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Anyone who tries to is going to be very disappointed I think. It's a situational single target attack. It's going to require you to be aware of your own power use, your teammates' buffs, and your enemies' debuffs.
For the record, this should not be construed as my support of the current implementation. -
Quote:You got me thereWell, in that case, Dual Pistols isn't like the others. None of its mechanics point to redirecting to another power.
Quote:But if that were the case and the power-redirect function is that robust, what other possibilities could fall under it? Do you think checking a foe's status is possible? That is, if a foe is taunted, redirect to [insert alternate]? What about proximity? If a target is not within X ft, redirect to [insert effect]? -
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They're distinctly different, yes, but the concept is similar (different version of power is referenced under X circumstance), and I think it likely that this mechanic was robust enough when it was first made that this functionality was already there or was extremely easy to add. Once again though, I have no idea what I'm talking about and wouldn't be surprised if I was wrong.
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Do you actually mean removed or do you mean make everyone's modifiers the same? I don't advise the former since they're convenient ways to quickly proliferate powers from one archetype to another. I don't advise the latter because then you have tankers, scrappers, stalkers, and brutes being exactly the same except for inherents, which means that the brute is doing twice as much damage as everyone else.
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Blasters only take more attacks because their modifiers for everything else is abysmally low. Once the blaster changes hit beta, the first thing I'm suggesting are increases to specific blaster AT mods.
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Obviously I have no idea what I'm talking about, but I assumed that this was the same tech that dual pistols, titan weapons, and assassin's strike use. The first two are based on if you have a certain power on you, the third is based on if you have the 'hidden' status, and this will be based on your attribute levels.
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Quote:You seem to be in a pretty bad mood today, so sorry I got on your nerves. I'll avoid replying to your posts.Speaking as someone who has championed build diversity for just about as long as I've been here, I'm pretty sure I got the point fine. But lets say for the sake of argument I missed it somehow. Having acknowledged that build diversity is important, my reply now is:
You don't have to take it if you don't want to. Just like Regen scrappers don't have to take Integration. Conversely, if the buff is something the devs perceive to be necessary to improve the set, then if its spread out among many different powers only the players who take *all* of them will get the intended buff. Everyone else will not. That's often a worse problem. -
My biggest issue with the snipe changes is that it's more of a buff to team damage output than solo damage output. I haven't been hanging out on the blaster forums for a long time, but I don't think I've ever seen someone have the position that team damage should be buffed more than solo damage. Aim and build up are typically used in order to enhance the blaster's initial area attack volley, so I don't see them being useful for activating the enhanced snipe unless you're in an AV fight.
My second biggest issue is that this mechanic will be impossible to explain to a player without knowledge of the game's mechanics and buff types. If the discussion in these threads are any indication, it's something that will mainly be used by people with a relative understanding of game mechanics and use of the invention system. -
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Seems to me like the snipe changes are basically a buff to team damage output that you can also leverage in a solo situation with some tactics, depending on your powersets.
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Yes, time's juncture is auto-hit.
Keep in mind that enemies that are higher level than you will resist your debuffs just like how they resist your damage a bit more. Also, lieutenants have 5% and bosses have 10% tohit debuff resistance. That's probably not big enough for you to worry about though. Archvillains, on the other hand, will resist your debuffs by about 85-87%. Depending on the AV, it may be safer to stay out of their range than to hit them with time's juncture.
Time crawl doesn't need more accuracy against higher ranked enemies. Obviously specific enemies may have defense against certain things, but having a higher rank doesn't automatically give something more defense.
In my version of mids, time crawl DOES show the increased effects to other powers. I'm using version 1.957 -
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Dual pistols doesn't have a snipe. It's an issue for assault rifle though.
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It is a lot of work, but I'm really glad that it's the direction he wants to take because that's the one I've been wanting. For me, that was the best news of the talk.
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That's pretty much it. It's like they're being balanced around animation time now.
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Cloaking device has always been a useful power thanks to its unsuppressing stealth, and the set contains caltrops. Devices is far from a great secondary, but it's going to have 3 great powers pretty soon.
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That makes sense. The funny thing is that they'll now be standard attacks that have an interrupt period if your to-hit is too low and no benefit to offset that.
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Big woot to number 4, as that's exactly what I wanted. Everything else is so clearly not enough, and I wonder why they chose to-hit as the activator for the faster snipe.
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From a min/max perspective, it's cold domination/sonic blast. There are plenty of other combinations that will beat that in specific areas, but overall that combination is top of the heap in terms of team performance.