Smuggler Archive
Thread: Will improved concussion be nerfed???
Page 2 of 2
Keck_is_banned
Mon May 23, 2005 9:23 pm
#14
I swear if I hear one more mention of the word nerf in these forums... this account will be getting banned too
ApollyonTB
Tue May 24, 2005 3:59 am
#16
they change this to work like paralize, and they drop our mezz ablilty from 5 to 3 ...or whatever CM is right now...
Message Edited by ApollyonTB on 05-24-2005 03:59 AM
DARTHBAYLOR
Tue May 24, 2005 4:06 am
#17
Jus look over on the jedie boards , if they're whinin about it , then it'll get nerfed.
Schjanten
Tue May 24, 2005 4:20 am
#18
i dont hope it get nerfed, that is an awesome special
i vote for longer timer on it though (no sarcasm here)
Saarek
Tue May 24, 2005 5:59 am
#19
Actually i think the timer is perfect - it allows us to use the Snare, Low blow and others to reduce other aspects of our target's speed as well (i.e. Attack Speed).
Please don't take my Concussion shot away!
![]()
CapnKate
Tue May 24, 2005 6:07 am
#20
Graxul wrote:Mezz/Daze/Paralyze attacksConcussion Shot is supposed to daze a target preventing them from moving or attacking for the duration of theattack's effect or until someone or something attacks the target. However, this attack is implemented as a rootattack that keeps the target from moving. Attacks on the target do not cancel the effect and the target can stillattack you or heal themselves during the effect of the attack.Paralyze is a combat medic attack. It paralyzes the target preventing them from moving, attacking or healing for theduration of the attack's effect or until the target is attacked by someone or by something.In my opinion concussion shot should be implemented to work like paralyze does for combat medics. And would allowSmugglers to remove targets from combat by preventing them from healing, from moving and from attacking as long asthe attack is in effect...or until something or someone attacks it. This would work on both melee and rangedtargets and would be our key class defining role within the group allowing us to daze other creatures/npcs/playerswhile the rest of the team focuses firepower on one target.Add in a commando area effect weapon and you'd prevent the entire area from attacking at all and at the same time let youand/or your team heal up some while preventing the enemy from healing as well. If concussion shot worked as it is intendedto then that would be our class defining ability and would certainly help make us the 6 in crowd control that we are supposed to be.
Actually, adding in a commando AOE won't work well at all. The best AOE wepon for a smuggler to use with Concussion shot is the Flamethrower, as a cone is the easiest and most versitile AOE shape for a CC special to have an effect over, and it's also a fairly fast weapon, unlike, say, grenades.
It's also a DOT weapon. First time the fire ticks, say goodbye to your mezzes. DOTs break paralyze for balance reasons. It'd be the same for Concussion.
I'd prefer if it stays as it is. It's actually terribly useful this way, for nearly all critters you'll hunt in a group, and we have other specials that work well for ranged opponents(hint: try stacking Lowblow and Panic shot-- -45 or so to attack speed is a pretty big chunk, and you can AOE them, too. I like sweeping a flamer with concussion, then Low Blow, then Panic, and then if i need to, I Feign so they stop shooting me.)
Page 2 of 2