New archetype (sniper)
You do realise that a Stalker's ability to hide after a fight has been engaged is severely limited, right? A Stalker is still forced to scrap a decent portion of the time even with hit-and-run tactis, so devising an entire AT with all interruptible attacks is a complete death sentence. I can pretty much guarantee you that as soon as such an AT faces, say, Knives of Artemis, that AT will not be able to get a shot out edgewise.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
|
Also,
(a) Both aim and build up? In one powerset? Doubt you'd see it.
(b) Empathy defenders do not get damage from using Absorb Pain. They just can't be healed by any means for a period of time afterward.
(c) Seems like it'd either be far too specialized, or be run over thoroughly by blasters.
just like blasters are Aoe ranged a damage dealers and scrappers melee boss killers a sniper would have a role as a ranged boss killer...
masterminds I pretty specialized I'd say they came about because people wanted even more pets then just the controller ones
and not all the attacks are interpretable
Bruce-lee,scrapper,MA/SR 50 (H) Pinnacle
Fire-d Star,tanker, Fire/fire 50 (H) Pinnacle
Something Ugly, Brute, Elec/stone 50 (V) Pinnacle
... except blasters are already "ranged damage dealers." Not just AOE. Thus my comment that they'll be run over thoroughly by Blasters.
Besides, having played a Stalker (several, actually,) I hope you're not relying too much on that Hide. After that first attack, it's gone. You've got aggro. And unlike a Stalker, you're going to have no defense. That aside from the fact that several mob types will see through or completely ignore Stealth and stealth like powers.
I just can't see a reason to (a) make this AT, or (b) pick it over a blaster (or if I want buff/debuffing to go with it, a Corruptor.)
I said Ranged Bosses killer like a scrapper or a stalker but with ranged attacks.
yes blasters have their place as ranged damage dealers but there is no role for ranged boss killers.
the reason you'd play this character would be so you could have a ranged damage dealer and the fun ambush abilities as stalker but long ranged instead of melee
when I said that silencing shot wold keep you in stealth was in other words it doesn't aggro or would instantly placate.
and blasters don't have as much defensive power as a stalker but they don't also have repel, decoys, smoke bombs and critical strikes
and it isn't team support like a corruptor. it's self buffing and foe debuffing to increase personal damage
Bruce-lee,scrapper,MA/SR 50 (H) Pinnacle
Fire-d Star,tanker, Fire/fire 50 (H) Pinnacle
Something Ugly, Brute, Elec/stone 50 (V) Pinnacle
I said Ranged Bosses killer like a scrapper or a stalker but with ranged attacks.
yes blasters have their place as ranged damage dealers but there is no role for ranged boss killers. |
the reason you'd play this character would be so you could have a ranged damage dealer and the fun ambush abilities as stalker but long ranged instead of melee when I said that silencing shot wold keep you in stealth was in other words it doesn't aggro or would instantly placate. and blasters don't have as much defensive power as a stalker but they don't also have repel, decoys, smoke bombs and critical strikes |
and it isn't team support like a corruptor. it's self buffing and foe debuffing to increase personal damage |
Overall... I'd just have to ask... what else is there? You gave a brief overview of what you think the a set would be like, but what actual powersets would be put into this AT? New powersets completely, or can existing sets be applied? Or is this an idea for a new Epic AT? And most importantly, why is this AT needed? So you can kill bosses from range? I can already do that on my snipes scrapper, or any of my blasters.
The sniper would be an interpretable ranged damage dealer with close to the same ability hide as an stalker
the passive would give more damage for the farther the target is away from the sniper. the working primary would be (Sniping) and format would be level 1 quick shot (quick recharge attack with medium damage) level 1 "distracting shot ( low damage, quick recharge attack with confusion) (High accuracy attack with medium damage) level 2body shot (High accuracy attack with medium damage) level 6 Silent shot ( interpretable Extreme damage attack keeps you in stealth but doesn't refresh it) level 8 Boost Range (same as the blaster boost range but with the passive that means more damage) level 12 Follow Through (Ranged Follow up /blinding feint, interpretable Superior damage attack) level 18 Crippling shot (high damage attack with slow and immobilize) level 26 Ranged Shot (interpretable Extreme damage attack ) level 32 Final shot (Extreme damage, ignores resistance and does a critical hit even out of stealth, slow recharge,) the secondary would be (utility) which would be like debuffing, stealth buffing, self buffing and would start out with conceal which is hide you would get both aim and build up and some other ideas are Surveillance, Power Boost, Team Stealth powers (Shadow fall, Group invisibility, Steamy mist) Targeting drones, quickness, focused accuracy, smoke bomb ,decoys repel powers (force bubble, telekinesis) and the last skill would be that adds some type of damage , like fiery embrace which is based on the pool chosen that gives damage to the player after it wears off like the damage that absorb pain does to the empathy defenders |
I said Ranged Bosses killer like a scrapper or a stalker but with ranged attacks.
yes blasters have their place as ranged damage dealers but there is no role for ranged boss killers. |
the reason you'd play this character would be so you could have a ranged damage dealer and the fun ambush abilities as stalker but long ranged instead of melee |
when I said that silencing shot wold keep you in stealth was in other words it doesn't aggro or would instantly placate. |
and blasters don't have as much defensive power as a stalker but they don't also have repel, decoys, smoke bombs and critical strikes |
*Repulsion Field, which is AoE toggle knockback.
*Power Push, which 100% single-target high-mag knockback
*Smoke Grenade, which is... A smoke bomb.
*Full Auto, which has the chance to deal a critical hit.
*Auto Turret, which acts as a decoy and is pretty hard to kill.
Need I go on? Blasters have enough toys if that's what you want. Having these toys is not an excuse to design a gimped, gimmick AT.
and it isn't team support like a corruptor. it's self buffing and foe debuffing to increase personal damage |
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
|
You are wrong, not to put too fine a point on it. There are no faster boss killers than Blasters, and yes, that includes Stalkers. Melee, range or AoE, Blasters deliver the damage.
|
Stalkers get one shot from hide, and that's it. From that point on, they are a gimped Scrapper. Yes, you can throw a Placate and get a critical on one more attack, which probably won't be your strongest one because your strongest one is a cone on so many powersets, but Scrappers can get criticals, too.
|
Also if you take a defense based secondary on your stalker and slot some recharge you can easily pull off multiple assassinations per fight even if you have agro.
First of all, I'm pretty sure this is impossible in the current powers system. Secondly, even if we assume it's possible, there is no way in hell you will ever be given a high-damage attack which can generate full experience and yet generates no risk. This will not happen.
|
All that said, I don't really see the reason of making a new AT for this. At most maybe a few new powersets for blasters, like a full Sniper Rifle set (with a stealth power right in there), and maybe a Laser beam set, both simply focusing on slower, longer range attacks that hit really hard.
I would prefer they fix the snipes Blaster, Corruptors, Defenders and Dominators ALREADY have that have been horribly broken since ED came out. Pre ED you slotted a snipe with one accruacy and five damage and used build up and aim and you were guaranteed to tae take out a minion or a LT and severely damage a boss which was worth the end cost of the attack. its long animation and the fact it could be interrupted.
NOW post ED you can BARELY take out an even con Minion.. And forget about an LT even WITH build up and aim and the SAME end cost and long animation.
FIX SNIPES !!!!
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
I would prefer they fix the snipes Blaster, Corruptors, Defenders and Dominators ALREADY have that have been horribly broken since ED came out. Pre ED you slotted a snipe with one accruacy and five damage and used build up and aim and you were guaranteed to tae take out a minion or a LT and severely damage a boss which was worth the end cost of the attack. its long animation and the fact it could be interrupted.
NOW post ED you can BARELY take out an even con Minion.. And forget about an LT even WITH build up and aim and the SAME end cost and long animation. FIX SNIPES !!!! |
more dam + higher end
more dam + longer cast time
more dam + longer recharge
more dam + higher end + longer cast time + longer recharge
now which do you think the devs would do?
I honestly wouldn't care if they doubled the end cost, cast time and recharge if it meant I could kill a LT with it. It should be something you cast as an opener, the recharge and cast time should be meaningless anyway.
No, the only thing they'd "need" to do to make snipes more enticing to players is go the 'bruising' rout; where snipes reduce enemy damage resistance (no matter what set you're playing).
Scrappers and Stalkers do more damage than Blasters even without critting. Not really sure where you are coming from with that statement. Nothing in the game comes close to a Stalker's alpha. How can a Blaster kill a boss faster than a Stalker if a buffed Stalker can kill a boss in one hit?
|
A Blaster with a ranged damage mod of 1.125, with Aim at 62.5%, Build Up at 100% and the same slotting at 99.08% will do... Let's see... Let's take my favourite combo: Blaze + Fire Blast. Together, the two powers deal 3.12 (2.12 for Blaze, 1.0 for Fire Blast) Scale damage and animate in 2.56 seconds one after the other. With the above, they deal 12.691458 right out the gate.
Or let's be cheeky. Let's do one better. Blaze + Fire Sword. Blaze is 2.12 scale damage and Fire Sword is 2.36, but it's on a lower damage mod of 1.0. Let's calculate. That's 17.156971 scale damage over 2.33 seconds to the Stalker's 3.76.
What's more, AFTER the Stalker has expended his Assassin's Strike and delivered ONE hit, what then? Back to basic attacks, the highest of which is I think Head Splitter at 2.62 scale damage at 1.0 damage mod. In the meantime, a Blaster can keep churning out serious damage with both Aim and Build Up AND a higher damage mod.
I'm not sure what a "buffed-up Stalker" can do, but I used to routinely down bosses in about 10 seconds with my Blaster, and I didn't need special conditions to do it, merely that I do not die, which Tankers and Defenders easily provided. There is a serious problem with Stalkers, in that they're one-trick ponies, and their one trick is not all that extrodinary. It looks really impressive when you hit someone for 1000, but a Blaster can pull off a combo such that will make your head spin on a regular basis, with no windup and no interruptibility. I don't know if Stalkers have more short-term burst damage (they probably do), but I'm saying that Blasters are damn close, and they can do it more easily, more consistently and with less setup. Not all Blasters, obviously, but enough can.
Stalkers out of hide aren't gimped Scrappers any more. I dunno when it changed but it could be argued their damage output is even higher than Scrappers now. Scrapper attacks do about 15% more base damage, but Stalkers on a full team have 31% chance to crit on every attack out of hide compared to the 5% or 10% Scrappers get. 115x1.1=126.5 vs 100x1.31=131. That's ideal circumstances though, obviously most of the time not everyone will be 30m from the stalker. |
That may make them good boss killers, but again - not out of Hide. And I never said they're BAD at it. I just said they're not nearly as good to reign supreme over all other ATs in boss killing.
Also if you take a defense based secondary on your stalker and slot some recharge you can easily pull off multiple assassinations per fight even if you have agro. |
I think the necessary coding is there as it allows Stalkers to remain hidden and agro free if their assassination attack misses. Also current snipe attacks + hover already accomplish that on any enemy group that doesn't have fly (which is a lot of them, especially at lower levels). You get agro sure, but they can't do anything about it and just run around jumping up and down nearby trees or lamp posts. |
Again - look at Confuse. Confuse does exactly what's being described here, and confuse removes experience from your kills. IF you get such an attack, you can bet it will take away a proportional amount of experience to the damage it does.
All that said, I don't really see the reason of making a new AT for this. At most maybe a few new powersets for blasters, like a full Sniper Rifle set (with a stealth power right in there), and maybe a Laser beam set, both simply focusing on slower, longer range attacks that hit really hard. |
1. Stealth means crap. Even ignoring all the things that see through it, once you gain aggro, stealth does not work. You can re-stealth and the enemies will still find you. Even with Placate as an option, Stalkers are a good example why you CAN'T rely on being hidden in combat unless you waste a substantial amount of time running away.
2. Range means very little. Attacks that pay in performance for the return of greater range are tremendous ripoffs. Anything above 80 feet is largely pointess on single-target attacks. Enemies will simply close in on you once you shoot them. And unless we're suggesting that this set only works with Hover, it won't work.
Furthermore, Blasters are probably the game's single greatest source of AoE. Even sets like Ice and Electric, which suck at AoE, are still better than what most other ATs can output. A "sniper" set as a Blaster primary, therefore, will not be very useful. All you'll do is spend a lot of time animating slow attacks, shooting at things that have already been killed and being interrupted.
I'm not against the idea here, but I just don't think this is mechanically feasible.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
|
A Stalker's Assassin's Strike deals 7.0 Scale Damage all told. With a base damage mod of 1.0, three level 50 damage commons' worth of 99.08% and Build Up's worth of 100%, you get a total of 20.9356 scale damage over 3.76s.
A Blaster with a ranged damage mod of 1.125, with Aim at 62.5%, Build Up at 100% and the same slotting at 99.08% will do... Let's see... Let's take my favourite combo: Blaze + Fire Blast. Together, the two powers deal 3.12 (2.12 for Blaze, 1.0 for Fire Blast) Scale damage and animate in 2.56 seconds one after the other. With the above, they deal 12.691458 right out the gate. Or let's be cheeky. Let's do one better. Blaze + Fire Sword. Blaze is 2.12 scale damage and Fire Sword is 2.36, but it's on a lower damage mod of 1.0. Let's calculate. That's 17.156971 scale damage over 2.33 seconds to the Stalker's 3.76. What's more, AFTER the Stalker has expended his Assassin's Strike and delivered ONE hit, what then? Back to basic attacks, the highest of which is I think Head Splitter at 2.62 scale damage at 1.0 damage mod. In the meantime, a Blaster can keep churning out serious damage with both Aim and Build Up AND a higher damage mod. I'm not sure what a "buffed-up Stalker" can do, but I used to routinely down bosses in about 10 seconds with my Blaster, and I didn't need special conditions to do it, merely that I do not die, which Tankers and Defenders easily provided. There is a serious problem with Stalkers, in that they're one-trick ponies, and their one trick is not all that extrodinary. It looks really impressive when you hit someone for 1000, but a Blaster can pull off a combo such that will make your head spin on a regular basis, with no windup and no interruptibility. I don't know if Stalkers have more short-term burst damage (they probably do), but I'm saying that Blasters are damn close, and they can do it more easily, more consistently and with less setup. Not all Blasters, obviously, but enough can. |
Generally red inspirations are also involved, and most Blasters wait to attack until initial agro has been established by melee characters, then it's very rare for a Blaster to start with single target attacks against a boss when they could instead AoE all the minions down like nobody else.
I'm not really sure what you're counting here, but that's a bit off. Stalkers have a base 10% chance to score a critical, which goes up 3% for each team member IN MELEE RANGE OF THE STALKER. I know it doesn't say that anywhere, but it is. So you're rarely going to get that in full. As well, Stalkers have a 1.0 scale damage mod to Scrappers' 1.125. I know the critical damage portion is supposed to even things out, but it really doesn't. Stalkers still deal less damage out of hide and still have fewer hit points. Stalkers also lack AoE almost of any kind, giving up their AoEs for Assassin's Strike.
That may make them good boss killers, but again - not out of Hide. And I never said they're BAD at it. I just said they're not nearly as good to reign supreme over all other ATs in boss killing. |
They do reign supreme in boss killing, maybe not by miles but they have a clear advantage, it was originally pretty much their entire purpose. I played my stalker back when their melee damage scale was crap and they couldn't scrap out of a wet paper bag, back then their only reason for being on a team was to assassinate bosses.
Or, as it usually happened to me when I tried it, suffer multiple instances of wasted time and endurance when I was interrupted. That's Assassin's Strike balancing mechanic. If Stalkers could pull off multiple assassionations as easily as a Blaster can just wail on the damage, I wouldn't argue, but Stalkers are very reliant on not being interrupted. This means DoT, such as that from Longbow Flamethrowers, Tsoo Caltrops, Spectral Chill of the Night and so on are problematic. You can still easily scrap and probably even pull off a Placate critical if you're fast enough, but assassinating a boss multiple times isn't a given. Not even when someone else has his aggro.
|
Except combating "hoversniping" is the primary reason all NPCs were given ranged attacks, and why all powersets in the Architect had one appended to them that you couldn't turn off. That's also why most enemies outrange Blasters with snipe at any enhancement level.
|
Make an Assault Rifle/Deivces blaster.
Pick the sniper rifle as your weapon.
Only use the Snipe power and Cloaking Device.
Bam, there's your Sniper.
Click here to find all the All Things Art Threads!
Either way the Stalkers one initial attack is doing more damage than 2 great Blaster attacks by your own words, but then you seem to forget that Stalkers have a whole range of other attacks to use that do more damage than Blaster attacks. What will a Stalker do after assassinating a target and leaving hide? What about Bone Smasher, Energy Transfer and Total Focus? Heck, a Stalker's Barrage does more up front damage than a Blaster's Fire Blast (which overall is 30% DoT damage over 4 seconds) even with the Blaster using Aim. Each Stalker set has several other high damage attacks that do more damage than Blaster attacks. Melee damage is simply superior to ranged damage.
|
Every Blaster combo that isn't Devices has at least two very serious heavy-hitters in melee, and many sets have a collection of smaller attacks, too. Energy Manipulation, in fact, has Charged Brawl, Havoc Punch, Thunder Strike and Shocking Grasp at 1.96, 2.6, 3.0 and 1.8, respectively, and even something as simple as Electric Fence is 1.0 scale damage. Other than Energy Melee, most Stalker sets hover around 1.64, if that. They may or may not have a single heavy hitter, such as Greater Fire Sword, but the bulk of their sets in and of themselves don't hit nearly as hard as your standard Blaster melee attacks, and they have the same damage mod. On top of that, Blasters have hard-hitting ranged attacks to add to this, and if you really felt like it, a 2.76 scale damage snipe with a 1.125 damage mod on it. True, Snipes suck and should not be used for damage, but they're there.
Stalkers get out-scrapped by Scrappers and Blasters, and I'm not saying this just on numbers analysis. I have enough Stalkers, Scrappers and Blasters to know. Stalkers work well when striking from Hide, but they get one, at most two hits like that, and then they are forced to either scrap at a lower damage mod, or run away to hide, wasting colossal amounts of time. Yes, they are still good at what they do, and I still play mine - I'm not saying they suck. But making an AT that's like a Stalker, only MUCH WORSE at Scrapping than what is already struggling in that category is not a good idea.
Generally red inspirations are also involved, and most Blasters wait to attack until initial agro has been established by melee characters, then it's very rare for a Blaster to start with single target attacks against a boss when they could instead AoE all the minions down like nobody else. |
It's not melee range, it's 30 meters. It's not hard or rare to get most of the team into a 60m area, especially if there's an AoE healer on the team. |
They do reign supreme in boss killing, maybe not by miles but they have a clear advantage, it was originally pretty much their entire purpose. I played my stalker back when their melee damage scale was crap and they couldn't scrap out of a wet paper bag, back then their only reason for being on a team was to assassinate bosses. |
And again - Stalkers scrape by on shock value and brand loyalty, and they do reasonably well. An AT that's like Stalkers, but unable to scrap will bomb. Hard.
Not sure what you are doing then. My main is a NB/N Stalker and I have no problem getting off 2-3 Assassin's Blades per fight. Occasionally I get interrupted by some AoE I failed to dodge, but that doesn't reset the CD so I just try again right away. I can even reliably use it multiple times while solo with minions whiffing at me. |
Assassin's Strike has that "Boom! Headshot!" feel to it, I will admit, but the overwhelming majority of time, just like a basic snipe, it is not useful in a fight. Not as useful as just standing your ground and scrapping. It's not worth the risk, and it's definitely not worth the cost of restarting it multiple times. And how DO you restart it after you get hit, interrupted and your hide breaks, incidentally?
Simply not true. Most enemies do indeed have a ranged attack, and many were added to help them fight back against flying players, however the vast majority of these attacks are limited to 80-100m. Using snipe from 150m in the air (against a non-flying target) is completely safe in almost all circumstances. It's a crappy attack and it might take 4 or 5+ shots over a minute long period to kill a boss later in the game, but it works and you get full exp. |
But OK, let's go with your hypothesis. Let's say such an attack were, in fact, doable. What possible purpose could it serve? What purpose, other than to endlessly cheap-shot hard enemies with no aggro? Because I can guarantee you that such an attack with such a defined purpose will not be allowed. Snipe attacks have that as a side benefit because of how they're designed. But if you think an attack will be INTENTIONALLY designed like this, it is you who are wrong.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
|
My characters - all on Virtue.
Gabe's Internet [censored] Theory
RMT spammers WILL steal your credit card.
The sniper would be an interpretable ranged damage dealer with close to the same ability hide as an stalker
the passive would give more damage for the farther the target is away from the sniper.
the working primary would be (Sniping)
and format would be
level 1 quick shot
(quick recharge attack with medium damage)
level 1 "distracting shot
( low damage, quick recharge attack with confusion)
(High accuracy attack with medium damage)
level 2body shot
(High accuracy attack with medium damage)
level 6 Silent shot
( interpretable Extreme damage attack keeps you in stealth but doesn't refresh it)
level 8 Boost Range
(same as the blaster boost range but with the passive that means more damage)
level 12 Follow Through
(Ranged Follow up /blinding feint, interpretable Superior damage attack)
level 18 Crippling shot
(high damage attack with slow and immobilize)
level 26 Ranged Shot
(interpretable Extreme damage attack )
level 32 Final shot
(Extreme damage, ignores resistance and does a critical hit even out of stealth, slow recharge,)
the secondary would be (utility) which would be like debuffing, stealth buffing, self buffing
and would start out with conceal which is hide
you would get both aim and build up
and some other ideas are
Surveillance, Power Boost,
Team Stealth powers
(Shadow fall, Group invisibility, Steamy mist)
Targeting drones, quickness, focused accuracy, smoke bomb ,decoys
repel powers
(force bubble, telekinesis)
and the last skill would be that adds some type of damage , like fiery embrace which is based on the pool chosen that gives damage to the player after it wears off like the damage that absorb pain does to the empathy defenders
Bruce-lee,scrapper,MA/SR 50 (H) Pinnacle
Fire-d Star,tanker, Fire/fire 50 (H) Pinnacle
Something Ugly, Brute, Elec/stone 50 (V) Pinnacle