Pistoleer Archive
Thread: Corespondent please address this with SOE if you could concerning our DOT attacks... namely Blee
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KnightHawk420
Mon Feb 16, 2004 9:02 pm
#1
Bleeds.
Now before anyone reads any further into this than need to be.
1. I am in no way advocating the return to the original system so that I can solo uber mobs or any of that business.
2. I do not support bleed and run soloing tactics.
What bothers me
Thunderheart made a statement about the changes to DOT attacks. He had gone over the changes in detail with a post, and stated to the effect that although a single pistoleer could no longer stack bleeds, multiple pistoleers could each add a bleed to the target and "stack" bleeds in that manner.
Then to end his statements, he states to the effect they are going to keep a close eye on it, because that may be overpowered.
Reality
The best bleed I've seen occur is about 200dmg a tick as a pistoleer. Most people I talk to get far worse. However the "active" damage is around 600 - 900. At this point it's competing with stopping shot in terms of damage. But since it doesn't do as well, bleeds have been effectively wiped from the game. No one even bothers using bleeds anymore.
So effectively a bleed only really gets usefull once your grouped with about 4 or 5 other pistoleers. Or seemignly it takes about that many pistoleers to get the same effect as a single pistoleer had done previously.
So return back to his statement about that being overpowered, and I gotta wonder just WTH is TH thinking?!?!?!
It's not even remotely close to overpowered. Especially considering what just about any other given range of combat classes could do in equal numbers. As far as I'm concerned if 5 people wanna group to perform bleed and run tactics more power to them. The point is that it takes 5 or more people. And quite frankly 5 pistoleers could kill just about anything in the game if not everything in the game without bleeds.
In short I'd ask that the the method in which bleed does damage be revisited. I think it was a bad move to make them more "active" in they're damage. I believe they went too far with the DOT changes. Damage values need to be restored. This idea of "active" bleed damage should be removed, and at least that aspect returned to the way it was.
DOT damage DID NOT need a nerf. DOT damage needed some consistent sense. The fact DOTS are now affected by resists, and no longer stack for a single person were the only 2 changes that the game really needed to bring the DOT menance into "balance".
Changing the way they did damage, and what kind of damage they did... that was a flawed idea. And that idea has defeated the purpose of at least 2 things in the game. 1 being the new chef food for putting out fire, the other being any clothing with bleed defense. Both are no longer needed and as useless as the specials that cause them to be used.
Additionally, even though now DOTs can stack amongst multiple people, I can't see why anyone would bother. When the effective DPS of a group can be far higher than the bleeds could ever hope to be. Not to mention the added survivability of 5 people or so.
Got flamed by commando's all weekend and hardly noticed I was on fire. It's to the point I just flat out ignore the commando's now. Let 2 of them flamesingle me all day long it doesn't bother me none. They might as well be noobs with CDEF's... That's not a joke. Not even an exageration.
I'll say it again... theDOT damage changes were too much. Take the PIE and cream it in your face because at least to the intelligent it's easy to see just how rushed and NOT thought out this particular aspect of the DOT changes were. As such they should be revoked.
DO keep the resists effecting DOTS
DO NOT let them stack from a single person alone
RETURN DOT damage to the way it was previously.
Randonb
Mon Feb 16, 2004 9:13 pm
#2
The dot change concerns mevery, very much. I know that we aren't happy about it. In actuality, the raw amount of damage was relatively unchanged, but here's the kicker: the initial hit is random HAM damage. I'm getting the impression that this is 100% intentional, as 900 "active" health damage on a bleed hit would be about twice as powerful as Body Shot 3. I would be spammed as a special.
It's a nerf, no 2 ways about it. Our health damage output has been reduced.
I have voiced concerns about it on the Correspondent Forums and will continue to do so. I could be a heck of a lot more effective, however, if I had some viable and easy to implement alternatives. All I have so far is this:
The change has gone too far. Increase the passive damage, decrease the active damage. Make both kinds damage health exclusively.
Nifty
Mon Feb 16, 2004 10:16 pm
#3
If the pre-patch bleeds were "over-powered" why not implement a bleed that decreases in effectiveness each time period until it just is not effective?
For example, the bleed shot hits the health pool and causes some low, initial damage (to the health pool.) The first bleed tick would be 4x the small, initial damage, the next would be 3x, the third 2x and the 4th tick would be the low, initial damage. Basically, the DOT is 11x the rolled damage for the initial hit (1 + 4 + 3 + 2 + 1) so for a80 initial damage, you get a 880 point bleed over the time. There wouldn't be a 5th tick. Individuals couldn't stack health bleeds, but maybe different pistoleers could (would have to be tested for "balance.") If the bleed is still too powerful, then make it so an individual can only bleed a target once every X minutes (of course, another pistoleer could bleed the target following the current thinking that it's OK for multiple players to stack bleeds.)
Fiddle with the numbers until it's "balanced" and then you've got a bleed that is actually a bleed and not a double tap with a 25% bleed after it. Oh, definitely have the bleed damage be affected by resistance.
Anyways, as it is now, I just use bleeds to pull one creature away from its pack without the whole pack coming after me. Very helpful for solo hide gathering. 
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