-
Posts
3998 -
Joined
-
Quote:I don't know that people are asking for that specifically. Most of them that do not like what we can see so far because of how the to hit requirement would work or what it encourages in builds (and the setup does encourage people to want and go for perma insta-snipe). To be honest, I mostly just wanted Snipes to have their animation/interrupt times justified. If they could have dropped a minion at least with their old setup and a lieutenant with build up (for Blasters), I would have been more happy with them.Personally, I'm happy having "fast snipe" as a sometimes power. I don't think it SHOULD be a "always on" deal. Any attempt to bring down the ToHit % to let Corrs and Defs build for "Always on" Fast-Snipe might as well be answered with just gutting the entire idea and removing Interrupt time from all snipes and allow them to function as "fast" 100% of the time.
That's essentially what people are asking for, it seems. They don't wanna wait for team buffs, or BU + Aim to recharge, or have to use -gasp- inspirations. If they can't use FastSnipe whenever they want, it's essentially useless. That's what I'm getting from people who are deriding these proposed changes.
What we have now is something different entirely. If the devs want to give us a potential fast snipe, I'm fine with the concept, I just want it to work better across the various powersets that have snipes.
Quote:EDIT: By no means am I saying the system is perfect... far from it, but I do believe we need to wait and see EVERYTHING that's coming with this change before we can adequately critique it.
We'll certainly need to see what hits beta to critique that, but until then, we go with what we have. -
Quote:Wow, what a... meaningless statement? Seriously, someone posts their opinion of a game change based on how the game works, and that's how you respond (with your opinion)? I'll be sure to do the same to you at some point... or not, actually, since I generally try to understand the point of view from others and at least talk from there. I believe this is one of the more rude and insulting things I have ever seen you post, and you're not really known for doing so, at least in my experience.What a meaningless statement.
Is my ar/dev "perverse" because he sacrificed some powers I liked in order to soft cap his ranged defense? Is my fire/dark corrupter "perverse" because I ignored "smart" bonus choices in order to stack as much +damage as I could?
There are no "perverse" build choices in this game, only more or less efficient ones. And the number of players who spend even a second worrying over efficiency is much smaller than the majority of folk in this thread seem to think.
There are posts (and an entire thread) examining what gives to hit in the game already and people are talking about restructuring their builds entirely to accommodate this snipe change. Is it as bad as non-inherent Fitness, as Kyriani has brought up? No, it's not. But it's the same kind of thinking, which the devs were supposedly trying to remove from the game by giving inherent fitness. Why encourage it with something that is supposed to be an improvement to a power that is seen as needing of a buff?
If I24 went live with the changes to Snipe we know of, are there any other attacks in the game that require so many other power picks or build approaches to use? And I'm not talking obvious things like damage or accuracy here, so don't get sidetracked for that. Assassin's Strike, tier 3 blasts, melee attacks, etc., all get their mechanics working from themselves or the set they are in. Can you imagine needing to take a power pool to use the various mechanics of Assassin's Strike?
Why is it better for Snipes to suddenly break this approach? There are more ways to limit an insta-snipe than with a to hit requirement, and ways to buff Devices with Snipes as well. Why is this the best approach?
Again, keep in mind that the majority of people arguing for adjustments to the snipe proposal are not saying it's a terrible thing. They're saying it could work better and have stronger implementation. There is a lot of negativity coming from the other side arguing for the snipe changes as is that suggests we don't like the idea of snipe changes at all. Or something. I'm not sure what merits the negativity I keep seeing from posters in this and other threads.
As for the "you don't HAVE to build for insta-snipe," that thinking can certainly work for some people. But many people like things to be simple and to use a good power as often as they can. There's nothing inherently wrong with any of the groups and arguing which group is a larger percentage of players is needless and moot. You can easily cater to the "I want things simple or I feel the need to build for insta-snipe" crowd while satisfying the "you don't have to" group. How? That's been posted on plenty. This post is long enough already. -
Quote:This, to me, is also the crux of the issue. Snipes are a fairly standard attack across many powersets and this does encourage some rather perverse builds that I can't imagine the devs are intending (from anything Hawk or Synapse have said, I don't think they want people to be building for a Kismet in a build and Tactics just because of the Snipe change).My issue is that a 22% requirement for fast-snipe creates build incentives that are, for lack of a better term, "perverse." The system just does not work for me. It doesn't make making builds more interesting or add justifiable complexity.
I understand if they don't want people using an insta-snipe at all times. But if that's a requirement they want to have, it should be implemented more consistently/easily to play with. The 22% to hit requirement invites a lot of perverse playstyles, as you put it, and isn't as clear as a lot of combo systems new powersets have had (and I have read the complaints about the new trend of combos as well). -
Quote:I think this is still the response to that:Are you saying no one takes a snipe right now? Cause I am confident that is not true.
Are snipes avoided by quite a few? Sure they are. I'm one of them. But I know people do take them right now.
Those that have them now will make better use of them without any build changes once it goes live.
Those that don't have them will at the very least look at them again to see if they can leverage them in some way.
Some will build for perma-fast-snipe.
Some will build for almost perma by cycling aim and build up
Some will leave their build alone and say it's not worth it to try and fit in the snipe.
The change brings options no matter which way you look at it.
[QUOTE=Biospark;4283847]We are not saying that it is not an improvement over the existing powers, just that it is not enough, and not fairly distributed amongst Powersets OR Archetypes. Certainly, this alone should make the Devs take another look at it./QUOTE]
That's still debated by some who seem to think the discrepancy is okay or a good thing, but it's still a valid rebuttal. -
I hope they do this. Most of my complaints about the snipe proposal (and those are in application, not in the actual improvement to snipes) would go away with this. It's more accessible to all sets and gives a bit of an advantage to Blasters with this.
-
Quote:Sounds like you have the bug where if you zone with it on the toggle keeps going, but you're not getting benefit from it. At least, that was around when I23 hit and I believe it still is. You'll get the always on part, but not the toggle part.Really? I have yet had my melee toggle off on any of my toons that have it.
For the thread, I didn't bother with melee. Between Alpha, Destiny, Interface, Judgement, and maybe even Lore, there have been so many opportunities to improve survivability that I went Assault or Support for my Tanks. And really, if you want to be more team friendly, Support is probably better (and that would up your survivability as well). Despite some posts to the contrary from others, I notice a significant difference in my offense with Assault going. -
Quote:On the offchance you check this again, I think the surprise comes from a misunderstanding of what the annoyance is about. Most people probably have Aim and Build Up, and for good reason. The issue is not in using those, but in needing to use those before an attack. Before this change, it was up to you what powers you used after Aim or Build up, and all those powers worked "the same" whether Aim or Build Up was active (albeit with boosted damage). Not so now. The to hit requirement feels much more prescriptive of a certain playstyle.I admit, this puzzles me a bit. We are balancing blasters around the assumption that they take both build up and aim if available within their powersets, and that they stagger their use of the two to maximize their outgoing damage by not wasting any of their Buff time from these two buffs while animating other buffs instead of damage. Obviously there will still be times when you use BU and Aim together for a really big alpha nuke from stealth or something, but if you're doing that, chances are Sniping wouldn't have been that important to you during that pull anyway.
I've tried to state this in the Blaster forum's thread on "i24 Blaster Changes" as well. The to hit requirement just isn't as accessible as some things you have done with Assassin's Strike and powersets with combos, and I would like to see that here as well.
And on the chance you do read this, thanks for doing this thread. It's good to hear your thoughts and approach on things. -
Quote:Yeah. Judy Garland, Ella Fitzgerald, Debbie Reynolds... who's ever heard of them?quick, name a popular female singing sensation from the 1930's.
Nothing springs to mind?
How about the 50's?
It'll take a lot fewer than 200 years to bury Taylor in the sands of history.There were plenty of singers popular then that you don't hear of anymore, sure, but names do spring to mind from those. Every decade generally has some people that will stand the test of time beyond that decade, for at least a few decades (though lasting centuries is a pretty mean feat).
Anyway, for the list, I was surprised like others to see Beast on there. He's pretty solid compared to most of the others. -
Quote:How is it not very large? Devices gets it with no work while other sets have to work a lot to get it (slot kismet, invest in Tactics, etc.). I guess you could have a different definition of large than me, but... ease versus work seems large to me.I agree that it lacks consistency. I don't think the variance is very large and I like that the variance has been added.
Quote:I think you are incorrect. How the stalker changes work can vary based on a lot of factors. Stalker secondaries have always had some inconsistencies that affected their consistent powers across the board. Placate works a lot better on a defense set than it does on a regen stalker, for example. I've lost my focus when needing to click on my mitigation since regen is an active secondary. My regen benefited a lot more from the max HP increase than some other sets, etc.
Part of the issue is I don't know or understand where the devs want this new snipe potential to be. They're not against giving it perma to Devices, but they want to limit it for other sets.
Quote:I am not sure why you think this; outside of Assault Rifle, every set with a snipe can use Aim. It doesn't have to be perma to be useful. They could use a lockout mechanic to make it more consistent, but I still don't think it is strong enough to worry about and I don't think the variance between builds that have it perma and builds that don't even take the snipe is going to be as high as some are worried about.
I've seen plenty of ideas for stacks via Defiance with To Hit, combos, etc., all of which are more universally accessible and balanced between the sets.
Quote:I too wish this was a change for I24. I have avoided commenting on it, because the devs have been clear and upfront by saying "not at this time." However, it is probably not necessary for me to hold this back (I just think that if I was in their shoes, I might be thinking, "come on, we already acknowledged that and said, not now, maybe later").
I'm not saying we should belabor the point and annoy Synapse or Hawk (though for all I know, he hates my guts after all my agitating for more Peacebringer changes), just keep it out there that the changes are still needed.
-
Quote:Your big list isn't really comparative to Snipes, however. I love having sets be diverse and act in different ways, but Snipes are a consistent power across the board that works in the same way between sets currently. The proposed changes make them somewhat more useful, but not in a consistent way as they are now.Thanks for the clarification. I disagree. I like that different secondaries can vary in abilities. If buffing snipes is a special gimmick of /Dev, I am totally OK with that. Other secondaries do things /Devices cannot.
Do you believe all of the following? Because someone believes in each of these, but rationally none of them should be true in a game where we want lots of variety.
Lots of additional AoE effects should be equally accessible regardless of your secondary.
Power Boost should help every primary equally.
Extreme long range attacks should be equally accessible regardless of your secondary.
Higher damage buffing based on the number of enemies you are facing should be equally accessible regardless of your secondary.
Solid levels of control should be equally accessible regardless of your secondary.
Very high DPA, single target melee attacks should be equally accessible regardless of your secondary.
Having two holds for a boss should be equally accessible regardless of your secondary.
Having two stuns for a boss should be equally accessible regardless of your secondary.
Being able to stack cone AoEs should be equally accessible regardless of your secondary.
Being able to stack PBAoEs should be equally accessible regardless of your secondary.
It's an added level of complexity mostly put in (as far as I can tell) to buff Devices a bit. That's not a particularly good reason to put in the odd to hit buff requirement. I call it odd, because when it came to other powers that affected multiple powersets, the devs have usually been a lot more inclusive (hence my looking at Assassin's Strike and other recent combo abilities). The new snipes don't mesh nicely with the sets they are in, they require extra powers or insps to use effectively, with the exclusion of Devices.
Can you imagine that being slapped on to Assassin's Strike? The thought makes me wrinkle my nose. And even if the insta snipe isn't supposed to be available at all times, there are other ways to limit it than letting Devices access it easily and not let others do so. The ability to insta-snipe should be clear and consistent from one snipe to the next. And doing so doesn't somehow eliminate diversity between the sets, either. -
Quote:Hmmm. I can appreciate wanting to keep this relatively consistent between the secondaries, but I wonder if a little leeway might be granted to put these into more logical powers. As the previous poster pointed out, Lightning Field makes a bit more sense and at least syncs up Fire Manipulation. I understand your reasoning for wanting it in that level range, but I think I would prefer the Sustain ability being put in a more logical power and leaving it up to the player to choose when to take it over the alternative we have for us.Tier 4, 5, and 6 are the eligible tiers for a sustain power - players need that power before level 20, and getting it before 10 would potentially rob people of an early attack chain in favor of being defensive, which isn't really representative of how the AT plays.
For Electric Manipulation, that means the eligible powers were Havoc Punch, Build Up, and Lightning Clap. Of the three, I thought Lightning Clap made the most sense - you could use it outside of combat to get its benefit, its recharge was low enough, and there was very little reason to take it in most non-concept builds as-is. -
Quote:Really?The last run I posted was after Hami, and it got 10 people, which isn't even enough to start.
I think I forgot you were going for that over the weekend, sorry. Things have been a little busy for me. Seems weird that we can't find enough people for after Hami, though... that's usually got more people than can join a Magi trial.
-
Quote:I'm not debating whether a limiter is needed, because one is needed for any attack power (recharge, damage scale, etc.). What I am quibbling is the to hit limiter, since that hurdle is more or less easy for different sets to hit, rather than being consistent across the board. Yes, Devices needs help, but this seems like a weird sidestep, rather than an attempt to actually fix the problems in the set itself.It is supposed to be limiting. That is why a limiter is used, to limit something. It is not so strong that it must be kept from being perma, but it is strong enough that some limit is interesting. People keep asking for stuff like "let me build to-hit with Defiance so I can get the fast snipe all the time", but the idea is that you don't have it all the time outside of specific builds. Importantly, while it is strong, it is also not so strong that you are seriously hurting yourself if you don't make it perma. Therefore it is not a bad thing if some builds are perma fast snipe and others choose not to be.
When you talk of accessible, are you strictly talking about perma fast snipes? Because fast snipes are readily accessible to every blaster build on a regular basis with out too much delay between the ability to use it (and using a snipe occasionally without fast cast is not a terrible thing).
In other words, a Snipe change should be equally accessible regardless of your secondary.
The accessibility comments are more a complaint that this drives people more toward slotting Kismet and taking tactics as well, and the inspiration usage approach is a problem well hashed over with the "give blasters mez protection/just use an insp" debate.
I'm not asking for something just like Stalkers got, but their guaranteed crit for AS is a lot more accessible for every powerset than the proposed snipe change is for sets that have snipes. I'm arguing for equal accessibility. -
Quote:Good reminder about the damage snipes do. I think I'm used to thinking of them in terms of the interrupt, which means their damage isn't nearly high enough. I checked Mid's after my original post and noticed that it will be quite nice (Archery's Snipe does more damage than Blazing Arrow, for crying out loud)... when you can use it. I'm still concerned with the to hit requirement attached to this (it seems rather limiting... and I'd almost rather their recharge was increased to drop the interrupt time instead, it's less confusing), but I think they do have options to deal with it, and possibly just help Blasters with it. Building up to hit via Defiance (with a cap) might be a trick, etc.It is huge. It makes them better than Blaze. Some will be better than Widow LUNGE.
Quote:Then when I see the changes proposed I get the feeling that the devs just want to patch blaster up to the point where they aren't totally sucky by expending the bare minimum amount of effort on them, rather than have a proper plan in place to put them at a specific level of performance.
But yes, crashing nukes need help and I would have rather seen them looked at in I24.
Quote:Am I the only person that is actually HAPPY about these changes?
I think I need more data on the secondaries to really discuss those well. Main issue there is how they're saddling more iffy or skippable powers with the boost, which does upset established builds more than if they had added survivability in another way (some more mitigation from attacks, regen stacking from using attacks, etc.). I guess that's my main thought on those... I'd like to see a better integration of adding to our survivability, rather than throwing it in with just one secondary power. I'm sure I'll roll with it if they stick with the one secondary power, but I still think it would work better integrated with our attacks or inherent.
No matter what, I hope we get a freespec with I24. These changes, however, they go Live, will require a fair amount of adjusting. -
Quote:That's true part of the time, but whittling down is something that does happen to Blasters quite often. I upped the pace and survivability of my Blasters by adding in Aid Self (and not always having the slots to give it more than the default), something that I generally don't use in combat. Having it lets me keep on moving from one spawn to the next, with Aid Self as a quick pause (or a quick boost if I need to retreat from a hard target).WP stalkers get a heal. And from my experience blasters tend to fall down dead rather than get slowly whittled down. Regen doesn't give them any way of stopping an entire angry mob from flattening them like nearly every other AT has.
Generally, if your health is dropping so fast that Aid Self single slotted can't help you, you're probably taking on more at once than you can handle. And I don't play at x2 and often do things like solo or duo a group that was meant for 8 when on teams. I'm not sure if the new regen numbers equate well to using aid self occasionally, but they probably will be a boost in a Blaster's pace between mobs and cut down on deaths.
Quote:The snipe changes are uninspiring because they still won't let the snipe become a proper part of the attack chain, and I don't really think starting a fight with a single target power is the way to go unless you need to pick of that one dangerman (Which a snipe won't do anyway).
Nothing has been done about what I consider to be poor overall damage..
How much does making them uninterruptible increase their DPA? Does that make them worth using or at least competitive ST powers? I guess I don't know about that yet and maybe the devs just want to make them powers that players might want to pick, which I don't think they are right now.
I would like them to have some kind of merit to be used as an opener (though in your example, I could see the snipe being a good follow up to some AOEs on a boss or lt). I suppose they'll take out a minion if you use build up or aim first, but they won't without it, and that's not all that impressive. Assassin's Strike does ridiculous things with build up going (or if it crits) and the other capabilities of a Stalker have to roughly equate to a Blaster sniping from range, if not go beyond.
Regardless, the Snipe proposal, for what we know about it now, seems lacking. Lots of time to work on it, at least. Pity we aren't seeing nuke changes as well, even if they don't want to take on too much at once. I'd almost say crashing nukes are more of a concern in a game with Judgement powers than snipes are. But this is where we are and I'll roll with it. -
Quote:I like that a little more than what we currently have heard (and of course, I24 isn't even in subscriber beta yet, so I'm not going to be too over the top with any concerns). Doesn't gate the snipes behind our few +to hit tools and favors a "charge" effect to using Snipe, which isn't that different from how Assassin's Strike works now in combat.I know I'm looking at a gift unicorn in the mouth and asking "do the teeth come in gold?" but how would it help/hinder if most blasts also buffed to-hit but 4% or so for a few seconds?
This way AwesomeSnipe would also work as Street Justice's Combo system. This would alleviate the complaints of those that say that some sets are at a disadvantage when it comes to snipping.
I'd probably go for more than 4% for each hit, though, especially since AS for Stalker requires all of 3 hits for a guaranteed crit. That's better than Snipe, I think (but memory may not serve there, and I don't have time to look at the moment0. -
Quote:I kind of feel like the ideas planned aren't fixing what people were seeing with Blasters either. I also don't like that a certain kind of fix is being added wholesale, to be honest. Slapping regen on powers (some of which are more or less desirable... Lightning Clap is a pretty crummy power even with the regen slapped on) feels like shoehorning a one size fits all approach to feet that are more diverse than that (sorry for the belabored analogy). I could go further as well... Cloaking Device is a no-brainer for any Devices player, but things like Chilling Embrace and Blazing Aura haven't been. I don't know that it's a good thing to suddenly make those powers required to get the "boost" to Blasters.In terms of the snipes, I just feel like there are too many problems being fixed in one glut.
We're trying to buff Blasters, make snipes desirable to all ATs, make Defenders appear to have a reason to exist, and make Devices have a purpose, all in one move. But it seems to me like the changes are really mainly buffing Fire Blast Corruptors and whatever sets were already the best. I think some of it needs to be untangled.
The To-Hit bonus trigger is what is particularly troubling to me. It actually reminds of how perma-Domination works, where the with and without states are really binary and very build dependant.
On a sidenote, I think we also need just to finally admit the Defender AT is in a state that is easily as desperate as Blasters--or perhaps more accurately, Stalkers relative to Scrappers prior to their buff. Their problem isn't "performance" or an inability to perform, it's that the AT has a direct but mostly superior clone AT in Corruptors. I'm not really concerned with whether the Defender AT has a reason to pick snipes because in my mind the Defender AT could be deleted with almost no repercussions to the game. I only bring this up because I think a slightly easier time making snipes perma-uninteruptable via ToHit is as equally a dubious bonus as the mild +defense and other values that supposedly justify this ATs existence.
The nutshell of that paragraph above is that I don't really care whether this change benefits Defenders a whole lot, because the Defender AT isn't that great at defending or even really existing, and should be getting their own versions of some powers to correct that rather than trying to shoehorn them in with a global change.
I'd also say that something to help Blasters that keys in with our offense would have been more fun and thematic. I still really liked the idea for some kind of mitigation via our attacks that was in the huge Blaster thread in the AT forum, but maybe that's just personal preference. Still seems more thematic to an offensive AT than Regen for all. Also would make it easier for all Blasters to access these, rather than requiring taking just ONE power (as noted at the end of the previous paragraph).
Last but not least, while I like an improvement to snipes, I really dislike the to hit requirement. As has been mentioned, it requires everyone to build in certain ways to get more out of it (like domination used to be), rather than being accessible to all builds that have a snipe, like the changes to Assassin's Strike were for all Stalker players. Sure, the devs didn't have the hid mechanic to work with there, but something more accessible would have been much better. I don't really have a great suggestion for what to do instead (and I hate to only critique), other than perhaps locking it into range somehow? I thought that was suggested by Arcanaville or someone else (sorry if that's incorrect) as a possibility, and if feasible, that seems much better and more accessible. If you're in 80 feet, uninterruptible. Over, you have the ranged advantage and it's interruptible.
The Tier 3 blast changes work fine for me. Maybe some re-jiggering will be necessary for a few weaker sets because of that, but not being locked into close range for those will be a real boon for ranged players. -
I'm pretty consistently a Monday, Wednesday, and Saturday night player (night being nighttime for central and eastern folks in the US). I could make any of those. I would still say a run right after a Hami should get enough.
-
I have used Boosters on sets that don't give enough damage at level 30 or so to reach the ED cap. So... Mako's, Obliteration (I think), that sort of thing where the set bonuses are quite useful but don't give enough help in other areas. Works okay, though I haven't been able to use it on my huge amount of characters... I also reserve it for powers where upping the damage would actually make a difference. 82% to 95% damage on a Tanker Tier 1 power probably isn't worth it.
Still, I'd maybe buy some if I had the points. But even then, I'd hope to get them via superpacks, since I still have a couple of those elemental costume parts to get. -
I'll try to pay attention for the new startup. I've had a Trich/Arch Corr hanging around at 2-3 for me to try the combo again with Isos. We'll see how that goes. If not, plenty of other alts.
-
Quote:I would agree this should be on a case by case basis. Easier to find things as needed.Sort of agree with this, sort of don't. I know it is a pain to go through a lot of posts to find the one you want, but if it's a thread, it is going to be a cluster of too much info. At least when a run is done, it eventually gets off the first page hehehe.
And... we better be keeping the Welcome to Victory thread! I keep it updated... and it's my one chance at the spotlight! -
Quote:New Mecha set has a pretty sweet looking rifle as well. Actually a lot more options for Beam than it had at the start. Vanguard, sci-fi, and even steampunk from some packs or out of the box.It's a noisy set -- not quite as noisy as standing next to a portal in Portal Corp, but if you're really rolling the attack chains, it's close.
I also wasn't that thrilled with the options for the rifle itself, though haven't yet seen the two new rifles in the Retro Sci-Fi set. I ended up going with the DUST rifle as being something with in-game history.
--
Pauper
I still rather wish that beam had riffed on the existing beam weapons from the Bots MM set, but it still is pretty fun. The ST damage packs a nice walllop as well. Weaker on AOE, but it works well if you open with your smaller cone or Nuke first. Cutting Beam is a very wide cone, so it works well later in a fight.
If you like Blasters, I'd recommend a secondary that lets you lean on the Primary more once a fight start. Energy works well there, and Fire is working out okay for me, knowing that I'm not going to leverage it too much. -
Huh. Good year for movies. I've been feeling like we get lucky if we have 2-5 good movies in a year, as of late. I should look at the year Braveheart came out. I remember that as being a good year for movies. Remember enjoying that and First Knight quite a bit.
-
Quote:Probably want to shoot for after the Hami, though I suppose that depends on what you mean by 8 PM. That's usually when I'm on for Saturdays, and should be easy to get people. Though maybe you meant 8 PM for some completely different time zone than I was thinking?Whether we succeed or not, I will post another thread for Saturday at 8pm doing this same thing, bringing my rad/sonic if we do succeed. You are of course welcome to join then, or now if you can make it
(i'll post the thread after these runs on Tuesday).
If needed, I can always run my own. Might be easier, since I want to run it with my Tank that is a badger. Once I do that, I'll be fine bringing in my Time Controller for buff/debuff.