Pistoleer Archive
Thread: Pistol Speed Botch
Hi guys. I'm nota normal dweller on your board, so thanks in advance for tolerating this post. ![]()
I want to write a reasonably comprehensive post for the Developer's attention dealing with this last patch's disproportional alterations to Knockdowns (melee AND ranged) Posture Changes, and Status Effects. I only have the most general of ideas on how it's affected classes other than mine, and I want to get the classes affected, and which skills have been rendered irrelevant and/or highly ineffective giving the 30 second timer.
As a ranged combatant, I have noticed thatknockdowns, posture change via suppression, and the confusion/dizzy status effect have been affected in4 ways:
1) Significantly lowered % chance to HIT with these specials
2) When the special DOES hit, a significantly lowered % chance to LAND that special successfully
3) Decreased duration/effect of confusion/dizzy
4) Decreased duration of the knockdown and posture change - approximately 2-4 seconds (that's 1 - possibly 2 player moves, essentially)
I truly want this post to remain as informative and cordial as possible, and would like to request the following:
1) Name of special(s) affected by the last patch
2) Way in which the special has been affected, either anecdotally, with a combat log, etc.
Post to this thread or feel free to email me.
Such changes, although they might fall within the "Grand Design" of SOE, are taking away far more than is being left behind. Although such changes might ultimately work to prevent us from taking on reds, yellows, and whites (as per Holocron's own words), is it truly fair to cripple and gut any number of class's lines in such a disproportional manner? Ultimately, if these changes stay as they are, I'd prefer to have the skills taken away, rather than have something that sounds nice... but does nothing.
Hope you can help me with this, folks. It affects MANY combat classes across the board, and that's how it should be represented.
Thanks in advance,
Kathul, Eclipse Server
DisarmShot2: WAS ranged, area of effect knockdown. after patch, no KD effect at all.
Melee Defense 2: You'd think it would have a KD effect. but it doesn't, and never has.
Melee Defense 1: after the patch
1) Short range (3m?) unchanged
2) Usually hits (because it's so close). Unchanged
3) To me, the odds of knocking something down with it seem about the same. It succeeds more than half the time, some mobs are more vulnerable than others. This seems unchanged.
However, even a FAILED knockdown attempt triggers the 30 second immunity. I consider this a bug.
4) I looked at the combat spam window. Vs. a monster, the monster stopped attacking me for exactly 5 seconds. This is as described, and is roughly half as long as pre-nerf.
However, the monster could stand up and move after only a couple seconds.
5) HAM cost. for me, naked, with scout blaster, about 91. This is unchanged since before the 9/4 patch, and is tripled from what it used to be in the old days.
Rhino's post is right. Two minor edits:
1) Melee1's range is 7m.
2) Melee2's HAM cost was raised to the Melee1 level even though it has no knockdown effect. (Bug)
no no no... twirly pistols would fix it. ![]()
Melee1's range is really 7m? That's longer than a pike. Kickass.