Garent

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  1. Quote:
    Originally Posted by Agent White View Post
    you don't -have- to perma the short snipe.
    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.
  2. Quote:
    Originally Posted by Leo_G View Post
    Well, in that case, Dual Pistols isn't like the others. None of its mechanics point to redirecting to another power.
    You got me there

    Quote:
    Originally Posted by Leo_G View Post
    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]?
    I would guess no. My understanding of the powers system shows that it has never been good at reacting to the circumstances of the target. Power does something (which can now be changed based on the user's circumstance) and then the target reacts to that something.
  3. Quote:
    Originally Posted by Coffin View Post
    Let me say that archetype mods work against the point of power pools and remove diversity from the game instead of adding it.
    Oooohhh. Yeah, I see your point now.
  4. Quote:
    Originally Posted by Leo_G View Post
    AFAIK, none of these are like this new mechanic.
    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.
  5. Quote:
    Originally Posted by Coffin View Post
    I would love to see the AT modifiers removed from the game.
    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.
  6. 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.

    Quote:
    Originally Posted by Biospark View Post
    Taking Stalkers as a model here, they could make the Snipes work off Defiance stacks.
    This is what I was hoping for, and is what I'm going to be suggesting once these things hit beta.
  7. Quote:
    Originally Posted by Linea_Alba View Post
    Level matters for you to-hit them, not rank. Mids can adjust for this if you use the exemp settings options.
    What I did was changed base to-hit to 39 under the 'exemping and base values' tab in options. That gives me the accuracy of powerse against +4 enemies.
  8. Quote:
    Originally Posted by Leo_G View Post
    Well, not sure if its new tech or not but having a power's effects (re: animation) be tied to levels of buff seems pretty new.
    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.
  9. Quote:
    Originally Posted by Arcanaville View Post
    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.
    You seem to be in a pretty bad mood today, so sorry I got on your nerves. I'll avoid replying to your posts.
  10. 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.
  11. Quote:
    Originally Posted by Arcanaville View Post
    You don't have to take it if you don't want to.
    You're missing the point. Build diversity is an important thing. It may not be the most important thing to most people, and it may not be important to you at all, but it is important.
  12. 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.
  13. Quote:
    Originally Posted by Arcanaville View Post
    Still? It didn't have one 21 minutes ago either. How about that.
    I request lowered snide levels.
  14. 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
  15. Quote:
    Originally Posted by Aett_Thorn View Post
    I still wonder if it'll work out better for other ATs.
    In my opinion, definitely. However, defenders and corruptors needed it.
  16. Dual pistols doesn't have a snipe. It's an issue for assault rifle though.
  17. Quote:
    Originally Posted by Leo_G View Post
    Cloaking Device's stealth does suppress, AFAIK. It's not like Energy Cloak.
    Part of it suppresses, but not all of it. I am absolutely positive.
  18. Quote:
    Originally Posted by Tater Todd View Post
    He also spoke of Changing the way MEzz works with NPC's but that sounds like a lot of work and something that will have to be pushed to like I26 or something.
    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.
  19. Quote:
    Originally Posted by Arcanaville View Post
    All snipes are going to have single target DPA higher than almost any blaster ranged attack outside of Fire Blast - they'll even outdo Telekinetic Blast (1.65 DS/sec arcanatime adjusted).
    That's pretty much it. It's like they're being balanced around animation time now.
  20. 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.
  21. Quote:
    Originally Posted by Calvin Case View Post
    I'm very happy with the snipe changes, even beyond the Blaster specific applications.
    Slotted tactics on a defender hits 19.5% tohit. So I'd say non-blasters will benefit from this change more than blasters will.
  22. Quote:
    Originally Posted by Agent White View Post
    Sort of mechanical reason, sort of thematic. Snipes take so long because the idea is you're aiming the shot.
    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.
  23. 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.
  24. Garent

    Best

    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.