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Post Re: Seer Fixing
I think the suggestion to move some of the stealth into the main skill is a good one. But I'm not on board with increasing DPH or even necessarily just straight up more damage.

I'm not sure what the exact answer is, but I suspect it's something other than simply increasing the big one-hit kill type stuff. I'm thinking either some effects that are tied to being cloaked, or some way to chain certain effects with crits, or else going strongly with debuffing and parasites.

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Fri Mar 30, 2012 7:25 pm
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Post Re: Seer Fixing
Is the following possible?

If a Seer crits a target multiple times without breaking the target lock, the crits get increasingly buffed (some damage, but also perhaps crit time). This maxes out after maybe 3-4 hits.

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Fri Mar 30, 2012 7:34 pm
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Post Re: Seer Fixing
Something like that would definitely be a cool possibility. Basically, something where Seer can keep his cloaky one-shot stuff for solo pve, but in a squad if someone else has aggro, he has a way to chain up damage or debuffs over time that get more and more devastating.

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Fri Mar 30, 2012 7:45 pm
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Post Re: Seer Fixing
I like this.

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Fri Mar 30, 2012 7:56 pm
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Post Re: Seer Fixing
For Jeff: What about chain NB weapons? Would take a lot of strategy to hit 3-4 targets, great for PvSquad



For AEM: Don't nerf, I had to spend over 45b just to be able to do that. It's not as op as It sounds, also the method is easily available.

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Sat Mar 31, 2012 12:02 am
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Post Re: Seer Fixing
JeffL wrote:
Something like that would definitely be a cool possibility. Basically, something where Seer can keep his cloaky one-shot stuff for solo pve, but in a squad if someone else has aggro, he has a way to chain up damage or debuffs over time that get more and more devastating.


I also like this.

would it be viable to have something similar to sniper analysis but you can move (aka stalking) where your crit % increases slowly to 100% as long as you have your target selected and you're not detected?


Sat Mar 31, 2012 12:11 am
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Post Re: Seer Fixing
JeffL so what are we going to do about seers with warp5?

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Sat Mar 31, 2012 12:23 am
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Post Re: Seer Fixing
Suggestion to Jeff. How about removing the "when unseen by target" for critical hit percentage? Then, add the "when unseen by target" to the current stats of the + critical hit strength. After, add about double orso of the critical hit str "when visible".

The idea is that a seer can DPS while tanking/visible. While not making DPH overpowered, preventing 1hitting. So current dph stays the same. You can add a timer for staying visible to about 5 seconds before the "while visible" stats kick in, to prevent abuse.

So it would look like

+3% critical hit percentage, + 5% critical hit strength while unseen, +10% critical hit strength while visible.

Would probably need more balancing, but you get the idea. The main idea is that a seer can play a dps and dph role for both appropriate situations.

Also, +1 for shield regen to replace warp 5

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Sat Mar 31, 2012 1:56 am
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Post Re: Seer Fixing
Congratulations. You have just turned the stealth class into a non-stealthy class.

Why should I even try to aug and gear for stealth anymore if that went in?

Just do 2 CaL, 2 AoS and burst things down on damage tweak with a shm healing me. No different than zerk/shm or sniper/shm combos.


Sat Mar 31, 2012 2:36 am
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Post Re: Seer Fixing
errr have u ever seen a MF sniper watt? its a stealthy class but its not stealthy Churchill i honestly cant make sense of your argument.

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Sat Mar 31, 2012 3:21 am
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Post Re: Seer Fixing
Sniper is not a stealthy class, im gonna leave it at that lol.

"Classes" should not exist in this game, they should merely be a syle of playing that someone chooses, with augmenters as the difference between what your play and how you play it.

This is the way it is now, but people often mistake what a class "has" to be and what a class "can" be.

So church, I'm going to have to disagree with you there.

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Sat Mar 31, 2012 3:58 am
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Post Re: Seer Fixing
Basta wrote:
+3% critical hit percentage, + 5% critical hit strength while unseen, +10% critical hit strength while visible.


This is what I'm screaming at.

That crit percentage is as OP as fuck, though, I will humor Basta and go along with his Example.


Seer needs fixing, but not in the way Basta is suggesting.

1. Low-mid level seer needs some basic weapons, buyable at Seer base.
2. Low-mid level seer needs some advanced weapons, buildable or mission rewards to close the gap between the basic weapons and the Fire/Miner/PGA weapons.
3. Low-mid seer needs a bit more variety in augmenters, without breaking said augs.
4. Warp 5 should be changed to +1 or 2% speed while unseen.
5. Add some more low-mid tech gear and ships to fill out the low-vis-ness since the vast majority are just shit, or expensive and shit.
6. Add +2 or 3% to Regen.


Just wait until I'm done....


Sat Mar 31, 2012 4:47 am
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Post Re: Seer Fixing
It seems to me at this point that Seer needs:

Enk's idea described above.
Warp 5 replaced with +1.5% shield regen.
Some of stealth moved into the main skill to help lower levels.
Guaranteed crits when unseen.

And that should be about it really. Maybe more content (no, not a horrendously broken ship) such as low level weapons/shields/engines that work in the balance sheets.

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Sat Mar 31, 2012 8:41 am
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Post Re: Seer Fixing
No need to get overly concerned with warp 5. I don't see it as a big deal either way.

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Sat Mar 31, 2012 12:28 pm
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Post Re: Seer Fixing
I don't think that one class should have an unfair advantage over another when it comes to something like Warp Nav.

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Sat Mar 31, 2012 12:30 pm
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