Pistoleer Archive
Thread: DEV Response to the DE-10 and Pistoleers
DanoCollins wrote:
RAMBOW wrote:
Is root over powered? Probably, atleast to jedi/melee. But without Root, what Tactics do pistoleers have? an Intimidate shot that doesnt seem to make much difference at all, A disarm shot that only works some of the timeWe would be back to bodyshot spam without tactics.
Balance is everything, but if everything is completely balanced, there is no tactics.
It may be viewed as overpowered, or not...but it has no balance-out right now.
When a combo prof like Master Pistols, and Smuggler...Concussion and Stopping Shot work very well...and if you add 2 more people to a group, you can alternate these roots and the enemy will never be able to move an inch.
This tactic (is awesome in a way, but) is overpowered because it has no break....and any break would be useless, because the next group member can stick another root, and if broken, the next will stick it, and so on and so on, until the enemy is toast.
Again, this was the only way an NPC like Mellichae can be killed, and that is no fair for any melee prof.
the the solution is simple, add a Root Timer, much like the KD timer back when people would just spam charge shot non stop.
RAMBOW wrote:
DanoCollins wrote:
RAMBOW wrote:
Is root over powered? Probably, atleast to jedi/melee. But without Root, what Tactics do pistoleers have? an Intimidate shot that doesnt seem to make much difference at all, A disarm shot that only works some of the timeWe would be back to bodyshot spam without tactics.
Balance is everything, but if everything is completely balanced, there is no tactics.
It may be viewed as overpowered, or not...but it has no balance-out right now.
When a combo prof like Master Pistols, and Smuggler...Concussion and Stopping Shot work very well...and if you add 2 more people to a group, you can alternate these roots and the enemy will never be able to move an inch.
This tactic (is awesome in a way, but) is overpowered because it has no break....and any break would be useless, because the next group member can stick another root, and if broken, the next will stick it, and so on and so on, until the enemy is toast.
Again, this was the only way an NPC like Mellichae can be killed, and that is no fair for any melee prof.
the the solution is simple, add a Root Timer, much like the KD timer back when people would just spam charge shot non stop.
After the timer expired, couldn't another member of the group stick it? The timer would have to be an immunity timer on the target for it to work.
LordMaxx wrote:
I did...they only answered the first part...I have asked for a clarification and answer to the second part...
It does seem the DX2 and Republic, and even FWG5 are going to be the iconic pistols for pistoleers.
Personnaly I think this is bad judgement on the part of the Devs. Lets look at the DE-10. The size of it says it all. Thats one BAD looking pistol, it TOTALY identifies our proffesion. The size and pre-cu power said it all. The dx2 and republic guns look like weenie guns. The dx2 is sooo small, im amazed my trando can even hold the thing. The republic blaster looks like a squirt gun froma bad 70's sci fi filmor something. The FWG5 i do like and enjoy but its appearance does not stand out as much as the DE-10. The DE-10 is hands down by far most of our favorite weapon. The other proffesions are getting unique guns that look cool for the master skill box while ours our plain jane generic. POOR US PISTOLEERS
LordMaxx wrote:
I would expect many pistoleers to be happy with the system as it is...those who win are often very happy...Rifleman and swordsman were PLENTY happy before the CU...Im sure they didnt care for their professions being changed in anyway...but we have to face the fact that if something is unbalancing (say 3 MBH/Pistoleer/Riflemen) perma rooting a jedi and cutting him down could hurt combat in general...what will they do? I dont know...maybe I should start a suggestion thread...or maybe we should just wait to see what they decide to do with it.
What exactly is wrong with ranged professions being viable in a Star Wars game? Melee professions will still win if the fight is in closed quarters or very probably win in an urban landscape with a lot of places to hide.
The only thing root really does is giving an edge over a melee profession in a huge open field. Which is exactly how it should be. They'll kill you if they catch you at close range. And you'll kill them (possibly) if you catch them at a distance. Different uses for different professions.
Wraithwind_Praetoria wrote:
Actualy root is the best thing to happen to pistoleers. I have been a pistoleer sinceSWG first hit the stores. I have not played any other profession but have dabbled in others to make it a little better. ROOT is not overpowered, if it was i would win all of my duels andI wouldn't die in PVP. This is not even remotely the case. As far as PVE, you have so many creatures agroing you at once if you are grouped that root though its effective on single creatures is realy just a way to delay being attacked from multiple creatures at once. How is this overpowerd? I have hunted in multiple groups post cu and find that combat is now fun and engaging being a pistoleer. Root is only one of many tools and its a good one, but it is by no means "uber".
QFE
And to add more to Wraithwind's response, being a BH/pistoleer/master marksmanmyself on live, in the last few days i've completed roughly 20 boutnies(all marks have been 170k-225k) and using stopping shot for the root effect half the time either:
-never worked (target resists attack)
- or missed.
I would then have to wait for it to refresh which takes a good while especially in a 1vs1 fight
When it did work, however, it was not as if i could just sit back and destroy the target. Stoppingshot/root isnt as overpowered as a lot of people are making it out to be and as such, i'd be disappointed if it was hit with a nerf.
Once my target was rooted, a lot of times the jedi would saber throw me which hits for a good deal of dmg, and (correct me if i'm wrong) has a range of at least 30m. Similarly, they (the jedi) could in turn root me from a distance.
But now,to the crux of the issue; multiple players (3-4) spamming stoppingshot on one target for "constant-root". (lol)
Sure, at present, ganksquads can really overwhelm a single jedi/non-jedi by using the above technique and i agree, just as paralyzed (cm skill)was fixed so that once the target takes dmg, they're "unfrozen", the same should happen to stopping shot/rooting.
Or, as someone else said in this thread, a timer should be implemented so that a person can not be rooted more than once in half a minute or whatever.
LordMaxx wrote:
"We're currently looking at roots in general and will be making adjustements shortly."
so expect changes soon.
That sounds ominous, should we expect the worst? I love our new crowd control skills but this gives me that sinking feeling. ![]()
Gift.
The 48 second timer on stopping shot seems fine, they just need to remove the ability for multiple playersto stack stopping shot, so that you would get a +No Effect+ floaty message when a second player sticks stopping shot on a mob/player that is already effected by this state, or even better have it cancel out the root completely the way KD used to work.
I'm not too sure about having a delay after being effected by stopping shot though. If you have that then you are in the situation wherewe can only use stopping shot once in a fight, you could however have it produce dimishing returns every time you use it on the same target, say for instance giving a reduction in the root time or a higher chance to resist once a target has recovered from the first root.