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Nerf to Slingers goes unannounced in Patch Notes?


DimeStax

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Dirty Fighting (Gunslinger)

 

Wounding Shots has a new animation.

 

What you see above is listed as the only change to the Dirty Fighting tree that is listed in the patch notes, but it seems like more was changed in actual gameplay namely with the above mentioned ability Wounding Shots and also with our dot Vital Shot. As most Dirty Fighter's know, it is necessary to dot up multiple targets in an area for maximum energy regeneration and target changing efficiency as needed. Our main instant cast single-target dot Vital Shot was already slow before the patch, taking almost a half second to fire after we pull the trigger, but now it is much much slower taking almost a full second to fire after we pull the trigger, all the while requiring us to stay within line of sight of the target.

 

This has made dotting up multiple targets a much slower and less dependable process after the patch. In certain situation where an enemy is on a ledge above me causing the platform they are standing on to line-of-sight me, I used to be able to jump, fire my vital shot, and hit them with it before I come back down. Now as it stands, even though I fire the Vital Shot at the peak of my jump, it still doesn't fire before I hit the ground. Needless to say this is very detrimental to the game-flow and and DPS of Dirty Fighters, and nothing was said about changing Vital Shot at all in the patch notes.

 

Secondly, the patch notes said that only the animation was changed on Wounding Shots, and nothing about changing how it's damage is dealt. However, the way Wounding Shots deals damage has definitely changed. Since the patch it has activated much faster which is definitely a plus, however instead of 4 strong hits in a burst fashion causing the white damage shot and the internal damage bleed effect to hit at the same time, now the damage is spread out over many more much smaller hits for the duration of the channeled ability effectively diminishing the burst from the ability and making it simply a more powerful version of Speedshot.

 

The changing of those two main abilities reduced the overall DPS of Dirty Fighter's by not allowing us to DOT people up as fast as before the patch, and also almost completely eliminated our already mediocre burst damage. Once again, NONE of this was mentioned in the patch notes.

 

TLDR: Vital Shot takes almost a half second longer to cast; Wounding Shots previous burst damage has been nerfed and changed to sustained damage; none of this was mentioned in the patch notes.

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It obviously takes a bit longer due to a longer animation. Logic is hard.

 

Obviously :rolleyes:. However "Change in animation" as stated in the patch notes does not equate to change in game mechanics and burst DPS (they can change the animation without changing the way damage is being dealt), and it certainly doesn't change the fact that Vital Shot is significantly worse than pre-patch.

Edited by DimeStax
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Our main instant cast single-target dot Vital Shot was already slow before the patch, taking almost a half second to fire after we pull the trigger, but now it is much much slower taking almost a full second to fire after we pull the trigger

 

ummm, it's on the GCD right? so you're not shooting them off faster than 1.5 seconds anyway. . .before or after the patch

Edited by FourTwent
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ummm, it's on the GCD right? so you're not shooting them off faster than 1.5 seconds anyway. . .before or after the patch

 

You're not understanding. The GCD doesn't trigger when you press the button, it triggers after the shot is fired. Therefore you press the button, it takes 1 second to fire, then the GCD starts cooldown. You're simply just wasting a second. In fact, sometime you're not even sure if the button press was registered because Vital Shot takes so long to fire so you go ahead and press it again and then it fires twice. It's almost as if they diverted the lag from the old Force Leap and put it into Vital Shot.

Edited by DimeStax
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