Dev Chat Summation: BLASTER CHANGES
Will it go 'round in circles.
My initial comment was that 4 SO's would get it to 22.06%. Ollin responded with the comment about the IO's. I responded that not everyone has access to IO's. You posted the information that 4 SO's would do it. The circle never ends. |
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Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
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I do think that Targeting Drone should be enough to trigger the Speeded-Up Snipe effect without having to slot 4 ToHit IOs in (i.e. silly overkill, when 2 is usual slotting with 3 being the very limit) especially given Devices other...problems. And, y'know, AR paired with Devices has no Aim, and ergo no other method that other Primaries have. Which is somewhat unfair.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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I do think that Targeting Drone should be enough to trigger the Speeded-Up Snipe effect without having to slot 4 ToHit IOs in (i.e. silly overkill, when 2 is usual slotting with 3 being the very limit) especially given Devices other...problems. And, y'know, AR paired with Devices has no Aim, and ergo no other method that other Primaries have. Which is somewhat unfair.
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It is somewhat unfair, but I'm willing to let AR/Dev keep it.
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While we're on the topic, what is the damage bonus to Sniper Rifle from Targeting Drone?
I thought I heard Arbiter Hawk mention that something would come for Dual Pistols with the I24 blaster update, but I think he couldn't mention it at the moment.
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But, a set does have to be at the bottom, it just looks like it might be my favorite blast set at the bottom.
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I do think that Targeting Drone should be enough to trigger the Speeded-Up Snipe effect without having to slot 4 ToHit IOs in (i.e. silly overkill, when 2 is usual slotting with 3 being the very limit) especially given Devices other...problems. And, y'know, AR paired with Devices has no Aim, and ergo no other method that other Primaries have. Which is somewhat unfair.
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Ostensibly, these changes are to help Blasters, specifically, though the Snipe can help others as well. And that's where this change sort of falls flat. As noted, this'll massively improve them for Defenders and Corruptors, who are already, presumably, sitting pretty well. Not doing much for Blasters (or even moreso, Dominators), though.
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If the idea is to give Blasters access to a quick, hard-hitting attack whenever they Build Up or Aim...code it that way. (And just give the ability to Devices' targeting toggle.) Hell, double the cooldowns and damage of snipes if you have to make it more attractive as an intermittent ability - it'd make them better at the one thing people can use them for now anyway. Instead, they turned it into a buff that hinges on perma-ing in ways that are far, FAR easier for Defenders and Corruptors than Blasters. ((And on the Defender/Corruptor front - christ, as if Mace Mastery wasn't mandatory enough, now we'll need it for both our only +def shield AND focused accuracy.)) Plus, it's something nonintuitive (much less obvious than, say, Assassin's Focus charges) that completely changes the way your character plays - once I hit the magic +22% hit, my entire rotation changes.
I think they were trying to replicate the facelift they gave to Stalkers' AS - turn the opener-only ability into a potent longer-cooldown attack during sustained fights. But without something comparable to Stalkers' hidden/not hidden status to decide whether the attack is an opener or not, they've opted (at least at the current, alpha/pre-alpha stage) for a kludge that's just going to result in another power break between min-maxers and the rest of the playerbase.
I foresee blasters begging to be grouped with VEAT Huntsmen and Widows running double Tactics. Amusing, since Tactics was the one I tended to toggle off when my blue bar was going down too fast since generally most people (sans AE babies) WEREN'T running completely Accuracy-unslotted, so 2x Tactics was such overkill.
If Dual Pistols dropped to the bottom of the barrel from the middle of the ground then I'd bet Swap Ammo is going to get a small +ToHit buff added to it for switching ammo types (unless they actually go and tweak numbers to give you any reason to NOT always use be using flaming rounds) I mean, you have to pay money for DP (assuming you never bought GR before Freedom launched), so having one of those fancy sets you want people to give you money for be an underperforming set is a self-faceplant from a sales point of view. What if Titan Weapons or Staves had been low-performing melee sets? Bet they wouldn't have sold so good. (StJ had the meaty face-pulping action people had been asking for since CoH beta as an alternative to MA instead of being omgoverpowered :P)
now whats that about Blasters getting kung-fu as a secondary? oh baby. Give me some body armor, some punches+kicks and some pistol-whipping action.
Seconding this, as a player whose only 40+s are a Corruptor and a Defender, and who has never played a Blaster to 10.
If the idea is to give Blasters access to a quick, hard-hitting attack whenever they Build Up or Aim...code it that way. (And just give the ability to Devices' targeting toggle.) Hell, double the cooldowns and damage of snipes if you have to make it more attractive as an intermittent ability - it'd make them better at the one thing people can use them for now anyway. Instead, they turned it into a buff that hinges on perma-ing in ways that are far, FAR easier for Defenders and Corruptors than Blasters. ((And on the Defender/Corruptor front - christ, as if Mace Mastery wasn't mandatory enough, now we'll need it for both our only +def shield AND focused accuracy.)) Plus, it's something nonintuitive (much less obvious than, say, Assassin's Focus charges) that completely changes the way your character plays - once I hit the magic +22% hit, my entire rotation changes. I think they were trying to replicate the facelift they gave to Stalkers' AS - turn the opener-only ability into a potent longer-cooldown attack during sustained fights. But without something comparable to Stalkers' hidden/not hidden status to decide whether the attack is an opener or not, they've opted (at least at the current, alpha/pre-alpha stage) for a kludge that's just going to result in another power break between min-maxers and the rest of the playerbase. |
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I foresee blasters begging to be grouped with VEAT Huntsmen and Widows running double Tactics. Amusing, since Tactics was the one I tended to toggle off when my blue bar was going down too fast since generally most people (sans AE babies) WEREN'T running completely Accuracy-unslotted, so 2x Tactics was such overkill.
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Blast Sets in Issue 24
Snipes: Snipes will skip their wind-up animation and Interrupt window if the player has more than +22% ToHit buff applied to them.
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My Time/Fire defender will ALWAYS have "instacast" snipes (Which means I guess I should respec to pick up Blazing Bolt) because PBUd Farsight keeps him over +22% Tohit permanently.
Wouldn't it be possible to use the same tech as Hybrid so that picking up your Snipe grants you an auto power that serves no purpose other than to apply a specific status to you that would suppress in combat and then tie the different behaviors of the snipes to that status flag?
That way the change would apply equally to all sets with snipes.
I still would have liked to see the original attribution "range is a Blaster's defense" be made true, with a Blaster getting a bonus to Defense for every meter of distance between them and the mob attacking them.
"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
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I really don't like this part, because it doesn't affect sets/set combinations equally. It's FAR easier for some sets to get to 22% ToHit (permanently) than others. Time manipulation Defenders/Corruptors, for instance.
My Time/Fire defender will ALWAYS have "instacast" snipes (Which means I guess I should respec to pick up Blazing Bolt) because PBUd Farsight keeps him over +22% Tohit permanently. Wouldn't it be possible to use the same tech as Hybrid so that picking up your Snipe grants you an auto power that serves no purpose other than to apply a specific status to you that would suppress in combat and then tie the different behaviors of the snipes to that status flag? That way the change would apply equally to all sets with snipes. |
I get that with BU and Aim there's not a lot of downtime for the quick-snipe, but why is it there at all? I'm simply not seeing how Blasters are at a power level that requires a check like this to balance. Would Blasters really be overpowered if this 22% tohit requirement was gone? Sure we'd all have a permanent awesome DPA, awesome range attack...so what?
Blasters are still giving up a LOT of survivability for their "damage all the time" playstyle, that's not changing with these i24 changes. Sure, they'll help with staying alive, but we still have the biggest lack of mez protection in the game. (No mez protection, no buffs/debuffs/controls to head them off) That's a huge deficit, getting a permanent quick-snipe is not overpowered in the face of that.
Now...make those new secondary powers grant some small mez protection and I can learn to accept this tohit check.
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To
I discussed this a bit more in the Blaster forum thread, but the Snipe change should not require the +tohit in my opinion.
Why did Stalkers simply get an awesome new AS that alternates between slow and fast attack while Blaster's similar new mechanic is gated behind +tohit? This requirement, which will have many blaster slotting for +tohit, taking multiple new powers just to use the new Snipes, seems more punitive in the end. Stalkers - Here's a great new AS, enjoy! Blasters -Here's a great new Snipe, except you'll have to get some +tohit to use it! Better respec into Leadership and buy a Kismet! |
No, a flat out buff would be to give us the same style buff they gave to Stalkers.
This is punitive as it will require many of us to respec to take even close to full advantage of it. It will require Tactics and the use of Inspirations to use at all times, why is it fair to say this was needed for Blasters? So yes, the buff is good, gating it so that we are required to respec into new Power Pools and liberally use inspirations is the punitive part. |
Not so the three stacks of assassin's focus, required for AS to have near-normal damage.
Make the snipes only have a chance of full damage, AND lose their secondary effect (AS loses Terrorize and the -To-Hit when "instant") and then maybe you have a case.
From what I gather, the powers that become these +regen/+rec powers aren't getting their original functions removed. So CD will still provide stealth and +def, and be a place to put an LotG (and Karma -KB to boot).
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If you are talking about the damage mention on live now, it's zero. It's a text issue that has never been resolved. Or did Hawk mention it in Twitch?
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Its there because the devs wanted to make the fact that /Devices has a tohit toggle an advantage relative to the other secondaries. So they designed the sniper buff in such a way that /devices could get that buff all the time, while other secondaries would tend to get it only some of the time.
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This is my soapbox right now, sorry. I've been dreaming of a Blaster snipe that works like Stalker's new AS for too long to give up on it now.
Fixing Devices is great, hamfisting this awesome buff by doing it is not.
Isn't the point of a blaster to be somewhat of a glass cannon?
I think these changes will go a long way to improve the blaster AT. Your inherent is not supposed to make you a God and mez proof.... even on Doms there is a threshold that has to be met for them to be mez resistant.
Think I will wait for the changes to hit beta... actually test them and give objective feedback before I comment any further (I know silly idea )
To
The +22% To-Hit is something you can be sure when you will get it Not so the three stacks of assassin's focus, required for AS to have near-normal damage. Make the snipes only have a chance of full damage, AND lose their secondary effect (AS loses Terrorize and the -To-Hit when "instant") and then maybe you have a case. |
Devices needs the help, not denying that, but don't impose a mechanic on 6 other Blaster secondaries and 4 total ATs just to buff a single secondary.
This is my soapbox right now, sorry. I've been dreaming of a Blaster snipe that works like Stalker's new AS for too long to give up on it now. Fixing Devices is great, hamfisting this awesome buff by doing it is not. |
By all means advocate your case to the devs; I'm just pointing out the decision they have to make is not whether to make you happy or not, but to decide who they are going to pick to take your place. Its not a trivial decision.
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To be fair, Snipes don't really have worthwhile secondary effects anyway (except maybe Beam Rifle, if you count the chance to spread Disintegration). Removing their range might be more thematically appropriate.
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And that would only penalize SOME playstyles.
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Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.
I've placed a blaster-only snipe suggestion into Arbiter Hawk's suggestion box specifically to address the issue that the sniper changes, while beneficial to blasters, are at the least diluted by benefiting lots of archetypes besides blasters.
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