Pistoleer Archive
Thread: The truth about dodge: it works as intended and therefor sucks
- It delays other actions
- It stops your movement and does a sidestep.
Normally this isn't too bad, but yesterday I was in a room in the imp base on Naboo, and there were probably 8 people shooting at me. The problem is, now I dodged at least once or twice per "round of enemy fire" (I know it varies but you get the idea). The next effect was that I almost continously dodged. I couldn't shoot or heal (I got one thing done about every 5-10 second), and I couldn't run away.
Is this really the way this skill should work? I won't say I died because of the skill, but I can say that I pretty much would have been able to at least escape if I didn't keep dodging. I'm also a master doctor and I was buffed at the time in all stats. Do other professions "defensive skills", such as block, also have a delay effect or are we the only lucky ones? What about annoying movement?
In either case, dodge looks cool and sounds good, but is absolutely devastating if you have more than one or two people currently targetting you. I'm sure a group of 5-10 crazed durnis would whop my ass due to it...
Heh it can get you caught up sometimes but its saved my ass far more than it has hindered me
The Devs are looking at the Dodge animation issue -- the Fencers listed it as one of their top issues. Don't assume that it will never get fixed or that it's working as intended now.
Mejowepra wrote:
So I'm a Master Pistoleer. I dodge a lot. So far so good. However dodge sucks because:
- It delays other actions
- It stops your movement and does a sidestep.
Yeah, dodge is the only one with the annoying animation.
But dodge is also by far the most powerful of the three. Dodge stacks on on fencer and pistoleer, which are also two professions that hit and bleed the same pool (health). A fencer/pistoleer takes about 40% of the normal damage due to dodge. These two professions are also very powerful and popular individually. (I know, they're not really Pistoleers, they're Bounty Hunters, or is it the other way around...? STOP.I DO NOT WANT TO GET INTO THAT.)
Block lets half the damage through. A rifleman/pikeman takes about 70% of normal damage due to block... that's when it's not bugged. And the bleeds in these professions don't stack. As for counter-attack... does that even work? I haven't really studied counter-attack, but the bleed incompatibility is also there.
Anyways, to stack the other defenses, you need to either pick up carbineer OR pikeman... nuff said. ![]()
In case I'm misunderstood, no, I DOsupport fixing the dodge animation. But just understand that if you fix dodge before you fix block/counter-attack... the already skewed profession balance will become even more skewier.
I can see the flames coming before they are posted. ;-)
LOOK! All i was saying is that block and counter-attack don't have the animation, but they have their own problems... which directly answers a question the original poster asked!!! Leave me alone!!! And why am I posting in the pistoleer forums? I have absolutely no idea how I got here. Seriously.
The delay / animation has to go. As for block/counter-attack - from what I can see in the combat spam they both remove all the damage. "You hit Enemy for 100 damage but he blocks it" or "but he counter-attacks". Counter attack doesn't actually attack though, it just negates the hit. I have a character with rifle 3 (marksman) and he did a block or so and it seems to work as dodge but without delay/animation (but as a rifle 3 user it's not exactly happening a lot).
Block says it blocks, but you take some damage. I've read about people complaining about it, but I personally haven't noticed whether it works or not, even though I'm a rifleman.... I can't parse the combat spam fast enough to notice. I just hit /heal self when my bars get low ![]()
Oh, and here's slightly different perspective on dodge, from a another pistoleer/fencer... enjoy:
http://forums.station.sony.com/swg/board/message?board.id=fencer&message.id=11855