BEAST - Hunting/PvE - Bleed Damage

WyldeKardeWyldeKarde Member Posts: 141 ✭✭✭
From my perspective, I saw a lot of players class switching to BEAST to level-up quickly by taking advantage of the powerful bleed damage from backhand/filament net/tear.  Can this be looked at from a balancing perspective?

BEAST seem to have both the highest resistance due to heavy armor and the best PvE (and PvP) damage at the moment.  They should be doing the least amount of damage if they also have the highest resistance?

Examples that I saw, like Nhudri, is able to easily take out security robots in Prugita that both Arlixa and I struggle to kill as scoundrels due to the recent bullet damage nerfs.


Comments

  • ShinonomeShinonome Member Posts: 167 ✭✭✭
    Please do not nerf bleed. Engineer depends very heavily on it. If beast needs to be nerfed, then make the nerfs specific to their class.
  • ekaryekary Member Posts: 85 ✭✭✭
    Shinonome said:
    Please do not nerf bleed. Engineer depends very heavily on it. If beast needs to be nerfed, then make the nerfs specific to their class.
    It would likely be a class specific nerf to bleed if it even happens. They nerfed scoundrel bleed but reverted the change for Engis.
  • ezraezra Member Posts: 6
    Don't forget contingency so we don't even have to crash to heal
  • SagexSagex Member Posts: 167 ✭✭✭
    Maybe you can nerf the amount of bleeding from wristblade that way engineers are spared from it? 
  • ArlixaArlixa Member Posts: 17
    BEASTs are advertised as the kings of killing and with their damage reduction, healing and base damage from most of their kit that outperform anything in Scoundrel's including Ambush, they're just that.

    But we have bugs! 

    I'm yet to play around with PVP and affliction based combat but BEASTs seem crazy strong, especially for PVE. You just can't keep up with them as any other class, and I'm very tempted to make the change.
  • AebruaAebrua Member Posts: 27
    Thinking about switching myself -- as much as I love Nanoseer thematically, it's balls for bashing.
  • BeepBoopBeepBoop Member Posts: 69 ✭✭
    Scoundrels have a better heal than beasts fyi.
  • JerichoJericho Member Posts: 65 ✭✭
    BeepBoop said:
    Scoundrels have a better heal than beasts fyi.
    I thought everyone's heal did base 20% health. 
  • BeepBoopBeepBoop Member Posts: 69 ✭✭
    Scoundrel's is on a 8s cooldown while beast has 10s.
  • JerichoJericho Member Posts: 65 ✭✭
    BeepBoop said:
    Scoundrel's is on a 8s cooldown while beast has 10s.
    Ah, well we have the heavy armor buffer for that extra 2s. 
  • BeepBoopBeepBoop Member Posts: 69 ✭✭
    Jericho said:
    BeepBoop said:
    Scoundrel's is on a 8s cooldown while beast has 10s.
    Ah, well we have the heavy armor buffer for that extra 2s. 
    Yeah, was just commenting on the beasts having better healing than scoundrels thing.
  • JerichoJericho Member Posts: 65 ✭✭
    Dunno. At level 21 with 200 in Lifeforce I have 1810. 
  • AlbionAlbion Member Posts: 98 ✭✭✭
    Should be the same health across the board just diff resists. 
  • MinionMinion Member Posts: 162 ✭✭✭
    Contingency is insane, if it works as the AB states.

    How it makes sense that the class with the highest damage output, best resistances, and currently most effective passive damage from bleeds ALSO gets the only automated low health escape (in a game that locks you into a room during combat) is beyond me.

    I would honestly rather see something like that in a kit with lighter resistances and is more mobile.
  • BeepBoopBeepBoop Member Posts: 69 ✭✭
    I'm fine with removing contingency if anyone thinks it is a big deal. Most of my deaths were not because I got to less than 20% anyway.
  • ezraezra Member Posts: 6
    I can't say I'd miss contingency much. The handful of deaths I have are mostly due to thinking I had it up and realizing I didn't when it was too late
  • DariosDarios Member Posts: 52 ✭✭
    I don't think contingency is that good honestly, after using it a bit. Its decent when you're hunting but flying seems like more of a downside in player combat since most attacks that target flyers are quite potent.

    It also has a delay, just like if you activated jumpjets normally. Takes a few seconds after it fires to actually send you to the skies.
  • MinionMinion Member Posts: 162 ✭✭✭
    I'm not terribly concerned with player combat, honestly. I don't think I'd use it for that but hunting? Definitely.

    It may have a delay but you don't have to be on balance, right? You can actually hit your heal or attack again while it launches?
  • JerichoJericho Member Posts: 65 ✭✭
    You also have to realize that it only works outside. If contingency fires off indoors...you die. 
  • MinionMinion Member Posts: 162 ✭✭✭
    From the skill or from the fact that it doesn't let you escape?
  • JerichoJericho Member Posts: 65 ✭✭
    Minion said:
    From the skill or from the fact that it doesn't let you escape?
    From the fact that it doesn't let you escape. If you're getting your door kicked in and contingency fires off indoors, it's not saving you. Nor is crash. Usually. Sorry I wasn't clear. 
  • MinionMinion Member Posts: 162 ✭✭✭
    Jericho said:
    Minion said:
    From the skill or from the fact that it doesn't let you escape?
    From the fact that it doesn't let you escape. If you're getting your door kicked in and contingency fires off indoors, it's not saving you. Nor is crash. Usually. Sorry I wasn't clear. 
    Fair, yah. It's still an escape for a large portion of the hunting areas though. If I were a beast, I'd have a trigger made so that when contingency fired, whether indoors or out, my netlauncher would be queued up immediately to entangle. Chances are that would give you enough breathing room to heal back up and finish the fight or crash out. Just the fact that BEAST has a mechanical trigger built in like that really helps automate things.
  • IndiIndi Member Posts: 213 ✭✭✭
    Mobs ignore the entanglement aspect of netlauncher. 
  • ArquenTavasArquenTavas Member Posts: 14
    Haven't tested the netlauncher yet, but according to the update this morning, mobs should be impacted by entanglement now. I know for a fact prone now works.
  • MinionMinion Member Posts: 162 ✭✭✭
    Pretty sure they just released an update that says otherwise...

    Date:     12/28/2018 at 18:28
    Author:   Garryn, the Reshaper
    Subject:  Changes and fixes: Nanoseer.

    General
    -------

    - Fixed some issues with the ranged target locating code - should fix some ranged commands that were
    not finding their target previously

    - Mobs no longer attack while entangled or prone

    - Mobs no longer attack invisible players; faction and cosmpiercer guards can see through all forms
    of invisibility, for now at least


  • BeepBoopBeepBoop Member Posts: 69 ✭✭
    Netlaunch doesn't appear to have any effect and now mobs almost instantly cure prone.
  • ArquenTavasArquenTavas Member Posts: 14
    They are meant to cure prone, just like a player would. If you break a leg and then prone though, they stay down and can't atack you
  • RylekRylek Member Posts: 84 ✭✭✭
    I've found that about half of the time contingency fires, even while outside, I still die if I fall that low. It has saved my life, but it isn't really an amazing get out of death free card like it reads. The long launch time usually lets whatever is whomping you, whomp you. In my experience, I roll around with 50 into lifeforce and regen.
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