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Quote:My specific worry is that it alone requires the use of a targeted power to gain sustain.Dark also gains the permanent snipe and already has a a very large permanent damage buff. But it seems to be in the same position /mental is now. You can contrive situations where it performs spectacularly.
Quote:Once again this ignores the other changes, non crashing nukes with secondary and range increase in the tier 3s.
The ability to boost an additional attack for the case of ranged (currently) crashing nukes is not one I would ordinarily consider an additional benefit for /energy beyond what it gets now. That would imply that if the devs were to add a tenth attack, /energy should be considered to gain more because it has one more attack to range boost. You could also argue that /energy's range boost benefit only improves some of the crashing nukes and not all of them. Situationally speaking, PBAoE nukes would benefit more from more PBAoE-centric secondaries in either offense or defense, such as /Fire or /Ice. Dark's Soul Drain would be a potentially strong beneficiary of having more PBAoE offense.
There is a larger question when it comes to which secondary benefits more, and that's which ones are currently the most problematic. /Energy works fine now, and has always worked fine. Its always been, at least in my opinion, the most well rounded secondary. But that means when looking at which secondary benefits more, other secondaries have far more room for improvement. For example /Fire has vastly more damage potential than /Energy, without question. Its also, without question, far more problematic due to its PBAoE nature. Suppose sustain is strong enough in I24 to make /Fire blapping an accessible blaster strategy. In that case, I would say it would be difficult to say that /Fire didn't benefit at least as much as /Energy, in that an enormous amount of locked potential was released by I24. It isn't so much that its strength was directly improved, its that its strength became usable.
That's not so much a question of comparing /Fire's sustain to /Energy's sustain, and more a question of asking if /Fire's sustain is high enough to put more of its tools in play that currently are far less often leveraged. Nobody takes bonesmasher or boost range and then sits on it. But /Fire is often too dangerous to use more than sparingly for many blasters. If that changes, its *incremental* I24 benefit should be judged to be huge. -
Quote:"Fairness" is not the same thing as "balance" and there's lots of things you can do to improve archetype and powerset fairness without total game upheaval. Those things are a lot easier to do, particularly as its very hard to make wholesale changes to an MMO if you destroy the revenue stream paying for development.The game is too old to fix these issues. A lot of the things you're talking about have been stated consistently for 8 years. There will be tweaks along the way, but the major global changes necessary to establish some fairness in the system just aren't happening. Nor should they.
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Quote:I covered this in my Elusivity article, but it kind of depends on the intent of the defense powers. Some defense powers seem to be designed to be stable, independent of critter action. SR defenses, for example. On the other hand, its unclear if that's categorically extensible to all other primary and secondary defenses. For example, its entirely possible that the (correct) intent of invincibility is to be more "piercable" than SR defenses. And then you have FF, where an analysis of stacking suggests that Dispersion Bubble should probably be +Elu and Deflection and Insulation shield should probably be +Def.I still wish all primary/secondary sets that grant defense were simply swapped to grant Elusivety.
At that point, all defense can safely be pierced and negated with tohit without unfairly hurting sets that solely or heavily depend on evasion.
Unfortunately, due to the horrible way it was implemented in PvP, it's deployment was, from my understanding, extremely disappointing. Now they fear even looking at the stat.
The problem with PvP is that the devs attempted to use Elu as a magic wand, and it absolutely doesn't work in the way they tried to make it work, as a "close enough" magic wand application. However, I could not convince the devs to use it as its design intended. -
Quote:On our Earth, yes. But on Primal Earth, where mutant creatures roam our public parks and supposedly secret mercenary groups shoot missiles from giant robots in the streets and residential areas still have alien invaders attacking passers-by while sharp-shooters snipe jetpack-wearing low-level fliers and evil sorcerers unleash demons within walking distance of interdimensional portals that tend to open to alternate dimensions full of assassins, killer robots, cosmic invaders, and the undead, I don't think the US military gets out of bed for anything less than an extinction-level event anymore.Since their very inception, Arachnos have been staging international incidents on US soil. At no point have they really had a leg to stand on to explain or justify these actions, unless we live in the bizarro world of Apocalypse 4 - Judgement where the justice system is clearly evil. I don't want to get into politics, but the modern tales of Iraq and Afganistan would suggest to me that the US wouldn't take getting their cities repeatedly invaded and people killed in massive televised terrorist events lying down.
An incursion of Primal United States by Arachnos is like an incursion of Bartertown by the Girl Scouts. -
Quote:It says they are not idiots. And also they have a different perspective on game balance than you do.I had no idea, was oblivious to that at the time. Probably wasn't subscribed. I find it completely believeable that there was an argument over it.
More evidence that the devs are bad, I guess. The idea that you'd write off a game system change because it's been set in stone for years is one of the core issues afflicting the dev community.
Fear of nerfing to bring your game into balance because of player response? Says a lot about the dev community.
Balance is not a thing. Balance is a description of a relationship. Balance is a relationship between two or more things. Games aren't balanced by adding more balance: games are balanced by adjusting a myriad number of individual and completely distinct balance relationships. The most important thing people need to understand about balance is that its not a matter of numerical quantification. Its a measure of realizing an end-state design goal.
No one, and I mean no one has argued the case for quantitative balance more than me. No fifty players combined can make that statement. But if that quantitative balance aims for an abstract numerical target that no player cares about, its wasted effort.
It would have been nice if Geko and company built the mechanical and power framework on more solid ground. But the time to do that is when you're designing a game. The goal for supporting a game is to evolve it in the directions that would most benefit its players.
Sometimes the game needs to change in ways that are opposed by the players for their own good; sometimes the players don't fully appreciate the long-term effects of changing a game in one way or the other. But ultimately, the purpose to changing a game is to benefit its players. If the players hate the changes, and will always hate the changes, its a pointless change.
I won't speak for the devs on this account, but I will speak for myself. I'm not a coward, or an idiot. I'm an engineer, and a designer, and a quantitative analyst, and I understand game design as well as anyone. There's a lot I think the devs do wrong and when they do I say so. But I think there's a lot the devs over time have done right, sometimes deliberately and sometimes accidentally, that I think make this game someething that I like more than other games that are in many ways far more quantitatively well-structured. There are lots of things I would do differently if I was the design lead, but ignoring the preferences of the playerbase that has grown comfortable with the particular kind of gameplay this game offers would not be one of them.
I'm not a coward, or an idiot, and I wouldn't do many if not most of the things you've suggested. I know you're not directly accusing me of being either (I presume) but I'm compelled to point out that resistance to your ideas doesn't show anything except disagreement. The fact that you continue to infer far more than that is disturbing. -
Quote:Accuracy doesn't work in a way that allows that to happen in the way you describe.I agree with you.
(A second thing I would consider, instead of just buffing ToHit across the board, is making the Accuracy of individual powers vary more. If hard hitting powers had lower Accuracy and softer hitting powers had high Accuracy, I think it might smooth out the edges of the soft cap. But I haven't tested that idea with charts to see if it works like I think it would. The intent would be to make the jump from 40% defense to 45% not be as extreme because you already soft capped to a few attacks at 20% or 30% and so on.)
You could play some weird games with Elusivity though, but I don't think the devs want to go there. -
I prefer focusing my attention on the possible. An invention system GDN is not going to happen at this point. The time to fight that battle was several years ago, and it was fought and lost.
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Quote:1. Its difficult to compare the sustain powers without complete numbers. But it is true that we know /Ice gets two things which are a bit difficult to directly compare to /Energy. Its getting a much wider Chilling Embrace, and its getting a completely different effect: Absorb. Its entirely possible that Frigid Embrace and Energize will end up reasonably close in net overall damage mitigation benefit.Sorry that is not the way things work. Objectively Energy Manipulation gains more from the changes than any other secondary. The only way that isn't true, is if one or more of the sustain gets considerably more than conserve energy does.
2. Power Boost has the additional offensive benefit of adding a method for enabling fast snipe, but that's not a binary benefit. There's a cast time cost to use power boost (unless you're using it already as fast as possible, but that shouldn't be assumed) that partially offsets its fast snipe benefit. Furthermore, the benefit should be compared in context: other secondaries will get *some* fast snipe benefit, and the only incremental benefit power boost offers for fast snipe is increasing /energy's fast snipe availability from what other sets have to what energy has. A secondary other than /devices will still have some non-zero fast snipe availability. If we assume that its something like 2/3rds of the time for non-energy (and non-devices) and 100% of the time for /energy with power boost, that's something like a 33% additional benefit of 20% more damage, or about 6.6% more overall damage (very roughly of course). Using power boost every 35 seconds or so to get there is about a 3.8% net rooted penalty to offense. So the net overall benefit is about 0.964 * 1.066 = 2.8%.
So very roughly, the fast snipe offensive benefit of powerboost is, at least in this estimate, about a 3% increase in net offense. Its unlikely to get much higher because in recharge domains where it can get you perma sets with BU and Aim should not fall too much lower than 2/3rds. But in any environment where you can get more availability than that the fast snipe advantage of power boost should drop.
Factoring in other variables, like using power boost during interstitial combat time, I would say power boosts net offensive benefit is probably between in the general neighborhood of 5% net increase in single target offense, and somewhat less than that in a mixed single/aoe offensive situation.
Noteworthy, but not dramatic, and small enough that other factors could swamp that benefit across the playerbase in general. For example, its far easier to get perma fast snipe with /devices, and for many players that offensive benefit will deliver a much larger practical benefit. For min/maxers, until I know more about the other powers I believe /energy and /ice have the advantage. But I don't think we know enough to choose a winner between those two.
The secondary that worries me the most is /Dark. -
Just to clarify a previous discussion item, in my discussions regarding sustain with Arbiter Hawk he explicitly stated his intention to make toggle powers with sustain effects (which I'm always assuming are the +regen/absorb/HoT effects and the +recovery/discount effects combined unless otherwise specified) suppress rather than detoggle while mezzed, and for the sustain effects specifically to not suppress when the toggle is suppressed.
In other words, when mezzed, frigid embrace will not detoggle, it will suppress, its defensive debuffs will suppress, but its absorb (and presumptive recovery) will not suppress but remain active during the mez. -
Quote:Its ironic that the best way I can see to adjust for the proliferation of defense bonuses in a way that makes defense sets more balanced in performance across higher end builds is to slowly escalate critter defense debuffing.That would make approximately 30% of players pissed. Also, the game is balanced around SOs, not IOs.
Super Reflexes has something IO sets can't give anyhow, defense debuff resistance.
Praetorian tohit, by comparison, is the worst possible way to do that in the general case. -
Quote:Actually, the point of Godwin's Law is that once you start drawing sides in an internet argument, the natural tendency to escalate the evil of one side over the other eventually leads to Hitler and Nazis as the top of the food chain.The point Godwin made with his axiom is that constantly making Hitler/Holocaust comparisons diminishes the impact.
There used to be a corollary to Godwin that stated that when either Hitler or Nazis is mentioned correctly in the context of discussions surrounding European history or fascism in general, that the first person to accuse that reference of being an instance of Godwin was itself an instance of Godwin. -
I get that way sometimes. Like when I said the devs would normalize defense, or when I said there was an easy path to animation customization, or when I gibbered about adding new defense mechanics to the game. You should ignore me when I get into one of those fugues.
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Quote:The fact that you're conceding any advantage at all implies that blapping will still have a place. We don't generally stop doing things that are better because they become less better.I disagree. Pure blapping, sure, that was marginal. But being a blaster was significantly more productive than being a ranger. I won't deny the danger, which means it may have been less productive for rewards if you died a lot. However, blasters that mixed in the melee attacks were, in the past, significantly more potent than pure rangers (both with control and damage). I do not think that advantage is as large now as it was in the past.
Quote:True, but better options will also exist from range, making the choice to enter and use melee less wise. As an extreme example to illustrate the point, if we make it so that every tanker gained a passive 10% resistance all and 4% defense all for every secondary power they take, there is not a lot of advantage to picking up some of their primary powers. -
Quote:In Batman Begins its suggested that Wayne Enterprises was being steered into military weapons development by Mr. Earle because it's other businesses were becoming less profitable. Bruce seemed opposed to that and I assume when he regained control of Wayne Enterprises he put a stop to it. That may have put a significant dent in WE's future. And a lot of money probably disappeared down "applied sciences."Yes. But they still had other things going on. One would think something would pan out.
I'm sure they took a hit, but Wayne Industries is suppossed to be a really big global company who doesn't have their hand in one basket.
Still enjoyed the movie
And then there was the financial crisis. Wayne Enterprises was still solvent even after all that, even able to fund an expensive fusion project and then sit on it, but it may have simply no longer been able to fund as much charities as it used to. -
Quote:The validity of that stance depends on the existence, and likelihood of implementation, of Y.Arguing against buff X because you think buff Y is superior and you think buff X will have consequences down the road is a perfectly valid stance.
I think countermez was a better idea than sustain. But better enough to stand on the tracks? Not really. And sustain doesn't just buff blasters: it's numbers buff blasters but it's concept remakes blasters at the design level into something significantly different. Arguing for a completely different buff requires two separate hurdles to be overcome simultaneously. You have to first convince the devs your conceptual framework for blasters is superior, and then within that framework your buff suggestion fits that framework and generates overall better results.
And you have to prove to the devs your idea works better than the results they are seeing which you can't see. And you have probably a couple of weeks, maybe, in which to do that, before it hits beta and effectively moots the objection. Ready, set, go. -
Quote:Those modifiers were sensible, they encapsulated the fact that melee archetypes were not even supposed to get ranged attacks, and when an exception occurred they were supposed to do a lot less damage.That's more a function of melees not being given sensible ranged modifiers in the first place. Scrappers should have a 1.0 ranged modifier like Blasters have a 1.0 melee modifier. Stalkers should be around .85-.9, Brutes and Tankers at about .65-.7.
Setting the melees' ranged modifier at .5 ensured that they could never use that modifier lest players ignore the power with it. I suspect that this was part of their general overvaluing of ranged attacks.
Setting it that way, and then ignoring it, was one of the original sins that melee perpetrated on ranged archetypes, and one they might still one day regret. -
Quote:The difference is simply too dramatic to be justifiable. 13 self-sufficient archetypes and one dramatically dependent one just to stay alive at all doesnt make any game design sense.You certainly won't get an argument from me on that score. I used that same reasoning to discuss why blasters did not necessarily need a survivability buff. Isn't there room in the game for an AT heavily dependent on teammates? The proposed changes coming in I24 tell us the answer to that question is NO.
Quote:I'd say that prior to I11 they had significantly more benefit. Enemy and encounter design has also significantly altered their benefit.
The problem is that you want blapping to work by making ranged offense not work.
Quote:I do not think it is fair to say they were always marginalized (unless you allow for big margins). While I agree the melee attacks always had issues, the margins for their use have been shrinking even further, on top of the old issues.
Quote:Indeed, but why do it? Shouldn't there be a benefit to entering melee? Or is that old school thinking? Is it enough that the concept of a mixed range and melee blaster is mostly as functional as a pure ranger? Sure the pure ranger is better, but going into melee looks pretty? -
Quote:They did not use shards for the other incarnate slots for the simple reason that shards were a kludge in the first place designed to create a relatively easy path to generating alpha slot powers prior to the introduction of actual incarnate content which was delayed and decoupled from the introduction of the alpha slot. The method, frequency, and value of shards for Alpha relative to the same for threads for the other slots were completely different, which made them not directly interchangeable.the only reason i can think of why shards were not used with the other incarnate slots as because the devs wanted to prevent shard hoarders from unlocking the post alpha slots too quickly when we first got them (and even then it did very little to stop hoarders), and since that time has also passed and they just continue to use threads on everything it would simplify the process to just eliminate shards
The fact that we can convert shards to threads but not threads to shards is a function of that difference: alpha components cost far less to create in shards than threads.
Players have been asking for the devs to merge the two, but I don't think most of them fully understand what they are asking for, because unless the devs decide to go Monte Haul on the incarnate system, there's no way to merge the two currencies that doesn't end up generally forcing players to do more work for the same result.
But then again, how else will people learn. -
Quote:Does it give blasters a purpose beyond what they can do now? That depends. What do you think blasters were designed to do before? You might say they already had that capability, but the game engine disagrees: they dropped dead often enough to put enough of a hamper on that purpose that it actually made a significant dent in their ability to level. More than the dent defenders get for having about half the damage modifier.Is that a good AT definition? Does that give blasters a purpose beyond what they can do now? While I agree it may be slightly better than the current, "they deal damage", it certainly doesn't seem much more expansive.
Or perhaps I should say it doesn't seem clear enough. I can think of definite ways of designing around that definition, but it still seems a bit too vague.
Sustainable ranged offense means when we give blasters higher DPA attacks, like fast snipes, they *must* have extra recovery to allow that higher offense to be sustained. What would be your justification for getting more recovery if you tested I24 blasters and discovered the fast snipe burned up all your endurance? That its illogical to give blasters a high DPA attack and not give them the endurance to power it? That argument would fail: endurance limits are *supposed* to limit how often you can use your best attacks. That's working as intended.
The actual justification in I24 will be that the ranged changes must come with enough recovery to nominally power them through combat. Except that reason is a complete a**-pull of mine *unless* its actually part of the blaster concept. Which I believe it now is.
Sustainability justifies Blasters getting as much regen as regen scrappers, and more absorb than most tankers have health - *if* its not allocated in a way that allows for tanking alphas. It justifies giving Blasters more net recovery than stamina and quick recovery combined. We're getting those things because we're now intended to. Nine months ago we couldn't get those things, because they would be considered design breaking buffs.
The definition isn't precise, but blasters don't need a precise definition. Because we've had eight years of having a definition that precisely says what we are not allowed to be. We don't need one now. We need an expansive one that tells us what we are allowed to be, and what the game is required to give us. Developers can give us *more*, but they cannot give us *less*. That's the sort of definition blasters need now - because its the same kind of definition all other archetypes have. The list of things archetypes are not allowed to be is generally short: they have freedom beyond that list. Blasters used to very precisely be hemmed in by being not allowed to have alpha strike mitigation, sustainable mitigation, mez protection, ally buffing, strong control, or too much damage.
That's a much more precise definition of blasters, which has the unfortunate property of also leaving nothing left for blasters to be.
Our purpose used to be to die. That's not a joke. We were meant to be protected by the other archetypes, and death was just what happened when they occasionally failed. And we couldn't need protecting if we were self sufficient, so we were not, by intentional design.
Every other purpose you think Blasters had is a thought unsupported by the game engine and the game data. It simply wasn't.
Quote:Not surprisingly, I also can't let go of the concern of how this might affect the melee attacks and other melee oriented powers. They are already somewhat marginalized and if they get marginalized even further in I24, then they ought to be abandoned and the AT should truly be designed as sustained ranged attackers.
But the melee option will still be there, and due to the radically higher survivability it will be a better option in I24 than it is now. If you wanted to make and play a blapper, I'm guessing +400% regen is something that would be of some use to you.
You could argue I24 opens the door to more blapper options. Realistically, any secondary could be a blapper but the two best blappers by lightyears were electric and energy, both with very strong melee attacks with mez. But while Ice Manipulation doesn't have those same powerful melee attacks, it might become the strongest melee ranged blaster by stacking ice patch, the improved frigid's debuffs, and frigid's massive absorb shield. Stack tough, weave, and temporary invuln on the absorb shield and you could have an extremely hard to kill blapper.
In fact, now that /Fire is actually getting real survivability, someone might put all that damage to some actual use. Electric/Fire has enormous blapper potential that is marred by the fact its also suicidal. But above some critical level of survivability Elec/Fire should become a PBAoE powerhouse. The only question is whether 2-3x better than we normally can get now is enough. -
Quote:I'll pass your feedback along to my minions.I have to say, the Animus Arcana are probably my favourite so far, pun-dropping Lightning Storms notwithstanding. They all sound so earnest, so honest. "Hey, I like you! Let me help you! I like helping you! I like everybody!" It's making me chuckle even as I think about it
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Quote:Blasters need to be better. Enhanced endurance recovery makes them better. Suggesting it doesn't "fix" the archetype is not a meaningful criticism because a) no one thing will, but all solutions are composed of individual things, and b) "fixing" the archetype is an ill-defined problem because no singular specification exists as to state the problem. I don't even think there is a singular problem.Endurance Recovery is a nice perk. I see that it is an advantage. I don't mind blasters getting it. It does nothing to address the problems of the AT. It's like seeing a car with a flat tire and fixing the engine to get better gas mileage.
The ranged set improvements, the sustain changes, they are designed to work together to improve blasters. If you have a specific problem in mind that you believe blasters singularly suffer from, none of these changes might explicitly address that problem. But they do specifically address the fundamental problem blasters had, which is that they had no grounded design goal. Arbiter Hawk has created one with the sustain and ranged set changes: sustained ranged combat with burst damage vulnerability. Are the changes perfect to implement it? Probably not. But all other suggestions for blasters were chipping around the edges of the basic problem that none of those suggestions could be evaluated under the one and only important criteria for judging the balance-appropriateness of them: do they deliver the specific performance the archetype is intended to have.
Because the archetype *had* no intended performance target. Until Arbiter Hawk's announced changes, every problem blasters had could be legitimately argued to be intentional. Now we have at least a vague idea of what blasters are supposed to be. More or less very early on (certainly by 20 when sustain kicks in) they are supposed to be sustained ranged attackers. Some people figured out how to spend time and influence building towards that goal, but people figure out how to tank with controllers also. The point is that the archetype is supposed to give you reasonable tools to do that *before* you then try to enhance its performance *above* that.
Do the changes announced by Arbiter Hawk "fix" blasters? Wrong question. They *change* blasters into something else, and the only reason this doesn't violate the cottage rule is because in a real sense they were nothing else before. Arbiter Hawk isn't replacing what they were supposed to be good at with something else: there wasn't anything penciled into that blank to begin with. Now there is.
I'd say that doesn't so much solve a problem of the blaster archetype, it solves the problem of the blaster archetype. -
Quote:I've heard many people say that they ordinarily don't play MMOs but something about this one was different. And I'm sure there are people who say that about other MMOs as well.For all the people who have said the prefer the status quo you do realize that if there is not a sequel we are on the clock. That in 5 maybe 8 years this game will not exist. It might be longer but it is finite. It will end and be no more. What will you do then? "I don't want to start over in a new MMO" is short sighted. It's start over or go home.
That so many of you have said you won't try something new is shocking. that you've stated once this game is done, your done as well (with MMOs). Words escape me.
And to be honest, I wasn't a hardcore MMO player until this game came around, and even though I've played most of the major western MMOs to come out since this one (including WoW) I find I still spend more time in this one than all others combined. I don't know what's shocking about that. I'm not an MMO player or an FPS player or an RPG player. I don't play anything just because I'm a fan of the genre. Either the game holds longer term appeal for me or it does not, and the fact that most don't is not, I think, a quality unique to me.
A lot of people play WoW that play no other MMO. A lot of people play Eve Online that play no other MMO. I don't think its at all weird that a lot of people play City of Heroes that have no interest in playing any other MMO, at least not of any MMO that is currently out there. -
Which is basically saying you wish the devs wrote an MMO to your specifications. I think that's what most people who claim to want a CoH2 actually want: a game written to their specifications. The probability is virtually zero that a CoH2 would actually do most of the things people expect it to do.
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