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I'm ashamed to say I made this very mistake on the first draft of my I-24 Blaster build. But! I have an excuse; I hadn't used Mids in a few months. Yeah. That's the ticket.
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Quote:Heh. To clarify, Arcanaville created the crawl; I just turned it into a gif when she observed that people are generally too lazy to click on links.^=== THIS is EPIC!
(ps: who read that playing star wars music in their head? *rases hand*)
* - And I include myself, by the way, in the too-lazy camp. -
Quote:Yeah, pretty much. Seems like the very opposite of a quality-of-life buff; the snipe change is a quantitative, or if you prefer, a purely mechanical boost that requires special circumstances and/or build synergies to leverage. If you can leverage it full-time, then sure, it becomes a QoL improvement, but as an improvement to snipes as a whole class? It's an incentive to jump through hoops, an invitation to inconvenience.I have to laugh at that. You now have a situation where if a blaster decides to go left and the defender running tactics decides to go right, the blaster loses his attack chain, and that is a quality of life improvement for you ?
So the question becomes whether it's worth the effort to jump through the hoops, and if it is worth the effort, then clearly the resultant boost to your single-target damage must be significant. -
Quote:The problem is that those two concepts are inseparable. If the snipe change is to be a conditional buff requiring special effort to leverage, then the magnitude of the damage improvement must be large enough for the effort to be worthwhile. But if it's too large a damage buff, then it might get in the way of more generalized improvements that are otherwise justified. That's a difficult line to walk.Firstly, I don't think this is chiefly a buff to ranged sets' single target damage. This is a QoL improvement to snipes and not much else.
Nukes were sorta the same way for a long time. In order for Nukes to be worth the crash for a large portion of the player base, they would have had to be increased to absurd levels of damage. So the devs took the sensible opposite approach, removing the crash instead of raising the damage.
Drain Psyche is another good example. The devs have said that Drain Psyche in its present form is too powerful at the high end, but they've expressed a reluctance to change it (presumably due to potential player outcry) even in I-24, when all other Blaster secondaries are slated to receive a consistent survivability boost. So people who use Drain Psyche to its fullest will be happy, but everyone else -- the people who aren't interested in blapping, or don't farm large-spawn maps -- end up losing out. In the case of Drain Psyche, its high peak performance (as far as we know at this moment) stands in the way of an improvement at the lower end. Hopefully that situation will change as I-24 goes into Beta testing.
Quote:IMO, even if your defender or corruptor leverages insta-snipe more, it's only because you're supporting the team while doing it. Support have a tough job, you see. They have lots of things to be concerned with in an encounter so giving them an offensive toy to play with is, more or less, making their job just a bit more fun (if they so choose to use it). Saying Blasters should benefit more or equal sounds, more or less, like one expects Blasters to have *ALL* of the toys and have *all* of the fun and equal or more fun on top of all the fun they have now since they have no one to worry about except themselves.
It sure sounds like you do, what with your accusation that I want Blasters to have all the toys (as if Blasters already have more "toys" than support ATs). If you don't think that Blasters are worse off than support ATs; if, as you imply, you think that support ATs are worse off than Blasters, then we have an irreconcilable difference.
Thanks. I missed the part about the UI. I don't agree with all of his reasoning, but I appreciate your finding the quote for me.
Although it makes a certain amount of abstract sense that the snipe would become less cumbersome in a team setting, I'm still left to wonder why the less cumbersome version should be usable on a permanent basis for some ATs and not others. -
Quote:Fair enough.In the coffee talk that demonstrated insta-snipe, an orange ring appears around the snipe power when the corresponding ToHit requirement is met. All you need to do is have the power in your tray and when you get enough bonuses, you'll see the power is lit up.
You don't have to monitor your attributes to see that you have insta-snipe available.
Quote:I said your stance seems more weighed by emotion and bias.
Quote:To me, these snipe changes don't sway me one way or the other. It doesn't make them great powers and if it were deemed that blast set snipes *MUST* be very potent and a never-skip power, I feel the devs may have swung and missed. That is to say, I'm not particularly for the ToHit requirement but I'm not against it either. I can see things being changed, like the amount of ToHit, the sources of ToHit (make it so BU gives insta-snipe without needing to slot for ToHit or at least not as much investment as it would currently take) or change the requirement all together.
Quote:But as they are now, the changes aren't unevenly weighed against Blasters because Blasters were not the target of the buff. People that take snipes were the target of the buff. Quote:That's why your stance is corrupted. Defenders and Corruptors don't get perma-fast snipe for free either. Everyone will have to change their approach if they are going to exploit insta-snipe, so that you think I'm saying Def and Corr deserve more is only valid if you think they deserve more situationally aware powers. Blasters can take and use insta-snipe but they have other non-situationally aware means of doing damage.
Either you think the fast-snipe mechanic was targeted (in part) at support ATs, or you believe that the developers didn't think it through. Either explanation is possible, but not both.
Quote:The only over-arching balance concern I'd even be worried about is if this change improves Def/Corr DPS leaps and bounds beyond Blasters. Beside that, the only thing the changes should account for is whether the snipes become a more fun tool to use than it currently is.
Blaster damage output should be compared with Scrappers, Brutes, and Dominators (and possibly VEATs), and Blaster damage should be unambiguously better than all of those ATs'. If there's even a hint of a ghost of a question about Defenders and Corrupters competing favorably with Blasters, then Blasters have a dire need of improvement.
Quote:Well, all things considered, what Blaster blast set has a snipe but also doesn't have Aim (or equivalent)? Assault Rifle. Okay, what about for Defenders/Corruptors? Assault Rifle, Dark Blast, Psychic Blast. If you want to make an argument about equivalency why not bring up an argument like *that*?
The truth is that the conditional nature of the buff, if it is intended to be a major single-target-damage buff, is unfair to everyone involved, even Defenders and Corrupters. If the buff is supposed to represent a marked improvement to blast sets' single-target DPS, then it will potentially stand in the way of a more generalized improvements, improvements that would apply to builds that cannot (for whatever reason) leverage insta-snipe consistently or even regularly. For example, if the insta-snipe mechanic is supposed to give Devices a justified extra boost, then that's great -- but what about Devices characters without a snipe? I guess they're just SOL.
But Corrupters/Defenders still have an advantage with respect to leveraging that insta snipes. And I don't understand why. -
Quote:The point is that a ranged attack posture was designed, from day one, to be intrinsically inferior to a melee attack posture. Perhaps aspects of that design were unintentional (we all know that activation times weren't on the original devs' radar, for instance), but the design speaks clearly for itself.It is not a contradiction and one cannot ignore the melee attacks. I also do not recall the devs stating that range is a defense comparable to melee-AT defensive power sets (useful, but I don't recall them going quite to the level of saying they were as strong as you imply they said).
Blasters and Doms are the two ATs that get plenty of attacks early (except /Dev, but they get Caltrops early, so that is wash). You can frequently use melee attacks and still have a strong range advantage. Not as strong as if you stayed at 70 feet with a full chain, of course, but the advantage doesn't disappear just because one regularly stays close to melee and I would even say the majority of the advantage remains (not that the range advantage is all that special, but simply using the melee attacks doesn't make it disappear as you imply).
If the presumption is that melee attacks are riskier by definition, then it is reasonable to assume that melee ATs were given their defenses as compensation. The design history of the game supports that theory; for example, all of the talk that, say, Unyielding Stance (from Invulnerability) was required for Scrappers and Tanks to do their job ultimately resulted in the developers changing Unyielding to a permanently sustainable and essentially no-strings-attached power.
And if the melee ATs were given their defenses as compensation for their having to close to melee range, the obvious corollary is that ranged ATs have been deprived of personal defenses for the very same reason. Obviously, most ranged builds have access to various defensive measures (usually proactive ones, like controls and debuffs), and obviously, the IO system gives ranged ATs access to high levels of personal mitigation -- but the over-arching design of ATs is pretty eloquent on the subject of range-as-defense.
Blasters were given melee attacks because they were supposed to be the paragons of damage dealing, and therefore it makes a certain amount of sense that they'd have a surfeit of attack powers.
But the main issue is that it's taken 8 years just to get the developers to admit that having Blasters attack consistently from 80 feet isn't a balance problem. Even though there was no good reason to believe that it would be a balance problem. So melee ATs were compensated twice for their supposed range disadvantage; they were given better pound-for-pound attack sets, and they were given defenses, and they were given (near-)comprehensive status protection.
I could easily accept the idea that melee ATs deserve better offensive sets (all else being equal -- damage scalars and whatnot). I could also easily accept the idea that ranged ATs shouldn't have defenses and mez protection. Both is a little much to stomach, though. But hey, it looks like we're slowly coming out of the dark ages.
Quote:I would argue the opposite. I think that type of responsive combat system is extremely attractive and based on recent designs and the devs own comments, I think I have a lot to look forward to. So if you want static, predictable situations where your same attack sequence can be repreated all the time, I think you are going to be facing a lot of disappointment as the game progresses. -
Quote:That's a very convincing rebuttal to an argument I never made. Here, let me bold the part you obviously missed:And I say, people that are unwilling to alter their power usage to the circumstances of an encounter should *NOT* be balanced around and the devs should toss their grievances aside when balancing the game.
The devs should be focused on making a GAME and a GAME is not repeatedly pressing the exact same button configuration over and over again until you get to the point you have to push an arrow key...which even then is looked down upon by so many for no apparent reason but some foolish hunger for fast rewards.
If I could, I'd spit on the quoted opinion and kick sand in its face...Just saying
Quote:Originally Posted by MeFrom a qualitative standpoint, the idea that anyone should have to alter their single-target attack cycle on the fly based on something as volatile (and opaque) as external ToHit buffs (or debuffs) is -- well let's just say it's less than attractive.
(The difference between ToHit and Accuracy probably isn't even clearly understood by a large proportion of the player base).
I stand by my position that the snipe change as currently constituted is unnecessarily punitive from a qualitative standpoint. Feel free to disagree with that; qualitative issues are, after all, largely subjective -- but don't act like a gratuitous and externally-dependent qualitative change to an AT that has existed since launch is even remotely comparable to the pre-existing qualitative quirks of sets that were designed around context-dependent mechanics. You wanna know what Blasters' inherent situational awareness involves? Surviving.
Quote:Originally Posted by LeoWell, they would have to overslot for ToHit + add a Kismet to achieve it which is rather specific and off the wall. I know on the few Defenders I have and the Corruptors that have it, I didn't purposefully slot over ED cap for ToHit just to get close to 22%...then add a Kismet to close the rest.
(And no, by the way, a Defender doesn't have to overslot Tactics and slot Kismet. Defender Tactics has a base value of 12.5%. At the ED soft cap, that corresponds to a +ToHit value of roughly 19%. Add 6% from Kismet, and you're well over the 22% barrier-to-entry for perma-fast Snipes. Corrupters on the other hand, do have to mildly overslot Tactics.)
Quote:Originally Posted by LeoFrankly, I feel your motives are overly emotionally driven. Yeah, I can make my posts sound dramatic but they're usually to make them more interesting to read. But you seem to express a position far more weighted in emotion than particularly bias.
Quote:Actually, now I think I know, after reading my post, why people seem adamant about arguing the snipe fix. It's not because they can take advantage of the changes without needing to change their builds, it's that they can't EXPLOIT the changes by twinking their builds.
Key words there: EXPLOIT and twinking.Quote:Originally Posted by LeoSeriously, I wonder if some of you people arguing about the snipe changes have any perspective at all. I'm actually looking forward to testing these changes and have rolled multiple new corruptors and blasters in preparation and most of them (namely, not the Arch/Dev) will not have perma-snipe solo...even the corruptors. Why anyone would see this as some travesty
Quote:Originally Posted by LeoThe point of the changes to blast sets is, they are to help blast ATs. Defenders and Corruptors are included in that and the snipe changes are meant to be a buff for them too. They're still a buff for Blasters, but then Blasters have never needed a high damage single target attack...they have other options for something like that and adding another option, while helpful, isn't their only option. Corrs and Def don't have other options...they only get their 1 attack set. Which isn't to say the snipe changes are for them or they deserve more damage, it's just the snipes will actually make more of a difference for them...similarly to how insta-Assassin's Strike helped Electric Melee and Spines a lot more than it did Martial Arts and Energy Melee.
Your perspective is corrupted because you think the snipe changes are suppose to have weighted buffs for different ATs depending on their state in the game. That is not what the snipe changes are for.
Self-contradiction. For the record, I think the Snipe change -- really, any change that goes across ATs -- should be presumed by default to give even benefit to those ATs. If the idea is to buff the power sets, after all, then it should buff those power sets evenly.
But if there are extenuating circumstances, then obviously any balance change should take those circumstances into account. What I object to in this instance is the idea that Defenders and Corrupters deserve a bigger buff from Snipes than Blasters do, not because I believe it's impossible that Defenders and Corrupters need more damage, but because the reasoning for rationing the buff to Blasters isn't obvious to me.
You appear to be of the opinion that Blasters do enough damage as it is, and that therefore any damage buff that is proliferated to damage sets in general must be reduced (or packaged with qualifiers) for Blasters. If so, then fine; I'm not really interested in rehashing all of the obvious reasons that Blasters are the traditional red-headed step child of CoH. I've done that enough in this thread. -
Quote:If you only said it once, I may not have spent so much effort on it. You have repeatedly used the fact that in your opinion the snipe changes being slightly preferential to corruptors and defenders means that the snipe changes are wrong. Your bias is (or at least was) relevant. And I note, that despite your repeated statements that the snipe changes are not that important to you, you still bring them up as an issue, even in this latest post.
- I have not repeatedly said what you quoted. I said it once.
- You made a similarly absurd statement in the other direction, but I didn't use it as an excuse to harp on your credibility per se; in fact I used it as an illustration of how unproductive such discussion is.
- The Snipe change is illustrative of the problems that Blasters face. It also happens to be the most obvious subject around which to discuss Blaster issues right now.
If you're convinced that I'm biased, then feel free to demonstrate through argumentation that my position is irrational. It is an ad hominem -- a distraction from the discussion at hand -- to continually harp on my bias as such. Incidentally, it also makes you sound patronizing. As the saying goes, "Show, don't tell."
Quote:Here is where you fail to see how your bias is working on this issue. I don't need to explain why the snipe buff doesn't give equal benefit to blasters, because it is not important that it does. That is the counter and it is not gotcha-game nonsense. Only from your biased position that any blast set changes need to benefit blasters most or at least equally does that explanation need to exist.
Allow me to remind you how this entire line of discussion started: Eldagore popped into the thread and had absolutely nothing else to say in his first post, except that we were all idiots for failing to understand that the snipe change isn't aimed specifically at improving Blasters. Which, apart from his tone, would be a fine point to make in combination with an argument justifying the snipe proposal, but no such argument appeared in his original screed. My only point is that his original post assumed its own conclusion, justifying a proposed balance change on the basis that the developers proposed it.
Nevermind that the change isn't even in open beta yet; nevermind that the change -- and the underlying reasoning for it, whatever that reasoning may be -- presumably isn't set in stone.
Quote:Sure. But you are not arguing that point with me. You are and have been stating that the snipe changes are improper because they do not address blaster issues (enough, specifically, fairly, etc.). You acknowledge that the blaster improvements do not have to come through the snipe changes, yet still feel the snipe changes should benefit blasters the most.
I'm sure you can play word games to make it look like someone is actively promoting the idea that Blasters should benefit more from the snipe changes specifically, but you and I both know that isn't the issue at hand.
Quote:Fear is a funny thing. I agree that discussing and asking for further changes to blasters is proper. I just don't agree that the snipe changes are relevant to that discussion outside of the fact that it will be a small improvement for blasters.
Quote:I guess, but it seems like a lot of skepticism, rather than a little. I forgive you, though. I also do not see how they went out of their way to moderate the buff. They wanted the power to remain situational. They went out of their way to allow it to remain situational, not specifically as a way to moderate the power level, although it accomplishes that as well.
Why did the developers do that? We don't know at the moment. The explanation could be as innocent as you seem to believe. Then again, the explanation might echo the historical trend -- which is that the developers are typically possessed of an irrational fear of unconditional buffs for Blasters.
Now! On to brighter talk: Roy will pitch at least 8 innings tonight, and he will give up no more than 1 run. So it is written. -
Quote:It depends on how often you plan to use the proc-enhanced powers. And after the procs-per-minute change goes through, the matter will be further complicated, because long-recharge powers will theoretically give you as much as a 90% proc rate.Speaking from a "maximum uptime" standpoint... How many Achilles Heel procs are too many? The current build I'm looking at could theoretically fit in 5: 3 in AoE's, 2 in ST attacks. If I'm strictly looking to keep the proc up on as many targets as possible, as much as possible... Would it be worth it? Or is it just a waste of slots (and inf) to go that far? Should I just have one each in a spammable AoE and ST?
On the same subject... Does anyone know how the proc works in pseudopet powers, Oil Slick Arrow specifically?
I appreciate any facts/opinions/thoughts on the matter, thanks!
In a pseudo-pet powers like Oil Slick, the proc should have a chance to fire once for every 10 seconds that the power is active, on each target affected.
But yeah, basically it boils down to how dedicated you are to -RES debuffage. There are diminished returns on adding extra Achilles' Heel procs, but if all you care about is maximizing RES, then it doesn't hurt to have more procs. On the other hand, your Achilles' Heel debuffs will not stack with your teammates' Achilles' Heel debuffs, so if your goal is team support, I'd question the decision to sell out on AH procs. -
Quote:From a qualitative standpoint, the idea that anyone should have to alter their single-target attack cycle on the fly based on something as volatile (and opaque) as external ToHit buffs (or debuffs) is -- well let's just say it's less than attractive. There is virtually no precedent for such developer-enforced convolutions; you might be capable of a better attack chain with Speed Boost, for example, but your attacks function the same way regardless of your team's recharge buffs, whereas a Blaster who accidentally activates a slow snipe when he intended to activate a fast one -- well he ends up losing DPS, which is his presumed specialty, because he has to cancel the lengthy animation or get interrupted by his opponents.Then, if you join a team with a SoA or defender or corruptor or tanker or whoever that has ToHit buffs for the team, you suddenly have always-fast-snipe for no extra cost but to take and slot an extra attack. And beyond all that, all those yellow inspirations that you may tend to ignore or just chomp on to get them out of the way (or combine them into something else) suddenly have more a purpose as they can also get you a quick sniping attack.
And as far as Inspirations go, Blasters are already the most Inspiration-dependent (and support-dependent) AT in the game. To say that we can use yellows to achieve fast snipes on a temporary basis is technically true, but it's also extraordinarily unconvincing.
Ironically, the Dominator -- which generally cannot achieve fast snipes even on a temporary basis unless s/he makes huge build sacrifices (to take the generally sub-optimal Psionic Mastery APP) -- is a bigger winner than the Blaster. For the Dominator, there is no middle ground; you either skip the snipe entirely, which is fine because Dominators are already preposterously strong as it is, or you sell out to make the Snipe work consistently (or you take the Snipe as a set mule, and basically ignore the power otherwise). If we needed a clearer example as to why Blasters shouldn't be given heavily context-dependent buffs, this is it in a nutshell: like the computer in War Games, the Dominator understands that he wins the snipe sweepstakes by refusing to play in the first place. -
Quote:The above quote, by the way, is exactly the opposite of the truth: by investing billions, I can craft a Blaster build that reduces the downtime on my Aim/BU cycle down to 5 or 6 seconds. By investing billions and using my imagination, I can do that while maintaining my previous levels of IO-conferred defense too. IO Snipe sets are, in fact, quite attractive in their own right; if I'm trying to wring every set bonus I can out of a build, then a Snipe becomes fairly attractive just as a mule, before we even consider the utility of the power itself.Actually, now I think I know, after reading my post, why people seem adamant about arguing the snipe fix. It's not because they can take advantage of the changes without needing to change their builds, it's that they can't EXPLOIT the changes by twinking their builds.
Key words there: EXPLOIT and twinking.
Through a combination of expensive IOs and Incarnate powers, I can benefit quite well, thank you very much, from the snipe change on a non-Devices (and non-EM) Blaster. It'll be annoying to maintain BU and Aim religiously just to use a relatively consistent ST attack chain -- but in principle, I can work around the limitations of the snipe change on a heavily IOed Blaster.
What I can't do is justify the power and slot investment in a Snipe for an SO Blaster build, and certainly not for an SO Blaster build that isn't yet in the high level range.
It is on the low end that blast sets are weakest. Without IO-enhanced recharge, it is not a given that a blast set can even construct a seamless single-target attack chain (sans perma-fast Snipe), whereas melee sets usually achieve that goal by the 20s at the very latest. That is just one of the arbitrary disadvantages with which blast sets have been saddled since the launch of the game, and Blasters have been most heavily penalized by that design flaw. Instead of making a ranged attack posture competitive, the devs have repeatedly contradicted themselves, insisting on the one hand that range is a defense comparable to melee-AT defensive power sets, but insisting on the other hand that ranged ATs should be required to use supplemental (usually melee) attacks to flesh out their attack chains.
(Support ATs obviously don't have secondary-set attacks, but they have other powers to activate during lulls in their attack strings. Still, it's telling that the best damage buff in the game, Fulcrum Shift, is melee-slanted -- both requiring a squishy support AT to incur extra risk to leverage on his own, and naturally benefiting melee ATs most in teams.)
Hell, tier 3 blasts originally had a range of twenty feet. Then they were upgraded to forty feet. Now, finally, eight years later, the devs are increasing the range to the standard eighty feet. They finally admit that a ranged attacker shouldn't have to incur extra risk just to use their best single-target ranged attack.
In any case, historical grievances aside -- support ATs can have perma-fast snipes with just one IO (Kismet). This isn't a matter of haves-versus-have nots. -
Quote:Tactics is not an off-the-wall power pick for a Defender or a Corrupter. Support ATs have the best scalars in the game for the Leadership pool, after all. With the possible exception of VEATs, support ATs are the most likely to have already selected Tactics, or at least to have already bought into the Leadership pool.-Defenders and Corruptors can also make it permanent. BUT...in most cases they will have to make very specific build decisions to do so. Only a couple sets can do it self-contained like the Blasters. I find it difficult to believe that a significant number of people will alter their build to the degree necessary to achieve permanent fast snipes, especially if it compromises their build in other areas.
Or maybe your point is that Defenders will have to give up a more worthwhile power pick to select their snipe? That is probably true, but it's only true because support ATs generally have a much larger selection of compelling powers than Blasters do. That's not a disadvantage.
Quote:Maybe a few Corruptor and Defender combos will get a little better at soloing AVs and GMs, and a couple sets might actually be worth playing now (Defender Electric Blast, I'm looking at you).
Quote:I really don't see how it is so game-breaking and unfair that only Blaster combos with Build Up instead of Targeting Drone don't get permanent fast snipes. Especially seeing as how they still can use the fast snipe, just less frequently and with a damage bonus attached. -
Quote:Fulcrum Shift has a 60 second recharge time and a 45 second duration. Not only can Fulcrum Shift be up full time; double-stacking Fulcrum Shift on a fairly consistent basis isn't difficult to do.With what? A kinetic is the only thing that even has a valid argument and FS isn't up all the time. That speaks more about nerfing kinetics than anything else...
It is a context-dependent buff, though. And it is only one buff available to one set; that much I'll grant. -
Quote:Ascribing unflattering motives to your opposition -- an excellent way to demonstrate the superiority of your position.Actually, now I think I know, after reading my post, why people seem adamant about arguing the snipe fix. It's not because they can take advantage of the changes without needing to change their builds, it's that they can't EXPLOIT the changes by twinking their builds.
Key words there: EXPLOIT and twinking. -
Quote:Fine, I misstated. I've also said the following, or some variation on it, multiple times:You said, "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." The counterpoint that is trying to be made is that the snipe buff affects blasters positively, but is not targeted at blasters. The snipe buff affecting other ATs is desirable. If the snipe buff is more effective on other ATs, as long as the disparity is not great, it is a non-issue.
"The Blaster Secondary buffs are a welcome change, but we have no reasonable expectation that they will be sufficient, in and of themselves, to correct the existing balance problem, which is that Blast sets (yes, sets) have been unduly penalized since day one, relative to their melee counterparts. The reason that Blasters are particularly injured by that design flaw is that Blasters don't have the supplemental resources of other blasting ATs. Blasters deserve special attention, and an Energize-style regeneration buff ain't gonna do the job by itself."
The fact that you'd spend so much energy ascribing bias to me on the basis of one sentence, pulled from a sarcasm-laced paragraph that was posed in response to a purely emotional appeal -- well let's just say that I spent some time last night trying to show you how unproductive your line of word-game argument is, but I guess I wasn't clear enough.
So let's leave it at this: my supposed bias is irrelevant. It would be trivially easy to accuse you of bias, as I showed last night, but it serves no purpose.
The more relevant argument here is one that you've glossed over entirely. What you're calling a counter is not a counter at all; it's gotcha-game nonsense. So the snipe buff isn't aimed particularly at Blasters. Making that observation says nothing about the appropriateness of the snipe buff. At best it's a tautological truism: "The Snipe buff shouldn't give equal benefit to Blasters because it's not intended to give equal benefit to Blasters." Scintillating. Now explain why.
(Of course, I'm not asking you in particular to explain why the snipe change is good, because you've already gone out of your way to disclaim that you don't have a strong opinion on the matter. Sure am glad you stuck around to detail my raging bias, though. The insults flying around from the other side weren't worthy of comment for some reason. Huh.)
Quote:The fact that blasters need more improvement than other ATs, does not need to factor into the snipe change. Other changes can and should be made to blasters if blasters need help. If I were a proponent of blasters, I'd focus my attention on other areas, rather than worry that some defender might get 4% more return on the snipe change.
I've stated repeatedly that the Snipe changes in particular are not important to me. But unless someone says something here about Blasters' need, there's a chance that everyone will just shrug their way through I-24 and call it good. Just as Defiance 2.0 was called good, lo these many years ago.
Quote:And while you may have always felt this way, it took this much for you to communicate your agreement. However, it is also possible it took this much talking to get you to see this point.
Quote:All ATs with blast sets need help, but blasters need it the most. From there, I can see that some changes might benefit corruptors and defenders more than blasters and be OK with that, as long as blasters also get other changes.
Quote:But, sadly, you still view the world from the same place, so you are not fully convinced. The fact that the snipe buff may be easier to use for corruptors and defenders says nothing about how the devs feel about changing blasters. It tells us nothing (well, it may communicate that small variances and minor, unintended results are sometimes acceptable). It is likely merely an acceptable side-effect of an interesting change.
Quote:While I agree the support sets have their role, one could say it will be somewhat diminished when the last AT that really needs them becomes less squishy. Granted, I agree blasters are not becoming all that much less squishy, but, uhm... I don't really have a point, just a thought exercise I guess. Also, even after the changes, blaster's role will still only be damage (they may even lose their role of extreme vulnerability that is so despised) and even if they are clearly higher than scappers, scrappers will still bring enough to get the job done.
So when I say that support ATs have a distinct role or niche, I'm not saying that Defenders are necessarily well off as compared with, say, Corrupters or Controllers, or that Defenders cannot be outperformed at their role by any of the above ATs. What I'm saying is that at least Defenders are within a subset of ATs that are supreme in teams. Blasters are neither particularly good at teaming nor particularly good at soloing. As you point out, Blasters basically exist at this point to boost support ATs' egos. The Snipe change, incidentally, only serves to reinforce that stereotype.
I have no illusions that Blasters will suddenly be given a unique role that separates them clearly from all of their peers. That would be unrealistc. What I do hope is that Blasters will stop getting penalized for an advantage they do not unambiguously have -- or that the developers will find a way to improve Blaster's supposed advantage such that the corresponding penalty is no longer so glaringly unjustified. -
Quote:A note on bias:Your bias keeps showing through. The small (and it is small) advantage support sets have in this area is virtually unimportant in the scheme of the snipe change. Also, the snipe change itself has a virtually negligible impact on overall relative power of the three ATs you keep bringing up.
Quote:It is my opinion that the snipe and nuke changes are MORE important than the blaster changes. I couldn't care less if blasters didn't get any other changes, because blast sets desperately needed these powers to be more useful and that fixes main powers for THREE ATs (with some other ATs getting a small benefit).
I could very easily take the bolded clause out of context to argue that you're clearly biased against Blasters. After all, if you are (at best) indifferent to the idea of Blaster-specific buffs, then you are clearly not familiar with, or unwilling to acknowledge, the AT's manifest and myriad weaknesses. Or, I could look at the thread linked in your signature, in which you ask for huge Defender buffs, to demonstrate that you're biased in support ATs' favor.
But I don't believe you really think that support ATs deserve buffs as much or more than Blasters, in I-24. I'm familiar with your post history, and I'm capable of reading between the lines of your post, which is clearly intended to take a tepid if not a neutral position on the topic at hand.
Now that we've gotten the personal-credibility attacks sorted, let us return to the topic: You're right; the fast-snipe advantage for support ATs, relative to the standard non-Devices, non-EM Blaster build is not that big a deal in the grand scheme of things. In that sense, all of this discussion is much ado about nothing. But the fact that the Snipe buff explicitly precludes most Blasters from benefiting as much as Defenders and Corrupters says something about the direction of the Blaster Balance pass. In the absence of any evidence of other offensive buffs, the snipe change implicitly tells players that Blasters deserve a single-target damage buff less than Corrupters do. Moreover, the character of the snipe change suggests to me that the devs are prone to fall into the very same trap they've fallen into in the past -- that they're unduly afraid of Blasters.
"Oh noes, what will we do if this still-brittle ranged AT clearly outdamages ATs with superior utility and/or survivability! Quick, rein in any buffs that might apply to Blasters!"
That idea couldn't be more wrong, in my estimation. If the Snipe change were simply designed to give Defenders and Corrupters an additional 'job,' if you will, an additional perk that they could provide to (Blaster and/or Dominator-laden) teams, then that'd be fine. But no game-balance change occurs in a vacuum. Give the Defenders/Corrupters their extra raison d'etre, sure, but also leave the door open for supplemental Blaster buffs.
Because I gotta tell you: even with the absorb/regen buffs upcoming in I-24, Blasters shouldn't be outdamaged, even if only in a single-target context, by Nightwidows, Scrappers, Brutes, Dominators; hell even some Tanks can make certain Blaster builds look downright anemic. Everyone seems to handwave the high-damage non-Blaster builds as outliers, while simultaneously pretending that either Fire or Archery (depending on the context) are the only Blaster Primaries in existence.
But there are Blaster sets that put out underwhelming single-target damage. There are Blaster sets that put out mediocre AoE damage, too (although that will change somewhat with the nuke buff). Even the really good AoE Blasters may find their practical kill speed hampered by scatter, whereas many of their competitors have an innate abilities to stop runners (taunt auras, Aoe controls).
The Blaster has no role, and no bona-fide specialty. The Blaster only has penalties for a presumed specialty. And although it's nice that I-24 will soften those penalties a bit (with the addition of a regen/absorb power in every secondary), the penalties will still persist in broad strokes, and the justification for those penalties will likely remain unconvincing.
Defenders and Corrupters? Say what you will about 'em; they have a distinct role that is well rewarded by the game. If they need help, they need it less than Blasters do. And as it happens, they're due to receive whatever generalized buffs the devs see fit to lavish on blast sets generally. -
Quote:I'm grateful you finally admit that your arguing so strenuously that Blasters don't deserve a single-target damage increase is a pointless endeavor.LOL, again. Do you not remember your own argument? Its only a page back. You brought up a single power that was changed to conform to the then new DPA formula(alongside a lot of other animation changes because weopon redraw was removed, etc) as an argument to my statement that ST dmg is not nearly as important under the new reward/time balance metric the devs favor as the overall governer to the game.
So yeah, it got changed, so that it would compare to powers in other sets. Are we comparing moonbeam to psi lance or somthing? How does anything about ST DPS really become supremely important here when AOE dmg totally trumps anything we could discuss when it comes to reward/time? Even between AT's? Is fast snipe fire/time corruptor going to break the rewards/time metric because of a 20% ST DPS increase, when compared alongside a claws/elec brute in AE? So, again, I am not sure why you brought up Energy Transfer in relation to this.
You didn't read my argument. You latched onto my sarcastic remark about Energy Transfer and totally glossed over the real point, which is that you can't simultaneously argue on the one hand that single-target damage doesn't matter, and on the other hand that Blasters don't deserve a single-target-damage buff, or alternatively that the single-target buff to Defenders/Corrupters is important.
Regardless of rewards/time, you honestly believe that the developers don't care about the relation between different ATs' single-target damage? I guess that must be why they gave every set in the game copious AoE damage. Oh wait.
(Whether you think it's important or not, if Blasters are to be the damage specialists, then they should be great at both AoE and single-target damage. And they're not obviously great at single-target damage, across the board. Fire's performance should probably be the baseline. And yes, any buffs that would bring other blast sets up to Fire's single-target-damage potential would naturally have to be proliferated to other blast-set users. Ranged attack sets as a whole class have been unfairly penalized in this game since day one; it's just that the non-Blaster ranged ATs happen to have other perks that diminish the practical influence of that penalty.)
Quote:Hyperbole. Blasters dont need to have defenses on par with scrappers or brutes. because they can kill faster. They just need enough of a boost to not eat carpet so often, so that they can keep rampaging through spawns. They will still die more then the others, but they will also defeat spawns faster, and have the advantage on teams of not being in the fray getting pounded unless they want to. Despite the hyperbolic ramblings of many on the forums, scrappers and brutes do not dish out AOE destruction(outside of a very select few builds) like a blaster can.
I simply posed the logical extension of your argument, which is that Blasters definitively don't deserve a damage buff (even a single-target-damage buff, even though single-target damage doesn't matter) because Blasters are getting a defensive buff in I-24. My point was that Blasters are vastly outclassed defensively right now, and only have a marginal damage advantage, which means that clearly you expect the defensive buff in Issue 24 to be massive.
But now you assure me that Blasters have a massive and unconditional kill-speed advantage over every AT in the game. Good to know! Oh wait. You said, "outside of a few select builds?" Bummer. I guess some ATs do deserve Scrapper/Brute/Dominator-level survivability along with Blaster-comparable damage after all.
Quote:Blasters cant get fast snipe from tactics because: Build up.
Also, Energy Manipulation: it has Build Up, and it can achieve perma-fast snipe.
And now I really am done. Feel free to take the last word. -
Just gonna reply to this, and then I'm done with Eldagore:
Quote:First, your feelings are irrelevant. You are not the arbiter of truth or a moderator on this forum. Your assertions, based on nothing more than your subjective impressions, are not facts.To me, this may be the one single point of contention you have a leg to stand on, and honestly i do not see it as a deal breaker under any light. If you think Time does not deserve this ability of its own merits, then go argue somewhere to have it changed so its to hit does not stack with other sources. Wont hurt my feelings. Otherwise you are saying solo cor/def should not be able to get fast snipe by choosing a pool power toggle designed and balanced around team use.
(I'd be a little less critical of your arguments, though, if you were less pompous and abrasive in expressing them.)
And no, I'm saying that if a Blaster can't get perma-fast snipe by using the same team-based pool power that the Corrupter/Defender uses, a power that the Blaster is less likely to want to take in the first place than the Corrupter/Defender, then the Corrupter/Defender shouldn't be able to achieve perma-Fast snipes either.
There is no obvious reason for that disparity. If the developers explain their reasoning, then I'm open to correction, but your simply saying things like, "IMO Blasters don't need damage," or the classic, "Corrupters/Defenders are team ATs and therefore they should get better solo performance out of team powers," isn't a rationale for the snipe changes as they've been proposed so far. -
Quote:We are discussing inter-AT balance. Why the hell wouldn't single-target damage be relevant in a discussion about a buff to single-target damage, shared among different ATs?meh, i am not going to rehash countless threads of discussions already had about balance metrics and St dmg. ST attacks are balanced against themselves, so that sets compare well. that itself has no relevence to reward/time or anything else really in this thread, so i wonder why you brought it up anyway, hence my LOL.
Seriously, you either need to think more carefully before you make your arguments (and I use the term loosely), or you really need to reign in your condescending attitude.
Quote:I dont much agree with anything you are saying at this point. Especially how team performance is irrelevent. Really? the new mechanics and how they perform on a support AT in a team setting dont matter? K. -
Quote:Do you expect the new defensive powers in Blaster Secondaries to be competitive with the defensive powers in Scrapper or Brute secondaries? Do you expect those Blaster defensive powers to rival the damage-mitigation potential of a Dominator's Control Primary? Will we perhaps see some comprehensive status protection added to Blasters, according to your crystal ball?Indeed. And solo, blasters dont need anything offensively IMO. They need defense. And they will be getting some in the changes to the secondaries. Blasters kill stuff plenty fast. they just eat carpet plenty fast too.
Just curious, cause, you know, it's not unambiguously true that Blasters have a marked damage advantage over those ATs. It is unambiguously true that those ATs have a freaking enormous survivability advantage over Blasters.
So clearly, if you believe so strongly that Blasters don't deserve an offensive buff, you must also believe that Blasters will be given a bleeping ton of survivability improvement in I-24. Of course, the statements I've seen from Arbiter Hawk point to only a moderate survivability boost, but surely you know better. -
Quote:No, I said that Corrupters and Defenders are the best teamers, and that they solo more safely than Blasters. At the high end, they can arguably solo more difficult stuff. To say that Corrupters and Defenders are unreservedly better soloists would be an oversimplification, because a Blaster has a higher kill speed. Assuming the Blaster doesn't die, s/he will tend to progress faster than a support AT.Corruptors and defenders can have that solo benefit because they are a team AT. You say they solo better, possibly, then blasters. Maybe thats why we are getting blaster buffs in I24?
But the support AT has an undeniable and unrivaled specialty. The Blaster is unique, because it simultaneously pays the highest price for a presumed specialty (damage), but in fact the Blaster doesn't have a specialty worth mentioning; Blaster damage isn't unambiguously the best in the game, and in any case, everyone is capable of doing damage. In a team scenario, a Blaster can certainly be useful, but it needs team support way more than the team needs a Blaster, or really any damage specialist.
Quote:LOL, at your rebuttle to my ST dmg point. A change made to one power, BEFORE there were even any rewards to gain? Well, unless you count PvP kills i suppose. Pretty sure IO's have changed the reward/time balance tool since issue 7. We can revisit this again if you can, say, find something to point out to me changed from incarnates forward.
The snipe change is clearly a single-target-slanted change.
Quote:Blasters dont need the ST DPS buff.
Quote:As for objectivity, you bring up blaster changes like defiance, which points to the changes coming to the secondaries, and then say snipes, which is a change to all AT's, is relevant to be considered in an objective view of blaster survivability because support AT's can get it easier. And so we return to my first post. You see, you keep saying how you hold no hope for the blaster changes, hence, it is very important that the snipe stuff is done right. I find that to be an illogical transition. Blasters need to be propped up defensively, which is the goal of the coming changes to the AT.
But proposing, sans reasoning, a supposedly generalized snipe buff that arbitrarily benefits buff/debuff ATs most when Blasters are the red-headed step child of both blast-set constituents and the game in general? Not so much.
Quote:Snipes, and yes nukes, need to be changed, because the current versions are simply clunky and not fun.
Quote:It is also not going to give those two AT's a megaton advantage in dmg output, and will give no advantage when teamed. -
Quote:That is not an obvious extension of the logic. The snipe change is quite clearly designed to give temporary and/or context-dependent benefit to most Blaster secondary sets (except for Devices and Energy), which is fine. The problem is that the snipe change is also (whether intentionally or not) quite clearly designed to give support ATs relatively easy access to permanent and/or context-independent benefit.This is kind of a misnomer. The reasoning behind the postulation that fast-cast snipes work better for defenders and corruptors naturally leads one to the conclusion that faster recharging nukes also work better for defender and corruptors.
The proposed snipe change is, in other words, inherently slanted towards support ATs. The nuke change, by contrast, is only circumstantially uneven; you could argue that support ATs get more benefit out of nukes because they have less damage potential to begin with, or because some support ATs have high-order damage buffs (Fulcrum Shift) and/or high-order resistance debuffs. Incidentally, you could also argue that Blasters see the most benefit from the nuke change simply because their higher damage modifier gives their nukes more raw killing power.
But in principle, every party is receiving roughly the same proportional boost from the nuke change. There is no arbitrary line in the sand, beyond which new-era nukes will work a certain way for X AT, and work a different way for Y AT using the same power set.
Quote:You would have greater weight on this matter if you hadn't said this:
Quote:It is my opinion that the snipe and nuke changes are MORE important than the blaster changes. I couldn't care less if blasters didn't get any other changes, because blast sets desperately needed these powers to be more useful and that fixes main powers for THREE ATs (with some other ATs getting a small benefit).
You yourself have championed the so-called distinctiveness of Snipes as they currently exist. That distinctiveness has, historically, not been terribly popular among the player base (or at least among the segment of the player base that cares about performance). But since I don't care about Snipes as they currently exist, I'd just as soon let you keep the powers the way they are and find other ways to buff the relevant ATs. I don't see what's controversial or self-contradictory or biased about that.
Oh, and by the way, the implication that I believe the Blaster changes are more important than the Blast-set changes is incorrect. Feel free to reread what I actually said, which is that all blast sets deserve buffs, but that if any blast-set-constituent AT deserves to get more from those buffs, it's the Blaster. Not the Defender or the Corrupter. -
Quote:What difference does it make that Tactics is a team-based power? I could just as easily say that the putative damage-specialist AT should get perma-fast snipes from solo-based powers. Whether you realize it or not, you are only reinforcing the idea that Support ATs are getting fast snipes by using a pool power (Tactics) that they're likely to have already.Funny that isnt it, how a support AT would have an easier time getting perma snipes, USING TEAM BASED POWERS, so you know, they would have an easy way to grant that same bonus to every snipe user on the team, thus, supporting the team. Crazy stuff.
What you're really saying is that Corrupters and Defenders should get a solo benefit that Blasters do not, even though Corrupters and Defenders are already markedly better (the best) in teams, and already capable, on average, of soloing more difficult challenges in greater safety than the average Blaster. You're saying that Corrupters and Defenders should get that extra solo benefit as a natural consequence of using a team-biased build, too. Your tone suggests that you've just found some sort of trump card in this discussion, but if you had a convincing point to make, I'm afraid it got lost somewhere in the translation.
Quote:I have stated in other threads that IMO, the devs do not consider a boost to ST DPS to be a major event.
More to the point, you can't have it both ways: either the buff to single-target DPS is insignificant (either in magnitude or simply by virtue of its single-targeted-ness), in which case you shouldn't be arguing so strenuously that Blasters don't deserve it, or the buff is significant, in which case you can't argue that it's an unimportant addition to support ATs.
Quote:As for the blaster changes, the dev team has already stated if the proposed changes end up falling short, then they will add more buffage until they do not fall short any longer.
We've had enough of long-term half measures like Defiance and Defiance 2.0. How long ago were those again? I honestly can't remember.
Quote:This is why they should be considered objectively, not as some kind of tag along to crashless nukes and snipe changes.
My disagreeing with your argument by assertion doesn't necessitate that I'm not objective. If anything, my prodding you to refine your argument into something resembling relevance is the very opposite of unreasoned subjectivity.
The remainder of your post rests on the assumption that the proposed buffs to Blasters and blast ATs will be subject to revision going forward, in Beta and whatnot. All of that is true, but it's worth pointing out any flaws we see now, if for no other reason than to refine our own reasoning before the upcoming testing phase. Or, you know, maybe we'll even give the devs food for thought. Kinda like that giant proc changes thread. -
Quote:NB: Time Manipulation is also unusually well-insulated against ToHit debuffs, due to its obscene +DEF values. Likewise, support ATs in general are less likely to get hit by fast-snipe-disabling ToHit debuffs than Blasters are.EDIT: I'm also not a fan of having AT specific ToHit bars since that would end up favoring Time Manipulation which has the ability to stack Farsight and Tactics.
A Blaster? Three-slotted Build Up only gives you about 24% in +ToHit, so it isn't inconceivable that a Blaster could have even his temporary, burst-phase fast-snipe disabled on a fairly consistent basis by enemy debuffs. Of course, if the Blaster also takes Tactics and/or Kismet, he'll have more of a cushion -- but if the Blaster must concede from the get-go that he can't achieve perma-fast-Snipe, if he accepts that he will only get the benefit during BU/Aim cycles (which are sufficient, by themselves, to offer fast snipes on an albeit temporary basis), then what's his incentive to take Tactics?
Seems like a waste of build resources. -
Quote:One would still be prompted to wonder why the Snipe changes are practically tailor-made to benefit Corrupters and Defenders more than Blasters, when the former ATs are notoriously too good (per Developer statements over the years), and the latter AT has been riding the short bus for lo these many years.Snipe changes: For blast sets. AT be damned, if this change was separated by 6 issues from the other blaster changes, and the devs had never mentioned blaster AT improvments, maybe then there would be a chance people could look at this objectively instead of constantly muddying the waters.
Unless you can explain why the Snipe changes should benefit support ATs more than Blasters, your point is irrelevant. It doesn't matter whether the change is explicitly aimed at Blasters or not; the change should still make sense within the context of the existing balance framework.
The Blaster Secondary buffs are a welcome change, but we have no reasonable expectation that they will be sufficient, in and of themselves, to correct the existing balance problem, which is that Blast sets (yes, sets) have been unduly penalized since day one, relative to their melee counterparts. The reason that Blasters are particularly injured by that design flaw is that Blasters don't have the supplemental resources of other blasting ATs. Blasters deserve special attention, and an Energize-style regeneration buff ain't gonna do the job by itself.
You correctly identified the nuke changes as a general buff for blast sets, not particular to Blasters. So if the rest of us really are just too stupid to understand the difference between a blast-set buff and a Blaster-specific buff, then why aren't people complaining about the nuke changes? I'll tell you: because in the case of nukes, the general buff is generally and evenly applied to all relevant ATs. Huh. Maybe people not named Eldagore can identify the blindingly obvious, after all.
Quote:I am so sick of "blasters should get perma fast snipe cause they need more help" mindless drivel. You are correct!! They do need help!! THATS WHY THEY ARE GETTING CHANGES TO THEIR SECONDARIES!!! man i hope the dev team can take all this illogical, non- objective feedback being spewed on the forums and sift it out, otherwise we are going to get a watered down meh change that leaves snipes, blasters, and nukes in the same uninspired rut they are in now.
TL;DR: Simply stating that the snipe buffs aren't aimed specifically at Blasters does nothing to address the appropriateness of the Snipe buffs.