Obitus

Renowned
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  1. Quote:
    Originally Posted by Captain-Electric View Post
    I once spent three months on a rather extreme experiment on this forum, where I willed myself to do the complete opposite; only interacting with people who replied positively to my thoughts, and completely dismissing posts that were argumentative, even politely argumentative (because we all know where that leads). As expected, it didn't always lead to very productive conversations either, because A LOT OF PEOPLE ON THE INTERNET just don't know how else to interact ("Oh, so we agree on that. That's...well that's...nice. KTHXBYE"). Still, it was the most peaceful three months of interaction I ever had on these forums. And when I'm at my best, I use what I learned from that experiment to encourage a sense of balance in my conversations. Now, if only I could always be at my best.
    All of what you said is true, in my experience.

    But to be fair, unreserved agreement doesn't tend to lead anywhere interesting in real life, either. At best, you get into a long conversation about just how much you agree with each other, which can be cathartic, but it can also lead to the deceptively dangerous commiseration spiral.
  2. Quote:
    Originally Posted by Arcanaville View Post
    Discussing saturation buffing is opening Pandora's box.
    As long as it's not Pandora's cake.



    Cause that'd be a major buzzkill.
  3. Quote:
    Originally Posted by ClawsandEffect View Post
    Seems to me like fast snipes weren't meant to be an all the time thing for the sets reliant on Aim and Build Up to achieve it. Those sets have huge advantages over Devices in just about every other category. So why can't you let Devices finally be better at something than other sets? Why is it so important that everyone else have the same ability as a set that has been regarded as a joke for 6 years? Can't you let the people who have continued to play Devices in the face of your derision have this one thing without wanting the same toy for yourself?
    Don't see a whole lot of people complaining about the buff to Devices. From where I'm sitting, the fact that the Snipe buff gives Devices extra benefit is perhaps the one good thing about the whole deal.

    The fact that Defenders and Corrupters also get Devices' extra benefit? Not so much. I notice you dropped your but-Defenders-don't-get-Build-Up argument after people pointed out the obvious flaw in your reasoning.

    Now you're accusing your opponents of being selfish for supposedly begrudging Devices its moment in the sun. Nice.

    As to why the issue is important? Because Blasters have been bottom of the barrel pretty much continuously for eight years (the Smoke Grenade hiccough at the beginning notwithstanding). It'd be nice if the buffs that are rightfully targeted at Blasters actually reach Blasters, instead of arbitrarily buffing two support ATs that were already just fine. Personally, I don't give a rat's furry rear end whether any Snipe buff goes through to the live servers; what's important here is that the AT(s) that is slated for upward balance tweaking receives its due attention. Cause, you know, eight years.

    Whether that due attention includes a buff to Snipe powers is unimportant.
  4. Quote:
    Originally Posted by Codewalker View Post
    No, the -60% chance for Bonfire and Tornado went into build 2320.201207100007.1, which hit beta late last week and is not live yet.

    What you're seeing is very likely the 20% chance to KD firing and stacking with the reduced KB from Tornado. Unenhanced Tornado does mag 12.46 KB. Reduced by 99% that's .1246, plus the mag 0.67 KB from the proc equals a final mag of 0.7946, which is over the KD/KB threshold that is generally accepted to be 0.75.

    According to my math any player power with mag 8 or greater KB can stack with the chance for KD (now that it's fixed) and KB anyway.
    Ah. So basically it's working as intended, then?

    That's disappointing.
  5. Quote:
    Originally Posted by Rakeeb View Post
    honestly a bounce back and forth between Aim and Build Up at very high enhancement levels will probably equal or outperform a Devices set, although it'd be pretty close since the Devices set would have Aim.
    Concur. On my own builds, that's the plan, to minimize downtime on Aim and Build Up -- but again, now we're pitting a Blaster's ability to leverage a whole build's worth of IO bonuses against a Defender or a Corrupter's ability to (over-)slot Tactics and equip a single Kismet.
  6. Quote:
    Originally Posted by ClawsandEffect View Post
    Defenders and Corruptors don't get Build Up either. And they can have permanent fast snipes too.
    Siphon Power, Sleet, Freezing Rain, Enervating Field, Fulcrum Shift, Tar Patch, Melt Armor, Slowed Response, Acid Mortar, Acid Arrow, Disruption Arrow -- just to name a few powers that leap to mind.

    Support ATs lack Build Up? That's a shame.

    Quote:
    Seems to me that it's a great deal more fair than you're making it out to be.
    Seems to me that characterizing the subject of this thread as a matter of fairness is, well, unfair.

    Fairness implies that there's some sort of moral or ethical component to this discussion, when in fact the issue is balance, not fairness. The question isn't whether the developers are unfairly penalizing or uplifting certain ATs or power sets; the question is whether the developers are hitting the targets they most need to hit with a buff, rather than simply carpet bombing a bunch of different builds, which may or may merit a buff, with an unequal selection of goodies.

    Given what the developers have said in the past, I find it highly unlikely that they truly intend to give Defenders and Corrupters a bigger across-the-board buff with the snipe changes than they're giving Blasters. Or, if you prefer, a less conditional buff. Whatever wording you want to use, I question what's going on here.

    If the developers truly do intend to give support ATs the lion's share of the buff -- keeping in mind also that Defenders and Corrupters are in a better position to avoid situational ToHit debuffs than Blasters are, due to their generally superior control/debuff/mitigation -- then I'm happy to be corrected on the matter.
  7. Quote:
    Originally Posted by Leo_G View Post
    Yay I love these kind of threads

    Carry on. I enjoy when people throw out anime characters if only because they're so stupid hax usually in a weird way.
    Anime characters are fine. Anthropomorphic wolf creatures, on the other hand ...
  8. Quote:
    Originally Posted by Nihilii View Post
    Hear, hear.

    If it wasn't for defense being such a predominant form of mitigation while also being functionally the same on every AT, I'm not sure I would ever play a brute over a tanker nowadays.

    While the base damage difference is only 6%, being base it also affects damage buffs; and Bruising might be ST, but I find it to be almost equivalent to a straight 20% damage increase, simply because in a typical encounter (that is, for me personally), what is left alive after the dust settles down is the one or two bosses per group, not minions or lieutenants - at which point, more ST damage is exactly what the doctor ordered.

    Then there's that fantastic survivability allowing for much smaller focus on building for that or active mitigation, translating to even more damage.
    That sums it up for me, FWIW. I've been away for awhile, but before I left I spent countless hours and countless billions messing with my INV/SS Tanker build (a version of which is posted here), comparing every iteration to an analogous Brute build. My goal was to figure out whether it would be worthwhile to reroll, given the conventional wisdom that Brutes are simply better at the high end.

    My conclusion? Not only would it have been a waste of time to reroll my Tanker as a Brute (which is a subjective statement, and therefore not terribly surprising or revealing); the Brute would have been unreservedly inferior for my purposes. The offensive dropoff on the Tanker, which was basically confined to AoE (thanks to Bruising), just wasn't a big deal.

    And even after I spent significantly more resources on the Brute's defenses, the Tanker still won the survivability comparison rather handily. (Granted, some things may have changed since I made my comparison; perhaps the introduction of ATOs and Hybrid, combined with the nerf to Enzyme enhancements, changes the picture somewhat, but I doubt the broad strokes are any different.)

    Now none of the above is to say that the conventional wisdom is unambiguously false; the Brute certainly wins in a high-end teaming scenario, and there are powerset combinations for which I'd probably prefer the Brute even solo. Not everyone shares my general build strategy, either; I'm more interested in using IOs and Incarnate powers to smooth a build's performance curve, to make each of my characters as capable as possible over the widest range of situations rather than to make them specialists in any one area.

    And yeah, I agree that Bruising is a little clunky. It'd be nice if Tier 1 Tanker attacks were more attractive in general. It'd be nice if players could apply Bruising without losing DPS if they fail to time their attack chain in ten-second increments. It'd also be nice if Tankers had a higher ceiling in group content, on their damage if not on their survivability, which is already sky-high.
  9. Obitus

    Personal Lairs

    Quote:
    Originally Posted by Kirsten View Post
    Maybe Bats had a coalition with the JL...
    Eureka! That explains why he kept inviting all those annoying kids to his team; he needed filler members to create his own supergroup.

    It all makes sense now
  10. Quote:
    Originally Posted by Mazey View Post
    Obsessing over "who's right" and "who's entitled" does absolutely nothing to help Paragon Studios make money. If anything, it harms their ability to do so, as players who feel upset, no matter how justified they are in feeling that way, come to the community and just get abused, resulting in someone who is never ever going to pay money towards the game again.
    Assumes facts not in evidence. Define the following:

    "Justified,"
    "Abused,"
    And most importantly, define "Resulting."

    I like the way you try to play the uber-rational, even-handed card by asserting that the emotional argument is irrelevant -- and then in the very next sentence you take sides in the emotional debate, assigning victim status to returning Freemium players.

    But hey, I sure am glad to be subjected to Mazey's aggressive-nitpicky arbiter-of-truth schtick upon my return to the forums. Feels like I'm picking up just where I left off.
  11. Quote:
    Originally Posted by TClauss View Post
    So sorry guys if I have come off emotional, because yes I was and still kinda am. Which is why I said before I like this game at an unhealthy level now, because when I play I still get those feelings of man, I gotta dumb down my hero, and start to get all upset. So I stop playing get get out/away from it. It's something I have to deal with personally, its not paragon's fault. I agree they all need to eat too.
    Sure, you can be forgiven for a little knee-jerk emotionalism. You're one of those unfortunate 'tweeners who has enough experience with the game to have certain high expectations, to have invested in various parts of the game that aren't free -- but who also doesn't have enough Vet time to get most of the Paragon Rewards' perks for free.

    I understand how you feel. And I genuinely hope you'll decide to stick around, either as a free player or as a paying player. Your presence enriches the community; don't let anyone tell you differently.

    It's just that the sheer volume of threads about how this-or-that feature should be free wears on you, after awhile. None of my previous rant was addressed to you in particular; it was meant to address the accusation (by another poster) that many formerly cool, old-timey forumites have turned into miserly curmudgeons since the F2P model launched. And maybe that's true, but if it is true, then it's understandable -- at least as understandable as your emotional reaction to the gating of the Invention system in City of Heroes Freedom.
  12. Quote:
    Originally Posted by Ironblade View Post
    Conversely, before the game went FTP/hybrid/whatever, we didn't have people complaining about not getting enough stuff for free. And there has been *A LOT* of that.

    Some people come in with well thought out opinions about the pros and cons of the new system. Unfortunately, though, some people (not saying you) come in here wailing like banshees that they can't have everything they want and it gets tiresome.
    Well said. A lot of us also paid full price for the game, for years, before most of the currently gated stuff even existed. (Note: by "us," I don't mean to imply that I'm a "big name on the forums;" I'm just making a generalization about people who've been around for a long time.)

    To put it another way, the free version of City of Heroes, today, is arguably a better game than the full priced version was for the first handful of years of its existence. The Premium version of the game (which costs a whopping $5, last I checked) is definitely better than the full priced version was for the first few years.

    If long-time forum posters have developed a bit of an attitude in response to certain free players' insistence that the game isn't free enough, then those long-time forum posters can be forgiven. Personally, I get annoyed not as a long-time forum poster or even a long-time CoH player; I get annoyed as a working adult: the people at Paragon Studios are no less entitled to make a living than you or I am. If you truly believe that you have an idea that will improve the Freemium model, both for players (free and paid alike) and by extension, for the long-term health of Paragon's business, then that's great; fire away.

    But please, don't argue -- don't even imply -- that the developers are morally wrong for requiring payment for their services. If you (generically "you") have a job, then just imagine having some random snot-nosed stranger burst into your office to demand free stuff every hour or so. Think about how long you'd be willing to do your job for free. Unless your name is Mother Teresa Jr, I'm guessing the answer to that question is somewhere between, "Not at all," and, "Maybe a week or two."

    Or maybe you're independently wealthy, in which case there's no pressure on you to earn a paycheck, and so any job you undertake is purely a matter of amusement/self-improvement/satisfaction. If so, that's great, but waitasec; shouldn't you also have $2 a month to spend on a game?
  13. Quote:
    Originally Posted by Captain Katana View Post
    But, I'd also like to point out a keyword in my statement--- that being "my *OWN* ATs."


    Own:

    Adjective:
    Used with a possessive to emphasize that someone or something belongs or relates to the person mentioned.
    Verb:
    Have (something) as one's own; possess: "his father owns a restaurant".
    City of Heroes:

    Noun:
    An MMORPG developed by Paragon Studios and owned by NCSoft; a service offered for profit by a private business; not yours: "NCSoft can choose to charge you for whatever aspect of City of Heroes they darn well please."

    Sorry, couldn't resist. I understand your frustration, but them's the breaks. The free model is actually quite generous when you take a step back.
  14. Obitus

    Ode to Archery

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    If Drain Psyche is altered in any way, I'll have you know that I will be performing '#Occupy Praetoria' protests every day in Nova Praetoria until Arbiter Hawk returns to sanity. You're welcome to join me.
  15. Quote:
    Originally Posted by Arcanaville View Post
    I keep forgetting how lazy we are: I probably need to make it into an animated gif.

    And I put actual effort into that: I didn't just add two words to the alien guy's face or google a picture of a cat. I have to get some sort of return on investment there or I won't be able to write off the time.
    As someone who occasionally makes (puerile) gifs for another site, I hear ya.

    Anyway, your crawl deserves to be shared, but I'm not sure whether our forum overlords would approve my posting a 5 MB gif.

    (Edit: After consulting with the forum FAQ, I see that apparently the file size is good. Cool.)

  16. Quote:
    Originally Posted by Sylph_Knight View Post
    And this is precisely why I don't want Tankers toyed with. A proper Tanker build using all the existing end-game upgrade methods available can make nearly any Brute look like a one-trick pony and in some cases can even exceed their performance given that a Tanker's default burst output will not diminish when consistent DPS is interrupted for whatever reason (utilities, mobility, etc.), unlike a Brute who depends on maintaining their chains to keep themselves at optimal capacity. I believe this is the Dev's standpoint as well, which leads me to believe that there won't be a "buff" to the existing framework so much as a complete makeover.
    Don't agree with the reasoning, but FWIW, I mostly agree with the conclusion. Tankers don't warrant much, if any, developer attention.

    The bit about Tankers' higher damage modifier, relative to Brutes, is overblown, though. (And by that I don't mean to single out Sylph's post; I'm addressing what seems to be a general theme among various posts in this thread.)

    We're talking a difference of about 6%; to say (or to imply) that Brutes have to work to maintain Tanker-equivalent levels of Fury-enhanced offense is to ignore reality. Yes, a Brute has to work to maintain his peak offense, but his peak offense is significantly higher than a Tanker's. A Brute player can maintain a meaningful damage advantage while practically sleeping at the keyboard.

    But yeah, in general I'd say Tankers are underrated on the forums. Their damage is better than (seemingly) most people think, and their survivability is insane. Perhaps a higher buff ceiling for Tankers is warranted for the sake of high-end-team play, but as self-contained entities Tankers really aren't bad even compared with Brutes.
  17. Quote:
    Originally Posted by Memphis_Bill View Post
    Or... well, for instance, Max's DA arc. If you do the prep work, it'll be easier. If not, you'll face everything.
    That arc was awesome. More of that sort of thing, pls thx.
  18. Quote:
    Originally Posted by Jack_NoMind View Post
    Again, addressing the Brute damage issue : Brutes compensate for weaker damage ratios than any other melee class by having such a high cap. If they're being limited to a ceiling that caps them 'exactly between' Scrapper and Tanker caps, but they keep their existing ratios (offensively worse than any class except Controller, Defender, and Mastermind) they aren't 'balanced,' they're bad at everything.
    Excellent satire.
  19. Quote:
    Originally Posted by mercykilling View Post
    Wow. Whatever happened to just playing the game and having fun?

    Seems all anyone cares about any more is numbers. Minmaxed builds that can solo AV's and GM's. Crashless nukes.

    It -makes sense in any MMO- to have singular bad guys that can wipe whole city blocks and possibly beat assembled heroes.

    It -makes sense- that your super attack that you summon every ounce of energy to fire leaves you winded and unable to attack for a bit.

    At least, it makes sense to me. Might not to everyone, I know.

    Again, all the above is merely my opinion. Completely without basis in any other fact than my feelings. I do not wish to be "proven" wrong with a load of numbers, because I don't care about numbers. I care about what -I- call fun, and not what you call fun. (Insofar as my fun does not impede upon your fun)
    I am humbled by the intellectual rigor of your game-balance analysis. Thank you, sir, for enlightening all of us.

    Oh, wait. Everything you said is irrelevant. Still, it wouldn't be the Blaster forum if there weren't somebody making the fatuous, and vaguely insulting, mechanics-don't-matter argument. So you got that going for you.
  20. Quote:
    Originally Posted by Arcanaville View Post
    I think that once the changes actually hit beta, a compromise can be made. Arbiter Hawk is not unreasonable about that, and I am willing to let the Drain Psyche issue drop until we actually have a better idea what everyone is actually getting, and that survives the first beta balance pass.

    I accept the fact that not everyone uses Drain Psyche in a way that makes its net results overpowered, and that min/maxers have invested a lot in optimizing the power. My main complaint about DP is in fact that it has these two regimes of performance. But I honestly don't think DP will remain in its current configuration for very long once the sustain powers arrive. Given the devs reluctance to nerf it, there are still alternatives that would allow DP to retain its top end power while granting lower performance players most or all of the sustain benefits everyone else is getting. I can think of several ways to do that, but I don't know how useful it is to expend too much energy debating them in a vacuum.

    We really need to see how the clicks work in I24: Energize, Force of Thunder, and Touch of Beyond. How they are balanced relative to stacking and recharge is critical to any real discussion about what happens to DP in the future.
    All of that is fair. It's not my intention to argue for any specific changes to Drain Psyche; I just wanted to toss in my 2 cents, to make it clear that there's at least one more Mental player who isn't married to the old Drain Psyche, who won't whine if the power's peak performance is reduced in return for more consistent performance at the low end -- preferably a low end that doesn't require you to close to melee range.

    If, in other words, the developers believe that a nerf to best-case DP isn't worth the outcry from so-called min/maxers, I want the devs to understand that although those so-called min/maxers may be most vocal, they aren't the only faction with a strong opinion on the matter.

    I also don't subscribe to the notion that high-end Mental builds must take full advantage of DP, for a host of reasons that probably aren't relevant to the topic at hand. Suffice to say that there are many ways to skin a cat, and the min/maxy approach of building a strength and then playing to it isn't necessarily better than investing billions to smooth a build's performance curve, as much as possible without undue sacrifice, across the full spectrum of the game's content. And given the distribution of available IO DEF bonuses combined with the layout of Blaster Ancillary pools, I don't believe it's unambiguously true that building around Drain Psyche is the best way to smooth a Mental Blaster's performance curve.

    None of the above is directed at you, by the way; I'm just noting for the room, if you will, that the presumed build superiority of current-DP proponents isn't a given. I've been around here long enough that the ability to farm doesn't impress me. I suspect a lot of power gamers are with me on that. If you'll forgive my saying so, I suspect you're with me on that.
  21. Quote:
    Originally Posted by dugfromthearth View Post
    they decided to cater to people who like mental rather than cater to the people who do not like it.

    you can use disparaging terms like munchkin to try and dehumanize other players to help you feel like they are not important, but that just shows the weakness of your position.
    This isn't a matter of partisanship; it's a matter of mechanics. Drain Psyche is a short-duration regeneration buff that scales with spawn size and requires melee range to activate. By definition, DP is a heavily context-dependent power, given that it appears on an AT whose best defense, up til this point, was supposed to be range.

    What is the weakness of regeneration as a mitigation mechanism? Time, or if you prefer, damage spikes; regeneration needs time to work. What is it that DP doesn't give you, unless you have near-absurd amounts of IO-derived recharge bonuses? Time -- or more accurately, consistent uptime. The fact that Drain Psyche scales to crazy levels of regen at the high end can compensate for that short-coming, but it is an inherent short-coming in the power, a short-coming that is in direct opposition to Arbiter Hawk's stated intentions vis-a-vis his proposed Blaster survivability buffs in I-24 (see Arcanaville previous post, quoted below).

    The developers have already stated that DP's peak values are too high. The developers have also implicitly acknowledged that Blasters deserve an across the board survivability buff, a survivability buff that is consistently available -- and by extension, a survivability buff that is (largely) context or playstyle-independent. In other words, Drain Psyche was already broken at the high end; after I-24, it'll also be broken on the opposite end of the spectrum and for every point in between.

    You can talk all you like about how the developers are catering to the players who "like the way Mental works," but the entire AT is undergoing a paradigm shift in I-24. It was fine that DP was heavily situational, of very little consistent use to ranged Blasters, back before every other Blaster Secondary had a consistently available defensive power -- but now the game is changed.

    I'm not asking the developers to screw a certain segment of the Mental Blaster player base arbitrarily. This isn't the my-preference-versus-yours game. I'm just asking the developers to follow through on what they've said, both about Drain Psyche's existing design, and about the proposed design of the post-I-24 Blaster in general. Your personal preferences are irrelevant.

    Quote:
    Originally Posted by Arcanaville View Post
    The reason they are called sustain powers is that Arbiter Hawk wanted Blasters to still be vulnerable to bursts of damage, but outside of that he wanted them to be the energizer bunny: go and go and go.
  22. Quote:
    Originally Posted by StratoNexus View Post
    I think it is important to keep in mind that not all the changes to blast sets are there particularly to buff blasters. Blasters may need improvement, so if a change also helps them, that is a point in its favor, but that isn't the sole reason changes to blast sets should or are happening.
    Clearly, the blast-set improvements in I-24 are not aimed solely at Blasters. By definition, any buff to blast sets in general cannot be targeted solely at a particular AT.

    But it's also clear that of the relevant ATs, Blasters are most in need of improvement. The proposed Snipe buff arbitrarily benefits Defenders and Corruptors most, with Blasters coming in third place, and Dominators in a distant last place. It is appropriate that Dominators should receive the least amount of positive attention, IMO; it is also appropriate that Devices should receive the most benefit, relative to other Blaster Secondary sets -- but otherwise the buff has no obvious rudder.

    Or, if I simply fail to see the rudder, then I welcome correction.

    It's fine that you enjoy the situational nature of Snipes, but make no mistake: the proposed Snipe changes in I-24 are not expressly designed to preserve that aspect of Snipes. Some builds are given an almost pathetically easy path to perma-fast Snipes, while others have to struggle, and still others are simply incapable of achieving perma-fast Snipes without outside intervention.

    There is, in other words, nothing intrinsically situational or context-dependent about I-24 Snipes. I-24 Snipes will remain situational, and will incur a high opportunity cost for some builds, but only because those builds are not equipped as well as others to buy the arbitrary requirements of fast Snipes, either on a permanent or temporary basis.

    It's as if the developers decided one day to tie Scrapper criticals to regeneration rate. Great idea if Willpower and Regeneration are supposed to be the most direct beneficiaries of the buff, but it's a terrible idea if the Scrapper AT is supposed to benefit, roughly evenly and as a whole.

    Quote:
    The simplest change that, IMO, will make the "unfairness" concern fade, is if they make the fast-cast snipe's animations reasonable. That way adding snipes into your chain is an improvement, but not so large an improvement that it must be done or else you fall significantly behind. Also, the difference between perma-fast cast and occasional fast-cast becomes very small.
    Therein lies the problem. Either the snipe buff is, as many of us presume, intended to be a significant and generalized buff to ranged blast sets' single-target damage potential -- a much-belated acknowledgement that blast sets have been saddled with too many disadvantages relative to their melee counterparts -- or it's an inconsequential buff in the grand scheme, designed simply for the sake of making Snipe powers more attractive.

    Personally, I don't give a rat's furry rear end about how attractive Snipe powers are, in and of themselves. I'm much more interested in the holistic balance of AT capabilities. But sure, if the developers (and you, presumably) believe it's worthwhile to make Snipe powers more attractive just to enrich the already massive selection of build options, then that's great. More power to them, and to you.

    There ain't a whole lot of middle ground, though. If the developers favor your approach, if they favor improving Snipes just for flavor, then they ought to say so, rather than allowing us to assume that the Snipe changes are the single-target-damage buff for which Blasters in particular, and blast sets in general, have waited. And waited. And waited.

    Whether it's fair to the current crop of developers or not, there's a lot of expectation wrapped up in any proposed Blaster revamp. Based on the game's history, we have no reasonable expectation that there'll be another pass anytime soon.
  23. Quote:
    Originally Posted by Redlynne View Post
    Alternatively, it would be possible to give all Snipe Sets a 6-slot global set bonus which effectively zeroes out the Interrupt Time on the Snipe power the set is slotted into (or something similar) ... but that then means that you get a huge performance divide between Freemium and Subscription players with access to Inventions and Set IOs.
    Or Blasters could just be given perma-fast-snipes across the board.

    Quote:
    Basically, there are no "nice" ways to go about doing this. The To Hit solution we've got coming at least has the benefit of being KISS and encouraging people to take (and slot) Leadership Toggles to the benefit of everyone (not just the soloists).
    KISS is overrated. As they stand now (or as far as I've heard up til this moment), the proposed I-24 Snipe changes arbitrarily reward certain builds and certain ATs -- and of the latter, the ATs that benefit most are arguably not the direct targets of the buff, or at least their performance probably isn't a direct cause for the buff.

    Devices is perhaps the only set for which a disproportionately high buff makes intuitive sense.

    As far as grouping goes, I don't see a whole lot of people getting excited over the prospect of changing their attack chains on the fly. My Dominator, for instance, will not take the Snipe even after I-24, because she doesn't have access to 22+% ToHit on even a temporary basis. My Blaster will probably take the Snipe, but only because I can muster enough recharge to alternate Aim and Build Up with only about 6 seconds of downtime per cycle. Even at that, using the snipe will be an exercise in annoyance, an annoyance I really shouldn't need to endure, given that Melee attack sets are apparently entitled to comparable if not superior DPS with much less fuss.

    Don't get me wrong; I love the nuke changes and I appreciate the spirit if not the letter of the snipe changes. Blasters ought to be more competitive as a whole class after I-24. But the Blaster buffs in I-24 have been a long time coming, and I think some of the hand wringing on the forums over the context-dependent snipe buff for Blasters (and blast sets in general) is kinda preposterous when you take a step back and look at the over-arching design of the game. It wouldn't be a balance problem if Blasters were simply handed fast snipes, for free.
  24. Quote:
    Originally Posted by PRAF68_EU View Post
    Except that Doc Ock was awful - "oh knows I'm possessed by my lab equipment". Should have stuck with him being a proper mad (but sometimes charming) scientist.
    Hah, yeah I guess it is a pretty awful premise when you put it that way. Spider-Man 2 still managed to be one of the best super hero movies I ever saw, though. Molina played a big part in that; whatever your opinion of the writing, he did a great job with what he was given.