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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. -
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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. -
Quote: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.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.
Quote: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.
Those are my guesses. You could PM Arbiter Hawk, he may answer. -
I'll go with Hawk's response, I happen to agree with him.
Quote: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. -
Quote: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.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.
Quote: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.
Quote: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.
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: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.
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. -
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.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.
Quote: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.
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:The insults flying around from the other side weren't worthy of comment for some reason.
Quote: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.
Quote: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.
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: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.
Quote: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 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: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.
Quote: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 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.
Sure. -
Will we get to fight alongside an awakened Talos? I want to know more about Talos.
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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?)
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Quote: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.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.
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: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.
Quote: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.
Quote:if any blast-set-constituent AT deserves to get more from those buffs, it's the Blaster. Not the Defender or the Corrupter.
Quote: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.
Quote: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.
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:Now that we've gotten the personal-credibility attacks sorted, let us return to the topic:
Quote: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.
Quote: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.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:"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!"
Quote: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.
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: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 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'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.
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)! -
Quote:You would have greater weight on this matter if you hadn't said this: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.
Quote: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.
Quote: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.
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).
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Quote: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.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.
Someone in this very thread pointed out why, let me find the quote.
Quote: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.
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). -
Quote: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).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?
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). -
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.
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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. -
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The citizens! Uhm, he is such a good tank, nobody ever notices his teammates! Yeah, that's it.
Quote:Additionally, his taunts aren't about aggro. That doesn't really exist in comics. His taunts are more like targeted debuffs -
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Quote: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.So, the defining characteristics of tankers are survivability and low damage.............
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Quote:So my jumping across Steel Canyon, using just Combat Jumping and Sprint, without ever touching the ground game is nothing more than a curiosity!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.
Curses, I thought I'd get bonuses for it. -
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Quote: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.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.
So while I don't support your idea, it has its supporters. -
Quote: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.Fire started well ahead of everyone and its still getting buffed. How does that make sense?
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.