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Deadeye vs Blast Archetypes  

19 members have voted

  1. 1. What should a Sniper Archetype like Deadeye focus on to distinguish itself from other Blast Archetypes? (multiple choice)

    • Sneak attack criticals, but lower base damage.
      11
    • Single target focus, lacking much AoE.
      14
    • Increased attack range, but struggles in close range.
      9
    • Greater mobility, but less survivability.
      5
    • More mez/debuff potential, but a lack of self/ally buffs.
      6


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Hey all! Just making a post about a potential sniper themed archetype;

 

Deadeye.png.8e088ef9f30c83de319fe427e9abe13c.png DEADEYE Deadeye.png.8e088ef9f30c83de319fe427e9abe13c.png

 

Probably not the first time a sniper based archetype has been suggested!... but I figured I'd dig up some old notes and see if I could maybe figure a way of making one that gives it a little bit of a unique feel that sets it apart from Blasters, Corruptors and Sentinels? First off, I'm sure there's plenty of concepts out there for building 'the perfect sniper' character in many ways, and I'm sure they work quite well! However, I'd like to see the concept explored a little more and refined into its own archetype. This is no way should invalidate the sniper builds out there, but instead it focuses on creating different mechanics and functionality to put a new spin on it.

 

So, why would a sniper-focused archetype make a good addition to the lineup of playstyles we have already? At present, our only option for a decent stealth-assassin style character is Stalker, which is melee focused. So what if we were to make a ranged stealth archetype too? In order to make this work, it would have to play a little different to the ranged archetypes above. So, here is a little plan of attack I had to balance out the concept, weighing its strengths and weaknesses.

 

STRENGTHS

  • High damage output
  • Longer range than Blasters/Corruptors
  • Critical damage when hidden, or against Held/Sleeping/Immobilized targets.
  • Highly mobile and positional.

 

WEAKNESSES

  • Single target focus
  • Poor close range skills.
  • Low health
  • Less personal protection

 

So with this laid out, we need to figure out how to set it apart from the competition in terms of powers. Originally I was planning this to be very similar to Blaster, using Blast/Manipulation, and substituting a power from Manipulation for 'Hide'. However, many of the Manipulation powers rely on close range, which would defeat the purpose of a class like this. Going Blast/Support like Corruptor was also an idea, once again putting 'Hide' into the secondary again, but the focus on aiding teammates was again a little counterproductive. And lastly Blast/Armor like Sentinel was considered, but I think it may prove overpowered as you would have much greater range and thus less strain on your armor abilities. 

 

So, I decided to take bits and pieces from all of the above and amalgamate them into a new powerset style; Trickery. Trickery focuses primarily on being a Mez/DeBuff combo, with a few self buffs thown in. The two key themes in play in this secondary is mobility and visibility. This paired with slightly changed blast powersets aims to keep the Deadeye out of danger's reach and rewards proper positioning, relying on improving your own mobility and visibility while reducing that of your foes. This is the 'winning formula' I came up with, allowing for deviations of course;

 

Deadeye.png.8e088ef9f30c83de319fe427e9abe13c.png STRUCTURE Deadeye.png.8e088ef9f30c83de319fe427e9abe13c.png

 

INHERENT: NEUTRALIZATION 

If a Deadeye is hidden, or his target is held, immobilize or slept, his next attack is a guaranteed critical. If the Deadeye uses a sniper attack while hidden, there is a chance that he will still remain hidden if the attack hits. If the sniper attack misses, he will always remain hidden. In addition, when the Deadeye is not attacking, his accuracy increases by 1% per second, up to a total of 10%. This effect occurs even when in combat.

 

BLAST (DEADEYE)

  1. Light Ranged Attack - Having a light ranged attack is good for sustaining damage over time
  2. Standard Ranged Attack - A normal ranged attack should follow second, giving a choice for higher damage over longer intervals.
  3. Ranged Cone or Chain Attack - A cone/Chain attack would be third, but unlike normal cone attacks, the spread has been reduced.
  4. Sniper Attack - The signature Deadeye attack, the sniper attack is available much earlier, around the same level as Assassin's Strike.
  5. Deadeye's Aim - A slightly better version of Aim, which also increases the range of all attacks.
  6. Disengage - This is a ranged AoE Placate effect, causing a small mob of foes to lose track of you allowing you to continue making stealth attacks, disengage also increases hte chance of your next sniper attack keeping you hidden.
  7. Heavy Ranged Attack - A higher damage ranged attack, helping build upon the damage output you already have.
  8. Ranged Light Mez - Since many ranged attack sets have a mez attack mixed it, I figured it would be suitable to keep it, ensuring you have a little more survivability and opportunity.
  9. Narrow Cone Sniper Attack - A new kind of attack, replacing the 'nuke' of blast sets. This power is a narrow cone sniper attack that delivers great damage to several foes in a direct line.

 

TRICKERY (V2):

  1. Hide - Much like Stalker, Hide is crucial to this archetype as a means of setting up stealth criticals with your two sniper attacks.
  2. Immobilize or Sleep - Much like Manipulation sets, an immobilise or sleep power helps keep a foe immobile and vulnerable to attack, or helps you retreat.
  3. Debuff - Keeping your foes debuffed is crucial to your own survival, ensuring you aren't as vulnerable to their ire.
  4. Self Buff - This power should likely be a self buff that improves your own abilities, likely a mix of (light) positional defense and mez protection.
  5. Debuff - A means of keeping aggro off you is pretty handy, so a power that debuffs or deals light mez works here.
  6. Hold - A single target hold power is perfect for keeping a foe helpless against your attacks, allowing for additional critical attacks
  7. Self Buff - The inclusion of additional positional defense and mez protection helps round off the class' self buffs.
  8. Debuff - depending on what powers are already in play, this power would likely serve as a heavy debuff
  9. AoE Hold - an AoE hold should be present in the powerset in order to give yourself critical opportunities or a chance to retreat.

 

ANCILLARY POWERS (V2):

  1. AoE Melee - A AoE melee attack to ensure that when things start to look bad you have a means of fending off foes.
  2. Build Up/Power Boost - Since the powersets lack much damage/mez boosting potential, I figured it would go nicely here.
  3. Defense or Resistance Buff - A simple defense or resistance power to give you a little more survivability.
  4. Special Buff - A power that perhaps increases Health, Endurance, or a little more protection would work well.
  5. Pet - Having a pet is pretty standard of Patron Pool Powers, but I think including them as a first in Ancillary Power Pools will be quite handy for drawing aggro and dealing damage not tied to crits/AoE.

 

So! Here's a little look into the powersets I had in mind for this Archetype. I didn't want to exclude any powersets that did not possess a sniper power in its original conception, since I feel people would want them to be available for use regardless.

 

KEY:

Existing Power - A power that is already implemented in the base game, and is being reused to suit the purposes of the Deadeye Archetype.

Archetype PowerA power that is universal across the Deadeye Archetype, and is present regardless of powerset choice.

New Power -  A power that is created especially for each individual Deadeye powerset, so that it follows the intended structure of the Archetype.

 

Deadeye.png.8e088ef9f30c83de319fe427e9abe13c.png PRIMARY POWERSETS Deadeye.png.8e088ef9f30c83de319fe427e9abe13c.png

Spoiler

MARKSMAN RIFLE

The Marksman Rifle is a state-of-the-art piece of hardware. It is equipped to deliver precise shots with multiple calibers of ammunition. The Marksman Rifle is also equipped with the latest in targeting technology, and is a very accurate weapon.

 

Single Shot

Slug

Ricochet (Chain AoE Moderate Lethal Damage)

Sniper Round

Deadeye's Aim

Disengage

Heavy Shot (Short Range, Heavy Lethal Damage)

Disorienting Shot

Anti-materiel Round (Narrow Cone Sniper, Superior Lethal Damage, -DEF)

 

 

SHINOBI ARTS

You are well trained in the use of several throwing weapons. These throwing weapons deliver lethal attacks to your foes from afar and boast high accuracy.

 

Shuriken Throw

Throwing Dagger (Ranged, Moderate Lethal Damage, Minor Lethal doT)

Trick Shot

Masterful Throw

Deadeye's Aim

Disengage

Explosive Shuriken

Sleep Dart (Ranged, Foe Sleep, Minor Lethal Damage, Minor Toxic Damage)

Shredding Blades (Narrow Cone Sniper, Extreme Lethal Damage, High Lethal DoT)

 

 

ARCHERY

The ancient art of Archery allows you to use a bow and arrow to great effect. This power set has an inherent bonus to accuracy.

 

Snap Shot

Aimed Shot

Fistful of Arrows

Ranged Shot

Deadeye's Aim

Disengage

Blazing Arrow

Stunning Shot

Piercing Arrow (Narrow Cone Sniper, Superior Lethal Damage, -DEF)

 

 

BEAM RIFLE

Your weapon of choice is a high tech beam rifle capable of firing a wide variety of energy blasts at your foes. Your Beam Rifle attacks will have a greater potency while Disintegration is in effect on your target. Additionally, single target Beam Rifle attacks used on targets suffering from the Disintegrating effect will have a chance to spread this effect to nearby foes. Beam Rifle focuses on dealing a great deal of single target damage, but has a few area of effect attacks as well.

 

Single Shot

Charged Shot

Cutting Beam

Penetrating Ray

Deadeye's Aim

Disengage

Lancer Shot

Disintegrate

Piercing Blast (Narrow Cone Sniper, Superior Energy Damage, -DEF)

 

DARK BLAST

Dark Blast summons the powers of the Netherworld to defeat your foes. The draining effects of most of these powers can reduce your targets' chance to hit.

 

Dark Blast

Gloom

Umbral Torrent

Moonbeam

Deadeye's Aim

Disengage

Life Drain

Grasp of Fear (Ranged, Minor Dark Damage, Fear)

Stygia (Narrow Cone Sniper, Superior Negative Damage, -ToHit)

 

 

DUAL PISTOLS

You're a master of akimbo pistols, wielding a high caliber firearm in each hand. Your attacks deal lethal damage and you have a wide variety of attacks, mixing tenacity with precision.

 

Pistols

Dual Wield

Empty Clips

Named Bullet (Sniper, Extreme Lethal Damage)

Deadeye's Aim

Disengage

Executioner's Shot

Suppressive Fire

Piercing Shot (Narrow Cone Sniper, Superior Lethal Damage, -DEF)

 

 

ELECTRICAL BLAST

Electrical Blast endows you with ranged electrical attack powers. Electrical powers can drain foes' Endurance and can often temporarily halt their Endurance recovery. This can be quite effective against higher level foes and Bosses. Some Electrical Blast powers can even sometimes transfer this endurance back to you.

 

Charged Bolts

Lightning Bolt

Static Discharge

Zapp

Deadeye's Aim

Disengage

Surge (Short Ranged, High Energy Damage, -End)

Thunder Burst (Ranged, Light Energy Damage, Stun, -End)

Voltaic Torrent (Narrow Cone Sniper, Superior Energy Damage, -End, -Recovery)

 

 

ENERGY BLAST

Energy Blast allows you to hurl bolts of energy at your foes, and can often send them flying with Knockback.

 

Power Bolt

Power Blast

Energy Torrent

Sniper Blast

Deadeye's Aim

Disengage

Power Burst

Power Push

Energy Stream (Narrow Cone Sniper, Superior Energy Damage, Knockback, Repel)

 

 

FIRE BLAST

Fire Blast allows you to blast fire at foes, with a tendency to set them ablaze for added damage over time.

 

Flares

Fire Blast

Fire Breath

Blazing Bolt

Deadeye's Aim

Disengage

Blaze

Heat Blast (Ranged, Minor Fire Damage, Stun)

Scorching Ray (Narrow Cone Sniper, Superior Fire Damage, High Fire DoT)

 

 

 

ICE BLAST

Ice Blast allows you to use the power of ice against your foes, with a tendency to Slow their attacks and movement.

 

Ice Bolt

Ice Blast

Frost Breath

Cryo Ray (Sniper, Extreme Cold Damage, -SPD)

Deadeye's Aim

Disengage

Bitter Ice Blast

Freeze Ray

Ice Shards (Narrow Cone Sniper, Superior Cold/Lethal Damage, -SPD)

 

 

PSYCHIC BLAST

Blast enemies with an array of offensive, long-range Psionic powers. While few living beings can resist their effects, Creatures without minds, like machines and robots, are not affected as strongly.

 

Psionic Dart

Mental Blast

Psychic Scream

Psionic Lance

Deadeye's Aim

Disengage

Telekinetic Blast

Scramble Thoughts

Pierce Minds (Narrow Cone Sniper, Superior Psychic Damage, -Recharge)

 

RADIATION BLAST

Blast your foes with lethal radiation. Radiation Blast powers can bypass normal defenses, and lower your targets' overall Defense.

 

Neutrino Bolt

X-Ray Beam

Electron Haze

Proton Volley

Deadeye's Aim

Disengage

Cosmic Burst

Alpha Barrage (Ranged, Minor Energy/Smashing Damage, Knockback)

Gamma Rays (Narrow Cone Sniper, Superior Energy Damage, -DEF)

 

SONIC ATTACK

Sonic Attack" lets you use the power of sound waves to damage and weaken your foes.

 

Shriek

Scream

Howl

Subsonic Blast (Sniper, Extreme Smashing/Energy Damage, -Res)

Deadeye's Aim

Disengage

Shout

Sceech

Sundering Shockwave (Narrow Cone Sniper, Superior Smashing/Energy Damage, -Res, -DEF)

 

 

WATER BLAST

Water Blast grants you command over the power of water. This can be used to weaken and crush your foes with all the power of a tidal wave.

 

Aqua Bolt

Hydro Blast

Steam Spray

Aqua Stream (Sniper, Extreme Smashing/Cold Damage, -SPD)

Deadeye's Aim

Disengage

Water Jet

Dehydrate

Hydro Cutter (Narrow Cone Sniper, Superior Lethal/Cold Damage, -SPD, -DEF)

 

Deadeye.png.8e088ef9f30c83de319fe427e9abe13c.png SECONDARY POWERSETS (V2) Deadeye.png.8e088ef9f30c83de319fe427e9abe13c.png

Spoiler

ATOMIC TRICKERY

You are able to manipulate particles in order to confound your does and enhance your own abilities.

 

Hide

Electron Shackles

Radiation Infection

X-Ray Vision +DEF (Ranged, AoE), +Resistance (Sleep, Confuse, Fear, Stun, -ToHit) +Perception

Enervation Field

Positron Cell

Particle Acceleration +DEF (Melee), +Resistance (Hold, Immobilize, Knockback, Slow) +Speed +Recharge

Lingering Radiation

Radioactive Cloud

 

 

 

BOW TRICKERY

You are able to use an assortment of special trick arrows to manipulate the battlefield, and sharpen your senses and reflexes to keep you away from danger

 

Hide

Electrified Net Arrow

Glue Arrow

Eagle Sight +DEF (Ranged, AoE), +Resistance (Sleep, Confuse, Fear, Stun, -ToHit) +Perception

Flash Arrow

Ice Arrow

Parkour +DEF (Melee), +Resistance (Hold, Immobilize, Knockback, Slow) +Speed +Jump (activates Ninja Run animations)

Acid Arrow

ESD Arrow

 

 

DARK TRICKERY

You can call upon the netherworld to enshroud your foes with many debilitating effects, while keeping yourself hidden in shadow.

 

Hide

Penumbral Grasp

Tar Patch

Shadow Sight +DEF (Ranged, AoE), +Resistance (Sleep, Confuse, Fear, Stun, -ToHit) +Perception

Darkest Night

Abyssal Gaze

Night Lurker +DEF (Melee), +Resistance (Hold, Immobilize, Knockback, Slow) +Speed +Recharge (activates Beast Run animations) 

Fearsome Stare

Shadow Field

 

 

EARTH TRICKERY

You can shape stone and mud to your will, allowing you to debilitate your foes and strengthen your connection to the earth.

 

Hide

Stone Prison

Quicksand

Tremorsense +DEF (Ranged, AoE), +Resistance (Sleep, Confuse, Fear, Stun, -ToHit) +Perception

Fault

Fossilize

Mudslide +DEF (Melee), +Resistance (Hold, Immobilize, Knockback, Slow), +Speed, PBAoE Slow (activates Prestige Power Slide animations) 

Throw Sand

Volcanic Gasses

 

 

ELECTRIC TRICKERY

You are able to use electricity to sabotage your foes, and enhance your own reflexes and senses.

 

Hide

Electric Fence

Conductive Aura

Magnetic Field +DEF (Ranged, AoE), +Resistance (Sleep, Confuse, Fear, Stun, Energy, -ToHit) +Perception +ToHit

Jolting Chain

Tesla Cage

Lightning Quickness +DEF (Melee), +Resistance (Hold, Immobilize, Knockback, Slow), +Speed, +Recharge

Lightning Clap

Paralyzing Blast

 

 

FIERY TRICKERY

You can use flame and smoke to confound your foes, and invigorate yourself with the power of fire.

 

Hide

Ring of Fire

Rain of Fire

Thermal Vision +DEF (Ranged, AoE), +Resistance (Sleep, Confuse, Fear, Stun, -ToHit) +Perception

Smoke

Char

Ignition +DEF (Melee), +Resistance (Hold, Immobilize, Knockback, Cold, Slow), +Speed, +DMG (Fire)
Melt Armor

Cinders

 

 

GADGET TRICKERY

You have access to an assortment of gadgets that can debilitate your foes. Your training also allows you to operate more effectively in the field.

 

Hide

Toxic Web Grenade

Caltrops

Recon Drone +DEF (Ranged, AoE), +Resistance (Sleep, Confuse, Fear, Stun, -ToHit) +Perception +ToHit

Smoke Grenade

Electrified Shackles (Ranged, Hold, Moderate Energy DoT, -End)

Field Training +DEF (Melee), +Resistance (Hold, Immobilize, Knockback, Slow), +Speed, +Recharge

Surveillance

Tear Gas 

 

 

ICY TRICKERY

You can control frost and snow to cause chaos for your foes, and enhance your own abilities with the power of ice.

 

Hide

Chilblain

Snow Storm

Glacial Lense +DEF (Ranged, AoE), +Resistance (Sleep, Confuse, Fear, Stun, -ToHit) +Perception

Shiver

Block of Ice

Ice Slide +DEF (Melee), +Resistance (Hold, Immobilize, Knockback, Fire, Slow), +Speed, PBAoE Knockdown (activates Prestige Power Slide animations) 

Sleet

Glacier

 

 

KINETIC TRICKERY

You can manipulate kinetic energy to change the momentum of yourself and foes.

 

Hide

Crush

Siphon Speed

Redirection +DEF(Melee, Ranged, AoE) +Perception

Repel

Gravity Distortion

Entropic Aura

Disrupt

Gravity Distortion Field

 

 

NINJA TRICKERY

Your ninjitsu training combines use of several tricks and techniques that give you an advantage on your foes.

 

Hide

Immobilizing Dart

Caltrops

Kuji-In Jin +DEF (Ranged, AoE), +Resistance (Sleep, Confuse, Fear, Stun, -ToHit) +Perception

Smoke Flash

Choking Powder

Shinobi Agility +DEF (Melee), +Resistance (Hold, Immobilize, Knockback, Slow) +Speed +Jump (activates Ninja Run animations)

Blinding Powder

Poison Trap

 

 

NATURE TRICKERY

nature bends to your will, causing grasping roots and strange flora to debilitate your foes, while your attunement to nature grants you unique benefits.

 

Hide

Entangle

Thorntrops

Wild Senses +DEF (Ranged, AoE), +Resistance (Sleep, Confuse, Fear, Stun, -ToHit) +Perception

Spore Cloud

Strangler

Nature's Freedom +DEF (Melee), +Resistance (Hold, Immobilize, Knockback, Slow) +Speed +Jump (activates Beast Run animations)

Seeds of Confusion

Vines

 

 

POISON TRICKERY

You are able to concoct a number of toxins and acids that can seriously sicken your foes.

 

Hide

Toxic Webbing (Ranged Immobilize, -Recharge, -Fly, Minor Toxic DoT)

Neurotoxic Breath

Inoculation +DEF (Ranged, AoE), +Resistance (Sleep, Confuse, Fear, Stun, Toxic, -ToHit) +Perception

Weaken

Paralyzing Poison

Acid Slick +DEF (Melee), +Resistance (Hold, Immobilize, Knockback, Slow), +Speed, PBAoE DoT Poison (activates Prestige Power Slide animations)

Envenom

Poison Trap

 

 

TEMPORAL TRICKERY

You can manipulate the speed of time, allowing you to slow your foes and accelerate yourself.

 

Hide

Time Wall

Time's Juncture

Foresight +DEF (Ranged, AoE), +Resistance (Sleep, Confuse, Fear, Stun, -ToHit) +Perception

Slowed Response

Time Stop

Temporal Flux +DEF (Melee), +Resistance (Hold, Immobilize, Knockback, Slow) +Speed +Recharge

Time Shift

Distortion Field

 

 

 

Deadeye.png.8e088ef9f30c83de319fe427e9abe13c.png ANCILLARY POWERSETS (V2) Deadeye.png.8e088ef9f30c83de319fe427e9abe13c.png

Spoiler

DARK MASTERY

Engulf of Shadows
Gather Shadows

Dark Embrace

Dark Regeneration

Dark Servant

 

 

ELECTRIC MASTERY

Short Circuit

Build Up

Charged Armor

Power Sink

Gremlins

 

 

FIRE MASTERY

Combustion

Embrace of Fire

Fire Shield

Consume

Fire Imps

 

 

GADGET MASTERY

Trip Mine

Build Up

Fortification

Serum

Gun Drone

 

 

ICE MASTERY

Ice Sword Circle

Power Boost

Frozen Armor

Hoarfrost

Jack Frost

 

 

KINETIC MASTERY

Burst

Siphon Power

Kinetic Shield

Energize

Singularity

 

 

PLANT MASTERY

Thorn Burst

Toxins

Wild Fortress

Earth's Embrace

Fly Trap

 

 

EARTH MASTERY

Tremor

Power Boost

Rock Armor

Earth's Embrace

Animate Stone

 

 

LEVIATHAN MASTERY

Arctic Breath

Build Up

Shark Skin

Hibernate

Summon Coralax

 

 

MACE MASTERY

Whirling Mace

Power Boost

Scorpion Shield

Personal Force Field

Summon Spiderlings

 

 

MU MASTERY

Thunder Strike

Build Up

Charged Armor

Power Sink

Summon Adept

 

 

SOUL MASTERY

Dark Consumption

Soul Drain

Dark Embrace

Opressive Gloom

Summon Night Widow

 

Deadeye.png.8e088ef9f30c83de319fe427e9abe13c.png ARCHETYPE ENHANCEMENTS Deadeye.png.8e088ef9f30c83de319fe427e9abe13c.png

 

What Archetype would be complete without Archetype Enhancements? Here's an idea I had for what could be done for it;

 

ENHANCEMENTS

  1. Deadeye's Watch: Accuracy/Damage
  2. Deadeye's Watch: Damage/Recharge
  3. Deadeye's Watch: Accuracy/Damage/Recharge
  4. Deadeye's Watch: Accuracy/Damage/Control Duration
  5. Deadeye's Watch: Accuracy/Damage/Recharge/Control Duration
  6. Deadeye's Watch: Recharge/Chance to Hide (20% Proc)

 

SET BONUSES

  1. Two enhancements improves the Accuracy of all powers by 7%
  2. Three enhancements increases the Range of all powers by 7.5%
  3. Four enhancements increases the Damage of all your powers by 3%
  4. Four enhancements increases Ranged Defense by 3.75%
  5. Five enhancements increases the duration of your Immobilize effects by 3.75%
  6. Five enhancements increases the duration of your Sleep effects by 3.75%
  7. Five enhancements increases the duration of your Fear effects by 3%
  8. Five enhancements increases the duration of your Confuse effects by 2.21%
  9. Five enhancements increases the duration of your Hold effects by 2.21%
  10. Five enhancements increases the duration of your Stun effects by 2.21%
  11. Six enhancements increases Energy and Negative Energy Defense by 1.575%

 

Edited by Tyrannical
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I'll be honest I only glanced over this, but my initial reaction is this: How is this different than a blaster that is using either /devices or /ninja? In the case of /devices, your first attack after not attacking for a while does an increased amount of damage (like a buildup type of thing). It refreshes in the same amount of time as a stalker hide. Shinobi from /ninja is also intended to offer something like this. 

Neither of these offer the range you're thinking of I'm guessing, or perhaps you're really wanting a "crit" instead of just a buildup. 

I do really like the idea of being a 'ranged' stalker with a narrow cone nuke. Seems cool. 

I will say, I don't see why this set should receive mez protection. The only ranged character with mez protection is Sentinels, who suffer from lower damage output than their other ranged counterparts (except defender). 

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1 hour ago, Bartacus said:

I'll be honest I only glanced over this, but my initial reaction is this: How is this different than a blaster that is using either /devices or /ninja? In the case of /devices, your first attack after not attacking for a while does an increased amount of damage (like a buildup type of thing). It refreshes in the same amount of time as a stalker hide. Shinobi from /ninja is also intended to offer something like this. 

Neither of these offer the range you're thinking of I'm guessing, or perhaps you're really wanting a "crit" instead of just a buildup. 
 

 

The same thing that sets Stalker apart from Scrapper one might say, the element of stealth and critical management. Like I said in my first post, I understand there are a fair few sniper builds already in play, and this shouldn't invalidate them, simply provide a more accessible platform that doesn't require much to make it work.

 

And yes! no build up (however Deadeye's Aim does give +DMG, more so than normal Aim). The means of generating high damage in this Archetype is to deliver attacks from stealth, generating a 'Nuetralization', a similar Crit effect to Stalker's 'Assassination'.

 

1 hour ago, Bartacus said:

I will say, I don't see why this set should receive mez protection. The only ranged character with mez protection is Sentinels, who suffer from lower damage output than their other ranged counterparts (except defender). 

 

the reason I decided to give this archetype a focus on Mez protection is actually inspired by Blasters' 'Defiance' ability. Since blasters are capable of using a select few powers even while under the effects of Mez, I figured that Mez is something that should be considered when creating this archetype.

 

So, instead of relying on defense/resistance like Sentinel, this archetype focuses on Mez Protection to remain agile and mobile. I think this truly benefits the class as they have low health and low survivability, so escaping danger is a must for this particular archetype. They are easy to damage but difficult to catch, so they remain able to escape situations where being contained would devastate them.

 

I think this pairs well with the ability to keep your enemies controlled and debuffed, which acts as a means of avoiding danger. I think this gives the 'Trickery' secondary a unique spin, setting it apart from powersets like Armor, Support and Manipulation by having a set that removes yourself from hazardous situations, instead of enduring them.

Edited by Tyrannical
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Ill be honest even with the new power suggestions I just dont see the point to the idea of this AT. Especially because you gave them AOE attacks. IMO to truly make this different enough from the current options offered by the various ATs to be built upon for a sniper, it would have to be a single target only ranged dps set. Only by not giving them any AOE could you justify creating a ranged AT with a higher single target DPS potential then already exists.

 

Currently my best sniper build Ive made is a dark/bio scrapper who does far more dmg with a snipe after using soul drain, then my sniping stalker or blaster builds Ive tried out.  I imagine a dark/ninja scrapper could maybe do more from a hide attack anyways but hard to say lest I bother to make one and fine tune and push the builds full potential. Even then its hard to say if the stealth dmg bonus would be better then offensive mode and soul drain for buffing the raw dmg.

 

And if an AT that does sniping better is made, it does indeed invalidate the current sniping builds if it surpasses them.  Im always on the fence about adding ATs that obsolete entire builds. Still not super thrilled about how Sentinal imo obsoletes peace bringers.

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24 minutes ago, Bentley Berkeley said:

Ill be honest even with the new power suggestions I just dont see the point to the idea of this AT. Especially because you gave them AOE attacks. IMO to truly make this different enough from the current options offered by the various ATs to be built upon for a sniper, it would have to be a single target only ranged dps set. Only by not giving them any AOE could you justify creating a ranged AT with a higher single target DPS potential then already exists.

I was intending it to be completely single target focused, and made sure that the blast sets contained no AoE powers that weren't cone or chain, and even then, the cone attacks would be changed so that their spread is much more narrow. This ensures that multi-target potential is mostly restricted to the T9 power, which is a cone attack, but with very tight spread and incredible range, basically creating a straight line of damage over multiple targets.

 

Stalkers are single target focused, though they possess a cone or chain attack, and their T9 also has some AoE potential. So, all I needed to do was measure the Deadeye archetype against this to consider what one might consider 'single target focus'.

 

the rest of the AoE potential lies in the secondary powerset; Trickery. But, this isn't intended to deliver high damage, but to provide opportunities for the Deadeye to escape from danger, or deliver critical attacks.

24 minutes ago, Bentley Berkeley said:

And if an AT that does sniping better is made, it does indeed invalidate the current sniping builds if it surpasses them.  Im always on the fence about adding ATs that obsolete entire builds. Still not super thrilled about how Sentinal imo obsoletes peace bringers.

 

I wouldn't say that this archetype makes sniping better, but it instead makes sniping its focus.

 

Current sniper builds focus around having a sniper attack readily available, and enhances the accuracy and damage of the attack. This is easily accomplished with a Devices or Ninja Training Blaster, or by playing a Patron Pool Stalker like yours, but what sets them apart from the Deadeye is that they have access to different mechanics and supplemental powers that enhance it in different ways.

 

Just as Scrappers, Tankers, Brutes and Stalkers all seem to have similar powers, it is the mechanics and structure that sets them apart from each other without invalidating builds they may share. I believe the same can be done to make Deadeye different to Blasters, Corruptors, Sentinels and Stalkers, without stepping on their toes too much.

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I'll be honest, I just wanted to start a post with "I'll be honest" to keep up the pattern.

 

I like this, I'd totally dig seeing this added in a universe where we're adding multiple new ATs (PRAETORIANS REPRESENT).

Critiques:

  • Do not like the mez protections.  These guys are ostensibly the least affected by mez in the game so far, so this doesn't make much sense.
  • Would remove AoE blast from Epics (and maybe even aoe melee).  This, I feel, is where Bentley's comments are really worth heeding.  Once you get to epics, if you can get a chain of 3 decent aoes, you're in serious peril of stealing a blaster's gameplay loop.  

I'd push it slightly more towards always trying to stay away from enemies, and would consider giving them inherent +range instead of including it in their Aim.

Edited by Replacement
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5 minutes ago, Tyrannical said:

I was intending it to be completely single target focused, and made sure that the blast sets contained no AoE powers that weren't cone or chain, and even then, the cone attacks would be changed so that their spread is much more narrow. This ensures that multi-target potential is mostly restricted to the T9 power, which is a cone attack, but with very tight spread and incredible range, basically creating a straight line of damage over multiple targets.

 

the rest of the AoE potential lies in the secondary powerset; Trickery. But, this isn't intended to deliver high damage, but to provide opportunities for the Deadeye to escape from danger, or deliver critical attacks.

 

I wouldn't say that this archetype makes sniping better, but it instead makes sniping its focus.

 

Current sniper builds focus around having a sniper attack readily available, and enhances the accuracy and damage of the attack. This is easily accomplished with a Devices or Ninja Training Blaster, or by playing a Patron Pool Stalker like yours, but what sets them apart from the Deadeye is that they have access to different mechanics and supplemental powers that enhance it in different ways.

 

Just as Scrappers, Tankers, Brutes and Stalkers all seem to have similar powers, it is the mechanics and structure that sets them apart from each other without invalidating builds they may share. I believe the same can be done to make Deadeye different to Blasters, Corruptors, Sentinels and Stalkers, without stepping on their toes too much.

I do think I get what you want and your reasoning. I just am not sure its needed. I imagine a pool power set called sniper rifle could be added that could have a sniper shot, a stealth, a placate, a form of build up that only works for the special attack, and maybe an additional attack for when one shot just isnt enough would be more then enough work for our volunteer devs and still cater to those wanted a true long range fighter type.

 

An entire new AT, and many new power sets that would have to be from the ground up because of the ATs unique niche focus would be a lot of work and I am unsure just how many players would use this AT over the current ranged options. Also not sure really how well this fits the genre we are playing in. While there are some examples of evil sniper/hitmen types in the comics few of them are pure snipers. Dead Eye and Dead Shot, Death Stroke, The Punisher and The Grifter all come to mind as gun using villains and anti heroes. But it is important to note that none of these are really seen as traditional heroic icons, and none of them only use the sniper approach. A Sniper/Hitman is basically a murderer. Thats it pure plain and simple. Ranged weapon users like Green Arrow/hawk Eye are also well known for their melee abilities so again dont really work as genre examples. Can you point to even one main stream comic book icon that exclusively approaches being a heroic vigilante by putting bullets in the hearts and heads of criminals in mass?

 

Closest I can think is the Executioner novels about Mack Bolan that Punisher was basically a comic book adaption of. During Macks early days he mainly assassinated mob bosses via sniping, leaving behind marksman medals as his calling card. He was basically a serial killer in the same vein as dexter, using his ability to commit cold blooded murder to remove those he saw as predators of society and civilization.

 

And all that is also important. Keeping ATs and power sets fitting in the genre.

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15 minutes ago, Bentley Berkeley said:

Can you point to even one main stream comic book icon that exclusively approaches being a heroic vigilante by putting bullets in the hearts and heads of criminals in mass?

Red Hood, Deadpool, Nick Fury, Bucky Barnes, Cable, Bastion, Rocket Raccoon, Judge Dredd, War Machine, Jonah Hex, Batwoman, Bluebird, Silver Sable, Hit-Girl... :classic_tongue:

On a more serious note, I think the plan for Homecoming has always been to include more variety, that's why we have Sentinel, and why there are many more archetypes planned or being experimented with for possible future implementation (Guardian, Striker, a few others) that of course are going to invalidate a few builds people have worked on, but the fact that these builds exist in the first place demonstrates that people want to play a certain way and are putting in additional effort to attain that.

Plus, one could argue that Stalkers and Masterminds aren't exactly heroic either, as underhanded sneak attacks or the command of personal henchmen is something very few heroes would utilise in comic books.

 

I think the Deadeye simply is the supply to the demand, people want to play sniper builds, so why not cater to them and provide a platform that rewards that kinda playstyle? :classic_laugh:

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3 minutes ago, Tyrannical said:

Red Hood, Deadpool, Nick Fury, Bucky Barnes, Cable, Bastion, Rocket Raccoon, Judge Dredd, War Machine, Jonah Hex, Batwoman, Bluebird, Silver Sable, Hit-Girl... :classic_tongue:

On a more serious note, I think the plan for Homecoming has always been to include more variety, that's why we have Sentinel, and why there are many more archetypes planned or being experimented with for possible future implementation (Guardian, Striker, a few others) that of course are going to invalidate a few builds people have worked on, but the fact that these builds exist in the first place demonstrates that people want to play a certain way and are putting in additional effort to attain that.

Plus, one could argue that Stalkers and Masterminds aren't exactly heroic either, as underhanded sneak attacks or the command of personal henchmen is something very few heroes would utilise in comic books.

 

I think the Deadeye simply is the supply to the demand, people want to play sniper builds, so why not cater to them and provide a platform that rewards that kinda playstyle? :classic_laugh:

Every one of those characters you described would be better described as a "Blaster" than a "Sniper". Especially since the majority of them (Jonah, Dredd, Rocket, Bastion, Cable, arguably Bluebird and Deadpool) don't bother with Stealth 9 times out of 10 and prefer just shooting whoever they're after.

 

MAYBE a "Sentinel" for Dredd and War Machine. The rest all get into melee and punch people. Or stab them.

 

Deadpool could even arguably be called a stalker or a scrapper with the "Guns" Power Pool.

 

I just don't think there's enough narrative support for this archetype. And gameplay differences would be minimal, as well, compared to a Blaster who already gets multiple control powers in their secondary.

 

 

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9 minutes ago, Tyrannical said:

Red Hood, Deadpool, Nick Fury, Bucky Barnes, Cable, Bastion, Rocket Raccoon, Judge Dredd, War Machine, Jonah Hex, Batwoman, Bluebird, Silver Sable, Hit-Girl... :classic_tongue:

On a more serious note, I think the plan for Homecoming has always been to include more variety, that's why we have Sentinel, and why there are many more archetypes planned or being experimented with for possible future implementation (Guardian, Striker, a few others) that of course are going to invalidate a few builds people have worked on, but the fact that these builds exist in the first place demonstrates that people want to play a certain way and are putting in additional effort to attain that.

Plus, one could argue that Stalkers and Masterminds aren't exactly heroic either, as underhanded sneak attacks or the command of personal henchmen is something very few heroes would utilise in comic books.

 

I think the Deadeye simply is the supply to the demand, people want to play sniper builds, so why not cater to them and provide a platform that rewards that kinda playstyle? :classic_laugh:

None of those you cite qualify as a Sniper AT each would be a blaster or sentinal  or more likely need a free form system like in champions to properly reflect.

 

Batman is a stalker not a scrapper. A scrapper is the likes of wolverine fighting through the hellfire guard during the dark pheonix saga. Batman and other such mortel men types need to use stealth and subterfuge to make up for their vulnerable bodies.

 

Also in most games were a long range option akin to sniping exists mobs usually have a very high perception range so someone cant simply sit back and pick them off.  Distance is already in itself a very strong defense. Hover tanking exists because of that very issue being too easy to exploit.

 

And as I said above my personal best sniper build is alsoa  brutal up front dark/bio scrapper. Blasters dont have anything like Soul Drain, and stalkers get stuck with build up.  IMO a sniper AT would literally need to be able to one shot anything short of an AV to be worthy of being called such, and thus would likely be too OP for the game. Ive got stalkers that can 3 hit some EBs reliably.And that is at the risk of melee range. How would you balance an AT that could from long range do something even that comparable in single target DPS?

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9 minutes ago, Steampunkette said:

Every one of those characters you described would be better described as a "Blaster" than a "Sniper". Especially since the majority of them (Jonah, Dredd, Rocket, Bastion, Cable, arguably Bluebird and Deadpool) don't bother with Stealth 9 times out of 10 and prefer just shooting whoever they're after.

---

I just don't think there's enough narrative support for this archetype. 

 

1 minute ago, Bentley Berkeley said:

None of those you cite qualify as a Sniper AT each would be a blaster or sentinal  or more likely need a free form system like in champions to properly reflect.

Oh, of course! Though those are definitely characters that would use guns to be heroic... err, as heroic as they could be anyways. :classic_tongue:

 

As for a narrative focus? I'll admit there isn't much of it present, save for the special 'sniper' enemies that exist in numerous factions.

 

But, that being said, that doesn't mean we wouldn't benefit from the option being available. Since there are already quite a few sniper builds out there, it's clear that people want to explore the theme with their own narratives.
 

As for balancing the AT, because they are far from the conflict, they would have low health and little armor/resistance, but enough mez protection to keep them out of harms way at least. This means they must play it safe so they are not overwhelmed, and must rely on their secondary to ensure their safety via mez and debuff. For this to work, the Deadeye would need to have very good damage output to counterbalance this, and as @Bentley Berkeley suggested, it should come close to stalkers, being able to deliver similar heavy hits, enough to topple EBs with subsequent shots.

 

If there was to be an archetype like the Deadeye, what sort of changes would you propose? I'm open to suggestions :classic_laugh:

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1 hour ago, Replacement said:

 

  • Do not like the mez protections.  These guys are ostensibly the least affected by mez in the game so far, so this doesn't make much sense.
  • Would remove AoE blast from Epics (and maybe even aoe melee).  This, I feel, is where Bentley's comments are really worth heeding.  Once you get to epics, if you can get a chain of 3 decent aoes, you're in serious peril of stealing a blaster's gameplay loop.  

 

Fair points, I'm curious what sort of tweaks might be best? I'm trying to keep melee out of the mix as much I can, since it would be pretty counterproductive, and once again step on Blaster's toes.

More mez?
More debuff?

Inclusion of self/ally buffs?

Maybe some decoys and traps?

 

let me know what you think! :classic_tongue:

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Something else that was niggling at the back of me knoggin, and which I dont even like to have to bring up but the HC devs have made it clear must be taken into account on matters of balance is PVP.

 

An AT with extreme range, top end ranged dps for single targets, and the ability to break aggro and stealth away would be the ideal for the pvp kiting sniper type play so loathed by melee players across the mmo pvp genre.

 

Stalkers are already rightly feared in the pvp zones by the less armored ATs. This AT would basically making those who like to camp the other sides entrance base have a very easy time taking out the lone wanderers who come to bloody bay for shivan shards and the like.

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1 hour ago, Bentley Berkeley said:

Something else that was niggling at the back of me knoggin, and which I dont even like to have to bring up but the HC devs have made it clear must be taken into account on matters of balance is PVP.

 

An AT with extreme range, top end ranged dps for single targets, and the ability to break aggro and stealth away would be the ideal for the pvp kiting sniper type play so loathed by melee players across the mmo pvp genre.

 

Stalkers are already rightly feared in the pvp zones by the less armored ATs. This AT would basically making those who like to camp the other sides entrance base have a very easy time taking out the lone wanderers who come to bloody bay for shivan shards and the like.

Thanks for bringing this to my attention!

 

I would perhaps impose a decrease to both range and stealth radius while in PvP zones, and disable the 'chance to re-hide' proc in the inherent ability so they can't keep getting lucky crits. 

Edited by Tyrannical
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Before I go into my critique of the suggestion, just wanted to make a comment:

 

15 hours ago, Bentley Berkeley said:

And as I said above my personal best sniper build is alsoa  brutal up front dark/bio scrapper. Blasters dont have anything like Soul Drain, and stalkers get stuck with build up.  IMO a sniper AT would literally need to be able to one shot anything short of an AV to be worthy of being called such, and thus would likely be too OP for the game. Ive got stalkers that can 3 hit some EBs reliably.And that is at the risk of melee range. How would you balance an AT that could from long range do something even that comparable in single target DPS?

Lol this isn't even a ****ing snipe build.  If you have to use an AoE foe generated buff to bolster your damage, 1.) you've already alerted your target to your location so you're not "sniping" and 2.) you're wasting Soul Drain if you're using a long ranged attack at long range on an AT with minimal ranged attacks.  A competitive effective sniper needs to be able to reliably take out foes with minimal interaction with the target.  Just doing loads of damage on a ranged attack is just Blasting (i.e. Blaster).

 

That out of the way, my first impressions:

 

Neat and well crafted/organized post.  I feel, people that put some effort in making a readable and aesthetically pleasing presentation deserve extra effort put into the critique.

 

Not going to lie, I was somewhat in agreement with some of the others criticizing the necessity for the AT as aspects that make it unique (being ranged, using stealth, utilizing long range, -perception and placate) are niche to pointless in this era of PvE or enclosed narrow spaces (PvP is a different story and might even be a bit stronger than most other DPS ATs).  It's all busy work to take down a target that can just as easily be taken out close along with all the other targets around them.  Few foes present a need to utilize such tactics that this AT's style wouldn't end up being a burden than just using a Blaster.

 

Then there's the concept.  Sniping, IMO, is more geared to special weapon types.  While technically there are "snipes" in a log of ranged blast set, if we're being honest, who snipes with a bright blast of energy or a sizzling bolt of fire?  It's too visible and gives away your position.  Sniping is meant for silent hard to see projectiles (i.e. a Bullet).  Now I can easily come up with concepts for things like Fire, Ice, Electric Blasts, Beam Rifle and the like, but those seem like special "techniques", not a whole kit to build an AT with.

 

But then that is just surface level criticism of what the *AT* might face but stops there.  If I were to make a "Sniper" AT, it would probably be a "mode" of some kind.  Like instead of the inherent that Sentinels get, I'd have made the AT around shifting between long ranged high powered ST attacks and very short ranged but AoE buckshot-like attacks.  As is, they feel like a powered down Blaster with armor...if they had a mode that alters their AoE attacks into attacks that do more damage to a single target (or just disable AoEs but power up the ST attacks), that might begin the differentiation of Sentinel and Blaster (I have more to go with that idea, but this isn't about my idea).

 

As for mobility...I don't think mobility is a "thing" limited to AT.  In this game, you're mobile if you have travel power pools and you're less mobile if you don't.  Unless you're talking about animating attacks while moving...

 

I wanted to say the primary and secondary layouts seem very "same"y to each other but I'm sure if I went through the other ATs' sets, they'd all have similar looking spreads.  I think for this game, what makes the powersets play differently are the secondary effects and the set's gimmick mechanic so I'm sure if delving into the sets, there would be similar nuances as other ATs' sets.

 

As for the inherent, I think it's overall solid if not very similar to Stalker's Assassination.  I'd probably say a Stalker but just given ranged blasts would play similarly.

 

Have you ever played Guild Wars 2?  One of the newer release Profession Specializations was the Deadeye for the Thief Profession and it was one of my favorite released since.  The way the Thief's profession mechanic works is, when you click Steal, you teleport to the target and steal an item from them which usually was a 1-time use weapon or item.  The Deadeye changed Steal into Deadeye's Mark which, instead of teleporting to the target, you just put a mark on that target and instead of stealing an item, you get basically random "stare" effects (concept like a "death glare").  What marking the target does is gives you (the Deadeye) a series of buffs and/or increased damage on the target the longer they were marked.  There were also interesting mechanics with regards to killing the marked target, namely instantly resetting Deadeye's Mark, incentivizing the killing of your mark before the mark expired.

 

If I were reworking the inherent, I'd probably drop much of the "stay hidden" stuff and give it the inherent to mark a target (doesn't notify foe) that would give buffs if that mark goes down, things like mez protection and "marks" that act as a similar mechanic to Assassin's Focus but instead of increase crit chance, it improves ToHit and is consumed by the skills in the secondary to either buff yourself or debuff/control foes.  The more marks you use with those powers, the more effective it would be.

 

But this is all just a tangent.  Overall, I don't think anything is wrong with your suggestion.  It'd would just be a very niche concept.  It'd work, it's not really like a Blaster or Sentinel (especially since it has quite a few powers exchanged), and would likely rule over PvP just like GW2 Deadeye with its initial un-reflectable Death's Judgement attack.

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22 hours ago, Leogunner said:

Overall, I don't think anything is wrong with your suggestion.  It'd would just be a very niche concept.  It'd work, it's not really like a Blaster or Sentinel (especially since it has quite a few powers exchanged), and would likely rule over PvP just like GW2 Deadeye with its initial un-reflectable Death's Judgement attack.

 

Would you say it perhaps mingles too many features in order to stay unique? It was a bit of a concern when making the Archetype.

 

The Primary powersets do look rather samey, but that's because if you strip the AoE elements away, they all tend to look rather similar, just how Stalker sets seem to be far more linear than those of its Melee focused cousins.

 

The Secondary is indeed a bit samey, I'll admit. But I was basically looking at popular sniper builds and many of them are Blasters that use Trick Archery, Devices, Energy Manipulation or Ninja Training. So, I wanted to make something close to a Manipulation set but with no melee abilities, instead substituting in debuffs and mez protection. The mobility and perception elements are more of a 'nice bonus', a justification for splitting mez protection into two different powers, a few manipulation and Armor sets seem to do this too. As for making the sets less samey in general, I may consider dropping the 'blind' power on many of the powersets and replacing it with another debuff instead, give them more variety.

 

Would it also be more fitting to have a single conventional mez protection power, and instead have the other as a power boost/build up power?

 

Hopefully my suggestion for a 'PvP fix' above should hold up, making it no more dangerous than pairing a snipe power with 'shinobi'.

 

Side note: I did play GW2! Deadeye is something of an inspiration for this archetype; taking the idea of melee stealth and turning it ranged. I used to play it with Traps/Tricks instead of the conventional shadow stuff, which I found to be a big help, hence why I figured it would work here too! :classic_tongue:

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Looking at what @Bentley Berkeley and @Replacement mentioned, I had a quick look at Ancillary powersets and noticed I made a fatal flaw.. 

 

I forgot to give Patron Pools their pets!

 

But, I actually figured, what's stopping Ancillary powersets from having pets? For this AT in particular, it could potentially work rather well! A pet would draw aggro for you, and it would not benefit from your damage/crits. So with that in mind, the Ancillary powersets could look like this;

 

  1. Debuff or AoE Immobilize/Sleep
  2. AoE melee power
  3. Personal Buff
  4. Personal Buff/Heal
  5. Pet

 

Following the notes people had about the secondary powerset (Trickery), I think something more loose that allows for different possibilities, but keeping some semblance of structure;

 

  1. Hide
  2. Either Immobilize or Sleep
  3. Debuff of some kind
  4. Personal Buff
  5. Either a debuff or a PBAoE placate
  6. Hold power
  7. Debuff or Personal Buff
  8. Debuff or AoE Hold
  9. AoE Hold, PBAoE/Trap Damage, or an autopower of some kind.

 

I'll make an edit of the current Trickery and Ancillary sets at a later point to bring them more in line with recent feedback!

 

Edited by Tyrannical
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One of the things I keep coming back to in my pondering is does this need to be a full AT with many different flavors of sniper to pick from, after all ultimately the blast sets already do this well enough that sniper builds while not meta or widely popular have always been around with some modest and consistent representation among the player base.

 

However this then lead me to another pondering. Would it be easier going forward for our volly dev team to instead of making ATs the likes of sent etc to instead create new singular ATs like the heroic and villain ATs?

 

For example what if instead of this massive bit of work instead we saw the release of 2 new VEAT The Crey and Nemesis Snipers? They could get access to the unique costume bits for nemmy and crey, likely be easier to build and balance only having 2 variations rather then many power set flavors. Already are part of the game lore, so are not trying to force something not exactly in line with the setting and genre into the game.

 

Another pondering, when I think about it, a player sniper should almost be a 2ndary for MM. Providing far back fire support for your minions would be a logical play approach for MM imo.

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37 minutes ago, Bentley Berkeley said:

One of the things I keep coming back to in my pondering is does this need to be a full AT with many different flavors of sniper to pick from

 

---

 

For example what if instead of this massive bit of work instead we saw the release of 2 new VEAT The Crey and Nemesis Snipers? They could get access to the unique costume bits for nemmy and crey, likely be easier to build and balance only having 2 variations rather then many power set flavors. Already are part of the game lore, so are not trying to force something not exactly in line with the setting and genre into the game.

 

I'm unsure how people would respond to a new HEAT/VEAT, especially one that isn't representing Praetoria (PEATS?).

 

I'd say that more options = more approval, which is pretty evident judging by some of the threads going around in the suggestion box.

 

Thankfully most of the Blast sets in this suggestion don't have many changes required to make them work. For the most part, they just need their T9 swapped, some need a sniper attack added in (ice, water, sonic, so on), others need some more tweaks so their AoE potential is limited.

 

I think perhaps only including Blast sets that have a sniper power ready to go should be included, at least initially, and if there is demand for equal representation of Blast sets then the others could be implemented later on too.

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@Tyrannical I like your updated Trickery options (sidenote, I don't know that "Trickery" really fits the rest of the AT image, though that's obviously a pretty easy thing to play with and focus test if this were to be built out).

 

About overall "justification" of the AT, and I'll go ahead and @Bentley Berkeley on this, I can say anecdotally, myself and all of my friends have at one point wanted to build a sniper specialist and found other Blast options too limited in the space to really be happy with the final outcome.

 

Now, that's super niche, but I don't know that it's much different for a lot of players and Stalkers. There are, of course, certain players who "always play Rogue" and they have ID'd Stalker as their surrogate, but outside of that group... I would wager a large degree of Stalkers are made for metagame reasons ("I want this power set, and it's most optimal on Stalker", built for PvP, etc) at least compared to other ATs with a larger portion of "theme first" toons.  This is, again, entirely "hunch" on my part.

 

So anyway, I'll try to wrap this up: I like this AT in a world where we're adding several new ones.  I think melee/support and another AT with Manipulation is more important, but ultimately my approach is to vet good ideas, give decent feedback, and let Homecoming decide which of those ideas best meets the cross-section of "viable to implement" and "will have a good community impact."

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Random thought:

What if Deadeye Aim totally removed the cooldown on your snipe (set it to 0.5 seconds or something) but also disabled fast-snipe during the window? Just as a way to get 2 (maaaaybe 3?) Slow Snipes on a spawn every once in a while.

 

It's minor, but it would shake up how the AT is perceived, in a more mechanical space.

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24 minutes ago, Replacement said:

So anyway, I'll try to wrap this up: I like this AT in a world where we're adding several new ones.  I think melee/support and another AT with Manipulation is more important, but ultimately my approach is to vet good ideas, give decent feedback, and let Homecoming decide which of those ideas best meets the cross-section of "viable to implement" and "will have a good community impact."

Oh, totally! The reason why I went for a Blast/Stealth style Archetype is because we already have different Archetypes being conceptualised and worked on already, so there is certainly room for more.

 

There's Striker and Guardian I know for sure are in some stage of development, which are both Assault-Primary Archetypes if I recall correctly. other than that I'm not sure what else is on the table, there's been plenty outcry for a Melee/Support set but it usually gets squashed for a number of reasons. Only other thing I can think of is a new Control archetype, or perhaps Manipulation/Support?

 

We also have Sentinel already, which leaves very few options left for expressing another Blast archetype, which is where Deadeye comes in.

 

 

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3 hours ago, Tyrannical said:

There's Striker and Guardian I know for sure are in some stage of development, which are both Assault-Primary Archetypes if I recall correctly.

Just a quick aside, Guardian is a Rebirth thing. Pretty sure we have a post somewhere from Homecoming folk somewhere saying "it's their baby, we wish them luck with it, but we're not interested in pursuing it."

 

Striker, OTOH, Cap-o-the-Pow has expressed interest in reviewing, though I will personally be quite bummed if it resorts to gestalting in (or to put it negatively: bastardizing) a bunch of armor powers to work.

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