Pistoleer Archive
Thread: Focus Thread : Enhanced NPC Combat and Pistoleers.
The addition of resists to roots makes it more essential than ever that the cooldown timer on stopping shot is reduced and replaced with a temporary immunity when it wears off. In order to successfully use it now we are going to need to first manage to hit with it, which will be made much harder with NPCs using duelist stance, COB and auraand then we have to contend with a resist chance even if we do hit.
Only being able to use stopping shot once every 50 seconds is going to mean we will be lucky to get one successful use out of it in a fight that lasts several minutes
Oh good lord.
Vlherg wrote:
The addition of resists to roots makes it more essential than ever that the cooldown timer on stopping shot is reduced and replaced with a temporary immunity when it wears off. In order to successfully use it now we are going to need to first manage to hit with it, which will be made much harder with NPCs using duelist stance, COB and auraand then we have to contend with a resist chance even if we do hit.
Only being able to use stopping shot once every 50 seconds is going to mean we will be lucky to get one successful use out of it in a fight that lasts several minutes
Cookie-Eater wrote:
Next thing you know, NPCs can heal themselves... OH NOES11!! I SAID IT NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOooooooooooooooooooooo
With the current regen rates on TC-Prime its as if they do. Everything takes four times longer to kill and is pretty boring.
you guys never played WoW over level 15 have you?
the npc in wow make the npc in this game look like level 1 mobs. the NPC in warcraft have skills (some from playable classes andsome not) heal, regan, stun, root, even have pets. and the magic casters can take off 150 points of hp from you in one hit. as for the high end mobsand should they be harder is yes, they high end mobs and maybe with the incress power they may drop they high end stuff more offen.
as for the stoping shot, they should make advance more harder to resist. and decrees the timer. and i think another reson why stoping shot is like the way it is if you look at every non master pistol range templet you see that most of them have pistol 0-0-0-4.
Message Edited by KaiRan on 10-10-2005 02:51 PM
KaiRan wrote:
EDIT: Did this nerf end up effecting concussion shot as well? I may have missed that part. If so, I can think of another corrispondent we need testing and filing complaint about this: w/o concussion, smugglers are sitting ducks when things get over their heads- the one thing they are supposed to be able to excel at is getting out alive.
I just got directed here by an link and was damn near clicking cancel first. Can someone please tell me what game these twits are working on?
All that's come to pass with the CU now is I have /pauses in my combat macro's to compensate for cooldown timers.
The AoE's pass through walls.
There are about 4 viable templates.
There is no skill/tactics to this. (Yes, there are some AI changes comming but I'm wondering how long this will last before the whining begins from the Jedi crowd that it's too hard on 'em.)
Seriously, WT* is left for them to compleately kill now?
Message Edited by SoulHunters on 10-10-2005 06:12 PM
So... about that StoppingShot cooldown change...
It's not like it's a big deal, Smuggler Concusssion Shot has a short cooldown and lasts for 40 seconds if you don't hit 'em.