Pistoleer Archive

Thread: Knockdown (pistol whip)

Subtil_Serpent
Fri Aug 08, 2003 10:24 am
#14

"Artificially boost PvP knockdown defense (the way they are aritifially reducing PvP damge)."


Just an observation but some classes are have very high KD defense in adv. profession lines - boosting KD overall would make them a bit uber no? it is a good idea though, be interesting to see what happens.


Would making KD type affects on an immunitytimer or having a "reduce" affect after each KD attack be too unreasonable? (that's an old DAoC nerf btw to combat crowd control since they had a somewhat similar issue)





- Cerf Agile

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"...men went to bed with the dream, and they didn't like it when they woke up with the reality..."


Glibly
Fri Aug 08, 2003 10:32 am
#15

Well, I am familiar with the DAOC Mez problem ... didn't like the solution myself even though I never played a crowd controll type. This solution will work though, I just feel that its a cop-out ... the devs are saying that the mechanics of the game don't work, so they introduce a new mechanic to fix the problem ... which leads to other problems. I think the best way to fix the problem (if possible) is to tweak what you got.


As to the classes with high KD resist being 'uber' (sic) ... I think that its a good thing that some classes do better against some attacks. There is nothing wrong with KD working better on some classes than others ... the same way that any special atack should work better against classes that don't have the right kind of defense. *shug*


I just HOPE that they don't go ahead with a 50% across the board failure rate on KD .. its sensless and hacky.


On another note, I'm not sure how Panic Shot and Feign Death help couterballance the KD nerf. Personally I've found Panic Shot to be of limited value (since its nerf) and FD is great for what it is, but doesn't help me fight ... it helps me get out of fights that are going bad.




"Skepticism is the chastity of the intellect, and it is shameful to surrender it too soon or to the first comer" -- George Santayana
Eteocles
Fri Aug 08, 2003 10:52 am
#16

The resists for knockdown do not work. None of the resists work! It is very strange that SOE/Verant would put a timer on this when the game mechanic that is supposed to deal with the pressing issue is broken. Knockdown is a sure bet, it works 100% of the time. Even if it was resisted 1/4 of the time, it would let the 'victim' get up and run away. It is a pain in the ass to get mellee pistol defence to work while someone is running.

Yes, some classes get more resist to knockdown than others, but thats good. We all have our strengths and weaknesses. Last night for example, rifleman were chewing me up with the mind D.O.T. and mind D.D. Sure, if I got close to them, I could knockdown, but they had a smuggler behind the wall that would pop out and low blow me if I got close to them. Everyone has a place in the battlefield. It takes teamwork to do great pvp.

I know that people are bothered by how powerful knockdown is, but there IS a game mechanic that is supposed to balance this AND IT IS BROKEN! Get defence vs. knockdown fixed.
Eteocles
Fri Aug 08, 2003 1:54 pm
#17

I might have mispoke when I said -NONE-... but I have read posts that all the defense vs .... (blind, dizzy, KD etc) are not doing anything.

Two guys dual another guy that does dizzy. One has defense vs. Dizzy, and the other subject has none. The third shoots both many times with a dizzy maneuver and both get dizzy just as often. The one with points in defence vs. dizzy gets dizzy JUST as often as the person with no points in it.

I haven't seen -any- improvement in my ability to resist these styles myself since I have gotten the resistance skills in the Stances & Grips line.

Fixing this would be a long term solution that would improve the game for everyone in both the pvp and pve environments. It would create another method in group tactics would be implemented. Obviously some mobs have more resistance to dizzy or knockdown or blind. These tactics make the game more fun.

I perceive the current fix isnt a solution, it's a bandaid. The problem is still there guys! The problem isn't that I can spam knockdown, the problem is that it works 10 out of 10 times on every NPC/PC I use it on! If the resistances worked then knockdown wouldn't make the fight so one sided. Let me spam it, if it only works half the time then that still puts me in a position that I can take damage from the Tusken warlord or give that Imperial rifleman time to get up to run and kite me.


Honestly I am kind of baffled that SOE/Verant is addressing the problem with a nerf instead of fixing the game mechanic that is the issue.
YetiIronfist
Fri Aug 08, 2003 3:51 pm
#18

I made a different, but similarly intentioned, suggestion a bit ago.

Instead of having KD have such an apparently high and fixed success rate (against PCs at least. Against NPCs it does seem to fail more on higher critters), have a success chance based on your opponents armor like so:

You're using an FWG5 (heat damage)

Opponent's armor has 15% effectiveness vs Heat, so you'd only have an 85% chance of landign KD on him, on a successful hit.

Then apply the defense vs KD (assuming it's fixed).
ShiroRX
Sat Aug 09, 2003 12:03 am
#19

none of the resists worku say? hah. plenty of heat and energy resistant mobs to make me break out my dx2.



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Azures Sunrazor
Jedi Padawan, Adept Level
"There are times when the end justifies the means. But when you build an argument based on a whole series of such times, you may find that you’ve constructed an entire philosophy of evil."
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daisysophia
Sat Aug 09, 2003 9:44 am
#20

pistol whip doesn't always work on really huge animals... sharnaff's seem to be able to hit me for a lot of damage despite my pistol whip... so I guess in a sense, it is inversely proportional to the thing you're killing.
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