Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by cohRock View Post
    Me. According to some quantum physicists, I can create a whole new universe just by deciding between Twinkies and Ho-Hos at the 7-11. Then we have both a Twinkie Universe and a Ho-Ho universe, etc...
    That sounds more like a vote for Hostess.
  2. Quote:
    Originally Posted by Oedipus_Tex View Post
    I'm not so sure. The Harm spell required a touch attack and drained you to 1 HP in one cast. If you dodged it I think you still took half damage. Poor dragons and mind flayers never knew what hit them. I miss being that overpowered.

    (This is to say nothing of the various instant death spells that peppered the earliest versions of the game and the arduous process of getting a resurrection, if you got one at all.)
    But could you clear a map with it for full XP?
  3. Quote:
    Originally Posted by Coin View Post
    Why do these nutcases have to do things to spoil the world in so many ways
    Its important, I believe, that while keeping the victims of the shooting in our thoughts we give no more power to the gunman than he deserves. Which is to say, none. You don't attack a public place in a stunt like this unless you want to divert people's attention to yourself, something I have no intention of doing. I have honestly already forgotten his name.

    A week from now, a month from now, a year from now I will be interested to know, from a pathological perspective, why this person did what they did. At the moment, as that knowledge serves no immediate beneficial purpose, I don't really care. I don't even care enough about him to denigrate him.

    Its difficult, for some impossible, but we shouldn't let a random nobody steal any more from us than we can prevent, and that includes living our lives as if he's unimportant. His victims are important. He's not.
  4. Quote:
    Originally Posted by Oedipus_Tex View Post
    What I was actually referring to is the absence of a soft cap. It doesn't exist because what amounts to enemy ToHit/Accuracy is highly variable. You can generally hit a point where you can expect most enemies to miss, but enemies with abilities that boost Accuracy and Defense are extremely common. Enemies with extra defense are also much more common where in CoX they are nearly absent or at least highly avoidable.
    The reason why the system of +5 sword of thwacking vs +4 armor of unthwacking works is actually because GMs consciously ensure that the range of combat makes sense during play. You don't have players with +3 power scooters going up against enemies with +30 hand grenades. Which we had here. A human being wouldn't allow that to continue.
  5. Quote:
    Originally Posted by Watchdog View Post
    Thanks for that. That's VERY interesting, and I can see why you'd want to explore that as a more active gameplay mechanic.

    But still, doesn't this rely on getting them down to zero to begin with? I understand everything you wrote, but whether they give us more access to the other types of endurance debuffs or not, it still relies on the core concept of critters not having enough endurance to attack with.

    In other words, I can easily see that this could have profound utility versus bosses, but the fact still remains that -- without first using SC/TB/PS -- you'd still be killing minions and LTs faster than you'd be gimping their ability to fight back. You would have to give the -end component a very large drain (i.e. a blast doing more -end than DMG) to have it make a different versus anything sub-Boss. And most things larger than Bosses either have huge pools of END or are very resistant to drain, so this effect would be pretty Boss-specific, wouldn't it?
    This is how having many different effects you can mix and match helps. If you debuff endurance discount so attacks cost more *and* you also continue to apply drain, the enddisc debuff will hit both ranks proportionately hard, but the drain will stack up faster on the minions, disabling them quicker.

    The only real problem this sort of thing has is that you have to be very careful about stacking.
  6. Quote:
    Originally Posted by Oedipus_Tex View Post
    Well again I don't think he's saying (and I'm definitely not) that you don't want good calculations underpinning your design. The City of Heroes Defense system is a mess because of that sort of thing. Although what's interesting about that is the City of Heroes Defense system (ignoring Resists and Regen and so on for the moment) is essentially identical to the one used by Dungeons and Dragons for the past 25 years (1d20, 1 always misses, 20 always hits).

    What's different about CoX versus D&D is the enemies.
    Actually, its two things. One: human GMs that can bend the rules. Two: the rate of combat.

    Setting aside regeneration is actually something you can't validly do when comparing the systems. How fast do D&D characters regenerate? That's actually the most important question you can ask about a combat system: what is sustainable? In most pnp games sustainability is extremely low. In CoH its far higher normally, and can be made even higher than that. That one difference changes everything.
  7. Quote:
    Originally Posted by Oedipus_Tex View Post
    But I also think there is a widespread idea that even before a product launches you should be able to tell from a spreadsheet exactly how combat mechanics will play out. There is really only one way for that to happen in reality: your system has to be be highly predictable. Unfortunately, sustained fun and high predictability do not frequently get along. There are plenty of very well balanced Korean grind MMOs, and not a whole lot else.

    To put this in CoX-explicit terms, anyone who says they can predict combat outcomes from a system where players are allowed to Fly, Super Speed and Teleport without actually interacting with those systems in a typical game environment is simply mistaken. It's impossible.
    You're mistaken.

    There are many parts to the game that produce visually different results. That produce mechanically different results. That have different functional gameplay.

    But that's irrelevant. Eric Schaefer does understand this fundamental point about game design:

    Quote:
    There are indeed a lot of complex systems that all have to work together, but they mostly boil down to two or three dynamics: how fast the player’s character can kill the monsters and how well the character can withstand the monsters’ attacks.
    I know what Power Blast will do in the game. And I know there's no way to teleport yourself a better version of Power Blast. I know if you run away from critters you'll take less damage. I don't have to care how many possible ways there are to run away. I only need to know that while you run away they can't really shoot at you effectively, and you can't shoot back effectively. I also don't have to be particularly accurate with my guestimates on how much loss in effectiveness that situation has.

    This game, like most games, is ultimately balanced around progressional rewards. XP, in other words, and secondarily influence and drops. Its possible to determine optimal rates of earning XP under different conditions that the game balances for. Its possible to declare situations out of bounds on the high side that are tolerated but not balanced for. And its also possible to declare situations out of bounds on the low side that because they are on the low side, we don't care about them at all. If you want to hover snipe your way to level 50, since that's ten times slower than normal soloing I don't care if the critters can't shoot back.

    I don't have to analyze how every single piece of the game can possibly function, any more than I have to track every air molecule in the sky to know its going to rain. I especially don't need to track every droplet of water in the sky to know that if I go outside I'll get wet.


    Its not particularly easy. Its not spectacularly hard. Its just not done. I'm sure gaming history is full of people who have made the claim that it was possible and then failed miserably to actually be able to do it. That impresses me not even a little bit.
  8. Quote:
    Originally Posted by Oedipus_Tex View Post
    Well what really strikes me about his approach is that he actually usually ends up with a finished game. For a small publisher, just getting the game out the door on a reasonable budget and having it not totally suck is a major feat.

    There are so many small things that can wreck an RPG (action or not). I don't blame him for not running complicated models beyond basic assumptions about stat distribution, because in the end it won't matter if you find out one class can consistently use skill to dodge the monsters completely, because of the distribution of the monsters or gear, not because of the mathematical model underpinning the game. This specific scenario has played out in most games in one form or another.
    The world worked fine in the days of Roman numerals. It just works far better with Arabic arithmetic.

    I don't doubt that its possible to create a good game without a strong mathematical foundation. I question why its presented as an either/or proposition more times than not. You can make a good game in BASIC. But I would be astonished if the game development community, and only the game development community, constantly recruited programmers who only knew BASIC just because its possible to make a good game in BASIC. Its possible. It also permanently anchors you in the dark ages of what's possible.

    One person making a game in BASIC is a curiosity. The whole industry doing it is mass insanity.
  9. Quote:
    Originally Posted by Watchdog View Post
    I think I've been clear. I thought you meant you wanted to fix endurance drain.

    But it's not something that can be fixed. Fixing something implies that it once worked properly. It NEVER worked the way I mentioned earlier. The -end aspect of ELB attacks were never substantial enough to make any worthwhile difference on their own. And to be honest, if they did go that far with it, it might make ELB overpowered, but would more likely just be redundant
    The problem with endurance drain effects is that they leverage only two endurance affecting effects: direct -end and -recovery. Both are heavily backloaded effects: they allow the critter to continue to attack until they run out of endurance, they just will run out earlier. They take away the future, but they do nothing to the present.

    That's not impossible to change. Critters use endurance just like we do (lots of players think they don't). Small attacks use a little end, big attacks use a lot. Can we drain a critter so they can use the small ones now, but not the big ones now, as in an immediate effect? Yes: we can debuff MaxEnd. By lowering the maximum amount of endurance they have without touching recovery rate per se, we can continue to allow them to use small attacks but we can put a ceiling on the largest attack they can use, and that can essentially take effect instantly.

    We can also manipulate endurance usage: we can debuff EndDisc - endurance discount. By debuffing it, we can make all the critter's attacks take more endurance. So instead of halting recovery, we can make the critter burn through endurance faster. The more the critter attacks, the faster they will burn through endurance and the faster they will tap out. This would be particularly useful against bosses.

    And debuffing EndDisc while more backloaded has a similar side effect as debuffing MaxEnd. Once a critter is reduced to zero endurance, without -recovery they will still recover endurance. They will do so in ticks just like we do. They will have zero end, and then suddenly they will suddenly have 6.67% more endurance which they can use to attack. On a minion, that's 6.67 end: the largest attack they can use with that one tick of recovery burns 6.67 end. But on a boss its 13.33 end: bosses can use larger attacks with that recovery tick. Unless we make their attacks cost more, like if we debuff endurance discount.

    The game currently doesn't begin to scratch the surface of what's possible with drain effects. Its just a question of putting the right set of them together in a balanced fashion. The rest is numbers tweaking (but would take several more pages to illustrate the calculations necessary to do so).
  10. Quote:
    Originally Posted by Oedipus_Tex View Post
    There is an interesting discussion about this very topic in this interview from Eric Schaefer (one of the creators of the original Diablo I believe). Not sure if I'm allowed to link it, but I don't think of the mentioned game as competitors, so here's a try:

    http://thecriticalbit.com/2012/07/13...torchlight-ii/
    Quote:
    I don’t even try to balance the game! I suspect that’s a shocking statement, considering how much balance gets discussed in reviews, within our team, and amongst my peers in the industry, and it may come back to haunt me if our game isn’t well received, but I think we do it differently here at Runic. One reason, as you allude to in the question, is that the game is simply too complex; there are too many systems and too much randomness for my puny brain to deal with. But the more important reason is that I think balance is boring. I specifically want you to find a weapon that’s just too good. I want you to discover a skill combo that makes killing certain monsters seem too easy, and I want your summoned Nether Imp to feel “way overpowered.” But these imbalance spikes are designed to be temporary. A few levels deeper into the game, you might be struggling to find a replacement weapon, your skill combo won’t work as well against the new monster varieties and your pet will start to seem weaker. The multiple, overlapping systems and heavy randomness work to my benefit in this respect. I just stand back and try to manage the chaos. So all my spreadsheets and assumptions become less important as we finish development, and I concentrate on playing over and over again, getting tons of feedback, and ironing out the really crazy peaks and valleys. Fun always trumps balance.
    This is just one of those things where I've come to realize game designers aren't students of their own field. When he says he doesn't balance the game, he's simply introduced a different balancing system into the game: one where powers and abilities degrade in relative ability with progression, so there's an automatic negative reinforcement that the more powerful an ability is in terms of its ability to make you level, the less amount of time you can use it for - because it will outlevel itself.

    Around these parts we system engineers call that "intrinsic reward rate-based balance."

    And if he really doesn't balance the system, why is he concerned about ironing out the "crazy peaks?" Because he does care about balance, he just wants to do it the long way.


    Also, the really different way he thinks he's doing it now is how Cryptic and now Paragon Studios has done it for about ten years, initially because it was the only way they knew how, and now because it would be too complicated to do it any other way. Arbiter Hawk seems to be the most number crunching dev we've had since Weirdbeard, but he doesn't use that number crunching to "balance" the game in the conventional sense, but to generate the results he's aiming for, which aren't necessarily what traditional balance would dictate. Its still very much balance by iteration.
  11. Quote:
    Originally Posted by Watchdog View Post
    I'm fully aware that virtually every Electricity Blast power has a drain component, but only Short Circuit and TB's even amounted to anything meaningful. So if you're advocating turning the drain of those powers into something significant on their own, that's another discussion entirely. That would be a ground-up re-imagining of what endurance drain has ever been with this set.
    I reiterate the question: what do you think I mean when I say "make endurance drain work?"
  12. Quote:
    Originally Posted by Dark_Respite View Post
    d) Wait to see how long it takes before Dark_Respite actually manages to explain it in a semi-intelligent fashion in her book.
    One day I should write a book on CoH. I could call it &^!@ The Devs Said.

    Of course, all the devs would have to be dead before then, or at least incapable of significant travel.
  13. Quote:
    Originally Posted by Ultimus View Post
    Off Topic: So do you think big companies like Blizzard hire mathematicians then? Say for World of Warcraft? Or would you say that game is on the same complexity level of COH?
    I'm not a WoW expert, but based on what I do know about WoW I would say that fundamentally speaking WoW is a much simpler game to analyze. There's more "stuff" but the stuff itself is not difficult to figure out what it does precisely.

    CoH combat is actually very complex to analyze, relative to practically all other MMOs. And that's because most MMOs are built on models that make them easy to analyze so the *developers* can predict what will happen. The original CoH devs got that one horribly, horribly wrong in this game. They created a game that exceeded their ability to analyze. Eight years later we're still developing the analysis tools to analyze this game.
  14. Quote:
    Originally Posted by Watchdog View Post
    And really, given the change they're already making to Zapp, why is what I'm suggesting so outrageous?
    Its not so much outrageous so much as its never going to happen. The devs have already announced the snipe change. The change already exists in the I24 build. They aren't going to completely reverse the work they did on them without some direct evidence that those changes *don't* work at all. Which you won't be able to provide prior to I24 reaching beta.
  15. Quote:
    Originally Posted by Samuel_Tow View Post
    Sure, you can jumble the numbers around, but what you're changing is the math, and math can be figured out.
    If you're going to play the min/max metagame against your players, you have to be better mathematicians. And that ain't hard for real mathematicians. We're still discussing the true benefit of Scourge years later, and the only credible answer anyone has to how strong the SR passive resistances are is "I think Arcanaville said something like 15% a few years ago**." And yet, there's nothing difficult to explain when it comes to how either works. They are just difficult to min/max around without complex math.

    If you play this meta game for real, its actually easier to design a game difficult to min/max than it is to analyze a game made difficult to analyze. The advantage is with the system designer. But only if they actually play the game to win.

    From a game design perspective, the problem isn't math. The problem is moves. CoH is designed for combat to resolve itself in a small number of moves (i.e. attacks). And that reduces the level of complexity of combat substantially. That puts the designers in a whole in terms of the maximum complexity horizon they can introduce. But its not impossible to still make a highly complex and unpredictable game within those limits.

    Unfortunately, the main area we see this in CoH is in scaling stacking debuffs. A critter group that is a pushover at +0x2 suddenly becomes a nightmare at +0x6 when their debuffs start self-amplifying and the speed at which they can suddenly kill you rises exponentially.


    ** Closer to 24%, actually
  16. Quote:
    Originally Posted by Samuel_Tow View Post
    Your definitions of "Incarnated" seem a bit demanding. By that definition, I have not a single one, despite having I think three or four characters with something in their Alpha slot.

    Moreover, I really, REALLY hope we don't go down the traditional MMO path of end game power creep, where all the new stuff shows up on top of the old stuff where you have to have the old stuff to even participate and where you can only participate in the new stuff and nothing else if you want to make progress. This is a game that the development team can never win.

    I really, REALLY liked CoH's old "end game," where new "end game" content just showed up as more stuff for level 50s to do without necessarily stringing them along a never-ending but rather very linear path. I didn't have to have defeated the Hamidon in order to run the Statesman TF, nor did I have to have beaten Terra to attempt the Hamidon. We were given choice in what to do and pretty much anyone who was over 45 could participate in all of it and contribute meaningfully.

    The last thing I want to see is a constantly sliding fake level cap, basically.
    Of course, that's one perspective. There were a lot of people who for a long time complained that the LRSF and STF were fairly exclusive, and there existed no way to build power to eventually beat it if you couldn't already beat it. Until the invention system came along and created a treadmill that wasn't directly connected to it, but indirectly provided just such a progressional path.

    People don't want treadmills, until they need treadmills. And there's no such thing as never needing one for all players: unless the content is so easy everyone can do it with their eyes closed, reasonably difficult high end content will eventually escape the capabilities of some players. And then its either provide a path to grow, which inevitably creates some creep, or tell them tough luck.
  17. Quote:
    Originally Posted by Johnny_Butane View Post
    I don't buy that line of thinking. Otherwise, everyone would only ever play the best AT and the best power sets since there is no such thing as perfect balance, and if there is, we sure as shooting don't have it here.
    Here, there is no universally best choice.

    You're talking theoretical. There's no reason to talk theoretical. We know what happens here. We know what happened in CO. Case closed.
  18. Quote:
    Originally Posted by Watchdog View Post
    Sorry to sound so frustrated, but I'm getting a little tired of very clearly stating my points and having you guys twist them into something else entirely.
    Hold that thought.

    Quote:
    Meaningful endurance drain only happens point-blank until lvl 32. So unless you're talking about making Short Circuit a ranged, targeted AoE, I find it odd that you think the most important issue for a ranged set is a secondary effect that is melee-range for the first 31 levels of the game.
    Now go back and actually read what I said:

    Quote:
    I think making endurance drain work properly is a far more important issue to Electric Blast, particularly lower level Electric Blast.
    When I say make endurance drain work properly, do you actually believe I mean "make short circuit work properly, because if I'm going to make endurance drain work effectively, I'm only going to improve it for powers that are already effective."

    The following Electric Blast powers have endurance drain effects in them and have more than melee or PBAoE range and are available prior to level 31.

    Charged Bolts
    Lightning Bolt
    Ball Lightning
    Zapp
    Tesla Cage
    Voltaic Sentinel


    Quote:
    So why is it that all I'm hearing is that my point is ridiculous, that I should play another set or my idea of balance is wrong or that I want to totally change the way the set plays? Seriously, why is my very simple request met with such steadfast refusal from you guys? Is it completely insane to want to play an Electricity Blaster with a focus on ranged powers; to just want a decent, functional chain to allow that approach?
    Because you've shown a cavalier attitude towards eliminating powers other players actually use. People actually use short circuit. There are players actually looking forward to the fast snipe. Some people like the unique aspect of Voltaic Sentinel and want only minor adjustments to the power to improve its effectiveness without altering what it does fundamentally.

    If you don't like a power, don't take it. If you don't like it to the point of deciding its time to get rid of it entirely, you have to be prepared to defend that suggestion against every other player that is equally justified in challenging that suggestion. You should not be expecting lots of people to sympathize with your position that the power they are currently getting use out of should be yanked out of their build and replaced with something completely different.

    You have to realize you're not just asking for something, you're also asking to take something away. It is in fact completely insane to think that asking for Short Circuit to turn into a single target attack would not generate massive opposition. There are people nervous about the I24 Nuke changes which are almost entirely beneficial. And they do have a right to express their concern about that change. Short Circuit to Dehydrate by comparison is the eponymous sprouting of a cottage.
  19. Quote:
    Originally Posted by Ultimus View Post
    And what I mean by that is any "balanced" freeform system would simply be an AT system in disguise. IE, if a Scrapper chose range powers they lose defensive abilities to balance... Isn't that what a Blaster is?
    If you're saying a balanced freeform system will have tradeoffs, and all tradeoff systems are archetype systems in disguise, it will be an archetype system in disguise as you define it. But not as I define it, since it would be impossible to create an archetype system which mirrored its behavior, which is how I define archetype system in disguise.

    Here's a tradeoff system that reformats the tradeoffs so that instead of advantages and disadvantages, you have a continuum of options. Suppose you were to create a bunch of attributes, lets call them A, B, and C, and suppose you allowed players to allocate points to these three in any way they wanted. These would be dials that would set three different parameters of their character.

    The thing is, these three things don't directly affect anything. Instead, a different set of attributes is calculated from them. V, W, X, Y, and Z are all functions of A, B, and C. Perhaps V is the sum of A and B. W is the product of A and B. X is A/B. You have to choose how to allocate points to A, B, and C, but doing so affects lots of different things.

    This is pretty abstract, so it appears confusing, but that's a separate issue. I could call A, B, and C Resilience, Strength, and Endurance. You the player get to choose how much to strengthen each base attribute. But that will affect your derived attributes in different ways. Resilience times Strength might be your Offensive Power. Resilience plus Strength might be your Survivability. Strength/Resilience might be your Speed. Ground the relationships in conceptual touchstones and you can make it intuitive in theory.

    But that's a side issue. The design balance issue is that you can embed tradeoffs without needing to invoke actual tradeoffs by simply engineering the actual game mechanics to enforce tradeoffs which the players have full control of, but cannot multilaterally optimize. The players never "give up" anything. They simply can't gain in all directions simultaneously.

    What's more, you design the game so that every strength *is* a weakness. The more resistant you are to other things pushing you around, the more resistant you are to moving as well: you're slower. Shields that block incoming damage also partially reduce your damage. Ranged attacks are easier to use on distant targets, but harder to use when someone is standing next to you interfering with your aim. You don't ask the players to give up something to get something, you just make sure nothing is universally good.

    There's only one real requirement, and its unfortunately for the MMO industry a doozy. The mechanics and the abilities system *must* be tuned to each other. They cannot be designed independently of each other.

    But that's not how MMOs are typically created. And without extremely strong synchronicity, it doesn't work.
  20. Quote:
    Originally Posted by Issen View Post
    The fact is we don't know anything, because the writers are (obviously) with-holding that information. I think the issue is, that we're trying to explain/justify/etc something when we lack the information to do so properly. Rather than try and explain it ourselves with what limited information we have, why not wait for the writers to show us?
    In the next patch to the game, Positron in Steel Canyon is thirty feet tall. Do you:

    a) Bug it

    b) Wait a few years to see if the writers explain it
  21. Quote:
    Originally Posted by Dark_Respite View Post
    Why? I can probably count on one hand (MAYBE both hands) the number of people who even use the thing, and it's not like I'm doing anything USEFUL with it, like finding math errors or discovering powers imbalances or anything. I just make videos with it.

    Michelle
    aka
    Samuraiko/Dark_Respite
    Because in my opinion, our demorecord feature has always been an enormous untapped strategic tool that could have been developed to add a unique feature to the game that would make the addition of the Architect look like adding a new hat.

    Imagine if the game recorded everything we did. Imagine if we could play back everything we did. Imagine if we could share that one time when that thing happened that we never saw before. Imagine video diaries of characters. Animated comic book versions of our story arcs instead of just souvenirs. And they could be made a lot smaller: a half-hour BAF with everything happening in it compresses down to about four megs down from 35 as a test. Four gigabytes could probably hold the entire leveling career of the average character.

    The machinima opportunities would be just a niche use of something that could be a primary feature of the game. But even there, I bet you could sell quite a few copies of the game to people who just wanted to make superpowered video animations. But the ability to forward a bullet-time floating camera quick-edit video of a particularly interesting mission to a friend? Who can do that now?

    We almost can now. And apparently Paragon Studios thinks that ability is a nuisance, not an opportunity. To me, its completely unfathomable. If it was me, I would hire someone whose sole responsibility was making /demorecord work properly. That would be the only thing he did, from eight am to five pm, Monday to Friday, every week, every month, every year. He would keep working on it until the feature worked perfectly, and he would be empowered to shoot any programmer that broke it.
  22. Quote:
    Originally Posted by Tenzhi View Post
    It seems to me that the whole idea around becoming an Incarnate is to become 'big enough', as it were, to handle such threats on your own.
    What about the Incarnate system as its actually implemented gives you that idea?
  23. Quote:
    Originally Posted by TwoHeadedBoy View Post
    The muling opportunities would be more than considerable, even cheaper stuff like KB IO's and Kinetic Combat sets. Don't get me wrong, I wouldn't complain if it happened. I just feel a responsibility to point out things that I would exploit the hell out of on my personal builds before they happen, so I won't have any guilt about it once I've made my intentions public.
    There's probably no change the devs can make for which that's not true. The I24 blaster sustain changes are going to be good for the average player, and the stuff of wet dreams for min/maxers. But that doesn't mean the average players shouldn't get the good stuff.

    Also, although I mentioned increasing slot count, I didn't specify by how many. I did not mean to imply I think Kheldians should get another forty slots to fully slot each of the other two forms. That would be ridiculous. The calculations I did a few years ago suggested that number should be roughly six per alternate form.
  24. Quote:
    Originally Posted by Watchdog View Post
    I totally see what you're saying and don't disagree, but think of the lower level blasters. They count, too.
    At lower levels, what Electric loses compared to Energy in single target offense it makes up for by having a stackable hold. Until I24 rolls around, the single most critical issue for Blasters as datamined by the devs was survivability, not single target offense. Blasters died, often. Higher mitigation therefore should be weighted strongly relative to offense when it comes to comparing blaster primaries for average players under leveling conditions. Electric has a way to permanently disable a boss. Energy doesn't in the general case, unless you count power pushing them while chasing after them.

    The notion of a continuous uninterrupted single target chain is itself a fiction for most players of all primaries. Without significant recharge slotting, Energy Blast can't do that with Bolt, Blast, and Burst any more than Electric can with its attacks. So that's not a binary difference either: its one of degree.

    In either event, I'd probably just increase Tesla Cage to be a 0.8 DS attack with a 0.5 net DoT and call it a day on single target. I think making endurance drain work properly is a far more important issue to Electric Blast, particularly lower level Electric Blast.
  25. Quote:
    Originally Posted by Anti_Proton View Post
    I would love to see an actual example of of a free-form game that is also balanced.
    Me too. Maybe one day I'll make one.