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Quote:The mag 2 protection means you have protection from any mag 3 hold (since base protection is 1). It does help and is worth taking if you have room for it, don't mind the end cost, and aren't using clarion. It also reduces the time that mag 3 is on you, meaning it will wear off quicker before you get hit with another helping to prevent stacking.I took acrobatics for the hold protection/resistance. Ive heard that the mag 2 makes it useless, but it feels like I get held less when I have it.
The single most awesome thing Acro will be protecting you against is Dominate and Blind (very common in Rikti and Carnies respectively) because those holds ignore positional defense, but it helps out with alot of other things too. -
That's an "if" not a "when" and a "can" not a "will" and an overall extremely presumptuous statement assuming the blaster /will/ die no matter what.
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Well, if we're going to split hairs like that then we'd technically need 3 energy typed judgments: Energy, Electric, and Radiation
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Just fyi, I'm not against having one implemented, I'm just saying it wouldn't be very good.
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Quote:Basically what you want is Snipes to work like the Stalker AS, except making it significantly more complicated and more difficult to code.Shorn of any 'envy' of other ATs, this is how I would like Snipes to work:
Snipes should to be Snipes - Taking the time and effort to put a huge amount of damage, a long way down-range. If You Move before the interruption-time expires, the Snipe is interrupted, just as it is now.
However, 'Snipes' should Also be able to be used as part of the attack-chain. So, they have some minimum damage and minimum animation time - if you take damage and get interrupted, then the 'minimum' attack goes off.
If you are interrupted by an attack after the minimum, but before the full Snipe goes off, then the damage should be scaled to match.
So, if you manage the full Snipe-time, and pass the second line-of sight check, then the Snipe should deliver an absurd amount of damage to enemies that can't even see you, yet. Of course, other Snipers might indeed spot you and return the favor, so you might want to hide...
And, you know, THEY can shoot through walls... So you might want to hide good.
Be Well!
Fireheart
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Quote:It's completely fair. If you're going to compare two ATs in terms of dps (or anything else) you can't just ignore half of one of the AT's abilities.I stayed from there because its such an unfair comparison, I was certain people would accuse me of cooking the books.
If you go over to the scrapper forums and look at the pylon results thread the top end results for DPS without lore pets etc are all in the mid 200s. For the sake of argument lets call the scrapper top dps 200, and the top blaster dps in melee 300.
The question then is a blaster fighting in melee 2/3rds as survivable as a scrapper fighting in melee ?
Also, on rikti pylon thread the highest blaster dps and the highest scrapper dps were both at about 300 without incarnates factored in.
Their dps is equivalent, however the scrapper is more survivable, but you can't say the scrapper is both capable of putting out more dps and being more survivable cause that's not true. -
Quote:A psy judgment would already have enough issues, considering the enemies that do resist it resist it so heavily, and the enemies that do resist it are mostly endgame where judgments would be used. Pretty much any robots and psy based enemies would basically be a giant middle finger to your judgment.I would like a Psy judgement. I have some fear, though, that they would give it lower damage than the others. They seem to like to do that to Psi and Toxic damage, based on the Interface damage procs.
Then again, I wouldn't put it past them if they still lowered the damage or gave it a long activation or a bad secondary effect. -
Quote:Yup. SameI understand where "you" are coming from. There are some here that are trying to turn Blasters into tankmages with status protection, armor and MOAR damage and it is getting on my nerves.
I want blasters to be buffed just as much as the next person, I just think we need to be reasonable about it. -
Quote:You either buff what is falling behind or nerf what is ahead.Is the only answer to these questions these days MOAR power creep. Yup, it appears so.
My preffered method of balancing is to buff what is falling behind up to what is on top and then if the situation presents itself make the game harder to keep things challenging, with the weakest link brought up to par it can be alot easier to make the game harder without a certain portion (or at the very least limit that portion) of the game feeling ostracized and unable to keep up. -
Quote:Unai's Demon Farm was removed from the game. If you had it at the time it was removed you keep it, but new characters can't get it. Also if you switch alignments on a character that had it you will lose the mission and will not be able to get it again even upon returning to hero alignmentDreadShinobi,
Is the Unai demon farm no longer available? I never liked it much so I stopped taking it, but I swore that I heard someone on my server channel just this past week comment that they just unlocked "the demon farm" and couldnt wait to get started. Or did I hear incorrectly?
Also, you listed Battle Maiden as still being available, but I swore that it had changed for the worse somehow. Is it still available to new characters?
Are there any good farms you can make from simple door missions? Like maybe a scanner/radio mission set in one of those big boat cargo holds? Or a lucky office layout? Just wondering.
Thanks!
edit: Actually Black Assassin reminded me of something, it might have been from Harvey not Unai, I can't remember, either way it was removed from the game so the above still applies.
Before they revamped Maria, she offered 2 missions on the outdoor warrior map. 1 was Battle Maiden and the other was diffuse 15 Bombs. The new versions of those missions (I forget if there is one or two, but there is at least 1) use the same map with the same enemy group with the same spawn placements. Except in one of them you get statesman as an ally at the start of the map, which actually makes it superior if you don't mind his knockback or have a way to prevent it, he's great for fire/kins that run that map since fire cages prevents his knockback and they get alot of mileage out of his fulcrum shifted damage. -
Quote:Acrobatics is an answer to issues of many powersets across many ATs not limited just to blasters before IOs come into play. Should effects similar to acrobatics be spread across more pool powers? yes, definitely, but that's more of an issue of the pool power system we currently have being so shallow.So you're saying a power that requires someone take the jumping pool as a travel power and is available to all ATs equally is the answer to the possible complaints from an AT about being mezzed more than other AT?
Brilliant!
Well, you could also be saying any number of things, but one word doesn't give a ton to go on so I'm going to interpret it as you saying that. -
Quote:Blasters don't /have/ to take clarion. I never said they did. It is a very good option for them though, as it is with many other ATs. I have clarion on 6 of my 8 toons and none of them are blasters, especially my corruptors which love having clarion. Additionally not all content favors clarion. Things like the ITF don't need any break frees or clarions at all, whereas things like the LGTF are full of mezzers where running clarion is a very good choice. You're right non-VIP can't take clarion, no AT can take any incarnate power. Without being VIP my ss/fire brute and fire/time corr isnt end sustainable, my fire/cold corr isnt softcapped, my kin corr and trollers dont have mez protection, etc. Losing incarnate powers when going f2p is a disadvantage to everyone including but not limited to blasters.[LIST][*]No other AT HAS to take Clarion to be equivalent.[*]Non-VIP blasters can't take Clarion.
Quote:[*]Team buffs improve everyone equally. If the blaster needs team buffs to be equivalent to the base state of all other ATs then something is wrong, whether you want to admit it or not.
Quote:[*]Team buffs don't exist when the blaster is solo. The reason most ATs got buffed (controllers got containment and increased damage, Dominators got revamped and their damage was taken out of Domination and put into their secondary, even Defenders got a damage increase in vigilance while solo and on small teams) is because they had difficulty soloing things that other ATs had little or no difficulty with.
Quote:[*]The highest amount of defense you can get with a blaster's power sets is 21.8% vs S/L, 16.4% vs Energy, and 5.5% to every thing else. Which leaves you with 12.3% toxic resistance as the only resistance underneath. That's for a ??/devices/Mace. If you choose any other secondary subtract 5.5% from each position/type. By the way that defense won't become available until you get your epic powers, it deflects virtually no mezzes that are flung your way as most of them are ranged or AoE, and it supresses as soon as you are mezzed. So there is no ranged defense in a blaster's power set. Quote:[*]Not all blasters have access to IOs.
Quote:[*]Not all blasters have access to IOs.
Quote:[*]It takes an average of 3 single target shots to kill a mezzing minion and 6 to kill a mezzing lieutenant. Since 45% of all mez will hit you. You are still going to get mezzed even on low difficulty settings.
Quote:[*]The mobs out range the blasters. I have been killed without even being able to fire a shot, even after the defiance revamp, by range using mezzers that wouldn't close, neither my tier 1 nor tier 2 primary would reach and my tier 1 secondary certainly didn't reach.
Quote:[*]KB is currently bugged and not ALL blaster power sets have access to it.
Quote:[*]Acrobatics is not part of any blaster power set, that means that all ATs have access to it. This does not equalize the playing field.
Quote:[*]No other AT NEEDS breakfrees at anything like the rate that blasters require them. They ALL have solutions built into their power sets.
Quote:I never said blasters were helpless.
Quote:They aren't even close to balanced though. -
Quote:Blasters have a secondary that is meant to be used. A secondary that does an extremely good job at filling out an attack chain with hard hitting attacks. You can't really compare maximized attack chains without factoring in blaster's secondary.Blasters don't need a higher ranged damage modifier.
What they do need is a reduced range penalty in the formulas used to balance the powers. And more importantly a serious look to make sure the primary sets actually can do some decent dps at range.
Take a look at Assault rifle, elec blast and Fire @ 300% recharge in their powers
pwr Rech cast DPA
AR:
Burst: 1.0 1.18 56
Slug : 2.0 1.88 55
Elect
CB: 1.0 1.18 52
LB: 2.0 1.88 55
Fire
Flares: .54 1.18 53
Fire Blast: 1.0 1.88 50
Blaze: 2.5 1.18 159
Now you compare these to Scrapper Claws
Strike: 0.8 1.32 56
Slash: 1.2 1.58 57
Follow:3.0 1.05 52
Focus: 1.6 1.32 72.
At this level of recharge claws can run a continuous 100%+ damage buff on a chain of (follow up, slash, focus) for damage that blows away electric and assault rifle and fire can only exceed by using aim and build up.
This is on the same damage mod. The problem isn't the modifier its the other parts of the formula that assign such a high value to range that most blasters can't hope to have a gapless ranged chain when mezzed or even hope to come close to melee damage output because their ranged damage is being gutshot by a formula that is saying range is a defense and blasters have to pay for it. -
I like how you don't mention anything about defiance in your post or anything about clarion or anything about team buffs or anything about ranged defense or anything about killing the mezzers first or anything about mezzing/kbing the mezzers first or anything about acrobatics. All of which can reduce the number of break frees you need to use for when you actually do /need/ to use one, so the number of break frees you need becomes a reasonable amount.
Blasters aren't as helpless as you make it sound. -
Ironically Power Thrust is in the same set, so /em blasters can still quite easily neutralize single bosses even without mag 4 total focus.
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If you're forming a pug where you don't know who is joining and how much they know it's best to broadcast it as something like: "Lambda forming, need 3 to start, lvl 50 and VIP only." This usually prevents the issue completely by making it clear that you need to be lvl 50 and VIP before they join.
Typically people just don't know, especially those who have just returned to the game and are looking to get into stuff right away. It's nothing sneaky or underhanded in an attempt to make your form up take 30 seconds longer. -
Quote:Comments added inside quote.
At the very least
* Halve the recharge of crashing Nukes - Only if their crash is reduced, otherwise this will just lead to devouring more blue insps.
* Halve the animation time of crashing Nukes - I don't think the animation time is that big of an issue if they're improved in other areas.
* Increase the base damage of Blaster attacks by at least 10% Maybe, leaning towards yes.
* Increase the damage buff of Defiance by at least an extra 3% per stack Sure.
* Defiance damage buffs last for 1 minute but cap at 20 stacks - Extremely overpowered, especially with the above suggestion. What that is basically saying is granting a 200-300% dmg buff, that's way more than fury, and fury compensates by brutes having very low dmg modifiers. This would also make Aim/BU pretty negligible.
Ideally I would like
* Increase the base damage of Blaster attacks by at least 25% I'm kind of on the edge about this, when you're also asking for an offensive buff to defiance.
* Make that bonus damage untyped - Devs are notoriously against giving players untyped/irresistable damage. This wouldn't fly.
* Defiance adds 0.5 points of mez protection per stack, last for 1 minute and stack up to 20 times - Defiance granting enough mez protection at a few stacks to protect you against 1 mag 3 mez could be ok, but as I mentioned above the 1 minute duration/20 stack is way too much.
* Current crashing nukes have their recharge, animation time AND endurance/recovery crash halved yes.
* Aim and Build Up's durations increased to 15 seconds for Blasters only Definitely
* Devices, Ice Manip, Psi Blast and Elec Blast buffed Definitely
edit: wow that red hurts my eyes, sorry, but too lazy to edit! -
Quote:Fire/Elec Blasters could pull 300+ dps before interface and with no -regen. That was on par with top scrapper combinations (saturated DM/Shield) at the time.Your DPS was not higher, you merely had access to -Regeneration which Scrappers do not and just a single skill from an isolated secondary grants for Blasters. The Scrapper has higher DPS, you have lower DPS + a debuff mechanic the reduces the foe's regeneration.
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