Smuggler Archive
Thread: Are we a 5?
GanymedePharuu
Fri Apr 22, 2005 4:24 pm
#40
^^^^this sounds good to me. if an AOE attack isless potentthan a single target attack, then it creates a good balance.
SBRD0C wrote:
So I believe the weaker ofredundant State attack should be inately AoE. This way we improve our crowd control ability without taking from the benefits of other support proffesions.
Examples:
Low Blow: Strong Delay, Single Target
Panic Shot: Weak Delay, AoE
Concussion Shot: Root, Single Target
Restraining shot: Snare, AoE
JediArashi
Fri Apr 22, 2005 5:35 pm
#41
SBRD0C wrote:
Panic and Low-Blow being somewhat redundant with each other, I'd say they should make panic a Cone attack (as it once was)
This way you would have a reason to use one or the other. I do not think that all of our abilities should be AoE. One of the appeals of being a commando is to make your combat specials AoE with use of special weapons. Still I don't think Smugglers should all have to be Commando's in order to reach thier Crowd Control potential.
So I believe the weaker ofredundant State attack should be inately AoE. This way we improve our crowd control ability without taking from the benefits of other support proffesions.
Examples:
Low Blow: Strong Delay, Single Target
Panic Shot: Weak Delay, AoE
Concussion Shot: Root, Single Target
Restraining shot: Snare, AoE
I can agree with this, totally!
Ternque01
Sat Apr 23, 2005 12:22 am
#43
zChuckRoastz wrote:
If the Dev's want to make Smugglers a 5 in crowd control make all/some Improved/Advanced Smuggler abilities a Cone/AOE attack so we are truely controlling a crowd and not just a single target.
If you make all of the specials AOE, you will have the problem of aggroing things you don't want to. Perhaps the not-Improved specials could be single target.
Ipseck
Sat Apr 23, 2005 12:47 am
#45
Ternque01 wrote:I think Intimidate Shot is pistoleer, but you are right, we are talking about pistoleer specials.Without the pistoleer specials, we would just have the rooting shot, an ensnaring shot that doesn't work, and two shots that slow down an attacker's attack speed, but one of those two shots is garbage.Translated that means that we can keep one guy from moving and slow down his attack speed to a negligible degree.
ya.. if we're gonna be crowd control, I think all of our specials need to be AOE with the improved versions lasting longer and having a slightly bigger cone.
Pure melee templates are going to get owned by crowd control - plain and simple. Just the same as pure ranged w/o snares and roots are going to get hammered by melee.
The only thing ranged can do against a melee opponent is put distance on them, and they are faster than their ranged counter-parts. So in the interest of balance, ranged need a way to slow and sometimes stop their opponents. Melee have postures, kd's etc to assist them in catching up to an already slower opponent.
Bottom line though is, if you want to reach someone out of melee range, pick up a gun.
Message Edited by Ipseck on 04-22-2005 02:47 PM
DoMakk
Sat Apr 23, 2005 8:05 am
#46
Isn't it under ranged support??
Ipseck wrote:
I thought intimidate shot was a pistoleer special.
Jispo
Sat Apr 23, 2005 8:58 am
#47
Root shots are all buggy right now. They're not supposed to hold people even while they're taking damage.
So, it isn't going to make us "uber" at crowd control to root a group of opponants. Because you and I both know some noob's gonna do a burst or fan shot or other area attack and completely remove any CC we do, lol.
Seriously though, make concussion shot into an area root, fix roots, and maybe even make lowblow an area attack (it was at one time wasn't it?) and I think I'll be happy with the smuggler profession. If we remain a single target complimentary profession used only to dabble in for one or two specials... then I'll be bummed out.
Martiander
Sat Apr 23, 2005 9:06 am
#48
Hi ..
Well comming from the old EQI im very biased about crowd control.
In this light, ill give the smuggler a 1 for crowd control. If the specials get a fix ill MAY give him a 2.
Why is this so?
PLEASE NOTE: This was all about PVE. I know that any kind of MEZZ effekt would be devastating for the PvP play.
Crowd Control is a form of attack that removes an enemy from a fight. Thats the way the above mentioned "Mezzing" works. For the EQ player it was a spell that drops an opponent in a state of total stuptor till eighter the spell runs out OR the opponent was hit wit a form of attack that did damage to him (be it a dot or a direkt attack or he was under effekt of an AOE). Then he wakes up and was very pissed about the caster of this "Mezz" spell. Also the opponent has a build in chance to wake up every set amount of time. This spell were aviable in single and AOE versions to a certain class called Enchanter.
Another form was said root type spell, that hold the opponent in place, but let him fight back if you was close enough to be in range of his weapons. Not so effektive as the "Mezz" form it did the trick if you have much place under your feet to drag other opponents around.
For this form it dosent matters if you hit the opponent. But he had a greater chance to break root, if you begin to beat on him.
Same thing was aviable as "Snare" effekt. Here you need lot of room to outmaneuver the opponents.
Also there was a "Charm" spell. A Charm is a spell who hypnotizes the target so it obeys the orders of the caster for a small timeframe. (Well not useable in an SWG setting i think *bg*)
Fear was also a good tool, very good if combined with snare. Foe turns and runs away as fast as he can for a set amount of time. Not like bouncing around you hitting you every time he passes by so the effekt is NIL. (minor rant)
All other things, like KD, delaying the attacks, stun as it is here in SWG, are NOT crowd control but simple debuffing the opponent.
So all that is left in the Smuggler profession for crowd control is:
A snare that barley work (enemy is still very fast)
A root that works
And a .. well uh ... actually nothing.
The bread and butter about crowd control was, without a doubt the "Mezz" effekt. It required a bit of attention from all groupmembers. They had to be careful to avoid damage on the "Mezzed" Opponents as they wake up. Also they had to keep an eye on them to warn members if one of them wake up an beginn to pound the poor caster to bits.
Now i know it would be far too much to implement it like this. But the overall idea is to "control" an enemy. To remove him from the combat and take care of the rest. Then come back and finish him off.
So here my idea. Maybe its still too much.
Remove one of those state effekts from the smuggler attacks, say stun, cause it olny pervents the enemy from regenerating for a short time. For the PvE part apply a Mezz to this attacks. The foe, hit by this, will fall in stuptor and wake up, if any kind of damage is applied to him. Also raise the regeneration rate of the mezzed foe to x5 or even x 10 so it cant be abused for the "Damage Mob - mezz him - back up - damage him - rinse - repeat" tactic. It will then be a form of control to halt additional foes at bay and remove him from the fight for an amount of time. Set this attacks on a high reuse timer, so you have to choose carefully when to use it. Also implement a cone attack with the same parameters. So groups have to manoeuver mobs into the cone to get the full effect out of it.
For PvP purpose make it an maybe 5 second Mez attack, that gives an smuggler time to escape. Also rise the regeneration rate of the mezzed opponent to x 10 to prevent chainmezzing him with multiple smugglers while others beat on him. Same rules as above any form of damage wakes the opponent up.
Well another idea for the PvP part is, keep the stun effekt on this attacks as they are now. *g*
(whoops forget to add)
Please forgive my bad english. Its only my second language.
Well comming from the old EQI im very biased about crowd control.
In this light, ill give the smuggler a 1 for crowd control. If the specials get a fix ill MAY give him a 2.
Why is this so?
PLEASE NOTE: This was all about PVE. I know that any kind of MEZZ effekt would be devastating for the PvP play.
Crowd Control is a form of attack that removes an enemy from a fight. Thats the way the above mentioned "Mezzing" works. For the EQ player it was a spell that drops an opponent in a state of total stuptor till eighter the spell runs out OR the opponent was hit wit a form of attack that did damage to him (be it a dot or a direkt attack or he was under effekt of an AOE). Then he wakes up and was very pissed about the caster of this "Mezz" spell. Also the opponent has a build in chance to wake up every set amount of time. This spell were aviable in single and AOE versions to a certain class called Enchanter.
Another form was said root type spell, that hold the opponent in place, but let him fight back if you was close enough to be in range of his weapons. Not so effektive as the "Mezz" form it did the trick if you have much place under your feet to drag other opponents around.
For this form it dosent matters if you hit the opponent. But he had a greater chance to break root, if you begin to beat on him.
Same thing was aviable as "Snare" effekt. Here you need lot of room to outmaneuver the opponents.
Also there was a "Charm" spell. A Charm is a spell who hypnotizes the target so it obeys the orders of the caster for a small timeframe. (Well not useable in an SWG setting i think *bg*)
Fear was also a good tool, very good if combined with snare. Foe turns and runs away as fast as he can for a set amount of time. Not like bouncing around you hitting you every time he passes by so the effekt is NIL. (minor rant)
All other things, like KD, delaying the attacks, stun as it is here in SWG, are NOT crowd control but simple debuffing the opponent.
So all that is left in the Smuggler profession for crowd control is:
A snare that barley work (enemy is still very fast)
A root that works
And a .. well uh ... actually nothing.
The bread and butter about crowd control was, without a doubt the "Mezz" effekt. It required a bit of attention from all groupmembers. They had to be careful to avoid damage on the "Mezzed" Opponents as they wake up. Also they had to keep an eye on them to warn members if one of them wake up an beginn to pound the poor caster to bits.
Now i know it would be far too much to implement it like this. But the overall idea is to "control" an enemy. To remove him from the combat and take care of the rest. Then come back and finish him off.
So here my idea. Maybe its still too much.
Remove one of those state effekts from the smuggler attacks, say stun, cause it olny pervents the enemy from regenerating for a short time. For the PvE part apply a Mezz to this attacks. The foe, hit by this, will fall in stuptor and wake up, if any kind of damage is applied to him. Also raise the regeneration rate of the mezzed foe to x5 or even x 10 so it cant be abused for the "Damage Mob - mezz him - back up - damage him - rinse - repeat" tactic. It will then be a form of control to halt additional foes at bay and remove him from the fight for an amount of time. Set this attacks on a high reuse timer, so you have to choose carefully when to use it. Also implement a cone attack with the same parameters. So groups have to manoeuver mobs into the cone to get the full effect out of it.
For PvP purpose make it an maybe 5 second Mez attack, that gives an smuggler time to escape. Also rise the regeneration rate of the mezzed opponent to x 10 to prevent chainmezzing him with multiple smugglers while others beat on him. Same rules as above any form of damage wakes the opponent up.
Well another idea for the PvP part is, keep the stun effekt on this attacks as they are now. *g*
(whoops forget to add)
Please forgive my bad english. Its only my second language.
Message Edited by Martiander on 04-23-2005 06:08 PM
HOTDOG
Sat Apr 23, 2005 1:07 pm
#49
If you use an AOE weapon- read commando weapon- your attacks are AOE.
I used Concussion (w/ the LBC) on a bunch of Imps hanging out by a base and rooted all but one of them. I did this more than once with the AOE affecting all- some- or none. It's VERY useful when you got a gang trying to run up and pummel you.
Ternque01
Sun Apr 24, 2005 8:19 am
#50
I never even thought of using commando to make all of our specials AoE. Can you say AoE Last Ditch and Concussion Shot?
fishbrains
Sun Apr 24, 2005 8:47 am
#51
Ternque01 wrote:I never even thought of using commando to make all of our specials AoE. Can you say AoE Last Ditch and Concussion Shot?
It's fun, I've tried it
GanymedePharuu
Sun Apr 24, 2005 9:16 am
#52
well now they changed the Proton rifle to a general level 54certed weapon, andi think that's an AOE weapon.