Smuggler Archive
Thread: Our two cents on Pub 19
"We" don't agree with you. Please do not include me in your future complaints. Obviously we have very different perspectives in the game.
For the record, slicing was very broken and I'm very happy with the new system. I'm going to get very rich. Remember, "I ain't in this for your war and I ain't in this for you. I expect to be paid."
Coincidentally, they should make combat in high-end places like the Avatar and DWB--where rare slicing gear is supposed to drop--noticeably more manageable.
So Tomorainer, may I be cheeky here and ask what swayed your decision on concussion shot mate? If it made you change your mind then it may let us do a 180 too ![]()
I've said it before and I'll say it again....
Concussion Shot is now the absolute ultimate getaway move in the game. It doesn't get any more Smugglery than that.
It also works wonderfully on any stray adds you might pick up.
It's like saying "Freeze, mister... I'll deal with you in a minute."
I like it. No, I can't solo some of the stuff I used to, like krayts, but I can seriously control any extra aggro that comes along. I had a canyon krayt locked down last night to where he couldn't do anything at all while me and a fellow guildie killed another one. No moving, no melee attacks, and none of the AOE ranged stuff that krayts are famous for. Granted, it's now harder to actually kill a krayt than it was before, but if I don't want something to attack me, that thing ain't gonna get the chance.
I may be in the minority, but I absolutely love the new Concussion Shot. It ranks right up there with Last Ditch as a truly Smuggler-type maneuver.
StepoKedur wrote:So Tomorainer, may I be cheeky here and ask what swayed your decision on concussion shot mate? If it made you change your mind then it may let us do a 180 too
I guess it was more of a 135 than a 180, because I do understand it's something of a tradeoff to replace an excellent root that doesn't break on damage with one that completely nullifies the target but does break on damage.
The old Concussion Shot was definitely better for solo play, particularly against melee-only mobs. However, in all honesty, it was probably too good.. it just took all the risk out of an encounter in these situations. At the same time, against anything with a ranged attack, it was of limited use--the fact they can't move doesn't mean too much when they can still shoot back. So how do you change Concussion Shot in such a way that makes it more useful in some situations while decreasing its power in those where it was unbalanced?
Combine that line of thought with the vision for our profession--crowd control and support, a combat class with weaknesses when alone, but extremely useful when combined with another player or seven--and I think the new Concussion Shot fits in surprisingly well. The old way let us control the motion of some one-on-one fights, but the new one, particularly when combined with Panic Shot, lets us dictate the grounds of a group battle by giving us the power to temporarily remove opponents from the fight. Use this power well, and you can turn a sure slaughter (e.g. some areas of the DWB) into a controlled situation where you keep the crowd under wraps while letting the rest of your group focus on eliminating them one or two at a time. That's invaluable.
I still don't think we're a 5 in crowd control, but I do think this change was more positive than negative. It's exactly the kind of thing that's going to make us wanted in a group. We haven't been in that position in a very long time.