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nihilii

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Everything posted by nihilii

  1. Personally, I started posting before testing because I didn't need to see the range nerf to know it would be a significant nerf to my particular playstyle of shooting things from very far while in combat. Nor did I need to try a rotation that was calculated to fit just right with a 12s recharge to know there would be a slight delay with 15s recharge. Numbers have no guts nor feelings. :) Then, I logged in, and experienced exactly what I expected. I hope it's OK for me to say the change back to 150 feet fixes my main pet peeve without logging back on. :P
  2. Quick Strike, a staple melee attack of Kinetic Melee and described as a knockdown power, turns into knockback against blue enemies and under - and sometimes KBs higher levels, too. This becomes even more of an issue once levelshifted through the Alpha slot, as you end up sending lvl 50s flying left and right. Given that this is out of line with the behavior of every other knockdown power, as well as tier1 melee attacks for every other melee characters, would there be any drawback to changing its KB strength from 0.70 to 0.67?
  3. I mean to suggest anyone can have instasnipe as soon as lvl 22, for a small investment. Step out of the DFB sewers, sell a couple rare salvage pieces on the market, and most of your hero career will be graced with a strong attack chain. Indeed, for level 50 builds there's a wealth of better options. From alpha slots boosting ToHit for the price conscious, to the enhancement boosters solution you point out.
  4. If the leader is in the zone, the difficulty of the leader always apply regardless of who enters first. Have your fastest player lead, and you're set.
  5. Maneuvers with a Kismet ToHit (available from lvl 10, ~2M on AH) and Tactics 6-slotted with ToHit SOs. One power pool selection, two power choices, five extra slots. That's the level of "very specific" you need to let any character run with permasnipe. If anything, the issue has more to do with intuitiveness than accessibility. In the post-ED paradigm, the idea of overslotting a power past 3 SOs is alien to many. The change is objectively bad to anyone who did their homework. But it never made sense to tie instasnipes to ToHit in the first place. So...
  6. OUCH! This sniper nerf is going to hurt. While I understand the rationale of +ToHit unfairly favoring certain builds, is there any reason behind raising the recharge to 15 seconds? It feels like salting the wound for no reason, especially as you acknowledge the intent of the Paragon devs was to give extra DPA to blasters. Having a 150+ feet attack (more like 180... yum, Cardiac) in combat was one of the best thing ever, shooting adds left and right in the midst of your standard rotation. Oh well. Time to enjoy this fire/time corr as much as possible before the patch hits live. ;-)
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