Pistoleer Archive
Thread: DEV Response to the DE-10 and Pistoleers
"As a general rule, we tried to make quest weapons not require a skillbox so that more of our players can enjoy them."
so Im assuming the power is working as intended, although they are constantly tweaking things. Several other weapons in professions are being looked at they said, and I asked for clarification on the power of the DE-10.
As for stopping shot and giving it more exclusivity to Pistoleers and making us much more useful I go this response.
"We're currently looking at roots in general and will be making adjustements shortly."
so expect changes soon.
It does seem the DX2 and Republic, and even FWG5 are going to be the iconic pistols for pistoleers.
LordMaxx wrote:
I asked about the overall power of the DE-10 going down, and why this is not certed to the pistoleers only.
"As a general rule, we tried to make quest weapons not require a skillbox so that more of our players can enjoy them."
so Im assuming the power is working as intended, although they are constantly tweaking things. Several other weapons in professions are being looked at they said, and I asked for clarification on the power of the DE-10.
As for stopping shot and giving it more exclusivity to Pistoleers and making us much more useful I go this response.
"We're currently looking at roots in general and will be making adjustements shortly."
so expect changes soon.
Ok, I like their answer for why it is not certed for pistoleer only. Quest weapons not requiring a skillbox is a good thing.
But they ignored the second part of your question, "why did the power on it drop so much?" or is it that the power was increased too much on all other pistols? Due to the difficulty in obtaining the parts to make a good de-10, it should be one of the best pistols in the game, if not the best pistol... Give them elemental damage, your choice on what type, acid, heat, elec or cold. just make them better.
Republic == DX2 == Alliance Disruptor == Advanced Scatter == Renegade Pistol == Intimidator etc etc...they are all master level weapons...several different professions and all the same...if the DE-10 was made better than these it would hurt our profession because why get pistoleer? why not dabble get the good shots they have and be a MBH or MCM etc etc I think the best pistol in the game should be in the hands of the pistoleers....
I dont know what will come of the DE-10...I Just think we need to get use to using the Republic, DX2, and FWG5.
Although it saddens me to see no pistoleers with DE-10s, what makes it worse is my fwg5 is now my best pistol lol.
Roots /snares are the new Dizzy KD to a degree... If you take Roots or snares away from this combat system what will we be left with? Spamming the most damaging special we have... it will be right back to the old system with new animations, and weapons ect...
LordMaxx wrote:
I would expect many pistoleers to be happy with the system as it is...those who win are often very happy...Rifleman and swordsman were PLENTY happy before the CU...Im sure they didnt care for their professions being changed in anyway...but we have to face the fact that if something is unbalancing (say 3 MBH/Pistoleer/Riflemen) perma rooting a jedi and cutting him down could hurt combat in general...what will they do? I dont know...maybe I should start a suggestion thread...or maybe we should just wait to see what they decide to do with it.
maybe what they mean by changing rooting is what they do with knockdown. You can only be knocked down once in a given time period. Maybe roots and snares will be changed to have the same immunity after it has been applied to a target once, regardless of what kind of root or snare it was (e.g. we root a target, then when the root is over, we can't root them, but neither can a CM or Smuggler). Personally, I would have absolutely nothing against this change.
If they make all roots break on damage, then they had best lower the cool down timer on it so we can actually use it to root a couple of MOBs while concentrating on one MOB.
LordMaxx wrote:
I would expect many pistoleers to be happy with the system as it is...those who win are often very happy...Rifleman and swordsman were PLENTY happy before the CU...Im sure they didnt care for their professions being changed in anyway...but we have to face the fact that if something is unbalancing (say 3 MBH/Pistoleer/Riflemen) perma rooting a jedi and cutting him down could hurt combat in general...what will they do? I dont know...maybe I should start a suggestion thread...or maybe we should just wait to see what they decide to do with it.
DanoCollins wrote:
LordMaxx wrote:
I would expect many pistoleers to be happy with the system as it is...those who win are often very happy...Rifleman and swordsman were PLENTY happy before the CU...Im sure they didnt care for their professions being changed in anyway...but we have to face the fact that if something is unbalancing (say 3 MBH/Pistoleer/Riflemen) perma rooting a jedi and cutting him down could hurt combat in general...what will they do? I dont know...maybe I should start a suggestion thread...or maybe we should just wait to see what they decide to do with it.
To me, the root/snare is the hinge of the new combat system...For example, without root/snare, I don't think Mellichae can be killed in the exit quest...no way.The perma-root concept is how my group had to take him down, and seeing how overpowered he is at melee range, it seems that this is by design.Ranged root and snares almost give those professions who can use them an invisible CH tank pet...add in two or three of these same templates spread out in a group, and nothing can stop them.
And thats what needs to be changed...Winning the game by making sure the enemy cant move is not what games like this should be about...thats not strategy, nor is it even fighting...they should fix the threat system so a tank can actually tank without dying...and make it so he can hold aggro while the damage dealers do the damage...this is not working right now...tanks get swatted aside easily enough...or they cant hold aggro and the gunners get taken down...
Darth-Kevlar wrote:
1) I agree that shouldn't be a uber pistol, but the de-10' can't be mass produced, requires specific schematic , barrel and optional krayt tissues. The requirements itself make it a costly pistol that should never be beated by non krayt, mass produced republic blasters and dx2. Because if they are, there is simply no reaosn to get all the trouble to make one ..no matter the professiomn it uses.
I think this should really be the main point in any argument for making DE-10s better. It's pretty simple logic: more work = better results.
If DE-10s were given a slight boost, say around 350 base DPS, would it be unbalancing? No, because some weaponsmiths are currently pumping out weapons in that range. Would it make them more sought after? Maybe a little, but they were already pretty popular before the CU. Would it make them more common? Doubtful, since they're still a lot of work to gather all the components and have made with good resources.