Reppu

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  1. Quote:
    Originally Posted by PrincessDarkstar View Post
    I think they mentioned having them no longer supressed, but I could be wrong.
    That.

    I'm mildly confused that nobody picked up on this huge change.
  2. Quote:
    Originally Posted by Samuel_Tow View Post
    The fact that they have nearly full-strength support that's only really limited by range and only slightly by cost.
    Too tired for the rest. Will take word for, will point out "Binds = Micro Managing", but this I wanted to touch on.

    Not true. At all. They either have equal to Corruptor/Controller values, and sometimes actually weaker (Nature Affinity as an example has much lower values for Masterminds.)

    So, "nearly full-strength" is "Cut by the same, if not more, from Defender Values as Corruptors/Controllers."
  3. Masterminds: What do you feel is 'too much' about them? Include their trial performance too, please.

    Do keep in mind this is one of the most extremely micro-manage heavy ATs in the game too, in comparison to LolEasyModeBrute. And LolSlightlyLessEasyModeScrapper.
  4. Quote:
    Originally Posted by Zortel View Post
    Here's what I'd rather see as a Snipe buff for Blasters:

    With no stacks of Defiance (so you can be considered to be 'out of combat') Snipe has its standard wind-up, but does a 'Snipers Shot' which has a bonus amount of damage.

    With an instance of Defiance, it acts as a quick firing damage attack that can be used in combat without fear of interruption.
    No. BLAST SETS in general are bad. This is not a Blaster Specific issue. Unless you want the other 3 ATs to have the ToHit gimmick, and Blasters this gimmick.

    But that'll make Dominators buttmad.

    Then again there is nothing wrong with the Super Snipes being mildly situational solo, and reliable in teams.

    As. Designed.
  5. Quote:
    Originally Posted by GuyPerfect View Post
    Melee sets I can see leaving at 40 feet, since that's their longest-range attack and... well, they're melee sets. Focus and Shockwave, Impale and Throw Spines, Hurl and Hurl Boulder... they're oddball ranged attacks in melee sets.

    Bane Spiders aren't melee with ranged powers; they're offense/defense. In fact, looking at the powers, they get access to more ranged attacks in their primary than they do melee, so I'd certainly say they qualify as "blast-ish"

    Poisonous Ray fits the bill for the powers being boosted: it's a shorter-range, higher-damage attack. It's more akin to Blaze and Bitter Ice Blast than it is to Impale or Focused Burst.
    No. You're more akin to a Kinetic Melee Scrapper. You have your silly cone, and your silly short range "ranged" power. You, however, do have an extra ranged attack. Shrug.

    I could see it being increased to 70 per the other Mace Blasts. I guess.

    Not a big deal though.
  6. Quote:
    Originally Posted by Tater Todd View Post
    So wait...why would I even take snipe on my low level toons when it doesn't become even half worth it until 25?

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

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

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

    Do you think it would break the game if the To Hit requirement was only 6%?

    Sigh. Once again; The Design Point of the Snipe Changes was to make Blast Sets, Snipes Specifically, more beneficial in Team Play, not Solo Play. Solo Play is a situational bonus, with Devices and Time Manipulation shining here.

    There is an extremely good chance, on an Eight Man Team, someone else has Tactics and you're good to go, which is the point. Snipe Change was to fix Team Damage Disparity, not "Kill Everything Ever Solo" ability.

    The Blaster Specific Solo Fix is their added sustainability, which doubles as a team benefit as well.

    And yes that would be dumb. Because I can promise Snipes would be nerfed HARD if it was so readily easy. Consider this a 'We don't want to nerf snipe damage, but don't want to make it SUPER EASY to get Perma Instant Snipes outside of two power sets, and outside of teams."

    You can't have everything you want.
  7. Quote:
    Originally Posted by dugfromthearth View Post
    game play is to be balanced at +0/x1 with SO's

    "I can only solo +3/x8" is not an indication that something is not overpowered

    I can't see one shotting a single minion as being an I win button, though

    one shotting a boss is
    I think community accepted soloing is +0/x3, although obviously +0/x1 should be soloable.

    But yeah. AS can do that. And it does.
  8. Quote:
    Originally Posted by Rajani Isa View Post
    Claws is hardly a blast set.
    Nor are Bane Spiders, really.
  9. Quote:
    Originally Posted by Muon_Neutrino View Post
    Wait, what? Last I checked, dom snipes still had the interrupt period. At least, according to city of data they still do. They don't really *benefit* much since they don't have easy access to large amounts of +tohit, but I don't see how it could be a nerf.
    Because it's not a nerf. It's just silly.

    ... God forbid DOMINATORS have the hardest time to get Super Snipes.

    Freakin' Doms.

    ... Wait I play those too.
  10. If either of the Sorcery ST Attacks are any good, I might convince myself to slam my head into my Peacebringer again.

    Or work on a new Warshade.

    ... 'cept I hate those beady little warshade eyes.

    ... or maybe play a Controller.

    I don't KNOW.

    Or maybe a Demon Summon/Nature Affinity Mastermind.

    BEST COMBO.

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

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

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

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

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

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

    This isn't to say I don't think Blasters shouldn't be competitive or outright beat the melees in damage.
    AoE's haven't been as relevant since Judgment happened nearly two years ago. Seriously. This is why Water Blast's superior AoE means nothing to me.

    Yes, yes. A game exists before 50 but a game starts at 50, too.

    The major focus of the game's harder content has shifted to really devastating single targets. Mass Mobs are handled by >1< Judgment. 1. Single. Judgment.

    So... yeah. Have to disagree there. Scale 5.4 or whatever 1 Second fast enough recharging BLAM means more than any AoE you can offer me.

    Also I can just pick up Fireball like a good little Stalker and go "KYUU" and everything died.

    Or something.
  11. Who let the Bane Spider in here?

    Shoo, Shoo! Go shine the boots of your Supreme Huntsman and Crab Overlords!
  12. Quote:
    Originally Posted by Another_Fan View Post
    Unless the life preserver is glued to an anvil.
    Have you tried throwing a life preserver glued to an anvil? That's not even realistic! More like "Unless the life preserver is poked with a needle before being thrown out." or something!
  13. Quote:
    Originally Posted by PrincessDarkstar View Post
    I actually have that on one of my scrappers. Shame that is TW so would cause all sorts of problems even if it did turn out as a good attack.
    TW Doesn't suffer from redraw during Momentum.
  14. Quote:
    Originally Posted by Nalrok_AthZim View Post
    I try.



    Honestly, the recent AT 'upgrades' have been pretty phenomenal, and the numbers team is really on the ball as of late. I have a feeling that whatever they do with the non-snipe sets will make them just as desirable as the sets that have snipes.
    We'll see, I guess. They did say they'll figure something out, and I hope it's something 'good'. As I said, the only thing they could do is just increasing the base power of those sets standard blasts. Super charging the Tier 3 Blast probably wouldn't work.

    I'll probably still Day 1 Water Blast. At least it's pretty, I have a concept brewing still, and at the very least at least it's not Beast Mastery.

    Ell. O. Ell.

    Now I'm going to sit here and try to remember what Nature Affinity did.
  15. I for one welcome adding Scrapper Moon Beam to my rotation.

    Not really.
  16. Quote:
    Originally Posted by Nalrok_AthZim View Post
    I don't know, man, I have a 30 Water/Poison on Beta and I haven't had that much fun with a Corruptor since my Beam/Time, Beam Time.
    ... Clever.

    And eh, I look toward the future as well. The Snipe Change is going to be massive. I just can't see them making up in any way for an Instant Scale 2.7 12 Second Recharge BLAM to the face for Water Blast, Ice Blast, Sonic Attack, and Dual Pistols. I don't think they'd adjust the Tier 1, 2, and 3 Blasts to equal up to an increase of 2.7 Across the board, and I'm not sure math really works that way.

    Sure, Water Blast will remain with High AoE, but... No Snipe = No change to ST which means it's going to be left behind, and Blast Set ST is the major issue here, not AoE.

    I can't justify an 800 point drop on something that WILL be inferior down the road. I can't foresee any logical change to make up for that lack of Snipe.

    God I can't believe I'm actually saying this about SNIPES.

    I want at least some idea of what Hawk and Synapse have planned if these four sets fall behind (and they will fall behind, period). Just some assurance that my purchase of Water Blast won't be in vain. RP Concepts are one thing, but money is money and performance is a thing.
  17. Quote:
    Originally Posted by Lightslinger View Post
    Then I owe you an apology as all I meant was that before the edit, the lone "Lazy" made it look bad. Though lazy would've been the nicest thing you've said to me all day, you sly dog.

    I did take the archnemesis part out tho, while snarky it could be misconstrued and I can't insult you, you're entirely too adorable for that.
    Bleh. While I can taste the sarcasm through my monitor, I am sorry that my sleep-deprived insanity made me come off a bit rougher than I like to try to initially come off.

    Like to try being the keyword.

    In truth: Asking for the same change to Snipes that Stalkers got to their core mechanic is not going to happen, if I had any guesses, with out Snipes taking a power nerf. My suggestion is the following: Try it out on Beta first, then if you feel it's too clunky, go from there. But do not be surprised if that Scale 2.7 monster goes down to Scale 1.7 in exchange for a change that... doesn't need to happen.

    Look at it from the point of view as: "It makes Devices suck a lot less, while making Blast Sets in general suck less. Except those four unfortunate smhucks that didn't have snipes included TEEHEE."


    Quote:
    Originally Posted by Nalrok_AthZim View Post
    Would you prefer the alternative?

    Honestly I'd rather have overkill Stalkers than still-sub-par Stalkers.
    Maybe, but it further shows the Melee Power Creep, which is why I was going on and on about it in Water Blast.

    ... and now Water Blast is sort of hosed (HAHAHAHA) with the Snipe Change.

    And I was SO EXCITED FOR IT Q_Q
  18. Quote:
    Originally Posted by Nalrok_AthZim View Post
    That's your opinion. It's also subjective. Prior to Assassin's Focus every Stalker I ever played felt anemic and withered when compared to any of my other characters, even my buff-oriented Controllers. The change was for the better and I see absolutely no reason to look down on it. It seems like you're approaching the Stalker changes from a center of resentment, like your favorite AT didn't get the new shiny and you're upset that now an under-performing AT is performing well.
    I play Stalkers, Nalrok. And even I acknowledge Assassin's Focus was overkill.

    Spoiler Alert: I play every AT besides Brutes, really. Don't know why I never rolled a Brute. Weird.
  19. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Good. That's what Stalkers needed.

    By the way, what exactly are you talking about when you say "all the other stalker changes"? The scaling crits? The PBAoE suppression in hide? Those two things happened long before the AS change and the max HP boost, and Stalkers were STILL way underpowered then.
    Assassin's Focus. That thing that causes AS to be a Scale 5.whatever in 1 Second monster. The AS change by itself with out this added mechanic would have been perfectly fine. Assassin's Focus was overkill.

    Quote:
    Originally Posted by Lightslinger View Post
    We will enjoy, I will enjoy. With these current changes I'll spec into Tactics, chew a lot of yellows and flat out love my new snipe. But, we're in Alpha right now and I believe that there's a better way to apply this buff.

    I want it perma, even with it perma Blasters will still most likely be behind other ATs in damage and survivability but that's OK, we'll be much better off than before.

    Show me that a perma-quick snipe would make Blasters over-powered and I'll admit I was wrong and move on.

    Some good shields and mez protection in Blaster secondaries? Now we're overpowered and City of Blasters returns. I understand why the devs are so leery of handing Blasters easy mez protection. Some more Damage will improve Blasters, but they'll hardly be overpowered because of it.
    Design Intention is not always What You Want. It was made fairly clear the intention was to give blasters more of a situational edge in solo, and more of an obvious edge in teams. Snipes were "okay" solo, and were HORRID in teams. This was meant to make them pack more omph in teams. While Solo, you have the option of hitting Aim, going nuts, Build Up, going nuts.

    If you are the only person in a team packing Tactics, that IS unfortunate. But, it was a Situational Change, not a Always Be Ready GOGOGO Change.

    MAYBE it will be changed. Scale 2.7 in less than 1 second (I think it's 0.64 or something insane) is going to be extremely frightening to swallow as "Always Ready". But as it is I think the 22% To Hit "Lock Out" is the only thing that'll keep Snipes from being hit with the nerf bat.

    Hard.
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    So, essentially, it being a decent power makes it dumb? Well, then let's hope the whole game gets dumber because I'd rather have fun than play a "smart" game.
    Assassin's Strike is not a 'decent power'. Assassin's Strike is blatantly overpowered. Combined with all the other Stalker Changes, it was "Way too much".

    Scale 5.4 Damage in 1 Second every few seconds is kind of broken. Assassin's Focus probably needs to go and AS shouldn't be given special critical hit conditions. But not the time or place.

    The Snipe change is good and is meant to be a Team Boosting thing, and a more situational solo thing aside from a few specific cases.

    Blaster SPECIFIC solo and team boost is their added Regen/Recov/Whatever.

    Enjoy!

    Quote:
    Originally Posted by Lightslinger View Post
    Dude, get out of this insulting and condescending mode and have an adult conversation with me, I have not once insulted you yet you constantly use phrases like "ungrateful", "HUR HUR I WIN", "TEH UBER SOLOIST", and now "Blatant Lie", if you really don't support what I'm saying then debate it.

    How is it a Blatant Lie that -tohit, -recharge and +Def will reduce incoming mez attacks? Most Defs and Corrs will have access to a buff or debuff with those attributes and they absolutely do effect gameplay, its what those ATs do.
    Blaster Primaries and Secondaries do supply mez-style powers within them. Not to the extreme extent as Corruptors and Defenders, obviously, but they do.

    Unless you're ignoring Ice's Slows, Dark's -ToHit, Energys -KB, and so on and so on. And what the individual secondaries bring as well.

    Blasters do get those type of powers, they're just weaker because that's the trade off they make.
  21. I'll say it again in this thread: Blasters weren't the only issue, Blast Sets in general sucked. Badly. As damage dealing sets, not a SINGLE one is remotely close to a top performer. And only Fire Blast meets MID MELEE SET PERFORMANCE caps.

    Blasters got specific buffs.

    Ranged got buffs.

    Only one Secondary on Blasters can do no-IOs Perma Insta Snipes, AKA LOLDevices.

    Only one Support Set on Corruptors/Defenders can do Perma Insta Snipes, AKA Time Manipulation.

    Seems fair to me.

    Remember: It was designed for Team Changes, not so much soloing. And it's possible in solo.

    And if you mention Kismet, I mention high-recharge saturated Build Up and Aim being easily rotated to provide near perma sniping.
  22. Quote:
    Originally Posted by Lightslinger View Post
    Forget Stalkers, I'm just using them as a model and a precedent because their AS buff was similar. It's a simple question I'm asking; Why is the +tohit Quick-Snipe better than the simple Quick-Snipe I'm requesting?
    Because the design intent was to make it situational soloing, and more likely to be permanent in teams. Only ONE Support Set allows a Defender/Corruptor to do Perma Insta-Snipes solo, and that's Time.

    Just like only ONE Blaster Secondary does, Devices.

    Do not mention Kismet. That is an IO and this is not an IO consideration. If you mention it, I point at 170% Global Recharge Aim/Build Up Rotations and this conversation ends immediately.

    You team with one other guy with Tactics going, and you're golden.

    If you're soloing, it's a bit more situational and requires a bit more play with it.

    Design Point: Not always ready unless you went LolDevices (or are a Time Manipulation user.). That was the design choice. If they wanted to make it an I Win Button, it would be Assassin's Strike.

    Which is a dumb power.

    Quote:
    Originally Posted by Lightslinger View Post
    Some Defenders and Corruptors have access to mez protection, no Blasters do.

    Some Defenders and Corruptors have access to Buffs and Debuffs that greatly reduce the chance of incoming mezzes, no Blasters have that.

    I and many others were extremely excited about the Defiance 2.0 change that allowed us to use our T1 & 2 powers while mezzed, I haven't forgotten that and I'm not ignoring it.

    1) True. Force Fields (considered to be a weak one-trick pony), Sonic Resonance (read Force Fields), and Traps (the exception).

    2) Blatant Lie.
  23. Quote:
    Originally Posted by PrincessDarkstar View Post
    Way to pick one sentence that I mentioned as an anecdote and miss the point.

    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.
    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.

    If you're a Devices blaster, great! Enjoy! Your Secondary largely sucks anyway so this is your big perk.

    If you're not, you're relying on Aim or Build Up + Tactics for it. Or popping some Big Yellows. Either way, yeah.

    The three other ATs have to do the same thing (And the moment you bring up Kismet +6% and Tactics is the moment I point out 170% Global Recharge on Blasters is not that expensive, and allows you to pop Build Up, Snipe Freely for 10 seconds, pop Aim, Snipe Freely for 10 seconds, wait 5 seconds, hit Build Up, rinse repeat. Pop a yellow to kill that dead period entirely GG).

    So... the design point is there.
  24. Quote:
    Originally Posted by bpphantom View Post
    THIS always grates at me. While mez'd a corruptor can...? Nothing. A defender can...? Nothing. A Blaster can... continue to use T1 and 2 from their primary and T1 from their secondary. Blast away.
    Because the Blaster Community ignores the weaknesses of other AT and only harps upon their "strengths" and "why Blasters suck."

    Really, this community is turning out to be, shock and awe, extremely ungrateful. Here's a newsflash, again, for those of you comparing the Snipe Change to the AS change.

    Are you ready?

    You're not Stalkers. Get over it. AS was a core power to the AT and it needed to be readily and easily available to use because the Stalker AT sacrificed, generally, an extremely good AoE for a garbage power.

    Snipes are not a core power to the Blaster (or other Snipe using AT) AT. They were just extremely weak powers. Their buff is a boon, and you need to stop comparing a Random Power Set Power to a Core Design Power of Another AT.
  25. Quote:
    Originally Posted by Lightslinger View Post
    I can't tell if you're really serious in implying a Blaster buff should be dependent on Inspirations...really?

    Also, a question, will a Blaster not running any other +tohit be able to use the quick Snipe with Build Up or Aim only? I don't have the numbers available at the moment and I'm curious.

    Also, how is being able to fire the quick snipe whenever while in combat worse than having to use +tohit? That's what I'm lobbying for and I'm simply not seeing the other side of the argument, I'd love to be enlightened and would be glad to be wrong on this.
    Dependent? It's an option. Why are so many players against Inspiration use? That is seriously a 'thing' and it's a very annoying 'thing'.

    Here's a news flash: Not everything needs to be catered to the soloists. I've said this many times and I'll say it many times again. If you team with at least ONE other person with sufficiently slotted tactics (Or less if you use Kismet +6%), you have your shiny instant cast scale 2.7 Beam of Destruction.

    Is it easier for Defenders and Corruptors and Dominators to obtain 22% ToHit perma? Yes. They still need to eat a Kismet, but yes.

    Is it impossible for Blasters to? Yes, with out targeting drone. Except...

    At high recharge levels, rotating your Aim and Build Up can provide an ample enough of +ToHit to allow saturation of the Instant Cast Snipe. At 170% Global Recharge and slotted +Recharge in Aim and Build Up, you have them both at a 25 Second Recharge, allowing you to have a 5 second dead period between hitting the one you used first again and repeating the cycle. This drops down further depending if you went up to +200% Global Recharge, which is difficult but not impossible.

    Or you pop a yellow for that brief dead period

    So... bumpkis on you all? Think outside of the box on "WE NEED 22% PERMA ToHit" and go "Well we can also just rotate Aim and Build Up and have it practically perma too", or is doing more work the issue here? Boosts your damage up too so /thumbs up.

    I do not think the design intent is to have it Perma with out extreme building in mind for Defenders, Corruptors, and Dominators (AKA Maxing out Tactics + A Kismet IO), nor perma on Blasters with out Targeting Drone. if they WANTED it to be easily perma, they would have just made snipes Scale 2.7 Instant Cast "I WIN HUR HUR" buttons.

    If you're in a team, there is an extremely strong chance you have it anyway. If you're complaining for the sake of being TEH UBER SOLOIST, bumpkis again. Rotate Build Up and Aim and get over it.

    And eat a Yellow.

    And yes I know Build Up is +15% but I assume you took Tactics.

    None of the ATs can get it with out the usage of IOs, and if you're using the IO route Blasters can almost get it with chaining Aim and Build Up. Your argument fails because you're forcing the inclusion of an IO outside of Time Manipulation's Farsight.