Pistoleer Archive
Thread: Pistol Whip changes on Test
Ugh, that sucks, although it was expected and deserved. I have a few questions, how are the other pistoleer skills? I achieved Master Pistoleer 2 days ago and I can't help but feel pretty limited. Out of all the pistoleer skills there are 3 that I use:
Stopping Shot
MeleeDefense1 (Pistol Whip)
Disarming Shot
All the other skills seem either broken or uselss. I'll go through them I guess:
Body Shot 3: Body Shot 2 does aroudn the same damage and has lower HAM costs.
Disarming Shot 1: Random HAM pool, low damage, does 20 damage to the opponents weapon. Pretty much useless.
Point Blank Single 2: Random HAM pool decent damage, but Stopping Shotdoes more damage an seems to hit just as often.
Point Blank Area 2: Random HAM pool, not that great damage, and has the tendacy of getting a lot of creatures mad at you. I recommend using it if you want to get back to town faster.
Double Tap: Decent ability, better then overcharge 2 but as soon as you get stopping shot it becomes useless.
Fan Shot: Seems to do the same amount of damage as Stopping shot even though it's alvl higher, and costs more HAM...
Pistol Melee Defense 2: Does slightly more damage then Defense 1 but doesn't knock the target down. Another skill that is beat by a lower level skill =/
Multi-Target Pistol Shot: Doesn't seem to work.
So far there only seems to be 3 useful abilities, one was just nerfed leaving us with now 2. I am sure Disarming shot 2 will also be nerfed, or completely changed if the ability is really mixed up with the carbine skill, leaving us with 1 skill as far as I can tell.
Some people might say we get some nice bonuses. This is true but either they aren't currently working, or the values are so low they aren't making a difference as I have yet to see my character Dodge an attack recently (last time she did was I think was 3 weeks ago).
So I don't mind if they nerf the clearly overpowered skills, but I sure hope they fix the underpowered ones in the process.
Syrah
Oof, that's bad news. It deserved to be nerfed, but I think they wentoverboard as usual. I'd like to see the action costat around 100 or a bit lower. It doesn't need to be spammed, but I'd like be able to usemore than twice in a fight.
SyrahRydia wrote:
So I don't mind if they nerf the clearly overpowered skills, but I sure hope they fix the underpowered ones in the process.
I agree, but what game do you think you're playing?
This does not jive with what TKA forum is saying!
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So either this change is hitting different classes to different degrees (ranged classes have had their KD nerfed much more than melee classes), or Pistoleer's KD is now bugged.
Our KD's action cost increased by 370%. TKA's increased by 63% - almost a factor of 6 difference.
Here's the info from the TKA forum (excepts):
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Using careful observation, I found that the cost for the Teras Kasi knockdown abilities have been increased from 40% to 63% in some cases. What does that mean? Let me show you my results
The Health cost of Sleeping Krayt increased by 54% from -11 to -17… a change of -6.
The Action cost of Sleeping Krayt increased by 63% from -16 to -26… a change of -10.
The Mind cost of Sleeping Krayt increased by 54% from -11 to -17… a change of -6.
What does this mean? Well, if we used the Experimental stats as precedent, BEFORE the patch, we could have used Sleeping Krayt fifty-nine times before being completely out of power. After the patch, we could use Sleeping Krayt only thirty-eight times before being completely out of power. That means that we could use Sleeping Krayt twenty times less after the patch.
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Here's the whole thread:
http://forums.station.sony.com/swg/board/message?board.id=teras_kasi_artist&message.id=5282
Maybe give melledefence2(pistol smash)a knock down effect and make it cost half what pistol whip does. That way you won't have realtive noobies to the pistoleer skill having the best pistoleer skill (my fav at least).
Realize MANY things happened in the patch.
1. ALL MELEE specials had a costrebalancing, to their favor
2. All KD skills were increased in cost
This is why their KD cost did not rise as high as the pistoleer's.
Another option is to get weaponsmiths to start trying really hard to reduce the HAM costs.
Hehe, yeah, I'll have to change my macro to /meleedefense1 ; /bodyshot2 ; /meledefense1 ; /healdamage
That should do it