Pistoleer Archive

Thread: What the heck happened to bleeds??? Here's the scoop

lucifermnm
Thu Feb 12, 2004 2:41 am
#1

I did some hunting last night and I gotta say Im very dissapointed so far with this change.



I didnt realise that hs1 and 2 still stacked so I stuck to using hs2 and found that yes it does some initial damage - max I saw using a dx2 on an acid vulnerable creature was around 500 initial damage- max damage per tick I saw was 125.


Now Im 2 boxes away from Mastering Pistoleer and have been taking down Giant Sand Beetles/Matriarch Banthas etc over the past week or so - as of last night I am doing way less damage with bleeds and found it almost impossible to take these things down - in fact I found I was struggling to take down anything with over 4k ham.


I tried my luck with a Tuskan Warlord near Mos Taike - killed him - and it took over 25 minutes of bleeding and kiting.


Begiining to think about dropping this profession - hs1 and 2 were the one thing going for pistoleers - tbh Ive never found fan shot much use as its usually too risky to use.



WIll try again tonight stacking hs1 and 2 in the hope that as you say the overall damage done is the same - thats not my experience thus far tbh










Leeta Crestrider/Master Armorsmith

Crestrider Armor and Loot Vendor in MASC Sun City Tatooine 5982 3660

llllMaverickllll
Thu Feb 12, 2004 3:08 am
#2

if you're not interested in pvp, get CH as a suplement to your pistoleer...I've found Fanshot + creature tank to be one of the most effective methods of PvE in the game.



Porkchop Sandwhiches!!!!!!????
Teoco Capwn - Wanderhome
Akumaru - Wanderhome
CloverRidge
Thu Feb 12, 2004 5:26 am
#3

I didn't realize the bleeds still stacked so was just using HS2. Could still do the same mobs just took me longer. Don't have much into the Pistoleer branches yet but the best way I've found so far to take things down "quickly" is to use Low Blow and then Warcry and then spam Body Shot 2 since it targets one pool.


I have Novice Medic so I can heal back the Ham I use up while doing this tactic otherwise it'd be a no go unless buffed.


Also didn't realize the Bleeds took away from xp so that's good to know. Honestly with doing the Body Shot routine while the mob is down I didn't really have much need for the bleeds. Typically the hits to the health pool are much better with the mob on the ground so getting the knockdown really helps. But still saw a wide range of hits from 200 something to 700 something.


Was using this on War Grondas and all I have in Pistoleer right now is the first Accuracy block.





Ytoavee Oases
Corbantis
KaernLegorah
Thu Feb 12, 2004 7:40 am
#4






Randonb wrote:





If you have done any amount of fighting at all, you have noticed a radical difference in bleeds. Here are the facts:


-Health Shot 1 & 2 still stack.


Hmm, I had no idea! Is this just for us Pistoleers, or does Mind Shot 1 & 2 and Action Shot 1 & 2 still stack?


-They now deal some health damage "on impact"


Maybe it's a bug, but I've found it to do damage to a random HAM pool. Shot a Stormtrooper with Health Shot 2, and it dealt close to 1k damage to his Action pool.


-As a trade off, they deal what appears to be at most 1/3rd of the former damage per "tick."


I find this very good when I get hit by NPC's with bleeds. It only takes one application of First Aid to stop the bleeding instead of 4+ applications.


-They tick at the same speedthat they used to.

-Bleed damageno longer contributes to experience. If you use bleeds, you can expect a small drop in XP per kill.


I thought these changes made it so bleeds DO contribute to experience? Meaning, if you solo a kill, use Health Shot 2 then change to a One-Handed Weapon you'll get both One-Handed xp AND Pistol xp.


-Bleed damagenow contributes to "loot rights."








----------------------------
Kaern Legorah - Eclipse
Master Smuggler-Gunfighter-Wanderer
Arafu
Thu Feb 12, 2004 10:18 am
#5

I've posted this summary in a couple of threads - cant hurt to past it in another one!


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).


For those of you claiming it will damage your performance - look at it logically! If your shooting at 1 shot per second, and the bleeds do the same damage as your normal special will do, then you are down around 10% of damage output long term. However, over the first 20 seconds you will output 10% more damage than you did before. So, you only loose out anything if it takes more than 40 seconds to kill a target!


If it takes you 25 mins to kill a tusken warlord at the moment, then it may go up to 27.5 mins with this change. Hardly noticable in the run of things if you ask me! That is, unless the 25 mins were actually just waiting for the bleeds to kill him in peace mode!
PistolPow
Thu Feb 12, 2004 10:40 am
#6


What’s most frustrating is there’s so many other things that need to be fixed. If the problem was cross profession XP, why not make Pistoleer bleeds only good for pistol XP and nerf the fire DoT’s if they’re considered over powerful?





_______________________________________________
The container you were inspecting, Ja'th (inventory), is no longer available.
Bzzzz
Thu Feb 12, 2004 11:11 am
#7




Arafu wrote:


For those of you claiming it will damage your performance - look at it logically! If your shooting at 1 shot per second, and the bleeds do the same damage as your normal special will do, then you are down around 10% of damage output long term. However, over the first 20 seconds you will output 10% more damage than you did before. So, you only loose out anything if it takes more than 40 seconds to kill a target!



That's the real trick, isn't it? The 500hp or so of extra random HAM damage on landing is insignificant compared to the loss of H damage per tick. Following a knockdown with both bleeds could yield ~1000hp/tick per bleed. At 20% that's down to 200hp:a loss of 1600 Health hp every 30 seconds. And from what I found last night, its initial strike isnowhere near as powerful as some of the other specials we're already dependent on (Fanshot or smuggler's Last-Ditch).


I'm ok with anti-kiting. I'm fine with losing the FD + bleed benefits. Cross-weapon xp made sense to fix. But this has pretty much gutted the specials. And an xp penalty??!??



-Zz

GundarEars
Thu Feb 12, 2004 12:08 pm
#8

First - major kudos to Randonb for serving his community well by having this information to us so quickly.


Second - major shame on the Devs for once again trying to slipa stealth-nerf past the player community. I could be wrong about that (and apologies in advance if I am) - I don't read every posting on these boards - but I sure didn't see it in the patch notes (unless we're supposed to think this was one of those generic "little things" vaguely mentioned at the end of the notes). I would certainlylike an answer as to why they choose not to inform us about this ahead of time, but I won't hold my breath.


Third - I too am disappointed. with the timing of this change As is well -documented in our profession's FAQ, "State of", and "Top 5" postings, many of our high-end specials are broken (for Tarkin's sake: nobody uses Body Shot 3 over Body Shot 2!). So, to severely hamper the one tactic that makes us somewhat effective in combat (Bleed2, Bleed1, Body Shot) without fixing the other specials is upsetting, unbalanced, and generally - a bummer.


I think we'll all have to hold out until the combat re-balance is fully implemented, but the next few months will be long indeed.



Kris Sunrunner
Human Marksman/Artisan/Scout
Aspiring Smuggler, Aspiring ship-owner, and full-time down-on-his-luck spacer
KzinKiller
Thu Feb 12, 2004 12:58 pm
#9

In a word: unfortunate


So much is broken, now our firepower is yet again reduced while we're all told that "someday" a bag of magic beans (the combat rebalance) will fix everything.


If they can't fix the little things now, I have no hope that a big radical redesign will fix more than it breaks.




*
The significant problems we face cannot be solved at the same level of thinking we were at when we created them
Albert Einstein

CU-1 ... CU-2 ... CUL8R
Randonb
Thu Feb 12, 2004 1:04 pm
#10



If you have done any amount of fighting at all, you have noticed a radical difference in bleeds. Here are the facts:


-Health Shot 1 & 2 still stack.

-They now deal some health damage "on impact" (EDIT: this seems to be random ham damage on the initial hit, not health.It isn't specific to us, and thecorrespondents are all over it. It wasn't my experience last night at all,but we'll chalkthat up to an unlikely coincidence)

-As a trade off, they deal what appears to be at most 1/3rd of the former damage per "tick." (EDIT: this seems to be closer to 1/5th.)

-They tick at the same speedthat they used to.

-Bleed damageno longer contributes to experience. If you use bleeds, you can expect a small drop in XP per kill.

-Bleed damagenow contributes to "loot rights."


The overall damage per fight seems to be roughly the same. This isn't so much a nerf as it is an adjustment of how damage is dealt. Except for the experience gain part, but there is a reason for it (#2 listed below).


The problems this fixes:


1) People were landing bleeds, /peace-ing, hopping on a vehicle, and running away. They would come back to a heavily damaged target and finish it off. There were many variations of this tactic. It was never acknowledged as an exploit per se, but was deemed underhanded and sneaky by the devs.


2) People were landing bleeds, then switching to an alternate weapon. When the bleeds dealt the bulk of the damage, they would get 100% of the experience for the weapon they switched to. This was used rampantly for getting Unarmed IV in the Brawler tree. (bleed, switch to vibro knucklers, fight.. 100% of the experience went to unarmed, even if the first "tick" of bleed damage dropped the target down to 1 hit point)

Message Edited by Randonb on 02-12-2004 04:13 PM





"...You're going to find that many of the truths we cling to depend greatly on our own point of view." biwan:
Former Pistoleer Correspondent (02/04/04 - 09/05/04)
Kharrissa
Thu Feb 12, 2004 3:18 pm
#11

"It was never acknowledged as an exploit per se, but was deemed underhanded and sneaky by the devs."


I am a pistoleer, of course I am sneaky and underhanded, what am I supposed to do? Use harsh language?


Sheesh.


Randonb
Thu Feb 12, 2004 3:28 pm
#12

Thanks guys. I made a couple of edits for accuracy.

This was not a stealth change, though I agree that it wasn't adequately discussed before going Live. It is in the patch notes, however:



  • Combat XP grants were removed from combat healing, poisons and diseases. Those actions will still count towards looting permissions

  • DoT damage is now tracked for loot permissions.

  • XP rewards in combat now correctly reflect amount of damage that was done by dots.(seems to be wrong, since we don't get experience for DOT damage at all now. This note is in direct contradiction with note #1, unless "correctly reflect" means "none at all.")

  • Special abilities that inflict combat DoT's (Fire and Bleeds), have had there initial strike damage increased and the combat DoT damage reduced.





  • "...You're going to find that many of the truths we cling to depend greatly on our own point of view." biwan:
    Former Pistoleer Correspondent (02/04/04 - 09/05/04)
    KnightHawk420
    Thu Feb 12, 2004 4:23 pm
    #13

    Although I agree with the line of reasoning behind the changes... I disagree with the final effect of them.


    They took a class with few working specials to begin with, aprofession plagued by one too many "random HAM" attacks. And in effect have turned our bleeds into yet more random HAM attacks. And from what I see so far it's now somehow more powerfull than bodyshot2 it seems.


    They went too far with this bleed/dot change nerf. They took a few good solid fixes and borked the whole thing by going to far. As is typical with SOE.


    If they had just made the change for dots to respond to resists, and implemented the no XP bleed change, that would have been enough. I see little reasoning in further weakening the bleed attacks.


    (I do understand this effects all DOT attacks, we were not singled out. Although I think we are more affected than other professions).




    Referring to your original post at the top on this. To rebutte some of the reasoning....


    1. Bleed, peacing, running tactics - Considering the new sky high hams of creatures like Krayt dragons. Bleeding was not a viable tactic. And quite frankly if someone wants to spend most of they're night soloing a krayt, more power to them. I'd hardly call that out of balance. If they can solo them so be it, it's a problem, but if it takes them 1 - 2 hours I think we can let it slide in the interest of the larger community as a whole. The fact is someone would be hard pressed nowadays to be able to go find a krayt dragon, and bleed it to death and have it around long enough to see it die. All too often the krayt will simply respawn, or some other group will come by and take it from you. If this was a conern it's moot.


    Beyond that I fail to see how it's much of a problem considering the other 2 afformentioned changes. The cross profession XP gain has been removed. Bleed XP has been removed. SOE has effectively removed the 2 primary reasons most people use such tactics in the first place. The ONLY other reason anyone would now is for monetary gain thru the mission system. And quite frankly there are better, easier, faster ways.


    2.Problem solved by XP/Bleed changes.




    So I'll restate again... Just what is the purpose of changing the damage done by bleeds? This change fixes NOTHING...balances NOTHING. ItDOES break things however and degrades the game as a whole. Bleeds could be imperative in PVP battles. And now it's just "another" random HAM attack.I'll say it again they went toooo too farwith this. Rollback the bleed damage changes. Leave in the xp changes and dot resist changesand we'll have an agreeable system.


    I just can't stress enough the sillyness of trying to make these "passive" attacks more "active". This had to be an idea truly from the depths of bonehead land. Did we not notice the plethora of "active" attacks already available? How did ANYONE come to the conclusion that making bleeds active damage was a good thing or even needed.


    /sigh



    I hope you and the other correspondents scream endlessly unto the heavens so that some resolution happens here.



    Cheylin Mena - R.I.P.
    Menon Mena - R.I.P.
    Hunglo Bavmador - R.I.P.
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