Sensuki Posted February 16, 2015 Posted February 16, 2015 (edited) Out of curiosity - were those any special blunderbusses? (also, to reiterate previous question: why blunders, not arquebuses?) Yeah two of them were unique items. One of them you can get in the beta (the first one). The second was a unique. The third and fourth were just Fine and Exceptional Blunderbusses. Penetrating shot you get -5DR. Blunderbuss = 5 attacks = 5x5 =25 extra damage per shot = OP Not necessarily. Blunderbuss base damage is 8-12 man (or less). They also reload fairly slow and don't cause interrupts. They also have an accuracy penalty (although, maybe slightly too much?) .. dunno. You can do like 100 damage with a magical Arquebus in a single shot. Edited February 16, 2015 by Sensuki
Sensuki Posted February 17, 2015 Posted February 17, 2015 You could do Arquebuses, but I think Blunderbusses go better with Rogue Sneak Attack, and Penetrating Shot. They also are faster to fire/reload.
Dr. Hieronymous Alloy Posted February 23, 2015 Posted February 23, 2015 (edited) The Blunderbuss also works well with the Cipher talent that gives + focus per hit. Can get as much as 16 extra focus in a single blast, on top of the focus from the damage. Makes it relatively easy to top out your meter. Anyway, here's a thing, but I think it's mostly a visual thing and not actually effective in game (if you'll note Waymund's little targeting profile he only has one instance of the venom): http://i.imgur.com/hUW9rLE.jpg Edited February 23, 2015 by Dr. Hieronymous Alloy
Luckmann Posted February 23, 2015 Posted February 23, 2015 I understand why they did it, but I'm still really sad to see the DoT on Sabres go. It set them apart and made them interesting compared to other swords, thematically fitting.
Sensuki Posted February 23, 2015 Posted February 23, 2015 The DoT was just plain bad. Sabres are now useful which is more important.
Luckmann Posted February 23, 2015 Posted February 23, 2015 The DoT was just plain bad. Sabres are now useful which is more important. Like I said, I understand why, I'm just sad to see the mechanic go. Maybe the DoT should've scaled off of damage inflicted, and thus be affected by general damage modifiers, then it'd be a "simple" matter of balancing the numbers?
J.E. Sawyer Posted February 24, 2015 Posted February 24, 2015 Backstab - It's a Rogue specific talent or ability that is supposed to give 2x damage when you hit from invisibility, however with the sneaking changes it seems to be impossible to sneak up close enough for it to trigger, so alternatively you have to use the Rogue Invisibility ability/talent which is 2 per rest... The Stealth system wasn't taking high (i.e. above the creature's level) Stealth values into account, making it very difficult to get close even with characters who had maxed out Stealth values. This has been fixed and feels much better now. A Stealth-focused character can get quite close to most enemies and even someone who dabbles in Stealth can still use it for scouting and initial positioning. 6 twitter tyme
Namutree Posted February 25, 2015 Author Posted February 25, 2015 I think they were added because someone wanted to have a favored enemy for the Ranger. That was me "Good thing I don't heal my characters or they'd be really hurt." Is not something I should ever be thinking. I use blue text when I'm being sarcastic.
Recommended Posts