Proposed Snipe Changes - Please no "Magic Number" for useful snipes
I'm fine with letting /devices keep their new advantage. God knows they needed something.
Hmmm. I do see your points..
One one, though, I don't agree with the 'build fail' conclusion, as a +21% to hit means that you'll be over the magic number a LOT whenever ANY other tohit buff comes your way.
But, I also see that shooting for an arbitrary magic number seems kludgey.
I'll have to think on it some more, I think, but right now, I don't see it being such a binary advantage...
I mean, +20% to hit still means you'll hit a lot more often. And can opt not to slot as much Acc in all your powers, therefore meaning more chances to slot for +Dam and +Recharge (or even +End Red or Range, or to enhance secondary effects).
It will create builds built around it, as you predict.... But does any other mechanic in the game not also do that?
I see your point, and I'm not saying that I can't be convinced to share your point of totally, but at present, I don't see the huge problem. On the other hand, I don't see why they just couldn't make the snipe always fast, and non-interruptable, either.
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.
I don't believe it's even possible to get +ToHit from set bonuses (just +Accuracy, which is not the same thing despite the game itself often getting confused about that), the single exception being the Kismet +6% "Accuracy" (actually ToHit) unique. So you don't really need to take a magnifying glass to your build, since you're only going to be able to get the extra ToHit from a) Powers you already have, b) External buffs or c) the aforementioned Kismet IO. You can also use yellow inspirations to get there, by the way.
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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 prefer the "You don't have to 'aim' because you already have sufficient tohit" explanation. It may or may not be the devs reasoning behind the mechanic, but it makes sense.
A stacking bonus like AS not only doesnt help you start off the fight faster, but it also makes no sense.
I get what they're trying to do with making snipes useful again, something similar to the way they made over Assasin's Strike. But I really, *really* don't like making it hinge on a specific value of a specific statistic (22% +hit) that can be fairly readily perma'd, because it gives a noticeable, binary advantage to min-maxers, and it encourages weird build choices that otherwise make no sense.
It would hardly be the first thing in the game that people warp their builds to achieve, but it's the only one I'm aware of with an all-or-nothing benefit. Perma-dom is awesome, but 95% dom is still pretty good. 45% defense is great, but 44% is not bad. Here, +22.03% hit is a game changer, +21.87% hit is build fail. And people are talking about stacking four +hit enhancements in a power so they can gain the necessary last tenth of a percent to get access to fast, massive DPA snipes. If the devs want Build-Up and Aim to temporarily turn snipes into a useful, high DPA attack (the way unstealthed Assasin's Strike now works), tie a buff of some sort to those abilities. The current proposed solution puts everyone who doesn't take a microscope to their build at a significant disadvantage. Am I the only one with this specific dislike for magic numbers and all-or-nothing benefits? |
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V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
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Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
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I prefer the "You don't have to 'aim' because you already have sufficient tohit" explanation. It may or may not be the devs reasoning behind the mechanic, but it makes sense.
A stacking bonus like AS not only doesnt help you start off the fight faster, but it also makes no sense. |
Also...how does this not make sense...?
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. |
Why, conceptually, would it make sense to be able to blind-fire off a sniper shot at a target just because you happened to shoot a couple times previously?
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Though it could be played off simply by the fact that you are at a closer range...since you would have to build up stacks of defiance by using your shorter ranged attacks.
If you can snipe someone from 150+ feet...then it should be easier to snipe them from 80' or less...taking less time to aim.
That being said...the Defiance stacking option is just a suggestion...if you think it's not a good idea because it doesn't work conceptually with the weapon blast sets...then it is what it is.
Don't forget one Precise will boost your ToHit way above the 22% mark plus boost damage, last for 5 minutes and only cost 10 points each (15 cents or less). All you really 'have' to change in your build is pick up the snipe. There are plenty of ways to get the magic number without building for it. Teaming alone can put you there. I have seen a higher ToHit than that while on a reg team, all you need is two PPL running Tactics or even just one NW can put you there. On an ITrial it's almost a guarantee you will be above that mark.
True. I find running Tactics to be a popular thing on teams. So on teams, I'd likely expect to see lots of Blasters able to use Snipe often at it's non interruptable phase.
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Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Alright...I'll admit...you got me there...it does not make conceptual sense for the weapon sets.
Though it could be played off simply by the fact that you are at a closer range...since you would have to build up stacks of defiance by using your shorter ranged attacks. If you can snipe someone from 150+ feet...then it should be easier to snipe them from 80' or less...taking less time to aim. That being said...the Defiance stacking option is just a suggestion...if you think it's not a good idea because it doesn't work conceptually with the weapon blast sets...then it is what it is. |
Sure, if you HAVE been aiming at the same target all along. Defiance doesn't work like that though, you could be tabbing after each shot, and it wouldn't matter.
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True. I find running Tactics to be a popular thing on teams. So on teams, I'd likely expect to see lots of Blasters able to use Snipe often at it's non interruptable phase.
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I get that it makes sense conceptually to require a high to hit - but this is one of those cases where I think concept and balance are clashing and I am dissapointed at how many folks are willing to throw balance out the window. Barring the boost to /devices (which needs any boost it can get) it makes no sense to me to give a huge benefit to time corruptors/defenders when they are already overpowered, a large boost to all defenders who can do this with one power pick and an easy to get IO - and screw everyone else. Ok - not quite screw everyone else - but any attack I can only use after aim (or a really enhanced build up) is not one I am going to take.
We really need some other mechanic to enable decent snipes - I don't care whether it replaces the to hit mechanic or supplements it, I do think the 'concept' arguements are bogus.
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My dom will like these changes. Higher damage snipe than a blaster and all i need is one yellow inspiration and I have another extremely high DPA attack.
The PPP snipe was terrible because of the ridiculously long interrupt time.
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Does this make it worthwhile to pick up now?
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Hmmm...looking it over. If Scrappers do lose the interrupt time, which I'm guessing is 6 seconds, only a KM/INV Scrapper would beable to perma it, and would still have Moonbeams 24 second recharge to deal with.
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But now it will lose the terrible interrupt time if you can achieve the 22% ToHit.
Does this make it worthwhile to pick up now? |
I guess some Stalkers might take it to give a strong opening by doing Build Up -> Assassin's Strike -> Snipe.
Claws Scrappers could as well but they'd have to deal with the redraw.
Devices getting a boost is good.
Time Manipulation getting a boost is not a good thing, and probably an unintended side effect of this change.
I'm surprised that it's been leveraged off an existing variable and not had a new one added. Gravity Control got its own variable for Impact effects for a minor damage boost to two powers - surely all blast sets are worthy of a variable that gets triggered by Build Up and Aim and Targetting Drone.
I get what they're trying to do with making snipes useful again, something similar to the way they made over Assasin's Strike. But I really, *really* don't like making it hinge on a specific value of a specific statistic (22% +hit) that can be fairly readily perma'd, because it gives a noticeable, binary advantage to min-maxers, and it encourages weird build choices that otherwise make no sense.
It would hardly be the first thing in the game that people warp their builds to achieve, but it's the only one I'm aware of with an all-or-nothing benefit. Perma-dom is awesome, but 95% dom is still pretty good. 45% defense is great, but 44% is not bad. Here, +22.03% hit is a game changer, +21.87% hit is build fail. And people are talking about stacking four +hit enhancements in a power so they can gain the necessary last tenth of a percent to get access to fast, massive DPA snipes.
If the devs want Build-Up and Aim to temporarily turn snipes into a useful, high DPA attack (the way unstealthed Assasin's Strike now works), tie a buff of some sort to those abilities. The current proposed solution puts everyone who doesn't take a microscope to their build at a significant disadvantage.
Am I the only one with this specific dislike for magic numbers and all-or-nothing benefits?