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Regardless of who the class representative for this round will be

STAR WARS: The Old Republic > English > Classes > Gunslinger / Sniper
Regardless of who the class representative for this round will be
First BioWare Post First BioWare Post

paowee's Avatar


paowee
07.10.2013 , 05:28 PM | #1
Quote: Originally Posted by EricMusco View Post
What Will They Do?
Upon the Class representatives being selected, we will release a schedule. On each scheduled date listed, the chosen representative for each Class will make a forum post in their Class forum with the top 3 things they want to have answered or commented on. Our current plan is to do 4 ACs each month with 2 ACs being able to propose questions every 2 weeks.

Up until the scheduled date, the repís job is to work to figure out what the top 3 issues or questions are for their Class. Once posted, we will begin working with the Combat Team to get an answer or comment to all 3 of those issues, regardless of what they are! Our goal is a one week turnaround from the time that you post the questions for us to get you an answer. I will stress now that our development schedule will take priority at all times, so if our Combat Team is unavailable due to development constraints, any of this schedule is subject to change.
Quote: Originally Posted by EricMusco View Post
Hey guys, as a general rule, 1 PvP, 1 PvE, 1 whatever you want!

-eric
Original post
Quote:
Thought the title would be catchy lol.

So in light of the community team's recent communication program, i think it's a good idea to take some initiative and start talking about any questions, comments, issues we have about our class now. Why wait? Don't procrastinate!

What's your question? We can have a PVE section and a PVP section. Topics can include anywhere from bugs, minor or major annoyances with class mechanics, "state of the class" in raids, flashpoints, end-game play, casual play, casual PVP, hardcore PVP, etc. Basically anything under the sun that you think the Combat Team can answer.
Ok check out the front page. I think that is going to be the job of the class rep.. Compile questions, have everyone vote on 3 questions to be directed to Combat Team.

Before submission day comes, everyone has to "vote" and pick which PVE, PVP, and 1 other question they'd like a yellow poster to comment on.

Voting can be messy on the forums.... but we can easily do it by posting something like is:
Quote:
I vote for these:
Angels #3 <--- 1 PVE required
Bambula #1 <--- 1 PVP required
Paowee #2 <--- 1 other question of your choice
Blue is a pve question, red is a pvp question, orange can kind of relate to both. Anyone can submit their own pve and pvp questions. But in the end of the day the 3 questions to be submitted to the combat team should have 1 PVP question, 1 PVE question, and 1 other..

I think this Class rep is really more of just a job instead of any sort of super power forum warrior representative. I for example, would not look forward to compiling questions from 100 people, each having at most 3 questions, and then trying to get everybody to vote on which 3 questions they want to submit, and those 3 questions have to include at least 1 pve and 1 pvp related question---- and you have to manually count it as well. lol


QUESTIONS -> COMBAT TEAM

Skotal
  1. What is the concept behind the sniper in pvp and pve broken down by spec?
  2. Regarding: SoS -> target dies -> FT does not proc. Can this be fixed or do we just live with it?
  3. Armor appearance (lets limit the number of antennas, headlights, giant flashing lights on the sniper rifle, please) Is it on the works to have some form of art contest for new armor appearances?

Angelsfluttersky
  1. I loved the changes you made to the spec for 2.0 but is there chance it could receive some additional alterations to make it more viable for all end-game content, or was it your intention for it be more limited in its end-game execution compared to other specs?
  2. Was it your intention for Lethality to be more of a support DPS spec from the shadows rather than one who can stand up to direct combat like Marksmanship and Engineering Snipers?
  3. what's the deal with Covered Escape? Did you intend for it to be a main DPS ability for Engineering spec? Are you aware of and prepared to comment on the roll-in-place exploit? Did you intend for it to be used as a key defensive ability in end-game PvE?

Gondolindhrim
  1. Is there any chance Explosive Probe can be triggered by DD attacks instead of any damage?

BambulaGTS
  1. Take Cover is still buggy. Is this going to be fixed or just something we have to live with?
  2. What's the reason behind keeping 4 pc PvP "sniper's" set bonus? I do not use it and all serious ppl i know who plays sniper uses 2 pc bonus from other set (for example + 1 sec to evasion from operative set).
  3. What's devs opinion on having cooldown of shatter shot removed, considering strong healing going on around?


Evrydayimsmugglin
  1. Is this a bug that will be fixed (will gunslingers and snipers be reliant on having other classes in the raid to live through certain mechanics)? Or is it intended that such a difficult to use mechanic as rolling exactly 0.5-0.7 seconds before getting hit is a defensive cooldown we should master, making it the hardest defensive cooldown to use in the game?


Paowee, Paowee
  1. There seems to be an DPS imbalance between 3/18/23 lethality/engineering and X/X/36 full lethality. Are these 2 specs performing DPS wise as intended? (Other version of question: A specific hybrid spec appears to be quite popular at current due to higher dps. In your play tests, do you have any numbers that support this theory in comparison to numbers for full lethality snipers?)
  2. 2-pc PVE and 2-pc PVP is "BIS" for Marksman, Engineering and Hybrid. 4-pc PVE is a "requirement" for Lethality. Is this intended--- are the set bonus on the list of things to look at or will we continue to raid with gimped main stat on armorings to get the most DPS for 3 out of our 4 raid specs?


Verghes
  1. Laze Target seems a little pointless these days. It's a small dps increase, but doesn't seem very interesting any more. Back in 1.0 when stuff triggered off a crit, it was more useful, but now it seems vestigial.

Warrgames
  1. Are there plans to add a new ability that puts you in cover where you vs rolling into cover? Using either the ability or cover key; you roll into cover if you havea target and something is close enough. The problems with this is cover bug, rolling to a spot that LoS your target you are attacking, rolling into an AoE attack and rolling to another level in Huttball. You can drop where you are by deselecting your target. It doesn't work if you are getting attack.
Republic < Intrepid > The Harbinger slinger sage vanguard dps
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paowee's Avatar


paowee
07.10.2013 , 05:58 PM | #2
Let me start To be honest this has been a lingering question / cliff-hanger on my mind since starting HM SnV on the PTS.

I am coming from these viewpoints:
  • X/X/36 Lethality is less DPS compared to Marksmanship and Hybrid, single target on the training dummy.
  • I understand they can hit multiple targets with Corrosive Grenade which makes up 9-10% of their total damage done. This can result in "skewed" DPS numbers due to AoE DoT damage that is only going to get healed to full when e.g. a boss dies (DG Council, Cartel WL)
  • Lethality / Engineering, is a hybrid spec similar to full lethality, is more popular in raids (basing on torparse only..) and is doing more DPS.
  • A full tree imo, if possible at all, should be buffed to make it more appealing than it's Hybrid counterpart
  • The only way to make Lethality do its highest potential DPS is if the player utilizes Corrosive Mines (roll). This will make the Lethality playstyle (if one ever chooses to play it that way), similar to Engineering snipers who use Roll every ~20 seconds.
  • EVEN then, Lethality is still behind its Hybrid counterpart in single target DPS.
  • In PVE min-maxers (see Leaderboards and snipers/slingers in pve ranking threads) mostly play Hybrid.

The actual question: There seems to be an DPS imbalance between 3/18/23 lethality/engineering and X/X/36 full lethality. Is this working as intended?

Paraphrased: A specific hybrid spec appears to be quite popular at current due to higher dps. In your play tests, do you have any numbers that support this theory in comparison to numbers for full lethality snipers?)
Republic < Intrepid > The Harbinger slinger sage vanguard dps
swtorboard.org dps blog.class guides.end-game stuff
16 man | 8 man DPS leaderboards | Galactic Starfighter Records

I_Sithed_MyPants's Avatar


I_Sithed_MyPants
07.10.2013 , 06:17 PM | #3
Good question. I think they were assuming that being able to use Takedown on a target with any hp% would make up some single target dmg.
Thuviel
<PC Gamer Mint Imperials>

R.I.P <Antisocial Elitists> I shall miss thee

ThomasCool's Avatar


ThomasCool
07.10.2013 , 06:27 PM | #4
there are a couple of problems with takedown / quickdraw.
1. it's not enough to make up for extra flyby dmg AND extra dot AND EP extra dmg
2. in hybrid you actually get energy back easier due to EP energy return
3. takedown is horrible on energy till you get the 4pc set bonus (which, for non raiders is pretty hard to get)

i don't have many solutions but one thing we were thinking about is to have 66 set bonus stuff drop from HMs (would be nice for alts )

On the other hand i think the melee sab slinger is a bit gimmicky and i wonder if it's going to stay that way...
If it is, will the in place roll also stay?
~Lunagazer

Gondolindhrim's Avatar


Gondolindhrim
07.11.2013 , 12:26 AM | #5
This is a pretty minor PvP gripe, but I'd quite like it if Explosive Probe wasn't triggered by DoT effects.
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BambulaGTS's Avatar


BambulaGTS
07.11.2013 , 07:07 AM | #6
1. How it is possible you still:
a) can not take cover on some spots on slopes (unable to take cover error) (see 4 HB slopes on the mid near 1st firepit)
b) can not take cover on someplaces near edges of objects (unable to take cover error) (see edges on the opposite sides of 4 cubes on HB mid area near 1st firepit)
c) instead of rolling to cover with take cover ability you roll in place, playing crouching animation but not taking cover at all.
2. Why when juggernaut/guardian starts to perform ravage/master strike and you try to run out of range, while not being rooted, you run forward and rubberband teleported back to the place where u start, often 2-3 times?
3. What's the reason behind keeping 4 pc PvP "sniper's" set bonus? I do not use it and all serious ppl i know who plays sniper uses 2 pc bonus from other set (for example + 1 sec to evasion from operative set).
4. What's devs opinion on having cooldown of shatter shot removed, considering strong healing going on around?

ThomasCool's Avatar


ThomasCool
07.11.2013 , 07:11 AM | #7
Quote: Originally Posted by Gondolindhrim View Post
This is a pretty minor PvP gripe, but I'd quite like it if Explosive Probe wasn't triggered by DoT effects.
I honestly do like this for PVE lol

~Lunagazer

Gondolindhrim's Avatar


Gondolindhrim
07.11.2013 , 09:01 AM | #8
Quote: Originally Posted by BambulaGTS View Post
c) instead of rolling to cover with take cover ability you roll in place, playing crouching animation but not taking cover at all.
Aargh, this one is infuriating... I had almost repressed those memories. =/
Rheiya, Guardian | Adelynn, Sage | Fyrellis, Sentinel | Lyell, Gunslinger | Bao-der, Vanguard | Kayleen, Shadow | Hailey, Commando
Syeeda, Operative | Circumspectus, Sniper | Freiya, Juggernaut | Zeyus, Marauder
FrostclawNightmare LandsThe Red Eclipse

rverghes's Avatar


rverghes
07.11.2013 , 09:22 AM | #9
I'm a Marksman PvE Sniper, and I think that overall we are in a pretty good place.

I am a little concerned about the 100% dodge on a roll. I'm not the best player, and I find it hard to consistently time the roll. But the payoff (completely negating a major boss attack) is so large, and the cooldown is so short, that it feels like we will end up being balanced around being able to dodge-roll successfully.

I don't really want us to be nerfed per se, but I also don't want to end up causing my team to wipe or fail fights because I can't dodge-roll perfectly.
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namesaretough's Avatar


namesaretough
07.11.2013 , 09:36 AM | #10
One of my big concerns for this tier of progression actually centers on the roll. Snipers and gunslingers get very limited defensive cooldowns, namely dodge (only works on limited attacks), a personal shield which absorbs a moderate amount of damage, and the long-cooldown raid-wide 30% DR shield (our primary raid utility which many groups save for scripted times, and is generally unavailable to use as a personal cooldown). With large spikes of damage becoming more common in NiM raids, especially TFB Kephess' jump, and to a lesser extent the grenades on titan 6, I sometimes get killed from full HP through the one reliable short-cooldown defensive CD I have, and have to figure out ways to avoid the damage using covered escape or a sage MUST bubble me to avoid me dying. If avoiding damage from a mechanic by rolling isn't intended and is due to be fixed, snipers and gunslingers will sometimes just get oneshot on fights without external cooldowns (i.e. a sage/sorc shield or a guardian/jugg tank AoE taunt). If it is intended, it should be a little more forgiving on the timing required, as the current dodge-roll has a very short window where it will successfully negate damage.

My question is, is this a bug that will be fixed (will gunslingers and snipers be reliant on having other classes in the raid to live through certain mechanics)? Or is it intended that such a difficult to use mechanic as rolling exactly 0.5-0.7 seconds before getting hit is a defensive cooldown we should master, making it the hardest defensive cooldown to use in the game?
Smugglin