Great post by Angel, which are my thoughts but not able to articulate
Really appreciate how much time and effort Paowee spend to support the Sniper/Slinger community. Also, we have a great collection of level headed people in here. Kudos to you all!
Thanks Svii, and of course always big thanks to Paowee.
If the CD is 3min I want a One Shot One Kill Mentality out of it. Some things I would prefer with it:
- 100% Armor Pen. There will be a KB included in the shot like MM. Range of KB to be determined.
- I want the shot to pass through and hit another Player/NPC. Max it will Pen through is 3 players with the first being 100%DMG, 2nd 50% DMG, 3rd 25%. DMG can be an Auto Crit of course.
- If the player is below 25% HP then the 1st player/NPC it hits is an auto Kill.
- Have to be out of Combat to use. This is to "Zero the scope, Aim and Setup" kinda like the animation as is now.
- Lastly, leave as is. Or possibly make Lazed Snipe and Target Acquired work hand in hand somehow.
9/10 for creativity, but needs more instant cast, double ticking Orbital Strikes.
Having Laze Target and Target Acquired working directly off of each other sounds interesting, but could limit the versatility of each ability. Plus, they already can work with one another since the armor pen bonus from Target Acquired does benefit a lazed Snipe. However, I agree that if the cooldown is three minutes or longer it better be something ridiculously awesome, like we could shoot our mainhand and throw our blade/off-hand blaster at the enemy to have it do internal damage then have the blade/off-hand regenerate in our hand. If you played Borderlands 2, think of Tediore weapon reloads.
If you guys are really going to start a thread about player suggestions for Laze Target (those that do not agree with what BW proposed) can i get a deadline for it? Initially i'd submit mine next week and i think if you guys are going to do this, submitting it alongside this "thread" would be the best way to go at it so the devs can look em through side by side.
To be honest i think it would be cool to see change(s) to a class brought about by something other than noise and flaming (looks at sorcerer forums). i wonder how it would've been like if snipers were the underdogs in this game (in pve)
EDIT: I started a new thread for Angels outside http://www.swtor.com/community/showthread.php?t=675601
The only way something ever gets done is with a due date, so I'd agree to this. Submitting these two together would be cool too! I'd recommend the date be next Friday, I'll be unavailable all this weekend due to PAX Prime so I won't be much help until after Monday.
Thanks for starting up the thread, I reserved a few spots for organizational use. I'll work on them and update you when they're done.
EDIT: Replied to B-Dick
Sniper sustain with perfect play is about where it should be. It's not the absolute best, all things considered, but snipers are solid. I wouldn't mind small increases, but nor would I ask for them, and I don't see the devs *purposefully* working to add sustain.
I would like Sniper class changes changes to add more flexibility. More ways to play a Sniper that still come within 2-3% of the perfect rotation. This is exactly what Laze lacks: it's only useful in one spec in one kind of content. Snipe is simply too expensive for too small a damage gain versus free attacks to spend energy on it, unless you get MM energy boosts and PvE set bonus.
Extra burst is another thing Snipers need. Despite probably being meant to be a 'bursty' class, today Sniper burst has trouble coming close to not only Marauders, but even Juggs, a class that remains a potent off-tank even in DPS spec.
We're on the same page, I agree with basically everything above. I also appreciate you giving me the PvP perspective, I only PvP in regulars in the off-time so my experience in that environment is low.
The same as proposed - have it affect Ambush, SoS, EP, TD or Cull.
I see these changes as complementary. The reason is that an auto-crit will already ignore some defenses, enough for PvE, it just needs to ignore the defense relevant in PvP, and that is guard. So it won't make Snipers parse higher by any measurable amount.
And it's something I can see in the game.
"Increases the critical hit chance of your next Ambush, Series of Shots, Explosive Probe, Takedown or Cull by 100% and makes it unable to be avoided or intercepted."
It's something that can happen. It's something that will change very little in terms of averages. It simply completes the auto-crit purpose of Laze Target - making sure that your next strike hits hard - by first making sure that it hits your target at all. On a 2 or 3 minute cooldown, such assurance is really called for. The "intercepted" part affects PvP only, and again it doesn't actually change the total damage.
That's a strong write-up, and I like your view on this topic. It's a much more eloquent fix for the cooldown than what I have thought up, and it's a bit more flexible in a spec's playstyle and rotation. I'd assume that the "avoided" tag in your ability description wouldn't apply to Dodge/Evasion, Force Shroud/Resilience, or similar effects? In other words, it can't ignore defensive cooldowns that are designed to have a 100% chance of avoided a certain attack?