Smuggler Archive
Thread: concussion shot getting nerfed to the stoneage?
fishbrains wrote:
it's not really a nerf, we are just going to have to rethink our combat stragities. It makes us less effective soloers...but WAAAAY better in a group
I couldn't care less what good a changed concussion shot could do in a group. What i care about is soloing effectively.
So what about fixing first all the specials who do nothing and then bothering about nerfing?
NoStyleGuy wrote:
as a BH smuggler, i like 2 roots b/c the jedi always pull a rifle and root me right back the first time, but then i get to root them a second. But i guess a mezz has advantages too
QFE
Startle shot is the current "mez" that I use myself. Very short duration, but its actually pretty darn usefull I've found. If concussion shot basically works like that but lasts longer it will still have a purpose... although I do really love the current incarnation of concussion shot it beats stopping shot hands down.
and this is NOT A NERF!!!
Ramona_Garcia wrote:
/Improved Concussion Shot the target.
/duel your smuggler friend.
Walk to ideal range to the mezzed targetwhile you and your smuggler friend reduce your health to say 100 with a few specials.
/Last Ditch the target with your smuggler friend.
Sound nice?
how can you not still solo things?
Take out a laser rifle (any can use this remember) if you have the range arms so much the better.
Start off at maximum distance.
Fire of restraining shot and run backwards fireing your nukes.
When target gets into hitting distance use concussion shot and then stop fireing, run back to maxium distance and repeat.
Bounty hunters if they ever track smugglers are going to be hard to take down. Chances are that a good bounty hunter will have a laser rifle to fire at you dispite being whatever ranged proffession. A root is not going to do you any good when he can hit at the same range as you and for more damage. Oh he also gets the first shot off so you might be dead before you even react andget up from his first knockdown. A paralysis in this situtation is a much more suited special. You can paralysis then you have time to decided. Do you want to take out your bike and run away? or do you want to stim up, down your foods and fight back?
I wish people would start thinking rather than complaining. This goes for the people that cry nerf as well, they can't think their way out of a sistutation so they cry nerf.
If I were in charge, I would do it this order:
1) Fix slicing. Make it the final implementation that's been bandied about for nearly a year now. Give us the little mini-game and the two stages of customization we can mix and match for people to their specifications.
2) Split Low Blow and Panic Shot into two, distinct and meaningful specials. I'd be all in favor of seeing them return to their old function of knocking down and delaying . I like the 55% attack speed slowdown I can achieve with both of them, but even then I'd rather have Panic Shot do a flat 50% slow effect and low blow return to its knockdown roots.
3) Make Last Ditch actually do something. The concept behind how it currently works is interesting, but in actual gameplay its utility is so very limited that I don't even bother having it on my toolbar. There have been lots of ideas posted about what to change it into, so I won't rehash them here.
4) Either clarify Reckless Shot's description to note that it lowers the smuggler's defense not the target's, or fix it so it does what the description says it does. If it only lowers the smuggler's defense, it needs to be made a bit more powerful, as it is currently our only 'attack' special.
5) Provide a couple unarmed/melee specials to compliment the unarmed bonuses. Also, provide a way to select an autoattack that works with both a ranged weapon or a melee weapon equipped. In the current system, switching between ranged and melee is so cumbersome that it's easier to simply stick with one -- which makes the smuggler's versatility and dual focus wasted.
5a) Alternatively, scrap any unarmed fighting connection and give the smuggler VERY LIMITED medical ability through a medic line prerequisite instead. A nifty medical/drug related special or two for the smuggler might enhance the effect, maybe a form of illicit buff similar to a doctor enhancement to increase combat speed. /injectGlitterstim or something along those lines.
6) Implement spices in a meaningful fashion which finally includes factors such as resource quality and experimentation. Expand on the role of spices to provide skill bonuses and stat boosts beyond health/action/mind regen of varying levels. Movement speed spices, combat speed spices, accuracy spices (Deadeye?), assembly/experimentation spices, etc.
7) Fix concussion shot to work as intended, now that the profession is actually worthwhile without a massive 35 second root.
At present, I'm loving the fact that I can solo krayts and kill Necrosis with only myself and a carbineer buddy (to do damage). I'm seeing this simply as an interlude, something nice to experience in the interim while SOE gets their act together and gives us the profession we're meant to have. Once we have that, hey, go ahead and take away my krayt-killing power. I'll have plenty of other things to do. But before that, don't make me useless by pulling away the one good thing I have going.
KnightHawk420 wrote:
NoStyleGuy wrote:
as a BH smuggler, i like 2 roots b/c the jedi always pull a rifle and root me right back the first time, but then i get to root them a second. But i guess a mezz has advantages too
QFE
Startle shot is the current "mez" that I use myself. Very short duration, but its actually pretty darn usefull I've found. If concussion shot basically works like that but lasts longer it will still have a purpose... although I do really love the current incarnation of concussion shot it beats stopping shot hands down.
Actually advanced startle shot and improved startle shot are more like what panic shot and improved panic shot should be. The way it delays the target is almost like panic shot used to delay targets before it was nerfed near release. Except now the delay given, with startle shot,is canceled whenever anything damages the target. A 5 sec delay attack is nice when ya need the enemy to not attack you while you're letting your action bar recharge enough to fire a better attack...when solo. Also cuts down on damage dealt to you a lot better since they can't attack during this mini mez type delay. Just not very effective if someone puts a dot on it like setting them on fire or torso shot, then the damage ticks automatically takes out the delay/mez. Also startle isn't that effective within a group unless the group knows you're delaying the npc/creature/player, since the next person or thing that damages them will cancel out the delay. But the main difference between a mez/daze/paralyze vs a delay/startle is that a mez/daze (like paralyze and what concussion will probably be) not only prevents the target from attacking or healing, it also prevents them from moving as well. A delay like startle shot just prevents them from attacking for a short period of time but they can still move.
I think with a fix to concussion shot to be a mez, a fix to panic shot to be an actual delay attack (like it used to be)and not an ineffective attack speed debuff (of a measly 10-15 attack speed reduction), low blow as a knockdown effect effect like it used to be, reckless shot fixed as described(currently gives a defense debuff to us of -80 but is supposed to debuff the defense of the target as well...with an increased debuff on target with each enhancement) then we should have some pretty good tools to play around with to stay alive and do quite well at our jobs as mezzers as well.