UGH! It just worse for blasters in pvp


Awesome13

 

Posted

If i remember correctly (and i do) I wasnt the one that tried to falsify two of your comments, it was the other way around. dont try to say that *I* was looking for rhtoric or a duel. Rarely do I ever get upset with some1s attitude on these forums. I suggest you dont assume my friend.


@TheBro

solo pvp?

Cooler than every single owl EVER.

 

Posted

Um...which, exactly, of my comments was falsified? Seriously...look back at my posts and point them out to me.

I think you're a bit "confused" now...


 

Posted

Remember guys, by the time they get the snipe, they wont have too many slots available to enhance the move with


 

Posted

You sure? They can pick it up from the start. It has no pre-req, once you hit the appropriate level. On your next level-up, you can drop 3 slots into it, if you'd like. Then, the following level-up, you can drop 2 more into it and now you have it 6-slotted.

When I think about it, as a whole... I'm not at all against Stalkers having a snipe. However, I am a bit against Stalkers being easily hidden beyond the perception range... though, I'd also disagree on making them easy to see and unable to make use of the SURPRISE factor involved in sniping.


 

Posted

OMG cmon guys I dont know what servers you play on...I play on Justice and I get owned by blasters EVERYDAY if anyone is overpowered its you guys anything /nrg or /electric will detoggle and mez me in 1 hit everytime might was well not even have mez protection THATS overpowered. On my server 90 percent of the blasters I run into are like that....its insane 1 bone smasher my mez protection drops and i'm stunned and fall outta the sky.....then I die in 1 maybe 2 shots I can go TOE to TOE with a tank or scrapper....but NO freaking way a blaster like I said...detoggled stunned....dead so fast its not even funny


 

Posted

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anything /nrg or /electric will detoggle and mez me in 1 hit everytime

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That's not the blaster's fault.

It's yours.

Where is your mez protection? If you're not /SR or /nin you need a non-toggle buff.


 

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anything /nrg or /electric will detoggle and mez me in 1 hit everytime

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That's not the blaster's fault.

It's yours.

Where is your mez protection? If you're not /SR or /nin you need a non-toggle buff.

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Yes, your right, popping insperations should DEFFINITLY be the balance point in PvP and the Devs should ASSUME that all players will be fighting with 1 Breakfree, 4 Yellows, 10 Reds and 5 Purples on at all times.

Sounds fair to me.


 

Posted

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anything /nrg or /electric will detoggle and mez me in 1 hit everytime

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That's not the blaster's fault.

It's yours.

Where is your mez protection? If you're not /SR or /nin you need a non-toggle buff.

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Yes, your right, popping insperations should DEFFINITLY be the balance point in PvP and the Devs should ASSUME that all players will be fighting with 1 Breakfree, 4 Yellows, 10 Reds and 5 Purples on at all times.

Sounds fair to me.

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Clarity
Antidote
Increase Density
Thaw
Stimulant
Teamwork

Every archetype has access to a mez protection buff at level 6 from the medicine pool.

Soloist learned-helplessness is a staple of inexperienced PvP. It should not be something the devs choose to balance around, if PvP is balanced for team play.


Save your exaggerations for fish stories.

Why did you assume I was referring to to break frees, anyway? They're a finite, temporary, weak modifier.


 

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OMG cmon guys I dont know what servers you play on...I play on Justice and I get owned by blasters EVERYDAY if anyone is overpowered its you guys anything /nrg or /electric will detoggle and mez me in 1 hit everytime might was well not even have mez protection THATS overpowered. On my server 90 percent of the blasters I run into are like that....its insane 1 bone smasher my mez protection drops and i'm stunned and fall outta the sky.....then I die in 1 maybe 2 shots I can go TOE to TOE with a tank or scrapper....but NO freaking way a blaster like I said...detoggled stunned....dead so fast its not even funny

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Wait wait wait.... Your argument is that since 2 secondary sets out of five are causing issues we shouldn't complain? Or did you miss the changes comming to toggle dropping? You do realize builds such as these are because of stalkers and their dominance in lower zones?

On the other hand an entire arctype will be causing issues.

If your going to argue at least do it with some rational thought.

The inspiration arguement is also inane. At level 50 I have maybe 3 encounters worth of inspirations available. After that I'm left with maybe a couple breakfrees and enrages of varying sizes. Where do you suggest I refill my inspiration tray in zone?

On a side note the suicide drop is fun

I think the extent of my time in RV will be spent in the middle of the zone in Hibernate for the time badge.


 

Posted

Ok, so stalkers get snipes.
Pop a yellow
Aim+build up
Stalker is still dead wether or not he can launch a snipe AFTER he AS's, no stalker will open with a snipe, not to mention no stalker will end with one. It's plain dumb. A stalker wants you dead before you can pop a green or a heal, a snipe takes time to launch, by then yer gone with a green or yer heal activating, not to mention the snipe has to actually connect, theres a period of time of it floating through the air as well. A stalker can kill you much faster without the snipe.
Now I think the snipe is a good thing, do you know how annoying it must be to not have any chance of killing a stormie...EVER. The only stalker that can is nrg/ and maybe /SR and whatnot can avoid being hit by it but I'm not sure. At least stalkers will have a chance now.
Double teaming the snipe may become over powered but frankly, two stalkers attack a blaster, he's dead, see them or not a blaster wont take down two stalkers on most occasions, they just have to good of defense and to powerful attacks, not to mention even with yellows they can placate and hit crits.
So this isnt makin things unbalanced, if anything its more fair. Not to mention heroes get holds like crazy and the whole 9 yards. Super defenses (force of nature) its all really the player, not the AT in most cases. A good player makes all the difference.


 

Posted

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OMG cmon guys I dont know what servers you play on...I play on Justice and I get owned by blasters EVERYDAY if anyone is overpowered its you guys anything /nrg or /electric will detoggle and mez me in 1 hit everytime might was well not even have mez protection THATS overpowered. On my server 90 percent of the blasters I run into are like that....its insane 1 bone smasher my mez protection drops and i'm stunned and fall outta the sky.....then I die in 1 maybe 2 shots I can go TOE to TOE with a tank or scrapper....but NO freaking way a blaster like I said...detoggled stunned....dead so fast its not even funny

[/ QUOTE ]How would this is different from Brutes? I have the same problem when facing energy melee Brutes and SS Brutes, one or two hit from them can detoggle me as a Scrapper and then I am dead. Worse yet is Brutes has mez/defense/resists protection that Blasters do not have, and when their fury buildup gets fixed for PvP they will be as scary as Blasters are to you.


 

Posted

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no stalker will open with a snipe, not to mention no stalker will end with one. It's plain dumb.

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Teams of 4 stalkers will open and close with a single snipe against squishies, while in perfect safety. Teams of 3 spines/SRs already use this strategy in a limited way.

But that's no big deal, because blasters can do the exact same thing, right?
What's the max range on a snipe against a target at the stealth cap? Ooh, maybe not.

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Now I think the snipe is a good thing, do you know how annoying it must be to not have any chance of killing a stormie...EVER. The only stalker that can is nrg/ and maybe /SR and whatnot can avoid being hit by it but I'm not sure. At least stalkers will have a chance now.

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In a PvP environment balanced for teams, it's important for one archetype to trump all rock/paper/scissors interactions. That's balance, right?


 

Posted

//Yes, your right, popping insperations should DEFFINITLY be the balance point in PvP and the Devs should ASSUME that all players will be fighting with 1 Breakfree, 4 Yellows, 10 Reds and 5 Purples on at all times.

That argument has a problem - you're in the forum for the AT with no status resist, and you have it yourself - and you have at least one reliable hold/stun if you're anything but Fire/*. Don't complain about having to carry one measly breakfree.


 

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Heroes will still own viliians in pvp. the patron powers didn't even the playing field at all.

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The kill to be killed ratio favors the villians.
-Teklord


 

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//Yes, your right, popping insperations should DEFFINITLY be the balance point in PvP and the Devs should ASSUME that all players will be fighting with 1 Breakfree, 4 Yellows, 10 Reds and 5 Purples on at all times.

That argument has a problem - you're in the forum for the AT with no status resist, and you have it yourself - and you have at least one reliable hold/stun if you're anything but Fire/*. Don't complain about having to carry one measly breakfree.

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That's the least of its problems:

The argument was a red herring , totally out of place, and bourne of poor reading comprehension or deliberate misrepresentation or inexperience in PvP(or a combination of the three).


 

Posted

I didnt come here to start a war I'm just saying 9 outta 10 blasters are /nrg /electric on my server and I'm telling you the Bone smasher from the blaster set is 100 percent diff from Brutes/tanks/stalkers its totally diff everytime I get hit I lose all 3 of my toggles and I'm stunned instantly it totally negates mez protection (I run integration) having played both sides of the PVP war for quite sometime now I know blasters are a bit over powered when it comes to detoggling they do not need to detoggle to kill remember you do 30 percent unresistable damage with each attack I beleive I wish I had an attack other then AS that dropped 3 of your toggles and stunned you everytime in 1 hit.....I thought that was a controllers job? I can have 5-6 holds from a controller stacked on me...but 1 bone smasher kills all my toggles AND stuns me If they were to nerf detoggling by half of what it is now it would probably still be over powered.....I liked issue 4 when one of the main and only detoggle powers was brawl in the arena


 

Posted

Without detoggling, Tankers brutes and Scrappers to some extent would be damn near impossible to kill.


 

Posted

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I didnt come here to start a war I'm just saying 9 outta 10 blasters are /nrg /electric on my server and I'm telling you the Bone smasher from the blaster set is 100 percent diff from Brutes/tanks/stalkers its totally diff everytime I get hit I lose all 3 of my toggles and I'm stunned instantly it totally negates mez protection (I run integration) having played both sides of the PVP war for quite sometime now I know blasters are a bit over powered when it comes to detoggling they do not need to detoggle to kill remember you do 30 percent unresistable damage with each attack I beleive I wish I had an attack other then AS that dropped 3 of your toggles and stunned you everytime in 1 hit.....I thought that was a controllers job? I can have 5-6 holds from a controller stacked on me...but 1 bone smasher kills all my toggles AND stuns me If they were to nerf detoggling by half of what it is now it would probably still be over powered.....I liked issue 4 when one of the main and only detoggle powers was brawl in the arena

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I don't think anyone is poo-pooing your experiences.

Blasters do have the ability to 'penetrate' non-squishy toggles when they close to melee range(guaranteeing all opponents the opportunity to retaliate).

/em blasters further have mezzes attatched to their attacks. I don't question that a solo brute/tank/scrap/stalker will be at a disadvantage against a melee blaster.


Consider the effect that finding a teammate with Clarity, Increase Density, Stimulant, Thaw, or Antidote would have on that kind of interaction:

Blasters have neither defense nor resistance.
Blasters have no mez protection.
Blasters can't take punishment as well as they can give it.
Most blasters close immediately to melee range.

You'd know for a fact that you wouldn't be disabled over the course of your fight. Depending on your build, you may be able to disable the blaster with a single mez.

All the tools you need to PvP aren't available in your primary/secondary. Some are only available through teamwork.


 

Posted

I am a blaster. For some reason I always choose blaster when I am making a character... Don't know why, guess I should try something else.


 

Posted

this has been a very interesting thread. i am in no way qualified (beyond an opinionated measure) to comment on everything that has been argued for tactical advantage and disadvantage.
i do think it's worth pointing out from what i've seen, that stalkers seem to be the melee blaster that everybody who called for one, seemed to want. now that we're here, the call is different. i would agree that a snipe added to a stalkers repertoire is just a little outside reasonable. if a ranged power was required, a snipe shouldn't have been considered. now, that having been said, it's been mentioned (and rightly so) that powers with the same name and animation have different attributes across at's. until we see the hard data/context of a snipe in action we don't have much to really work with. there is likely some info i've missed along the way and would appreciate seeing it if i have.
on a final thought. i'm in no way a reputable pvp'r, but from what i've seen (and experienced), the stalker requires the least number of actions and smallest amount of risk once they've determined a +percep threshhold on the target/s. adding a snipe simply removes the need for determining any +percep threshhold making _castle_'s statement far less funny than even he intended it to be.
all in the interests of dicussion, so...flame on....


Kittens give Morbo gas.

 

Posted

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Ok, so stalkers get snipes.
Pop a yellow
Aim+build up
Stalker is still dead wether or not he can launch a snipe AFTER he AS's, no stalker will open with a snipe, not to mention no stalker will end with one. It's plain dumb. A stalker wants you dead before you can pop a green or a heal, a snipe takes time to launch, by then yer gone with a green or yer heal activating, not to mention the snipe has to actually connect, theres a period of time of it floating through the air as well. A stalker can kill you much faster without the snipe.
Now I think the snipe is a good thing, do you know how annoying it must be to not have any chance of killing a stormie...EVER. The only stalker that can is nrg/ and maybe /SR and whatnot can avoid being hit by it but I'm not sure. At least stalkers will have a chance now.
Double teaming the snipe may become over powered but frankly, two stalkers attack a blaster, he's dead, see them or not a blaster wont take down two stalkers on most occasions, they just have to good of defense and to powerful attacks, not to mention even with yellows they can placate and hit crits.
So this isnt makin things unbalanced, if anything its more fair. Not to mention heroes get holds like crazy and the whole 9 yards. Super defenses (force of nature) its all really the player, not the AT in most cases. A good player makes all the difference.

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3 yellows plus tactics from myself and I can see a stalker from a reasonable distance.

Alot of the arguments comming from the pro snipe side is that the snipe is helping against things here and there that cause them difficulty. Ok so your snipe now helps you defeat whatever easier. What your failing to address is that this is breaking you against every other set.

So the few sets that didnt have a ranged attack, Ninja Blade (not great as a whole, but by the time snipe is available you have a couple of nice attacks with soaring dragon and golden dragonfly, doing knockup and knockdown), martial arts (same as NB in the late game except 2 nice and 1 utilitarian powers, cobra strike with a high disorient, crane kick with knockback, and eagles claw heavy damaging, disorient, and crit chance out of hide), and energy melee (like it needs a ranged attack).

A snipe will allow a team of 2-3 or more (depending on actual damage of the attack) from systematically taking out an entire team without fear of retaliation. A hero or villians team buffs only allow sight so far. Snipe's range exceeds or can exceed this range. For those of you who believe small teams of stalkers, even consisting of beginner stalkers, don't exist you are sadly mistaken. There are times in SC that a team of 3+ stalkers will TP you in the middle then simultaneously AS you. Even the most idiotic stalker team could figure this snipe tactic out.

And who cares about the bloody animation time when we can't see you using it. I think someone even complained (its 11 pages now I don't care to go back through and verify, so take this with a grain of salt) that the power couldnt be used when engaged in combat (or something like that).

Aim/Buildup? Heh with stalkers running their level 38 powers you'll only hit 25% of the time. Tell me, what does a stalker do when he realizes a blaster is trained on him (team environment)? He stops attacking, runs, and rehides. Or 1vs1 he placates and defeats said blaster at his leisure. "Use a rain power" you say? I've been AS'ed standing in ice storm because the stalker was using overload (note this is not a gripe towards said stalker, that was a fun fight).


 

Posted

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Um...which, exactly, of my comments was falsified? Seriously...look back at my posts and point them out to me.

I think you're a bit "confused" now...

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This wil help you:
Clicky


@TheBro

solo pvp?

Cooler than every single owl EVER.

 

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Oh, are you kidding me? Stalkers are going to get a snipe attack that does critical hit damage....The same damage that's currently NOT resistable in game?

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what makes you think the snipe is gonna be unresisted? I'm really interested in that....

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Let them come. My BS/Reg scrapper has Focused Accuracy and Tactics. I'll use my sword as a skewer and roast that shish kebob (Stalkers) over a Fire Tankers Burn patch.
Muuuaahhhaaahaaaa.
Revenge for all the ganking my poor Blaster has put up with.

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I'm sure melee will help you when they're using range

I see alot of talk about Focused Accuracy...I guess you'll have that on auto click eh? though I'd find Hasten better to have set for it...

so many pages...but by my opinion and PvP Experience...Blasters and Scrappers seem to get the most kills

if some of yall read Castles pm reply, he said a Stalker's Snipe Crit would be as good as a Blasters Snipe, while Stalkers have BU, you guys still have BU and Aim.

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Sorry CB, but I just see things differently. Blaster + empath > stalker. If it's a skilled team, blaster + empath > multiple stalkers. I've seen it done.


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interesting...is it just a blaster and a emp or is it more people? the variables are left empty...


 

Posted

_Castle_ said that the stalker snipe will be a crit.


"I'm not scared of anyone or anything Angie. Isn't that the way life should be?"
Jack Hawksmoor, The Authority.

 

Posted

why do I have this nagging voice in the back of my head saying people will cry about EM Stalkers again...

also if Castle is the Stalker Rep...gee...what AT will you think he'll work on more? Hmm...this is such a brain buster...damn I think I gave myself a hernia trying to figure this out @_@

I love how people say Stalkers are broken and I'm 100% sure it's based off of AS, cause nothing else is really "broken" in a Stalker AT unless you want to start complaints about Plactate which is there are ways around just as Hide...

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Every single patron power pool has a snipe AND a single-target hold.

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the Hold I can see it giving every Stalker AT some bit of balance since MA and EM have a "hold" of there own, namely a stun. Though once again w/ EM Stalkers...I hear more complaints coming about them. The typical Stalker in PvP Zones don't have Stealth...it's really only the PvP dedicated ones that grab Stealth to stack w/ Hide. So pretty much and /Device Blaster or a Blaster w/ Tactics will see through the typical Stalker, like me

Steathed Blappers? um...Ninjitsu, Super Reflexes have a +Perception power...there goes your Stealth...EA has Repel...there goes your melee unless you do a death from above on them. You're only real fresh meat is /Regen since they don't have a +Perception power.

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I don't think it would be a good idea for a Stalker to give away his position, that would go against their strengths.

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well depending on your situation, would you want to give your position away in melee combat w/ AS or from ranged w/ a snipe where they will have to look for you?

Though I can picture this happening w/ Stalkers now...Snipe, Teleport, Hold/Stun/Fear, Plactate, death