DrBorris Posted September 22, 2014 Share Posted September 22, 2014 (edited) I would like to thank DE for finally giving snipers a buff. But I think they did it the wrong way. Snipers are supposed to be consistent, they should be extremely predictable when used. All DE did was make them more dependent on crits by buffing it. And they did not give them access to a guaranteed crit, so you have a very unpredictable weapon. This… is not a sniper, and worse, they are just as not-as-good bows. I do not support giving snipers access to 100% critical chance, that is what bows are for. I support the opposite, I wish to give a massive nerf to their critical chance. I envision snipers being pure physical damage (except Lanka with elemental damage), give them a massive buff to their physical damage so you can easily predict the outcome of a shot. I cannot explain exactly why it makes more sense for bows to be critical and snipers to be physical, it just seems better. I am not giving much of a “buff” to the weapons, just changing their stats away from critical based. Now for my proposed buffs/nerfs. (I am going to exclude Snipetron (vandal), you will be able to tell where I am going from Lanka, Vulkar, and Vectis.) Here are Vectis current and proposed new stats. Impact: 90 to 285 Puncture: 78.8 to 255 Slash: 56.3 to 105 Critical Chance: 25% to 10% Critical Multiplier: 2.0x to 2.0x Explanation: I basically used a 3.2x multiplier to the original stats (I did some weird calculations to get that number). The DPS of the new stats is a bit higher than the current state (not accounting for critical in new stats because you should not depend on critical when using a sniper). Go ahead and do the math, but if you do so, account for the room it takes for critical mods and the effect of them on the old stats. I am going with a 10% crit so a crit can happen, but it is more luck than anything (and it will be glorious when it does) Lanka Electricity: 300 to 735 Critical Chance: 25% to 10% Critical Multiplier: 2.0x to 2.0x Explanation: A 2.4x multiplier made sense for Lanka (do not ask me why it is less compared to Vectis, it just is). Same as Vectis, there is a very (even smaller) buff to damage not counting crits. If you want to do the math, take into account the same things I said for Vectis. Same reasons for crit as with Vectis. Vulkar Impact: 160 to 320 Puncture: 30 to 60 Slash: 10 to 20 Critical Chance: 20% to 15% Critical Multiplier: 2.0x to 2.0x Explanation: The multiplier here is 2x, again, not exactly sure why they differ. Yes, I know, a 15% critical chance is worth a crit build normally. I see Vulkar as a slightly different play style though. A 15% critical chance does not make a crit build a necessity, you can go either way (consistency or slightly higher DPS). I cannot explain exactly why it makes sense, but I almost see Vulkar as a sniper-ish Latron. I think that this may be more significant of a buff, because of the higher critical chance it might make sense to bring the multiplier I used for damage to 1.9 or 1.8. So, that is my two cents. I have trouble imagining DE making this kind of change (it seems the only way they know how to buff is to buff crit recently), but I can hope. Feedback would be appreciated, and if my math is completely off… sorry. Edit: From reading the feedback, doing the following makes sense. (Credit to LittleHalfkin, Arunafeltz, and ZzVinniezZ) For ever weak-point you get a crit, if you don't hit a weak-point there is a very low chance for a crit. That could be really cool. I am still going to stick with snipers having a low base crit chance however, for the most part have it only crit when you hit a weak point (and have that be 100% chance). A head-shot would gain the crit multiplier, requiring the use of Vital Sense, but Point Strike would not be needed. So, if you score a head-shot you get a crit, then the normal critical chance is for a red crit (double the crit damage). This sounds like how Snipers should be. Edited September 23, 2014 by DrBorris Link to comment Share on other sites More sharing options...
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