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Quote:Hello Sam, thanks for joining in the discussionA few things I want to comment on:
Your defence-giving power in Leaping is EXCESSIVE! 9% defence is just 2% short of what both Deflection AND Battle Agility provide to a Shield Scrapper, and you're suggesting an auto power. 5% is what defence-giving Pool powers were before the GDN. If you're looking at defence now, especially in a pool toggle, the most you can look forward to is 1.5% to 2%. I'd swap it out for something else entirely anyway, since we don't really need Weave Again.
The power is giving resistance (5-9%) depending on AT, 9% S/L if you were a tank. The defense in the power is Melee only and its value is equal to Combat Jumping. So IF, you took CJ, and Elusive, you would have 3.75% defense Melee, 1.88% defense(everything else) and 6%(approx) resistance S/L if you were a scrapper. This requires 2 picks and of course gets better with slotting. 6% Defense Melee 3%(everything else)(with 3 def in both powers) and 10% resist S/L if you 3 slot resist in the auto (which is now 6-slotted). Sorry if you thought the 5-9% was defense.
Quote:Also, your flight speed boosting power would be useless for the actual power Fly, which seems to cap itself with just its default slot these days. However, and this is what people always miss, it seems like it would be useful for Hover. I know that's pretty much half the reason I use Power Boost on my Energy/Energy Blaster. Hit Power Boost and you have amazing flight speed with Hover's tight control. Excellent for in-battle.
I actually think you can keep this power. I don't know what stats you have for it, but twice the Hover speed for, say, 30 seconds every two minutes would be worth the pick, at least for me.
Do you have any thoughts on how this power pool could be improved ?
Quote:I'm not sure you want to put in a Placate, at least not one that initiates Hide for Stalkers. It's not overpowering for other people, but it becomes "mandatory" for Stalkers if you leave the Hidden status in, and no pool power should be mandatory for any AT. However, if I were designing this, I'd design it as Smoke Flash. It slaps people with an AoE placate, but it doesn't hide you and I believe it breaks for EVERYONE if you attack anyone from the spawn. Basically, I'd design this more as a "Get me out of here!" power, but that's just me.
Quote:When it comes to teleport, I want to go off the rails here for a bit. We all know how powers like Lightning Rod and Shield Charge work - you summon a pet at your reticle and it hits things as you teleport to it. So what if Teleport summoned an invisible pseudo-pet that would grant base Hover speed flight to you and only you in an AoE of a 4-foot radius around where you appeared? The pet's flight power would be unlimited, but I'd make the pet itself time out after 20-30 seconds. That way, you could get a long Hover period, but one you could break just by hovering away from the pet. In fact, this could come with a new graphic, a kind of "dimensional distortion" that you can fly as long as you're in it, because the thing would linger after you left it, and you could potentially return to it.
I can definitely see the need to have only one of these active at a time, which could be achieved by whatever system it is that kills your Forcefield Generator when you summon a new one.
That's all I have.
It reminds me of another Idea that I read about where you open a portal and fly thru.
The portal stays open as long as you leave the toggle on and the portal appears right next to you. Once you fly thru the portal, you become phased and invisible but can fly thru your current map at flight speed. All enemies would be invisible to you, but you could see the whole map. Once you reached the spot that you wanted to port to, you switch off the toggle and "POP" you are right at the spot you have flown to on the map.
Personally, I would rather just click a spot on the map not covered by the "fog of war" and land at ground level on that point. This makes exploring an important factor of Teleport, which is very "thematic" to me. Thats kinda why I suggested that for the Team Teleport power. To see what kind of responses it would engender.
Another TP idea that I had for "Dimension Walk" was a toggle like combat jumping, which gave some small defense/resist bonuses, or even stealth, but when you hit the space bar, you would teleport "X distance" in a direct line from your current heading. If any obstacle was between you and that "endpoint" you would show up just before that obstacle. It would look so cool to jump-port, but I can only imagine the headaches the Devs would have trying to "unstick" players whose characters got ported inside walls and such. -
Quote:Very well explained, and yeah I like it. This would be something I think folks would not be opposed to being buffed with. You could tie in the superjump resistance to damage when falling, so that if the buff wore off, they would fall without taking damage.The way I imagine momentary flight is similar to super jump in that, you hold the jump button and you keep 'jumping' and you release the jump button (or reach max height) and then go down. The difference being, you keep holding the jump button and moving in a direction, you keep flying. If you release the jump button (or run out of airtime), or you stop moving 'forward', you start 'gliding' down. Did I explain that well?
I guess it could work as a toggle too but I hate having to run more toggles >_>
Quote:Well, the idea isn't to constantly jump around to get the buff. The idea is, if mezzes are flying at you (which isn't always), you can attempt to 'escape' them by jumping. So if there are Tsoo Inkmen with mind control and energy melee all around, you can try to 'jump' out of their mezzes.
It's more like adding an option to 'try' to escape instead of what squishies have now: use breakfrees or wait.
You don't chug all your breakfrees one after another just cause you have them, right? That'd be about as useful as constantly jumping around for the buff.
Quote:Well, I wasn't suggesting the auto power give flight. AFAIK, Ninja Run has some kind of affect on movement friction so that you can move differently in mid-air. Not sure how it works but, when I have NR going and TPing around on auto-run, I can keep moving more easily after coming out of a teleport and immediately move in the direction I was auto-running in when the hover ends. I was kinda talking about a power that improved on that, giving you extremely loose friction and moving capabilities while in that hover state.
Quote:Nothing to say about the stealth comment. I was mainly bringing up the utility this power offers to different ATs/powersets.
But you were only talking about the defense not suppressing? Not the stealth? Well, I guess it still be pretty useless on a Stalker but not completely. For the DA/EA users, it'd still have no use.
I am completely convinced that going up to 5 powers in each pool and making some solid effort on which powers come at which tier could really open up more of the pools. Especially ones that are lesser used, like Presence, Concealment, etc...
Quote:Well, that's a bit close to Transference (granted that's AoE) but I'd fully expect the usability of the power to come into question. I guess out of combat or ranged or on a moderate-short recharge, it'd be good.
Great explanations Leo -
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Quote:No, the counter is that Blasters can zip through content and contribute solo and on teams, so they are fine there. If there are corner cases where other powerset combinations challenges their damage too much, it's more of a case that perhaps they're overpowered and need a reduction, or that it's an out of the norm build for the regular player, so it doesn't matter. Debuffs are also an issue that adjusting Blasters to face would be a tad ridiculous, depending on how you approach it.
Arbegla covered the Scrapper AOE stuff well enough. Scrappers can do nice AOE in melee range, but they're still not on the level of what my Blasters can do. And I say this as someone with a lot of Blasters that I like.
Very well summarized Grey Pilgrim
I also agree that if some other AT (Corruptor/Defender/Controller) can approach the Damage output of a Blaster while solo, then perhaps something is out of whack. But not with the Blaster. Blasters trade group support and self defense for Damage, lots of it.
They really should be the King of Single Target AND AoE Damage. Scrappers are melee blasters, who get greater self-defense than Blasters but lose out on Range and AoE damage. Is that a fair balance between Blasters and Scrappers ? Some will say Scrappers have it better, but let me ask this of those folks;
When looking at pools and ancillaries to enhance the counter aspect, who has an easier time of it;
A) The Blaster looking for self-defense powers like defense, resistance
or...
B) The Scrapper looking for Ranged attacks and more AoE damage -
Quote:I am not sure what exactly you are asking for here, but there is one aspect of Tips that I seriously want to change. That is the fact that you cannot get a Morality Mission to drop until you FINISH your 10th tip. I have often been doing my 10th tip and had a full rack of tips(3) when the mission ended. Now what ? I need to dismiss at least one tip and do something else to get that Morality mission to drop.Small request about the way it's handled, as I'm a returning player and was very excited to think that I would be able to take my villain to rogue status and start having access to Paragon City tonight on one of my characters: make the Fame counter start the moment the mission is completed and not the moment I exit the mission. I logged out immediately upon completing an alignment mission last night, ready to finish the path to becoming a rogue today, only to find that one counter only started because I just exited the mission when I logged in.
Talk about a buzz kill.
Couldnt we just finish our 10th tip and have any remaining tips be converted over to their equivalent Morality version. Then when that Mission is completed any "tips" on your rack are converted back to regular "tip missions". I actually did 12 regular tips the other day before I realized why I was not getting my Merit reward. Hey I was tired. -
Quote:::Blush:: Thanks RachelI adore these changes. I think some tweaking would have to be done (Grant flight, for example, and it's prompt)...
But other than that it seems awesome!
-Rachel-
I really hope the devs consider an issue dedicated to "Power Pools"
It would be very nice to look at the pools in a whole new light. Knowing that those useless powers are not so usless anymore and knowing that many powers currently unable to slot IO sets would get a little bit more interesting is a big desire of mine.
-Bio- -
Thanks for your feedback Leo,
Your idea on a pseudo flight/jump sounds very cool. Although I am certain they would not make it an auto power, being able to jump into flight would be interesting. Not sure how that would affect coding or how much of a pain it would be. I suppose they could make the power a temporary toggle which would allow you to turn it on and off as desired within the buff's duration.
As far as jump kick, I apologize if you thought I meant to remove the original animation.
What I want is for alternate animations to be extended to pool attacks, so that others (like myself) can choose a more appropriate animation for our tastes. The original animation is not that bad really. For me it just doesnt flow smoothly enough to fit into any of my characters attack chains without looking just plain goofey. To each his own though
I agree with you on elusiveness, it does seem more of a min/max power, but my original thought was to make a Hurdle clone with a small +res or +def in it. Not sure how much more powerfull a Tier 2 should be over a Tier 1, and we already have hurdle, CJ, Sprint, Ninja run etc.... etc... It didnt seem likely that a person who is probably taking superjump, really needed another auto jump height power. In response to your idea of getting a small buff when you jump, I would be opposed to any buff that required me to hop around constantly. Yikes, can you imagine that? If you think "aura rockin" is bad
With teleportation, Again I dont think the devs will ever give an auto power that grants flight, or stealth or anything which would perma-lock you into a certain state. By having a hover clone and reducing the cost per port, someone who wants to use this as a travel power doesnt have to take hover from the flight pool to make the power more easy to use and doesnt have to invest as heavily in slotting the travel power.
On the stealth power, with reference to Dark Armor, dont forget that the +def of Cloak of Darkness is twice as high as unsuppressed stealth. All I am asking is to bring stealth in-line for cost and value for running it full time as other opener powers like CJ and Hover. Lets compare them side by side(for a scrapper):
Combat Jumping: 0.07/sec, +1.87Def, +jump, +res(immob(mag10))
Hover: 0.19/sec, +1.87Def, +fly
Stealth: 0.33/sec, +1.87Def(suppressed in combat), -35%move speed, 35ft Stealth
Cloak of Darkness: 0.26/sec, +3.75%def(not suppressed), no move penalty, 35ft stealth
+res(immob(mag10)), +perception
What I see here is that CJ is too cheap to run, Stealth is too expensive or has too many downsides, and Hover is right in the middle. If the toggle cost were to remain, I still think that the defense should not suppress and the -35% movement should be removed.
Kick becoming a cone might not go over so well with Melee ATs, although I am sure some of them would love to have access to another AoE.
As far as Boost Vitality is concerned, you realize that I expect it to be enhanceable. So the 10-15% boost would be 20-30% fully enhanced. Thats like handing out blue candy.
I do agree that 10-15% "out-of-the-box" seems kinda low, but that blaster that just nuked could at least turn their toggles back on and fire off some single shots. Giving anymore than 20% base on a power like this seriously infringes on powersets that offer +rec/end as one of their premier buffs.
Thanks again Leo for all your feedback. I am glad that some of these ideas appealled to you. -
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Quote:I recall seeing your thread Maestro.
With Fitness becomming inherrent, now is the best time for these suggestions! Looks like you gave this a great deal of thought.
Looking forward to the debates now.
Thanks for your support. I have indeed given this alot of thought. -
Quote:Yeah, the main reason for moving Kick to Tier 2 is so that folks that do not want a melee attack can bypass Boxing and Kick. Anyone seeking an attack can still go ahead and choose one or the other attack. And by moving it to tier two, it allows the attack to have its damage increased slightly to befit its new status.You've moved certain powers from T1 to T2, I see.
Hasten, I can see why you would see it as useful enough to be worthy of T2 ranking. After all, it's quite popular among the playerbase for it's +Rech.
But Kick?
Edit: Another take on revamping the Presence Pool, by Memphis_Bill.
Link: http://boards.cityofheroes.com/showthread.php?t=239825
Oh, and I am generally in favor of "Deepening the Pools" as it were.
I also feel very stongly about alternate animations for both Boxing and Kick, as well as increasing the reliability of their secondary effects to match the usefullness of Air Superiority.
I had read that thread and both Memphis_Bill and I have very similar ideas on how to upgrade the Presence pool. In fact, I would be remiss if I didn't credit him with the idea of a PBAoE debuff.
Thanks for your interest -
Quote:Thanks for the feedback LuckySome of those are really bad ideas.
Grant fly has grief all over it, it's already a pain when someone turns on group fly and the whole team in synch says shut it OFF! I would hate hate HATE this buff and I have a fealing I wouldn't be the only one.
Splitting hasten in two powers? Why you asking for nerfs? This would not go over well.
Phase shift as PFF clone but 90%res instead? Your already phased 90%res is useless unless it's for pvp and good luck getting the devs to do anything for pvp lol.
Placate is way to an OP power for just any AT to have. Never happen.
The rest seem ok.
Perhaps grant Fly would need something like the fortune teller notification added to it, so you could choose to not accept the buff. Additionally, dont we have the ability to dismiss other player's buffs ? I honestly don't remember, but we should have that option.
Phase Shift currently only allows you to stay that way for 30 sec. This seemed (to me) a good way to allow the power to stay toggled as long as you wanted.
I am somewhat confused why everyone says Placate is OP'd. Stalkers are the only AT that can completely capitalize on its effect. For everyone else it would act as a de-taunt, which would only hide you for a short duration.
Honestly, allowing Stalkers another access to placate seems like a good way to help them out. For any other AT placate would simply cause one target to ignore you for a short duration. Call it a minor confuse effect. Could save a squishy toon's butt on a team, and I am recommending only mag3 effect, so that it will not work on Bosses and higher.
Splitting Hasten would definitely be unpopular, but of all the Pool Powers out there, can you think of any power (especially Tier 1) with as much game-changing strength. It really is deserving of a change, however unpopular. Also notice that the combined Recharge of Quick Reactions and Hasten would still be 70%. You would simply have to take 2 powers to get it. As a bonus, Quick Reactions would give you global movement bonus and allow slotting "universal movement IOs" and Hasten would gain "slow/immob resist" and could allow slotting IOs for "resist sets". -
From the time of the game's inception I have always felt that the Power Pools were an excellent opportunity to not only flesh out your Heroic characters, but also to blur the lines between ATs and powersets to a limited degree. And for 6+ years these powers have accomplished a great deal of both. That being the case, there are, however, powers which are under-valued and rarely used, as well as powers which are highly valued and found in a large proportion of player builds. On the heels of I19 and the fitness pool changes, I propose that we consider some future Issue to "polish" up the oldest pool powers and (possibly) extend them to include a 5th power.
What follows is a very rough draft of my thoughts on the power pools.
Feel free to offer thoughts on other ways to help these power sets out.
And as always, these are just ideas so let's enjoy sharing and discussing yours as well as mine.
FLIGHT
(T1) HOVER: (Toggle), +Fly, +Def ---> no change
(T1) AIR SUPERIORITY: (Click::Melee), Minor Dmg, Knockdown ---> no change
(T2) FLY: (Toggle), +Fly ---> no change
(T2) GRANT FLIGHT: (Click::Ally), 4+min Flying buff ---> new power
(T3) AIR MASTERY: (Toggle) Fly speed boost, +def (Ranged, Fire, Cold, Toxic)
---> new power can be run simultaneously with Hover or Fly which will boost fly speed of either power. Hover/Fly still remain mutually exclusive. +Def on par with Hover
LEAPING
(T1) COMBAT JUMPING: (Toggle), +Jump, +Def, +res(immob) ---> no change
(T1) JUMP KICK: (Click::Melee), Minor Dmg, Knockup ---> new animation, increase KU chance
(T2) SUPERJUMP: (Toggle), +Jump ---> no change
(T2) ELUSIVE: (Auto), +Def(Melee), +Res(S/L) ---> new power, +def par with CJ, +res(5-9%)
(T3) ACROBATICS: (Toggle), Protect(Mag4(Hold, KB)) ---> changed protection strengths
TELEPORTATION
(T1) DIMENSION WALK: (Toggle), +Def, +Fly ---> new power, Hover Clone, mutually exclusive to Hover/Fly. Improves usability of Teleport
(T1) RECALL FRIEND: (Click::Ally), Ally summon ---> no change
(T2) TELEPORT: (Click), +Teleport(self) ---> remove -speed, reduce endurance cost per port
(T2) TELEPORT FOE: (Click::Foe), remove foe fear at end of port so that they stay and fight, add delay before spawn "alert" to simulate confusion
(T3) TEAM TELEPORT: (Click::Team), Change targeting method to allow caster to target any area on current map not hidden by "fog of war". TP all allies on map to point clicked on map. Cost increased to 10 end per ally.
SPEED
(T1) FLURRY: (Click::Melee Cone), Minor Dmg, Chance to Stun ---> increase chance to stun
(T1) QUICK REACTIONS: (Auto), +25% rech, +movement ---> Hasten seperated into two powers
(T2) SUPERSPEED: (Toggle), +Run, +stealth ---> no change
(T2) HASTEN: (Click), +45% recharge, +res (slow, immob) ---> similar to current hasten, but reduced recharge due to splitting power.
(T3) WHIRLWIND: (Toggle), +KB, +resist(special) ---> remove per target end cost, caster takes half damage from any melee attack, toggle is considered offensive in regards to toggle drop
*** recommend same change to similar toggles like Repel, Repulsion Field, etc...
CONCEALMENT
(T1) STEALTH: (Toggle), +Def(All), +Stealth ---> lower toggle cost or remove movement penalty, remove suppression of Defense in combat
(T1) GRANT INVISIBILITY: (Click::Ally), +Def, +Stealth, long duration buff ---> no change
(T2) INVISIBILITY: (Toggle), +Def, +Stealth ---> remove inability to combat, suppression of defense(75% reduced) while in combat, lower toggle cost
(T2) KEEN INSIGHT: (Auto), +Def(AoE), +Perception, +Acc ---> new power, Def on par with CJ
(T3) PHASE SHIFT: (Toggle), +Res(all but Psi), +Def(All) ---> PFF clone, but with 90% resistance, 15% defense while active, may remain toggled, but caster can only affect self
FIGHTING
(T1) BOXING: (Click::Melee), Minor Dmg, chance to stun ---> use barrage animation, increase stun chance on par with Air Superiority
(T1) HARDINESS: (Auto), +Res(E/N/F/C/Tox) ---> new power, resist dmg 5-9%
(T2) TOUGH: (Toggle), +Res(S/L), +Res(Stun,Fear) ---> added Stun/Fear resistance
(T2) KICK: (Click::Melee), Med Dmg, chance to Knockdown ---> new animations, increase dmg and Knockdown chance
(T3) WEAVE: (Toggle), +Def(All), +res(Immob) ---> no change
LEADERSHIP
(T1) ASSAULT: (Toggle::AoE), +Dmg, +res(debuffs 10-20% max) ---> added ability to slot IO sets(Resist)
(T1) MANEUVERS: (Toggle::AoE), +Def(All) ---> no change
(T2) TACTICS: (Toggle::AoE), +ToHit, +perception ---> no change
(T2) COMMANDING SHOUT: (PBAoE), Team +Res(hold, disorient, immob, sleep, fear, confuse) ---> short duration buff (30 secs min) on long cooldown (180sec min)
(T3) VENGEANCE: (PBAoE::Special), +Def, +Dmg, +ToHit ---> removed status effect for new T2 power, otherwise unchanged
PRESENCE
(T1) INTIMIDATE: (Click::Foe), Ranged single target fear ---> no change from current T2 power
(T1) PROVOKE: (AoE), Ranged AoE Taunt ---> no change
(T2) INVOKE PANIC: (PBAoE), Foe Fear(Mag 2) ---> no change from current T3 power
(T2) PLACATE: (Click), Single Target De-Taunt (Mag 3) ---> new power
(T3) BATTLE CRY: (PBAoE), Foe Debuff, -tohit -Dmg -Def for 30sec, 180sec recharge ---> new power
MEDICINE
(T1) STIMULANT: (Click::Ally), +res(stun, hold, immob, sleep, fear, confuse) ---> global removal of interrupt, effect of power unchanged, all medicine powers cast at 3.93sec
(T1) AID OTHER: (Click::Ally), +heal ---> global removal of interrupt, Heals ally 15-20%
(T2) AID SELF: (Click::Self), +heal ---> global removal of interrupt, heal reduced to 11%
(T2) VITALITY BOOST: (Click::Ally), +End(10-15%), Cast 3.93 ---> new power
(T3) RESCUSCITATE: (Click::Ally), Resurrection ---> no interrupt, shorter cast time
You will notice some common themes throughout my suggestions.
A) improving the melee attacks to better approach the usefullness of Air Superiority (which is a power I consider as the "ideal" for establishing an attack that may appeal to ALL ATs, even melee-based)
B) Changing many powers so that they will accept IO sets. Something which I feel would greatly enhance these powers.
C) Removal of Interrupt on all powers. As I have expressed in another thread, this "effect" seems un-needed considering the activation times on the powers which suffer interrupt.
D) Adding more resistance effects across the spectrum of powers.
E) Addition of many "new" concept powers, which could prove very usefull to teams and players soloing. -
I bet Celeste was your tank.
If Strato's Blaster can tank LR, would have been a cake-walk for his Kat/Inv. -
Totally agree with both of you.
ANY improvement in the interface over the "buff-millipede" view we currently get would be a great improvement. Currently it is way too "binary" --> see none or see all of it. -
Quote:Hehe, so you probably don't view taking another power pick to counter the negative very highly either ?Don't get me wrong. I wasn't talking about crashes. Crashes aren't usually mod-able by enhancers of any type, and in most cases, Global bonuses help mitigate them and shorten the downtime.
I'm talking about gimmicky mechanics that apply to a limited subset of powers (not END cost which is ubiquitous).
Slots are at a premium in every build. That's by design and unlikely to change. However I feel a gimmick that is only mitigated by wasting those slots, is a cost I'm not inclined to pay.
PFF + Aid Self
Nuke + CAB + Powersink
I have actually done both of those. I would prefer the ability to slot-away the side-effect everytime, but as they say,
"if you cannot afford the field, don't buy the cow".
uhm... is that what they say ?
I am getting old, sorry -
Quote:Hmm, we have a big difference of opinion on how strong their Inherent makes blasters. Take for instance a Defender like Biospark who gets stunned by a Malta Gunslinger. He MUST use a Break free to continue and possibly even survive. My blaster can and HAS ridden out a mezz by face-blasting the offending Lt. untill it stops twitching.I would beg to differ strongly with the highlighted statement. Having played every "un-armored" AT many, many times, the new defiance combined with no-toggle-drop helps Blasters tremendously. I have no doubt that many Defenders/Controllers/Corruptors and even Masterminds would argue that they are in last place in that mezz-susceptable line. I KNOW my Empath will argue this one with you.
Quote:The difference is I'm speaking holistically about each AT in question. Certainly a sonic/em blaster will have better tools for dealing with mez than a fire/pain corruptor. By across the entire AT corrs/defs/doms/mm have signficantly more powerful tools to reduce/negate mez in its entirety. Shoot while mezzed is great, but it still leaves every blaster at drastically reduced capability. By design the AT is still the most susceptible to mez. If they weren't then there would be a balance concern in the other direction.
Quote:You can cherry pick defender combinations which will solo better and blaster combinations which have less "anti-mezz" if you like, but you cannot convince me that Blasters have it worse than any other AT regarding mezz effects. And this is simply because when you strip away all (offensive)powers and look at base HPs, Inherents and Base defensive powers, Blasters beat Everything except : Tankers, Brutes, Scrappers, Stalkers and to some extent Doms and Controllers. That still leaves non-traps/FF/sonic Defs/Corrs/MMs.
Quote:I'm not sure I follow what you are saying here. Are you saying that if a mez hits then the blaster is tougher than those other squishies because they have more hp to fall back on? If so that makes sense, but a huge part of my point is that those other squishies have more tools available to make the mez not a factor in the first place. A blaster reacts to mez always (baring the limited control options they have) whereas most other squishies preempt the mez.
And therein lies the main reason why Blasters (To Me) have it better than alot of squishies (in general). Their damage means that Sapper is a 1-shot kill instead of 3 shots. They can rely on "Brute Force" as counter to problem mobs, where a Defender cannot. And even in the instance where they are hit with a status effect they can still "Defiantly" blast the Villain to smithers even while held/slept/stunned etc..
To me thats just plain cool -
Quote:And give me my Motorcyle animation option for Superspeed and the world will end !I feel satisfied with how proliferation has been done up to this point, but I am inclined to agree that the focus on new power sets should be priority now with the release of Going Rogue.
Change the whips it into chains, and you have a deal.
Muahuahuahuah -
Quote:...Besides, I'm not a fan of powers with a built in negative, and being forced to enhance/talent to get rid of that negative.
100% in agreement with you on this one. You will be hard-pressed to find a snipe, nuke, unstoppable, or various and sundry sharp objects in my pockets.
But I kinda wish they were more usefull. The trick the devs need to find is how to make them usable without the huge drawback and NOT be so powerfull that every build contains them. Tough assignment, cause as soon as they change something and it has some passable way to fit into a min-max plan, everyone will know about it tomorrow hehe
Unless I am missing something, there are three main types of interruptable powers : Snipes, Assassin Strike and Medicine Pool.
Snipes: Don't offer comparable DPS except at low levels of recharge to using other non-interuptable attacks. Removing the Interrupt seems irrelevant other than for concept.
Assassin Strike: Doesnt do anywhere near the damage out of hiding that it does from Hide, so again, doing less damage with a long animation seems irrelevant since you definitely will do more dps with other attacks once you have any measurable amount of recharge on your attacks.
Medicine Pool : Ok this could be a problem in the grand scheme of things. Without interrupt, would every newb and their brother add these to their builds ? Maybe. But IF we consider removing the Interrupt, the animation time is still really long. Lets either make it longer OR... reduce the effect strength.
Aid Self and Aid Other being the real "bad-guys", this is how I would change them;
Aid Self 19.6% base heal 4.33sec activation : changed to 11% base with 3.93act
Aid Other 15.7% base w/3.93sec activation : 15.7% base heal with 3.93act
the base values seem reversed from how they should actually work, but maybe its just MIDs (not able to get in game atm and verify)
what powers have I missed ? -
Quote:I would beg to differ strongly with the highlighted statement. Having played every "un-armored" AT many, many times, the new defiance combined with no-toggle-drop helps Blasters tremendously. I have no doubt that many Defenders/Controllers/Corruptors and even Masterminds would argue that they are in last place in that mezz-susceptable line. I KNOW my Empath will argue this one with you....the buff/debuff AT's (and doms) have powerful tools to mitigate/negate mez before it ever becomes a reactionary issue. Blaster defiance while a major advantage over having nothing still leaves the AT as by far the most susceptible to mez.
I took indom will on my fire/storm troller not because of any apparent need, but rather because I run a lot of offensive toggles and having them drop was an annoyance. Everything was always debuffed or otherwise mitigated into the ground where being mezzed rarely put me in trouble...it was just bothersome.
From my own personal experience I have two characters that soloed Nearly all the way from 1-50.
My Emp-Electric (level 45 solo) and my Energy-Devices (level 47 solo). And I can tell you without a doubt that the Empath had some advantages over the blaster, namely trouble mobs like Paragon Protectors, Fake Nemesis, and Sappers which he could hold and prevent them from doing nasty things with more efficiency, because Tesla Cage is more reliable on non-boss mobs than Power Push, but BY FAR, my Blaster leveled faster, did insanely more damage (which is why he levelled faster) and suffered much LESS (Yes I mean less) from Mezz effects than my defender during this same time period.
You can cherry pick defender combinations which will solo better and blaster combinations which have less "anti-mezz" if you like, but you cannot convince me that Blasters have it worse than any other AT regarding mezz effects. And this is simply because when you strip away all (offensive)powers and look at base HPs, Inherents and Base defensive powers, Blasters beat Everything except : Tankers, Brutes, Scrappers, Stalkers and to some extent Doms and Controllers. That still leaves non-traps/FF/sonic Defs/Corrs/MMs.
I will not argue with you regarding the offensive contribution of Blasters versus all other ATs, because I really only care about balance from a few limited gauges (Fun, Solo-ability, and Team Support), but specifically in regards to MEZZ susceptability I cannot support your conclusion.
Blasters are in the back half of the line, but they are NOT at the end of the line anymore. -
Thanks Luminara,
I knew that instinctively after playing my blasters both with and without snipe, just never looked long at the numbers (I do waaayy too much of that for a living, so my game time is for fun and enjoyment). My instinct (based on playing) was that the snipe was damage efficient (assuming no interuption) UNTIL you started looking at IO slotting and any significant amount of recharge into your single target attacks.
The only things that I can think of that could swing the balance back to a snipe are;
A) numbers of slots (for example: 6-slotting a snipe take 5 slots and 1 power pick, but slotting up both your tier 1 and 2 attacks takes 2 power picks and 6-10 additional slots.
B) while you are focusing your snipe you are recovering endurance iirc. The endurance efficiency of "sniping" may be higher (again, until you factor in IO slotting for end reduc).
P.S. for what its worth (which you probably guessed), I would rather see the interrupt either removed or left alone. Its not enough of an issue to warrant a "New" mechanic in my mind, just something that doesnt seem very necessary. If they removed it from the game, I doubt anyone's performance would change drastically (if at all), but I bet more people would consider using these powers for more than just openers. -
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Thanks for the responses Luminara and Umbral
you have helped me remember how another (to be unnamed) game handled these types of powers. You did not get a reduced effect in that game, it created a "push-back" on the casting time, making it take longer to complete the effect. The less push-back or interruption, the shorter the casting time. The more interuption, the longer the activation time ended up being.
Just curious Umbral, from a numbers perspective, is the cast time on a Blaster snipe (for example) significantly long enough that it would not find its way into an optimal ST chain ?
Always seemed to me that my blasters would deal more ST damage with their regular attacks once they were slotted up nicely (4-6 IO recipes like Thunderstrike). -
Hasn't anyone ever heard of Power Mastery combined with Medicine pool.
If you feel like Defenders can out-perform a blaster, you should really try expanding your strategies alot more. I have seen blasters do some amazing things that I didn't think were possible
:::StratoNexus:::
Improving the inherent and making defense toggles stay toggled even while under mezz were the two changes that pretty much put Blasters over the top for me. If I "want" to play a Ranged character that is gonna blow up the house. Guess what, I don't think first of any of these ATs ---> (Controllers, Defenders, Corruptors, Dominators, or Masterminds).
I pull up that screen and choose BLASTER ! -
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Quote:Heck yeah, my scrappers are all askin me why they cannot do that too?Note I said I was doing that with a defender.
I was trying to stay out of the target's range - getting close was, er, a *bad* idea.
As far as AS? One word - placate.
I guess they will just have to be happy with their greater HPs and defenses.