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Post Re: Proposed Class Rebalance
Blue Dwarf wrote:
Seer gets Critical Hit Percentage from Ambushes.


While this is expected, the other two "crit classes" can very easily amplify their class bonus crit percentage through augs and gear that are common in their setups, and one by default also consistently ambush many AI's/ships.

48% crit rate for T20 sniper, with full capacity to take advantage of the DPS.
23% crit rate for a T20 seer, without any real ability to take advantage of it.
Same aug, too.


Tue Jun 04, 2013 3:12 am
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Post Re: Proposed Class Rebalance
Will be nice the way this re-balance will happen just after we've got t22 using our "OP" snipers.


Tue Jun 04, 2013 4:45 am
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Post Re: Proposed Class Rebalance
what about sniper crit time?

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Tue Jun 04, 2013 4:49 am
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Post Re: Proposed Class Rebalance
Seers don't need -elec temp. They need that sniper skill that reduces ROF, for the simple reason of sustained fire with more than 1 shot per 3 seconds works against your class skills.
Having a slower rate of fire would fix the elec problem, but without cancelling out the ambush skill.


Tue Jun 04, 2013 10:38 am
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Post Re: Proposed Class Rebalance
Max235 wrote:
Blue Dwarf wrote:
Seer gets Critical Hit Percentage from Ambushes.


While this is expected, the other two "crit classes" can very easily amplify their class bonus crit percentage through augs and gear that are common in their setups, and one by default also consistently ambush many AI's/ships.

48% crit rate for T20 sniper, with full capacity to take advantage of the DPS.
23% crit rate for a T20 seer, without any real ability to take advantage of it.
Same aug, too.




Seers get double the crit str. Since aug bonuses multiply by your base crit str.

Imo the only thing holding the seer class back atm is the fact that all of a seers natural crit percentage comes from while unseen. If this were removed, or if seers got -weapon visibility skill/ lower the time it takes for a seer to go unseen after shooting its weapon, then i think it would work better in real game play.

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Last edited by potato8 on Tue Jun 04, 2013 10:55 am, edited 1 time in total.

Tue Jun 04, 2013 10:47 am
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Post Re: Proposed Class Rebalance
potato8 wrote:
Max235 wrote:
Blue Dwarf wrote:
Seer gets Critical Hit Percentage from Ambushes.


While this is expected, the other two "crit classes" can very easily amplify their class bonus crit percentage through augs and gear that are common in their setups, and one by default also consistently ambush many AI's/ships.

48% crit rate for T20 sniper, with full capacity to take advantage of the DPS.
23% crit rate for a T20 seer, without any real ability to take advantage of it.
Same aug, too.




Seers get double the crit str. Since aug bonuses multiply by your base crit str.

Imo the only thing holding the seer class lacks atm is the fact that all of a seers natural crit percentage comes from while unseen. If this were removed, or if seers got -weapon visibility skill/ lower the time it takes for a seer to go unseen after shooting its weapon, then i think it would work better in real game play.


Low ROF - Something that seers need more than snipers.


Tue Jun 04, 2013 10:49 am
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Post Re: Proposed Class Rebalance
Xonok2 wrote:
Seers don't need -elec temp. They need that sniper skill that reduces ROF, for the simple reason of sustained fire with more than 1 shot per 3 seconds works against your class skills.
Having a slower rate of fire would fix the elec problem, but without cancelling out the ambush skill.


One problem. Most seer "oriented" weapons barring high DPS things like the Lacerator have high recoils. Without massively amplifying the damage output, either through even more damage or piercing resists, I don't think 8 second recoils with an OS6 and a CaP aug is going to make the class very fun. And heaven forbid if you don't have any RoF boosting equipment, 20 second recoils.


Tue Jun 04, 2013 11:42 am
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Post Re: Proposed Class Rebalance
Ya Seers dont need in class skills a -RoF, thats bad idea. The -elect temp they are getting is a good idea.

For Sniper any way we could get the 3 min SA via hitting target and get the SA 10min by looking at target (perhaps cloaked/ not seen by target we are building SA on.) So sniper can just do either way to build SA? but 10 min way still only giving the 1/3 SA bonus of what id does currently. Or would this be some sort of horrid nightmare for the guy doing the code work. :lol:

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Tue Jun 04, 2013 4:07 pm
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Post Re: Proposed Class Rebalance
Everything about Sniper was fine except the critical hit time. Once again you are screwing this game over. I think you should actually play the damn game and know every single class properly before you make some serious mistakes, like the previous nerf to Sniper class. You all thought it was absolutely fine until you played it, and realized just how terrible it was. I can't be bothered to show respect anymore, but anyone who thinks Snipers are currently broken are retarded. Just Nerf Prawns some more and leave it at that will you? Do not bother destroying a class, again.


potato8 wrote:
Pretty much all this does is makes speed demon the most op pvp class in the game, makes kidd significantly harder for people who don't have prawn snipers, gives an unnecessary nerf to the heph machine (in a damage type that is only significant to pvai and pvp), and no real changes to the Fleet Focus class which it is in dire need of updating (and yes im talking about the radiation and mining damage type bonuses to the class which are completely and utterly pointless.)

Yet again JeffL's ideas take precedence over what the player base has been suggesting over the course of 2 years. Shall I make a list of more important changes to class skills? Cause ill be here all day.


That pretty much sums up everything.

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Tue Jun 04, 2013 4:14 pm
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Post Re: Proposed Class Rebalance
Part of the reason "SA based low damage snipers" became more common is because at the higher levels, you stand no chance trying to survive more than a few shots at best to continue leveling, and without good gear and augs to bolster your character, you can't do much period. So a bunch of noobs started to rely on SA to keep them afloat. It didn't help that DG's and "doable without a 7 man squad" ubers dropped utter shit 95% of the time.

Besides nerfing the prawn and removing critical hit time, if you want to balance out snipers so they don't try to use SA as a crutch, increase passive regen on all shields and shield chargers, nerfing Shield Monkey regeneration bonuses to keep them in line, alongside boosting resists in general and adding options for active regeneration at the cost of electricity, stealth, or mobility.


Tue Jun 04, 2013 4:34 pm
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Post Re: Proposed Class Rebalance
Please keep sniper analysis the same, if anything, decrease the time needed to get full. Think of how military snipers are in real life; they hide from the enemy, waiting and watching until they have the perfect kill shot. SS shouldn't be much different; keep the timed analysis, but change the amount of time.

SD: The barrel roll thing makes sense. Speed Demons in real life would have the skill to be able to dodge things. But would it work the same when shot with 1 laser and 5 lasers? Makes sense that it would.

Gunners: Increase the base hull on cap ships or give the class skill more hull capacity. Other than that, :o :D


Tue Jun 04, 2013 5:07 pm
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Post Re: Proposed Class Rebalance
JeffL wrote:

Seer

Seer will gain more debuffing abilities, survivability, and also gain some sustained DPS.

  • Psionic Shrouding gives Seer 1-((visibility + 10) / 100) chance to avoid damage
  • Seer Skill gives -40% electric tempering
  • Seer Skill gives +100% damage on all weapons that have parasites (both actual weapon damage, and damage from the parasites)
  • Adding in new type of diffuser that reduces reflectivity
  • Adding in new augmenter stat that reduces reflectivity
  • Seer class super item that does electron clouds to help in bright galaxies
  • Adding in some augs (and possibly items) that reduce reflectivity


Some of those changes are pretty awesome, but cutting the elec cost of items by almost half seems like quite a huge change. I would prefer to see a more reasonable figure be implemented, rather than -40% elec tempering introduced, then being nerfed a few weeks after being patched due to it being 'too broken'.

If you're aiming at making seer a more viable DPS class for runs, I suggest removing the damage bonus provided from hitting an enemy from behind, and just giving it as a standard damage bonus.
Why?
- Drones don't have behinds.
- Not exactly practical to chase oly ubers around ensuring you stay behind them.
- It makes the class alot harder to play for newer players (people who have limited knowledge, or skill with game mechanics) compared to others.

My thoughts on a few further class changes:
-Decrease the Seer skill elec tempering from -40% to -20% or -25%.
-Adjust the 'Shadow Ambush' skill
- From:+3% Critical Hit Percentage when unseen by target, +3% Damage when striking from behind.
- To: + 3% Critical Hit Percentage when unseen by target, + 2% Critical Hit Percentage when striking from behind, +3% Damage.

Through this change, a seer doesn't suffer a major damage/dps reduction if it does not hit a target from behind.


Tue Jun 04, 2013 6:18 pm
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Post Re: Proposed Class Rebalance
csharp987 wrote:
Please keep sniper analysis the same, if anything, decrease the time needed to get full. Think of how military snipers are in real life; they hide from the enemy, waiting and watching until they have the perfect kill shot. SS shouldn't be much different; keep the timed analysis, but change the amount of time.

SD: The barrel roll thing makes sense. Speed Demons in real life would have the skill to be able to dodge things. But would it work the same when shot with 1 laser and 5 lasers? Makes sense that it would.

Gunners: Increase the base hull on cap ships or give the class skill more hull capacity. Other than that, :o :D


He has a point, in real life snipers hide in the grass and use rifles. Let's remove the class from a space based MMO.

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Tue Jun 04, 2013 9:13 pm
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Post Re: Proposed Class Rebalance
Chaosking3 wrote:
He has a point, in real life snipers hide in the grass and use rifles. Let's remove the class from a space based MMO.


He has a point, in real life not many gunners, demons or berserkers have even been to space neither. Plenty of monkeys though, and I bet a handful of engineers. Oh, and introduce the new class "Rich Celebrities" - they seem to be more and more frequent in space.

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Tue Jun 04, 2013 11:59 pm
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Post Re: Proposed Class Rebalance
Chaosking3 wrote:
csharp987 wrote:
Please keep sniper analysis the same, if anything, decrease the time needed to get full. Think of how military snipers are in real life; they hide from the enemy, waiting and watching until they have the perfect kill shot. SS shouldn't be much different; keep the timed analysis, but change the amount of time.

SD: The barrel roll thing makes sense. Speed Demons in real life would have the skill to be able to dodge things. But would it work the same when shot with 1 laser and 5 lasers? Makes sense that it would.

Gunners: Increase the base hull on cap ships or give the class skill more hull capacity. Other than that, :o :D


He has a point, in real life snipers hide in the grass and use rifles. Let's remove the class from a space based MMO.


They will use cloaks and use long range hard hitting weapons. Stop hating, start appreciating the class, Spatzz.

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Wed Jun 05, 2013 4:11 am
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