Proposed Snipe Changes - Please no "Magic Number" for useful snipes
Well, considering I am saying insta-snipes are more powerful than I would like, if you add even more features, I am likely to think that makes the situation worse, not better (although it does mitigate the gating issue somewhat, I want to reiterate that I have no problem with this gate in general, just that I don't want such a large buff behind the gate, that is nearly AT wide). That said, if the insta-snipe animations all got 1 second longer as I suggested, then I could see possibly adding something else to snipes (although, I'd still prefer not making snipes so integral and would rather see buffs spread across significantly more powers in blast sets).
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That leaves no logical room to maneuver for the sniper changes, beyond I think that you just don't prefer any approach that focuses on them.
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This is the equivalent of putting a scrapper buff in Confront. No matter what the buff is, it isn't really the right place for doing anything more than making the power useful.
And not having enough time to get something right (IE: Changing lots of powers) isn't really an excuse for making a bodge of something (And I take your comment about there not being enough time to make changes to loads of powers as admittence you don't think this is the best solution). Not enough time to do something important means it either isn't important, or someone is managing something wrong.
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beyond I think that you just don't prefer any approach that focuses on them.
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I think the fast snipes should have a very modest positive impact. Most people really want to take the snipe, but skip it because of the large negative DPA impact and the inability to use it mid-combat thanks to the interrupt. Make it DPA neutral and remove the interrupt, even part time, and I think the snipes will be much more popular. Make it slightly DPA positive and remove the interrupt, even part time, and I think snipes will be very popular. Make it have a large positive impact on DPA and remove the interrupt, even part time, and I think it becomes too much of a can't skip power.
I don't dislike can't skip powers, sometimes things should be that good. I just don't think snipes should be in that category.
You say Assassin's strikes are acceptable among other things because the changes aren't gated around mechanics,
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I said part of this was subjective. Blasters (and blast sets in general) have had eight+ years where they have not had this type of gate and where snipers have been an optional attack. I want them to have another eight+ years where the snipe is still optional, just a much better option than it is now. I also will be happy with eight+ years with a nifty gate, that is on an optional power. I don't want eight+ years where snipes are no-brainers and where most blast sets depend on a nifty gate to be DPA competitive.
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.
Hmm. Well, Strato, you've sorta convinced me. All your arguments make sense to me. Since I mostly play defenders, and probably won't ever be a blaster type, or rarely ever, it's not as big an issue to me, so I'm not going to get irked either way, but yeah, if I were a blaster player, a 'solution' that revolved around pretty much having to get a snipe and then build for plus tohit to leverage it certainly wouldn't feel like an elegant solutition. I would totally agree that snipes should be fixed to not be the obvious skippable power in every set, but going well past that to make it the central power in a set does seem sorta overboard.
Then again, it is still a single target attack, and CoH seems to be more built around AOE (or evolved into at least), so maybe it's not as big a deal as it seems on the surface.
I totally thought I asked, but I guess not:
Does fast snipe on the Beam Rifle snipe still have the 100% chance to spread disintegration? Because that 100% chance was REALLY nice.
I said part of this was subjective. Blasters (and blast sets in general) have had eight+ years where they have not had this type of gate and where snipers have been an optional attack. I want them to have another eight+ years where the snipe is still optional, just a much better option than it is now. I also will be happy with eight+ years with a nifty gate, that is on an optional power. I don't want eight+ years where snipes are no-brainers and where most blast sets depend on a nifty gate to be DPA competitive.
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However, its worth considering this. If blaster improvements aren't "concentrated" on a power, and instead distributed among many powers, that doesn't automatically make no power mandatory. Its equally likely you've just made *all* powers mandatory instead. That's what happened to Super Reflexes for example. And this is actually more likely to occur with attack sets, because of the way our attack mechanics work. There are lots of games you can play with defensive powers to make them powerful but not synergistic. You could argue, for example, that Cloak of Fear and Oppressive Gloom together are a bit less than the sum of the parts because of mechanical non-synergies. But that's much more difficult to do with attack powers. You make one really good power, and that power might be mandatory. But you make four better than average powers, and to get to the intended level of offense you'd have to take all of them. Conversely if you make any two strong enough to reach the intended level of offense, taking all four will be stronger yet without some weird lockout or momentum-like mechanic that makes the attacks anti-synergistic.
You yourself I believe said that one problem with granting snipes too high a buff was the worry that it would leave less room to buff everything else. But if that's true, its equally true that a buff spread out will have to obey the same rule, and whereas blasters could reach damage level X with just the snipe, they would only now reach it by taking four or five separate attacks, and anything less and they would reach a significantly lower damage level. Forcing people to take more powers to reach the same level of damage is equally unpalatable.
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Hypothetically speaking, what would you say if snipes had two benefits, one of which was the insta-snipe under tohit buffed conditions, and the other was something that cause the use of the snipe to make other attacks more valuable as follow up attacks, that would work all the time regardless of tohit. Take, as an example, Eagle's Claw. It will increase the critical chance of follow up attacks. Ignoring the mechanical oddities of that feature, if snipes made follow up attacks better, and *only* for blasters, and *always* regardless of situation, and the tohit based insta-snipe was just an added feature of the power, would you say that was too much capability for one power to have, even though a substantial part of that capability was always on, and therefore no different in principle from assassin's strike-concentrated buffs (and incidentally, whether stalkers were designed to be focused on AS, many stalkers didn't take it due to its mechanical issues so I believe the situation to be roughly analogous: many stalkers had to respec into AS to get the benefits because not all originally had it).
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One thing to keep in mind about the snipe proposal is that ToHit is a contested stat. Some enemies can debuff it, which moves the needle on the value you need to maintain. I haven't really kept tabs on which enemies have -ToHit powers, but at least a few do. I'm not really making an argument about this point, its just something to remember.
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If blaster improvements aren't "concentrated" on a power, and instead distributed among many powers, that doesn't automatically make no power mandatory. Its equally likely you've just made *all* powers mandatory instead.
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Defenders and corruptors might prefer one big attack they can rely on, but I still maintain that the snipe improvement should make snipes a DPA neutral or only modest positive, even in the case of the other ATs with snipes.
You make one really good power, and that power might be mandatory.
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It is the combination of factors that makes snipes not the right power to be such a focus for blast sets. They are supposed to be tactical, so they should be optional. The gate is cool for snipes, but I don't want blast set's big buff centered on a gate mechanic (or at least not this gate, I could likely be convinced about some gating mechanic, even though I would not prefer it). And I don't prefer focusing so much buff into one power. Any one of those objections alone and I'd likely be fine, but all of them together is what makes me fret.
But you make four better than average powers, and to get to the intended level of offense you'd have to take all of them.
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You yourself I believe said that one problem with granting snipes too high a buff was the worry that it would leave less room to buff everything else. But if that's true, its equally true that a buff spread out will have to obey the same rule, and whereas blasters could reach damage level X with just the snipe, they would only now reach it by taking four or five separate attacks, and anything less and they would reach a significantly lower damage level. Forcing people to take more powers to reach the same level of damage is equally unpalatable.
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Consider what I have posted elsewhere:
I wasn't looking at the snipe changes as THE damage enhancement portion, although that change will help sets with snipes a bit.
I would increase the blaster ranged dam mod to 1.25 and the melee dam mod to 1.125 (and I'd consider increasing the blaster cap to +500%). Increase the corruptor ranged dam mod to 0.9. Increase the defender range dam mod to 0.8 and give defenders scrapper base HPs and the stalker HP cap. |
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.
Is 1.25 range mod for blasters enough? Perhaps it should be 1.3 or 1.4 even?
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That would be true with or without the sniper changes.
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Given your suggestions for the corruptor and defender mods? At least. I'm moderately ok with the current gap between blaster and corruptor and defender ranged mods. I would not be ok with that gap materially shrinking.
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1.125 / .75 = 1.5
1.125 / .65 = 1.73
1.25 / .9 = 1.39
1.25 / .8 = 1.56
Corruptors creep 8% closer and defenders dance 11% closer. That seems enough to be materially closer, so your concern exists, but I don't believe it to be a large move closer.
I find 39% more than corruptors and 56% more than defenders to still be a strong spread, and that is before adding in the melee DPA. When I originally suggested the ranged mod change for defenders and corruptors, I did mention that making scourge be +80% instead of +100% might be a good idea, but back then I didn't think we fought enough AVs for it matter. With the intro of trials and more EBs in regular content, reducing Scourge (in conjunction with the mod increase) is likely more important.
Changing the mods are simple changes and would have a strong impact for all the blast sets. A problem is that it affects so very many powers it might be viewed as difficult for QA (especially the scourge reduction, even with a script to make the change, it is still a lot of stuff that would change).
I do admit I am being conservative on the blaster mod increase, mostly because I am concerned about how it affects AoEs. But even at 1.35 I don't see a problem with some rough calculations of a few blaster AoE sequences.
Currently (at 50), Build Up+Breath+Ball can kill lvl 52 minions. If the range dam mod was 1.35 they could get 53s.
Currently (at 50), Build Up+Torrent+Explosive will barely kill lvl 48 minions. If the range dam mod was 1.35 they could get 50s (and are so close to 51s it makes me stare at 1.37 wistfully).
Rain of Arrows does move into killing even con Lt. territory after Build Up, but not after Aim. I don't find that problematic, but it might concern others.
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.
Well, I've never really thought the damage was as close as people make it out to be, especially when you add in the melee attacks.
1.125 / .75 = 1.5 1.125 / .65 = 1.73 1.25 / .9 = 1.39 1.25 / .8 = 1.56 Corruptors creep 8% closer and defenders dance 11% closer. That seems enough to be materially closer, so your concern exists, but I don't believe it to be a large move closer. I find 39% more than corruptors and 56% more than defenders to still be a strong spread, and that is before adding in the melee DPA. |
You have left out the effect of the corruptor and defender secondaries.
For example a cold domination corruptor can achieve a 1.6 multiplier (from heat loss and sleet)
So you would have
for AoE
1.125/(.9*1.3)= .96
for ST
1.125/(.9*1.6) = .78
That is before scourge
You have left out the effect of the corruptor... secondaries.
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If you are going to use my suggested corruptor value of 0.9, you really ought to use my suggested blaster value 1.25 in your comparison.
1.25/(.9*1.3)=1.07
Dropping Sleet onto a pack of enemies takes over two seconds. It is an awesome power and I use it constantly on my Cold defender (Heat Loss adds another 2+ seconds, but is on a longish recharge), but it does eat up units of time.
Granting a blaster can unleash their AoEs a second or two sooner than the corruptor, what does that mean? The corruptor took the extra time to deal similar damage to the blaster, and now both have to continue attacking (unless they were able to spawn melt). Of course, teamed, that same 1.3 from Sleet applies to the blaster attacks and the blaster never has to spend time animating Sleet; I think the team factor matters just as much as the solo factor.
Yes, and it is before the +30% from vigilance or defiance too.
I love defender debuffs (and buffs). Defenders and Blasters are my two favorite ATs. Defenders are more "useful" against hard targets and that is not going to change unless they seriously nerf buff/debuff, which seems very unlikely (and I don't think it is necessary). Blasters still have a wildly popular playstyle AND in general put out more damage than either corruptors or defenders (their popularity may suffer due to being too squishy, but the playstyle outside of that problem is well liked). I do not believe blaster design needs to fear corruptor/defender damage levels even if they got 20% closer, much less my suggested 8-11%, because the playstyle is key to their difference, while the damage level is of lesser importance to why those ATs would be chosen by players.
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.
If you are going to use my suggested corruptor value of 0.9, you really ought to use my suggested blaster value 1.25 in your comparison. 1.25/(.9*1.3)=1.07 |
Dropping Sleet onto a pack of enemies takes over two seconds. It is an awesome power and I use it constantly on my Cold defender (Heat Loss adds another 2+ seconds, but is on a longish recharge), but it does eat up units of time. |
Granting a blaster can unleash their AoEs a second or two sooner than the corruptor, what does that mean? The corruptor took the extra time to deal similar damage to the blaster, and now both have to continue attacking (unless they were able to spawn melt). Of course, teamed, that same 1.3 from Sleet applies to the blaster attacks and the blaster never has to spend time animating Sleet; I think the team factor matters just as much as the solo factor. |
Teamed the debuff is even more powerful and that ignores the fact that 2 colds are going to do insane things to the teams defense.
Are we really talking about having 2 sleets/spawn vs having 1 sleet and blaster ?
Teamed the debuff is even more powerful and that ignores the fact that 2 colds are going to do insane things to the teams defense. |
While I think blasters should deal the most damage, I don't think they need to be massively higher once we start bringing all abilities to bear, there is value in being able to bring the pain without also needing to lay out a debuff first.
I play on lots of duos with my wife. Two defenders is a small bit safer, but one defender and one blaster is almost always faster. On larger teams the buff/debuff gains some advantages, but on smaller teams, what blasters bring is valuable.
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.
But that is irrelevant. Blasters deal more damage under the same conditions is what is relevant. We are not going to change the value buff/debuff brings so pointing at it isn't likely to be helpful, but we don't need to bring 8 buff/debuff characters to have a good time and to finish game taks in reasonable time frames. Blasters need to be fun, they need to have a distinct playstyle from corruptors and defenders (and other ATs), and it seems it is important they are reasonably survivable as well.
While I think blasters should deal the most damage, I don't think they need to massively higher once we start bringing all abilities to bear, there is value in being able to bring the pain without also needing to lay out a debuff first. I play on lots of duos with my wife. Two defenders is a small bit safer, but one defender and one blaster is almost always faster. On larger teams the buff/debuff gains some advantages, but on smaller teams, what blasters bring is valuable. |
I don't doubt that, I just think in that case the question should be how does the duo compare to a scrapper/defender or a brute/defender combo ?
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I am not saying I think 1.3, or even 1.4, is too high for blasters, but I am comfortable at 1.25 (and 1.125 for melee).
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.
H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD
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.