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Sniper Ability, Tactical Item, and Set Bonus Feedback


EricMusco

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Hey folks,

 

Ahead of PTS Phase 1.5, let's talk about what Spoils of War has in store for the Sniper! Below you will find the Snipers new ability, the set bonuses that are planned for them, and a list of their new Tactical items. You may see bonuses or tactical items which refer to ability charges. We are introducing new tech in Onslaught which will allow abilities to have multiple charges, meaning you can use them more then once (per charge) and the cooldown will simply add a charge up to the maximum.

 

Keep in mind that all of this is subject to change

 

New Ability

Holo-Locate - Activating this ability marks your current location for 10 minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. Hololocate goes on cooldown for 120 seconds when used to return to the marked location.

 

Set Bonuses

These bonuses will likely have the high end of piece requirements, such as requiring 4 or 6 pieces. The smaller piece bonuses will be more passive in nature (stat benefits, etc).

 

  • Active Reload - (4) The energy cost of Takedown is reduced by 3 seconds. (6) Killing an enemy within 3 seconds of damaging them with Takedown resets the cooldown of Takedown and gives you a 5% damage buff. This stacks up to 3 times and lasts 10 seconds.
  • Lazer Focus - (4) Reduces the cooldown of Target Acquired by 15 seconds and activating it restores 15 energy. (6) Laze Targets gets 3 charges and its cooldown is reduced by 15 seconds.
  • Entrenched Offense - (4) The cooldown of Entrenched is reduced by 10 seconds. (6) While Entrenched, you build stacks of Entrenched Offense, increasing damage by 1% per stack while you remain Entrenched. Stacks up to 5 times. Breaking cover or Entrench being removed removes this.
  • Reposition - (4) The cooldown of Cover Pulse is reduced by 5 seconds. (6) Evasion finishes the cooldown of Covered Escape and increases you and your allies movement speed by 50% for 6 seconds.

 

Tactical Items

This a new item slot coming in Onslaught. You can only wear one Tactical Item at a time.

 

Sniper

  • Holodefense - Hololocate increases your melee and ranged defense by 30% for 10 seconds when you return.
  • Suppression - Enemies take 10% more damage while under Suppresive Fire. Does not affect Ops bosses.
  • Tech Debt - Shatter Shot applies Tech Debt to its target. Whenever the target is healed, you will also receive a small amount of healing.
  • Orbital Heal - Orbital Strike heals allies in the area for a small amount whenever it ticks.

 

 

Marksman

  • Scattershot - Penetrating Blast does splash damage to targets around the primary target and causes your next Follow-through to deal splash damage.
  • Sniper's Ambush - Activating Covered Escape or returning to your marker with Hololocate makes your next Ambush activate instantly and deal 20% more damage.
  • Corrosive Follow-through - Corrisve Dart deals more damage and Follow-through refreshes its bleed effect on any target it damages.

 

 

Engineering

  • Blasting Caps - Cluster Bombs deal damage to all enemies around their target.
  • Explosive Trigger - Explosive Probe now only triggers from EMP Discharge and deals 50% more damage.
  • Ruthless Interrogation - Series of Shots refreshes Interrogation Probe and ticks its damage every time it hits.

 

 

Virulence

  • Poison Splash - Corrosive Grenade spreads Weakening Blast's effect. Lethal Shot does splash damage to all targets affected by Corrosive Grenade.
  • Poison Choke - Weakening Blast finishes off all your poison effects at once, dealing all their remaining damage. Weakening Blast's cooldown is increased by 6 seconds.
  • Culling Shots - Weakening Blast deals 50% more damage.

 

As a note, if you are a Gunslinger player, you can expect to see these set bonuses mirrored for you as well.

 

Let us know your thoughts! All of these will be available for testing once we kick off phase 1.5 of PTS next week.

-eric

Edited by EricMusco
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These changes as a whole look very strong. Laze target set bonus SeemsGood. Tacticals seem interesting as well. I'm curious to see how well some of the single target related tacticals (such as explosive probe detonating off of EMP and weakening blast detonating dots) change the rotation, and if such change is beneficial to DPS in the long run.
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Soooo... you guys looked at Snipers and said, "Yes, yes, they're very OP, but they're not OP enough" and gave them EVEN bigger advantages over melee? Why not give them an ability with a 1s cooldown that last for 30 minutes and just grants them complete immunity to all melee attacks.
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You want snipers that already have an incredible toolbox for survival to also have phasewalk too?

Really?

You basically could not come with a single idea as a new skill for snipers and decided to Copy&Paste and old ability from another class that is absolutely not needed in this one.

<s>Good Job</s>

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You want snipers that already have an incredible toolbox for survival to also have phasewalk too?

Really?

You basically could not come with a single idea as a new skill for snipers and decided to Copy&Paste and old ability from another class that is absolutely not needed in this one.

<s>Good Job</s>

 

Toolbox was the perfect word to use, give every class the same amount of tools but different tools and the game will be great. As of right now, certain classes and specs dont have enough tools in their toolbox.

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Holo-Locate - Activating this ability marks your current location for 10 minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. Hololocate goes on cooldown for 120 seconds when used to return to the marked location.

Holodefense - Hololocate increases your melee and ranged defense by 30% for 10 seconds when you return.

 

Medium armor, 10% heal on a 20 s cooldown, Entrench with DR, Shield Probe, Ballistic Shield, Evasion... and Imperial Preparation can reset all of those except Ballistic Shield :rolleyes:

 

And now this... I have no idea what these Devs are doing or thinking

 

You basically could not come with a single idea as a new skill for snipers and decided to Copy&Paste and old ability from another class

^

Edited by EmperorRus
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Lazer Focus - Laze Targets gets 3 charges and its cooldown is reduced by 15 seconds.

 

This will not work, right? The duration of Laze target stacks is not long enough for you to fit 3 Ambushes or 3 Explosive Probes in there. Only 3 culls will fit because of it's lower cooldown.

 

To work at all this set bonus also needs to do the same that the current one does - double the duration of Laze Target (or increase it at least a bit).

 

3 charges are already very strong, no need for cooldown reduction. You could change it to +15 seconds to duration.

 

P.S. Explosive probe's cooldown is 18 seconds... To be able to use 3 charges on 3 Explosive probes, Laze Target needs to last 36+ seconds... Currently it lasts 20 seconds.

Edited by Equeliber
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I am thinking that a 2-minute cooldown is somewhat wasted on sniper phasewalk. It feels like the ability is only here because they needed a new ability for the new level cap, kind of like how Translocate on PT tanks is rather useless.

 

I think phase walk needs a shorter cooldown, or shouldn't exist at all for the sniper.

 

Also, can Shadows get our phasewalk back, please?

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The new ability might be useful but it isn't all that creative. Entrenched Offense seems to be the only set bonus which will be useful to me, though the others might have an use in PvP. The Virulence Tactical Items look useful, so I look forward to testing them.

 

Also, can Shadows get our phasewalk back, please?

This, its bad enough they added our ability to the other advanced class then removed it from us... now they're adding it to another class? Ranged classes already have enough mobility as it is they don't need more.

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I am thinking that a 2-minute cooldown is somewhat wasted on sniper phasewalk. It feels like the ability is only here because they needed a new ability for the new level cap, kind of like how Translocate on PT tanks is rather useless.

 

I think phase walk needs a shorter cooldown, or shouldn't exist at all for the sniper.

 

Also, can Shadows get our phasewalk back, please?

 

This. Phasewalk is an ability we do not need - it is not like snipers have abandunt healing abilities to use should they retreat with it, so it's primary use is offensive on this class to buff attacks or get another attack in vs a melee. and for that the cooldown is too long - if it is on a shorter cooldown maybe some adjustments to what such an ability does need to be made for balance though. the Tactical Overdrive ability which apparently operatives are getting fits in much better with the overall toolbox agents already have in place and I like that ability much more personally.

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This will not work, right? The duration of Laze target stacks is not long enough for you to fit 3 Ambushes or 3 Explosive Probes in there. Only 3 culls will fit because of it's lower cooldown.

 

To work at all this set bonus also needs to do the same that the current one does - double the duration of Laze Target (or increase it at least a bit).

 

3 charges are already very strong, no need for cooldown reduction. You could change it to +15 seconds to duration.

 

P.S. Explosive probe's cooldown is 18 seconds... To be able to use 3 charges on 3 Explosive probes, Laze Target needs to last 36+ seconds... Currently it lasts 20 seconds.

 

It's going to function differently now, if you managed to test out sorcs when pts was live, it will function like their new ability. Instead of activating it once every minute and getting 2 stacks, you will be able to activate it 3 times every 45 seconds and every time you activate it, you will only get 1 stack. So starting at 3 charges, you activate it once, you get 1 stack of laze target on your buff bar to be consumed and you will drop to 2 charges. The charge you just activated will have it's own 45 sec cooldown independent of the other 2. So theoretically you could activate laze target every 15 seconds forever but will only be getting 1 stack each time.

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Medium armor, 10% heal on a 20 s cooldown, Entrench with DR, Shield Probe, Ballistic Shield, Evasion... and Imperial Preparation can reset all of those except Ballistic Shield :rolleyes:

 

And now this... I have no idea what these Devs are doing or thinking

 

 

^

 

Problem is when devs are adding new abilities they dont look what they have they just add things randomly. For example if they were thinking they wouldnt add more cc immunity to maras since they already have too many but devs gave them 1 more since devs doesnt check what this class already have. It would be ok if they listen feedbacks but no they will play 3 monkeys about feedbacks.

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It's going to function differently now, if you managed to test out sorcs when pts was live, it will function like their new ability. Instead of activating it once every minute and getting 2 stacks, you will be able to activate it 3 times every 45 seconds and every time you activate it, you will only get 1 stack. So starting at 3 charges, you activate it once, you get 1 stack of laze target on your buff bar to be consumed and you will drop to 2 charges. The charge you just activated will have it's own 45 sec cooldown independent of the other 2. So theoretically you could activate laze target every 15 seconds forever but will only be getting 1 stack each time.

 

In that case it's a pretty great set bonus, better than the current one.

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  • Holodefense - Hololocate increases your melee and ranged defense by 30% for 10 seconds when you return.
  • Suppression - Enemies take 10% more damage while under Suppresive Fire. Does not affect Ops bosses.
  • Tech Debt - Shatter Shot applies Tech Debt to its target. Whenever the target is healed, you will also receive a small amount of healing.
  • Orbital Heal - Orbital Strike heals allies in the area for a small amount whenever it ticks.

 

Orbital strike healing? what does it drop? love bombs?

 

I don't think any non-heal class needs to do more healing.

Edited by Storm-Cutter
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I do not think this whole “phase walk” type of ability for snipers is a good idea.

1. It goes against the lore of Star Wars, this isn’t Star Trek.

2. It makes them less unique because Sorcs have a similar ability

3. It will make them nearly impossible to kill in pvp.

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The more I think about it, Phasewalk for snipers is extremly overpowered because you cannot leap to them while they are in cover. And most classes only have 1 maybe 2 gap closers rather than a "jump to an enemy" move. Snipers would be able to maintain distance for ever.
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I do not think this whole “phase walk” type of ability for snipers is a good idea.

1. It goes against the lore of Star Wars, this isn’t Star Trek.

2. It makes them less unique because Sorcs have a similar ability

3. It will make them nearly impossible to kill in pvp.

 

They would be able to control there enemies forever and maintain distance.

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My DPS mains are Gunslingers. As good as this sounds, it's simply overpowered, unless the other classes get beefed up that much more. If these changes go into affect, you'll see even a greater influx of Slingers/Snipers, as there are a number of people that are attracted to alpha classes. This is overkill for a class that's already good.

 

This was gold: :D

 

Orbital strike healing? what does it drop? love bombs?

 

I don't think any non-heal class needs to do more healing.

Edited by Pirana
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They would be able to control there enemies forever and maintain distance.

 

It would make more sense Lore wise to just give them a second roll like Operatives. Which I would also not like to see snipers have.

 

Snipers are already really strong in pvp and the only counter to a good sniper is a Fury Mara or another Sniper,

 

This new ability to “phase walk” is too much and will make them OP as hell.

Edited by TrixxieTriss
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