Post new topic Reply to topic  [ 29 posts ]  Go to page Previous  1, 2
Author Message
Dev Team
Team: Admins
Rank: Officer
Main: yclept
Level: 2002

Joined: Wed Mar 14, 2012 11:47 am
Posts: 534
Post Re: Class Rebalance Proposal: Seer
We'll take it into consideration for sure.

_________________
Hi, I'm Anil, a long-time player turned developer. You may know me in-game as enkelin. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live.


Tue Sep 03, 2013 9:08 am
Profile
User avatar
Team: Eminence Front
Rank: Officer
Main: Scyron
Level: 8163

Joined: Fri Nov 12, 2004 4:18 am
Posts: 805
Location: Helsingborg, Sweden
Post Re: Class Rebalance Proposal: Seer
yclepticon wrote:
Meanwhile, Seer is not losing anything it currently has and is actually getting some damage reduction.


Damage reduction... Damage as in DPS output, or taken damage?

_________________
Regards Scyron
Captain Gusten
Pengar E Fint


Wed Sep 04, 2013 1:23 am
Profile WWW
Member
User avatar
Team: Traders
Rank:
Main: DefQon1
Level: 5100

Joined: Fri Feb 12, 2010 9:28 am
Posts: 2642
Post Re: Class Rebalance Proposal: Seer
debuff wep on enemies damage reduction. Which i have a feeling is going to fail as bad as the current buff weps.

_________________
Original 666kane666.


Wed Sep 04, 2013 1:47 am
Profile
Dev Team
Team: Admins
Rank: Officer
Main: yclept
Level: 2002

Joined: Wed Mar 14, 2012 11:47 am
Posts: 534
Post Re: Class Rebalance Proposal: Seer
By damage reduction I'm referring to the phasing mechanic that reduces incoming damage.

_________________
Hi, I'm Anil, a long-time player turned developer. You may know me in-game as enkelin. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live.


Wed Sep 04, 2013 12:29 pm
Profile
Team: The Great Armada
Rank: Councilor
Main: Xonok6
Level: 602

Joined: Fri Jul 11, 2008 4:31 am
Posts: 861
Post Re: Class Rebalance Proposal: Seer
I think it would be useful if seers had a superitem that makes the target very unagile for a few seconds. Because atm many AIs can shoot you before you turn invisible again.


Thu Sep 05, 2013 12:35 pm
Profile
User avatar
Team: Axis Industries
Rank: Officer
Main: Maxathron
Level: 4065

Joined: Sat Jan 21, 2006 11:16 am
Posts: 5804
Post Re: Class Rebalance Proposal: Seer
Xonok2 wrote:
I think it would be useful if seers had a superitem that makes the target very unagile for a few seconds. Because atm many AIs can shoot you before you turn invisible again.


Or lower tracking. When I was leveling The Rain in Spain (hi Shaft!), I detested DG's with AI's that had high tracking beams. Green Battleships, MF Reavers (we're talking about a level 500 seer), MF Big Greens (were no Bigger Greens then), and Progs.

Actually, make that a staple bonus or advantage on many seer weapons. As in doesn't affect the power point value of the weapon period (unless someone really wants to make the Seer's Searing Fire not locked to seer, which would be stupid).


Thu Sep 05, 2013 2:09 pm
Profile
Dev Team
Team: Admins
Rank: Officer
Main: yclept
Level: 2002

Joined: Wed Mar 14, 2012 11:47 am
Posts: 534
Post Re: Class Rebalance Proposal: Seer
-tracking and -maneuvering are definitely being considered as possible debuff effects for Seer. Keep the good ideas coming, everyone!

_________________
Hi, I'm Anil, a long-time player turned developer. You may know me in-game as enkelin. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live.


Thu Sep 05, 2013 6:16 pm
Profile
Main: Lykesis
Level: 1177

Joined: Fri Feb 24, 2012 3:52 pm
Posts: 604
Post Re: Class Rebalance Proposal: Seer
Perhaps a -reflectivity effect that scales with the amount of time you've spent cloaked since the last time you fired, scaled down if moving too fast (to be useful in high vis dg's/galaxies)? might be a bit much since i hear there's other reflectivity things being added but i cant be sure.

I suggested this before in a mini-suggestions thread for seer weapons, but a small light fighter/seer locked missile bay with max 1 missile and low refire + a slow (or fast) cloaked missile would be an interesting thing to use, doesn't have to do with the rebalance- but i feel there could be some additional cloaked missiles specialized for seers with a rather small/slow bay to use.

I support the people making suggestions for more shield/crit chance as right now i disgust high bank seer's, since they have virtually no regen. and any low bank seer's die really fast as they generally focus on damage (Crit damage augs like CoH for example [also reduce crit chance, making them a bit less worth using]) and no survivability. Considering seer is almost completely Augmenter dependant for damage changing even just one aug is detrimental to their DPS output and doesn't give enough of a shield advantage to be worth it anyways. I'd like to say i know all of this for sure, but i'm still in a t20 ship myself, but from my point of view there wont be much shield bank difference even if i obtain a decent low vis decent regen shield for t21, might have 35-45k ish, with about 125-225 regen tops. At 35k almost any uber is likely to kill me in one or two hits- Regardless of my damage output and regen.

_________________
Image
Image


Thu Sep 05, 2013 7:14 pm
Profile
Dev Team
Team: Admins
Rank: Officer
Main: yclept
Level: 2002

Joined: Wed Mar 14, 2012 11:47 am
Posts: 534
Post Re: Class Rebalance Proposal: Seer
Thank you for the feedback. I think most of those things you are discussing are beyond the scope of the current goal, which is to nail down a precise set of roles for each class. We will take them into consideration when we move into the next phase, however.

_________________
Hi, I'm Anil, a long-time player turned developer. You may know me in-game as enkelin. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live.


Thu Sep 05, 2013 7:18 pm
Profile
Main: Lykesis
Level: 1177

Joined: Fri Feb 24, 2012 3:52 pm
Posts: 604
Post Re: Class Rebalance Proposal: Seer
yclepticon wrote:
Thank you for the feedback. I think most of those things you are discussing are beyond the scope of the current goal, which is to nail down a precise set of roles for each class. We will take them into consideration when we move into the next phase, however.

Fair enough, just wanted to point out what i currently saw as a difficulty that kind of comes with the class.

_________________
Image
Image


Thu Sep 05, 2013 7:25 pm
Profile
Member
User avatar
Team: Traders
Rank:
Main: DefQon1
Level: 5100

Joined: Fri Feb 12, 2010 9:28 am
Posts: 2642
Post Re: Class Rebalance Proposal: Seer
so i got a side note on the seer strong weapon from before use to be the PPF while the snipers is the PZHT. The PPF has not been able to work since c2 due to if using it over a target or to close it goes down a different axis and never hits. I think the PPF should be like the PZHT for the sniper by making the PPF LF only and increasing its range so it can actually hit people.

_________________
Original 666kane666.


Fri Sep 06, 2013 2:31 am
Profile
User avatar
Team: Axis Industries
Rank: Officer
Main: Maxathron
Level: 4065

Joined: Sat Jan 21, 2006 11:16 am
Posts: 5804
Post Re: Class Rebalance Proposal: Seer
kanescreed wrote:
so i got a side note on the seer strong weapon from before use to be the PPF while the snipers is the PZHT. The PPF has not been able to work since c2 due to if using it over a target or to close it goes down a different axis and never hits. I think the PPF should be like the PZHT for the sniper by making the PPF LF only and increasing its range so it can actually hit people.


Wait.
Panther gear is not LF locked?


Fri Sep 06, 2013 8:34 am
Profile
Content Dev
User avatar
Team: JMC
Rank: Director
Main: Blue Dwarf
Level: 2067

Joined: Fri Apr 29, 2011 5:39 pm
Posts: 3336
Post Re: Class Rebalance Proposal: Seer
kanescreed wrote:
so i got a side note on the seer strong weapon from before use to be the PPF while the snipers is the PZHT. The PPF has not been able to work since c2 due to if using it over a target or to close it goes down a different axis and never hits. I think the PPF should be like the PZHT for the sniper by making the PPF LF only and increasing its range so it can actually hit people.

SI fixed that.

_________________
"What you mean you killed him cha cha cha?!"

Support


Fri Sep 06, 2013 9:37 am
Profile
Member
User avatar
Team: Traders
Rank:
Main: DefQon1
Level: 5100

Joined: Fri Feb 12, 2010 9:28 am
Posts: 2642
Post Re: Class Rebalance Proposal: Seer
Blue Dwarf wrote:
kanescreed wrote:
so i got a side note on the seer strong weapon from before use to be the PPF while the snipers is the PZHT. The PPF has not been able to work since c2 due to if using it over a target or to close it goes down a different axis and never hits. I think the PPF should be like the PZHT for the sniper by making the PPF LF only and increasing its range so it can actually hit people.

SI fixed that.

Can it hit people now?

_________________
Original 666kane666.


Fri Sep 06, 2013 4:08 pm
Profile
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 29 posts ]  Go to page Previous  1, 2


Who is online

Users browsing this forum: No registered users and 14 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB © phpBB Group.