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AlphaBurjo

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Posts posted by AlphaBurjo

  1. I suggested, but haven't fully thought through, an optional passive buff on some bosses "If greater than X players are outside 4m range boss will deal XX% more damage and receive XX% less damage."

     

    For example Torque, set it at 4 players. Would groups rather have 2 healers at mele range or two DPS at mele range in that fight? If you'd just stack your healers I retract my suggestion.

     

    If that would work it still wouldn't change the fact that 2 rdps/2 mele > 4 mele. But at least a little better.

     

    I'd just use AP PT's, they continue 90% of their rotation outside of 4m which makes any mechanic forcing them out of melee range pretty meaningless (aka F1 Revan, strange positioning on Blaster/Master, P1 Coratanni).

     

    I forget, why did they get 30m TD back and a buff to MB range? Seems balanced amirite? :rak_02:

  2. So if I get a few Zorz guys to raid at 2am, I can claim it as an APAC kill? Even if not a single one is anywhere near Australia?

     

    Not sure if offended. Guess I'm moving in with you Milas.

     

    This Australian replaced Kesmet (may he R.I.P) for #WRLDFRST, see sig block below.

     

    TBH I skimmed the last 5 pages cause stuff that, but I put the recommendation to the last runner of the Progression Thread to add an APAC tag for *RECRUITMENT PURPOSES ONLY*

     

    If your group is made up of 1 American, 3.5 Australians, 1.5 Kiwis and 2 Jamaicans but you run during GMT6-13 (or whatever) you get a shiny yellow tag to let other people on that timezone know who is progression raiding. Simple as that.

  3. I've updated the original post to make it feel (hopefully) like a community noticeboard and not just a "I want this, make it happen". I also removed the Entrench point as I couldn't come up with a change that would be beneficial to both.

     

    The fundamental flaw in your reasoning is that you assume Snipers ought to be as mobile as Sorcerers or Mercenaries. As a class, Sniper isn't supposed to be very mobile. Target-swapping is our primary strength, and managing our mobility is the primary challenge for Marksmanship sniper.

     

    It's not meant to homogenise the classes, but bring them into line with each other. Numbers on a dummy don't matter, but how well that number transfers into a raid scenario/arena. It's almost as if the devs got halfway through the thought of making Snipers more mobile by removing the cover requirement for all bar 2 abilities (Suppressive Fire/Entrench) and gave up halfway through.

     

    Entrench is hardly over-powered.

     

    60% AoE reduction for 20-23 seconds, and provides a movement speed increase that can be refreshed as long as the buff is up (NiM Brontes anyone). When atleast 60% (rough guess, someone work it out if they want) of raid damage is AoE based, and gives protection against all knockbacks and stuns, how is that not overpowered. Then add onto that a Shield Probe (with +30% from the Utility), Ballistic Dampners and a passive 6% DR while in cover with another utility. Snipers take 0 damage in raids.

     

    Also, it's not fair to complain about mobility while completely dismissing one of the primary utilities designed to improve mobile DPS: Calculated Pursuit.

     

    It's not about how strong/weak that utility is, it's the strength of the other utilities in it's group that make it not worth picking up.

     

    Overall, I don't agree with any of your ideas as they would homogenize all the classes more than they need to be. The issue I see right now is that class balance is pretty bad as it's a new expansion and there are many problems involving many different disciplines. It's best if each discipline and/or class keeps a distinct flavor to it and your suggestions would reduce this significantly. Beyond that, the Sharpshooter/Marksman discipline is not nearly as bad off as you are making it in your post. I'm going to through your 3 main points.

     

    It wasn't intended to make MM look bad, it performs fine at the moment in almost every fight (struggles in Blaster/Master and Revan). I'm not asking for Snipers to be brought up to the mobility of Mercs/Sorcs (they received at a minimum of two ways to increase movement), I'm just looking for something more than a utility that offers nothing to the spec other than "it does more damage than rifle shots". MM Snipers got left in the cold with the Discipline update other than the small QoL change of putting an armour debuff on an ability replace.

     

    3) This one doesn't matter much to me, but changing Sharpshooter so you don't have to re-apply Vital Shot/Corrosive Dart just makes the rotation even simpler than it already is and I don't see much of a benefit. The fact that re-applying it after it ends each time increases our damage, but puts us into an energy deficit is a good thing as it allows players to push harder when the time comes for DPS checks.

     

    I would rather the rotation be harder than just the correct management of 1 dot that outside of providing a raid debuff gives nothing but a very minor DPS gain.

     

    TLDR: There is a distinct difference in how you define mobility in pve and pvp

     

    That's what I'm hopefully going to turn the thread into. I haven't PvP'd on a Sniper since Conqueror was Ranked comms so I'm well out of the loop of what life is like for a PvP Sniper, so hopefully those that are can post constructive feedback on PvE *OR* PvP issues.

  4. It's not harsh they are fair points.

     

    My thinking for Engineering Mobility is from a PvE point and the amount of abilities they can use that still function for the rotation (2 dots, Plasma Probe, Discharge, Frag Nade to maintain railgun dot) which in terms on GCDs is more than Vir and MM.

     

    The DoT refresh is more of a QoL thing, extended fights cause for repeated casts of a fairly energy heavy ability where other classes (previously mentioned PT, as well as Affliction for Sorcs) don't have that issue and effectively cut a GCD out of the rotation if they have 100% uptime.

     

    I'll be at work for the next 12 hours so I won't be able to edit the original post until then but I'll almost completely redesign it with PvP in mind. The utility issue is a huge point like you pointed out so I'll reply to that when I get back. If you or anyone else have ideas feel free to keep posting them and I'll update when I can.

  5. I agree, my thinking was to get the PvE side in agreement for possible changes and then work on what that would mean for the class as a whole. Maybe I should approach this better.

     

    I'll work on the different points at work and repost them with PvP in mind. Although the Entrench point is me being selfish in an attempt to cheese mechanics on some fights. What are your thoughts on the other two points?

  6. In an attempt to promote discussion on the state of Snipers as a whole I decided to make this thread to address any issues with the class, and talk about any changes that can benefit them in the long term. I've listed a few idea below where I feel Snipers should go (admittedly in a PvE thinking) but feel free to raise any PvE/PvP points.

     

    Mobility Issue:

     

    A major problem with Sniper DPS this tier is the large amount of movement required on the more difficult fights (which is not a bad thing) but with the introduction of the utility system Mercs and Sorcs have extra tools to maintain their DPS while being on the move.

     

    As an example, the three previous “stationary” specs of the previous expansion were Arsenal, Lightning and Marksmanship. With fundamental changes to the spec and certain utilities, Arsenal and Lightning can do a large amount of abilities on the move while only slightly dampening their DPS.

     

    A previous issue of channelled DPS abilites (Unload, Cull, Series of Shots) was that as soon as you had to break the cast the ability went on cooldown, still took a large chunk of your resource, and caused a noticeable dive in DPS. The way resource is taken over time for the 3 listed abilities above has fixed the resource issue; however the Blazing Bolts/Unload utility has lessened if not removed the impact of the ability going on cooldown for Mercs, but Snipers are still crippled by it.

     

    Potential Fix:

    Giving a Heroic Utility that allows Penetrating Blasts and Series of Shots to be used on the move would be a good way to increase the mobility of all three specs without breaking the DPS balance of the class. Marksman is the least mobile of the specs so putting a core rotational ability on the move wouldn't be game breaking, Series of Shots is now a smaller part of the Virulence rotation but will allow for more options on the move than reapplying DoTs or using any Takedown procs. Engineering is arguably the most mobile spec so it wouldn't get as much from it, but provides another option.

     

    There is also a draw back for this. Most prominent is that you lose the defensives granted by being in cover (ability knockback, no longer immune to interrupts etc) but also for Marksman Snipers the loss of the +1 energy a second while not in cover. Personally I feel like this is a good trade off to allow the cast on the move.

     

    The best way I can see to fit this into the current Utilities is to combine Evacuate and Imperial Demarcation and keep it in Masterful and have the new utility in Heroic.

     

    Dot Maintenance:

     

    A new mechanic introduced in 3.0 to some specs was X ability refreshing the duration of Y DoT (Eg Rail Shot refreshing the Gut DoT for AP Pyrotechs). The same thing feels necessary for Marksman Snipers and Corrosive Dart. I would have to open this to suggestions but I feel having the DoT refresh tied to Ambush would be a balanced approach to bringing in the mechanic for Marksman Snipers.

     

    Feel free to discuss anything I've put in the post, either here on in game. I'm on Harbinger the guilds in my forum sig, /who either and look for the name with ay', it will be me.

  7. God I hate you Shulk. Why must you give me another Sniper to compete against.

     

    I guess it's nice to have some sort of competition considering how bad Krayt is. Welcome back :D

  8. When did they change it from 1.5 to 2 secs? I had no problems kiting pre-2.10, but last night was killed be deadly slash more then all attemps pre-2.10 combine. Jumping wasn't working for me either, unless you have to land for the trick to work cause i was knocked backwards alot while i was in the air. Never bothered to look at the cast time before last night cause it was never an issue. It's also possible last night's fail was due to The Harbinger giveing multiple people in the group massive lag spikes, though none occured while we were on council.

     

    I've been hit a couple times middair while jumping, seems the 100% way is to land. Although its pretty funny being 0.00m on the boss and being knocked directly up.

     

    The change back to 1.5 seconds isn't really even worth thinking about. Get out of the cleave, repeat til dead. My baseline ping is 220-250 and I've streamed on 300-350 and still kited so I would be looking at the player not the mechanic if anything goes wrong.

  9. So we want to discredit people, with an already dwindling Nightmare capable playerbase, for finding someone that can fill in on the last week of non-nerfed content. Would you rather them just not raid at all or get them to move a toon into their guild for the day just for the purposes of this thread?

     

    Anyway gratz to Epic on the kill, fingers crossed for another kill before 2.10.

  10. Re: how fast the burst happens in 16m (gunslinger takes more than 85% hp in a gcd, nothing buffed)

    http://www.twitch.tv/m_o_s_e_s/c/4662980

     

    Only slightly relevant, but I can't get enough of watching mung get pooped on.

     

    You don't bring 5 healers because the outgoing dtps is too high in general, you do it so you can top people off super fast to keep people from getting burst down like that. I wouldn't expect people who have never done the fight to realize that because it's not something you see just from watching kill vids.

     

    I guess 10 energy is more important than Ballistic Dampers, in Baird's case anyway. Kinda hard to back up "there is to much burst" when you don't pick up defensive talents.

     

    I understand your point though, if it was a Sage they would be just as wrecked. Although what I want to know is why Baird only went to 70% after TB and Smash, yet Mung gets insta gibbed from 85% with just an extra ~10k dmg from Shock. The wonders of this ****** fight.

  11. Timing is the same as in 8m and is simply a matter of RNG that a player can catch a combo.

     

    There's no timestamps because that was just pulled out of separate events from the same log and put together to illustrate damage difference.

     

     

    I'm sorry...what? 1. How can there be no timestamps when pulled out of a log and 2. My point was addressing the frequency of the damage on a single player, not the amount. If it all happens in the space of a GCD I would agree with you, but if not I blame your healers for not keeping up. Your list shows nothing to answer that, so that's why I asked.

     

    In the five logs I have uploaded of kiting on my Sniper, I could only find one instance where I got Shock/TB'd/Smashed within 3 seconds of each other. Every other time it was 10+. Can't really compare the damage values because Snipers #OP and all that but I can't see how using that combo as a reason for wipes is a good excuse.

     

     

    Edit: Just remembered I kited on my PT last week.

     

    Max Hits:

    Thundering Blast - 13733

    Smash - 7372

    Shock - 1662

     

    So give or take 7k on the combo. If double the healers can't handle an extra 7k damage (plus the extra damage from Smash and however many targets TB hits) then I just don't know.

  12. Dread Master Tyrans's Thundering Blast hits Hotwired for 16355 energy damage, causing 16355 threat.

    Dread Master Tyrans's Shock hits Hotwired for 2474 energy damage, causing 2474 threat.

    Dread Master Tyrans's Shock hits Hotwired for 2474 energy damage, causing 2474 threat.

    Dread Master Tyrans's Shock hits Hotwired for 2474 energy damage, causing 2474 threat.

    Dread Master Tyrans's Shock hits Hotwired for 2474 energy damage, causing 2474 threat.

    Dread Master Raptus's Smash hits Hotwired for 8321 kinetic damage, causing 8321 threat.

     

    That's 34572 damage on a commando with heavy armour who has a little over 41khp

     

    Can we get a time period for that, because at the moment it shows absolutely nothing. If it was 34k in 1 second, sure that's hard to heal but if that is an extended time period I'd be looking at healers.

     

    Hey man

     

    I was wondering why Here there are like 7-8 people at 75% and the boss is at 34% with BT. Here there are 2 people under 75% and none dead with no use of BT and boss is at 32%

     

    I really didn't wanna mention the lack of knowledge the player has that he was getting a KB and didn't use kolto/energy shield.

     

    Also Here Looks fine why are people crying? Here is more or less the same thing just different %'s and outcomes. Can you explain to me what the difference is?

     

    I think its RNG spike no such thing as player ability I mean look Here and Here

     

    JUST UNLUCKY RNG GOT THE ONE SORC YA HURR?

     

    the NGE 8M squad should come compete in NM 3.8 content show us how to do itttttttttttt:rolleyes:

     

    I give Milas paint skills 9.5/10

  13. Yes we lost a day, but EVERYONE on this server lost the same amount of time. Its a short week for everyone.

     

    I don't think you can compare the same amount of time when it was 6-9pm for APAC players but like 5(?)am for US. It was during our prime time, not theirs.

     

    Nothing is going to happen to compensate us anyway, been years since they last did that. Like 1.4?

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