Upcoming Blaster Changes
Posted this is the general snipe changes thread.
I think Blasters should get this change to their snipes as well as the +tohit change.
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Thinking about it...they should have made it rely on a certain number of defiance stacks...for Blasters.
Makes sense conceptually...if you assume that "charging up" is the cast time on snipes and the defiance stacks... ...before a fight...if you want to use a snipe...you have to "charge up" to use it...but in the middle of a fight...you're already constantly "charged" by your constant attacking...allowing you to use this attack much more efficiently. |
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I think part of the reason the change was made as is was to give /Devices an edge, since it is generally agreed that as a set, it was behind the curve rather dramatically. AS implelemented, this gives /Devices an edge over other blaster secondaries. If it was further modified to be based on defiance stacking, too, than the extra benefit to /Devices would largely be lost.
Posted this is the general snipe changes thread.
I think Blasters should get this change to their snipes as well as the +tohit change. |
Now, as to whether or not that's sufficient reason to keep it as is is another topic.
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I see your point...but /Devices would still have the edge because they wouldn't need a certain number of Defiance stacks or have to pop Aim/Build Up/yellows to use the new Snipe mechanic.
I think part of the reason the change was made as is was to give /Devices an edge, since it is generally agreed that as a set, it was behind the curve rather dramatically. AS implelemented, this gives /Devices an edge over other blaster secondaries. If it was further modified to be based on defiance stacking, too, than the extra benefit to /Devices would largely be lost.
Now, as to whether or not that's sufficient reason to keep it as is is another topic. |
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I see your point...but /Devices would still have the edge because they wouldn't need a certain number of Defiance stacks or have to pop Aim/Build Up/yellows to use the new Snipe mechanic.
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True, but the edge will have greatly diminished. Not saying that's reason or not to use the defiance mechanic, too, but it bears keeping in mind.
Honestly I looked at it in Mids and noticed that it would work, but I've simply never slotted (or even HAD) an HO in my entire life, so I tend to outright disregard them.
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See, I have to disagree here. Removing mez threat from the game is a bad idea. It makes no sense in the lore, either. Why can only players use mez against enemies and have players never think twice about enemies that can use mez.
Ignoring the blaster *cough*buffs*cough* the part that concerns me is that they may look into changing the mez system.
The fact that my scrappers ignore mez completely is fun, if that ever changes I will leave (If they haven't driven me away before that). Seeing exotic mez types like fear and confuse is already starting to annoy me now that I have stopped playing my shield toon. |
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The request is not "remove all NPC mez", just "make NPC mez less incredibly prevalent and/or long-lasting".
See, I have to disagree here. Removing mez threat from the game is a bad idea. It makes no sense in the lore, either. Why can only players use mez against enemies and have players never think twice about enemies that can use mez.
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Getting stunned = fine.
Getting stunned by the opening salvo of every spawn = not so fine.
Getting stunned by the opening salvo of every spawn for 10 seconds or more = super not fine.
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How about being able to configure the likelihood of inspiration drops to what you could use... say 70% chance of break frees dropping, etc...
The request is not "remove all NPC mez", just "make NPC mez less incredibly prevalent and/or long-lasting".
Getting stunned = fine. Getting stunned by the opening salvo of every spawn = not so fine. Getting stunned by the opening salvo of every spawn for 10 seconds or more = super not fine. |
Removing the threat of mez for blasters so they can facetank the same as other ATs just seems like a really bad idea.
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NPC's don't need to have fun.
See, I have to disagree here. Removing mez threat from the game is a bad idea. It makes no sense in the lore, either. Why can only players use mez against enemies and have players never think twice about enemies that can use mez.
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For example I played SWToR for a while and one of the (Many) things I disliked was that everything knocked me back, which I found a really frustrating way of slowing me down.
This type of thing works backwards as well though, for example I remember playing Baldur's Gate and when fear is used against you and your party spreads to the 4 corners it causes all sorts of problems, but you using fear just meant you had to wait for the runners to come back.
Some AT's should have to worry about mez, because different people find different things fun, but making a change now which 'could' have such a massive effect would be fatal. I am not saying they suddenly will make scrappers vulnerable, but it worries me.
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Instead of relying on an outside source they should have something inbuilt that works like your suggested 70% chance for breakfree's. Which then gives them just as much chance as other AT's to get a red which they can use whenever they want without worry.
How about being able to configure the likelihood of inspiration drops to what you could use... say 70% chance of break frees dropping, etc...
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If blasters had so much damage that they found reds (Or some other flavour of insp) as useless as other AT's find breakfrees then I could see it working, but they don't.
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Yeah, just tossing around ideas.
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Blasters got specific buffs.
Ranged got buffs.
Only one Secondary on Blasters can do no-IOs Perma Insta Snipes, AKA LOLDevices.
Only one Support Set on Corruptors/Defenders can do Perma Insta Snipes, AKA Time Manipulation.
Seems fair to me.
Remember: It was designed for Team Changes, not so much soloing. And it's possible in solo.
And if you mention Kismet, I mention high-recharge saturated Build Up and Aim being easily rotated to provide near perma sniping.