StratoNexus

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  1. Quote:
    Originally Posted by Oathbound View Post
    substantially
    This is where I take issue.

    I am going to come out and say what I believe. This may not be true for most people, but I believe it is true for many.

    Some people don't like ANYTHING that is even mildly situational. Some people just want perma-fast cast snipes straight up. Those people are clinging to this "defenders/corruptors get SO MUCH more out of the snipe" argument not because it is true, but because they are hoping they can use that fallacious argument to get perma-fast cast snipes straight up.
  2. Quote:
    Originally Posted by Gatecrasher View Post
    as my right hand is still doing the Hokey-Pokey across half my desk.
    You either have a small desk or keep your mouse really far away!
  3. You can never have too much Freezing Rain.

    You have to be huffing glue to choose Build Up over Freezing Rain.

    Stating that, I can only go that way because you said, "Ignoring conceptual preferences". Conceptually I prefer Build Up (and other self buffs) for blasters, but the power level of Freezing Rain is impossible to ignore.
  4. Quote:
    Originally Posted by Obitus View Post
    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.

    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.
    While I agree it is an invitation to jump through hoops, I do not think it is a demand. Going from occasional fast cast snipe to always fast cast snipe has benefits, but even at the current known animation times the benefit is not so large that it makes ignoring the invitation a bad choice.

    Quote:
    Originally Posted by Obitus View Post
    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.
    Because when setting it up so that it could be made perma with /Devices, corruptors and defenders ended up their incidentally? And because the difference between occasional fast cats and perma fast cast is not huge, it was decided that it falls within a reasonable balance range?

    Those are my guesses. You could PM Arbiter Hawk, he may answer.
  5. Quote:
    Originally Posted by Obitus View Post
    See my response to Leo.
    I'll go with Hawk's response, I happen to agree with him.
    Quote:
    Originally Posted by Arbiter Hawk View Post
    It's true that To-Hit is somewhat arcane, but this mechanic actually boils down pretty simply:

    -"Hit Aim, Snipe becomes instant."
    -"Pop 3 small yellows, Snipe becomes instant."
    -"Get a big team with people running leadership, Snipe becomes instant."

    Or, most simply, "If you get a yellow ring around your Snipe attack, you can click it and use it in combat." I've spent at least 30 hours testing all of these mechanics on Blasters internally, and our QA team has been sending me messages like "When will this go live? I want my live blaster to be this fun!"

    We kicked around a number of possible activation conditions before settling on To-Hit - High health enemies, low health enemies, enemies at long range, enemies at short range, Just used Aim, Just used Build-Up, Your last snipe was interruptible, etc. - but ultimately I do actually think To-Hit accomplishes our goal in a number of ways. This redirect condition is simple enough that all ATs can use it equally, and easy enough to understand that players shouldn't have a problem getting used to it. It also is increasingly more probable of being met as team size increases, which helps counteract the perception that snipes are less and less worth using as team size increases.
  6. Quote:
    Originally Posted by Obitus View Post
    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.
    Hmmm. I can't justify snipes right now either. However, if I can also occasionally use that snipe without an interrupt and if it is DPS neutral or DPS positive in those situations, then I can, even if I still occasionally use it with the long animation.

    Quote:
    Originally Posted by Obitus View Post
    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.
    You shouldn't have to go to all that trouble to get solid use out of the proposed snipes. If you can't justify taking the snipe as a long range, pre-fight attack that can also occasionally be used as a solid DPA attack in the midst of combat, that is fine. That doesn't mean they are useless. I believe a lot of people almost take the snipe, but just can't quite justify it. Occasional use in combat is all that is needed to make them a solid choice, still skippable, but not outright skipped like they are now. The argument that you have to go through all the gyrations you mention in order to get good use out of the new snipes is wrong.

    Quote:
    Originally Posted by Obitus View Post
    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.
    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).

    Quote:
    Originally Posted by Obitus View Post
    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.
    Much to my sadness. One day blaster secondaries will be armor sets (look at me getting all slippery-slope crazy). Seriously, I like the range increase, but like increasing the range damage mod and not the melee one, it is a step towards relegating the melee attacks to being poor choices. That I am very much biased against.

    Quote:
    Originally Posted by Obitus View Post
    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.
    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.
  7. Quote:
    Originally Posted by Obitus View Post
    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.
    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.

    Quote:
    Originally Posted by Obitus View Post
    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.
    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.

    The snipe buff makes snipes more attractive. They are situational powers, but will now be useful in more situations. They also have been improved to not punish DPS situationally (and they actually increase it in those situations). That makes the snipe changes very good, in my opinion. If corruptors and defenders have a small advantage in making those situations occur, I don't find that a compelling argument that the snipe changes are inappropriate. I do agree it is not the best situation, but none of the alternate gating ideas appeal to me as much as the to-hit buff idea.

    Quote:
    Originally Posted by Obitus View Post
    The insults flying around from the other side weren't worthy of comment for some reason.
    Because you are the more interesting person to discuss this with? Maybe because I am a Phillies fan and love the Roy Halladay image (and, Yay! He is back tonight)? I didn't even think I was commenting on anyone's insults. I don't care to comment on the insults, just the issues. I will comment on the bias thing, because I do not mean it as an insult, knowing our biases helps us all understand and think about our points.

    Quote:
    Originally Posted by Obitus View Post
    That's an extraordinarily easy thing to say, but it rings hollow in the midst of a thread where we have people insisting at the top of their lungs that Blasters require nothing further than the sight-unseen survivability buffs proposed for I-24. In case you missed the point: This whole debate serves the purpose of shining a light on Blasters' need.
    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.

    Quote:
    Originally Posted by Obitus View Post
    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.
    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. And while you have evolved to the point where you say the snipe changes are not important to you (a place you likely have always been in your own head), this conversation started because you clearly stated, "if they favor improving Snipes just for flavor, then they ought to say so, rather than allowing us to assume that the Snipe changes are the single-target-damage buff for which Blasters in particular, and blast sets in general, have waited."

    That statement sounds like you want the snipe changes to be a significant buff to blast sets and particularly to blasters. The clarification and discussion in our ensuing posts has been valuable (at least to me).

    Your fear that the I24 blaster buffs will be inadequate is not unwarranted, but at the same time I have never seen this much real and significant change made to blasters, so I think I have reason to be more optimistic.

    Quote:
    Originally Posted by Obitus View Post
    Eureka. That is exactly the point -- but it's not like I've said that very thing like seven times already or anything. If the developers came out tomorrow and assured everyone that additional single-target damage buffs for Blasters aren't off the table, then I'd zip my lips. Until that happens, it is worth pointing out that I (and others) don't believe the AT is finished. We've waited a long time for this balance pass.
    Sure. But I still don't feel the snipe changes are relevant to that beyond the fact that they will be a minor improvement to the sets (a major improvement to the snipes themselves, I hope, but only a minor one for each powerset with a snipe).

    Quote:
    Originally Posted by Obitus View Post
    History's on my side, here. You're telling me that I shouldn't be suspicious when, after eight years of the developers treating Blasters as if they're radioactive, the developers seemingly go out of their way to moderate the Blaster's benefit from a buff aimed at Blast sets, with basically no indication that other offensive buffs are on the table? After eight years, I can be forgiven for a little skepticism.
    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.

    I can't begrudge you the attitude that the changes we know about may be all we are getting for years so they better make the snipes as awesome as possible for blasters. I don't agree with it, but I can see where you are coming from.

    Quote:
    Originally Posted by Obitus View Post
    Very few ATs have a distinct role, but almost all of them (with the notable, glaring exception of Blasters) have distinct strengths that aren't necessarily offset by corresponding weaknesses. What makes the Blaster unique is that the Blaster is explicitly penalized as if Blaster damage is undisputedly the best, but in fact Blaster damage comes nowhere close to that lofty standard.
    Sure.

    Quote:
    Originally Posted by Obitus View Post
    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.
    Lol. I guess Eldagore's point on that could be seen that way; support ATs can help blasters get perma-fast cast snipes! Even still though, I still don't find the snipe change as relevant to overall balance.

    I will admit, my bias for teaming does indeed like the aspect that teams will increase the viability of perma-fast cast snipes for any AT with a snipe.

    Quote:
    Originally Posted by Obitus View Post
    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.
    Sure.
  8. Will we get to fight alongside an awakened Talos? I want to know more about Talos.
  9. Quote:
    Originally Posted by Arcanaville View Post
    There's also a special edition fast snipe that comes with a Kismet enhancement included, for only $50.
    Is the Kismet autographed too?
  10. Quote:
    Originally Posted by Leo_G View Post
    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.
    While I agree with the sentiment that people shouldn't be so worried about the difference between perma fast-cast and occasional fast cast builds, you take it too far by using the term exploit. Exploit is a fine word, but has a pretty specific meaning in online games. And twinking is irrelevant (I think, isn't twinking when you give resources from a rich character to a poor character?)
  11. Quote:
    Originally Posted by Obitus View Post
    With all due respect, you're going to have to do a little more to explain your point here. It isn't self-evident that those two quotes are self-contradictory.
    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 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.

    Quote:
    Originally Posted by Obitus View Post
    And I disagree that a proper buff to Blast sets must necessarily include a buff to Snipe powers. It really doesn't matter to me whether they buff the Snipe or buff the first two tier attacks, or buff the relevant ATs' damage scalars -- whatever the solution, there's no rule etched in stone to declare that Snipes must be a part of it.
    Considering how poor snipes are, I simply disagree with your position. I think snipes have long been in need of improvement. I don't think they should be made integral to the ATs that have them, but they should be more reasonable choices than they are currently.

    Quote:
    Originally Posted by Obitus View Post
    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.
    The bias comes from your viewing everything through the fact that you feel blasters should be buffed. Other changes that happen to help blasters are not acceptable to you unless they are "rightfully targeted at Blasters." You sometimes seem to be able to understand that not all changes are made solely to buff blasters, but you don't seem to be able to actually accept it and view the snipe change in that light. Your position seems to be, "If it doesn't help blasters the most, then it is not done right."

    Quote:
    Originally Posted by Obitus View Post
    if any blast-set-constituent AT deserves to get more from those buffs, it's the Blaster. Not the Defender or the Corrupter.
    That is a fine goal, but I don't believe a design is invalid if that is not true. Again, I would be OK if a change came along that made fast-cast snipes harder to achieve on corruptors and defenders, but it is not a big deal either way.

    Quote:
    Originally Posted by Obitus View Post
    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.
    You'd be sort-of right! Hey, I can acknowledge that blasters seem to be the weakest AT, the tools they have are inadequate to defend themselves since they were designed specifically so that teammates would be their defense. I also seem to see a lot more blasters online at any time than I see defenders and corruptors (again anecdotal, only the devs know the truth).

    Quote:
    Originally Posted by Obitus View Post
    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.
    I think tepid is the perfect word for my position. I may think the support ATs deserve a buff more than blasters. I don't have the correct information to determine this, only the devs do. Since they are changing blast sets AND blasters, I lean towards the belief that all ATs with blast sets need help, but blasters need it the most.

    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:
    Originally Posted by Obitus View Post
    Now that we've gotten the personal-credibility attacks sorted, let us return to the topic:
    Calling you biased is a personal credibility attack? Hmmm, I guess it could be if I were trying to convince others to give your points less consideration. I didn't mean people shouldn't listen to you because you are clearly compromised. I was simply trying to communicate to YOU. Your base position that blasters need the most buffs is not allowing you to look at the whole picture very well. You keep viewing the snipe changes as if they must be best for blasters and downplaying the belief that other blaster changes are what really needs to be focused on.

    Quote:
    Originally Posted by Obitus View Post
    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.
    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:
    Originally Posted by Obitus View Post
    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.
    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:
    Originally Posted by Obitus View Post
    "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!"
    Blasters clearly outdamage corruptors and defenders (in most cases). They do not clearly outdamage brutes and scrappers, which is a problem IMO. Maybe everyone can get behind my desire to increase the damage mods on all three ATs that use blast sets!

    Quote:
    Originally Posted by Obitus View Post
    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.
    Agreed! Let's buff the damage mods on the blast set ATs and stop worrying about snipes.

    I would increase the blaster ranged dam mod to 1.25 (or 1.3) and the melee dam mod to 1.125 (and I'd consider increasing the blaster cap to +500%). Increase the corruptor ranged dam mod to 0.9. Increase the defender range dam mod to 0.8 and give defenders scrapper base HPs and the stalker HP cap.

    Quote:
    Originally Posted by Obitus View Post
    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.
    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.
  12. Quote:
    Originally Posted by Watchdog View Post
    That's not the point. I know how the numbers work, and I'm fine with all that. The difference is that the pacing of ELB's attack chain is bad and Fire's is not.

    Think of it from the perspective of a new player. Without veteran powers, a level 10 Fire Blaster has an array of ranged powers up all the time. More blast powers to choose from AND balanced with faster recharge times so that an attack is always up.
    I know it is hard to accept, but a new player should look at a power like Short Circuit and see it is PBAoE and then look at the secondaries and see melee attacks. Then they could put those facts together and fill their attack chain out with melee attacks.

    That doesn't work so good for corruptors or defenders, but I am sure they could fill some of that time with powers from their other sets too.

    However, I prefer shorter recharges, even though it generally hurts your damage output at the high end. Therefore, I am all for 3 and 6 second recharge attacks for Electric blast (I wanted that on Rad blast too)!
  13. Quote:
    Originally Posted by Obitus View Post
    You keep using the word, "Objectively," as if your invoking the concept of objectivity automatically renders any disagreement subjective. That's not how it works. You brought up a point that is only tenuously relevant to the topic at hand -- namely, that the snipe changes are not explicitly targeted at Blasters in particular -- and then declared everyone who doesn't like the Snipe changes an irrational fool for not understanding the blindingly obvious. The problem? Your point does nothing to address the appropriateness of the Snipe buff.
    You would have greater weight on this matter if you hadn't said this:
    Quote:
    Originally Posted by Obitus View Post
    As to why the issue is important? Because Blasters have been bottom of the barrel pretty much continuously for eight years (the Smoke Grenade hiccough at the beginning notwithstanding). It'd be nice if the buffs that are rightfully targeted at Blasters actually reach Blasters, instead of arbitrarily buffing two support ATs that were already just fine. Personally, I don't give a rat's furry rear end whether any Snipe buff goes through to the live servers; what's important here is that the AT(s) that is slated for upward balance tweaking receives its due attention. Cause, you know, eight years.

    Whether that due attention includes a buff to Snipe powers is unimportant.
    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).

    Quote:
    Originally Posted by Obitus View Post
    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.
    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.

    I am not opposed to adjusting this mechanic so defenders and corruptors have a harder time with it. However, I think the issue is being overblown by a few people, and I am honestly surprised you are swept up in arguing it with such passion (but I like the passion ).
  14. Quote:
    Originally Posted by Obitus View Post
    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.
    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.

    Someone in this very thread pointed out why, let me find the quote.
    Quote:
    Originally Posted by Obitus View Post
    Siphon Power, Sleet, Freezing Rain, Enervating Field, Fulcrum Shift, Tar Patch, Melt Armor, Slowed Response, Acid Mortar, Acid Arrow, Disruption Arrow -- just to name a few powers that leap to mind.

    Support ATs lack Build Up? That's a shame.
    I know the to-hit mechanic itself favors the buff ATs (one of the reasons I know some are pushing to make sure blaster Build Up actually works all by itself), but in general only if those ATs take a pool power.

    While Leadership is a great pool, it sounds like the devs are trying to make the other pools more attractive as well. Sacrificing one of those other pools for Leadership will hopefully be a more interesting decision. I am also still hopeful that the improvement that fast-cast snipes allow will be moderated to make this a build choice that seems reasonable in either direction.

    While I have argued the fast-cast snipes at the current proposed cast times are likely a buff too far, one has to also remember we are only talking about single target damage and generally are looking at a 17% to 25% increase in DPS over current numbers and even less over someone who builds for only occasional fast-cast snipe.

    Of course, I also disagree with the notion that corruptor and defender damage levels are fine as is and I still don't see the population of those two ATs anywhere near the level I would prefer (but that last is anecdotal, only the devs know the real numbers).
  15. Quote:
    Originally Posted by Comicsluvr View Post
    You're assuming zero Defiance yes? My Blasters almost always have a Defiance bonus after the first spawn. With even 50% bonus what would the damage be?
    With 50% from defiance, even cons will die. 50% is actually a pretty high amount to have from defiance. You need about ~40% more after slotting and Build Up to kill even con Lts. Most of my builds will be comfortably in that range with a very small amount of Defiance (some are there with no Defiance at all if you count Musculature).

    And I can't stress enough that without an end crash, you will be able to follow up with another AoE that will likely finish the Lts anyway (even on settings where you face +con enemies).

    It is my opinion this change is all for the better. The guaranteed damage is higher than the old. Yes, normally you would have done a very little bit more and there was a modest chance to do a lot more. But the recharge was also way longer. I never dreamed they would go this far and make, what to me is, the perfect change (for nukes).
  16. Quote:
    Originally Posted by Agent White View Post
    12 anything is going to have a harder time with MoM.

    Just like conversely, 24 anything could probably do it without toooo much difficulty.
    MoM is max 16, but besides that, smaller teams on trials can be easier than larger ones. The devs have done a very good job scaling the trial difficulty to team size and it is a mistake to believe that max capacity is better.
  17. Quote:
    Originally Posted by Rakeeb View Post
    Bring 12 Blasters into the MoM iTrial, let me know how you do.
    I am excited to see the 12 brutes or scrappers doing this as well!

    Immediately jumping to all of one AT is disingenuous. A MoM trial with 4 buff/debuff, 8 other would be fine if the 8 other were all blasters, all dominators, all anything, or a mix (it would be good to have one or two meat-shields, not vital, depending on the buff/debuff, but generally good). Blasters are a fine addition to any trial and bring solid DPS as desired.

    I am not saying the DPS they bring is high enough relative to the armors or control other damage dealers bring, but it is high enough that they are a great addition to any trial.
  18. StratoNexus

    Ode to Archery

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    due to what I feel is newly earned respect, I would like everyone in this thread to start referring to it as 'Mr. Fire Blast,' if you don't mind.
    That would be My Lady Fire, and long have I been devoted.
  19. Quote:
    Originally Posted by Johnny_Butane View Post
    Question: who does Spidey tank for?
    Nobody.
    The citizens! Uhm, he is such a good tank, nobody ever notices his teammates! Yeah, that's it.

    Quote:
    Originally Posted by Johnny_Butane View Post
    Additionally, his taunts aren't about aggro. That doesn't really exist in comics. His taunts are more like targeted debuffs
    Like - range!
  20. Quote:
    Originally Posted by Tenzhi View Post
    My hope is that it's getting looked at as part of proliferating it...
    Gasp! I can haz Spines/Bio brute? That would put my Katana brute on hold again.
  21. Quote:
    Originally Posted by Chyll View Post
    So, the defining characteristics of tankers are survivability and low damage.............
    and aggro control. I am glad to see Johnny finally acknowledging that aggro mechanics are indeed often featured in comics. For the longest time he insisted they were some fantasy oriented thing that did not belong in a comic themed game.

  22. Quote:
    Originally Posted by Arcanaville View Post
    Becoming the game's best farmer means the same thing to me as becoming its most accurate superjumper. I would be impressed by the effort put into achieving that goal, but at the end of the day its more of a curiosity than anything else.
    So my jumping across Steel Canyon, using just Combat Jumping and Sprint, without ever touching the ground game is nothing more than a curiosity!

    Curses, I thought I'd get bonuses for it.
  23. StratoNexus

    Ode to Archery

    Quote:
    Originally Posted by Rakeeb View Post
    I'd wait to move everything to make sure that /Mental survives i24. It'd be terribly inconvenient to have to move everything again.
    Indeed. Maybe /Mental will be dead too and the new king will be Elec/Devices!

    <.> >.>
  24. Quote:
    Originally Posted by BrainBrillo View Post
    In counterpoint, let me offer that my suggestion addresses your concerns in these paragraphs. Blasters can use Build Up and Aim to make the snipe fast cast each time it's up, and Corruptors and Defenders get to decide if they want to work at hitting the 22% cutoff for the half the time aim will not be up. And the damage buff and recharge nerf make it much more attractive when it's up, but less important to overall sustained DPS.
    It is an interesting choice. A scale 5.52 attack is not something I want to see, because even at 45 second recharge and a long animation time, that is unskippable (and becomes O.O with fast-cast). I want the snipes to be attractive, not Assassin Strike for blasters. Others do want what you suggest though, I have seen many ask for it.

    So while I don't support your idea, it has its supporters.
  25. Quote:
    Originally Posted by EvilGeko View Post
    Fire started well ahead of everyone and its still getting buffed. How does that make sense?
    Because Fire isn't as much ahead as so many people think AND it gets nothing else but damage. Fire BETTER damn well be ahead if the only thing you are looking at is damage, since that is all it does.

    I wouldn't be surprised if 60% of Fire's DoT NEVER HAPPENS. Oh, don't get me wrong, I love Fire and the high damage AoEs are strong, but what Ice blast brings to a team and solo is also very strong.

    Plus, all snipes suck, even Blazing Bolt. The snipe changes are there to make snipes not suck. BFR almost sucks, being slightly better than snipes. I skipped it on both my higher level Ice blast characters and I do not plan on taking it on my other two. Thus I am fully in support of helping that power. But not because snipes got improved, simply because it should be a bit more efficient and useful.