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Posted

Went back to Test Server.

 

Without Hasten, Snipe is 9 second recharge x 2 SO recharge in snipe.  My slow count was a definite 9. 

 

With hasten..?  It appears to be 6.2? 6.3?  Although my slow count seemed more like 7.

 

Either way.  'Feel'.  It felt slower on both counts compared to live. 

 

I'd like to test Snipe WITH the original recharge (12 as opposed to 15...) with the auto snipe feature on.  (But I do miss hitting AIM/BU or PBOOST to trigger to hit auto snipe.  It reminded me of the combo stuff on dual blades but or the blaster.  I wouldn't be opposed to combo features for future blaster updates.  By the way, as I've said before.  None of these have IOs in my build.  Just x3 SOs in tactics.  That's it.)

 

Just leave the recharge numbers where they were.  They 'felt' better in the attack chain.  Especially with energy.  It's one of the older attack sets.  Taking snipe back to being slower in attack seems a backward step from Beta 24.  It activates faster so you can wait longer to use it.  Uh?  It seems smoother on live with the original recharge numbers.  Now it's pause worthy.  wait...wait just a bit longer...meanwhile you're getting blastered.

 

I will commend SCORE on the 'live' numbers feature.  Simple but elegantly done.  Top, bottom or dead centre?  I went for dead centre.  Great feature.  Great to see the numbers falling down.

 

Good job on that Team ScoRe.

 

Azrael.

Posted

My Snipe feedback:

 

Restoring the range was a good choice as well as lowering the "engaged" flag down to 10 seconds from 15.  This gives the traditional Snipe players more flexibility as well as giving all Snipe users more options when it comes to utilizing the power.  I would love to hear what others say about the new 10 second delay but personally I'm a fan.

 

Snipe flowed well with my ST Dom rotation too.  I can't wait to redo some of my ranged builds to incorporate Snipes as well as making room for more powers since with some builds I felt forced to take two leadership powers to make Snipe fully optimal.  I even might take it on Some Stalkers and Scrappers now!

 

I haven't tested the new Devices yet but I'm working on it!

Posted

3.  MAKE all in combat snipes fire instantly.  (Unless test has lag issues...it seems to take 2 seconds to activate?  On live it 'feel's instant.)

 

Could you tell us what blast set you are using? I just got on the test server and with fire blast, instant blazing bolt fires for me precisely as quickly as it does on live. If animation times actually are slower, that's an issue, but I'm not seeing it myself.

 

Hello Mecha.

 

Blast set I'm using is En/En blaster. 

 

Yeah.  Dunno.  I heard someone talk somewhere about server variance on power activation re: snipe.  Thought nothing of it.  Till I had a closer look.  I 'felt' there was slight variance on test vs live.  (My imagination?)  It could be up to 2 seconds longer on test.  Like the in/out of combat was getting mixed up?  *shrugs.  Perhaps somebody else can replicate it?

 

I've tried to go back and forth a bit to live and test to see if my 'resistance' to change is colouring my vision.

 

I think the biggest dark cloud for me is the recharge.  It just mucks up how I feel about the democratisation of the auto-snipe.  (Though I ahve managed to get the 'auto' feature with 'just' 3 SOs in Tactics...no IOs...I can use the auto snipe at least 3 times in a minute wihtout hasten and far more with hasten.)

 

It 'seems' less exciting waiting 6.2/3 secs vs 5 seconds.  and without hasten, 9 vs just over 7 seconds.  Hard to believe a few seconds makes all the difference.  But the original devs tested these numbers.

 

I DO like the idea of 'auto' (I groaned at the idea of needing an £8 million kismet special IO to get auto feature.) snipe democratisation.  Like I said,  I had to ask around how to use this.  Which isn't in the spirit of 'pick up and play.'

I DO like the idea of trimming the initial activation of a 'loooong' wind up for everrrrrrry snipe.  It's 'a bit' quicker.  For sure.

I DO like the SNIPE (bit of fun!) when you've torpedo'd a Nemesis or some such mob.

I DO like the dollop of up front damage for the 1st 'out of combat' hit.  It 'makes sense.'

 

But...

 

I DON'T like losing Range (yes, I know they've fixed that crazyyy(!) idea.) for what is a snipe specialism.

I DON'T like losing the insanely(!) good and fun recharge.  7.2-ish without and '5 seconds' with hasten?  (x2 recharge SO in Snipe and 3 slot SO in Hasten)  Far, far smoother.

I DON'T, now, like losing that link to AIM/BU and PB (for en' en blasters, you get a nice 'to hit bonus' for 15 sec...) as it creates a nice sense of 'intelligent' play like the orange circles you get for combos in dual blades.  Is there any way to keep this, perhaps even bypassing recharge using these features?

 

 

I don't like the idea of leadership tactics being 'redundant' and the link to aim/bu and P boost now 'lost.'  The game management of mashing buttons isn't quite as fun.  Oh.  I said that above. :P

 

Azrael.

Posted

Sounds promising, no longer a net nerf to /devices and a buff to others, in fact /devices is doing well out of the deal

 

To iterate where I start on progressive development Im happy to have things thrown up on live to see what happens as you can never get a whole picture on a test server. Adapt and progress.

Posted

My Snipe feedback:

 

Restoring the range was a good choice as well as lowering the delay to 10 seconds.  This gives the traditional Snipe players more flexibility as well as giving all Snipe users more options when it comes to utilizing the power.  I would love to hear what others say about the new 10 second delay but personally I'm a fan.

 

Snipe flowed well with my ST Dom rotation too.  I can't wait to redo some of my ranged builds to incorporate Snipes as well as making room for more powers since with some builds I felt forced to take two leadership powers to make Snipe fully optimal.  I even might take it on Some Stalkers and Scrappers now!

 

I haven't tested the new Devices yet but I'm working on it!

 

The ten second delay?  (What, you LIKE the increased recharge time? from 12 to 15 seconds?)

 

*rubs chin, thoughtfully.

 

Azrael.

Posted

Sounds promising, no longer a net nerf to /devices and a buff to others, in fact /devices is doing well out of the deal

 

To iterate where I start on progressive development Im happy to have things thrown up on live to see what happens as you can never get a whole picture on a test server. Adapt and progress.

 

I never tried Assault Rifle and Devices.

 

It always looked a brilliant and thoughtful set.

 

Though my duo-buddy always felt he didn't do enough damage.  I dunno...it always looked fun between the time bombs, trip mines, snipes and flame throwers....and...grreat explosions...!  A thoughtful set?

 

Azrael.

Posted

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.

Posted

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.

 

Amen.

 

Azrael.

Posted

First, the WIP counterers?  I'm all in, love the idea, but as expected, feels like a "Mod", not a core feature.  Paragon/Cryptic had a good idea with shrinking and darkening the button and it then having it grow as then light up, but it did not to a great job in exactness.  "It is ready yet?  looks full.  Why isn't it ready yet?  How long will this take?"  were often questions I thought while playing.  The Counters take all that out and I'm more able to time my stuff.  Now I know, at a glance.  Thank you.  Any way to polish it up in the UI?

 

On to the Snipe...

 

I'm not a numbers guy.  I prefer a feel.  I played around on a clone of my old Live Blaster (Elec3 blaster, was near max incarnate on live, only level 12 on HC.  What can I say, I'm planning to level him, but I'm more into my Controller atm)

 

I used Zapp alot in live, never left my build from Launch, through several respecs.  One of my favorite powers.  I loved that I could 1-shot lts as an opener.  Bang, kill the Lt.  Toss in a LB as I run in to PS+SC, goodbye Endurance sucker, Shocking Grasp+Cage to hold the Boss, few blasts and some melee to take out the remaining Minions, couple more punches and blasts to bring down the Boss, and end it with that charged up Zapp at the end, while he is stuck in the cage still, watching me, knowing he is helpless, and Boom, dead boss.  That was solo obviously, but I loved it.  In groups, I enjoyed running in and shutting down the whole mob, sniping the runners (or better, caging the runners, then snipping them... I dunno, Cage then Zapp was a fav combo of mine.)  So when I read about the Snipe I was worried about losing that "feel".

 

So I jumped on Test, just a few SOs, did not go nuts building a God. 

 

I love in initial hit of Snipe, feels better then I remember.  (love the "Snipe" tag, lol)  It's a little faster, hits as hard as it was always billed to do (and more then on live).  No complaints.

 

Keeping the range while in combat was appriciated.  Zapp is not Zapp without it's range.  As a blaster, this one attack, I need to not have to worry if it will hit or not.  It's aimed, Takes time, Big charge up, amped with Aim and BU.  It should never miss, and it should not be ranged out.  (unless you are being silly at the extremes, but in "normal" play, I should not have to worry about whether or not a target is in range).

 

In Combat, I did not notice any difference.  I still had the charge up time (maybe it felt shorter?), even if the Instant circle was up.  Felt fine.  The In combat fell off quickly enough that it did not get in the way of being able to use Zapp OOC again, when the time was "right" which was my biggest worry.  Nothing would frustraite me more then wanting to set up a Snipe on a new target in a new group and being blocked by a static IC counter.  It needs to fall off in a reasonable and worry free time after one combat ends and I'm about to start another.  The timers seem to be in a place where I feel okay.  I'm concerned about a static IC timer in conjunction with much faster recharge rates however

 

In concept, I'm good with a mechanic that turns my snipe into a 3th ranged ST attack.  CB quick and moderate, LB high but slower, Zapp extreme and slower still.  Fits a needed niche.  CB>LB>CB>Zapp>Cb>LB>CB>Zapp feels solid.  Just as long as the mechanic that makes that work, does not get in the way of doing a real snipe when I want to.

 

On a side note... Manditory pool powers to make a power work was a bad idea then, and a bad idea still.  This is why the Fitness Pool got baked in.  Every body took Fitness to get Stamina.  Everybody.  That is 3 powers off of every build.  So they baked them in.  Wise move.  Noticing a needed gap and building in a fix (making snipe instant in combat as a ranged ST DPA filler was a good idea), but then locking it behind needing a Pool Power like Tactics (2 power invested) or a Patron Power Pool with Mind Link, or an IO like Kismet, etc. is just bad design.  No Core function should be locked behind IOs or Pool Powers.  Ever.  (Find another way to delay instant snipe it till mid levels).  So I completely agree with the HC team working this problem.  Thank you. 

Posted

On a side note... Manditory pool powers to make a power work was a bad idea then, and a bad idea still.  This is why the Fitness got baked in.  Every body took Fitness to get Stamina.  Everybody.  That is 3 powers off of every build.  So they baked them in.  Wise move.  Noticing a needed gap and building in a fix (making snipe instant in combat as a ranged ST DPA filler was a good idea), but then locking it behind needing a Pool Power like Tactics (2 power invested) or a Patron Power Pool with Mind Link, or an IO like Kismet, etc. is just bad design.  No Core function should be locked behind IOs or Pool Powers.  Ever.  (Find another way to delay instant snipe it till mid levels).  So I completely agree with the HC team working this problem.  Thank you.

 

I'd like to add to this that a design which requires Blasters - by design one of the most selfish ATs in the game, at character creation they have a "Support" rating of 2/10 - to take a team support pool power, in which they have a measly 0.7 scalar, to make one of their primary powers function properly in combat is a bad design concept for the Blaster AT.  It's a design that makes more sense for Defenders, absolutely.  But not for Blasters.

Global: @Reiska, both here and back on live.

I was Erika Shimomura and Nagare Yuki on Virtue during the Live era.

Now I play on Everlasting. 🙂

Posted

The Bad.

 

1.  It doesn't feel 'instant' ironically. 

2.  It seems to play slower.

 

you have mentioned this a few times, im not sure what you are referring to.  it feels exactly the same.  there is no delay.  I get 100 ping on indom server and 120 ping on justin.  maybe you are much further away and have 200++ ping on justin??

 

that said, im all for beta version of snipes although it does feel like its cheapening choices.  i'll eat the 3 seconds of recharge i guess.  not a big deal.  the range was the bigger issue for me initially.  the 10 second window instead of 15 feels more intuitive as well.  i wouldnt often want to open with snipe (mostly because i use soul drain) but its a more realistic gap for the standard gameplay in city of heroes, and i can still fit it in sometimes if i wanted to.

 

i just want to remind everyone slotting out tactics to have perma instant snipe was/is NOT MANDATORY.  it was an OPTION.  especially for blasters that can rotate aim and build up, this is less of an issue than people make it out to be.  if you WANTED perma instant snipe you had to pay the price.  just like if i want higher smash/lethal resistances, i would dive into the fighting power pool and pick up tough.  Nobody seems to care that hasten is essentially mandatory across the board for any sane person and is a dead-end power pool (unless you want to pick up super speed for stealth purposes).  I'm NOT advocating hasten become a baseline power like the fitness tree either nor am i advocating any nerfs to hasten.  I'll also remind people, most high end builds will pick up maneuvers from leadership anyways because it is an easy way to get defense and a slot for luck of the gambler global recharge.  will people ONLY dump tactics or will they ALSO dump maneuvers?  i kind of doubt the latter.  a lot of people also love having vengeance.

Posted

Sounds promising, no longer a net nerf to /devices and a buff to others, in fact /devices is doing well out of the deal

 

Two tiny steps forward and a giant leap backwards isn't doing well.

Posted

I'm not good with detailed specifics and crunchy numbers, so maybe I'm not the best beta tester, but after reading about this I wanted to try it out for myself.

 

I rolled up an archery/devices blaster.  I don't have one leveled up on live currently, but I did back in the old days.  Leveled this one up to 25, loaded up with SOs, and hit Talos Island for some street sweeping and a Tip mission.  It felt off not getting the insta-snipe instantly upon clicking Aim, which is what I do on live when I want to snipe, whether from a distance or up close.  Logged out with a feeling of vague discontent.  Which I'm sure is very helpful feedback. 

 

Next, I recreated my highest level live character, a level 32 electric/martial blaster, and tried playing him.  Same deal -- some street sweeping, then a Tip mission.  Totally subjective and unscientific impressions:  Ugh.  This just feels off, somehow.  Feels like Aim is pointless.  Sure, the insta-snipe was up more often when I was in a fight, but in a weird way it was more of a distraction than anything else, since trying to use it at every opportunity kind of threw me off my rhythm.  Or something, I don't know.  I guess I really don't see the point of the changes.

 

Anyway.  I much prefer the way it is on live.  Maybe just because that's what I'm used to. 

  • Developer
Posted

Blast set I'm using is En/En blaster. 

 

Yeah.  Dunno.  I heard someone talk somewhere about server variance on power activation re: snipe.  Thought nothing of it.  Till I had a closer look.  I 'felt' there was slight variance on test vs live.  (My imagination?)  It could be up to 2 seconds longer on test.  Like the in/out of combat was getting mixed up?  *shrugs.  Perhaps somebody else can replicate it?

 

I may be able to explain what you are perceiving as "slower."

 

The cast time for Sniper Blast has not changed, it still is 1.33 seconds. However, if executed in fast mode, it would just shoot at frame zero, then a few frames later it would execute the arm movement, and stay there, slowly waiting to lower the hand for about 1.33 seconds. Basically, the entire FX and animation were all out of sync.

 

The animation for all the 1.33 second snipes was altered so that now you lift your arm, point, and at frame 17 the shot is fired, then much quicker, but without skipping frames, the arm is lowered in place.

 

The game internally runs at 30 frames per second, so 17th frame would be 0.567 seconds into the attack. That may give you a sense that things slowed down, but it also means you now spend less time after the shot rooted doing nothing.

 

I understand that this may be a bit disorienting, but almost none of the interruptible sequencers were designed with the elimination of the interrupt window in mind. Only ones I think actually did OK were Blazing Bolt and Ranged Shot. Assault rifle was given a whole different animation in fast-mode, and this became way too apparent when the default animation at character creation was changed to display the fast version.

 

Rest assured this does not change the DPA of the fast snipes.

 

image.png.92a3b58fceeba87311219011193ecb00.png

 

Posted

I rolled up an archery/devices blaster.  I don't have one leveled up on live currently, but I did back in the old days.  Leveled this one up to 25, loaded up with SOs, and hit Talos Island for some street sweeping and a Tip mission.  It felt off not getting the insta-snipe instantly upon clicking Aim, which is what I do on live when I want to snipe, whether from a distance or up close.  Logged out with a feeling of vague discontent.  Which I'm sure is very helpful feedback. 

 

Next, I recreated my highest level live character, a level 32 electric/martial blaster, and tried playing him.  Same deal -- some street sweeping, then a Tip mission.  Totally subjective and unscientific impressions:  Ugh.  This just feels off, somehow.  Feels like Aim is pointless.

 

In one hand, this is easily solvable by making Aim and Build Up trigger the "in combat" flag.

 

On the other, if you use Aim+BU with a slow snipe it really should hit like a truck. While the Aim text says it "slightly" increases damage, it actually increases damage by +62.5%, which is definitely not "slightly".

 

Question is, do you ever use the slow snipe? If not, try the Fast Snipe proc in there and see how that "feels". And remember that Aim is not just ToHit.

Posted

I'm not good with detailed specifics and crunchy numbers, so maybe I'm not the best beta tester, but after reading about this I wanted to try it out for myself.

 

I rolled up an archery/devices blaster.  I don't have one leveled up on live currently, but I did back in the old days.  Leveled this one up to 25, loaded up with SOs, and hit Talos Island for some street sweeping and a Tip mission.  It felt off not getting the insta-snipe instantly upon clicking Aim, which is what I do on live when I want to snipe, whether from a distance or up close.  Logged out with a feeling of vague discontent.  Which I'm sure is very helpful feedback. 

 

Next, I recreated my highest level live character, a level 32 electric/martial blaster, and tried playing him.  Same deal -- some street sweeping, then a Tip mission.  Totally subjective and unscientific impressions:  Ugh.  This just feels off, somehow.  Feels like Aim is pointless.  Sure, the insta-snipe was up more often when I was in a fight, but in a weird way it was more of a distraction than anything else, since trying to use it at every opportunity kind of threw me off my rhythm.  Or something, I don't know.  I guess I really don't see the point of the changes.

 

Anyway.  I much prefer the way it is on live.  Maybe just because that's what I'm used to.

 

you can have it always be instant snipe by paying a tax of 1 slot and a 10 million+ pvp IO.  but hey thats cheaper than picking up tactics and slotting it up.

Posted

Blast set I'm using is En/En blaster. 

 

Yeah.  Dunno.  I heard someone talk somewhere about server variance on power activation re: snipe.  Thought nothing of it.  Till I had a closer look.  I 'felt' there was slight variance on test vs live.  (My imagination?)  It could be up to 2 seconds longer on test.  Like the in/out of combat was getting mixed up?  *shrugs.  Perhaps somebody else can replicate it?

 

I may be able to explain what you are perceiving as "slower."

 

The cast time for Sniper Blast has not changed, it still is 1.33 seconds. However, if executed in fast mode, it would just shoot at frame zero, then a few frames later it would execute the arm movement, and stay there, slowly waiting to lower the hand for about 1.33 seconds. Basically, the entire FX and animation were all out of sync.

 

The animation for all the 1.33 second snipes was altered so that now you lift your arm, point, and at frame 17 the shot is fired, then much quicker, but without skipping frames, the arm is lowered in place.

 

The game internally runs at 30 frames per second, so 17th frame would be 0.567 seconds into the attack. That may give you a sense that things slowed down, but it also means you now spend less time after the shot rooted doing nothing.

 

I understand that this may be a bit disorienting, but almost none of the interruptible sequencers were designed with the elimination of the interrupt window in mind. Only ones I think actually did OK were Blazing Bolt and Ranged Shot. Assault rifle was given a whole different animation in fast-mode, and this became way too apparent when the default animation at character creation was changed to display the fast version.

 

Rest assured this does not change the DPA of the fast snipes.

 

Ty for the explanation. ;)

 

Azrael.

Posted

My Devices Feedback:

 

Toxic Web Grenade: I've always felt like Devices needed a dmg immob so this is a welcome change.  I'm also a sucker for Toxic damage. 

 

High Voltage Taser: This is an amazing power now so much so that I can see this added into a rotation with certain builds. 

 

Targeting Drone:The added +recharge of this power alone compensates for the Snipe changes and helps builds focus on other goals besides max recharge.

 

Time Bomb: I'm one of the very few that used this power on my Traps toons.  I often would use Trip Mine or Time Bomb on a fast moving team so I welcome the change made to this power BUT I thought I remembered Time Bomb feeling more like a Nuke.  Losing it's Defiance Values I feel is a bit much BUT this is a version of Time Bomb that most may not skip.  I'll have to do more testing with Time Bomb especially since I haven't played a /Traps toon in I don't know what?  7 years lol.

Posted

I rolled up an archery/devices blaster.  I don't have one leveled up on live currently, but I did back in the old days.  Leveled this one up to 25, loaded up with SOs, and hit Talos Island for some street sweeping and a Tip mission.  It felt off not getting the insta-snipe instantly upon clicking Aim, which is what I do on live when I want to snipe, whether from a distance or up close.  Logged out with a feeling of vague discontent.  Which I'm sure is very helpful feedback. 

 

Next, I recreated my highest level live character, a level 32 electric/martial blaster, and tried playing him.  Same deal -- some street sweeping, then a Tip mission.  Totally subjective and unscientific impressions:  Ugh.  This just feels off, somehow.  Feels like Aim is pointless.

 

In one hand, this is easily solvable by making Aim and Build Up trigger the "in combat" flag.

 

On the other, if you use Aim+BU with a slow snipe it really should hit like a truck. While the Aim text says it "slightly" increases damage, it actually increases damage by +62.5%, which is definitely not "slightly".

 

Question is, do you ever use the slow snipe? If not, try the Fast Snipe proc in there and see how that "feels". And remember that Aim is not just ToHit.

 

Thanks for the response to the posters above.

 

I'd like AIM and BUILD UP to trigger the in combat tag.  I think that's a good idea.  (Also, I'd like en/en blaster to keep the Power Boost to trigger the in-combat tag).  I think this is a good idea, Leandro.  (You keep the auto-tag 'warning' for snipe for those that don't choose AIM and BU...but those that select those powers, you can 'trigger' the in combat tag 'outside' of the combat range.  I guess I'm used to using my snipe now with AIM/BU or PB and 'AIM inspires' so I have plenty of choice to trigger.  It now 'feels' odd not to have the 'snipe' circle trigger on test when I hit aim/bu or PB.)

 

Ofc.  In addition.  Your 2nd point.  AIM+BU used together (I don't tend to because I've spread their use out to 'trigger' the circle of snipe....but now I wouldn't have to...as is on test.  But yes, AIM+BU should 'hit like a truck' (no chance of having that writing appear above the mob's head when you use that combo? :P )

 

My 3rd point.  I think the 'main' thing or issue I have, other than being able to manually trigger the 'circle of doom' snipe is the recharge time.  It's definitely lost the 'zip' and punchiness of combos in the attack chain.  So, you 'insta-cast' to wait 'longer'.  15 seconds definitely feels wayyyy longer than 12.  9 seconds with x2 recharge SOs feels a lot longer than 7-ish seconds.  With hasten?  6.3 to 7 secs feels longer than 5-ish.  Just 'feels' off.  It was alot 'smoother' and 'felt' better.  It may only be 3 seconds unslotted difference to 2 seconds slotted for two and 1-ish for slotted and WITH hasten.  But I can 'feel' that difference.  In blaster terms?  It's 'lost' something.  It's the biggest obvious downer outside of range.  i24 beta's snipe times gelled together the snipe with the other aspects of the powers and a hollistic whole.  I can snipe-nova, I can snipe torrent, bone-smasher snipe...so many combos...because the wait time isn't epochal.

 

I think that and the 'manual' trigger with AIM/BU/PBoost are my main issues with it.  The recharge just slowed everything down (in my 'feel' experience.)  The idea of democratizing auto-snipe (or other powers that have been behind the IO wall) was something I'd advocate.  (I never was much of an IO-er.  But for those that want to optimise their builds, it's there.)  But the snipe is a great feature.  Having to 'IO' it or pay £10 million for it seems off.  For me, the penalty of choosing Tactics to get it and 3 slot to perma it would be fine.  But I take on board the argument above, that Stamina...everybody took it.  They baked it in.  I can see why.  It made 'non-stamina' builds (which i did a few times...) a thing of the past.  Getting tactics and assault on Homecoming was a revelation.  A bonus to damage and accuracy without having to slot everything double acc.  It's saved loads of slots.  As having perma energize has freed up a zillion end reduction slots on my En/En Blaster.  Revelation.  So, I can accept to have 'auto snipe' out of the box.

 

Perhaps it should be that ONLY defenders or doms have to have Leadership to increase their damage output in comparison to specialist blasters.  (I took Assault on my Domi to increase the so-so' tappy damage...and acc to aid my control powers...)  I would have had them need to take leadership to get the auto-snipe too.  But that's with my blaster hat on.  With my def/domi' hat on, I might not say that. :P

 

Regards,

 

Azrael.

 

PS.  I have used the 'longer' snipe many times out of combat.  It's certainly quicker to activate than the 'old' snipe.  And it does hit harder and it DOES 'feel'(!) more satisfying with the 'SNIPE!' above the poor miscreant's head.  Top marks on that one.  Good humored but in keeping with the 'spirit' of the game.

Posted

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.

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.

Posted

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.

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.

Posted

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.

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.

 

Too bad the game isn't balanced around IOs.

Posted

I rolled up an archery/devices blaster.  I don't have one leveled up on live currently, but I did back in the old days.  Leveled this one up to 25, loaded up with SOs, and hit Talos Island for some street sweeping and a Tip mission.  It felt off not getting the insta-snipe instantly upon clicking Aim, which is what I do on live when I want to snipe, whether from a distance or up close.  Logged out with a feeling of vague discontent.  Which I'm sure is very helpful feedback. 

 

Next, I recreated my highest level live character, a level 32 electric/martial blaster, and tried playing him.  Same deal -- some street sweeping, then a Tip mission.  Totally subjective and unscientific impressions:  Ugh.  This just feels off, somehow.  Feels like Aim is pointless.

 

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.

Posted

I think they're open to ideas.

 

1.  It's easy to have the 'auto' trigger feature AND keep AIM/BU and PB to trigger combat (a perk to reduce your recharge times with those..?)  As a snipe blaster specialist.  Makes sense that you can 'choose' to go into that mode at any time close or far range.  Currently I can't use this without Leadership Tactics.  It's my 1st time using leadership 'properly' on a blaster to any obvious effect.  It 'felt' kinda rewarding.  'Cool' if you will.

2.  Recharge back to way it was to keep the smoothness of feel.  Other than range.  This seemed like an obvious backward step.  'Feel' is off.

3.  AIM + BU with your 'Hit Like a Truck!' for the initial out of combat range is fine.  You can still use that in combat range too?

 

Easy.

 

In addition.  I did like the idea further above that having tactics could reduce your recharge time.  If you pick an 'aiming' power than surely you'll be a quicker, more accurate shot?  Having it slot to scale with the power makes sense.  It was a sound idea.  It gives Tactics a validation beyond 'more' overall accuracy.  The more confident you are as a marksman/sniper the faster you can pull of a shot.

 

Azrael.

Posted

OMG i just spent a bunch of time writing up feed back and it logged me out while I was writing it and its all gone.

 

 

GRRR

 

Long story short. Beta snipe changes are NOT GOOD AND UNNECESSARY. make the changes into an IO set so people aren't blind sided by aggro or a love tap and suddenly lose their damage bonuses. and make better and more diverse IO sets, like an always slow casting IO instead of an always fast. Oh man this reply is completely sub-par to the one I wrote before=/

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