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AngriestGhost

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Everything posted by AngriestGhost

  1. I don't think snipes have ever worked out well in general. People skipped them very often across all ATs and that's why the devs had the original insta-snipe in the works. Had testing went any further, I'm sure some would have raised the issue with how they work on Doms. The to hit threshold is simply nowhere near as accessible as it is for other ATs. You either take Tactics + Link Minds + Kismet (the only option for Fire/Psi Assault), work with Power Boost + Tactics + Kismet (Energy/Dark Assault), or you get to use it once or twice right after you pop domination. The only assault sets with an intuitive way to hit that 22% are Radiation and Electric assault. Corruptors, Defenders, and Blasters can all access them with one power pick that is well slotted and Kismet. It's not a matter of giving Doms something just because other ATs have it. Doms are meant to be control/damage dealers and they lag behind in that second role due to their generally poor AoE damage. Giving them more options for a single target attack chain won't fix that problem, but the added efficiency will help to offset it. I mostly used it in Aim so that it acted like a secondary BU. Putting it in Tactics meant it could fire off at times when you didn't really need it.
  2. The only controller immobilizes that don't turn knockback into knockdock (previously preventing knockback) are in Gravity and Ice. In Pine's you can see which ones have the -kb component by clicking on the effects tab where power info is displayed. That aside, I would keep the knockback to knockdown IOs in those powers. Due to target caps, you may not hit everything with your Fire Cages and that will leave it to be tossed around. Also, if using both Bonfire and Tornado there's a chance to stack knockback and that will help to minimize things being tossed around.
  3. I agree. I feel a lot of people are looking at this solely from the blaster perspective. Doms that have snipes don't necessarily have Build Up or Aim. Psi and Energy Assault don't have any type of Build Up or Aim equivalent. Addressing the snipe issue needs a solution that is baked into the snipes and not reliant on powers that aren't present across all ATs.
  4. It's literally a bigger difference to hit than going from fighting +3s to +4s (a to hit difference of 9%). It's nearly giving doms free-Tactics for 45% of the time before considering any kind of recharge bonuses. Will it break the game? No. Is it necessary? No. Can you provide any justification for a global buff when the devs could simply lower the instant snipe threshold on Dom snipes? Let's hear some reasons why this is a superior solution to others that won't impact other powers or powersets.
  5. It doesn't need much to hit, yes. But in terms of build options it's quite a lot since you're locking out the other possible EPP/PPPs on top off taking Tactics. That's a significantly larger sacrifice than a Blaster dipping into Leadership for Tactics. That's why i suggested buffing Domination's ToHit buff duration, feels like i'm walking in circles in this discussion. If you follow the argument, you'll stop walking in circles. 1)Domination currently offers a 25% to hit buff for 15 seconds. That's about a 7.5% uptime out of the box. If it lasts the duration of Domination that's a 45% uptime of the box. That's an enormous boost for the duration. 2)The suggestion to lower the to hit buff to 10% and stretch the duration of the power to match domination has wide reaching implications outside of instant snipes. It is a buff to nearly all powers in a Dominator's arsenal. To hit buffs are much more powerful than simply slotting for accuracy. You are advocating for an AT wide buff, including sets that do not even include a snipe (i.e Earth Assault, Icy Assault, and Thorn Assault) , in order to address the issues with snipe powers. It's simply bad design to deploy wide reaching changes to address acute issues. If you want to specifically address the issue of Dominators struggling to achieve insta-snipe, the solution should be in those powers.
  6. It doesn't need much to hit, yes. But in terms of build options it's quite a lot since you're locking out the other possible EPP/PPPs on top off taking Tactics. That's a significantly larger sacrifice than a Blaster dipping into Leadership for Tactics. A fair more reasonable adjustment would be to adjust Dom's buff range modifiers to match blasters, making the insta-snipe equally accessible to both ATS. EDIT: Or as Azrael points out, just lower the threshold all together. Then the change only affects snipe powers and doesn't require fiddling with stuff that isn't broken.
  7. 25% to hit issue outside of PVP. It drastically lowers the need to slot for accuracy, and accuracy is very important on a control AT. The base to hit chance is 75% against an even level mob. That kind of buff caps the chance to hit an even level mob without any slotting at all. To your second point, while Link Minds may only provided a small boost to to hit, the binary nature of insta-snipes makes that small contribution significant. Kismet is similarly small (6% vs 4.45% from Link Minds), but is essential in insta-snipe builds.
  8. Giving doms a long lasting to hit buff may solve the snipe problem, but it opens up a whole other can of worms.
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