Ask Anything: Ranged Blast and Blaster Manipulation Changes
One thing for sure..I will be respecing out of the snipe once Issue 24 hits. Not worth the effort to change an entire build for a mythical 23% tohit.
@Demobot
Also on Steam
Then it's time for them to get off the cross, use the wood to build a bridge, and get over it.
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I must live on another planet because I'm rarely on teams with players who actually have tactics...maneuvers and assault yes, but tactics is kinda rare unless I'm on a team with more than one MM or a SoA or three.
I'm also somewhat of a loaner though so that could be it lol.
I must live on another planet because I'm rarely on teams with players who actually have tactics...maneuvers and assault yes, but tactics is kinda rare unless I'm on a team with more than one MM or a SoA or three.
I'm also somewhat of a loaner though so that could be it lol. |
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Farewell is like the end
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And there you'll always be
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In one little corner of the universe, there's nothing more irritating than a misfile...
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Back to my pvp concerns about these changes.
We have the most damaging ranged AT..getting what amounts to a massive attack at huge range, better range on the T3 blasters, as WELL as some kind of survival tool.
All that, and nothing in the other direction? Sure, it is unfair to say blasters are great in pvp and therefore need nothing in pve (even if I think that). I saw the point of snipes as being..aiming to pick your spot, powering up the shot, and letting fly. With the changes, there is no actual aim time (besides hitting aim/bu), it is just fire and forget.
Since T3 blasts are getting more range, it sort of removes the argument about snipes even HAVING their extended range, especially without the need to 'Target' something. Firing an assault rifle for instance..just becuse you choose to 'snipe' at someone, does not suddenly make the gun shoot twice as far..it just makes the shot more accurate, slower, and deadly. The accuracy is account for in the power itself, and assuming the to hit buff, the speed..well, no..its FASTER, as for deadly..same damage.
So why the range boost? I would argue that the Fast Snipes have a reduced range, to offest their huge damage, faster cast time, and higher acc. This would not actually matter to anyone using snipes in the old, aiming way. It would also go a long way to helping address the pvp concerns, since snipes will almost always be paired with Boost Range for extra sillyness.
Another pvp concern. With an extra survival tool..to go with pvp staples (hoarefrost, hiber, phase, rebirth)..especially in EnM gets Energise as I heard..I just think it may be too much. I have always thought blasters have to much hp (moreso in a pvp setting) and maybe their max hp, not base, to could to be lowered..perhaps to 1500. This would actually free up blaster slotting, at the max would be more reachable with accolades.
It's on our list of powersets to look at. That list is pretty long, though. But yes, we have a plan for something cool to do with Time Bomb to make it more useful in the future. No timeframe given for this, though!
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That list is pretty long, though. But yes, we have a plan for something cool to do with Time Bomb to make it more useful in the future.
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But yes, we have a plan for something cool to do with Time Bomb.
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Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
Arbiter, is it possible to make CoH a twitch game or something similar? It may simply not be possible with your current engine, but I suspect it would go a long way towards increasing the longevity of the game if a blaster with the assault rifle actually felt like a blaster with an assault rifle and not a guy shooting homing bullets.
Weekend's over, waiting on that post from Arbiter Hawk describing the specific secondary changes in detail!
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.
No, I will be respecing out of the snipe once I24 hits. It is only one power to change, while to reach the mythical 23% tohit I would have to change 3-4 powers and slotting across the board.
Not worth the effort and on teams an instant Snipe isn't that important *cough* AoE.
Isnt clicking Aim alone enough to get the " insta-snipe " ?? I dont really see the problem with the 22% if you just click Aim before Snipe..
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
It might accidentally get insta-boosted and leave a gap in the attack chain.
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And then, there is the in-adaptability of static attack chains.
Then it's time for them to get off the cross, use the wood to build a bridge, and get over it.
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IF AR ends up having the best single target chain, due the instant snipe, it raises a lot of concerns.
1. I will be focusing on a more AoE build once I24 hits. I will switch out the Snipe for another
AoE attack (Grenade Launcher). At the end of the day AoE> Single target on teams IMVHO. The Snipe is interesting for Corruptors for many reasons (eg Scourge) but still not convincing enough.
But the instant Snipe change may force the devs to lower AR's AoE potential to balance out its new found single target DPS even if you don't take the Snipe and reach 23% tohit.
2. Using IO's you can easily reach 23% tohit. For the SO players you need to go above and beyond to make it happen.
I don't think this system is friendly to new players that don't understand tohit mechanics or don't have access to IO's.
What I do like about this change is that a yellow inspiration can change how you play, but this may be too much if it turns out to be better than a red inspiration haha.
Wait... So you currently have Snipe in your build, you don't want to go through the effort of changing your build to take advantage of the snipe change, yet you will go through the effort of changing your build to get rid of snipe entirely?
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To me, this is a situation where a person hears "something"s happening with Snipes and prepares to build for whatever change is coming that makes them worth keeping. Seeing that the change is unreachable for this character's build, this person decides to finally give up on Snipes altogether and stop trying to make them work.
I would be tempted to do the same if I heard Mastermind personal attacks were getting improved in I24, only to realise that they improve, say, only when you're on a team of four or more. Not only will this make the change completely worthless for me, but it might make me go out of my way to take Mastermind personal attacks out of all my Masterminds because... Well, anyone who's played a Mastermind knows this - Mastermind personal attacks are garbage and not worth the power picks and slots they require to own. The only reason I keep them is because it's very BORING to do nothing as a Mastermind but hit binds, and because I secretly hope that they may one day be worth using again. If the only change I'm ever likely to see to them in my lifetime is worthless, that just tells me to stop trying and drop the powers entirely.
In short: Don't underestimate how people's hopes of a terrible power being improved can turn into disappointment powerful enough to go to great lengths to get rid of the power and stop trying to make it work.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Here's my take on this: When I hear about changes to an AT coming down the line, I immediately put all characters of that AT on hold and pause any changes to their builds that I may be making until I see what the changes bring. The idea behind this practice is I want to see what's coming to see if I can't make a change I suspect I might be able to in order to take advantage of them. Once the changes come and I realise that the advantage I was trying to build for isn't workable for my character, I proceed with these changes in a whole other direction, or may indeed abandon or reroll the character entirely.
To me, this is a situation where a person hears "something"s happening with Snipes and prepares to build for whatever change is coming that makes them worth keeping. Seeing that the change is unreachable for this character's build, this person decides to finally give up on Snipes altogether and stop trying to make them work. I would be tempted to do the same if I heard Mastermind personal attacks were getting improved in I24, only to realise that they improve, say, only when you're on a team of four or more. Not only will this make the change completely worthless for me, but it might make me go out of my way to take Mastermind personal attacks out of all my Masterminds because... Well, anyone who's played a Mastermind knows this - Mastermind personal attacks are garbage and not worth the power picks and slots they require to own. The only reason I keep them is because it's very BORING to do nothing as a Mastermind but hit binds, and because I secretly hope that they may one day be worth using again. If the only change I'm ever likely to see to them in my lifetime is worthless, that just tells me to stop trying and drop the powers entirely. In short: Don't underestimate how people's hopes of a terrible power being improved can turn into disappointment powerful enough to go to great lengths to get rid of the power and stop trying to make it work. |
As of what we know for changes for blasters for i24, I find the changes come up short. Now that could all change with the announcement of new or changes to existing IO sets, new ATOs or changes to other blaster powers.
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
It seems to me, not giving blasters mez protection the same time mez protection in the form of a pay to win is rolled out seems a little suspicious.....
especially considering blasters are currently the most susceptible to mez effects at this time.
Not trying to be mean, but it does say something.
Boycott Ncsoft if they close down Coh.
It seems to me, not giving blasters mez protection the same time mez protection in the form of a pay to win is rolled out seems a little suspicious.....
especially considering blasters are currently the most susceptible to mez effects at this time. Not trying to be mean, but it does say something. |
dead men cant mez me..
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
Im one of those weird folks that isnt really all up in arms about blaster mez protection. I say let me kill em all first..
dead men cant mez me.. |
you will die alot from getting hit with a mez before you can kill off oponents, OFTEN!
Its not a problem blueside because there are so many blue enemies that dont have any mezzes at all, which is why they get so farmed.
Boycott Ncsoft if they close down Coh.
Start a solo blaster yellowside
you will die alot from getting hit with a mez before you can kill off oponents, OFTEN! Its not a problem blueside because there are so many blue enemies that dont have any mezzes at all, which is why they get so farmed. |
Before IO's
Before HP increase
Before Break Free
Before even the crappy Defiance
Before Defiance 2.0 which actually lets you attack...
I remember when you got mezzed.. that was it.. if there was no one with clear mind.. you were screwed..
I remember when a Malta LT hit you with a stun grenade back then.. You might as well get up.. take a bio break and get a something to drink.. cause when you got back.. you would STILL be stunned LOL...
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
I'm not certain Arbiter Hawk is planning to return to this topic but here's another question:
Would the devs be opposed to giving Blasters a 5% passive to-hit in Defiance? (and Dominators 5% to-hit during Domination?)
Just that 5% puts Blasters (and Dominators) on pretty even footing with Corruptors and Defenders with how much effort would be required to hit a sustained 22% to-hit value to take advantage of the snipe mechanics.
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30