Pistoleer Archive
Thread: disarming shot breaking on attack?
Disarming shot is definitely breaking on damage. This special was absolutely worthless for me last night because I was doing missions with a Rifle/BH and a Carbine/BH. I'd land the disarm, but the creatures would not even break stride, because my friends would be hitting them constantly.
If it breaks on damage, the only time this special will be worth anything is if you need to activate a move with a warm up timer and you want to make sure you're not interrupted.
Nifty wrote:
Disarming shot is definitely breaking on damage. This special was absolutely worthless for me last night because I was doing missions with a Rifle/BH and a Carbine/BH. I'd land the disarm, but the creatures would not even break stride, because my friends would be hitting them constantly.
If it breaks on damage, the only time this special will be worth anything is if you need to activate a move with a warm up timer and you want to make sure you're not interrupted.
Agreed, Nifty. This special is purely defensive in nature. It doesn't give your group a few seconds of free attacks, it just acts as a second roots, but needs to be reapplied more often.
This is how I see things in terms of balance: If this is supposed to be a purely crowd control defensive measure, then it needs to last longer. If the point of this special is to take a mob out of the fight so that the group has one less enemy they need to focus on, then it needs to give them more than 5 seconds' delay. 5 seconds just isn't long enough to make Disarming Shot a worthwhile crowd control tool. If that's the Devs' intent for it, then it needs to have a duration on par with Stopping Shot.
But if this is supposed to be a debuffing move like Intimidate and Warning Shots, which give your group an advantage over a mob during the fight, then it needs to not break on damage. I found this ability to be very balanced and fair over the last few days. It gave my group a few seconds to fire without being fired back on, which was often the only thing that kept us alive.
Something with this move has got to give. It either needs to be a fire and forget type move like Stopping Shot, where you can use it once and leave the mob alone for the next 15-20 seconds, or it needs to not be broken by taking damage, like it did before.
Ren, as usual, you bring good insight to the discussion.
I hadn't thought about using Disarming Shot on the SECOND mob attacking my friends. The move would be useful at that point allowing my friends to concetrate on one target while I kept the second from being able to attack with disarming shot.
I completely agree that if it breaks on damage it should last more than 5 seconds (maybe 10-15 seconds, since it has a fast cooldown and has no immunity timer.)
If it goes back to not breaking on damage, it needs a longer cooldown though, because you can fire that thing quite often. Think of the imbalance of disarm/damage shot/disarm/damage shot. Even if it doesn't stick often, it will stick enough to give a huge advantage over your target. In light of this, I would totally prefer Disarm to be a 10-15 second breakable delay with it's current cool down timer.
Sure, I could keep applying it, but with a 5 second duration I would certainly wouldnt be able to do much else. Your target can keep moving unlike as with paralyze, and I think they were able to heal too (not sure on that one). There was usually time for my opponent to shoot back.
I would rather see this special returned to its old ways with a reduction to 4 seconds, or maybe a small cooldown (10 seconds) rather than it becoming another paralyze style attack (except with movement allowance) which would constitute a longer delay. I think that offering any of these as "fixes" however, would be jumping the gun, and I think we need our lovely correspondant to ask the devs "why did you change disarming shot" so we can get their reasoning, and increase our chances of having it be as it was.
Lastly, if this wasn't in the patch notes I think we can consider it a bug.