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Post by John Robinson on May 31, 2018 9:09:13 GMT -5
Pistoleer: Terrifying Accuracy is a rank 8 talent. Could you add -3 Initiative, -25% Dodge?
I think it fits well with the new initiative driven combat system.
Terror inhibits a targets initiative. That moment of fear and indecision could also make it more difficult to dodge the next shot.
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Post by fallen on May 31, 2018 9:36:56 GMT -5
I've added a -25% Dodge to the Talent, but cannot add any -Init. That would be too much overlap with other Pistoleer Talents.
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Post by drspendlove on May 31, 2018 10:20:42 GMT -5
Yeah, that was an excellent talent before the crew combat rework, now I never get it. However, with a -25% dodge, that may change.
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Post by Cory Trese on May 31, 2018 11:00:26 GMT -5
I like it, lets see what this change does the Talent buy rate
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Post by fallen on May 31, 2018 11:10:17 GMT -5
Pistols are the low Initiative cost weapon and so it is perhaps the most efficient Talent to drop bleeding debuffs on enemies right now.
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Post by John Robinson on May 31, 2018 12:16:30 GMT -5
Pistols are the low Initiative cost weapon and so it is perhaps the most efficient Talent to drop bleeding debuffs on enemies right now. Just in case I muddied the water. The -3 Initiative was part of the effect on target, not lessening cost of the attack. I'm probably digging my hole even deeper. A pistoleer with off hand blade, assassin combo gives a nice synergy. Assassin(8) talent Arterial Slash (+24 bleeding) Reminds me of being stabbed then shot. Pistoleer(8) talent Terrifying Accuracy (+14 bleeding) Reminds me of using hollow point ammo. Or perhaps adding more Armor Piercing to Terrifying Accuracy simulating copper jacket ammo? Thanks for the -25% Dodge change.
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Post by drspendlove on May 31, 2018 12:47:06 GMT -5
Pistols are the low Initiative cost weapon and so it is perhaps the most efficient Talent to drop bleeding debuffs on enemies right now. That is true. However, without the -25% Dodge part, I still think it was underwhelming. For my playstyles thus far (where I do a considerable amount of crew combat), bleeding effects are nice, but never something to focus on. I only really desire a bleeding effect if: - I cannot kill any target this character's turn with a different attack. - I cannot set up another character to quickly kill a target with a higher damage (or more debuffing) attack. - For whatever reason I'm not worried about damage output from that character (already have many debuffs? no initiative left?) and thus don't need to select a damage debuff instead. - Next combat round will likely kill off the character from the bleeding damage. From a damage mitigation point of view, I don't see a lot of advantage to DoTs that impact at the start of combat rounds. Now, if there were an effective turtling strategy (perhaps with hypothetical armor that reduced damage from criticals in concert with defensive buffs) then I could see bleeding being both effective and insanely fun! Now, attacks that combine debuffs with bleeding have a lot of utility and nuance, so adding that -25% dodge could really open up some options. That might even be slightly TOO much dodge! Who knows! All of this is of course not a critique of the game and certainly not of the developers. It's just my experience with my playtime. I also have never tried to go a full bleeding/poison strategy since the crew combat overhaul.
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Post by fallen on May 31, 2018 13:34:21 GMT -5
Thanks for the feedback!
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