Allow Sniper IOs in Assassin Strike attacks.


BBQ_Pork

 

Posted

I think Sniper Attacks IOs should be allowed to go in Assassin Strike-type attacks as well.

It would make them more useful to more people, make them more attractive on the market, and finally allow Stalkers to use poison on their weapons.

They might have to be renamed from Sniper attacks to, for example, Precise Attacks.

That is all.


Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522

 

Posted

Quote:
Originally Posted by FredrikSvanberg View Post
I think Sniper Attacks IOs should be allowed to go in Assassin Strike-type attacks as well.

It would make them more useful to more people, make them more attractive on the market, and finally allow Stalkers to use poison on their weapons.

They might have to be renamed from Sniper attacks to, for example, Precise Attacks.

That is all.
Let me guess, you noticed that outside some of the Manticore set, the Snipe Sets are all Vendor Trash redside?

http://wiki.cohtitan.com/wiki/Invent...hancement_Sets

Minor nitpick: One set has a XX/YY/Range, One set has two XX/YY/Range, and the rest have one XX/Range piece in them. I'm assuming that the Range portion would not have any actual effect in the power, and that the piece would serve mostly for grabbing the full set bonuses of the set. (Or of course, could be Franken-slotted around.)

Edit: 2 sets have XX/Interupt, 2 have both Acc/Interupt/Range and Damage/Interupt/Range. Exploit Weakness (L10-50) has niether Interupt, nor Range in any of it's pieces. I could see a desire for the Manticore set's Chance for Toxic proc.


 

Posted

I would like to find more uses for sniper IOs as well. As mentioned, the range and interrupt part of the enhancement would be useless for assassin strike. In my opinion, a couple IO names like calibrated accuracy are more appropriate for a ranged snipe than a melee attack.

Is there a problem if assassin strike can be enhanced to reduce the interrupt time? The range component is more problematic. It's not ideal if you can slot the IO but part of it is not useful. Maybe, if it is possible to make a dam/range IO to enhance range if it's slotted into a snipe, but grants a proc like dam/"chance for something" if it's in assassin strike, then the second part of the enhancement will not be wasted. Probably not going to happen, but just an idea anyway.


 

Posted

Quote:
Originally Posted by BBQ_Pork View Post
Let me guess, you noticed that outside some of the Manticore set, the Snipe Sets are all Vendor Trash everywhere?
Fix't.

Stalkers *could* have a use for these, if the Stalker PPP snipes were worth taking. (8 seconds? Really?)

I've suggested this in the past, as well (the OP's suggestion, that is - well, as well as the "shorten stalker snipes.") And much the same issue(s) came up - two components of it, the +range and -interrupt, would be completely disabled. Of course, except for high +per enemies, the interrupt's generally irrelevant.

I still wouldn't mind seeing it. *shrug* But I'll wait to see what the devs have up their sleeves for GR.


 

Posted

Quote:
Originally Posted by FredrikSvanberg View Post
Nothing a little completely ignoring the interrupt reduction part of the IO can't fix.
If you're willing to have both the Interrupt and Range portions ignored, I'm willing to agree with your suggestion.


 

Posted

Well, you wouldn't. At least not in any meaningful way. Even if the range of a melee attack were enhancable, the amount of distance that you would get out of +20% would be negligible.

Anyway, I believe, that at this point we are in agreement.
Yes to allowing Snipe sets in Assassin Strike.
It would allow another, inexpensive alternative in slotting these attacks.


 

Posted

Also, from reading about Hami-Os I'm of the understanding that a multitype enhancement can be slotted if it can't normally use all of its parts and it'll simply ignore the interrupt/hold or other incompatible effect.

I'll gladly stand behind this concept since it would help both Assassin Strike and snipe IOs.


 

Posted

I'm all for this, except I *would* allow the interrupt and range modifiers to take effect so long as the change in play is modest.

For example, if you slot a melee attack for +100% range, how much range have you really added?

And for the interrupt reduction, you could always arrange it so that the interrupt can only be reduced so far.


 

Posted

I seem to remember a hilarious bug where you could get range in melee attacks for hilarious effect.


 

Posted

Quote:
Originally Posted by konshu View Post
And for the interrupt reduction, you could always arrange it so that the interrupt can only be reduced so far.
Despite being a rather biased Stalker fan, the problem with interrupts in AS is that while a snipe needs to maintain line of sight at both the beginning and the end, AS only requires a line of sight and to-hit check at the beginning. On the flipside, this would be frightenly useful in PvP.


 

Posted

Quote:
Originally Posted by konshu View Post
I'm all for this, except I *would* allow the interrupt and range modifiers to take effect so long as the change in play is modest.

For example, if you slot a melee attack for +100% range, how much range have you really added?

And for the interrupt reduction, you could always arrange it so that the interrupt can only be reduced so far.
I guess adding range to a single-target melee attack wouldn't be too bad. Adding range to increase the size of a PBAoE would be interesting though. *smirk*