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Quote:It is a bump. And it does allow more options. Both of these are very good things. If I have to resepc in the future for some other reason, I may even take advantage of it, but alone, I don't think it warrants a respec. That might depend on how tight, or finely tuned the build/attack chain already is, however.I'd like to think us more casual types are getting a nice buff. My Rad/Rad is going from Cosmic - X-Ray - Neutrino to Cosmic - Photon - Neutrino. That's a really nice jump.
But, all things being equal, I'll generally always agree with a change that allows more options and variety.
However, upon thinking about it....
The change to snipes has 2 interesting things to touch upon. One is a potential downside, one a potential upside, as I see them..
Potential downside. The lower recharge values might make the tough to work into a seemless attack chain, and even though they may (probably almost always will) have a higher DPA than an alternate power, if it causes the attack chain to lag too much, it might not be worth it. It will probably depend on the exact numbers of the instant snipes. How fast are they now? How fast to they recharge, etc.. I haven't seen those numbers, so I can only speculate... But, if they are slower to recharge, that leads to their potential advantage...
The new procs rules, if they are all based on PPM, not proc per use, that will give a significant advantage to the snipes and longer recharge powers. I might respec at that point to change my Rad pew-pew proc machinegun to something else, as it's big advantage might very well be going away soon.. Snipes may rule the day in their place, depending, again, onhow the numbers work out. And if they grandfather in the old procs or not, like the kept Hami-Os around even with the arrival of the invention system, and knowing that there were many exploits in that Hami system. I don't expect the old procs to be grandfathered, but as the currently have 2 versions of the same IOs available, they seem to have the tech available to do it if they want. -
Totally serious. Defenders are often accused of being the less effective cousins to corrs. Such a change, if it's careful to hit the right mark, powerwise, would give them a unique dynamic that shouldn't be overpowering, and yet useful in both small groups, and large. Let's face it, the end reduction dynamic is totally worthless solo, and the damage boost of quite obviously useless on large teams. It'd be nice to have a AT power that, like every other ATs, is consistently useful at all times. I like this idea in general. They only flaw with it is that it does nothing for defs without a debuff..
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And to the OP....
I've been playing Offenders and more Offenders for a long time now. And I never really missed a snipe power. I think I'll still have more important things to take late in my builds (where the snipes usually show up) to take above snipes. Usually I'm wishing for more AOE damage, not more STDPS. So I don't see this as game changing for Defs. Maybe moreso for Corrs who will be able to grab the snipe earlier. Maybe for some Blasters.. But not much for any of my offenders. -
Quote:I will admit, the change to snipes will make me want to grab Proton Volley on my Rad/Rad defender. You are right in that many of the older powersets just don't quite fit in and changing them too much would simply not be feasible. One thing I think would help defenders is for the inherent to also help bypass some of the debuff resistance on enemies, even AVs and GMs to an extent. Not too much obviously, but the many debuffs should not have to feel completely useless against an AV sporting 87% debuff resistance across the board.
That however, is for another thread entirely.
THat's an interesting idea.. -
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Quote:It's nitpicky, I'll admit, but may help avoid some confusion for some folks, so I'll point it out.I wanted to check to see if my understandings on supergroups are correct. Can I get a true/false on these?
1) Only a VIP player can start a supergroup.
2) Only a VIP player can pay rent for a supergroup base (assuming they are high enough rank in the SG)
3) Only a VIP player can be the leader of a supergroup.
4) Only a VIP player can edit bases (assuming they are high enough rank in the SG)
1) True
2) True, but includes a false asumption.
3) False
4) False, and assumes the same false asumption as #2.
To clarify the false assumptions.....
The rank structure, beyond the leader/redstar is actually misleading (pointless??). The leader can assign the right to edit bases and/or pay rent to only "low enough" ranked people, if he so wanted. Permissions settings are key, rank isn't. It just happens that most SGs I'm guessing use hierarchical ranks, with ever increasing levels of permissions. -
Doesn't Hami do over 12 KB? I was thinking there was 1 really weird outlier that hit 13 or 15 KB.. Not sure now what it was, though. Or if I'm totally misremembering.
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Quote:I see your point...but /Devices would still have the edge because they wouldn't need a certain number of Defiance stacks or have to pop Aim/Build Up/yellows to use the new Snipe mechanic.
True, but the edge will have greatly diminished. Not saying that's reason or not to use the defiance mechanic, too, but it bears keeping in mind. -
Quote:I knew the others didn't work that way, but wasn't sure about Panacea... Good to know it does..Yes I can confirm this and before you ask it is the only healing unique that works this way i.e. "effects target of heal"
Further: If Perf Shifters 20% to 3ppm and then 1.5 ppm is any indicator this proc is gonna get nerfed hard in i24 if it goes to PPM for any who plan to use it in pets and aoes
And..
I"m really not thrilled about the changes to the procs, from what I'm hearing. I really don't mind new procs working differently, but a massive proc nerf doesn't sound fun. I'm not even sure it was warranted. But I guess that's a totally different topic. -
Quote:I think part of the reason the change was made as is was to give /Devices an edge, since it is generally agreed that as a set, it was behind the curve rather dramatically. AS implelemented, this gives /Devices an edge over other blaster secondaries. If it was further modified to be based on defiance stacking, too, than the extra benefit to /Devices would largely be lost.Posted this is the general snipe changes thread.
I think Blasters should get this change to their snipes as well as the +tohit change.
Now, as to whether or not that's sufficient reason to keep it as is is another topic. -
Slightly off the topic of the OP, but not totally...
How does this proc function in pseudo pet powers? I'm thinking Triage Beacon and Spirit Tree? Will it affect everyone in the AOE every 10 seconds? Only the caster? Only the pet? Only the caster on original summon? -
I don't foresee that I'll be making any huge changes to take advantage of this. While it'll be nice going forward to have it as an option, I probably won't be respeccing any current builds..
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Quote:Gotta admit, I'm with Reppu on this one. This seems to hit the mark of what I was trying t say, he just said it better.I'll say it again in this thread: Blasters weren't the only issue, Blast Sets in general sucked. Badly. As damage dealing sets, not a SINGLE one is remotely close to a top performer. And only Fire Blast meets MID MELEE SET PERFORMANCE caps.
Blasters got specific buffs.
Ranged got buffs.
Only one Secondary on Blasters can do no-IOs Perma Insta Snipes, AKA LOLDevices.
Only one Support Set on Corruptors/Defenders can do Perma Insta Snipes, AKA Time Manipulation.
Seems fair to me.
Remember: It was designed for Team Changes, not so much soloing. And it's possible in solo.
And if you mention Kismet, I mention high-recharge saturated Build Up and Aim being easily rotated to provide near perma sniping. -
Quote:My guess would be that the other, non-snipe, changes to blasters were to have covered the increased survivability mostly. And lets not forget that I am pretty sure every blaster can hit this easily with Aim and or BU. So every blaster can take advantage of this. It's just not permanent. My guess is that the ability of only /Devices to make it easily permanent was seen as a way to bring /Devices more in line with the other secondaries.This is part of my reasoning in, albeit prematurely, opposing the +tohit check. Why pick something to balance the quick-snipe that is least beneficial to Blasters? Weren't these changes aimed at improving Blasters? I recognize this change benefits all ranged ATs, that's awesome, but why impose a mechanic that is worst for Blasters when the purpose of the change was to help Blasters.
If there is to be a mechanic for the quick-snipe it needs to be something Blasters have readily available, not something other ATs already excel at. -
Ah.. Thanks to those that responded, all of you.. Bugger me if I shouldn't know better than to rely on descriptions by now, but I guess I was guilty of doing just that. Guess since I rarely use it, I'd not ever noticed the discrepancy. Thanks for setting me strait. -
Hmmm. I do see your points..
One one, though, I don't agree with the 'build fail' conclusion, as a +21% to hit means that you'll be over the magic number a LOT whenever ANY other tohit buff comes your way.
But, I also see that shooting for an arbitrary magic number seems kludgey.
I'll have to think on it some more, I think, but right now, I don't see it being such a binary advantage...
I mean, +20% to hit still means you'll hit a lot more often. And can opt not to slot as much Acc in all your powers, therefore meaning more chances to slot for +Dam and +Recharge (or even +End Red or Range, or to enhance secondary effects).
It will create builds built around it, as you predict.... But does any other mechanic in the game not also do that?
I see your point, and I'm not saying that I can't be convinced to share your point of totally, but at present, I don't see the huge problem. On the other hand, I don't see why they just couldn't make the snipe always fast, and non-interruptable, either. -
Good to know. Although, I've never felt the urge to slot any for end mod even when I thought that they worked. In my opinion, the only thing I can ever see me being tempted to slot for end mod for would be the End Drain of Power Surge, and it seems that part does still work. But in truth, when I take a god-mode power (which I don't always want to do) I take it for the duration of massive durability, not for a recovery boost tool. I find that the baseline recovery boost that they give is often plenty of extra End for me. But really, if I'm clicking on a power like this, it's because I'm worried about one of my bars, but it's not the blue one...
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Quote:You guys don't seem to understand; I don't care about the recharge. I don't use it that often anyways. But when I DO use it, I HATE the fact that I lose all my endurance afterward! So, I don't use it. I figured that slotting end mods would take away SOME of the endurance loss. THAT's what I want it to do.
Now, I know somebody's going to say, "you're wrong. That's not what end mod does to that power." To you, I say, "Right now, it does NOTHING! How can you be so sure that that isn't how it was supposed to work?"
In the meanwhile, this becomes a useless power to me, no matter how many recharges and endurance reducers I use.
Even if it was working, slotting for end mod wouldn't in any way mitigate the end crash at the end. None of the other powers out there with an end crash work that way. IF it worked, you'd recovery more end while the boost was in effect, but at the end you'd still be left with no end and recovering none for a time, just like all the other 'crash' type powers. A lot of people don't like crash type powers therefore, and don't take them. I suspect you may be in that boat. In which case, you'd not want this power even if it were fixed. Many people find 2 minutes of god-mode to be worth a crash, in which case, it's worth it to those people even as it is, since they are taking it more for the giant boost to Resistance than for the boost to recovery. I'm in the middle of the road. I don't live crash type powers, but on some alts, some builds, find them useful.
As for asking how I can be certain.... Well, I can't be 100% certain, since I'm not one of the devs... But, I can be 99% based on the fact that NONE of the other crash powers can be mitigated like that. All of the other crash powers work better or worse, based on slotting for a given amount of time, then the crash hits, and it hits for it's full amount, regardless of how it's slotted. Every full crash power always, regardless of slotting, always fully crashes when it does crash. Every power that's a 1/2 crash, always crashes for 1/2 when it crashes. For the most part, there is nothing that can be done to avoid or mitigate this. The partial exception is that some can be avoided, or partially avoided by reactivating the power again before it expires. The other exception is that if you can gain a HUGE +recovery from some other source prior to a end crash, that will mitigate. But none of the crash powers currently in the game can be mitigate the crash or avoid the crash but slotting somehow, unless you could recharge and reactivating the power prior to the crash. And as far as I know, none of the god-mode powers can get enough recharge to even try this.
So, assume that the crash can't be avoided, ever, even if the power gets bug-fixed tomorrow. If you don't want it with that assumption in mind, you'll want to respec out of this power. However, it's may be 'worthless to you' but it is far from worthless, as is. If you don't want to mess with it, or don't want to learn how to best make use of it, that's certainly your choice, but you should make that choice with the awareness of the fact that it can be of great use, even as is. -
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Didn't in the video he state that it's just +tohit that affects the snipe changes? Is he wrong? If not, and if the Kismet is still an Acc bonus (last I checked), and not a tohit, how is the Kismet going to be a factor at all? Maybe I'm missing something...
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Can I have your stuff?
Well, that always sounded like a funny quip, and I even used it on occasion..
Until it actually happened.
A friend left the game recently, with intent that it be for good, after years... Not sure how long he was in the game exactly, but a long time. Feel the need to point out that his departure has nothing, as far as I know, with the game itself. It isn't a protest or a ragequit. He just wanted to move on.
As a result, well, I am the lucky recipient of loads of awesome loot. And I it doesn't seem worth it.
Not exactly sure what my point is, except to say that the line isn't as funny once was. Perhaps make this a place to remember your departed friends. Or something... -
Quote:As an aside and for what it's worth my favored slotting these days is 3 slots with Rech, Resist/Rech and Resist/Rech. Gains you minimal loss of recharge enhancement but nets you some additional +resistance.
Does seem rather silly (read seems like a "bug") to allow Endmod enhancement that has no effect on any aspect of the power.
Doomguide
That is great slotting if you plan to use it a lot. It should cap your res and it'll be up often. If it didn't crash, I'd probably slot this way, too. I guess it's a matter of taste and playstype. I don't use it often enough to warrant devoting that many slots to recharge, but if you do, than quite obviously it worth it in that case..
And I totally agree. That has to be a bug. I just assume that it's a low priority bug for them at the moment. -