Leo_G

Renowned
  • Posts

    4398
  • Joined

  1. Quote:
    Originally Posted by Diellan_ View Post
    The survivability levels are completely reasonable, but putting everything into one power is going to make things worse in the long run: as we can see from Stone Armor and Kinetics, powersets that have one extremely amazing power become impossible for the Devs to tweak in the future, as there is no way to buff the crap powers without nerfing the uber power. What I don't want is for these powers to be so strong that they won't ever be able to tweak Blaster secondaries again.
    Agreed with Arcana, the changes i'd request for the secondaries probably have little to no bearing on the sustain mechanic. I wouldn't go asking for +def or something in manipulation sets but it would be weird if asking for some adjustments to the melee mezzes were turned down because the sustain was to strong. No you can't ask for the world, but stuff within the sets function should be fine.
  2. Not going to get in a debate about the Stalker changes, I'll just say it went specifically in the direction to devalue its former tactics which is what made its playstyle different from its closest analog.

    Relating that to this subject, I feel the changes to snipes are in a good position. They're not meant to be gamed. There's no mini-game about snipes, they simply work differently in some circumstances. This isn't about fixing Blasters or disproportionately conveniencing Defenders, it's about making snipes fun and usable.

    Dumb stupid power is boring. It's fun for a while but so are cheap dates. After a while, it's just boring and routine. Now if you got your date and she's not always cheap, well there's that element that breaks routine...but as long as you know you can get your fun, it's all worth it to me.
  3. Quote:
    Originally Posted by StratoNexus View Post
    I love my Consume too, but it is not enough, especially without IOs.
    Just wanted to add my 2 cents to this too.

    Hot Feet isn't cheap.
  4. Quote:
    Originally Posted by Garent View Post
    There are many methods of increasing the desirability of specific secondary powers without attaching heals to them. If the sets in general were better, it wouldn't be necessary to give them one overpowered heal. Also, most of the people mentioning tight builds are doing so because the opportunity cost of building around the enhanced snipe isn't worth the benefit.
    But what does that alternative entail?

    You say make the set generally better but how? If the point is to help the Blaster sustain itself in generally the same amounts per set, how do you go about doing that? Make their controls better? Their debuffs? Some sets don't have controls. Some don't have debuffs.

    I'm not saying the route the devs took is great, but it's probably a lot easier to accomplish and balance if they set their goal up first and add that functionality. As of now, none of the secondaries even had a means of actual personal sustenance. Making Hot Feet slow more and adding a hold to Burn isn't going to get you the same level of buff as adding more range to ice patch and giving freezing touch more range, for instance.

    Basically, I hear what you're saying but without some logic, theory or method behind it, falls behind what we're actually getting.
  5. Quote:
    Originally Posted by Nalrok_AthZim View Post
    That's your opinion. It's also subjective. Prior to Assassin's Focus every Stalker I ever played felt anemic and withered when compared to any of my other characters, even my buff-oriented Controllers. The change was for the better and I see absolutely no reason to look down on it. It seems like you're approaching the Stalker changes from a center of resentment, like your favorite AT didn't get the new shiny and you're upset that now an under-performing AT is performing well.
    Stalkers were my favorite AT, but even I concede that their change is overpowered.

    Quote:
    Originally Posted by Reppu View Post
    And eh, I look toward the future as well. The Snipe Change is going to be massive.
    I don't think so. As long as they don't add anything else to snipes, like some OMGWTFBBQ UBERZDOOB3LH1TZx2!!1 to it, snipes will be just fine. If anything, it will just mean those yellow inspirations won't be as much a waste as they used to be. I'll actually have something to plan around them for ATs with snipes.


    Quote:
    Originally Posted by BrandX View Post
    I'll have to disagree with you there, Reppu. It's not an I win button.

    Maybe I'm just fighting harder enemies at higher difficulties, but AS one shotting a minion in my own experience didn't make for an I win button.

    What the new AS did was give Stalkers better ST DPS, which they lacked, and which was only ever really useful (in my own experience anyways) on hard targets, like AVs.

    Yes, it's nice to see large chunks of life drain from a minion target, but then Scrappers could do that just the same.

    It's more a perception thing. You see them get hurt fast, so it looks OMG SO AWESOMELY OPed, but in typical play it's still about AOEs, and if one is able to really leverage AS for the best sustained ST DPS, they've had to build for the recharge, end red/rec, and survivability to keep dishing it out.

    Admittedly, even with a gap in one's ST DPS, AS helps the ST DPS stay competitive with Brutes/Scrappers...but then Stalkers should be in that department.

    This isn't to say I don't think Blasters shouldn't be competitive or outright beat the melees in damage.
    Well, AS doesn't 1-shot minions. It 1-shots Lts.

    And I find it arguable that Stalkers should have aimed for DPS in the first place rather than burst. It just edges out ATs and devalues their burst at the same time. And please do not read my point as like those idiots who hyperbolize everything and say 'they nerfed AS's burst', no, they just devalued it. It's not important anymore. Because if you've got DPS, nothing else matters. Not burst, not circumstantial advantages, not awareness. It all just comes down to pressing buttons and makes all those other little things like Hide, Placate, Demoralize and the like non-factors. They're there but they don't matter.

    Quote:
    Originally Posted by Samuel_Tow View Post
    "Way too much" is precisely what I like in this game. Brutes, Scrappers and Masterminds have been getting away with having way too much of a lot of things.
    I'd agree. "Way too much" is a good approach. But it's better to gate those behind circumstances rather than conceding to the dumbed-down style of Brutes/Scrappers. At that point, whatever you gate it by can be adjusted to make it easier or harder depending on how much "Way too much" you add on. IMO, the changes to snipes seems easy and the power they grant gives just about right of benefit from how easy that gate is. If they just made all snipes insta-cast? Well, that'd be too easy...at which point, adding a gate to it (that disables insta-snipe for a period afterward which then would force interruptibility) would be needed or the cost of the power (the recharge) would need to be re-evaluated (I wouldn't want the damage to be lowered).

    As is, the gate is easily surpassed. Just use Aim or other +ToHit powers or the mostly-useless insight inspirations. But that said, I would like a better buff to ToHit on the smaller inspirations so I only need 2 smalls. I think how it's set up, we need 2 smalls and kismet to get to the required gate.
  6. Quote:
    Originally Posted by Tater Todd View Post
    So wait...why would I even take snipe on my low level toons when it doesn't become even half worth it until 25?
    Well, had you been taking snipes before the mentioned buff, you'd know they can drop foes pretty easy early on. My Defenders can 2-shot minions with snipe+tier 1 in the early game.

    Quote:
    There's no incentive to really pick it up as the way it is now (well...will be now...you know what I mean! lol).

    If this is an across the board AT sniper change then it needs to be easily available or possible for all Sniper ATs without making your build even more tight than it already was!

    Depending on yellows, BU or a guy on team with tatics just seems...well out of place. I'm not going to pick up snipe if I don't team all the time. Also snipe doesn't seem to be worth it for a solo toon until the mid-late game.

    Do you think it would break the game if the To Hit requirement was only 6%?
    I think you guys are taking this change out of context. If you wanted the snipes but felt them unfun because of the interrupt, this change helps by giving you options. If you still find the options unfun, don't take the snipe.
  7. Quote:
    Originally Posted by PrincessDarkstar View Post
    With the change not being made yet I am still willing to call for it to be rethinked.

    If the intention truly was just cutting downtime and making it more likely to go into a fight at full health then a base change would allow them to use every secondary to get the active mitigation that I think is needed. Changing these powers now means everyone is pretty much forced into at least one particular power and cuts down on interesting ways to revamp the rest of the secondaries.

    By revamp what I mean is that each power should either boost damage, or provide some kind of mitigation through short stuns, +def, +res, kb, -range etc. Then you can pick the secondary you want based on how it mitigates damage rather than because you refuse to take Handclap.

    Edit: Also how are they going to balance the regen and end costs of powers that have different requirements? For example if Energise is going to need recharge slotting does that mean it gives more regen because you can't slot that as much? In which case builds with global recharge will get more out of it. Will Handclap get a large endurance cost to be equal to the cost of running some of the toggles? Will the toggles get endurance discounts for those that only want them as +regen rather than caring about the damage they do? Etc.

    Just adding the regen or whatever to the base values of Blaster does 2 things, IMO, that simply fail:

    -It goes against their concept. Blasters aren't 'just' survivable. They don't 'just have' shorter downtime. Just like everybody else, they should have to take powers for their mitigation.

    -It's not at all interesting. With how it's shown implemented, you have varying things from control powers that add to your survival, from regen to healing to absorb. It could very well be possible for new manipulation sets to have varying combos, strengths and applications of survival mechanics that would be much more interesting than just adding onto their base HP/regen values.

    That said, I concede that you don't like where the devs placed the sustain mechanic. I don't like every choice either. We'll just have to wait until Hawk sits down and listens so maybe he'll change some stuff.
  8. Quote:
    Originally Posted by PrincessDarkstar View Post

    As for Lightning Clap you are right most combats won't last that long but most teams don't stop for a few seconds in between spawns while you refresh your buffs and it is probably very easy to end up in a fight when you realise the buff has run out, and the way regen works the longer you are without it the worse off you are. I just think they should have taken the time to also make the power itself worth using, so people aren't having to use an otherwise poor power just for this buff.
    Well, without slotting, Lightning Clap recharges in 30 seconds. I'm guessing the recharge of Might of Thunder will be the same and am fairly sure the sustain mechanic refreshes but doesn't stack, so you can get the power to recharge in 15-20sec without much slotting. All you have to do is decide when is the most convenient chance to use it. You don't need a few seconds between spawns, you just need 2 seconds at any point you're not fighting.
  9. Quote:
    Originally Posted by Another_Fan View Post
    That would be against melees who can set up their best from the start and then just use damage to get more damage ? Or more importantly go from doing great damage, to truly spectacular damage instead of going from doing meh damage when the situation is wrong to doing good damage when it is right ?
    And damage has caps. Once you reach that cap, +dmg doesn't do anything else for you. With other aspects to improve damage, such as speeding up animations a la Momentum/AS/Snipes or just adding extra damage ontop of it a la Fiery Embrace, you can boost your damage with +dmg buffs *AND* other stuff.

    Wow, I'm surprised people so focused on optimal performance skip over the simplest logic.
  10. Quote:
    Originally Posted by PrincessDarkstar View Post
    Actually a good alternative would have been looking at the average health a blaster finishes a fight with, the average time the next fight starts and then seeing what regen the blaster needs, adjusting it to what they think is a reasonable level and then adding that onto the base regen.
    What makes you think they didn't do that?
  11. Quote:
    Originally Posted by PrincessDarkstar View Post
    Melee only, so not useful for certain playstyles. Including the playstyle that the word 'blaster' sounds like it should have.
    If you look at the set however, Dark Manipulation is simply a melee focused set. With Soul Drain, Dark Consumption, the melee attacks and the dmg aura, it just *is* melee. I tried to ask in the little powwow if it required a target to use but I couldn't make the skullthingies.

    But I'm guessing the choice to add the effect to that power was a balancing point. DM has decently strong attacks, some extra AoE control in Dark Pit, a dmg aura, a mez/debuff and a heightened dmg buff in Soul Drain, I'd imagine all these factors played into where and how DM got its add-on and thematically, it works.


    Quote:
    Good that it works out of combat, but it still does the KB which is the reason the power is skipped, so now you will be stuck between wanting that extra regen in combat and annoying the whole team if you use the power. And if you leave combat to cast the power then you are being carried by the team.
    You should not need to be in melee combat for longer than 60 seconds...hell, you shouldn't need to be there for longer than 30 because that's how long the buff will last in a combat situation.


    Quote:
    Ok, but this needs constant endurance (Most likely) unlike other sets.
    Uh, Field Operative? And if you want to mention it has a recovery buff, we'll FM has Consume.


    Quote:
    Ok, but again needs endurance, and doesn't a 30' range really increase the chance of unwanted aggro?
    It also tics slower, lowering the amount of aggro it might attract. Currently, Chilling Embrace tics multiple times a second, the new aura only tics every 3 seconds.


    Quote:
    An admission that a set propped up by a single power is ok

    So this solidifies my theory that these are awful changes. And that is ignoring the fact that I think regen is a bad idea.
    I think it's fine and concede that you'll have your own opinion.
  12. Quote:
    Originally Posted by Fulmens View Post
    All the people complaining about their "really tight builds" make me laugh.
    And the other part of the argument is "I don't like how they've tied a super-regen effect to one power". Uh? What's the other alternative? Splitting the buff up into little chunks and giving it to more than one power? That'd just make slotting and building harder.

    The way I see it, people, is Blasters do *NOT* get an armor set. They won't get one. Period. The end. You're not going to get a mitigation secondary with defense here, HP there, a heal here, regen there. No, you might get *ONE* power that does that and that's it. You can pick up other defensive powers around to help you out to tank stuff but we're not building Blasters up to become tanks so we're not building up their secondaries to emulate an armor set. Period. The end.

    The goal of this change was to add something to the AT to help it sustain itself under more stress. A lot of the options added were a good choice, IMO, because it doesn't make them tanky but it gives them the ability to keep up or even push faster. You don't need to muster a whole slew of little effects to get this either, it's wrapped into one power for you. Is it good design to just put 1 'overpowered' buff in each secondary? Probably not, but it's the easier option that's easier to balance around and simplest to take advantage of for new and current blasters.
  13. Quote:
    Originally Posted by Lightslinger View Post
    Imagine if your Street Justice character lost combos whenever fighting Circle of Thorns or any of the other myriad of -tohit floating around.
    They do, it's called missing or having your recharge debuffed enough that you have no more StJ attacks to use.

    Quote:
    Originally Posted by StratoNexus View Post
    NONE of the known changes force blasters into melee. EVERY SINGLE NEW THING discussed so far is useful from range. EVERY ONE OF THEM. Only /mental is still forced into melee and that could be considered balanced by the fact that they can get nigh perma Instant Healing levels of regen (I don't think it is and I think the top end of Drain Psyche ought to be reduced while letting it have a bit on the bottom end without needing to charge into melee).
    Quote:
    Originally Posted by PrincessDarkstar View Post

    The PBAoE aura's do (I think it was Fire's that provides the absorb?), even with a 30' range that isn't very much (Or people wouldn't be complaining about Blaze), and as they get the shield based on what they hit then the closer you are the more effective they are.

    For blasters to be as effective from range as they are from melee then survivability powers need to work at any time, or you are forcing those who want to play ranged only even more into a narrow set of secondaries because before we could just skip Blazing Aura now we suffer for that decision.

    It would have been easier just adjusting base regen initially and seeing how that helped, with a long term (And well communicated) plan of incoroprating that regen into more active powers once the effect had been determined.

    Perhaps we need a review, boys and girls:

    Energy Manipulation.Conserve Power >> Energize This Energize will have less of a heal and have more and longer lasting regen so that it can be made perma with slotting.

    Devices.Cloaking Device >> Field Operative Field Operative will have an all-the-time regen and recovery buff added to its defense and stealth. Part of the regen is enhanceable, all of the recovery is enhanceable.

    Dark Manipulation.Touch of Fear >> Touch of the Beyond This is still a melee click that needs a target. Using it on a foe grants a long duration (60 sec?) regen buff along with fearing and debuffing the target. This buff, AFAIR, does not stack on the caster.

    Electric Manipulation.Lightning Clap >> Might of Thunder Just like LC, MoT is a click PBAoE that does not need a target to use. It always grants the user a regen and recovery buff when used for a long duration (60 sec?) so can be made perma. The range of this power is also improved so any foes caught in this power are also knocked back and/or stunned.

    Fire Manipulation.Burning Aura >> Cauterizing Aura This aura always grants the user a heal-over-time and this power will not shut off while mezzed (but it will suppress the offensive part). No targets are needed for the healing but if there are targets, they will simply take fire damage.

    Ice Manipulation.Chilling Embrace >> Protection of Coldorsomesuch This aura has been slowed down to tick much slower than Chilling Embrace but has been compensated by improving its range to 30ft. This is because the new aura grants +absorb every tic (every 3 seconds) that refreshes. The +absorb requires no targets but if there are targets, their recharge and damage will be debuffed. Oh, and the new aura does not shut off when mezzed, just the offensive component suppressed.

    Mental Manipulation.Drain Psyche No changes.
  14. None of those potentially drop off every foe you defeat.

    Also, I actually like the mechanic of basically improving your damage directly and not through just +dmg. It actually gives more purpose to ToHit buffs besides indirect damage increase like Rech buffs give.
  15. Quote:
    Originally Posted by Another_Fan View Post
    There is the problem for me. Nobody tells a scrapper, oh your attack chain is situational, not even for the combo sets like dual pistols.

    Imagine if the melee high dpa powers only worked when you had recharge above 70% ? What you don't like the trade off ? well all you have to do is take hasten and it isn't that hard to perma.
    Mmmm, they don't have rech inspirations though.
  16. Quote:
    Originally Posted by Garent View Post
    So I've decided that I have two big problems with the buff to secondaries. The first is that I feel this is just continuing the trend of "fixing" blasters by standardizing them and is leading to more homogenization. The second is that they've chosen to improve the secondaries by giving them one overpowered power. I was just talking to Diellan about it, and I think he put it best with "It's like deciding that every armor set should be like stone armor". The secondaries will still be full of a lot of useless powers and this is putting the design team in a corner because they won't be able to address that without doing something about the overpowered thing they did before. And you know how allergic the design team is to nerfing things.
    With regards to homogenization, consider other ATs:

    -What do Doms do different? They all use controls and have melee and blast attacks.

    -What about Scrappers? They all have click or passive mitigation + melee attacks.

    The way I see it, we're building Blasters into a direction similar to how Dominators are built in their own direction. Dominators have a secondary built with a variety of attacks with different ranges, focuses and vectors but their primaries are all rather similar (immobilize, hold, sleep/stun/confuse, soft control and possibly pet). Blasters can be the same (primary = quick blast, medium blast, hard blast, snipe/mez/utility, self buff, nuke) while their secondary could be built toward mitigation + melee. The mitigation can be a mix of mez, debuff and self buff. This is a step to fulfill that.

    Now we just need better mez!
  17. Quote:
    Originally Posted by StratoNexus View Post
    Possibly. I know that mirrors my personal experience, but I have learned what most players never do. Running often kills you. I see blasters die in 15 seconds to enemies they could have just killed in 9 seconds had they not been running around.

    Your scenario is a perfect example. Once you get to 30% health, random events become much more important. From 100 to 60 could have been 100 to 30 if you got unlucky, but either way you lived. 60 to 20 becomes death when you get unlucky (which I figure was your point). While I admit high regen will mitigate that because there will be less fights started at 60, your own argument about how people play applies. People will still push the envelope and when they do, regen will not help when they get unlucky (OK, of course it will help sometimes, but there will be plenty of times where it doesn't). And, of course, once they get to 30, now they get afraid. Hey, I might die. Then they do wrong things (I am suggesting this is because they don't have a lot of regular options outside of inspires).

    Regeneration based mitigation needs to be backed up with something to stop bursts. Dull Pain, Reconstruction, MoG, Mind over Body, Heightened Senses, HPT, SoW, IO defenses, high resistance. Otherwise, it only encourages us to move faster and still die often.
    I can somewhat agree, having the extra regen certainly helps buffer those instances when initiating (or forced to initiate) battle early and before recovering enough. I mentioned before (I can't remember which thread but no one made a comment about the post so who knows where it is) that the regen by itself wouldn't quite aid the blaster mid-combat, but I also don't think just passive mitigation such as defense or resistance is the only way.

    I'm *still* advocating for a boost to Blaster mez powers just for this case. Being able to break apart alphas or slow incoming dmg using mez *will* amplify the effects of these new changes. I know because I pretty much always build my Blasters to exploit it now, either with mass mez or with hard quick focused mez.

    But not only that, many of the defensive debuffs will also help. -ToHit, -rech, -dmg spread out over the foes will add up but you really need that mez for the hard hitters.
  18. Quote:
    Originally Posted by Garent View Post
    Jumping back to this point, I've thought about it, and power redirect is possible in relation to proximity if you do it a REALLY specific way.

    -use power 1 on target
    -power 1 does its effect on the target, including placing the temp power 'power 2' on target
    -power 2 is a pbaoe that affects players in the area. It does nothing in and of itself
    -power 3 redirects to power 4 if you have power 2 on you.

    In other words, if you use power 1 on the target beforehand, if the target is close enough to you, then power 3 redirects to a special animation or whatever. I have no idea what type of balance issue we could address with that, but it's there. I don't know of any powers that I think would benefit from that type of synergy.

    Throwing bad ideas at a wall and seeing if anything sticks...
    Inferno is changed to a self buff. It reverts to its usual nuke version if you have blazing aura (it's being renamed cauterizing aura, isn't it?) up and it is hitting an enemy.
    If you are near an enemy that has been hit by smoke grenade, then time bomb and trip mine have their interrupts removed.
    If you use it immediately after hitting an enemy with shocking grasp, power sink instead targets only that enemy but is much more powerful.
    If you use it immediately after hitting an enemy with midnight grasp, dark consumption only hits that target but does significant damage.

    The smoke grenade one has promise. The other ones missed the dart board by a large margin I think.

    Interesting ideas. Personally, I've been contemplating the possibility that Sonic Blast, Dual Pistols, Ice Blast and soon to be Water Blast might be in for a little addition since none of them have snipes.

    Like for Sonic Blast:

    Shockwave: When clicked, a special power procs before the effect called 'Resonance' which basically creates an AoE check around each foe. If the caster isn't caught by that check, Resonance summons a pet and debuffs the foe's resistance before applying the damage (and since it's a pet, the same -res for all ATs). If you are caught by the Resonance check, the caster receives a buff (+res or mez resistance).

    For Ice Blast:
    Thinking Bitter Ice Blast and Freeze Ray: Each power has an 'Ice Block' type mode connected to them (and I guess other Block of Ice type powers can be tagged to trigger the same mode). When either Bitter Ice Blast or Freeze Ray (and no other powers but them) hit a target that has the 'Ice Block' tag *and* are held, it calls a new power that can do extra cold damage and/or debuff the target Benumb style.

    I'd probably think of something regarding the extra ammo damage with the Dual Pistol power Executioner's Shot but haven't thought of anything thematic.
  19. Quote:
    Originally Posted by MaestroMavius View Post
    We needed a way to reclaim that damage crown, not be kept standing a few seconds longer dishing out the same anemic blasts.
    I would assume making the snipes less of a joke would be a step toward having less 'anemic blasts'. Hopefully, the mez powers are up next.

    Quote:
    Originally Posted by OmniNogard View Post
    Screech: Stun
    Dreadful Wail: Stun
    Incidentally, both of those also debuff resistance.
  20. Quote:
    Originally Posted by Another_Fan View Post
    I'd love to see what the cost vs benefit winds up being. Most of my builds already have the leadership pool so I only have to lose two powers I have taken. The question is what to give up ?

    Do I give up the T2 blast I can use while mezzed ? The T3 Blast, the melee attack that is giving me 3 points of ranged defense ? One of my AOEs ?

    You are going to have to give up something you thought was worth slotting, because you will need the slots to put in the snipe. You have to trade off something else that had 3 or 4 slots in it so you can have those slots for tactics and kismet.
    Thought:

    You could just not take the snipe. Every power comes with a compromising cost. That you can say "Oh, I can take this control power or OH! I can take this AoE or OOOH!! I can take this snipe!!" is a good thing.

    But if you're retrofitting powers into builds, a reexamining of all powers taken is inevitable. If you have a set with a crashless nuke, it's quite possible to skip a cone or AoE and just rely more heavily on the nuke even if you end up with less overall AoE DPS...or if you've got a crashing nuke, skip that.

    My builds, thankfully, take powers completely depending on concept and now that I think about it, my Energy/Fire won't be taking the snipe because it doesn't fit his concept (and the power looks puny and weak anyway). He does have Nova and a couple of my other ranged characters picked up their crashing nuke as well as slot and use it.

    Maybe you should start fitting in crashing nukes into your build as well in anticipation for new changes? Then you won't have to 'compromise' later?
  21. Quote:
    Originally Posted by Reppu View Post
    I'm also fairly positive most people don't realize Blaster Secondaries are where the majority of their damage came from, which is the true reason why Devices has been so poor. Blaze and Bitter Ice Blast are exceptions to the Primary Power Pool being inferior to the Secondary Power Pool, with some other minor exceptions, and generally AoE.

    In fact, it's funny. Blasters only really stand any ground due to their Secondary, as with Corruptors. Defenders with their Primary.

    Their Blast sets? Garbage. Quit pretending this problem is Blaster Specific, because while Blasters are in a rough spot, it's catalyst also by their inferior damage Primaries. The buff to their Secondary is superb, and the Snipe Change will help cement their single target domination.

    Ice Blast, Dual Pistols, Water Blast, Sonic Attack, and maybe one other set I might be missing? Dead. Dead and Buried. The snipe change is massive, despite what anyone might say. Absolutely massive. These four sets are absolutely dead in the water, and Water Blast dead on delivery.

    Hopefully this is addressed in i24 beta.
    I think you're overestimating the snipe changes (and the fact not every user of them will always have them fast-cast solo or teamed). Remember: ToHit debuffs exist.

    Also, they did mention, if the snipe changes helped more than they anticipate, changes to sets without snipes may be in order. I've been brainstorming possibilities already that I may post up before the beta rolls around.
  22. Quote:
    Originally Posted by Reppu View Post
    I read this thread, and go "Huh, so they're doing the smart thing and buffing Blast Sets, because Blast Sets in general are weak as hell. It's a good thing this isn't blaster specific."

    Then I see "OMG THEY ARE BUFFING BLAST SETS IN GENERAL BLASTERS ARE DEAD AGAIN."

    Then I go "You all do realize Defenders and Corruptors are only good because of their Primary and Secondary respectively, right? Nobody cares about their damage in most scenarios because blast sets suck."

    I don't get this community. Quit asking for it to be Blaster Exclusive or more difficult for the other two Blast ATs to benefit from it. >_> It's almost like none of you realize how bad Blast Sets are, and it goes BEYOND the Blaster AT.
    Something must be wrong with me. I'm agreeing with Reppu and not even trying to make some crude innuendo with it.

    Wait...it might be coming, give it a sec....

    Nope.

    Not only that, but the buffs to the secondaries *are* exclusive to Blasters but since it's not what people wanted, they're going to complain about it not helping.

    *shrugs*
  23. Can't really say since it's probably better to test, but I generally don't care about combos, just *my* characters. I can tell you some didn't come off so well, frankly.

    DP/Fire/Cold: Sadly, unless the range on Cauterizing Aura is increased, I'd have to say crappy here. Ice has a +max HP power so the heal-over-time of Cauterizing Aura won't benefit as much as if I'd picked something like Energy Manip, Elec Manip or even Ice manip. No snipe and only increased range on Executioner's shot...I'm actually hoping Suppressive Fire is boosted in range (from 60 to 80ft) which would help a lot more than ES being buffed in range...

    Sonic/Ice/Munition: I'd say, with ice's slows and increased area from Chilling Embrace, that'd work in my favor with keeping absorb up. He does have +resists from tough and Body Armor so that might help too. But no snipe. Only increased range on Shout. Again, I'd rather have increased range on Screech vs Shout as I'm most likely already in that range to use Shiver, Sirens Song, Frozen Aura or Cryo Freeze Ray. LRM doesn't get a buff to cast but frankly, who needs it? The power is a costly long rechargng nuke anyway. Not like you need to spam it quickly.

    Dark/Energy: Probably will be better. She'll eventually pick up Mace Mastery for Scorpion's Shield. That plus pool defense and Power Boost will give her some temporary high defense along with her heal/regen in Energize. She's actually probably the best off of my blasters so far since she has a snipe, she has maneuvers already so can grab up tactics and Power Boost boosts ToHit buffs as well so alternating Aim, Build Up and Power Boost to, hopefully get her that speedy Moonbeam sounds perfect. So she's got defense, a regen/heal and ToHit all boosted by Power Boost as well as a nice little snipe.

    I may pick up my Archery/Dev again if I haven't deleted her. I enjoyed her when I played her but I just needed slots and she could have been one of the characters to go...No biggie though. I don't know if I want to reroll my Rad(water)/Elec into a Water/Elec yet but I'm not seeing a supreme help there either.
  24. Quote:
    Originally Posted by Airhammer View Post
    but EVERY Stalker benefitted from the changes of the AT.. NOT the changes in powers.. changes in the AT..
    Technically wrong. Although I completely turned around my Dark/WP stalker's build to take advantage of assassin's focus and assassin's strike (purely to show a couple of people that the old stalker strategies might as well be buried and dead), his original strategy had him unable to benefit from any of the stalker changes:

    -He would use either Placate or Touch of fear to leverage hidden Assassin's Strike as well as his high bonuses to damage to enact bursts to kill foes outright without breaking fear.

    -Touch of Fear does not grant Assassin's Focus.

    -Hidden Assassin's Strike received no change.

    -Assassin's Focus provides no benefit to any other power besides unhidden Assassin's Strike.

    My Stalker did not benefit at all since Touch of Fear doesn't help gain focus, focus doesn't help any other powers besides Assassin's Strike, placate got no benefits added and neither did hidden assassin's strike.

    Beyond that, Assassin's Strike is a power some DPS Stalkers skipped. If they chose to skip the buffed power despite the changes to it, they receive no benefit...but then perhaps I'm just one of those sore posters that still don't like Assassin's focus considering it's just another clunky add-on to an AT with a slew of other weighty junk to leverage that are basically obsolete in the new-game.

    Just wanted to point out where you're wrong
  25. Quote:
    Originally Posted by Garent View Post
    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.
    Well I'm not technically asking you *if* it were possible. I'm more attempting to invoke thought on the subject of other possibilities of what the function can accomplish and how it can be applied to new changes. But inquiring about the limits of the function is more to gauge how far outside of the box you can start thinking.

    These new changes to snipes seemed completely out of left field and has me thinking what else could be out there in scope of powersets, new ATs and AT upgrades.