Pistoleer Archive
Thread: KD and Dizzy and other issues
So that's still pretty powerful since someone getting 3-5 extra free shots in on someone is a lot... For pvp at least - for pve it means that KD only gives you a slight edge now - 5 seconds of free attacks followed by 25 seconds of getting attacked back.
But what about Dizzy !? Doesn't Dizzy currently make you unable to do anything for a long time? 15, 20, maybe even 30 seconds? When I've been dizzied before I couldn't stand up, but would instead keep flopping to the ground, and when I tried to go prone, even that made me stand up to fall over again
How does Stun work? How bad is that?
So it looks like our class weaknesses now are lack of a ranged KD, lack of a good pool attack, and lack of other "special" attacks like dizzy and stun?
aw, Pistoleers screamed for knockdown nerf, and had pistoleer knockdown NERFED!!
gratz on your successful nerf!!
Don't get too upset. This is a live beta test with a million debuggers and you're one of the debuggers. Knockdown is a special move that will take a long time to even out. So it will probably come back.
And as far as flaming jerkwads I suppose you would upset me if God took knockdown out of my pistol skills IRL, but currently there are no words from him on that and my Glock still works perfectly. If all you can do is flame people about a two-second change in the code to a game that disables a move in the game you are pretty f'n pathetic. I feel for you.
Heh.
-- YP
I took notice of some special effects yesterday, and blind and stun look pretty reasonable. Reduce your ability to hit or your attack speed for a bit - nothing overwhelming.
So since the 30 second timer applies to BOTH KD and posture downs, it looks like Dizzy is the one remaining thing that is probably over-powered if it is spammed?
And the other remaining issues would be... well - there's lots for Pistoleers, but two semi-related would be the fact that this would leave us with no ranged KD at all, and that our special attacks, unlike other profession's, lack "extras" like damage + bleed, damage + blind, Damage + stun, etc...
I have no idea how this simple thread got bombarded with nonsense so fast. Sheesh.
Yeti,
What sort of dealy is attributed by stun? I only read the description, and of course it's not accurate. And I never seem to notice when fighitng mobs that it hinders me much at all. I've been on an intimidate kick lately, but maybe that's too effective for a ranged shot. Stun + stopping shot might be a good one, or another poster suggested, a brief movement delay + stopping shot. Although movement delay could then just lead to perma-kiting ability, which isn't good for balance.
i only got my experience as knowledge but i would say stun does nothing. its gotta be broke or such a minuscule mod to whatever its supposed to mod that it dont matter.
aoe kd to a stun would be like getting a 50 cent tip. it would be worse than no tip at all.
But not too noticeable and a definite strategic advantage can be the same thing... If it slows your opponent by 10 to 20 percent, they may not even notice one or two tenths of a second, but at 20 percent that would mean you'd get 5 shots for ever 4 they get (no point in talking about anything other than 1 second shots in this game unless they ever fix the speed skills).
I'll try to pay more attention next time I'm stunned. All I noticed was it was a minimal difference if anything.
It's also possible that it's applied before the 1 second cap, in which case it wouldn't show up in many situations (another victim of the speed skill bugs).