Pistoleer Archive
Thread: Focus Thread : Enhanced NPC Combat and Pistoleers.
Here's what I posted today for the Dev looking after the New NPC AI.
BadgerSmaker wrote:
After discussing this further with the community, we feel that there is already a fine "resist" mechanism in place, in the form of the Accuracy/Defence system.
A "miss" is as good as a resist.
Resists to CC as a whole is seen as a very bad move and would be extremely unpopular.
You wouldn't give mobs resistances to Lightsaber damage, being Nuked, being Tanked or having their damage Healed would you?
If you want to, tweak the defences and health regen ratesof the mobs you want to protect from soloing, don't eliminate our professions effectiveness in PvE.
BadgerSmaker wrote:
Iawo wrote:
What the crock? I hope this is changed in favor of a resist instead of immunity.
The Devs have said that the immunity idea will be scrapped in favour of resistances, but I think the resistances are already there, a miss is as good as a resists, and that is all taken care of by the defence/accuracy system.
BadgerSmaker wrote:
It's bad enough as it is, you can miss, and there is a 5% chance that it wont stick even if you do hit.
Adding in a chance to resist is too much, they just need to add the 20 second immunity timer and reduce the cooldown to 2 seconds or so.
I have enough problems with pistoleer specials sticking as it is at master pistoleer. 5%. wow, I must have some amazing badluck because intimidate only sticks about 1 out of 4 shots for me, stopping shot is maybe 50/50. disarm shot is maybe 1 out of 5 for me. If i didn't have novice smuggler for concussion shot. I would not even consider myselfcrowd control. At least that is my experience playing pistoleer since the CU went live.
And how I wish improved burst shot and fan shot were not AoE attacks. /sigh.
BadgerSmaker wrote:
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.
This is all crowd control specials, roots, snares, states, debuffs, DoT's... everything. What they wanted was a huge nerf to everything, I'll have to see how the resistance thing pans out, it's not on test yet.
apprentice_of_eld wrote:
maybe they're trying to encourage PvP, since noone will be able to PvE anything but meatlumps anymore.......![]()
it will all be ranged, as melee guys are snare bait now.
fyi: new rules, nothing breaks or changes snare speed. everyone moves at walk, no way to break it, melee guys can not pvp..
hooray for changes
crunchmalla wrote:
BadgerSmaker wrote:
Just been playing with the new AI...
Cooldown timer exploit is fixed.
Krayts are immune to Stopping Shot.
More news to come I'm sure.
Woot! power to those who dont exploit...
krayt thing kinda sucks
you miss the point... this is not about soloing Krayts. This is about taking away our innate abilities.
Spray shot and FAA still works on Krayts and multiple mobs, as does leg shot.
Sniper shot and head shot still work on krayts.
Melee still get to use COB, and armor break.
But the specialty of Pistoleers is now useles.... and all we are left with is a range that puts us in danger and a low damage output. From what I understand this will also affect Boss/Elite NPC BH marks. How the heck is a MBH / MPist supposed to beat a Boss mark that s/he can't even put a state on, when the Pistoleer is geting perma stunned, etc.?