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Telamonster

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  1. I'm seeing the same. I hope this hasn't gone the way of HeroStats.
  2. That’s a hell of a straw man argument there. I wasn’t suggesting any of that; simply a way to make snipes and aim powers special that wouldn’t affect combat balance by more than 1-2% on average, and wouldn’t be difficult to implement or disable should it prove problematic.
  3. Seems like a more complicated way of achieving a similar result, so from the results perspective it sounds fine. Or am I misunderstanding how the mechanics would differ? Would you just give an additional roll for each effect, distinguished simply by magnitude of success? Something like "upon initial miss, [tactics/aim] allows for another accuracy check with [50%/90%] chance to hit"?
  4. I can’t vouch for Aim specifically, but I know that some bosses and up have animations that look like aim - a bright yellow highlight that lasts for a few seconds. I also that there are some mobs in the Hero’s Epic and other higher level arcs that have targeting drones that let them shoot right through soft capped ranged defense. I could see a case for making villain powers like tactics or such a bit more common in general, but that’s outside the scope of this suggestion. I know it doesn’t mean much coming from a random internet dude, but I’m sorry to hear that you had a crappy day. Hope you have a better evening at least. Cheers.
  5. Sure. That's already true, but I'd be game for letting mobs operate under the same rules. If they've got Aim then they can use it to harass the over-built squishies.
  6. I can see some logic behind some manner of minimum miss rate above zero; not from a player character failing to ignite their hand, but rather from a "the target just noticed a coin on the ground and ducked out of the way as you pulled the trigger", or "a gust of wind threw off your aim", or "this particular cartridge was loaded wrong and it didn't follow the anticipated path", or "that overly heroic activity in the bedroom last night left my arm weaker than normal" perspective. I think that the 5% minimum miss rate is excessive in this case, but I'm hoping that proposing a small change and observing little negative effect can enable a more foundational change in the future.
  7. I’d get behind some manner of algorithmic/asymptotic system as well, where it’s as easy as now to build to 95%, requires some trade offs to build for 98%, and then you’d have to build almost exclusively for accuracy to hit 99%, and it’s very difficult (or maybe needs something like aim) to hit 100%. Numbers subject to debate, of course. However, that would require a lot more rejiggering than the simple if/then laid out above.
  8. I missed my scheduled sacrifices to RNGesus and recently had a string of Super Snipes (slow snipe plus aim) whiff, which brought to mind a thought that has been bouncing around in my head since Live: letting to-hit buff powers raise the accuracy cap for affected powers. I figured that such a foundational limit would be difficult to conditionally change, but the recent expansion to the tanker aoe limits makes me think that it would be viable. Wise or not is something that I hope to flesh out here, but it should be just as feasible as the tanker aoe width buffs. Why such a buff would have value? Right now, powers like aim, tactics, or build-up have little value since you can chew some inspirations instead for a shorter animation time and longer duration. Every build that I make has 95% accuracy for the main attacks in a normal 50+1 vs 54s situation anyway, which means the yellow inspirations have very little value at all and aim or buildup only provide value in raising damage output momentarily. Running tactics on a support toon, as things are now, is basically of no value at all to a team outside of a Posi task force. So, what I propose would be something along the lines of yellow inspirations allowing a chance to hit cap (cthcap) of 96%, toggle powers like tactics or targeting drone or focused accuracy, or slow-snipe, allow a cthcap of 97%, damage focused long recharge click powers that also boost tohit like build up raise the cthcap to 98%, and tohit focused long recharge powers like Aim raise the cthcap to 99%. Combining any number of these effects would simply add 1 point to cthcap for the current highest effective power, so a yellow plus buildup would have a cthcap of 99%, or targeting drone plus Aim would mean a 100% cthcap for the duration of Aim. Note that this would only affect that maximum chance to hit, so trying to nail a mogged Paragon Protector or a saturation phalanx of Cimerorans would still be a fool’s errand. I don’t think that there would be any significant balance issues from this, as we’re only increasing effective damage output by 5% at a maximum and more like 2% most of the time. However, this change would let slow-snipes regain some of their “special”ness in being able to more reliably hit special targets, as well as giving some benefit to powers like tactics and focused accuracy in the 99% of situations where running those is currently just an effort in losing net recovery. Any other thoughts or considerations that I’ve missed?
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