Development Cycle Archive
Thread: Publish 7 Update Notes
Found the worst fix in Pub 7 already:
"The delay effect of panic shot will break on damage to the target."
Lame.
![]()
The update notes for Publish 7wrote:
Professions: Fencer
Fixed dodge animations in 1 handed sword actions to not play during locomotion (Correspondent Issue)
can somone tell when Publish 7 is coming out, and when the new jedi system is coming out.
Thanks
MCH
As for the Panic Shot change, you just broke another part of Smuggler for no good reason. You're clearly trying to weed out the huge 20-second delay of Warcry2, and that's understandable. So why not cut Warcry1 to 5 seconds, and put Warcry2 and Panic Shto at 10 seconds? If you're worried about people KDing a target and then delaying them there, why not count a Warcry/Panic Shot as a KD against someone who's knocked down, meaning that they instantly spring back to their feet? There are many creative ways to fix the situation.
Sowhy attack Panic Shot to accomplish that goal? There's already almost nothing in the Smugglerprofession that works, and now you're stripping away what's probably THE most useful move in the whole tree. It's not even clear what the new changes will mean.
Here are some of the many differences between Warcry and Panic Shot, for anyone keeping score:
- Warcry is a scream.
- Panic Shot is a flurry of pistol shots.
- Warcry1 lasts for 10 seconds, but Warcry2 lasts for 20 seconds, and both are on a 30-second timer.
- Panic Shot lasts for 10 seconds and is on a 30-second timer.
- Warcry has no defense other thanfailure on the part of the Brawler.
- Panic Shot can be Blocked, Dodged, Counterattacked, or simply missed.
- Warcry doesn't cause any damage.
- Panic Shot does damage to a target if it hits.
- Warcry1 is a Novice Brawler skill, while Warcry2 is in the Master box of a starting profession.
- Panic Shot is a 2nd-tier Hybrid profession's skill, requiring skills from three differentskilltrees to use. In fact, Smugglers use a branch of the Brawler tree as a prerequisite, meaning that it's a stepping stone to more powerful abilities.
- Warcry has all of its effectiveness in the Brawler tree. Once you are a Master Brawler, you have the best possible skills to use Warcry effectively.
- Panic Shot depends on Pistol Accuracy to hit a target. There are no Pistol Accuracy modifiers in the Smuggler skilltree - they're in the Pistoleer skilltree.
- Warcry1 is acquired by spending 100 credits and 15 available skillpoints. Warcry2 requires 77 skillpoints,620 Apprentice XP,and 364,000 points of different melee combat XP.
- Panic Shotrequires that you invest 29 skillpoints in Brawler, 29 skillpoints in Marksman, and 18 skillpoints in Smuggler, for a total of 73 skillpoints. To use Panic Shot, you need to earn 91,000 Unarmed XP and 566,000 Pistol XP. Considering that Pistol Accuracy is needed forPanic Shotto work effectively, however, there's a need to invest in Pistoleer skills. To get only the branch dedicated to Pistol Accuracy, one needs to invest another 20 skillpoints and earn another 1,275,000 Pistol XP. To maximize your chances of landing a Panic Shot, you need to invest another2,450,000 Pistol XP, 56,000 Combat XP, 620 Apprentice XP, and 43 skillpoints. So to be most effective at using a Panic Shot, a Smuggler needs to also be a Master Pistoleer, spending a grand total of 165 skillpoints and 4,291,000 Pistol XP, among other things.
There are many differences between Warcry and Panic Shot. All Smugglers are Brawlers, but not all Brawlers are Smugglers. Smugglers build on the abilities of the Brawler profession and augment them. Both in terms of a skillpoint argument and an XP argument, Smuggler abilities should be more potent than Brawler skills. Brawler is a prerequisite for Smuggler, andthere is NO justification for equating the power of the prerequisite with the power of the advanced skill. By that faultylogic, Unarmed Hit 1 would do just as much damage as Unarmed Hit 3.
Excellent post EN, I couldn't have said it better myself. This change is absouletely unnecessary, and its a shame that the devs seem insistent upon running our profession even further into the ground.
electricnomad wrote:
As for the Panic Shot change, you just broke another part of Smuggler for no good reason. You're clearly trying to weed out the huge 20-second delay of Warcry2, and that's understandable. So why not cut Warcry1 to 5 seconds, and put Warcry2 and Panic Shto at 10 seconds? If you're worried about people KDing a target and then delaying them there, why not count a Warcry/Panic Shot as a KD against someone who's knocked down, meaning that they instantly spring back to their feet? There are many creative ways to fix the situation.
Sowhy attack Panic Shot to accomplish that goal? There's already almost nothing in the Smugglerprofession that works, and now you're stripping away what's probably THE most useful move in the whole tree. It's not even clear what the new changes will mean.
Here are some of the many differences between Warcry and Panic Shot, for anyone keeping score:
- Warcry is a scream.
- Panic Shot is a flurry of pistol shots.
- Warcry1 lasts for 10 seconds, but Warcry2 lasts for 20 seconds, and both are on a 30-second timer.
- Panic Shot lasts for 10 seconds and is on a 30-second timer.
- Warcry has no defense other thanfailure on the part of the Brawler.
- Panic Shot can be Blocked, Dodged, Counterattacked, or simply missed.
- Warcry doesn't cause any damage.
- Panic Shot does damage to a target if it hits.
- Warcry1 is a Novice Brawler skill, while Warcry2 is in the Master box of a starting profession.
- Panic Shot is a 2nd-tier Hybrid profession's skill, requiring skills from three differentskilltrees to use. In fact, Smugglers use a branch of the Brawler tree as a prerequisite, meaning that it's a stepping stone to more powerful abilities.
- Warcry has all of its effectiveness in the Brawler tree. Once you are a Master Brawler, you have the best possible skills to use Warcry effectively.
- Panic Shot depends on Pistol Accuracy to hit a target. There are no Pistol Accuracy modifiers in the Smuggler skilltree - they're in the Pistoleer skilltree.
- Warcry1 is acquired by spending 100 credits and 15 available skillpoints. Warcry2 requires 77 skillpoints,620 Apprentice XP,and 364,000 points of different melee combat XP.
- Panic Shotrequires that you invest 29 skillpoints in Brawler, 29 skillpoints in Marksman, and 18 skillpoints in Smuggler, for a total of 73 skillpoints. To use Panic Shot, you need to earn 91,000 Unarmed XP and 566,000 Pistol XP. Considering that Pistol Accuracy is needed forPanic Shotto work effectively, however, there's a need to invest in Pistoleer skills. To get only the branch dedicated to Pistol Accuracy, one needs to invest another 20 skillpoints and earn another 1,275,000 Pistol XP. To maximize your chances of landing a Panic Shot, you need to invest another2,450,000 Pistol XP, 56,000 Combat XP, 620 Apprentice XP, and 43 skillpoints. So to be most effective at using a Panic Shot, a Smuggler needs to also be a Master Pistoleer, spending a grand total of 165 skillpoints and 4,291,000 Pistol XP, among other things.
There are many differences between Warcry and Panic Shot. All Smugglers are Brawlers, but not all Brawlers are Smugglers. Smugglers build on the abilities of the Brawler profession and augment them. Both in terms of a skillpoint argument and an XP argument, Smuggler abilities should be more potent than Brawler skills. Brawler is a prerequisite for Smuggler, andthere is NO justification for equating the power of the prerequisite with the power of the advanced skill. By that faultylogic, Unarmed Hit 1 would do just as much damage as Unarmed Hit 3.
I must like pain, I mastered Pistols, only to find I needed Dirty Fighting in order to be effective in PvP or PvE, and now their taking a good part of that away, and you can almost see the train-wreck that this change to Panic Shot will be coming from a mile away.
Panic Shot is a pistol attack, as crowd control it will be useless, i.e. I fire Panic Shot and target is delayed until next the hit to cause damage lands... which due to auto-attack means it will be approx one sec later, negating any delay effects whatsoever, not to mention the fact that the critter that's delayed will still move/run with me aggro'd until the 10 secs is up upon which it'll resume the attack meaning that the original "Fire and run" defensive nature of PS is, and always has been, sheer fantasy.
Pistoleers already have one special broken in this way. (Warning Shot, Scare a target away only to re-aggro it 1 sec later with auto-fire/auto-attack, useless, and don't say use /peace, I've never made peace work without having to hit it half a dozen times, no way anyone can /peace successfully in the time between this 'new' (i.e 3rd Nerf) Panic Shot and auto-attack happens)
I'm looking for the give &t ake here, but I can only see take & take
I'd usually put an optimitic "oh well, at least..." in this spot, but I can't think of one for once.
-panic- wrote:
If your'e gonna nerf panic shot/warcry you should be nerfing kd/dizzy too.
No kidding lol . This is ridiculous. Nerfing a 10 second delay but leaving the "eternal" KD/Dizzy combo in. Good going, devs. One more reason to reevaluate the subscription duration. Thank you