Pistoleer Archive

Thread: Please don't tell me that's the new Heath Shot!!

PistolPow
Wed Feb 11, 2004 7:17 pm
#1



I tried out the new bleed shot, it initially hits for more than what it has in the past – 250 as opposed to around 135 to 155 (only have health shot 1 so far). Then it bled 50 pts every 5 minuets! Is this what everyone else is finding? If so then it just became another worthless shot. Pistoleers, someone, anyone- please tell me it ain't so!!!



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DataVamp
Wed Feb 11, 2004 7:52 pm
#2

From what I've heard, it does more damage initially and less DoT...it also depends on how far away the creature is (the farther away, the less damage taken). Haven't been able to get in the game to test it though



Nestrith Uur-Ban
Uur-Ban Ware Outfitters
PistolPow
Wed Feb 11, 2004 8:05 pm
#3

Let me know what you find. I understand how and why, but one tick every 5 minuets? That's a big leap from 1 tick every 20 seconds.



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Arafu
Wed Feb 11, 2004 9:31 pm
#4

Bleeds now have an initial damage - what you see when you shoot.

Bleeds now do 20% of that per tick

Bleeds still stack

Bleeds take away xp from your kill (eg, if I kill a gurreck with just BS2, I get 3600xp, if I use bleeds at all I get 3000-3200ish. I expect bleeding a critter to death then shooting it will net next to zero xp).


The tick time is the same as before I think - 30 seconds. I didnt measure it, but its no longer than 30 seconds.
KenMcKracken
Wed Feb 11, 2004 10:08 pm
#5

This is a nerf that went too far, what was so wrong with Bleed shot before?


Golly I hope they change it back.

Kaleborn
Thu Feb 12, 2004 2:16 am
#6

Yup they just removed 2 more skills from our already depleted pool of working specials. Yay we get another random HAM so-so dmg initial attack (not as good as fan, stopping and presumably doubl-tap) followed by UTTERLY WORTHLESS bleed damage every 20 seconds. Fantastic...


Once again dev logic just flattens me. They wanted to nerf the ability of throwing down a bleed and running/feigning until they were about dead. So they completely destroy the effectiveness of bleeds altogether for people who legimatelly stood there toe to toe with the mob, needing that solid bleed damage to kick in 20 seconds later to help put them over the top for a well-earned kill... I'm a Master GF with a non-uber, but decent FWG/RB/DX2 (fwg is 76-260) and I was throwing down bleeds that tick 55 and 150 every 20 seconds... against mobs that universally had 7k or more ham... Sorry but doing an extra 200-300 dmg every 20 seconds when I could make up for that 10x with just a couple Stopping shots is pretty sad. Why have bleeds at all if they're so paranoid about their exploitive uses?


I can see the benefit slightly if they want groups to stack their bleeds. Might be cool to see actually. But how often are we all grouped with 3, 4 or more people with health bleeds that would offset the solo-killing aspect of this?


Grizzt

Flurry


EddieBosox
Thu Feb 12, 2004 7:44 am
#7

Yeah but think about it. Bleed, bleed, feign death repeat. THats a BS way tog et a kill. If it takes away some xp for bleeds I have no problem with that. Bleeds are a supplement to help you get ovewr the top, and people are using it to basically cheat.



Ailin Gordain
~ Novice Pistoleer ~
~
Proud member of the Guardians

HardwiredXMan
Thu Feb 12, 2004 8:48 am
#8

I hate that they changed it too....but it was way too easy, well farely easy to bleed and kill mobs while still gaining maximum xp. Kiting a mob after bleeding them, then when they are almost dead, you hit them with another type of attack like unarmed, carbine, rifle, pistol...etc. You earned max xp for the weapon type that you used.


Even with that though, It was far more important for my bleeds to tick off a continuous 700 pts when I'm fighting a mob with 10x the HAM that I have and they have uber resist and medium armor. Bleeds were really what helped me overcome these kinds of enemies. Even with the previous bleed system, you couldn't stop some specific kinds of mobs to close in on you and force you to fight up close and personal not allowing you to kite them. Some mobs are just too darn fast for that.


Anyway, the real reason for the nerf is to force "not encourage" solo'ers to group and to keep the game from being to easy.....


Pre-nerf bleeds meant easy xp for any kind of secondary profession you had, made killing red con high level mobs a bit easier for soloist and basically gave you a better chance to take on mobs that have 20k, 30k, 50k and more HAM.


Again I hate the nerf.....I'd rather that they just made bleeds not stack instead of lowering the DOT damage. Hell, even a gradual decrease in DOT damage per tick would be better than how it is now. hit'em for 800, first tick does 800, second does 700, 3rd does 600....and so on but 20% of your initial shot for bleed damage is just a means of taking away an effective weapon out of our arsenal rather than just taking bleeds out all together.


anyway, I'm fencing now and i don't use bleeds....well I do but I beat my enemy down so quick the bleeds aren't that much of a help....plus if much more fun to beat'em upside of the head with my sword....... Fort tusken is very fun when you have 12 tuskens surrounding you and just all out going toe to toe......hehehe I even have a couple of great screenie's of me taking on I think it was 12-15 tusken's......and I lived. Guess my pistoleer days may be a little bit behind me.


Emavi
Thu Feb 12, 2004 9:25 am
#9

when you master pistoleer they should add another title that you can select. Rather than master gunfighter and option should be "Under Powered Master of Pistols that cant hang with a rifleman at point blank range with most of the specials that are substandard" WOuld that be to long of a title? lol


Im

Kalia
Thu Feb 12, 2004 9:51 am
#10

Our bleeds are the weakest in-game so they suffered this nerf the worst. The reason they had to change it wasn't even cause of Pistoleer bleeds I'll bet, it was the Commandos flaming something and doing thousands of dmg per tic (as opposed to us, doing a hundred or so). Instead of nerfing commando DoTs, they simply nerfed every DoT.



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"You can't take the sky from me."
Arafu
Thu Feb 12, 2004 10:00 am
#11

I agree, bleeds have become useless in solo play due to the xp reduction. However, its not much of a nerf really! Well, it nerfs the bleed/feign/run away come back and kill crowd. But it doest really nerf soloing that much if at all. Plus, in a group, as everyone can bleed, then this becomes a lot of extra damage potential.


Realistically, it doesnt seem to hit solo play too much. I assume with Fan Shot most masters will be speed capped and fan shot should be doing more damage than a bleed. Thus, for the first 20 sec tick, you will do more damage with 20 fans rather than the old 18 fans and 2 bleeds (doing zero). From then on, you will be doing less damage. You used to do 2 bleeds and 20 fans (presumbaly fans are a lot more damage than bleeds?) , you now just do 20 fans. If you want to use bleeds now, you are still better off over the first 20 seconds (due to the initial damage for a bleed shot), but slightly worse than the old system afterwards.



WarrenLozak
Thu Feb 12, 2004 10:21 am
#12

Yes I agree wiht the fact that the new bleeds are way too nerft. I use to be able to take on Bols solo. Tried it last night and ended up in the cloning center. As far as fanshot goes I hurt my self more using it than I do to the target.

Zechs
Bzzzz
Thu Feb 12, 2004 10:39 am
#13

Triedbleeding last night against (relatively easy) lvl 25 troopers on faction missions, and they're now worthless in solo play. I don't FD bleed anymore (too slow), but instead usedHS1&2 to chew up multiple targets while focusing on singles. Flat out,they're useless. In solo fighting, they doesn't do enough damage to make a difference. Over a 45-second fight they maybe do 1 panic-shot's damage at twice the cost. In faster-paced group play, the target is dead before the second tick.


Ironically, the *only* use I got out of them was when was running low on HAM and needed to FD and recover. Over a very long period of time they polished off that last quarter of damage and I was able to pop up finish up. Somehow I don't think that this was what the devs had in mind.


I guess I have more toolbar space now.



-Zz

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