Pistoleer Archive
Thread: Disarm Shot 2 Has Wrong Effect. Get Ready To Say Goodbye To Our AE Knockdown...
It could certainly be true. Then again, there's absolutely no reason why it would need to be, or is, the truth. None of the disarming shots "disarm", which could just as easily mean, their functions were changed, they just need to update the descriptions.
What exactly do pistoleers struggle through to mastery for? A new gun? No. Wildly effective dodge? no. Super high-damage specials? No. 1600+ mind pool hits? no. Specials thatapply multiple negative states when they hit? no. High AR weapons? No.
So what exactly are wegetting at mastery without two very good specials (Disarming2 and hopefully a good multi-target afterfix)......scout blaster gun kata? (shamless equilibrium bump) Horray for an AR0 energy weapon..the most resisted in the game!
I suspect even if it's changed or nerfed or otherwise altered in any way, there will be changes to compensate. I don't know about the rest of the master gunfighers...not a whole lot seperates us from someone that just maxes out the grips line as it is..without top tier mastery specials, why bother mastering?
I know the focus right now is on the seriously hurting commando and a few other professions...as soon as I hear something, I'll be sure to post it.
"Reduced the amount of damage by 75% when fighting in PvP
If hit while knocked down the player will take 50% more damage
One other change. Knowckdown costs have changed so that it can no longer be spammed."
My first impression of this is, mind damage dealers win all. When your HA is hit, a lot of people can heal every 15 seconds. When your mind pool is hit...run away, run away!
Rifles may be slow, but with a 75% reduction in damage, I think I could stay alive long enough to stim health damage between shots.
"Come on you're digging. It is quite clear that the Disarming Shot series is not misnamed AND has the wrong descriptions. Disarming Shot 2 has the wrong effect attributed to it."
Actually according to the strat guide (which I don't have in front of me at the moment so might have wrong) describes Disarming Shot 2 as an AE Knockdown. Have you stopped to consider that the in-game description is what's wrong and not the effect?
Porthos, yes that is a possibility, but a very slim one considering what Ihave already told you. The Carbineer special "Charge Shot 2" says in it's description:
/chargeshot 2: This ranged attack can knock multiple targets down at once.
That exactly describes the effect that we have in Disarm Shot 2, and guess what? Charge Shot 2 does not do that.
And once again the description for Disarm Shot 2:
/disarmingshot2: This ranged attack is used to hit your opponents weapon. This is more powerful than Disarming Shot 1.
Now if you are saying that the description in Disarming Shot 2 is wrong, in essence you are saying that the description for Disarming Shot 1 and Charge Shot 1 and 2 are wrong as well. Can't you see how higly unlikely that is? I mean come on.....what does a name like Disarming Shot 2 have to do with an AE knockdown? Nothing.
It is clear thatDisarm Shot line is a Pistoleer line, and that Charge Shot line is a Carbineer line. Charge Shot 1 is a knockdown. Disarm Shot1 targets and damages ( however pitifully and without consequence) the weapon of another. With any logical progression Charge Shot 2 should be a more powerful knockdown and Disarming Shot 2 is a more powerful version of 1. That is not the case.
As far as the strategy guide goes, the puplishers and writers of that guide are not affiliated with the developers of this game at all. They merely report on their experience and findings. If Disarm Shot 2 is broken now, thenitis logical to assume that it wasbroken when they used it to find out what it does.
It is quite obvious that disarm 2 was never ment to be an AE knockdown...
Unfortunatly, knockdown is all us pistoleers have at the moment. What exactly do we do? We knock people down, we do alot of damage (which is subject to changelater onedue to low AR ratings on our weapons) and we have 2 stackable bleeds.
Disarm Shot 2 was our saving grace in PVP. Every other ranged profession has some form of "niche", ours was knockdown. Unfortunatly, this is all going to change. I am affraid this knockdown nerf might gimp pistoleers, and make us the lowest end of the ranged PVP food chain.
Kallek Truestryker
From the description, it sounds about right. Frankly, though, I don't think anyone should have a ranged knockdown, let alone an ae knockdown, in pvp.
.... ok so you're saying if you got shot in your tallywacker you wouldn't fall down?... and yes it is fair because it's only logical.. who gets shot in the tallywacker and does not fall down?.. why is it so wrong that some classes have a range knockdown? they should only be able to do it like once every 10 seconds .. same with pistol whip though... my friend beat a teras kasi artist with pistol whip... now is that fair... no... so quit complaining and use what you have. if you worked for range knockdown wouldn't you be mad if suddenly it got taken away from you? just my 2 cents..
Darth-Towelman wrote:.... ok so you're saying if you got shot in your tallywacker you wouldn't fall down?... and yes it is fair because it's only logical.. who gets shot in the tallywacker and does not fall down?.. why is it so wrong that some classes have a range knockdown? they should only be able to do it like once every 10 seconds .. same with pistol whip though... my friend beat a teras kasi artist with pistol whip... now is that fair... no... so quit complaining and use what you have. if you worked for range knockdown wouldn't you be mad if suddenly it got taken away from you? just my 2 cents..
My comment wasn't so much against ranged knockdowns, but rather ranged knockdowns in their current implementation.There needs to be a time limit on them, but not once every ten seconds, in my opinion. Once every thirty seconds, maybe. It's not supposed to be an "I win" button. Only someone with a 10 yr old mentality would enjoy that kind of fight, and I believe I'm insulting a few 10 yr olds with that statement.
Chaining a ranged knockdown, or ANY knockdown for that matter, is total BS. You can argue all you want about working for it, how many skill/exp points it costs to get it, and how I should learn how to play my class, but it doesn't change the fact that it is a cheap and lame tactic. That is exactly the reason why they are nerfing it. It remains to be seen whether or not their solution will work.
I have no problems with getting knocked down, ranged or up close. Standing up and repeatedly getting knocked down until I die is the problem. As for real life comparisons, if I got shot down there, I'd black out, eventually die from bleeding, and that would be the end of it. But then if I got shot in the head, I'd probably fall down too, wouldn't I? If I got shot in the leg, I'd also fall down. I'd fall down if I got shot just about anywhere, really. Real life comparisons don't apply to a game. Who gets shot, applies a drug and is miraculously healed?
Once you find out what disarmingshot2 is intended to do, please post it as a sticky (i hope you can) and let us know. It is a very crucial issue and some if us might be dropping lowblow once they get master pistoleer and many will get very dissapointed if they have to work up the smuggler tree again.
Bug or not, we need to know as soon as possible. Keeping quiet about it can just hurt us in the long run.
Thanks.
lol this is funny, you guys think youre all special and disarmingshot2 or whatever should keep on doing what its doing. But look at us at the carbineer board. WE ARE BEING SCREWED OVER. Stop cpmplaing, pistols were never meant to have a ranged group knockdown. Hell, in my opinion they shouldnt even get a knockdown. What this guy pointed out is definetly true, be happy that you get a knockdown after 60k combat exp, to get our knockdown it takes 145k combat exp, and it doesnt even work as well as yours.
PISTOLEERS MAKE ME WANT TO PUKE, EAT THE PUKE, AND CRAP IT OUT!!!