Carbineer Archive
Thread: Inquiry on The Patch’s Changes To Your Skills (Knockdown and Posture Chan
When Dizzy does hit a MOB in PvE, the second they fall down the Dizzy is dropped (disappears) and they IMMEDIATELY get back up.
As mentioned by last poster, Suppression Fire (Marksman tree) is used to force posture change and only works every 30 seconds even if you miss!
One thing that I've seen with BH dizzy effect - the only one I'm directly familiar with: if I land a dizzy and ONLY a dizzy, that dizzy will stay for a reasonable duration. As to whether it does anything, I don't know/don't think so. But if I land another special AFTER the dizzy, the effect goes buhbye.
Are you noticing this, or is the dizzy effect simply disappearing after first landing it?
Also, are you folks noticing a significantly decreased % chance to hit with the status effect shot, and even when it does hit a significantly decreased chance for that effect to take place? Someone's proposed that that is due to resistances having been implemented, but seeing as how I've experienced this on blues - reds, I don't know if that's a realistic statement. Any comments or speculations re: your own class would be helpful
Low blow is a ranged knockdown. Since the patch it is resisted more and only lasts 5 seconds but its still a great setup shot for last ditch are damage shot.
Panic shot is adelay action shot it is supposed to delay the enemy from performing any attacks. Right now it is resisted 100 percent of the time but the devs have stated this is a bug and will be fixed. I assume the 30 second timer will stay.
Do you have the dev statement on the bug? I'm wondering if this applies for all status effects or not.
Also, does the community agree generally that your low blow lasts 5 seconds? 2-5 is the range I'd cite, but I've seen more 2 seconds than anything.
I really wish you luck on this;
Here's"copy and pasted" problems resulting from the KD nerf thatI've previously posted.
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In pvp there is now no way to keep a kiting ranged char within strking range. /follow doesnt work since you cant hit while running. The KD (although abused in PvP) was the only way to keep a ranged player prone long enough to deliver a follow-up hit. They (Devs) can fix this by a) reducing KD damage or b) making 2 successive KDs impossible (I'm in favor of this). Right now, a beginning Marksman can take down a Master Pikeman if they know about the not-so-secret "Kiting".
Granted pvp is less than 1% of the game. Lets get to the other 99% of combat which is PvE. The Pikeman has 1/4 of his elite skill dedicated to KD. This is in the form of sweep1 and sweep2 (area) as well as two lvls of posture change, blind and KD resists. In addition, we have AreaAttack1 & 2 and SpinAttack1 &2. These are area attacks. The KD nerf has removed all 8 of these skill sets. That is 50% of our attacks. This has been tested and proven, fighting any multiple mobs harder than a Corellian butterfly swarm is suicide.
In a little more detail; during fighting (saygrouped against multiple mobs); Since you cannot use KD a second time, all the mob agg gets directed at you from any area attack thrown. Sweep2 was used to reduce the damage taken by adds. SinceKDcannot be used for 10 melee rounds, all area attacks are suicide now. If your dumb enough to use an area now (without Sweep2 as a defense) your toast in the time it takes you blink. So basically we lost our ability to tank and crowd control. In addition, our higher moves include posture changin and dizzy, these can combine to a posture change or even kd (but not anymore). Also Polearmhit3 damage was halved. In effect we have lost ~60-70% of our combat effectiveness. Funny thing is I can barely even solo a single mob (pulled away from lair) on missions anymore. Even funnier, I never thought our Proff was overpowered in the first place. It deserved fixing not further gimping.
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There is a mine of information within this forum on this issue. These are my simple observations from the patch. Anyway, I really hope that you compile a comprehensive doc on this and plzpost here if any Devs comment on it.
That's a point I've been trying to make all along and no one ever seems to coment on it.
I think what angers me the most is that if the devs decided that KD shouldn't be in the game at all. Then why leave the moves in there and leave us with the pretense that we actually have this move. I'ts true, KD's do nothing at all now, you are better off doing anything else besides a KD when in battle.
As pikemen we have polearm sweep 1 (for single opponents) and Polearm sweep 2 (for multiple opponents)
when using polearm sweep one here are your scenarios.
#1 you use polearm sweep1 and you hit (which rarely happens for pikemen) there is a more than good chance that you will not actually KD your target with the move. The attempted KD is ineffective and you have to wait before trying it again, on ANY mob. If you are successful with the KD the mob will be back on it's feet within the 5 second delay that has been added to your combat que since the last nerf, which will pretty much make your successful KD as effective as it would have been if you did notKD your target
#2 you use Polearm sweep1 and you miss (which is most likely) you have whiffed and wasted a move, you now have 30 seconds before you can try it again on ANY mob.
#3 you use polearm sweep2 - Be prepared to not KD anything because it's a good possibility. This move was meant for crowd control when you are your group get's aggro'd by multiple opponents. You may KD one of your opponents, then refer to scenario 1 with the proviso of additional mobs on you also. If you are fortunate you may KD 2 of the mobs and actually be able to refer to this move as an area attack. Then refer to scenario one again, because this no longer does anything for you. The most you are likely to do with this move is get the attention of all the mobs around you and clue them in on all converging on you at once. I have renamed this move 'Suicide' on my hotbar.
Just get rid of those two moves, they are useless, what do we need them for. Pikemen suck just fine without them.
Another thing to note about Panic Shot in addition to what has already been said, is that it is a Cone attack. So it can affect multiple targets at once, if they are standing near each other.
I used suppresion fire nearly every fight before it was changed, it was very
powerful -I can understand why it was nerfed, it was bound to happen eventually,
but it has been nerfed pretty much into uselessness. The only time a
rifleman REALLY needs to use it is when the mob is charging us, cover fire use
to stop it for a few seconds so we could move away and avoid the 2.5x melee
damage, or stop soemthing from beating on an ally, well hitting moving targets
with a rifle isa joke after last weeks patch, I switch to a pistol right away now and
try cover fire, even if I hit the creature it kneels less than half the time I'd say.
The level of the creature does matter tho, definitely harder using this on red cons.
What goes around comes around. The dizzy/KD/suppression changes were necessary for PvP and were pretty well necessary for PvE as well. They made some encounters too trivial.
Dizzy wears off when the target succeeds at standing up. In PvP, at least, this can take quite a few tries. Seems to work well enough in PvE, too. I still dizzy and suppress rebel NPC's and they still fall over, they just don't stay down for the rest of the fight like they used to. Dizzy+suppression is still my choice opening combo for PvP and it still works extremely well.
The only real problems I have with states:
It seems like mobs resist a lot more but I don't.
Warcry went from working about 50% of the time to working about 2% of the time.