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Sniper/Gunslinger Set Bonus Discussion

STAR WARS: The Old Republic > English > Classes > Gunslinger / Sniper
Sniper/Gunslinger Set Bonus Discussion
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VdFExarKun's Avatar


VdFExarKun
07.17.2015 , 04:45 AM | #41
It would be nice if people would also state what aspect of the game they have in mind when proposing changes.
It strikes me that most here propose their changes w/o thinking of the other aspect like proposing a change that would benefit PvE but not PvP and vice versa.

I'm talking from a PvP perspective here.

I for one would propose a change of the 2 piece set bonus that Penetrating Blasts, Explosive Probe and Cull (or Weakening Blast) would increase the damage dealt by 5% instead of 2%.

Furthermore this Lethal Shot is such a lack luster... I hardly ever do it in PvP, I might use it 2 times in a month and the thing is that I'm doing fine (giving the survivability circumstance there is) w/o using this crap.
At the moment I'm not using that ability as a filler or something, I rather spent my GCD on other things and no, it's not in my rotation of Lethality because Lethality doesn't have a friggin rotation but a priority list.
That ability should be either completely removed from the game or it's dmg significantly increased and it should be an instant cast with a possible proc chance from Lethalities dots like every 15sec when a dot crits. This would make if far more attractive to use and for once a useful ability.

4 piece set bonus is not ok. The reduced CD of Target Aquired is not much regarding the high CD the ability has. This might would work better if the CD of Target Aquired would be reduced to 1min then with the 4 piece set bonus it would have a CD of 45sec which would be way more useful to have. Keep the 15 energy.
I don't know how much this would change things for PvE Snipers tho but I guess it would be nice.

6 piece set bonus is alright.

And BW, how about your promised survivability buff for Snipers in PvP? Will we get something with 4.0 or will we be still stuck with Merc at the bottom of the food chain?
If you say Snipers are fine and doing well in PvP then PLEASE go ahead, get a Dev of yours to play Sniper in PvP and stream that and show to us HOW WELL Snipers are doing in PvP, I dare you.

Thaladan's Avatar


Thaladan
07.17.2015 , 09:39 AM | #42
Quote: Originally Posted by VdFExarKun View Post

I'm talking from a PvP perspective here.

(...)

And BW, how about your promised survivability buff for Snipers in PvP? Will we get something with 4.0 or will we be still stuck with Merc at the bottom of the food chain?
If you say Snipers are fine and doing well in PvP then PLEASE go ahead, get a Dev of yours to play Sniper in PvP and stream that and show to us HOW WELL Snipers are doing in PvP, I dare you.
i agree.

just remember, devs, that we are one of the only 2 purest dps class in this game (with marauders) "3 dps only specs" and in PvP this is a weakness...?!?

why ? because the other 2 dps spec classes benefit from defensive cooldown/heal capacity given especially for the tank spec (for assa, specialistsand juggs) and heal spec (for sorcerer, agents and mercs)

and it's that which makes the difference for PvP.

so like VdFExarKun said, i dare you too : play solo q, play warzones, you will see how we are auto focused by stealth classes and distant and how we die so easily.

i play all classes in pvp (although my prefrence and skill is clearly for sniper) and it's so obvious to say that sniper/gunslingers are weak.

you need to respect the pure dps class we are, and like all you did for marauders community, and even if we are by far less represented, you have to do the same, lsiten us and our feedback and fix snipers/gunslingers in PvP environement.

legend of hyperspace

Skotal's Avatar


Skotal
07.17.2015 , 06:55 PM | #43
Quote: Originally Posted by EricMusco View Post
Hey everyone,

We wanted to take a moment to reach out to the community to collect ideas on set bonuses. We are looking for opinions on current and previous set bonuses as well as concepts for future. This thread will cover Snipers/Gunslinger.

Note: Our intent is to have set bonuses not increase DPS by more than 5%. Please keep this in mind when posting your suggestions.

Current Level 60 Set Bonuses (for reference)
  • 2-Piece: Activating Explosive Probe, Ambush and Lethal Shot or Sabotage Charge, Aimed Shot and Dirty Blast increases damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 of seconds.
  • 4-Piece: Reduces the cooldown of Target Acquired or Illegal Mods by 15 seconds, and activating either ability restores 15 energy.
  • 6-Piece: Laze Target or Smuggler's Luck now has 2 charges and its duration is doubled.
Cheers, all!
The SWTOR Combat Team
Well if you really want my opinion.

The current set bonus is ok the extra crit for mm is great less spectacular for others. I would hope that any future set bonuses do not alter the rotation. They should be bonuses not massive changes to play style.

That being said I think I would prefer it if dps boosts (direct damage increases) should be included with the skill trees. The set bonuses should reflect their origins they are from group content and should improve group synergy. For example:

reduce cooldown of ballistic shield by x secs
all allies within x meters gain x% accuracy
"Bad bad men. Women too, to be fair. Oh, yes. They make a fine sandwich, also, heh, heh, heh. But don't tell the Jedi Council I said that." -Jolee Bindo on the Sith

I joined the Sith for the sandwiches

ambitiousapple's Avatar


ambitiousapple
07.17.2015 , 10:57 PM | #44
Food for thought: set bonuses don't necessarily need to be used for extra DPS. Here are some suggestions for the PvP set bonuses....

2pc: Ambush, Aimed Shot, Cull, Wounding Shots, Explosive Probe and Sabotage Charge no longer produce a warning animation or warning sound as they are cast / channelled / applied.

4pc: Completing a full Series of Shots / Speed Shot / Penetrating Blasts / Penetrating Rounds causes the next Ambush / Aimed Shot / Cull / Wounding Shots / Explosive Charge / Sabotage Charge to become an instant cast, instant channel, or instant detonation where relevant.

6pc: Dodge now lasts 6 seconds, and Hightail It / Covered Escape can be used while controlled.
Quote: Originally Posted by Kozayk View Post
Isn't Fuwah like the best player on harbs?
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Camelpockets's Avatar


Camelpockets
07.18.2015 , 01:09 PM | #45
I've just looked through all of the set bonuses on all the classes currently, and all of the set bonuses are similar, including the 4 - Pieces. They either have an energy reduction cost or a CD reduction tied to each of them, then the normal 2 and 6 pieces.

Question to the Devs: What plans do you currently have in mind? If not for this class, then any changes in general (i.e. Will these new set bonuses be similar to all classes or will they be individualized by class)? Because I believe that the classes could very well benefit from a split between PvE set bonuses and PvP set bonuses.
"We have winnowed all futures. The cull endures. It is optimal. It is necessary." - Shiva
Camels the Revanchist
The Pockets Legacy - Begeren Colony & Shadowlands

AdjeYo's Avatar


AdjeYo
07.18.2015 , 04:28 PM | #46
Quote: Originally Posted by ambitiousapple View Post
Food for thought: set bonuses don't necessarily need to be used for extra DPS. Here are some suggestions for the PvP set bonuses....

2pc: Ambush, Aimed Shot, Cull, Wounding Shots, Explosive Probe and Sabotage Charge no longer produce a warning animation or warning sound as they are cast / channelled / applied.

4pc: Completing a full Series of Shots / Speed Shot / Penetrating Blasts / Penetrating Rounds causes the next Ambush / Aimed Shot / Cull / Wounding Shots / Explosive Charge / Sabotage Charge to become an instant cast, instant channel, or instant detonation where relevant.

6pc: Dodge now lasts 6 seconds, and Hightail It / Covered Escape can be used while controlled.
What's an insta channel even supposed to be, and Hightail it while controlled sounds pretty broken to me, especially considering you already have an ability to make you immune to stuns for quite a while.

Camelpockets's Avatar


Camelpockets
07.18.2015 , 05:15 PM | #47
Quote: Originally Posted by AdjeYo View Post
What's an insta channel even supposed to be, and Hightail it while controlled sounds pretty broken to me, especially considering you already have an ability to make you immune to stuns for quite a while.
Instant channel = 20k lol hit with cull. I just giggled and moved on.
"We have winnowed all futures. The cull endures. It is optimal. It is necessary." - Shiva
Camels the Revanchist
The Pockets Legacy - Begeren Colony & Shadowlands

ambitiousapple's Avatar


ambitiousapple
07.18.2015 , 07:35 PM | #48
Quote: Originally Posted by AdjeYo View Post
What's an insta channel even supposed to be, and Hightail it while controlled sounds pretty broken to me, especially considering you already have an ability to make you immune to stuns for quite a while.
Insta-channel would involve cull becoming a single hit ability. depending on balance, perhaps the cull damage could be toned down whilst the dot damage could be boosted up to compensate in the overall DPS of the spec. The point of this suggestion is to improve burstiness, rather than DPS as a whole.

Deflection gives immunity to stuns (whilst also allowing movement), and Phase Walk can be used while controlled.
Quote: Originally Posted by Kozayk View Post
Isn't Fuwah like the best player on harbs?
more known than byronsikone

Zoidrinali's Avatar


Zoidrinali
07.19.2015 , 01:46 PM | #49
Quote: Originally Posted by ambitiousapple View Post
Food for thought: set bonuses don't necessarily need to be used for extra DPS. Here are some suggestions for the PvP set bonuses....

2pc: Ambush, Aimed Shot, Cull, Wounding Shots, Explosive Probe and Sabotage Charge no longer produce a warning animation or warning sound as they are cast / channelled / applied.

4pc: Completing a full Series of Shots / Speed Shot / Penetrating Blasts / Penetrating Rounds causes the next Ambush / Aimed Shot / Cull / Wounding Shots / Explosive Charge / Sabotage Charge to become an instant cast, instant channel, or instant detonation where relevant.

6pc: Dodge now lasts 6 seconds, and Hightail It / Covered Escape can be used while controlled.
No thanks on any of those, 6 secs on dodge is too much lots of people would complain and I wouldn't be surprised if ops tried to make it work for them. As for the others they are virtually useless for engineering. Getting ep to detonate is not a problem for the spec.
Es'carli D'Lakutos (Active) - Baine Os Juros (Active)
Engineering spec

ambitiousapple's Avatar


ambitiousapple
07.19.2015 , 09:57 PM | #50
Quote: Originally Posted by Zoidrinali View Post
No thanks on any of those, 6 secs on dodge is too much lots of people would complain and I wouldn't be surprised if ops tried to make it work for them. As for the others they are virtually useless for engineering. Getting ep to detonate is not a problem for the spec.
Operatives have two charges of roll resist, along with an already-existing 3 second Dodge.
The problem is less so with my suggestions themselves, and more so with the current state of engineering. IMO
Quote: Originally Posted by Kozayk View Post
Isn't Fuwah like the best player on harbs?
more known than byronsikone