Attention Blasters!


Adeon Hawkwood

 

Posted

Quote:
Originally Posted by Tenzhi View Post
I would rather it be an additional way of achieving the effect. I personally like the idea of being able to achieve a constant improved snipe with Targeting Drone without having to lead-in with other powers. Of course, they could always have Targeting Drone constantly reapply a Defiance buff, I suppose.
So does that mean we can finally implement my idea of Defiance 3.0: replacing the damage buffs with a meter, and then give all Blaster powers a Double Hit mechanic that is based upon this meter. That is, all Blasters powers would have an extra damage effect whose magnitude is a function of their normal damage and the percent of the meter.

Then we can just make it so that BU and Aim would fill the meter by x amount, and make the Improved Snipe work based upon this meter (of course, that wouldn't work for other ATs).


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Posted

Quote:
Originally Posted by Diellan_ View Post
So does that mean we can finally implement my idea of Defiance 3.0: replacing the damage buffs with a meter, and then give all Blaster powers a Double Hit mechanic that is based upon this meter. That is, all Blasters powers would have an extra damage effect whose magnitude is a function of their normal damage and the percent of the meter.

Then we can just make it so that BU and Aim would fill the meter by x amount, and make the Improved Snipe work based upon this meter (of course, that wouldn't work for other ATs).
I like this.


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Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Quote:
Originally Posted by Miladys_Knight View Post
You can Hit 23.4% with 3, even level Hit Buff SOs. The problem of course will be finding enough slots. I'm not sure that it will be worth it with tier 3 powers getting their range increased. Without reduced animation times on quite a few powers our issue will still be having too many attacks and not enough utility.
Bu is once every 90s? (Or is it 120?)

I already skip Build Up because the uptime is worthless outside of massive recharge builds, and being able to use a power I wouldn't normally use once in that stupidly long gap is no reason to take it and dedicate what would likely have to be 6 slots to it.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
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Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

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Originally Posted by Diellan_ View Post
Ugh. The last thing I need is to stop accepting Mystic Fortune because the Fool has -Tohit. Or worry about the crash on Mutation. Not to mention the plethora of ToHit debuffs carried around by CoT and what not.

The more I think about it, the more I feel that basing it off of ToHit is a bad idea. People are going to try so hard to get perma 22% ToHit, that it's going to be like the old Domination's damage buff: the players are going to treat any situation where their ToHit is reduced as a nerf, and the constant improved snipe as the standard level of performance.

I can't imagine this happening, the buff is simply not that big a deal. It will keep my health up when I'm taking minor bits of damage.

On a blaster, that's the very least of my concerns.


 

Posted

OK, given that the snipe change is a buff to all blast sets, not specific to blasters, I think it may be worth opening the scope a bit. Specifically about Assault Rifle in other archetypes.

Most AR defender and corruptor combos have absolutely no access to a to-hit buff (pools don't count as Tactics still will need IOs to work and not everyone is VIP,) not to mention that a AR/Devices may get a sweet sweet late life, but in the early lives may not be able to leverage it at all either.

There is also, Dominators. The following sets have no native ToHit buffs but have snipes:

  • Dark Assault
  • Energy Assault
  • Fiery Assault
  • Psionic Assault
These sets would, for all purposes, feel their snipes are still useless. Heck, given the current form of Dominator Snipes (non-interrupt, long animation, 20s recharge, 3.56ds) some dominators may consider the changes to be nerfs more than buffs.

I think I am wishing Snipe attacks got a more stalker Assassin's Strike treatment indeed, this meaning that should you use the snipe with less than +22% tohit, and under 80ft of range, then the power should act like a regular blast with acceptable damage, but based on it's cast time instead of recharge.


 

Posted

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Originally Posted by PrincessDarkstar View Post
Bu is once every 90s? (Or is it 120?)

I already skip Build Up because the uptime is worthless outside of massive recharge builds, and being able to use a power I wouldn't normally use once in that stupidly long gap is no reason to take it and dedicate what would likely have to be 6 slots to it.
Yes. Once every 45 seconds with very modest slotting [3 total slots]. And it lasts ten of those 45 seconds.

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Posted

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Originally Posted by Fulmens View Post
Yes. Once every 45 seconds with very modest slotting [3 total slots]. And it lasts ten of those 45 seconds.

Remember, rhetoric kills kittens with a lawnmower.
3 slots in Build Up isn't that modest at low levels (Nor will it bring the recharge down that much), and I think someone mentioned also needing 3 tohits in order to reach the right levels of tohit. So that is 6 slots when you don't have many.

And in those 10 seconds you will probably cast 1 snipe, maybe 2 if it is well slotted.

At high levels it starts to look better, but these changes should work all the way up the ladder.

Even then a 10s recharging insta-snipe would still not be making blasters overpowered, so we aren't even talking about powers of game changing ability.


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Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Quote:
Originally Posted by PrincessDarkstar View Post
At high levels it starts to look better, but these changes should work all the way up the ladder.
Eh, the snipes working situationally and having the situations becoming more frequent as you level up works fine for me. That is a standard of the game, room for growth. I consider it a feature that it works with Aim out of the box (all but one blaster set with snipes has Aim) and then as you level it can be made to work more often through quite a variety of methods. I also like that teaming is one of those methods, by the way.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
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Posted

Quote:
Originally Posted by StratoNexus View Post
Eh, the snipes working situationally and having the situations becoming more frequent as you level up works fine for me. That is a standard of the game, room for growth. I consider it a feature that it works with Aim out of the box (all but one blaster set with snipes has Aim) and then as you level it can be made to work more often through quite a variety of methods. I also like that teaming is one of those methods, by the way.
I could get behind that if they had done something else to help improve blasters damage performance and this was a simply happy byproduct.

That this is the only real damage increase is not only laughable, but it doesn't address the issue that blasters are hard to level. And as a player I feel punished by not being able to use it often more than rewarded for being able to use it at all.


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British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Quote:
Originally Posted by Fulmens View Post
Dead blasters produce 0% damage.

They ARE doing something to help improve blasters damage performance.
Ah yeah, regen. lol.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Quote:
Originally Posted by StratoNexus View Post
Eh, the snipes working situationally and having the situations becoming more frequent as you level up works fine for me. That is a standard of the game, room for growth. I consider it a feature that it works with Aim out of the box (all but one blaster set with snipes has Aim) and then as you level it can be made to work more often through quite a variety of methods. I also like that teaming is one of those methods, by the way.
There is the problem for me. Nobody tells a scrapper, oh your attack chain is situational, not even for the combo sets like dual pistols.

Imagine if the melee high dpa powers only worked when you had recharge above 70% ? What you don't like the trade off ? well all you have to do is take hasten and it isn't that hard to perma.


 

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Originally Posted by Another_Fan View Post
There is the problem for me. Nobody tells a scrapper, oh your attack chain is situational, not even for the combo sets like dual pistols.

Imagine if the melee high dpa powers only worked when you had recharge above 70% ? What you don't like the trade off ? well all you have to do is take hasten and it isn't that hard to perma.
Mmmm, they don't have rech inspirations though.


 

Posted

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Originally Posted by Leo_G View Post
Mmmm, they don't have rech inspirations though.

You have the base buff machine and Kins. I mean the larger the team the better the chance there will be a kin on it.


 

Posted

None of those potentially drop off every foe you defeat.

Also, I actually like the mechanic of basically improving your damage directly and not through just +dmg. It actually gives more purpose to ToHit buffs besides indirect damage increase like Rech buffs give.


 

Posted

Quote:
Originally Posted by Diellan_ View Post
Ugh. The last thing I need is to stop accepting Mystic Fortune because the Fool has -Tohit. Or worry about the crash on Mutation. Not to mention the plethora of ToHit debuffs carried around by CoT and what not.

The more I think about it, the more I feel that basing it off of ToHit is a bad idea. People are going to try so hard to get perma 22% ToHit, that it's going to be like the old Domination's damage buff: the players are going to treat any situation where their ToHit is reduced as a nerf, and the constant improved snipe as the standard level of performance.
I agree...this just doesn't rub with me right...I love the fact that Arbiter Hawk is trying to make going the To Hit route more desirable but one encounters all types of situations where our To Hit is down the drain...

Fighting CoT, Carnies, Banished Pantheon, Tsoo...

Also replying to Arcanaville: I admit that I normally don't agree with Arbiter Hawk's methods because I felt that his changes to Khelds and Gravity wasn't enough...(did he directly help with poison? that was mostly Synapse right?) so I did attack him a bit which was a little unfair...still I think that some adjustments need to be made to his To Hit idea...I eagerly await I24 beta.



 

Posted

Quote:
Originally Posted by Another_Fan View Post
There is the problem for me. Nobody tells a scrapper, oh your attack chain is situational, not even for the combo sets like dual pistols.
Well, I know I sometimes use Divine Avalanche and sometimes I don't. I sometimes throw in Touch of Fear other times I don't. Sometimes on my /Stone tanker I use Fault a lot, other times I don't need to. I think you are in error. Melee attack sets have situational powers too. I'll grant they reduced some of this when they added damage to Clobber and Cobra Strike, but they still have a fair smattering of not needed all the time powers that are never-the-less often recommended.

But I grant your DPA argument. Blast sets still have a bunch of stinkers (looks at Shout and Howl, Power Burst, Cosmic Burst, Abyssal Gaze and Life Drain, and Short Circuit) many of which are important to have in a build because there are no other choices or they have other desirable effects.

It would be like if Clobber was lame instead of amazing (you know, how it used to be).


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

Ok, I suggested this in the other thread, but seems to have gone unnoticed so far. But how about this to help blasters, at all levels, get a bit more out of the insta-snipe, as well as a buff to all powers...

Add a +ToHit buff to the +Damage buff to the defiance buff each power, samll enough so as to not get the insta-snipe on it's own maybe, but enough to get there with a modest buffed Tactics and/or TD. Give a larger buff to the set without Aim, to allow them to get the buff more, and sets without a snipe still gain the stacks of +ToHit for all their other powers/


Quote:
Originally Posted by Forbin_Project View Post
Then it's time for them to get off the cross, use the wood to build a bridge, and get over it.
In one little corner of the universe, there's nothing more irritating than a misfile...

 

Posted

Quote:
Originally Posted by Leo_G View Post
None of those potentially drop off every foe you defeat.

Also, I actually like the mechanic of basically improving your damage directly and not through just +dmg. It actually gives more purpose to ToHit buffs besides indirect damage increase like Rech buffs give.
That would be against melees who can set up their best from the start and then just use damage to get more damage ? Or more importantly go from doing great damage, to truly spectacular damage instead of going from doing meh damage when the situation is wrong to doing good damage when it is right ?


 

Posted

Quote:
Originally Posted by PrincessDarkstar View Post
Bu is once every 90s? (Or is it 120?)

I already skip Build Up because the uptime is worthless outside of massive recharge builds....
what absolute nonsense.

"This buff stinks because it doesn't fit my idiosyncratic playstyle like a glove!" complains the player, before it even enters beta.


*eyeroll*


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Posted

Quote:
Originally Posted by St_Angelius View Post
Ok, I suggested this in the other thread, but seems to have gone unnoticed so far. But how about this to help blasters, at all levels, get a bit more out of the insta-snipe, as well as a buff to all powers...

Add a +ToHit buff to the +Damage buff to the defiance buff each power, samll enough so as to not get the insta-snipe on it's own maybe, but enough to get there with a modest buffed Tactics and/or TD. Give a larger buff to the set without Aim, to allow them to get the buff more, and sets without a snipe still gain the stacks of +ToHit for all their other powers/
Any reliable way of building tohit would work better, then snipes could become a solid part of an attack chain.


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British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Quote:
Originally Posted by Nethergoat View Post
what absolute nonsense.

"This buff stinks because it doesn't fit my idiosyncratic playstyle like a glove!" complains the player, before it even enters beta.


*eyeroll*
Way to pick one sentence that I mentioned as an anecdote and miss the point.

Edit: To clarify: BU and Aim are on long recharges, so therefore you only get good use out of this buff when those powers are up. It is the same as buffing snipes, but putting them on 120s recharges. That would not go down well.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Quote:
Originally Posted by StratoNexus View Post
Well, I know I sometimes use Divine Avalanche and sometimes I don't. I sometimes throw in Touch of Fear other times I don't. Sometimes on my /Stone tanker I use Fault a lot, other times I don't need to. I think you are in error. Melee attack sets have situational powers too
Agreed but I think I miscommunicated. It isn't that melee sets don't have situational powers, Its your melee base chain will consist of 3 or 4 that you take and use and will do your great damage for you. You toss out divine avalanche when you want more defense, touch of fear for extra mitigation and fault. Those are situational powers where the situation isn't all the time.

As things stand with snipes their situation is all the time and when you can use them is when the stars align.


 

Posted

Quote:
Originally Posted by PrincessDarkstar View Post
Way to pick one sentence that I mentioned as an anecdote and miss the point.

Edit: To clarify: BU and Aim are on long recharges, so therefore you only get good use out of this buff when those powers are up. It is the same as buffing snipes, but putting them on 120s recharges. That would not go down well.
Math doesn't work that way. The design choice was not to have the instant snipes "Always ready" unless you were A) Devices or B) Teamed with other people with +ToHit buffs. It was meant to make Snipes more attractive to the teaming Blast Set user. That was the design point.

If you're a Devices blaster, great! Enjoy! Your Secondary largely sucks anyway so this is your big perk.

If you're not, you're relying on Aim or Build Up + Tactics for it. Or popping some Big Yellows. Either way, yeah.

The three other ATs have to do the same thing (And the moment you bring up Kismet +6% and Tactics is the moment I point out 170% Global Recharge on Blasters is not that expensive, and allows you to pop Build Up, Snipe Freely for 10 seconds, pop Aim, Snipe Freely for 10 seconds, wait 5 seconds, hit Build Up, rinse repeat. Pop a yellow to kill that dead period entirely GG).

So... the design point is there.


 

Posted

Quote:
Originally Posted by PrincessDarkstar View Post
Bu is once every 90s? (Or is it 120?)

I already skip Build Up because the uptime is worthless outside of massive recharge builds, and being able to use a power I wouldn't normally use once in that stupidly long gap is no reason to take it and dedicate what would likely have to be 6 slots to it.
It has a recharge of 90s, 3 SOs drop it to 46s. Same goes for Aim.

Some people like A_F like to stack them. I personally find it's better to alternate them. If you alternate them you technically have a damage buff 41% of the time, that's without heavy recharge build or even taking hasten.

Skipping these powers is, imo, insane unless you are a tanker or dominator who's build is build around tanking/croud control.