-
Posts
2291 -
Joined
-
Quote::OI'm not adding damage to it, but I did increase its range up to 30 feet so it's now a more effective deterrent to enemies closing to melee range with you.
Quote:All mastermind pets are on the list to look at and bring up performance to something significantly above where Mercs are right now. This is a long-term goal (read: not soon) due to the sheer amount of analysis required to simulate all of those various different lists of powers. -
No not really lol. He just wanted to play in traffic for a bit. Castle used to do it as well as BaBs and Synapse...only a few of them got hit...so far >_>
-
Boost Range will be fine.
-
I heard Zwill can kill a glass or two (ehehe sorry Zwill!) I wouldn't be surprised if we have driven all of our Devs to the bottle at times...
-
Quote:I'm so looking forward to this change...I think it makes Sonic Attack quite appealing than it already is. All you need to do is throw the -KB proc in Shockwave if you're not a fan of KB and you are golden.Yep. Arbiter Hawk can wave his magic wand and boost the ranges of all 40 foot single target attacks to 80 feet, and it will be so. He can't buff the range of cone attacks specifically, without being forced to increase their endurance costs and recharge times accordingly due to the increase in the AoE factor.
-
Quote:BELIEVE me. A lot of players would welcome this change!It's certainly worth considering! I'd only seen it brought up once before, but we'll look at it. Mental Manipulation has kind of operated in its own paradigm independent of other Blaster Support sets for years, but a lot of that paradigm contributed to making that secondary both powerful and fun to play.
EDIT: I love the possible snipe Change for Domination! You know Arbiter Hawk...you're a pretty cool dudelol.
Dugfromearthomination is up quite a lot even with just SO's ESPECIALLY when you get into the mid to late game... and on teams...ha! It's oh so sweet. I think that this improvement would easily benefit non perma-doms as well!
And if you are a Paying player you can reach perma dom by accident from just slotting reacharge sets, FF procs or Incarnate abilities. -
Quote:Thanks a bunch dude!FYI, Arbiter Hawk Has a Q&A thread regarding the upcoming Ranged Blast & Blaster changes going on here right now:
http://boards.cityofheroes.com/showt...28#post4280228
If you've got questions, that would be the place to go! He'll be answering questions until 5PM PDT today. -
I think Oathbound in one of the threads mentioned giving it the Hybrid treatment...I'm going to see if I can find his post.
EDITear GOD...there's like 20 new Blaster threads now...nvm **** that lol.
-
Quote:: / A little snippy aren't we?Sigh. Once again; The Design Point of the Snipe Changes was to make Blast Sets, Snipes Specifically, more beneficial in Team Play, not Solo Play. Solo Play is a situational bonus, with Devices and Time Manipulation shining here.
There is an extremely good chance, on an Eight Man Team, someone else has Tactics and you're good to go, which is the point. Snipe Change was to fix Team Damage Disparity, not "Kill Everything Ever Solo" ability.
The Blaster Specific Solo Fix is their added sustainability, which doubles as a team benefit as well.
And yes that would be dumb. Because I can promise Snipes would be nerfed HARD if it was so readily easy. Consider this a 'We don't want to nerf snipe damage, but don't want to make it SUPER EASY to get Perma Instant Snipes outside of two power sets, and outside of teams."
You can't have everything you want.
Team Play eh? It just seems odd to me because the Devs normally like to make a powers more solo friendly than team friendly but that's just how I perceive things I guess :/. I guess the burstiness of this seems rather strange to me and I feel like there would be some issues fighting certain mobs but I will have to wait and see.
I never said anything about kill everything. I'm just looking at Snipes across the board and I'm trying think of good reasons why a low level toon would want or or maybe a Dominator when they can have a power that is more...reliable and consistent.
Point made, I was just throwing it out there to see how the game would melt if Snipes were fast firing out of the box.
I don't want everything I want Reppu lol. Stop clawing at my eyes with your painful words! *ouch seriously :/*
The snipe change seems to be easily in reach with some ATs more than others and it seems...unfair to blasters...unless you are /devices. I guess that's just the nature of the beast.
Quote:Well, had you been taking snipes before the mentioned buff, you'd know they can drop foes pretty easy early on. My Defenders can 2-shot minions with snipe+tier 1 in the early game.
Quote:I think you guys are taking this change out of context. If you wanted the snipes but felt them unfun because of the interrupt, this change helps by giving you options. If you still find the options unfun, don't take the snipe.
Quote:One potential source of improvement was on my list of blaster issues from before he announced the I24 changes: for some odd reason Blasters have the worst melee tohit modifier - basically the one that is used for self-buffs. That's why BU is +20% for scrappers but only +15% for blasters. Increasing the melee tohit buff modifier for blasters from 0.075 to 0.10 (the value that scrappers, tankers, stalkers, and brutes have, plus defenders) would bring BU up to +20% and make it far easier for BU to trigger insta-snipe, and it would make it trivially easy for targeting drone to do so without going to 4 slots. And premium players without access to the invention system won't be as disadvantaged from not having kismet accessible.
Note that this has nothing to do with buffing, and wouldn't impinge on Defenders at all: Defenders use their ranged tohit modifier for ally buffing powers, and that's set to the highest value of any archetype: 0.125. Blasters, along with Scrappers, Tankers, Stalkers, and Brutes currently have a 0.07 ranged modifier. That's what affects tactics' strength in particular, and it can be set independently of the self buffing mod.
I think that we need to think of situations like the ones you just mentioned like thinking about premium players or build with limited slots. I also think that adjustment to the modifier would be a super quick fix.
Blasters be able to benefit form this change the most EVEN if they don't take /Devices. -
So wait...why would I even take snipe on my low level toons when it doesn't become even half worth it until 25?
There's no incentive to really pick it up as the way it is now (well...will be now...you know what I mean! lol).
If this is an across the board AT sniper change then it needs to be easily available or possible for all Sniper ATs without making your build even more tight than it already was!
Depending on yellows, BU or a guy on team with tatics just seems...well out of place. I'm not going to pick up snipe if I don't team all the time. Also snipe doesn't seem to be worth it for a solo toon until the mid-late game.
Do you think it would break the game if the To Hit requirement was only 6%? -
They are not going to nerf Doms or Plant Control. Plant control is the Control Version of super strength or the Blasters Version of Drain Psyche...it's been around way to long and there would be no gain in nerfing it. Fear not Commando.
I have yet to get one to 50...I should of went Gravity. -
Quote:I agree...this just doesn't rub with me right...I love the fact that Arbiter Hawk is trying to make going the To Hit route more desirable but one encounters all types of situations where our To Hit is down the drain...Ugh. The last thing I need is to stop accepting Mystic Fortune because the Fool has -Tohit. Or worry about the crash on Mutation. Not to mention the plethora of ToHit debuffs carried around by CoT and what not.
The more I think about it, the more I feel that basing it off of ToHit is a bad idea. People are going to try so hard to get perma 22% ToHit, that it's going to be like the old Domination's damage buff: the players are going to treat any situation where their ToHit is reduced as a nerf, and the constant improved snipe as the standard level of performance.
Fighting CoT, Carnies, Banished Pantheon, Tsoo...
Also replying to Arcanaville: I admit that I normally don't agree with Arbiter Hawk's methods because I felt that his changes to Khelds and Gravity wasn't enough...(did he directly help with poison? that was mostly Synapse right?) so I did attack him a bit which was a little unfair...still I think that some adjustments need to be made to his To Hit idea...I eagerly await I24 beta. -
Quote:Wha? How so?! Energy Assault is fine right now! It got a huge buff. It's also ST focused.Yes and I'm aware of the cast times and recharge values. The difference is that WH is a 30% chance for a mag 2 stun.
Tremor is a 50% chance of KD which can affect Bosses in one application.
Ice Sword Circle is a 100% chance for -10% recharge and -10% movement on every thing not resistant/immune to slows.
No doubt in my mind which of the 3 is the low performer. -
Quote:I think it has to do with Arbiter Hawk actually. He loves to make fun powers but...I think that he's always far to cautious...or just over gimmicky at times.I said this way back, I said it when the devs said they would look at snipes. It should be something special for blasters. The whole purpose of the AT is to do damage. As things stand blasters don't even gain the greatest percentage benefit out of this change.
Why is he afraid to make this perma? This should be for Team AND Solo play. He's trying to make it "Sometimes" Solo. It doesn't even seem worth it on most toons. -
I think Arbiter Hawk needs to seriously lower the required To Hit percentage or reduce it to 0 entirely. It's a bit much to ask all of those ATs to pick up YET ANOTHER POWER.
I understand his intentions and it looked great on paper but it makes things difficult for ALL ATs unless they plan to gives us more power selections and slots in the very near future.
I know that I keep dancing around on what I really want...but looking at the big picture this should be easy for everyone to achieve. -
Quote:Well...it would make things interesting for ST focused Doms but I think that most Doms focus primarily on AOE so it would not be to much of a balance issue if Doms had full access to a perma Fast Snipe.Dominators potentially have the most to gain by this change, but they have the least ability to trigger it on their own. In teamed situations with ally tohit buffs in play, it'll be more available but reliability will be an issue. Defenders with their higher tohit modifiers have a better chance of genuinely leveraging the buff to a better extent than Blasters, which would suggest Blasters still need a little something extra to give them more distinct benefit.
Defenders seem to have it the easiest to be honest. I was able to score 24% To Hit with only two To Hit SO's and Kismet.
I still think that it should be lowered regardless...in fact Blasters should get the Snipe Buff practically free and the other ATs should have it lowered to 12-15% To Hit.
I need to make a build in mids though so I can map out how many powers a Blaster should drop or pick up...I wish I24 BETA would hurry up and get here...If the Secondary Regen Power is good enough it might make the Mezz issue not that bad. -
Quote:Ugh, I know but I wanted to start with baby steps. I personally think that Blasters should have it activate at 0% as well and the rest of the AT's should be at 15%.Lower it ? Make it 0. Blasters are supposed to be the ranged damage specialists.
Quote:It just crossed my mind though... are they doing this also for dominator snipes? Their snipes already are different with higher recharge and no interrupt......I hope that I didn't leave one out again *_*;.
-
Actually Zwill said that we might get a Respec since there's going to be major changes in some sets. He did say don't hold him to it but getting a free Respec does sound reasonable considering the changes. It's truly up to the Big Wigs so I wouldn't shoot down the possibility of getting one so quickly.
-
We will get a Respec there's no doubt about that. There's only a small percentage of Blasters, Corrs, Doms and Defenders who actually take their Snipe...and even then they probably use it as Set Mules lol.
-
Quote:I love Hawkeye! Hrmm, ok that sounds reasonable and possible. I just hope that other fellow blaster posters agree.It's just changing one value of the pool. Defenders would still rule the buff zone. And thematically, Blasters really shouldn't have a lower ToHit buff when they 'lead' -- accuracy is their thing.
Prime example is Hawkeye in the final battle of Avengers, he was buffing everyone else's ACC.
I wonder what he's going to do with the sets that lack a Snipe...Maybe Improve the range from 80 ft to 120ft for the Tier 3 St Blasts like Executioner's Shot. -
Quote:Wouldn't that be against some form of Code/Law or something?Or they can raise base Tactics for Blasters to 10%, like for Corruptors.
Blasters are supposed to have lower Leadership Values...wouldn't it be easier on Arbiter Hawk to lower the To Hit percentage requirement instead of changing the values of Leadership on Blasters?
If he did change it wouldn't that make the other ATs angry? -
Female MMO gamers do exist you know lol.
-
Quote:I agree. Maybe Make the +To Hit IO that you mentioned. This shouldn't be a sometimes fix...this fix should be within reach for any snipe user...period.Some of that is because defenders and corruptors can reach 22% fairly easily. So yes, the blaster *should* have a lower number.
Drop the To Hit percentage a bit please.
Quote:Thats where you're wrong. :P Sorry but when I heard changes were being made to Blasters the first thing that came to my mind was T9 not extra range and everyone gets a version of Drain Psyche. I'm pretty damn sure I wasn't the only one thinking this way either.
The Nuke Fix is needed but it still doesn't solve much. I'd rather have the Secondary change and the snipe change first...before the nuke fix. Plus it seems that the Devs are going to directly or indirectly work on Ranged toons. I think our feedback is critical especially dealing with the Hawk...he has tough skin lol. -
Quote:Yeah...I think +22 or was it 25? To Hit is a Tad to high. I think he needs to make it more accessible across the board.You are going to need an outside buff for almost all combinations. Either an insight or somebody on your team running tactics.
The nature of this makes it hard to see the value of even making a second build to use this. If you wanted to make a team build you would still be stuck every time the guy with tactics moved out of range unless you had several.
+15% To Hit seems very reasonable even for non /Device and /Energy Blasters...and all the other ATs. You can reach +15 To Hit with just tactics and Kismet alone...depending on Aim or Yellows seems...It just doesn't seem as impressive and as handy as the Assassin's Strike Change. It might be just me though.
Quote:/Devices can make this perma. /Energy can, with the right build. For other blasters specifically, other secondaries will only be able to get this up maybe half the time (BU and Aim), which is still pretty good, but they can also take tactics and kismet, and let one small yellow put them over the top, much like many people build to 33% defense and let one small purple take them to the soft cap. -
We will def have to wait until this hits I24 BETA. Now for the Nuke Changes...