![]() Before there would be that incremental damage gain no matter your build. Malice doesn't feel rewarding anymore.This will probably come across as an angry rant, but I just want to offer some criticism in hope that deadeye can, well. However, once I started typing it out, I realised more structure was needed because of just how much I feel is wrong with these changes and how strongly I feel about the specialisation. Originally, I planned to just list a few bullet points. Apart from dagger/dagger deadeyes, it seems like not just a nerf - but deadeye's very mechanics are broken. Okay, so I've given the new deadeye a go. Given under the old system it took time to build that malice to even get to that 10 percent damage add, in game terms the change benefits p/p when looking at damage output. This starts right at the get go and can not be ignored. This +10 percent across the board against marked target. The IRON sight change also applies to all other weapon sets. Add in more INI availability and as far as damage overall concerned, P/P is not suffering here. This 15 percent is the same you would have got with old style Malice and taking BqoBk. Iron sight plus premed means a ~ 15 percent boost to damage without malice over old style. Iron sight gives a flat out 10 percent boost to damage which we never had before. I generally have at least 5 if not more boons meaning a 5 percent boost. Premed can also make up at least some of the lost damage via the number of boons stacked on you. (I tend to use p/p as support for my s/d main) One is obviously the added INI provided by Mercy and Mali 7. That said without the damage add of the old malice to p/p, if one wants to stay in the DE line there enough reasons to if one p/p focused. IE Hidden Thief, Shadowmeld, shadowburst. We have to trait more of the utilties and traits that provide stealth if we really want to take advantage of the Malice mechnic in these builds. I did express a concern early that weaponsets with low stealth access would be unable to use MALICE to any great degree. Prior to changes I rarely used P/P or s/p stealthed. We've now gone from a terrific bonus the malice stacks gave us, to no bonus at all, which is sort of the point of playing the deadeye spec (well, one of them, the other being the ranged steal). Which is not what we were told at the start of this change by Robert Gee who said that he thought it was 'better'. In other words, Malice has absolutely no impact on a pistol deadeye. It's a DPS loss to worry about one stealth shot that barely adds anything. and even then, the ONLY BENEFIT from stealth is a torment dot that is really not useful to a full power build. The only way you can possibly do it is taking both cantrips (the regular one and the elite one) and somehow work stealth into your rotation periodically. There is NO STEALTH FACTOR in playing a pistol thief. In regards to weapon skills it's definitely not a "core gameplay mechanic for every single thief weapon" nor should it be. Gray.6029" said:First, we felt that stealth was a solid core mechanic that touched every single thief weapon and had many synergies through core traits and skills.Wrong (ignoring the fact that P/P feels thematically more like playing a bandit than a "stealthy thief" anyways): stealth based fighting mechanics are pretty much irrelevant for dual pistol gameplay and frankly, no P/P thief cares about having them either.
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