Attention Blasters!
The challenge will be remaking builds that now incorporate the to hit bonuses needed and the snipe when we used to skip it. End management seems to be handled by tier 4 secondary changes, but until I see the powers, not so sure. Snipes use a lot of endurance, so I could see potential issues there on fast recharge builds.
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Yeah, I've always felt like the Blaster could use a "Tier 9" power at a lower tier... and keep the true Tier 9 as Nukes.
Anyway... I want to see if there are further plans for some specific powersets.
I know that Ice Blast was mentioned (and I think any set that doesn't have a snipe).
However, I am extremely curious about Electric Blast, because... well, no one else (other than a few of us diehard fans of it) ever mentions Electric except when they want to say that it sucks. Of course, it doesn't suck, but it could possibly use a bit of propping up.
However, the changes being made may somewhat put Electric Blast further behind, if nothing else is done to it, because it doesn't have the 3rd Blast that other sets are gaining extended range on. Not that this is a huge difference maker (and perhaps Voltaic Sentinel simply already having range is seen as the balancing factor).
Still... Since other sets may be getting some special attention, I'd be remiss if I didn't bring up the notion that, perhaps, Electric Blast could use a little attention of its own.
(That and I'm still trying to wrap my head around needing Lightning Clap for the new survivability gains...)
and round up everyone that knows more than they do"-Dylan
We will get a Respec there's no doubt about that. There's only a small percentage of Blasters, Corrs, Doms and Defenders who actually take their Snipe...and even then they probably use it as Set Mules lol.
We will get a Respec there's no doubt about that. There's only a small percentage of Blasters, Corrs, Doms and Defenders who actually take their Snipe...and even then they probably use it as Set Mules lol.
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2:14: No respec planned, powers work as is - name changed. Considering regen/recovery can be slotted... eh.
I'd be more comfortable if that "not planned" was changed to "obviously required."
Once again, I think Rejolt for the transcription.
2:14: No respec planned, powers work as is - name changed. Considering regen/recovery can be slotted... eh. I'd be more comfortable if that "not planned" was changed to "obviously required." |
He simply said that it hadn't been decided yet... I'm pretty sure, after a pause, he seemed to think that these changes made sense to include one. And then he made it clear that there was no decision to include one, but that could certainly change.
That's how I recall it, anyway.
I'd be very surprised if there were not freespecs with these changes, hehe. I'm certainly not worrying about there not being any (and not just because I have a ton of freespecs still anyway).
Basically, as far as I understood, there just was no decisive plan or information on a freespec this issue. That doesn't mean that there won't be, when the time comes.
and round up everyone that knows more than they do"-Dylan
The challenge will be remaking builds that now incorporate the to hit bonuses needed and the snipe when we used to skip it. End management seems to be handled by tier 4 secondary changes, but until I see the powers, not so sure. Snipes use a lot of endurance, so I could see potential issues there on fast recharge builds.
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In a leveling build I would probably not bother initially with tactics and just rely on BU and Aim. Slotted with SOs it shouldn't be too difficult to reduce Sniper Blast's cycle time to under 10 seconds, meaning you can get two shots off during one BU window. So the attack chain might go BU->snipe->other stuff-> snipe->other stuff->Aim->snipe->other stuff->snipe->other stuff. Even though BU and Aim are not collectively up all the time, you could actually buff every use of sniper blast as it became available if you simply waited until snipe was available or about to become available before using BU or Aim. The actual "penalty" for not being able to buff snipe "all the time" might actually be almost non-existent until you get to builds with very fast cycling snipes.
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Wouldn't that be against some form of Code/Law or something?
Blasters are supposed to have lower Leadership Values...wouldn't it be easier on Arbiter Hawk to lower the To Hit percentage requirement instead of changing the values of Leadership on Blasters? If he did change it wouldn't that make the other ATs angry? |
Lower it ? Make it 0. Blasters are supposed to be the ranged damage specialists.
In a leveling build I would probably not bother initially with tactics and just rely on BU and Aim. Slotted with SOs it shouldn't be too difficult to reduce Sniper Blast's cycle time to under 10 seconds, meaning you can get two shots off during one BU window. So the attack chain might go BU->snipe->other stuff-> snipe->other stuff->Aim->snipe->other stuff->snipe->other stuff. Even though BU and Aim are not collectively up all the time, you could actually buff every use of sniper blast as it became available if you simply waited until snipe was available or about to become available before using BU or Aim. The actual "penalty" for not being able to buff snipe "all the time" might actually be almost non-existent until you get to builds with very fast cycling snipes.
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The Bacon Compels You.
For blasters that used to try to build for extra survivability in the first place, the challenge may not be all that bad. Looking at my current (Energy/Energy) build, I take the fighting pool for tough and weave: that's three powers. I'm thinking about dropping them and replacing with maneuvers and tactics. I lose some defense and some resistance, but I'm being handed Energize. Plus I have a high recharge build. Plus I already take Power Boost. That means I should be able to cycle BU/Aim/PB and have perma insta-snipe, plus get Energize, plus I now have an extra power choice.
In a leveling build I would probably not bother initially with tactics and just rely on BU and Aim. Slotted with SOs it shouldn't be too difficult to reduce Sniper Blast's cycle time to under 10 seconds, meaning you can get two shots off during one BU window. So the attack chain might go BU->snipe->other stuff-> snipe->other stuff->Aim->snipe->other stuff->snipe->other stuff. Even though BU and Aim are not collectively up all the time, you could actually buff every use of sniper blast as it became available if you simply waited until snipe was available or about to become available before using BU or Aim. The actual "penalty" for not being able to buff snipe "all the time" might actually be almost non-existent until you get to builds with very fast cycling snipes. |
I guess non-snipe sets can have one fast animation attack designated to get snipe-like bonus damage if you have that tohit buff level.
It just crossed my mind though... are they doing this also for dominator snipes? Their snipes already are different with higher recharge and no interrupt...
Hmm, I think all the non-snipe sets have a 40-foot blast that will still get boosted. Probably not enough, comparatively speaking, but at least it's something.
The Bacon Compels You.
That sounds great.... but it also sounds like blasters with no snipes are in a HUGE disadvantage....
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It just crossed my mind though... are they doing this also for dominator snipes? |
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For blasters that used to try to build for extra survivability in the first place, the challenge may not be all that bad. Looking at my current (Energy/Energy) build, I take the fighting pool for tough and weave: that's three powers. I'm thinking about dropping them and replacing with maneuvers and tactics. I lose some defense and some resistance, but I'm being handed Energize. Plus I have a high recharge build. Plus I already take Power Boost. That means I should be able to cycle BU/Aim/PB and have perma insta-snipe, plus get Energize, plus I now have an extra power choice.
In a leveling build I would probably not bother initially with tactics and just rely on BU and Aim. Slotted with SOs it shouldn't be too difficult to reduce Sniper Blast's cycle time to under 10 seconds, meaning you can get two shots off during one BU window. So the attack chain might go BU->snipe->other stuff-> snipe->other stuff->Aim->snipe->other stuff->snipe->other stuff. Even though BU and Aim are not collectively up all the time, you could actually buff every use of sniper blast as it became available if you simply waited until snipe was available or about to become available before using BU or Aim. The actual "penalty" for not being able to buff snipe "all the time" might actually be almost non-existent until you get to builds with very fast cycling snipes. |
Hmm, I think all the non-snipe sets have a 40-foot blast that will still get boosted. Probably not enough, comparatively speaking, but at least it's something
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So yea... Sonics and DR were already low in damage comparatively.... Not sure I recall how Ice was doing balance wise but it also will be left behind a bit.
Hawk did say they are looking at those sets though, I guess it's wait and see.
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Lower it ? Make it 0. Blasters are supposed to be the ranged damage specialists.
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Yes, the snipe change will affect Scrappers, Stalkers, Dominators, Blasters, Defenders and Corruptors ...I hope that I didn't leave one out again *_*;.
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Just crossed my mind... this would include Scrapper/Stalker Patron snipes...?
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And before anyone notes this: I'm fully aware of the cast time differences. My concern stands.
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Yes, and its going to open a discussion on those powers. Those snipes are not as good as blaster or other snipes, but perhaps more critically it seems some use the melee damage table and others use the ranged damage table. If all of them used the ranged damage table, I might be more ok with that. But the ones that use the melee damage table were already cheating before: to give them insta-firing would in my opinion be bordering on amplifying an exploit.
And before anyone notes this: I'm fully aware of the cast time differences. My concern stands. |
I recall discussion about snipes at the time they got created for stalkers and it being decided they would not ever have full critical due to this... I never noticed that some of them retained the ranged modifiers, though. I would had logged that as a bug under the original design rule. Not sure now with this.
They do have 2x the recharge of a regular attack, all epic/ancillary powers do.
Oh hell why don't we see what your back of the envelope calculation actually looks like.
On SOs hasten is down 50 seconds out of 170 And even with hasten up aim and buildup are completely unavailable 1/3rd the time. Yep being able to run my attack chain 2/3rds the time sounds great. Sorry to interrupt your evangelizing. |
Thats one of the reasons I always advocate priority based attack queues over chains, but it's something apparently only Arcanaville ever agreed with (in some posts, she still outlines chains constantly.)
Anyways, there are insane number of things that can force you to alter an attack chain already, including the downtime of hasten or being affected by a recharge debuff or hit by allies recharge buffs.
Attack chain consistency has never been rock solid and this snipe change does not really do much more than add a bit more ripples into that pond.
This is an issue with obsessing over fixed attack chains, not with the game.
Thats one of the reasons I always advocate priority based attack queues over chains, but it's something apparently only Arcanaville ever agreed with (in some posts, she still outlines chains constantly.) Anyways, there are insane number of things that can force you to alter an attack chain already, including the downtime of hasten or being affected by a recharge debuff or hit by allies recharge buffs. Attack chain consistency has never been rock solid and this snipe change does not really do much more than add a bit more ripples into that pond. |
There are a few reasons for this.
1. If you are taking aoe attacks which deal more damage to a spawn than anything else, this maximizes their damage.
2. Even if you are concentrating on single target the lethality of a spawn is going to be proportional to the square of its size (you have to endure X avg damage* (no mobs in a spawn)*(#mobs in a spawn/time to kill them)). If you can remove as few as 1 with great haste it vastly increases the chances you survive the battle.
3. Once you are in battle each time you are firing aim or build up it adds to the amount of time you have to survive in battle. It's time you aren't doing damage.
4. With this new system you will need another damage power that you didn't before so you can actually do something while the snipe is unavailable.
Devices will be to "to hit" what SR is to the softcap for defense for scrappers. Some sets have it easier to maximize one aspect of the game, but may be weaker in other areas. Everyone knows this and has been living it as long as they played the game. The good news is that all (except MM which was working perfectly) sets got some love, but clearly this was designed to balance devices. By the way, still no build up in devices, so it won't be the best secondary necessarily. If you have build up, when you use your snipe, you always click build up and aim anyway, so....., for the most part, it really won't be a huge deal.
The challenge will be remaking builds that now incorporate the to hit bonuses needed and the snipe when we used to skip it. End management seems to be handled by tier 4 secondary changes, but until I see the powers, not so sure. Snipes use a lot of endurance, so I could see potential issues there on fast recharge builds.
Anyway, changes are good step in right direction. The "I WIN" power set comes out in issue 35, so just keep waiting for it if not happy about these changes.