag.

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