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Everything posted by Auroxis
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Sniper Beta Patch Notes, June 2nd 2019
Auroxis replied to Leandro's topic in [Open Beta] Patch Notes
I actually have to say I am not a fan of reducing the recharge back to 12 seconds. The 15-second recharge meant there was more room for more complex Blaster attack rotations; with a 12-second recharge, many sets can skip their second attack power once they are fully slotted (for example: Flares, Blaze, Flares, Blazing Bolt; repeat). If a 15-second recharge feels too weak, I would recommend instead increasing the power of the second (moderate) attack in each Blaster powerset, or otherwise encouraging its use. Telephone With high recharge you wanna run Blaze-Blazing Bolt-Blaze-Flares-Fire Ball as your ranged attack chain so for Fire Blast specifically there's not much difference. And of course on Blasters you get more complex rotations through incorporating high DPA melee attacks from your secondary powerset. While this particular issue was already addressed on Blasters through the Defiance rework (you can only use tier 1 and tier 2 attacks while mezzed) there's room to address it further, but I don't think messing with people's rotations through snipes is the way to do it. -
AV's yes, and easily with lore pets. GM's are a bit trickier but it depends on which one.
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I was under the impression that the ToHit part of the buff only lasted 15 seconds.
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Sniper Beta Patch Notes, June 2nd 2019
Auroxis replied to Leandro's topic in [Open Beta] Patch Notes
The more i try to enjoy the slow snipe the more i notice the issue. The interrupt mechanic is simply not fun to use since you can't use it while moving, and even if you do stop moving you're at the mercy of latency if you activate it too soon. Just have all snipes be insta. Make ToHit add a chance to do the current slow snipe damage, like a crit. -
Sniper Beta Patch Notes, June 2nd 2019
Auroxis replied to Leandro's topic in [Open Beta] Patch Notes
In one hand, this is easily solvable by making Aim and Build Up trigger the "in combat" flag. What if people wanna use Aim+BU+Slow snipe to take out a boss? You can't give options and take them away at the same time. -
Sniper Beta Patch Notes, June 2nd 2019
Auroxis replied to Leandro's topic in [Open Beta] Patch Notes
How is it useless? Nobody's slotting the ~96% enhancement for accuracy that it takes to reach the chance to hit cap against the +3 and +4 enemies you fight so often at endgame. Set bonuses (hence endgame) give an abundance of global accuracy. -
Sniper Beta Patch Notes, June 2nd 2019
Auroxis replied to Leandro's topic in [Open Beta] Patch Notes
I've given it a run on Justin so I could get the feel for it. Issues I found: 1. Impact on a first snipe feels underwhelming for its activation time. Keep in mind this has to compete with AoE openers and high DPA attacks. Raising its damage will likely hurt balance in PvP, lowering its activation time just makes it more like a normal attack. 2. The above gets exacerbated when you want it to go insta and you've been out of combat for just a bit too long. Especially when you're moving to the next target since it literally can't be activated while moving. 3. Tactics+Kismet being made redundant is still a concern to me. I still prefer keeping it how it is (and adding more intuitive ways to get ToHit) unless you: 1. Make charged snipe feel more impactful (like the fear AoE on stalkers). 2. Come up with a better way to let us control when we use which type of snipe (like AS on stalkers) . 3. Keep +ToHit relevant. -
Not quite. We're saying it's already fairly easy to do, but don't punish people for having invested the time into building for it by making their power choice of Tactics close to useless. There are alternatives if you wanna make it more intuitively accessible, like buffing Aim's uptime and making permadom give some permanent ToHit bonus. Besides, that's far from the only critique people have raised.
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Rebirth Destiny really helps in that department. Relying on green pills while leveling should hurt a bit but you could always get Aid Self and respec out of it once you get Rebirth.
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Fifteen seconds is a real long time. We typically move from one group to the next in like 5... Haven't had a chance to play with it, but if you do typically move from one group to the next in 5, and then one time you get over that 15 seconds mark and suddenly your favorite opener takes 3 times as long to cast... Wouldn't it get annoying?
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Rad/Shield hits like a truck, has good AoE and gives Shield a Heal (more reliable once you get better uptime on Fusion). It's got great synergy apart from the endurance woes. Keep in mind that Rad isn't really a burst set, the animations are fairly lengthy but Shield Charge can get you to your spot faster.
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First tip is to buy/combine for purple inspirations, they have good synergy with time's juncture and Farsight early on. Second tip is to get all the early endurance tools you can. Miracle and Panacea procs in Health, endurance mods and Performance Shifter proc in Stamina, endurance reduction on Time's Juncture, ATO proc on Fireball. Time's Juncture is incredibly powerful early since you'll be fighting mobs that don't resist debuffs all that much. Since Slowed Response doesn't stack from the same caster, slotting it for recharge isn't very useful since our build has enough recharge to keep it perma. Achilles' Heel proc has a better chance at activating the less recharge you have on your power, so there's even more incentive there to keep it just with one slot. The only issue is accuracy, but thanks to our ToHit from Farsight and our accuracy bonuses from IO sets that's not a problem. Before you reach that level, feel free to slot it a bit more. This build doesn't perma-clarion since it uses the +special version of Clarion which lasts for 90 seconds (but 120 for farsight). And even if you go for the non-special version, you'd have fairly minimal CC protection for the most of the buff. If you time Rune of Protection well you could have solid CC protection for the majority of the time.
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Sniper Beta Patch Notes, June 2nd 2019
Auroxis replied to Leandro's topic in [Open Beta] Patch Notes
Are you reducing people's criticisms to "gut feelings" just because they didn't play on the beta branch? Don't you find that a bit ridiculous? 1. You don't need to play on the beta branch to know that ToHit (namely from tactics) is going back to being a useless endgame stat. 2. You don't need to play on the beta branch to know that people will have to re-work their builds and that new builds (on sets with snipe) will not work for other servers anymore. -
The build is soft-capped with clarion+farsight. It's hard to show the actual defense in Pine's since it shows the full clarion effect. Without Support Hybrid active(only up half the time) and with Clarion only affecting Farsight (25% of the time) the defenses are 47.3% Melee, 48% Ranged, and 46.4 AoE. I believe you misread that bit, I was taking about Distortion Field and Temporal Selection being interchangeable. Time's Juncture is invaluable to this build due to the powerful debuffs it provides.
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Sniper Beta Patch Notes, June 1st 2019
Auroxis replied to Leandro's topic in [Open Beta] Patch Notes
1. It's changing one power as opposed to all of the different snipes. 2. It's more consistent, no need to add more "if" scenarios to this. 22% ToHit. Please stop nitpicking about some change i suggested and carry on, let the CM's/Devs sort through this thread without endless bickering in their way. -
Misclick, fixed!
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Sniper Beta Patch Notes, June 1st 2019
Auroxis replied to Leandro's topic in [Open Beta] Patch Notes
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. You're really trying hard to make +10% ToHit (if you have perma-dom) some kind of gamebreaking feature outside of snipes when in all actuality it would have close to zero impact on anything else. -
Sniper Beta Patch Notes, June 1st 2019
Auroxis replied to Leandro's topic in [Open Beta] Patch Notes
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. -
Sniper Beta Patch Notes, June 1st 2019
Auroxis replied to Leandro's topic in [Open Beta] Patch Notes
Doesn't matter, lower it to 10% if having more chance to hit for perma-doms bothers you this much. Yes, that's the whole point. Dom doesn't need much. -
Sniper Beta Patch Notes, June 1st 2019
Auroxis replied to Leandro's topic in [Open Beta] Patch Notes
Giving doms a long lasting to hit buff may solve the snipe problem, but it opens up a whole other can of worms. If it becomes a problem in PvP just lower the number. Doms really don't need a lot of extra ToHit to reach insta-snipe (hence why Link Minds is enough). -
Sniper Beta Patch Notes, June 1st 2019
Auroxis replied to Leandro's topic in [Open Beta] Patch Notes
As stated before, you can have it at level 22 the moment you can slot SO's into Tactics and bought Kismet. No IO build required. The only change needed is to make it more intuitively accessible without undermining people who already invested time into building for 22%. Buff Aim, make it last for 20 seconds or so. Make the ToHit buff on Domination last the entire duration. -
Build (w/ AoE Def and DField) seems to be working out well so far so i'm gonna stick with it and update the OP. Not really feeling the loss of Temporal Selection since we can still support with Spirit Ward, our heal and defense buffs.
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Sniper Beta Patch Notes, June 1st 2019
Auroxis replied to Leandro's topic in [Open Beta] Patch Notes
Why do you think Paragon Studios went with the ToHit requirement in the first place? Perhaps because +ToHit is the most useless stat in the game since Accuracy from set bonuses soft caps your chance to hit anyway? There's Aim and Build-up at early levels to enable it, and at later levels you have Tactics with +5 IO sets and Kismet. The only class in the game which needs to invest into something specific is Dominator (link minds from psi mastery), and that can be fixed by making Domination's ToHit bonus last the entire duration. -
Sniper Beta Patch Notes, June 1st 2019
Auroxis replied to Leandro's topic in [Open Beta] Patch Notes
Except Snipe is improved for that purpose now, too. You can still use Snipe to say "... that foe needs to die." and kill them before anyone knows you're there, kind of like a stalker with AS. What this change does is it puts Snipe in line WITH assassin strike, that it's still a viable power to use in combat as well, as opposed to just an opener for combat (which was already an option, if you had a high enough +to-hit), but it is more powerful if you use it as a combat opener. AS is only powerful to use as combat opener because of the Fear AoE. Take that away and you're just wasting time winding up for an attack when you could've already killed the boss. Not to mention AS is more intuitive since there's no range penalty, and Hide is clearly visible in telling you when your AS will go wind-up mode. -
Sniper Beta Patch Notes, June 1st 2019
Auroxis replied to Leandro's topic in [Open Beta] Patch Notes
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. You don't have to 6-slot it with SO's. Any of the major sets (adjusted targeting, gaussian's sync) will work if you +5 the IO's with a ToHit bonus.