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Posts
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Joined
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Yeah, those bullets made it hard to quote each one without putting list markers inside each quote so consider this my revenge.
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Quote:When have I gotten on anyone? Besides TJ for being himself and Arcana? Both of which came at me, not the other way around.You keep ignoring like half my posts...and you get on Arbiter Hawk about the same thing...>_>.
Secondly, I'm just commenting on the points I want to comment on. I'm not ignoring the rest of your posts, it's just what I say regarding those parts don't matter. I'm just posting my opinions anyway. -
Quote:I'd just like to point out that, IMO, Doms are different.Assault Sets don't need help except for like two (Elec and Ice) but this isn't about buffing Snipes for Doms only this is about making Snipes beneficial for all ATs not just for 5 except Doms. Even Scrappers and Stalkers have Build up in everyone of their primaries but Doms don't AND They have sets without snipes and sets with snipes that have no build up or pb. So a Melee AT benefits more from the snipe change more than a ranged toon? That sounds off.
They're different from ranged characters because they have melee powers that are particularly strong (stronger than Blasters currently) and yet they have abilities that can keep mass foes at range to boot.
They're different from melee characters because they do not have passive survival tools to stay in melee range but have ranged attacks and crowd control/active survival tools to survive in melee or range.
Beyond that, they have attack powers in their secondary with mods that make those sets as powerful as a primary.
So they are different and that should be considered and balanced around when making changes to Doms. Just because ranged ATs can do something isn't justification for Doms and just because melee ATs can do something doesn't make that a reason to extend to Doms.
So as for Melees using insta-snipe, that may change, but do remember that Stalkers and Scrappers already pay for their snipe prowess: Patron Pool snipes recharge longer than Dom snipes and do less damage than than either Blasters' or Doms'. PS: They also animate at a glacially slow speed (8sec). -
Quote:Well, Not Icy Assault.[*]+This will be great for Secondaries that have Power Boost Based powers like Icy Assault, Energy Assault.
Quote:[*]- Doms only have 1 build/Powerboost power and they have even fewer options for building up To Hit than Scrappers and Stalkers and Snipes are baked in the secondaries of Assault Sets! This makes Snipes not even worth taking if you're a Dom unless you like snipes...and that means that you already took your snipe anyway before the change...you are an exception believe me.
Quote:[*]- Fiery Assault wouldn't benefit from the Snipe change at all since Embrace of fire doesn't even boost To Hit, so why would you want to take it? Yes they are getting a boost to blaze but still the lack of not achieving To hit organically is a slap in the face even to a crazy awesome set like Fiery Assault.[*]- Psionic Assault doesn't have an Aim/Power Boost power so that's another set that wouldn't benefit from the snipe change.
But then I'm in the school of belief that, just because the power is interruptible and takes time to cast, doesn't mean it's a useless power sitting in your tray. You can still click it and it will still produce damage. So I find it hard to believe anyone's alienated here unless you really think snipes cannot be used in any other circumstance but with +22% ToHit bonus.
And yeah, of course buffing everything until everything is buffed is probably the more desired goal around here. Doesn't mean it's a good idea. Ranged sets need help because ranged sets have been balanced in a wonky way. Assault sets? When has there ever been anything wrong with Assault sets (except Icy)? -
Quote:Please keep perspective though.This change would no put back the disparity between the two builds because domination is up VERY often even on SO's only.
If people see the snipe change as "Oh, now we *HAVE* to be perma +22% ToHit or else this change is trash!", then it's easily percievable that making snipes instant cast while domination is up would be seen as "Oh, now we *HAVE* to be perma-dom or else you're gimp!"
Beside that, it starts to widen the damage margins of assault sets that don't have snipes. What happens to Earth, Thorn and Icy Assault that don't get snipes? It's not like the power they obtain in place of the snipe (for Earth, they get Mudpots instead of a snipe, for Thorns it's Thorntrops and for Icy it's Chilling Embrace) are particularly strong. Useful perhaps, but not enough utility to counter the offensive advantage of losing an insta-snipe during domination, IMO.
Personally, I think just keeping insta-snipe away from Domination is just the easiest path since giving that to Domination just requires more balancing of other assault sets. -
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You and me, E-K. We should totally collaborate.
Not sure if adding that arm-flailing/kicky like that one move in the Keys trial.
I also once suggested a more defensive version in a single target blast form that simply repelled you away from your target.
And on a less serious suggestion, the sentai armor suggestion from a bit back with, of course, back explosions and stuff...those interested in power rangers should take a peek at Linkara's History of Power Rangers -
PS: Anyone know the numbers on Siphon Insight chance for +ToHit? The wiki says the buff lasts for 10sec but from personal experience, I think it only lasts 5 sec. And I can't remember how much ToHit it gave.
Needless to say, it'd be interesting popping Blinding Powder with Siphon Insight + Tactics then snipe a foo from hide (Blinding Powder doesn't break hide).
Dual Blades on Stalker is also an interesting prospect. In-combat Empower combo = BU > AS > Placate then you got + ToHit for 20sec. Empower + Kismet gets you over 22% giving you the chance to get off 2 fast-snipes (if you slot the snipe for recharge).
...but needless to say, this can all change. Hawk mentioned the conditions for non-ranged_set snipes may change so the ones in pools and assault sets may have different or higher conditions. -
Quoting you again...
Quote:Yes, Hawk has mentioned that this is aimed at all interruptible ranged snipe powers with the exception of LRM Rocket from Munitions Mastery. That said, Moonbeam and the other snipes are still pretty pricey...they recharge in over 20sec if I'm not mistaken.EDIT:
And yes, I have an old dm/inv scrapper (a sterling combo) that has been staring at Moonbeam and suddenly is not nearly as jealous of Gloom as she has been for years.
This DOES effect pool powers too, right? (ponders)
Unfortunately Focused Accuracy from Body Mastery and Targeting Drone from Weapons Mastery are exempt from this list because it requires taking a certain pool that locks Stalkers/Scrappers out of their only source of a snipe. If they take Body or Weapons, they can't take Mu, Soul or Mace Mastery so no snipe. -
Part of me is wishing the set had Earth Control-eqsue alternate animations that have different themes. Like Earth has crystal and lava alternate looks, I'd have loved this set to have had flower and fruit alternate looks.
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This has me wondering, if they proliferate Invulnerability to Stalkers, will they just give them a passive or add-on ToHit buff that doesn't require targets like they did for Energy Aura's Entropy Aura or perhaps leave the effect out like they did with Willpower's -ToHit aura.
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For Scrappers that want to get in on the action,
-Follow Up grants 10% ToHit that stacks.
-Blinding Feint adds 10% ToHit and stacks. Empower combo adds 3.3% ontop of that.
-Of course, Soul Drain.
-Staff Fighting, with 3 stacks of Perfection of Soul allows Sky Splitter to grant 12.5% ToHit (unslottable) for 10 seconds (at least a better uptime than BU)
-Invulnerability grants 2% ToHit...is it per target? So with 10 foes, that's 20% and it's slottable for ToHit I believe.
-Resurgence is a 21% ToHit buff for 90sec but -21% ToHit afterwards for 45sec
For Stalkers,
-Well, Build up of course.
-Dual Blades' empower combo comes with 20% ToHit buff for 20sec
-Resurgence again
Besides them, there's also the Siphon Insight chance for +ToHit for 10sec proc for ToHit debuff powers. There's also the chance for BU procs for ToHit buff powers, ranged powers and not sure if the pet set BU proc is only for pets or for the user... -
Quote:Yay for having my question indirectly answered!I started writing up a post, but I want to make sure I get all the numbers right and it's going to take me more time than I have tonight. That said, I'm headed home now - this thread has been a really fun community experiment, so maybe we'll pick it back up or do something like it again in the future. Thanks to those who asked questions I could answer, and may you all have a wonderful weekend in Paragon City or a truly treacherous weekend in the Rogue Isles, depending on your preference.
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Quote:That's good to hear!I'm not adding damage to it, but I did increase its range up to 30 feet so it's now a more effective deterrent to enemies closing to melee range with you.
On terms of Blaster Manipulation sets, taking into account the sustain features, can we expect more improvements to the functionality of the rest of the manipulation set? I won't ask to what extent, but just hearing that Time Bomb may be looked at and increasing Frozen Aura's range up from 10ft seems new and promising...it gives me hope that maybe Cauterizing Aura will make it to 15ft or the target cap for Ice Patch to be increased from 5 targets. -
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Quote:I didn't ask "Did they announce..." I asked "Are there plans..." and I ask in what regards "facing multiple dangerous targets". I know what was announced, obviously. If not specific enough, I'm asking if more sustainability would be added *beyond* the actual functionality being added. I.e. if the sustain mechanics added aren't enough, are they just going to buff the regen higher or address it through other means.It likely wasn't answered because the answer is obvious. Did they announce changes that would address blaster's in-combat sustainability beyond the help the regen/abosrb/heal buff will provide? No. So your answer is, "Not other than the current announced changes at this time."
Plus your question is kind of answered here:
Just because he didn't reply directly to your post doesn't mean he failed to address your question.
Quote:I'm genuinely trying to help you out here:
This is a question, but the answer is very obviously: yes, what was announced on the stream.
This is not a question: this is a statement that in your opinion what was announced won't go far enough. Which implies your previous question was rhetorical. You know what the plans are, you just believe they are inadequate. Which is a fair opinion, but not a question. More importantly, it neutralized the prior question as being possibly rhetorical.
The way Hawk explained the sustain mechanic describes a feature to keep you fighting, not a direct answer to common high threats like Ring Mistresses, Archons, Zeus Titans and the like. Even my Doms and Stalkers have issues with them, and I'm much better at playing those.
Now if he chose to make those threats the counter to the sustain feature as a price for the additional functionality it provides, then leaving bosses as the personal weakpoint of the AT would return back to the answer being no.
Quote:This isn't a question at all, but a suggestion.
Questions that Arbiter Hawk can answer would be questions like:
Do you have any plans to buff blasters beyond what was announced, if it turns out testing shows the announced buffs are not strong enough?
Which incidentally, the answer is "yes."
Quote:Do you believe your buffs will make blasters survivable against spawns with multiple bosses, and if not what level of difficulty did you test your changes against?
I'll let Arbiter Hawk answer that one, if he chooses. But I would say that the buffs won't take you from dying against an Lt and a minion to defeating two bosses simultaneously. But they might take you from being able to defeat one boss but not two, to being able to survive a fight against two. How high the buff will take you depends on where you are now.
I simply ask *if* facing multiple mezzing, debuffing and/or highly resistant foes simultaneously was going to be a point to address with these new sustain mechanics. Because some regen isn't going to make a huge difference when a Ring mistress drops a mask of Vitiation on you and the strong men follow up soon after with boulders and super strength attacks.
Quote:Look at the questions Arbiter Hawk actually answered:
They tend to be direct questions allowing for direct answers without the need to have a specific presumed perspective. The only actual post I saw Arbiter Hawk reply to that wasn't a direct question like that was the one about mitigation, but that's because once you get Arbiter Hawk talking about damage mitigation, yak yak yak you might as well get comfortable.
But seriously, you're not being ignored. You posted something the devs tend not to respond to: a question that was part challenge. Perhaps you did not intend it that way: if so I hope pointing out the fact that there are ways to better direct the question will help in the future.
I've been talking about Blasters using mez to counter strong threats like the ones I mention for weeks. Don't pretend I'm just now bringing it up. Heck, if you are trying to help, then you already know my question has an angle to buff blasters' mezzing abilities.
Of course, I'm open to lots of suggestions to counter the threats I mentioned, I just don't think you'd have to make/buy a specific blaster build (like mine) designed to either 1-2 hold a boss, 1-shot hold a boss or mass control the whole group. It'd be better if some sort of similar functionality were built into the basic function of the AT. -
Quote:Yeah, a joking hyperbole not calling out anyone and with a smily is considered non-hostile therefore neutral on the internet.Had it been phrased as a neutral comment (especially with the
thrown in) I'd likely not have responded at all.
And it's rather obvious you aren't on MY ignore list, so no, you aren't on EVERYONE'S ignore list.
I think my question was pretty simple. It was even short. I made it on my phone in like 2 min. "Any plans to address blaster's in-combat sustainability?" was my question and the rest was basically an explanation of what I'd consider in-combat sustainability. -
Then add damage in those powers.
Quote:two of which ONLY do damage aside from their secondary effect of slow. I think expecting damage from it is reasonable.
On a related aside, I think many sleep powers should be reevaluated. Probably not to electric's sleep's level, but that's a good benchmark.
Quote:That argument did not avail me when they changed it on Tankers, but you may have better luck because that is the argument that was used at the time to not also make the change for blasters (ironically, I thought it made more sense to add damage to the blaster version and more control to the tanker version, and I am still confused how that all worked out).
But I feel it makes more sense for Frozen Aura to do damage for Tankers. They only have 1 set that does damage, their secondary, so it makes sense that 7 of Ice Melee's powers do damage.
Blaster's secondaries are not comparable to a melee AT's melee set. Not every power is meant to do damage and every manipulation set has powers primarily built for utility and do no damage, some even have more than half the powers being damageless.
Adding damage to Frozen Aura misses the point of using Frozen Aura as it cancels the primary effect of that power. I'd sooner ask for damage to be added to Shiver since at least that's a cone and usable 60ft away and only has 1 effect (slow). -
Quote:So someone who put down their question, waited patiently until after time runs out can't make can't make a neutral comment about being skipped over without getting a snarky reply from TJ?Right.
Because so far he's answered EVERYONE'S question except yours.
Oh wait, no he hasn't.
Lol [pancake] you too. -
I guess I really am on everyones ignore list. Oh well
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Quote:I hope Frozen Aura doesn't get damage. How else will you stack sleeps? Not to mention Interface breaks damaging sleep powers. Why would I want more broken crap?I don't think buffs are fungible in the way you're implying. I think whether or not we have too little, too much, or just enough sustain will have little impact on whether or not Frozen Aura can have more damage (or any damage) or Fire Manipulation gets more utility. Only when things get egregious do I think the devs start thinking that way. But for remotely reasonable levels of sustain I don't think having high sustain "steals" away opportunities for other buffs.
Specifically, I don't think the devs look at Ice Manipulation and say "Ice is weak, we can buff Frigid Protection or we can buff Shiver, but we can't do both."
Now if Frozen Aura were changed into a damaging power that also summoned a sleep patch like Static Field and therefore allowed me to stack sleeps afterward, sure. But if you want damage from Ice, you arguably picked the wrong secondary. -
Can't remember how exactly Hawk described it, but the way I see it, 'sustain' is a mix of downtime suppression and overall survivability. 'Sustain' isn't meant to make a Blaster a tank, it's meant to get you from one group of foes to the next and improve your general effective health.
Actually, I'd bet the design goal behind 'sustain' is to improve those things on a Blaster while *not* making them alphastrike taking tanks. -
They already answered that. They have a lot of things on their plate and they're focusing on parts at a time. A change to crashing nukes won't just affect Blasters but Corruptors and Defenders too.
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Are there any plans to address blasters in combat sustainability? The added features are great but vs a boss or two plus mezzes and debuffs, I'm imagining the regen or heal over time will only get them so far.
Just to plug an idea of mine: adding an overpower proc to all a blaster's single target mez to give them a chance to quickly hold a boss. I suggest this because it turned my DP blaster around when I slotted the Lockdown SBE proc in Suppressive Fire. Fights were still close, and it forced me to stay aware, but it allowed me to fight multiple hard foes at once just like my doms do. Of course the doms can also lockdown whole spawns without breaking a sweat, but this isn't about doms, this is about blasters vs multiple dangerous targets they can't drop super fast.