Pistoleer Archive

Thread: How do you feel about Bleeds not Stacking?

Bingchudie
Tue Jan 27, 2004 10:04 am
#14

It is absolute crap.


Nerf Progression:


1.Bleeds don't kill. Stops at 1HP increasing the chance of being deathblowed during a firefight by someone who should by all rights be out of the picture.


2. Mitigation decreases the difference between HS1 & HS2


3. Now, bleeds won't stack. What's the point of having 2 now???


This so severely undermies tactics it's not even funny.






* Ovid Delsis * Chilastra * Some Guy Who Runs Around & Does Stuff *

"I am no prophet and I don't know much about the meaning of birds" - Athena, the Odyssey GP
Sir_Voor
Wed Jan 28, 2004 12:29 pm
#15

Uspistoleer/fencer are lossing 3 of 4 bleeds, how do you think we feel


this change is really going to cut down on the number ofhybred classes.









[`M Sir VOOR N`\

KaernLegorah
Wed Jan 28, 2004 12:49 pm
#16






Sir_Voor wrote:

Uspistoleer/fencer are lossing 3 of 4 bleeds, how do you think we feel




Ok, I've got a few things to mention on the subject.


First of all, in regards to Pistoleer/Fencer: Even if they made it so the bleeds didn't stack, you wouldn't want to use the Pistoleer bleeds anyway to earn One-Handed XP for Fencer (or use Fencer bleeds for Pistol XP for that matter). Why? Because bleeds will now count towards XP. No more laying a good bleed, then whipping out your sword and getting 100% of the XP put towards Fencer. Instead you'll get Pistol XP for however much damage the bleed did and One-Handed XP for however much damage you did with your sword. Is this a good change? Absolutely, no questions asked, very good change.


Secondly, bleeds not stacking in general: Good change? Very much so. This will hurt us Pistoleers a bit, but they obviously can't let our bleeds stack and not anybody else's. This is the solution to multiple problems in this game, including (as TH said) Commandos killing Rancors by stacking Flame DoTs. There are many MOBs that I could solo, which I should not be allowed to solo, purely due to bleed-stacking. When I was doing Fencer, I could kill Giant Baz Nitchs insanely easily by stacking 3 bleeds and throwing on my Composite Armor. That should NOT be happening. Giant Baz Nitch's were yellow con's to me as a 2-2-4-4 Pistoleer, so there's no way I should have been killing them as a 1-1-1-3 Fencer.


Third, our bleeds compared to other bleeds: We've got the short end of the stick in general guys. Carbineers hit people's Action pool, the one you need to perform special moves at all! Rifleman hit people's Mind pool, which nobody but a Combat Medic can heal (and there's not always a CM around when you need one)! We hit the Health pool..... there's nothing special about the Health pool. You don't use a lot of Health when using special attacks, and it can be healed by anybody with just Novice Medic. So, worrying about having lesser bleeds compared to Rifleman and Carbineers is just silly. Our doing less damage to the least-worried-about HAM pool in general is the problem, not how good our bleeds are. If you're relying so badly on bleeds to kill, then you're probably killing things you're not supposed to be, in which case this change is a good change.



----------------------------
Kaern Legorah - Eclipse
Master Smuggler-Gunfighter-Wanderer
Hawaii5_o
Wed Jan 28, 2004 4:20 pm
#17






Sir_Voor wrote:

Uspistoleer/fencer are lossing 3 of 4 bleeds, how do you think we feel


this change is really going to cut down on the number ofhybred classes.








I'm actually glad it will cut down on hybrid classes. Maybe people will start using skill instead of just ub3r templates to fight.



Arogalt Torgalt - Master Gunfighter
Kettemoor Phalanthropist
Bzzzz
Wed Jan 28, 2004 4:51 pm
#18


Wow, this is fantastic! Now I can free up another box on my toolbar. Out of the dozen+ pistoleer specials, I'm down to TWO that are useable (Health2 and Fanshot). Woo-hoo!! Thanks, Dev team!




-Zz ()
dimmu-borgir
Wed Jan 28, 2004 6:25 pm
#19

w00t! now i can stack mindshot2 and healthshot2... wait... why is this good?


/sigh





Dimmu Borgir

I art in thine base

Slaying thine doodz

AmmoNation
Thu Jan 29, 2004 10:42 am
#20

What are you lot on about we all know pistoleers are way overpowered, we are faster the riflemendo more damage thenany one, we have so many good specials.we need more nerfs......



Master Pistoleer/ Smuggler
lorildeh
Thu Jan 29, 2004 11:10 am
#21

I am ok with this change, just tokeep Ub3r BH and Commandos from using HS1 + HS2 ... but, I don't like it because it nerfs us (Pistoleers) when we already are very weak compared to the other combat classes.


Like others said, here are some possibilites, one or another or all



  • give us something back

  • improve HS2 so it does significantly more than HS1. right now it does about the same on average.

  • give us a Healthshot 3

  • let only Master pistoleers stack bleeds

  • fix a broken special or 5

  • ..something..




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Hawaii5_o
Thu Jan 29, 2004 11:19 am
#22






AmmoNation wrote:

What are you lot on about we all know pistoleers are way overpowered, we are faster the riflemendo more damage thenany one, we have so many good specials.we need more nerfs......






Don't say things like that! The Dev's might believe you and nerf us more!



Arogalt Torgalt - Master Gunfighter
Kettemoor Phalanthropist
Hedek
Thu Jan 29, 2004 7:42 pm
#23

While I do think this is a bad thing. It's plainly a nerf. And the reasoning behind it is flawed anyway. Supposedly it's to prevent people who are already high in another profession to skill up fast in another combat profession but to fix such an "exploit" all they had to do is reworking the way bleeds give xp, not nerf the stacking, alas a "smart" modification to the game can be tricky to code while a nerf seems so easy to do.


Anyways, to be specific on the topic, I think pistoleers should rejoice about this change because while it does mean you can't do it anymore, others can't do it to yuo either. And you all know how crappy pistoleers bleeds are. Why? Because pistoleers rely on DPSecond not on DPShot. Yet every bleeds in the game apply their damage every same amount of time (10 secs i think but never really paid close attention to it), however because pistols (the item) have the lowest max damage your initial hit has the lowest damage (when compared to rifles / carbines / flamethrowers). In other words, pistoleer bleeds are crap. You'll be losing about 3-400 damage every 10 secs while other profession will be losing up to 800 (carbineers/rifleman) and even 1K+ for commandos.


So this is in fact, as strange as it may sound an IMPROVMENT to pistoleers when compared to other professions. Again I'm not saying this doesn't make PvE slower, but it does the same for every profession, with pistoleers being the least affected.


What does bothers me more however is that, TKA who everyone agrees on to be a solid and balanced profession, and arguably better than most professions will be become even better (since they don't have bleeds at all) while professions which everyone agree on to be lacking or in need of balancing will be even weaker.


Bottom line : very bad idea from the devs, bad for SWG, yet good for pistoleers, and even better for TKAs.

mikeofborg
Thu Jan 29, 2004 11:24 pm
#24

I think its a great change. No more "you have sustained more disease/poison" message from a single CM slingin poison and disease at you. No more constant flame single 2 attacks by commandos. No more constant expert head shot 2 spamming by rifleman. Should make the game more interesting. But remember, if there are a couple people in your group, all of you can do 1 DOT attack to the same target.





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Billiz
Fri Jan 30, 2004 2:38 am
#25

I can see how riflemans mind bleed 1 and 2 stacking is a little too powerfull.. but not healthshot.. they need to make healthshot 2 more powerfull or maybe att healthshot 3 at master?



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DrakeWindwalker
Fri Jan 30, 2004 9:52 am
#26

It sucks i am going to miss my 4 stack bleeds(fencer/pistoleer) (



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