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Quote:But is allowing the power to be useful once in a blue moon really making them desirable? Particularly forcing you to use them with Aim or BU in most situations?Math doesn't work that way. The design choice was not to have the instant snipes "Always ready" unless you were A) Devices or B) Teamed with other people with +ToHit buffs. It was meant to make Snipes more attractive to the teaming Blast Set user. That was the design point.
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So... the design point is there.
Quote:It has a recharge of 90s, 3 SOs drop it to 46s. Same goes for Aim.
At level 18 when you get the snipe you are still looking at 60-70s recharge on Aim or BU assuming you slotted them, which puts the snipe on a 30s recharge if you take and slot 3 different powers.
Then I am led to believe that you also need 3 +tohit SO's in BU, so the cost is 6 slots in BU, 3 in Aim and probably 6 in the snipe which until the really high levels doesn't work.
They should have made snipes useful and not reliant upon some gimick. Someone else suggested making them work like T3 blasts when you have low tohit and like powerful but fast acting snipes once your tohit is high enough. Then people would always take them, but occasionally get a bonus. Currently it feels like a penalty even more than it did when they were totally useless. -
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Thank you for this
Quote:Energy Manipulation.Conserve Power >> Energize This Energize will have less of a heal and have more and longer lasting regen so that it can be made perma with slotting.
Quote:Devices.Cloaking Device >> Field Operative Field Operative will have an all-the-time regen and recovery buff added to its defense and stealth. Part of the regen is enhanceable, all of the recovery is enhanceable.
Quote:Dark Manipulation.Touch of Fear >> Touch of the Beyond This is still a melee click that needs a target. Using it on a foe grants a long duration (60 sec?) regen buff along with fearing and debuffing the target. This buff, AFAIR, does not stack on the caster.
Quote:Electric Manipulation.Lightning Clap >> Might of Thunder Just like LC, MoT is a click PBAoE that does not need a target to use. It always grants the user a regen and recovery buff when used for a long duration (60 sec?) so can be made perma. The range of this power is also improved so any foes caught in this power are also knocked back and/or stunned.
Quote:Fire Manipulation.Burning Aura >> Cauterizing Aura This aura always grants the user a heal-over-time and this power will not shut off while mezzed (but it will suppress the offensive part). No targets are needed for the healing but if there are targets, they will simply take fire damage.
Quote:Ice Manipulation.Chilling Embrace >> Protection of Coldorsomesuch This aura has been slowed down to tick much slower than Chilling Embrace but has been compensated by improving its range to 30ft. This is because the new aura grants +absorb every tic (every 3 seconds) that refreshes. The +absorb requires no targets but if there are targets, their recharge and damage will be debuffed. Oh, and the new aura does not shut off when mezzed, just the offensive component suppressed.
An admission that a set propped up by a single power is ok
So this solidifies my theory that these are awful changes. And that is ignoring the fact that I think regen is a bad idea. -
Quote:I didn't get to listen to the whatsit because I have no sound at work so I was only going from player notes (Because the community team don't think a transcript is worthwhile since we clearly browse an internet forum because we want to listen to stuff...) so I didn't know this.Actually what I think people seem blinded at is the fact that most of what was discussed was not about changes to blasters. i24 = Changes to some ranged powers, to snipe, AND some minor boost to the blaster's sustained health between mobs.
To the point that Hawk even said that the goal of the new powers were so blasters didnt feel they have to use Rest between every single mob, and now have something to help them in between. Which still doesnt fix the fact they get flattened mid-fights without aggro control.
They also specifically made a 'blasters look here!' post which actually makes everyone think this is meant to be a proper buff, so shot themselves in the foot there.
Either way the changes range from poor snipe improvements, to a shockingly bad attempt to buff blasters. -
Quote:Way to pick one sentence that I mentioned as an anecdote and miss the point.what absolute nonsense.
"This buff stinks because it doesn't fit my idiosyncratic playstyle like a glove!" complains the player, before it even enters beta.
*eyeroll*
Edit: To clarify: BU and Aim are on long recharges, so therefore you only get good use out of this buff when those powers are up. It is the same as buffing snipes, but putting them on 120s recharges. That would not go down well. -
Quote:Any reliable way of building tohit would work better, then snipes could become a solid part of an attack chain.Ok, I suggested this in the other thread, but seems to have gone unnoticed so far. But how about this to help blasters, at all levels, get a bit more out of the insta-snipe, as well as a buff to all powers...
Add a +ToHit buff to the +Damage buff to the defiance buff each power, samll enough so as to not get the insta-snipe on it's own maybe, but enough to get there with a modest buffed Tactics and/or TD. Give a larger buff to the set without Aim, to allow them to get the buff more, and sets without a snipe still gain the stacks of +ToHit for all their other powers/ -
Quote:When you get deep into the maths I get a bit lost, but what you are talking about seems to be ED (Softcap tends to be associated with defence) and everything seems to be correct from what I can see.Soft Capping Example: Appocalypse
Being a new player, I wanted to chack to see if I'm understanding how soft capping works on abilities, and thought using appocalypse as an example would work well. I'm assuming a 6 slot set in a single power, with no other powers or set bonues in use. Please let me know if my math is flawed due to misunderstanding part of it.
Damage:
Appocalypse has 4 individual damage bonuses of 53%, 33.1%, 33.1%, and 26.5%
Total: 145.7%
With Soft Cap Adjustment: 101.9%
Recharge:
Appocalypse has 3 individual damage bonuses of 33.1%, 33.1%, and 26.5%
Total: 92.7%
With Soft Cap Adjustment: 89.9%
Accuracy
Appocalypse has 3 individual damage bonuses of 33.1% and 26.5%
Total: 59.6%
With Soft Cap Adjustment: 59.6% (No capping blow 70)
Endurance
Appocalypse has 1 individual damage bonus of 33.1%
Total: 33.1%
With Soft Cap Adjustment: 33.1% (No capping blow 70)
Then when the set bonuses are applied:
4% damage - for this ability it would actually become a .6% bonus since we are already in the .15 multiplier range. Total damage bonus = 102.5%
10% recharge - Would actually become a 5.5% bonus since the ability would get into the top threshhold putting some of it at the .7 multipler, and part at .15. Totall Recharge Bonus = 95.4%
None of the other set abilities would have capping issues in this example.
Bonus question: With all of the capping issues, is it worth slotting all 6 of a set in an ability most of the time? Seems the issue would compound with more set bonuses applied where you aren't getting full value. (I realize this still comes out better than SO's, but there seems to be a lot of diminishing returns.)
As for your last question: It depends. I tend to 5 slot the purple sets, and value the proc over the pure damage IO in most cases. But sometimes if you don't need more recharge in a power you can drop the dam/rech for the dam, or drop the acc/rech. Slotting all 6 however does I believe give you a good bonus when you exemp down past a certain level (Something like <24 iirc). -
Quote:Not sure what program you mean, but I never trust programs that say things like that.I got that program that make your compurer run 50% times faster will that help?
It could help but because computers are all kind of different speeds and are affected by so many different kinds of software that can be installed it is impossible to say.
You could post the hardware of your PC and we could see if it should be able to play it. -
Quote:One of the worst things I read about the nukes was a dev showing how the damage formula would have nukes doing 6.5 damage scale (Or something) which they said was clearly rediculous (I don't see why, destroying a spawn once every few minutes doesn't seem to bad to me) so they made nukes break that formula and nerfed the damage. But they never thought to adjust the recharge or end cost in order to make the damage fit the formula, and still aren't planning on doing so. And having a formula surely means you stick to it, or it is not fit for purpose.I'd almost say crashing nukes are more of a concern in a game with Judgement powers than snipes are. But this is where we are and I'll roll with it.
So not only do nukes have a crash, but that actually only do something like 2/3's of the damage they should, which people would be screaming about on other powers.
Then when I see the changes proposed I get the feeling that the devs just want to patch blaster up to the point where they aren't totally sucky by expending the bare minimum amount of effort on them, rather than have a proper plan in place to put them at a specific level of performance. -
Sounds like you might just be a victim of the game changing its requirements
But I would still get the internet tested out. And make sure you are on a connection that doesn't restrict the bandwidth you use, some cheaper broadband connections only let you have a certain upload/download in a certain time, or restrict your speed once you reach a certain limit, which can play havok with trying to run an MMO. -
Once your +damage reaches a certain level? Then it can be adjusted depending on the average values of defiance and will be ready if you hit Aim or BU.
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Quote:I honestly see this as changing snipes into a power on at best a 30second recharge, which is awful. And they weren't even boosted to 1 shot LT's.If you took out a blast from your attack chain to put snipe in, every time snipe is unavailable your damage is going down way down from the original level. Unless you had large amounts of excess recharge you are going to be seeing a 1+second gap in the chain. (Most likely closer to 2)
If you don't lose a blast you have to come up with a power pick and enough slots to make the snipe work that will be real hard.
The more I look at this, the more I see it as a giant red flag telling people if you want to play this game you should play anything but a blaster.
People seem blinded by the tohit gimick. -
I use a PC and a laptop and haven't noticed this, but I don't pay much attention. I will try and have a look over the weekend to see if I can replicate it.
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Quote:Was this a while ago?Well I use to play CoH in a other account and it wasint laggy just a little and idk what happend so.... now what do I re downloade it.
I think a few of the recent updates have possibly included graphical additions that seem to be causing more lag than before for a lot of people. I know I recently had to lower my gf settings after a patch. If you were on the lower end before the patches might have just pushed the game to become too much for your system. -
Quote:I am not 100% sure on this, but Windows mode tend to use more processing power than full screen mode. So I would use the lowest available full screen mode.EDIT:I did put it at the lowest setting the windowd setting and it is still laggy
If you can't run it at that level then I would suggest an internet problem or your PC not being able to handle it is the more likely cause.
Try a speed test like Alpha suggested, and also try a speed test while the game is running. I would also try and open task manager and monitor how much CPU % CoX is taking. If you have a multi-core processor I noticed that dedicating an entire core to CoX works well in some cases, as does setting the process at above normal priority. -
WP stalkers get a heal. And from my experience blasters tend to fall down dead rather than get slowly whittled down. Regen doesn't give them any way of stopping an entire angry mob from flattening them like nearly every other AT has.
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Quote:Have they? That makes me very sad. I would think that by stats blasters should be causing the most damage at pretty much all levels, and I can't believe for a second that the stats bear that out. Nor do I think that the difference is caused by being dead or afraid to shoot.It's a substantial bust to BURST damage, that won't have a huge impact on sustained damage, which is the intention, since the devs have said repeatedly that they don't want balster damage to go much higher.
Also I will never count a single target power as burst damage in CoX. Burst damage is BU+Fireball.
Edit: Also if you need Aim/BU+Snipe then it is situational burst, not even proper burst. -
Quote:I could get behind that if they had done something else to help improve blasters damage performance and this was a simply happy byproduct.Eh, the snipes working situationally and having the situations becoming more frequent as you level up works fine for me. That is a standard of the game, room for growth. I consider it a feature that it works with Aim out of the box (all but one blaster set with snipes has Aim) and then as you level it can be made to work more often through quite a variety of methods. I also like that teaming is one of those methods, by the way.
That this is the only real damage increase is not only laughable, but it doesn't address the issue that blasters are hard to level. And as a player I feel punished by not being able to use it often more than rewarded for being able to use it at all. -
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Quote:Mental Manipulation worked out well too, because that admitted they are not going to nerf to vastly overpowered Drain Psyche and instead would prefer to give similar crutches to other sets.Made Out: Like Bandits
Defenders
Beam Rifle
Devices
Energy Manipulation
Darkness Manipulation
Made out: Well
Corruptors
Archery
Assault Rifle
Energy Blast
Psionic Blast
Fire Blast
Dark Blast
Made Out: OK
Ice Blast
Dual Pistols (assuming the animation changes are decent)
Sonic Blast
Made Out: Poor Bastids
Electrical Blast and Manipulation -
Quote:I agree when it comes to how powers work, but the aim should be that pretty much any selection of powers should have your character do X damage (Give or take a certain %). The way the damage is dealt (Burst, dot, aoe etc) can be vastly different to allow for playstyles, but the end product should be balanced numberically imho.Equal is not that easy to quantify. Great game design throws out a variety of options, choices, and potential. You may like those 12 things, I'll like these other 12 things, most everyone likes these 76 things, a lot of people avoid these 24 things (while those 24 things have a large base of fans).
Plus, I'd never want the game dumbed down to the point where my build choices don't matter because I end up just like everyone else. While some say everyone will be forced to do x, y, and z to have the snipes always fast cast, I don't believe everyone will think that is worth chasing, which promotes variety. Some will be fine with it situationally, others will have to perma it. That is the sweet spot of design.
I am thrilled that each set gets its own little twist in the mitigation area.
So chasing a fast activating snipe should force you to miss the opportunity to do damage in a different way.
Mitigation should be the same, though is far far harder to quantify and would probably rely on a lot of trial, datamining and tweaking when talking about active mitigation. -
Quote:3 slots in Build Up isn't that modest at low levels (Nor will it bring the recharge down that much), and I think someone mentioned also needing 3 tohits in order to reach the right levels of tohit. So that is 6 slots when you don't have many.Yes. Once every 45 seconds with very modest slotting [3 total slots]. And it lasts ten of those 45 seconds.
Remember, rhetoric kills kittens with a lawnmower.
And in those 10 seconds you will probably cast 1 snipe, maybe 2 if it is well slotted.
At high levels it starts to look better, but these changes should work all the way up the ladder.
Even then a 10s recharging insta-snipe would still not be making blasters overpowered, so we aren't even talking about powers of game changing ability. -
Great game design would probably have all choices working out equally for all people of equal levels of build no matter how they try to manipulate the snipe.
Someone pointed out you might now need to 6 slot Build Up to get any use out of the Snipe at all at lower levels, and that still isn't regular use.