<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Carbineer balance suggestion]]></title><description><![CDATA[<p dir="auto">I would like to suggest an increase of Deuterium round and acid darts to a max of 30% up from 20%.  This could also be applied to Fencer for its proc damage abilities.<br />
I feel this is necessary given the many increases in power for heavy weapons with Juggernaut and swordsmen with its 2sec attack high damage capabilities.</p>
<p dir="auto">Carbineer certainly is behind in capacities as other options, and I am always looking to bring up skills or builds that just are not cutting it to make them more appealable to use!</p>
<p dir="auto">Speaking of which any chance we could buff the return damage from carbineer?  The enforcer set reduces the CD for this ability but its completely undesirable due to its low performance and its point is best spent else where.  I think it would be nice to have a good tool kit ability against fast attacks like the new sabers or many CH pets munching on you as an example!</p>
]]></description><link>https://swgevolve.com/forums/topic/1288/carbineer-balance-suggestion</link><generator>RSS for Node</generator><lastBuildDate>Sun, 16 Aug 2026 15:39:30 GMT</lastBuildDate><atom:link href="https://swgevolve.com/forums/topic/1288.rss" rel="self" type="application/rss+xml"/><pubDate>Sun, 19 Apr 2026 08:05:39 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Carbineer balance suggestion on Wed, 29 Apr 2026 22:06:09 GMT]]></title><description><![CDATA[<blockquote>
<p dir="auto"><strong>Rezerian, post: 4411, member: 565 wrote:</strong></p>
<p dir="auto">I would like to suggest an increase of Deuterium round and acid darts to a max of 30% up from 20%.  This could also be applied to Fencer for its proc damage abilities.<br />
I feel this is necessary given the many increases in power for heavy weapons with Juggernaut and swordsmen with its 2sec attack high damage capabilities.</p>
<p dir="auto">Carbineer certainly is behind in capacities as other options, and I am always looking to bring up skills or builds that just are not cutting it to make them more appealable to use!</p>
<p dir="auto">Speaking of which any chance we could buff the return damage from carbineer?  The enforcer set reduces the CD for this ability but its completely undesirable due to its low performance and its point is best spent else where.  I think it would be nice to have a good tool kit ability against fast attacks like the new sabers or many CH pets munching on you as an example!</p>
</blockquote>
<p dir="auto">Thank you for the detailed suggestion and for highlighting the current gaps in Carbineer performance compared to other professions.</p>
<p dir="auto">The proposed increase to Deuterium rounds and acid darts, as well as extending similar considerations to Fencer, is interesting and makes sense in the context of overall power scaling. The feedback around Carbineer feeling behind, especially with return damage mechanics not being impactful enough, is also noted.</p>
<p dir="auto">We’ll pass this along to development for review as part of ongoing balance discussions. Changes like this require careful consideration to ensure overall class balance remains healthy.</p>
<p dir="auto">Appreciate you taking the time to lay this out.</p>
<p dir="auto">Orton<br />
Evolve Community Manager</p>
]]></description><link>https://swgevolve.com/forums/post/3684</link><guid isPermaLink="true">https://swgevolve.com/forums/post/3684</guid><dc:creator><![CDATA[orton]]></dc:creator><pubDate>Wed, 29 Apr 2026 22:06:09 GMT</pubDate></item></channel></rss>