-
Posts
311 -
Joined
-
Quote:Not so weird when taken in context with the rest of my post.Eldagore said
"Without really anyone noticing" is a weird statement, variations of which appear frequently in this and similar conversations.
A lot of people don't have much situational awareness. The team that "is really rocking" and then kicks the Force Field defender for being a leech is a classic from the old Defender boards.
If people can overlook being five times as tough, it's no surprise if they don't notice someone else's character doing 1.3 times as much damage. (From a few years back, when I was that force field defender, I estimate a blaster playing full offense is about 1.3 scrappers worth of damage through at least the low 40's. )
... in other news, I'm DYING to know how StratoNexus is finding a scrapper. It was you, right, first winner of the Blaster RWZ challenge?
Comicsluvr elaborates a bit 2 posts after yours so i dont feel the need to. Suffice to say, I find the "not noticing" concept as a whole to be a good thing- but you should still notice, just a little, that the team dynamic has changed. -
-
I just want to point out to the "no moar aoe" crowd
Changing TF into a thunderstrike would add aoe- sort of. thunderstrike really isnt a pbaoe power. the splash dmg is nice, as in, nice because it makes the crazy long nimation feel more worth it. The big dmg on the main target is great, but without the mag 4 stun anymore, TF does not feel "worth it" for the animation time anymore.
Adding splash dmg to TF would only add very marginal AOE. Some, not enough to alter the ST focus of the set, but enough to make TF feel like the animation time is worth the wait.
the splash is also a theme thing, and fits with the animation thematically- you hit the target so hard his pals nearby feel it too sort of thing. The splash on thunderstrike makes the power thematically more fun then TF. heck, I dont think the splash dmg is really even noteworthy in the grand scheme of things. But it makes TS feel damn strong, whereas TF feels strong, but you expect more because of the 3 seconds of jump and the whirring building up power sound FX as you jump.
Changing TF isnto a TS power is as much a theme/visual change as it is an "aoe dmg" change. probably more so- IMO from my experiance on my elec/ scrappers and blasters. -
I skipped some of the middle of this thread, came to this last page and found a long list of "solo is important!!!!" and "noo! team is important!!!"
Narrow.
Duh, both are important. The devs feel solo is an important aspect of CoH, or we wouldnt have Dark astoria. It is also important to balance around team play, or the endless whine about "my AT isnt contributing to the team!!" or " why role AT XXXX when AT XXXY can do it all and then some!!" ensues.
As it were, Blasters fail at both to an extent, they are more difficult to solo then other AT's and the "AT XXXY" can replace a blaster on a team without really anyone noticing. now, that second one is less important then the first one, as some would argue the interchangeable AT concept is actually a good thing. I must admit, I lean more that way then the specialist type design, as it is much easier to make a team out of whoever answers "yes" to the pop up join a team bubble then it is to make a team searching for AT XXXY because only that AT can do the job needed to win.
however, there should be some "thing" that makes each AT notably different on a team. And that is the part of team balance that blasters fail. it is a tricky buisness maintaining the interchangeable vs uniqueness AT balance. In this case though, blasters need a little bit of a nudge away from interchangeable and towards unique.
the real trick will be to get that nudge by modifying something to improve solo play. -
Quote:To narrow. I pay a sub yet, and the SSA's are one of the carrots that get waved in front of me to continue that sub. While it seems more and more (on the forums anyway) that IO's and MAXIMUM POWAH are the goals of the game for the players, I am confident that there are countless players that play for the exploration, storytelling, and other fun things that the game was founded on.You see I think he was getting at me, rather than you. I don't think he gets that they are $5 a pop, and you only need one of them for your weekly reward.
While it opened up an extra $5 one off payment from peeps, I dread to think how much money it cost to devlop these six others that people don't buy.
That said, I agree the price tag is too high in the store. I am sure it is commensurate with production costs somehow- but I doubt it is directly tied to cost, but more of a market research thing where they decided long term that is the price point needed to make the amount of money they wanted on the venture. Especially considering it is bound to go on sale eventually(read, when the next SSA comes about). Also, as a "first time" type experiment, it is obviously better to overprice it, then reduce cost after evaluation then underprice it, and then raise the price later(read, piss off a lot of customers) or otherwise miss out on potential earnings by undershooting the initial price.
i am sure that the next SSA will benefit from the data collected from this SSA in both development and marketing. -
Meh, partly this was a grow the game thing, but pretty sure statesman being dead was pushed by Positron, and the thing with SP was a vehicle to try to make manitcore interesting. Spite....not the right word. Moving on, breaking ties, the next chapter, turn the page, start with a clean slate, monkey off your back- those phrases i think fit the motives better.
I think States death is an interesting thing to shove into the lore, makes a lot of doors open for story telling, especially with lord Recluse.
Sister Psych- I always thought she had an interesting pair of b**bs that looked good on the advertisements and webpage for the game. I do not think Penelope will be able to adequately fill the space left behind by SP's passing.
Really, I had hoped briefly that Manticore, that boring, stuck up a-hole of a batman ripoff with no redeeming quality would be the one to die. it is unfortunate IMO that stuff happened to him in this SSA because it is much more likely now he will be included in future content where I will continue to want to rip his stupid mask off and beat his face with it when he inevitably talks down to me while at the same time relies on me to save his bacon, and everyone else's too because he cant.
Anyway, other then the mandatory, yet totally predictable, dark brooding and "mysterious" behavior of Manticore soon to come, I look forward to seeing what kind of new stories they tell in the new paradigm. And that, I suppose, was the real result they were hoping for all along with this SSA. -
i think it will be a fantasy MMO. WoW is finnally getting to be "old news" in the gamer community(took long enough) and the burst of would be competitors to that game have long since fizzled due to poor design choices or support(DDO) or really bad design choices forced onto the dev team by marketing(LOTR online) Such that, it may actually be feasable to create a fantasy game that could draw players away from WoW now.
Such a game would include things like:
Faster paced play- fighting larger groups of foes, especially solo, with a fairly wide array of melee and magic "powers"
Elimination of "skill tree" and hardline classes replaced by AT with various powersets instead.
basically, CoH with swords and fireballs, vs dragons, ogres, orcs etc instead of family mobsters and crey power tanks.
now obviously it wouldnt be a copypasta of game engine/systems design, but a lot could be borrowed and the basics of CoH are obviously fun and successful so it really isnt a stretch to think they could apply a lot of what they learned and have done here into such an atmosphere.
Also of note:
ever notice how detailed the grass and woods are in the surrounding hills of first ward? the texture detail put onto rocks and stone walls there?
Ever think maybe that the animations for some of Kinetic melee set's powers could also be for magic casting or summoning?(just add glowie arcane symbols in the air)
Animals- animations and models
Titan weopons- for a set where people were repeatedly requesting laser swords, mailbox stuck on a tree branch, stop signs etc, we sure got a lot of magic swords, more swords, and axes. And one railroad sign.
Reworked water including the exceedingly rare sound overhaul.
There is countless examples of stuff that could port right into a fantasy MMO. All of this is circumstantial of course, and i am sure a lot of the recent stuff wasnt made for "that other new thing" and brought here as a shared resource.
Or was it.
being able to develop stuff for a new IP and write it off in an existing successful game would sure cut into that whole "cost of new stuff" thing others have pointed out above. indeed, it is a scary time to make a new game, the platform preference has flailed about wildly in the last few years. makes it a bit easier to eat that cost and swallow that fear when you can write it against an existing, earning product.
Thats my 2 cents of speculation anyway -
is this a big enough gap to qualify as necro thread? Kinda sketchy IMO, on the borderline.....
but, now that it is back on page one, I do wonder if there has been any official word on the "porting" described from gravity control above. -
Standard EM reply:
1.) Turn TF into thunderstrike. knock a few frames of animation off each end to cut the time
2.) ET remove the self damage. or increase the dmg output. knock a frame or two off
3.) Change stun into a ranged attack. use power push animation. give it mag 2 stun with power bolt damage, or mag 3 stun with power push dmg. I prefer less stun and more dmg. ranged attack in a melee set is fun- see: Focus
Those 3 things would put a big fat injection of fun back into EM. A little more AOE, ET becomes worth the self dmg again, TF and EM are less likely to corpse punch(a little less)
I think someone PM'd this to a dev months and months ago when I first put this up, but it wouldnt hurt to do it again. The set should really get a looksie before it goes to scrappers. -
My favorite is the barking bees attacks for the wolves/dogs. That one thing should make it into the game, but only for the black wolf pet as it would further enhance the awsomeness of getting something so rare.
-
-
IMO, to see the praetorian content you should make more then one character to do it. basically there are "paths" to choose, and a string of contacts for each. 4 "strings" total, 2 for loyalist and 2 for resistance.
Solo at normal difficulty, you should be able to see both paths of loyalist or both resistance early on, as you wont outlevel the contacts for each path. later on it gets harder unless you turn off XP. I prefer the loyalist missions myself. Mostly because the jibberjabber talk of the resistance is too agitating to me.
I have never tried to run ALL of the missions with one character. I think it would be immersion breaking anyway, so I have no inclination to try anyway. I had good results playing brutes/scrappers through the loyalist missions. Played a brute through the resistance missions without much trouble.
Solo friendly AT's i think work best, both because teams are scarce there, and also I feel the content really lends itself to solo play. Especially the loyalist stuff. Lots of missions where you as the player character are the important key componant to the story, which is actually refreshing once in a while, especially compared to villains where a lot of the content flies in the face of a self-driven ambitious villainous character concept.
Villains has a lot of good writing. just dont expect to see your player-character advancing in rank or even really in respect from any of the organizations there. Lots of cool stories are told, quite a lot of unique maps or mapsets, enemy groups, lots of flavor. Dont make superspeed your travel power. SRSLY. Dont do it. Fly is the easiest. SJ works pretty well. Superspeed will make you use cursewords. As for AT, whatever you want. This is actually my favorite so far as story content goes, but there is just too much slums and just... garbage and junk and not enough cool unique areas for me to run this side that often. In the main zones I mean. that aspect is almost moot in regards to missions.
Heroes is heroes, tons of content, though the really old stuff shows it's age in the way the missions are designed. teams are easy to come by if you look, although IMO teams to run old story arcs from old contacts are much harder unless it is your contact and you build and run the team. For instance, I havent seen anyone broadcasting trying to put a team together for Striga Isle in YEARS. Last time I got an invitation to a team in that zone was issue 8. But like I said, run your own team. last time I ran missions there on a team was Issue 21, people will come if you ask them yourself.
Hope that helps, got a little long winded there. -
I made a DM/Fire scrapper. I know it isnt quite the same, but I can say the synergy of all the self heals to go with fire's not as durable numbers is nice. Two endo recovery powers is also very nice.
it isnt teh uberzt, but it is really tough and can lay a good paced smack down with no downtime. haveing the double recovery tools, and all that self heal allows for more unorthodox slotting. I actually slotted one of the recovery Aoe's up for dmg also, and with some average to high recharge bonuses it is up to use on every spawn, or close. I forget which, but one of the two is actually reasonably good for damage. PbAOE that also recovers half your endo bar? Awsome. It is a perk of the combo, there is no way I would slot it that way outside of this particular pairing.
Also, soul drain+fiery embrace.
Also, soul drain+blazing aura.
DM/elec sounds interesting also. Siphon life + resist sets is always a good fit. I think by the end game, it would be tougher and easier to IO to be tougher then a DM/fire. More traditional though, not that I would see that as a bad thing. I might try this. my only attempt at DM brute was a DM/WP and that got freeging boring by level 30. I think this would keep my attention more. -
Hey remember that thread one of the red names started asking which signature characters costumes we liked?
Rumors and hearsay: In an effort to get a larger data point, the devs coded a background script to record costume part usage data/combinations to make a data base. But there is a bug!! thats why the costumes get switched.
edit: or it's a nemesis plot to make better automotons. -
Arcana,
lol. The stuff I posted was the result of a half hour discussion I had with a close friend over Yahoo! instant messenger back when defiance 2.0 was being put on live. Really, it is only about 70% from me, the bit about the powers recharging faster as level increases was his idea.
of course I cant prove that as I dont document discussions i have at leisure about a stupid video game. As I wrote in the other thread, i do not care that much about "credit" of such things as there is no benefit to myself about it.
my response was much more about how my voice isnt loud enough to be heard then it was about the actual idea itself. more of a musement as i read through the more recent replies here.
I am trying to be involved inthese discussions not for fame and glory(in a stupid video game forum) but because I am strugling to remain interested in City of lately. i am melee'd out, and I have disliked the way ranged damage AT's play for a long time, despite my lengthy list of blasters and corruptors. doms and defenders too to a lesser extent. thats why i posted this afternoon daydream:
http://boards.cityofheroes.com/showthread.php?t=278037
it is also why i have posted various ideas on alterations for blasters. Ranged sets have the potential to really be fun. they have flare, they have a wide array of target type, secondary effect, range and damage and most of the time all of those in one set. each ranged damage set plays differently(minus the standardization of tier one and two) and most can even be built differently to focus on one thing or another. Not that this is news to you of course, but as it pertains to me, if blast sets dont get some kind of alteration, new AT or mechanics or whatever, I am afraid for the first time in years I will consider letting my sub lapse.
there is this massive chunk of AT/powersets and whatnot there, all those different ranged damage powersets, but the current AT and AT mechanics they are useable in have flaws or required playstyle limitations etc I find distasteful enough to keep me from enjoying those sets like i could. My giant roster of ranged damage dealers only get intermittent play. if I could enjoy the AT/mechanics it would be the total opposite with my melee characters sitting around more instead.
Anyway, your voice is certainly louder then mine, as proven right in this thread hahaha. Thats the reason for the mildly sarcastic post, not some argument for intelectual rights to a stupid video game, so no need to bust out dates and get defensive. -
Here is a copypasta of my post from page 2 of this very thread. LOL, it reminds me very much of my comments to Arcanaville in the snipe thread. Way to go Arcana! You fixed it again!! hahaha
From page 2:
IMO, mez protection for blasters needs a mega overhaul, to the point all the current inherent mechanics go out the window and something new comes into play. Just what that is is obviously a much contested issue.
that being said, if we come to find ourselves totally unable to remove our thought patterns from 7 years of history and simply cant think of a better way to do things then defiance, some other things should occur. if we remain true to the "use these 3 attacks while mezzed" idea, then IMO we should be allowed an immense increase in allowable custimization of the 3 powers we come to rely on so heavily. if, solo, i am to remain locked into a power bolt-power blast-power bolt-power blast-etc themed attack chain due to inherent mechanics, then I think i should be able to customize more then color on these powers.
Tier one and two blasts do not grow enough with the character. Certainly, enhancment slotting grows them for a while, but as a character approaches lvl 25 or so, the powers are basically peaked out. Some alteration to function can be achieved with set bonuses, like excessive rech bonus or the like, but even this does not alter the animation times or rooting times or secondary effects.
Maybe those things should change as level increases. maybe animation time should slowly reduce for tier one and two attacks on blasters so that when mez becomes so common, you have grown those powers to compensate. maybe while defiance is in effect under mez, secondary effects of those powers should be magnified, or made 100% chance. More secondary dot dmg for fire, 100% chance of knockback for nrg blast, greatly increase endo drain/transfer on elec blast, etc. More effects, and animation time reductions. The higher level you get, the more important position becomes to survival, and reduction of cast time and root time would accomdate this.
basically, if the blaster AT stays the course on defiance/mez, then the blaster AT really should allow the tier one and two powers to grow to a power peak that is significantly higher then current, and significantly higher then other AT tier one and two comparitively as the other AT are not so heavily reliant on those powers.
End copy.
It's almost like I suggested the tier one and two attacks get better chance of their secondary effects(based on the set they are in) and are improved to help blasters win in a mez state, and also improve the defiance blasts in other ways as the character lvls up to help the blaster stay on top of their game instead of slowly becoming weaker in those situations as level iincreases. /sarcasm -
Quote:I made a related post over in the dmage modifier blaster issue thread.Oooh. I actually really like the idea of cast-in-motion Blasters, fragile-but-agile instead of just fragile. I don't really think it singlehandedly solves all the balance issues that Blasters have, but skillful maneuvering and range actually could be a noteworthy defense if Blasters were allowed to kite like bastards, and think it'd be an astounding amount of fun for them to be granted maneuverability in lieu of all the things they're not supposed to have.
basically, it is my opinion that rooting times are not weighted properly in the balance of damage output for the blaster AT. I am not going to copypasta the whole thing here, but it does also have ramifications for mez and survivability. Being able to "kite" more effectively/easily would have definate impact on survivability for the AT. -
Quote:About that, the beam rifle snipe. i think it is really odd how they designed that power. I draw two conclusions, niether of which may be true of course...I wanted to like snipes when I started playing. So I used them in play and realized how godawful they really are. Now I am happy to have powers in sets that I can skip without thinking about it because there are pool powers I want to help with survivability. I wouldn't mind if snipes stopped being the instant skip powers that they are now, but I can't say I know what would get me to rethink the position. The only set I've settled on taking them is Beam Rifle because of the guarunteed spread effect, but even then the power sits unused a lot. The interupt is what ruins snipes for me, I think (I avoid the medicine pool for the same reason). I realize that's intrinsic to the role of a snipe but as long as that exists I can't see using the power in combat and as an opener/puller, I'll just use a single target attack that I can immediately follow up with something else instead of being rooted for 8 seconds.
First- perhaps the dev team simply does not understand how players want to use snipes, or how they are being used in play. beam rifle snipe has that spread effect, but it outranges the other powers of the set, including disintegrate. so, one could presume the intended use is actually in combat- such that the effect can actually be used which totally goes against common use in actual play.
OR
second- the devs already have some kind of idea on how they want snipes to work in the future, and designed this power ahaed of these changes so when they do come about, the power will already be designed to work correctly with the spread effect.
Only time will tell which theory holds any water, or of course perhaps neither does. -
Stances i think would be accepted no problem for new powersets or even a new AT, provided they are done correctly. A revamp of an old AT like a blaster would have to be done perfectly though or there would be big time backlash. Blasters are too established for players to absorb a half *** stance system.
For instance, kheldians. Once some of the "clear cut roles" of the form toggles was blurred together a tad, people warmed up to the AT a lot more. There is more room to improve IMO, but as time goes on I think the devs are learning how to do stances better. I think the initial failures and complaints of things like khelds and swap ammo are what make them hesitate to add something as big as an AT inherent stance toggle to blasters(or tankers, thats been brought up since I2)
Swap ammo itself isnt really hammered on by the player base so bad, just the perception that most of the ammo types effects are totally underwhelming. The effects are probably balanced on paper, but in actual play people just use fire for the MOAR dmg because the other effects just dont seem useful enough "so why not just add dmg" as it were. The execution of the swap ammo toggle itself I think is received well, its just the execution of the ammo effects that isnt.
Anyway, I wouldnt rule out a blaster stance as a fix. heck it might even be the easiest way to balance the AT for solo vs team situations. -
Quote:Certainly not. I was just commenting on our culture where self promotion is so ingrained that it holds back improvment. Would it really be so hard to acknowledge "hey this guy had this great idea"?Its not like I was going to physically take the brain cells it was embedded in. You were going to get to keep those.
99% of the time, the answer is yes, it is too hard because said person is not self, and self is always more important then the end results. if there is nothing in it to gain for self, then there is little point in "revealing" an idea.
I have been forced to live this culture in real life to many times to count. However, this is just a stupid video game, so i honestly do not care who takes credit for my ideas. I am simply pleased when an improvment based on them makes it into the game I enjoy. So, even in this instance, there is somthing in it for me in the end result.
So, feel free to "steal" my ideas. So long as it makes it into the game for me to enjoy I really do not care. -
Looking at the various hulk timelines and movies/comics as a whole and not in one particular snapshot- hulk is crazy tough, crazy strong and heals instantly.
hulk is a SS/regen brute. Except, to accuratly represent him in this game, you would have to increase all base numbers for attacks and regen/def/res to well beyond AT caps for dmg, and AT cap for res and soft cap Def.
think like unlimited fury with exponential instead of linear growth, and regen with higher base regen numbers and an AT capped RES to all from resiliance and soft capped def to all from IO sets. IF something hits him, AND it hits hard enough to hurt him, he will regen almost instantly, or in some cases in the comics use recon or dull pain. -
lol. I dont care. if I have learned anything in life, it is that none of my ideas are actually my idea because I am not in a position where my voice is loud enough to hear, and the human race in general is to competitive and selfish to actually allow for any type of true collective think tank to reach it's potential. Such is why change and improvment takes so long.
-
IMO, mez protection for blasters needs a mega overhaul, to the point all the current inherent mechanics go out the window and something new comes into play. Just what that is is obviously a much contested issue.
that being said, if we come to find ourselves totally unable to remove our thought patterns from 7 years of history and simply cant think of a better way to do things then defiance, some other things should occur. if we remain true to the "use these 3 attacks while mezzed" idea, then IMO we should be allowed an immense increase in allowable custimization of the 3 powers we come to rely on so heavily. if, solo, i am to remain locked into a power bolt-power blast-power bolt-power blast-etc themed attack chain due to inherent mechanics, then I think i should be able to customize more then color on these powers.
Tier one and two blasts do not grow enough with the character. Certainly, enhancment slotting grows them for a while, but as a character approaches lvl 25 or so, the powers are basically peaked out. Some alteration to function can be achieved with set bonuses, like excessive rech bonus or the like, but even this does not alter the animation times or rooting times or secondary effects.
Maybe those things should change as level increases. maybe animation time should slowly reduce for tier one and two attacks on blasters so that when mez becomes so common, you have grown those powers to compensate. maybe while defiance is in effect under mez, secondary effects of those powers should be magnified, or made 100% chance. More secondary dot dmg for fire, 100% chance of knockback for nrg blast, greatly increase endo drain/transfer on elec blast, etc. More effects, and animation time reductions. The higher level you get, the more important position becomes to survival, and reduction of cast time and root time would accomdate this.
basically, if the blaster AT stays the course on defiance/mez, then the blaster AT really should allow the tier one and two powers to grow to a power peak that is significantly higher then current, and significantly higher then other AT tier one and two comparitively as the other AT are not so heavily reliant on those powers. -
My take on snipes.
Snipes were one of the few powers/sets that were dealt more then the numbers had shown in terms of power reduction from ED. While the dmg was obviously reduced when going from 6 red SO's to ED cap, snipes also suffered from a massive blow to actual use.
A snipe was a power used to destroy a troublesome minion, or is used with aim/BU, destroy a liut, or at least make it so a follow up would eliminate them. This function made the stupid long interrupt and animation times effectively "worth it" as the utility totally outwieghed the negatives.
So, when we got ED, we lost dmg obviously, but it also altered this utility to the point it did not surpass the negatives. that was like what, issue 5 or so? snipes have been on the complaint list ever since.
There are different ways to fix snipes. If we are content to simply return the utility back to where it was, a simple base dmg modification so dmg+ed enhancment returns the power back to pre ED levels would do so. If we want a new shiny, then a slug of new game mechanics can be thrown at it, like stalker change style, or adding secondary effects. The sky is the limit. maybe the secondary effect should vary by set, like Zapp could cause a chain induction secondary "dmg jump" effect. Moonbeam could do an AOE to hit debuff. Psi lance could do a chance for AOE stun, etc. or maybe snipes should add a temporary boost range effect so follow up attacks can also be fired at longer range. maybe they should get a chance for critical hit with an increasing % chance based on minion/liut/boss.
if i had to pick a way to fix snipes, I would alter each snipe power based 100% on the set it is part of. After all, a fix for one snipe, like blazing bolt, may not be an appropriate fix for another, like moonbeam. This would both fix snipes and offer more flavor for each set and could possibly be a piece of the puzzle to help underperforming sets. I would also add 5 seconds of a boost range secondary effect to all of them. -
IMO of course...
No. The damage of the attack powers is sufficient to feel powerful as a blaster. However, the damage is delivered too slowly, both in terms of animation time(mostly) and also as a function of rooting...i will explain.
A blaster will have a very hard go of it if (solo mostly, which seems to be most of the focus in these discussions of late) if they "plant" themselves and attack nonstop. As the animation times appear (IMO) to be "balanced" around attack chain times, stopping to move will significantly lower DPS output. So, the player must choose- move and lose significant DPS(makes leveling slower) or stay planted to achive max DPS, but watch in horror as your foes close in to smash your head in. Scrapper comparison: movement will decrease DPS also, HOWEVER it is a fundamental AI mechanic that the foes will come to you, so much so that this DPS deminishing effect is almost wholly countered.
it could be argues that mellee attacks in general will dole out more dmg to those foes that do close on the blaster, however my gut feeling is that as a general forum consensus, the melee dmg does not compensate for the amount of punishment potential there for being in a more dangerous situation.
So, for the question or MOAR DMG? The answer is in two parts-
One, the rooting effect has never been properly calculated or applied when considering balance for ranged attack animation times- moving can significantly reduce a blasters dmg output.
Second, the secondary sets, while most provide for some reactive "higher DPS", it is not commensorate with the risk for the blaster in close combat.
Moreover: I have brought this up before but- secondary sets for blasters totally contradict what some developers have been saying for years- that range is defense. Explaination: for years we have been told that melee AT's get mez protection, def and res, you know, armor sets because of the mush higher risk of melee combat. Yet, when looking at a blaster secondary: the melee combat oriented secondary sets offer little or no counter to the increased threat of melee combat. if an invuln scrapper gets temp invuln and unyeilding to counter their risk of close combat, what does the /dark blaster get for the same? It is an inherent design flaw that flys in the face of the developer mantra of range=defense and melee AT need armor sets to balance the risk.
Of course the blaster secondary conundrum is likely a discussion for a different thread as it is only partially related to dmg modifiers.