Blaster Issues - Sniping


Angelxman81

 

Posted

Quote:
Originally Posted by Arcanaville View Post
I actually suggested a few weeks ago that this might in fact be true to a degree, but that doesn't mean its actually a good reason to continue the practice. Its more a statement of fear and prejudice than an actual valid game design rationale. It would imply that Blasters are the sacrificial lamb of the game, and if that's the case the devs have an obligation to state so.

I double-dare them to do so publicly.
The following is pretty public.
the Blaster is quite fragile; this Archetype has relatively few hit points. Blaster heroes must be on their guard before getting into combat; while their immense power can overcome most foes, alone they are quite vulnerable. The Blaster can turn the tide of a conflict, but they need their friends to help them succeed.

The newer, in-game description is less clear though.
Quote:
The Blaster is an offensive juggernaut. This hero can deal a ton of damage from a distance. But the Blaster must be careful, because he's somewhat fragile compared to other heroes. The Blaster can't stand toe to toe with most opponents at melee for long. His best defense is a great offense!


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Except the changes to all the other ATs are expressly to make them less team dependent (ie: to make them more soloable) So the answer to your last question is yes it is wrong and the devs have known/shown that for every AT that could not solo efficiently starting with containment for controllers.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by Arcanaville View Post
I'm not sure I would call that an objective reason to keep Blaster performance low. That would imply that Tankers, Scrappers, Controllers, and Defenders are all relying on Blasters to give them purpose. Tankers aren't designed to control aggro, they are designed to take aggro away from Blasters. Controllers aren't designed to control targets, they are designed to control targets so they don't shoot at the Blasters. Defenders aren't ally buffers, they are Blaster buffers.

I actually suggested a few weeks ago that this might in fact be true to a degree, but that doesn't mean its actually a good reason to continue the practice. Its more a statement of fear and prejudice than an actual valid game design rationale. It would imply that Blasters are the sacrificial lamb of the game, and if that's the case the devs have an obligation to state so.

I double-dare them to do so publicly.
I don't see it as an objective reason or as a good reason, though I wouldn't be at all surprised to find that the devs do. Stating that is the case won't happen. That would be them admitting that they are wrong and it would force them to change that bias.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by StratoNexus View Post
The Blaster is an offensive juggernaut. This hero can deal a ton of damage from a distance. But the Blaster must be careful, because he's somewhat fragile compared to other heroes. The Blaster can't stand toe to toe with most opponents at melee for long. His best defense is a great offense!
Clearly a misnomer.

Definition of Juggernaut from Merriam Webster's dictionary:

Definition of Juggernaut

JugĀ“ger`naut`
n. 1. One of the names under which Vishnu, in his incarnation as Krishna, is worshiped by the Hindus. See also Jagannath.
2. Any large, unstoppable force, power, or popular movement which defeats or destroys any person who gets in its way or attempts to stop it; as, for years the Notre Dame football team was an unstoppable juggernaut; after the early primaries, Johnson's campaign became a juggernaut, crushing all rivals.

The AT clearly doesn't live up to the term especially when compared to it's Damage dealing brethren.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by Arcanaville View Post
Changed my mind. I'm taking the brain cells also.
I lol'd.


I like a bit of reality to my game. What effect do snipes have in real wars? They cause the enemy to cover, they cause the enemy to stall, they can cause some confusion and demoralize. If the snipe was from directly in front and within a certain range in our game environment then they should cause the enemy to charge. Snipes could cripple a target at the very least. Stacked snipes should be able to take out a Boss figure and have its group perform a little less tactfully after, perhaps even produce more runners than normal. I do probably have more lvl 50 Blasters than anything else, but I do not analyze them for I just have fun pew pewing but I like real life effects without causing an inbalance.


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Posted

Quote:
Originally Posted by Miladys_Knight View Post
Except the changes to all the other ATs are expressly to make them less team dependent (ie: to make them more soloable) So the answer to your last question is yes it is wrong and the devs have known/shown that for every AT that could not solo efficiently starting with containment for controllers.
It is possible most Blaster problems are team oriented. If they meet the threshold for soloing, but still gather lots of debt while teamed and are fairly popular to play, there might be no pressing QoL reason to adjust them.

I wouldn't be surprised if most players have statistically significant trouble solo when playing a blaster, but it is not a foregone conclusion in my mind. None of this is to say that I do not want blaster improvements. I still believe all the following:

Quote:
Originally Posted by StratoNexus View Post
That being said, there are still many, many things that could be done to improve the blaster state without making them just like the other ATs.

Nukes that don't crash (maybe a modestly faster recharge as well).

They could get a bonus to their move speeds, the better to facilitate moving in and out of melee. Possibly even added control and friction.

Snipes with some advantage (for starters, it could gain a defiance bonus that actually represented its full animation time).

Offensive toggles do not shutdown when mezzed, just suppress.

Perhaps some +perception/perception debuff resistance to Aim and maybe even Build Up.

They could regain the endurance advantage they once had over other ATs.

As the AT that is designed to "require" ally support, I think they should be able to benefit from it more than they currently do. While raising the HP cap or resistance cap are ideas along this vein, there are other unique things that could be done that do not infringe as much on making them more like scrappers. The unique things may be harder though, because they would likely require new techs.

More specific stuff could be done for individual sets, Swap Ammo could be made to matter more, /Devices could be given a once over, VS could be made less of a hassle, Blazing Aura could be altered, etc.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by Miladys_Knight View Post
I don't see it as an objective reason or as a good reason, though I wouldn't be at all surprised to find that the devs do.
Wait, didn't you just say it was an objective reason? Did I misunderstand this post?


Quote:
Originally Posted by Miladys_Knight View Post
Quote:
Originally Posted by Arcanaville View Post
Incidentally, I'm waiting for someone to come up with an *actual* objective reason why Blaster performance should be constrained to what it is now, and so far no one has. I'm actually encouraged by the fact that "power creep" is one of the few counter-arguments of any objective nature being made. Its at least an objectively measurable thing; its also in the case of blasters objectively dismissable as being not applicable. That's what's encouraging.
Actually I think I have. Blaster performance is the way it is so that Defenders have someone to defend. I honestly think that's the part of the teaming concept the original devs had that the current crop of devs still cling to. Even though they have abandoned the teaming/team support (ie: difficult to solo) concepts of all the other ATs.


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Posted

That same section says:

Quote:
Armed with such abilities, the Controller is the backbone of many groups involved in large-scale battles - but the Controller depends upon his teammates for protection.
Which means Blasters are *not* supposed to be the sole victim of enemy damage. However, I would accept that definition if it was followed, because of this:

Quote:
the Blaster is by far the most damaging to the enemy.
I would be happy with a buff to Blasters that made them by far the most damaging to the enemy. "By far" is not 5% better, or 10% better, or what we have now which is "debatable and currently impossible to prove as to whether they even are better."

"By far" ain't going to happen. That's a delusion on the part of whoever wrote that.


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Posted

Buff the range x 2 or 3. make it change do a different attack if the target is with in x range or it's not totally useless up close.

Sniping down a group as they try to get to you would be awesome.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
Wait, didn't you just say it was an objective reason? Did I misunderstand this post?
I may not have been clear. I do NOT believe that it is an objective reason. I fear that the devs DO.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

I have always liked the Idea of the Sniper attack. That attack that takes all you focus to built up and direct into a single focused blast to waste that enemy. However, game play in CoX, the sniper blast in its current form is just about useless.

Cox has is such a fast paced game the long animation time cripples it.

This is compound by the interupt.

I played with sniper attack and found it useful only when there is a long pull on a AV, like seige or NS.

You simple cant invest is a power that useless, no matter how much you like the concept. I do really like the concept.

I think there is a place in the Blaster concept for a a Extreme power blast with a long range and long recharge time. The activation time needs to be cut, the interupt you could take or leave.


 

Posted

Quote:
Originally Posted by StratoNexus View Post
I
As The AT that is designed to "require" ally support, I think they should be able to benefit from it more than they currently do. While raising the HP cap or resistance cap are ideas along this vein, there are other unique things that could be done that do not infringe as much on making them more like scrappers. The unique things may be harder though, because they would likely require new techs.
If you put that in the description people saw when creating blaster there wouldn't be a problem with them because almost no one would ever bother to roll them. It's really not right to ask people to deal with an AT that is in that position when that is not what is being sold them

People when they roll a blaster expect over the top damage in exchange for a loss of survivability. They don't get damage what they do get is a weaker AT. That's why people abandon blasters. There is just no place in this game for an AT that must have team support.


 

Posted

Worst option: Increase the damage to be the same as Dominators: 3.56 DS.

Best option: Implement something similar to the Assassin Strike change, where Snipes operate differently if you're in the middle of combat.


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Posted

I'm not sure if the game mechanics would support this one but I'll throw it out there:

Leave the animation time of each snipe the same or re-balance to not have horrible DPA, but use the interrupt period as a time where a pulsed +to hit and +damage "Sniper's Focus" stacking buff is applied to the Blaster. Getting hit terminates the buff pulse timer and the rest of the attack executes as normal. Slotting interrupt time decrease enhancements causes the the buff timer to tick faster, which means the Blaster caps the damage buff faster.

There, it still a viable opener and something you might actually want to use in combat assuming you weren't under heavy fire, and alleviates the wasted time double whammy that snipes get.

Hell, you could allow the buff duration be long enough to encourage mid combat use to buff follow up attacks that way too, and this could be ported across all snipe using archetypes.


 

Posted

Blaster Snipes:

Increase the damage to make the DPA worth it. Leave the interrupt time alone. Don't weight the recharge and endurance cost on this damage change.

Once a Blaster has 3 stacks of Defiance built up, remove the interrupt time and shortern the animation time, just like Assassin strike attacks.

Now it can be used both as a long distance attack, and in combat.

Defender Snipes:

See first point in Blasters.

Once a certain % of Vigilance is built up, the attack can't be interrupted and has a shorterned animation time.

Corruptors:

See first point in Blasters.

The second part is tricky. Make it so as the Corruptor scourges a target, a buff icon appears, three successful scourges allows snipes to have shortened animation time, uninterruptable attack.

Dominators:

Once Domination is up, snipes are uninterruptable and have a shortened animation time.


 

Posted

Quote:
Originally Posted by Another_Fan View Post
If you put that in the description people saw when creating blaster there wouldn't be a problem with them because almost no one would ever bother to roll them. It's really not right to ask people to deal with an AT that is in that position when that is not what is being sold them
Ironically (amazingly, shockingly, you-have-to-be-kidding-me), it is the Dominator who gets that description. Dominators have the lowest survivability score of all the ATs and their description suggests having teammates to protect them (like the old blaster description used to). Blasters, Defenders, Controllers (!!!), and Corruptors all get the 4 rating. Even Controllers 'depend upon their teammates for protection' while blasters are just "somewhat fragile compared to other heroes" (and it still annoys me that they did not fix the AT descriptions, before Freedom launched, to eliminate references to heroicness and villainy).

Quote:
Originally Posted by Another_Fan View Post
There is just no place in this game for an AT that must have team support.
I do not agree. I would be saddened by the loss of ATs that are team reliant, however not terribly so. I do not mind that there may be an AT or four that really gets a lot out of a team. My favorite ATs are, in fact, Defenders, Blasters, and Tankers, likely the most team reliant ATs (and notably the basis of the trinity of DPS/Tank/Buff-Debuff). I think I have been discussing this topic too long though.

Quote:
Originally Posted by StratoNexus View Post
I think it is fine that some sets are more team/particular AT dependent to get the maximum use out of them. I think it is wrong that you have little to no way to know what those sets are ahead of time, but it is nice to have the variety.
Quote:
Originally Posted by StratoNexus View Post
Blasters can indeed be limited by the rest of the team. They can also be liberated by the team.

I guess I just don't care about any disparity since it is easily glossed over on teams and I find my blasters solo well enough to keep me happy. There was a time when I kind of wanted blasters to be what the VEATs are (although I never imagined quite as much mitigation). I like the VEATs, but I'd prefer a more varied bunch of effects, especially elemental type effects (fire, ice, electric, earth).
Quote:
Originally Posted by StratoNexus View Post
Not everyone values being team dependent. Not everyone values being a piece of glass. Not everyone values their (and often their team's) tactical choices to matter as much as they do on a blaster. But does that mean those things are valueless? Is there a large enough segment of the playerbase that values those things enough to actively engage the "weakness" of the AT head on?

People approach the survivability factor from the standpoint that of course everyone will want to play the class/AT that is more survivable. That does not seem to be the case, so maybe game designers should feel OK if a class ends up being mechanically weaker, and yet ridiculously popular. Obviously, you don't want certain aspects to be too far out of whack (leveling and item acquisition,for instance), but perhaps the 'weak' class has its place, if it is done right.

The blaster AT was not designed to be weaker than other ATs, but it ended up there in the effort to improve tankers and scrappers in I2 and I3 (and really even before that, it just became more apparent as time went on). In I5 they upped the survivability slightly and added more damage, to help counter those facts. That didn't stop blasters from dying in droves (nor did it stop people from playing them in droves). They had another chance to stop them from dying so much in I11. They chose instead another path (maybe one they hoped would help lower the death rate, while still retaining the squishy feel (a steep challenge indeed)). Then they made death nearly irrelevant (the real blaster 'fix', and one which was also suggested by the playerbase).

Then they released VEATs, which had all the features many had asked for blasters. Some status protection, but less than scrappers. Range and melee attacks. Maybe some more control. Possibly some debuff. How about a little bit of defense? Real pets could help blasters, maybe make Voltaic Sentinel and Auto Turret more like real pets? Nah, how about you take Spider bots instead?

For everyone who wanted to play a blaster, but wanted it to be more like a scrapper, they made VEATs. IMO, it was a conscious and brilliant choice (although it has taken a long time for me to feel that way). Having both ATs is likely a good idea (and I think they are both very popular ATs). The only drawback for me is I can't play a Fire, Ice, Punch, or Elec version. VEATs have solid projectiles, Nrg blasts, mace, claws, poison, crab legs, and Psi powers covered though.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
I would have the initial burst of damage be non-notify (they may know they've been hit, but they don't know where it came from), and only make the target/group aware of the strike several seconds after the initial shot. You would thus get a "free" attack on a difficult enemy before starting the fight, but still be able to open with something else.

PS I agree they should do more damage.
Signed.


 

Posted

Here's my take on fixing snipe, not just for blasters, but for any AT that has a snipe power.

I think what's required here is some truly out of the box fix.

Snipe being interuptable is a staple of the power and makes it unique, however, it's that very same quality that makes it kind of undesirable along with the fact that in most cases you can fire off several other attacks in the same time you can fire off just one snipe and do more overall damage than your single snipe.

My suggestion would likely require a programming fix since I don't think the mechanics for it exist in the game currently.

Simply put: Select your target, click ONCE to begin snipe, now you begin to track the target and build up damage. Clicking Snipe a SECOND time will actually fire the snipe. The snipe is considered interuptable the entire time you are tracking the target. The Snipe Icon will work like a clock, starting at 12, and slowly increase until it comes full circle indicating the snipe is fully charged and waiting to be fired.

This means that Snipe now does variable damage depending on how long you want to let snipe track the target essentially the longer you wait, the more damage the snipe will do.

I would suggest the scaling not be linear but rather scale on a curve, so that if you fire the snipe quickly it will do decent damage, not great, but just decent, then the longer you wait the slower the increase gets up to some Dev set maximum.

I would not have a problem with this attack being unique in that you can let it scale upwards given enough time tracking a target to reach your Archetype's damage cap.

In game this would mean that snipe would now likely take MUCH LONGER to fire than it does now, but the payoff would be having an opening attack that can do capped damage to a single target. The tradeoff would be that you would likely not be able to use this attack effectively once in combat because the amount of time needed to fire off a damage capped shot would be too long and likely interrupted.

I would even go so far as to give the snipe a special self debuff, the longer you track a target while getting closer to your damage cap, the lower your defense is debuffed to ensure that if you are attacked you will most likely be interrupted.

This fix leaves me wondering what to do about snipe enhancement sets and IOs, since interrupt reduction will not work in this new version of snipe. I'm sort of out of ideas for that, perhaps folks can think of something good for them.

Thanks for reading.


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Posted

Haven't really read through - title just caught my eye.

I'm a fan of snipes. I think I take them on every... well, non-Dominator that has one. (OK, non dominator, non-Stalker-patron-power.) Always have, since my first Elec/Elec.

Issues for me:
- Long wait/animation. Yes, it "feels" right to do that with a snipe. It should be a long animation. Just maybe not "that" long. Even a half second or so would be noticable, shaved off.

- The second tohit check. This is just annoying to me for the number of things that "block" it... an I-beam or tree thinner than the target? Really?

- Not *as* usable in combat. I can hover-snipe or, in some situations, pop lucks, sure. Giving this the AS treatment (I'll go for a little lower damage done that way, as long as it's still a reasonable attack) would specifically help with a complaint some have with one specific set - electric blast.

Don't mind:
- The interrupt time. Really, I don't.

Wouldn't mind:
- an on-impact AOE "stun" or something for a few seconds. Or fear. I'm good with fear. It's one of the psychological advantages of a "real" snipe, after all - some simulation of it in game wouldn't be amiss.



As far as damage... I'll let people who play with numbers more deal with that. A bit more, I think, wouldn't be amiss "when used as a snipe." (assuming the in-combat/out-of-combat dual mode is doable somehow.) Though I certainly won't turn more damage down, defender-side.


 

Posted

Snipes are a stalker issue, too.


Now, my default solution to problems is to take the simple ways first, and then when those are exhausted try and go with the more complicated ways. As with such, there are two very "simple" ways to improve snipes:

#1: Increase their damage to have an appropriate DPA.
#2: Decrease their activation time to have an appropriate DPA, and make them interruptable for the entire firing of this shorter time initially.

And thus ends the very simple suggestion for the Snipe: If they aren't doing what they are intended to do, then just make them.


However... there are a couple of cool ideas out there. The stalker treatment is one of them, so I won't reiterate too much. But... Sniping in the real world isn't about running into the middle of the street in a combat zone and then shooting. What you do is pick a location with a good vantage point and plenty of cover, then hunker down there. From that point, you can fire off shots at an enemy from a long range while also being protected from by cover. Even enemy snipers in CoH do this to some degree. Try flying around Founder's Falls at a low level without stealth. Don't worry, I'll wait for... back already? Yeah, you got sniped by some guy hiding at the top of building.

My creative idea for snipers for blasters is as follows: Sniper Powers would come with two attacks.

  • First is the "in position" power. It is a toggle power. What you'll do is crouch down similar to rest and/or brace yourself and prepare to fire off snipes. While in this position, you have a mild stealth bonus of 20 feet PVE and a mild defense bonus of 5%. Also while in position, all single-target ranged attacks will receive a range increase of 20% and an accuracy increase of 10%
  • The power will have a long enhanceable recharge time of 1.5 minutes. You cannot move from this position until you de-toggle the sniping power. If you are hit by any attack you will immediately lose the stealth and defense bonuses. If you are mezzed or KBed you will move out of position and the power will detoggle. Currently the activation time for this crouching position is undecided, however I am leaning 2 seconds. You cannot use non-ranged attacks powers while crouched, but you may use affect-self powers. Accepted Enhancements are Recharge and Accuracy.
  • The second attack is going to be the actual sniper attack. This attack will have an animation time of 2.8 seconds, a recharge rate of 10 seconds, and will have the current damage and range of sniper attacks for each of their perspective power sets. This attack cannot be used unless you are "in position". This attack is interruptable for 1.4 seconds. Accepted enhancements are the same as always.


And that is the end of my idea. None of those numbers are final. Somewhat elaborate I know, but just think of the possibilities that are available with this kind of power. Imagine the following:


*A couple of blasters, corrs, and defenders setting up while a tank taunts enemies around the corner to be picked off by the snipers.
*A blaster going up to a high position on a rock or building behind cumbersome environmental obstacles and firing off their snipes while enemies jump around trying to get to them.
*A player slotting their range attacks with, get this, range increasing enhancements so they can fire off a full single-target attack chain at over 130 feet.
*A player backing off during a hard AV fight and taking pot shots with their now damage-relevant sniper attacks.
*PVP! Placement and strategy would mean a whole lot if you want to have an organized team.
*Throwing down caltrops and then watching as enemies get stuck while helpless while you shoot them. Or even a repel power as they keep trying to run to the blaster/defender/corruptor but keep getting stuck on a strategically placed repel.





It is unlikely (though far from impossible, since I am certain we have the technology in-game to do this) that this will happen, but I will nerd myself through a window if this gets put into the game.



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Posted

Quote:
Originally Posted by Ashlocke View Post
My suggestion would likely require a programming fix since I don't think the mechanics for it exist in the game currently.

Simply put: Select your target, click ONCE to begin snipe, now you begin to track the target and build up damage. Clicking Snipe a SECOND time will actually fire the snipe. The snipe is considered interuptable the entire time you are tracking the target. The Snipe Icon will work like a clock, starting at 12, and slowly increase until it comes full circle indicating the snipe is fully charged and waiting to be fired.

This means that Snipe now does variable damage depending on how long you want to let snipe track the target essentially the longer you wait, the more damage the snipe will do.

I would suggest the scaling not be linear but rather scale on a curve, so that if you fire the snipe quickly it will do decent damage, not great, but just decent, then the longer you wait the slower the increase gets up to some Dev set maximum.

I would not have a problem with this attack being unique in that you can let it scale upwards given enough time tracking a target to reach your Archetype's damage cap.

In game this would mean that snipe would now likely take MUCH LONGER to fire than it does now, but the payoff would be having an opening attack that can do capped damage to a single target. The tradeoff would be that you would likely not be able to use this attack effectively once in combat because the amount of time needed to fire off a damage capped shot would be too long and likely interrupted.

I would even go so far as to give the snipe a special self debuff, the longer you track a target while getting closer to your damage cap, the lower your defense is debuffed to ensure that if you are attacked you will most likely be interrupted.

This fix leaves me wondering what to do about snipe enhancement sets and IOs, since interrupt reduction will not work in this new version of snipe. I'm sort of out of ideas for that, perhaps folks can think of something good for them.

Thanks for reading.


I like this idea. In fact, to make Snipe a valid part of an actual attack chain, make it so the interrupt doesn't start until after the first second or two. That way if the player double-clicks on Snipe it fires just like any other power. I can see this as the 'OMG I'm slowed nothing is recharged! Wait...my Snipe!' sort of thing.

However I truly believe that Snipe should be the over-the-top damage power that lives up to the sniper's reputation. When I think of sniping in the movies I think of several things:

1) The shooter is hidden because it takes a LONG time to get things just right to shoot. Ok...that's covered with the long animation time and interrupt.

2) The shooter is a LONG way away because after he shoots (typically once) he has to boogie out of there or be mobbed by bad guys. This is covered by the 150' base range most Snipes currently have.

3) One shot, one kill. This is the Sniper mantra. This is true because you only GET one shot so it HAS to count. This is what Snipes are missing. I see nothing wrong with a Blaster being able to Snipe a Lt with one shot off of a 3-Damage slotted Snipe shot. Other ATs, well let's just say I'm old school and feel that every AT should have something unique to it and leave it at that.

If you take the average DPS of a slotted-out Blaster attack chain and make the Snipe do just a hair less than that on average based on recharge time, End cost, animation time, interrupt and all of that, there is NO way it would unbalance the game as far as leveling speed. Sure, you can sit and Snipe Lts all day for free and easy xp...but you'll actually be going slower than you would if you just attacked with your other powers.

I think several of the mechanics listed here should be factored into the typical Snipe power for Blasters.

1) Build-up timer. I really like this mechanic. Makes Build Up and Aim useless for Snipe but then they won't be needed either.

2) Non-tracking for several seconds. Enemies around the target don't notice he's down for 2-3 seconds because everything happens so quickly.

3) Secondary effects. In order to make the various Snipe powers different based on their source powerset, give each one a secondary effect. Fire would have more damage (as a DoT incendiary ammunition), Dark would have a splash - to hit and so on.

4) Mag 2 Fear effect similar to what Stalkers get. Make this a 10' radius splash, just enough to not frighten other Lts and Bosses but scares the Minions because OMG their Lt just BLEW UP!

Add all of this together and you get what most Nukes are; Highly situational powers that a player can pick or not based on their play style. Something only worth taking if you're going to slot it up and use it.


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Posted

Quote:
Originally Posted by Comicsluvr View Post
2) Non-tracking for several seconds. Enemies around the target don't notice he's down for 2-3 seconds because everything happens so quickly.
Actually a 25' radius Knock down after a (random 2-4 second per target delay) would be thematic.

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Posted

Quote:
Originally Posted by Miladys_Knight View Post
Actually a 25' radius Knock down after a (random 2-4 second per target delay) would be thematic.

"SNIPER! Hit the dirt!"
Here's where the AoE Fear power that Assassin Strike has makes sense...


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Posted

I kinda like the idea of making snipes the ranged assassin strike.
It could be done a number of ways.

Easiest is to massively increase their damage and their animation time. Make them something you can open a fight with, but you simply cant use DURING a fight without some decent luck. If you could start a fight by one-shotting a support Lt. or MAYBE even just outright killing the boss, it would certainly be worth it. The cooldown would have to change, and whatnot, but it would make them a valuable tool.

A more thematic way would be to make them do 2x, or more, damage from cloaked...or maybe a large multiplier against idle targets, because once you fire, that aggro bloom is getting everyone's attention.


 

Posted

I have to aggree with some of the posters...

I too thinks the snipes should give no aggro to anything around the target it hits.

I also think it should do what its descriptions says....and actualy do extreme damage.

And weairdly i think on blasters these things should be longer ranged.

I realize this would alow a blaster to sit back and shoot things at super super long range....but good gravy...if thats what a player wants to do then fine.

They have a failry long recharge and are interuptable and they take time to shoot....so why not allow the blaster to actualy sniper things....

If it was possible i would say change the way they work so they work like sniper attacks in first person shooter games...where the blaster would get a scope and reticle and be able to make head shots....
But that would require a huge mechanic creation.
So i dont think that would ever happen.
But that kind of mechanic would definatley make them stand out as an archtype thats for sure.