Pistoleer Archive
Thread: Pistoleer / Fencer Dodge is no longer stacking!
Zeritul wrote:
I don't understand the big fuss about this. Just because I decided to put my skill points into being a Master Dancer and Master chef doesn't mean I should get my ass kicked all the time. I should be able to fight just as good as any of you. I have seen some pretty badass dancers. I just want to be a Master dancer/chef that is equal to any of the combat professions when I PVP. You have no idea how hard it is to kill someone with a bottle of Tatooine Sunburn in your hands. You guys just aren't fair.
Dont worry, Chefs are baddass.
My Expert Pikeman got his ass kicked by an Iron Chef.
Anywho, Philosopher, if your out there...Can you see if you can get a straight answer from the devs on this?
Raphayl (the Fencer Correspondent) asked them a few days after this post first appeared -- no response.
KolTaggar wrote:
Anywho, Philosopher, if your out there...Can you see if you can get a straight answer from the devs on this?
Philosopher1976 wrote:
Raphayl (the Fencer Correspondent) asked them a few days after this post first appeared -- no response.
KolTaggar wrote:
Anywho, Philosopher, if your out there...Can you see if you can get a straight answer from the devs on this?
Check this forum for more details.
The Fencer Cor knows more about it, but may not tell...
http://forums.station.sony.com/swg/board/message?board.id=fencer&message.id=15572
On the Fencer forum they are guessing, which is all we can really do until the Fencer correspondent spills the beans, that it does stack but is capped at some level.
If this be the case, then the devs should really adjust the skill sheet UI to reflect this and any other skill mod caps in the system.
I do not agree with those who say that this sort of information about game mechanics should be kept secret, perhaps to discourage min-maxing -- if the game mechanics be vulnerable to certain imbalanced templates, then caps or diminishing returns or some other mechanism needs to be put in place to deal with those templates and the changes made public, not stealth nerfed.
Now all they need to do is fix the facts that DoT's don't pay attention to defences or armor, and the fact that speed caps for ranged professions (especially rifle) are a joke and that range penalties (point blank for rifle and max range for pistol) are also a joke. The fact that fencer/pistoleers were hard to hit was only just as bad as the fact that everyone is hard to miss for master rifleman. I'm hoping that the big rebalance fixes all the real problems instead of pacifying the FOTM bashers. Apparently this was a more pressing issue than fixing all the client crashes. Oh well. I don't expect a big difference from this patch... other than the squelched whines that is.
Philosopher1976 wrote:
I warned you guys weeks ago that this was coming, and told you that if you pick up Fencer hoping that they'll stack, proceed with caution because it's being reviewed. The Devs started their review of this 3 weeks ago, I think.
Overall it's probably a good thing for Pistoleers. The alternative was to gimp Dodge completely, in orderto account for people who had both Pistoleer and Fencer Dodge. This way Pistoleer Dodge is no less effective than it was before.
Electric:I don't think any other type of stacking is affected, aside from the obvious ones (counterattack, block).
In short, I think the devs had every intention of allowing us to stack various mods... whether they be defensive or offensive.
However the simple truth of it was... Master Fencer/Master Pistoleer + cob = unhittable.
Think about it... dodge stacking has been around months.... what changed?? Center Of Being skill that was added to the melee professions that essentially temporarily boost the defense mods. For fencer it seemed that dodge gets boosted, couple that with the pistoler dodge mods... and you've got aimpossible to hit person. Where as they may have just been really tough before CoB.