[Review] [SW] Steady Aim
Re: [SW] Steady Aim
All of the proposed changes would be useless in assault stance like today. Another option would be to move the 1,5 sec buildup to a 1,5 sec added cd on the skill. Currently you cannot use any instant skill (everything melee) with steady aim unless you stand still, which is a death sentence. This way you would benefit from the high critchance given for a short moment to guarantee high burst from crits without it being OP. This would also open up multiple gear/spec options as it would provide good crit burst on demand for a short while. (I.E not mandatory with crit gear/tactic and still provide decent dmg for short bursts)
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Re: [SW] Steady Aim
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2) The risk? Its LITERALLY the same for the SW as is the pay off... A SH will kill me as fast as I can kill it, Magus is close (though with DoT changes not as close), and now the Sorc WILL crit me every time and kill me faster. Theres the counter play. Unless you're trying to balance around a RDPS free casting on a mdps/healer that are just completely ignoring the threat then yea, there is not risk at all to the SW.
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Re: [SW] Steady Aim
I concur that steady aim suck... crit boost is obviously aimed for burts damage... but increased casting time is antitetic to burst damage...Penril wrote:The DoT changes are irrelevant, yes. But the issue raised by OP is still valid in my eyes: Steady Aim sucks.Acidic wrote:I fail to see why the dot changes has any relevance to a sw , this change affects pretty much all classes both offensive and defensive. The inclusion of this in the argument for change should mean all classes get given an equivalent improvement.
YET simply removing casting increase from steady aim will make it too powerfull, especially so with the current ORvR meta that already focus on SW LA+ES spam (and correct me if I'm wrong but here on RoR Organized ORvR is the focus when it come to balance)... SW also already have access to a considerable crit chance (base crit can hit 20+% with easy and that will proc bull's eye for an additiona 20%... add some ini debuff and you already sit at around 50% effective crit chance...) if we increase it even more than the result will be a crit spam for 6 second... 4 or 5 autocrit LA in 6 second will be even worse than previous LA+UF ^^'
IMHO while Steady Aim does indeed need to be changed a crit chance increase is not the way to go, give it a flat damage increase (15/20%) or armor penetration (since 90% of SW skill are effected by armor this will certenly result in a bonus worth using for burst damage)
One more thing, current steady aim is indeed useless but it is also tought as a skill that with 6 second duration would affect 2 or 3 skill max (most likely 2), when removing the increased casting time, whatever the effect that would be put on the skill, we should take this into consideration, either greatly reducing the efficency of the buff or halving the buff duration... so either a nice damage buff with a 6 scond duration or a big boost with 3-4 second duration max
PS: one thing that people seem to miss; both currently and after the proposed change DoT will still be used in the same way.. casted BEFORE steady aim and not after, since the crit chance for each tick is calculated at the moment of the damage not at the moment of cast...
so there is no reason to "waste" 1 gcd of the buff to cast a dot... it is much better to cast it right before the buff so that the dot will actualy benefit of the full duration of the buff while you cast DIRECT DAMAGING skill during the buff since they need to hit while the buff is still running..
PS2: the efficency of steady aim is also greately affected by projectile speed (currently still under revision) since with the current steady aim you can fire off a skill while under the buff but the hit will land after the buff is over... that is also why a good burst combo with current projectile speed and steady aim is to actualy use long castingtime+slow animation skill FOLLOWED by steady aim so that they will HIT once the budd is up but without the skill being affected by the cast increase
Re: [SW] Steady Aim
Is this the intended use of the skill though? Maybe I just interpret it differently, but casting during time-of-flight seems like a sneaky way to get around the drawbacks of the skill and imo just another reason it should be changed. Also its already buggy https://github.com/WarEmu/WarBugs/issues/2694. Another reason why it should be changed. Unless its clear that using it these ways is fair use, in which case I have a new spike rotation to use.Coma wrote: PS2: the efficency of steady aim is also greately affected by projectile speed (currently still under revision) since with the current steady aim you can fire off a skill while under the buff but the hit will land after the buff is over... that is also why a good burst combo with current projectile speed and steady aim is to actualy use long castingtime+slow animation skill FOLLOWED by steady aim so that they will HIT once the budd is up but without the skill being affected by the cast increase
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- footpatrol2
- Posts: 1093
Re: [SW] Steady Aim
So I think steady aim's power level might have been drastically increased due to how dots work right now. Put a bunch of dots on a target then hit steady aim. Now those dots have a 50% increase on chance to crit or am I just wrong on this?
Re: [SW] Steady Aim
The damage increase is coutneracted by how often they get dodged now. Plus you can't really do **** for 6 seconds if your strat is to apply 2 dots and hope the crit kills someone.footpatrol2 wrote:So I think steady aim's power level might have been drastically increased due to how dots work right now. Put a bunch of dots on a target then hit steady aim. Now those dots have a 50% increase on chance to crit or am I just wrong on this?
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- Panzerkasper
- Posts: 588
Re: [SW] Steady Aim
1) It is, but you forget that destro morale pump has been seriously nerfed , you can't throw morales every minute anymore. Chosen can pump out a morale 4 every 3 minutes if you are lucky. On the other hand crit stacking is a perma status and can be adjusted from target to target in seconds.Manatikik wrote:1) Crit stacking is Order's version of Destro's Morale Pumping imo; two different ways to bring massive damage out.Spoiler:
2) The risk? Its LITERALLY the same for the SW as is the pay off... A SH will kill me as fast as I can kill it, Magus is close (though with DoT changes not as close), and now the Sorc WILL crit me every time and kill me faster. Theres the counter play. Unless you're trying to balance around a RDPS free casting on a mdps/healer that are just completely ignoring the threat then yea, there is not risk at all to the SW.
2) As a rdps you stand in the background (you should at least) and so you have it pretty easy running out of range of an enemy rdps. There are tanks with hold the line, aoe snares on every tank, SW selfpunt with a 10sec snare etc etc. And hey! you have a detaunt and you can stance switch into assault for ez armor bonus.
Also melee SW is totally op atm and the last thing i wanna see is another crit buff on him.

Re: [SW] Steady Aim
I reckon you have and play a sw?Panzerkasper wrote:1) It is, but you forget that destro morale pump has been seriously nerfed , you can't throw morales every minute anymore. Chosen can pump out a morale 4 every 3 minutes if you are lucky. On the other hand crit stacking is a perma status and can be adjusted from target to target in seconds.Manatikik wrote:1) Crit stacking is Order's version of Destro's Morale Pumping imo; two different ways to bring massive damage out.Spoiler:
2) The risk? Its LITERALLY the same for the SW as is the pay off... A SH will kill me as fast as I can kill it, Magus is close (though with DoT changes not as close), and now the Sorc WILL crit me every time and kill me faster. Theres the counter play. Unless you're trying to balance around a RDPS free casting on a mdps/healer that are just completely ignoring the threat then yea, there is not risk at all to the SW.
2) As a rdps you stand in the background (you should at least) and so you have it pretty easy running out of range of an enemy rdps. There are tanks with hold the line, aoe snares on every tank, SW selfpunt with a 10sec snare etc etc. And hey! you have a detaunt and you can stance switch into assault for ez armor bonus.
Also melee SW is totally op atm and the last thing i wanna see is another crit buff on him.
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- Panzerkasper
- Posts: 588
Re: [SW] Steady Aim
My arguementation doesnt require me to play one, because crit stacking is a general issue.Ugle wrote:I reckon you have and play a sw?Panzerkasper wrote:1) It is, but you forget that destro morale pump has been seriously nerfed , you can't throw morales every minute anymore. Chosen can pump out a morale 4 every 3 minutes if you are lucky. On the other hand crit stacking is a perma status and can be adjusted from target to target in seconds.Manatikik wrote:1) Crit stacking is Order's version of Destro's Morale Pumping imo; two different ways to bring massive damage out.Spoiler:
2) The risk? Its LITERALLY the same for the SW as is the pay off... A SH will kill me as fast as I can kill it, Magus is close (though with DoT changes not as close), and now the Sorc WILL crit me every time and kill me faster. Theres the counter play. Unless you're trying to balance around a RDPS free casting on a mdps/healer that are just completely ignoring the threat then yea, there is not risk at all to the SW.
2) As a rdps you stand in the background (you should at least) and so you have it pretty easy running out of range of an enemy rdps. There are tanks with hold the line, aoe snares on every tank, SW selfpunt with a 10sec snare etc etc. And hey! you have a detaunt and you can stance switch into assault for ez armor bonus.
Also melee SW is totally op atm and the last thing i wanna see is another crit buff on him.

- footpatrol2
- Posts: 1093
Re: [SW] Steady Aim
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Last edited by footpatrol2 on Thu Oct 26, 2017 9:04 pm, edited 1 time in total.
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