-
Posts
1564 -
Joined
-
Quote:This is exactly why I never liked the blaster standardization.Gloom, Fire Blast, and Ice Blast all had legacy animations that were faster than the decided on standard blaster tier 2 time of 1.67s. When they were normalized for blasters, the other ATs that had those powers were left with the faster cast times. Check out Gloom on a brute and think about it with Fury, then compare it to the blaster version.
-
-
Quote:My experience was different. Blasters were the first people to get to level 40, and scrappers had a lot of problems staying alive. My opinion at the time was that it was due more to player experience than anything though. Most people had no clue how to properly balance a scrapper's offense and defense in the middle levels where you're low on slots. There were also plenty of armor sets that are very broken by today's standards, such as dark armor's mutually exclusive toggle with no benefit to counterbalance it. The big joke at the time was "City of Blasters".Winterminal: The problem is not power creep with time. I was here in 2005, when the scrappers were twenty times tougher than the blasters and the tanks were two hundred times tougher.
Completely true, but to be fair, he really wanted to redesign blaster secondaries. -
"Higher than average death while in the mezzed state" is exactly what shows that.
I have no facts to back this up, but I don't recall this either. -
Quote:Shown here.Since its the only theory that explains the facts, which are that prior to D2.0 Blaster performance was lower than any other archetype, and that major underperformance correlated with higher than average mezzed, higher than average deaths and debt, and higher than average death while in the mezzed state
-
If I'm understanding it right, Arcanaville said that datamining showed a lot of information about blaster deaths, including that they die more than everyone and are much more likely to die while under a mez effect. Arcanaville said that the best explanation for this is that mez is a serious issue for blasters that should be addressed. You countered that the data could more easily be explained by defiance 1.0 encouraging poor gameplay, to which Arcanaville said if that were the case then the datamining from before defiance 1.0 would not have shown blasters to be underperforming as they were afterwards.
-
This has been mentioned a lot of times before, and I still think it's completely true. Blasters are in the situation they are now because they're conceptually broken, probably to an even greater extent than stalkers are. A character that conceptually only deals damage will not work no matter how you mess with them mechanically because this is a game where everyone needs to have a method of both offense and defense. The variety in this game comes from not who has what piece of the triad, but how the archetypes achieve their offense and defense.
-
-
My vision of the blaster role: reliable offense and burst damage specialist
By 'reliable' I mean that the blaster would continue dealing high damage in most situations by having countermeasures against a variety of defensive strategies. As for burst damage, someone else in the thread already mentioned how iconic it is for blaster-type characters to go all out and be dazed afterwards. -
Quote:If I could go back in time and design the blaster archetype before release, I would have had it be ranged primary, control/utility secondary.My question is, why on earth does a ranged damage AT have a boatload of melee attacks in it's secondary? There should be some punishing secondaries with all ranged powers, or perhaps ranged with light buff/debuff...
Wait, but that'd basically be a corruptor then wouldn't it? They get scourge too don't they? Hmm...
Primary would be straight attacks. Any big debuffs or status effects would be a secondary effect of the attacks. None of this 20 second recharging 10 second single target stun that does no damage silliness.
Secondary would be the survivability and panic buttons. Small area controls ideal for negating alphas when solo and on small teams, survivability tools like armors or self heals, and situational offense like power thrust and nukes. -
From the data I've seen, dual pistols actually has above average damage if you're using fire ammo. So it's not that it's lackluster in the damage department, it's that in order to deal damage comparable to an average set you have to give up your secondary effects.
-
Quote:I haven't regretted taking clarion on any of my characters since it means that I no longer have to hold break frees. That frees up space for more respites and lucks.Yeah...i know I need mez protection I just feel like I could pop a few purples instead of using a very rare...but you're right. handy for UG.
Definitely take one of the interface powers that gives you a damage proc. It's a huge buff to damage on a defender and that feels good.
Judgements don't have one that's way better than the others, so I suggest choosing the one with an animation that fits your concept best.
As for lore, don't be afraid to pick the one that fits your character best, but if none of them seem to fit or you don't care go for cimerorans. -
Quote:Force fields is still plenty strong (within its purview at least). Its biggest problem is that it's not very exciting and it only has a few useful powers. If buffing people and using five other powers to knock things in more and more specific ways sounds fun to you, go for it.I really want to play force fields. I enjoy buffing the teams defense to high levels. So to my understanding from reading on the forums is Force Field gets mixed reviews due to lack of debuffs.
Also, sonic blast is the go-to offensive debuffing blast set for defenders if you're worried about being underpowered. Sonic blast also synergizes well with force field since sonic works best if you can constantly attack, and force field is very blast-fender friendly with its fire-and-forget buffs. -
Depends, do you have the full set in there or just the proc? Proc has a 66% chance of going off in explosive arrow, so not bad, but there are better places. However, targeted area sets have such slim pickings that slotting the full set in it isn't a bad idea at all.
-
-
-
Ehhh, recently I've become more and more convinced that there is no base line for any set type and numbers are just kind of gut feeling'd. I've come to this hypothesis based on the power creep in defense sets and how terribly beast mastery missed the mark.
-
-
Quote:Defenders are very close to tanks as it is. There is no design intent for them to be the squishiest members of the team. Defenders share the self defense buff modifiers of tankers, so it's clear that the "reliable support" playstyle is one that is intended to be viable. All defender primaries have some method of keeping themselves alive, either through buffs that affect their whole party or powerful debuffs. Empathy is the worst at personal survivability that I can think of off the top of my head, and it still has a self heal. The main thing keeping defenders from being amazing tanks is the lack of status protection, and tanking is still very possible for many of them even though it's difficult.Turning the defender into a tank is a bad idea.
You are supposed to be the weak point in the team...if the enemies kill you first, the team is that much easier to kill. classic.
Using myself as an example, my main character has 70% smashing/lethal resistance, resistance to everything else except negative energy and toxic, over 1500 hp, and uses aid self. This is on top of the ridiculous mitigation of hurricane and freezing rain. I don't consider this broken because, for one, everyone in CoH is broken at high levels compared to other MMOs (except blasters that didn't game the IO system to get defense, but that's another thing), and two, defenders have the lowest damage potential of all archetypes at level 50.
So er...I have no idea how much of that is actually relevant to what I quoted. I just kind of went off on a tangent. -
Are we arguing that beam rifle has poor sustained single target damage, or that beam rifle is a terrible set that fails on all metrics that are relevant to blasters and should be given self awareness only so that it can feel shame for itself? Because I cannot agree with the second one more.
-
I've participated in discussions with you about this enough times before to know that you don't. The numbers are irrelevant to you. You feel that trick arrow is serviceable for your purposes when you play it, therefore it must be objectively adequate.
-
-
Quote:Lancer shot's animation time is not long unless you have the idea that any animation that is two seconds or higher is long. Lancer shot is the highest DPA attack in the set.3) Long t3 blast syndrome. Top blaster performance revolves around their t3 blast, when the t3 blast takes twice as long to animate than what you're trying to compete with, it's not going to go well.
The reason why Beam Rifle's single target damage is competitive with fire's is because of bonus damage from disintegrate. Effectively, fire and beam both have a secondary effect that boosts their damage.
-Beam Rifle DPA with disintegrate active-
Single Shot: 52.66
Charged Shot: 63.85
Disintegrate: 63.98
Lancer Shot: 75.36
-Fire Blast DPA-
Flares: 53.19
Fire Blast: 50.1
Fire Ball: 66.35
Rain of Fire: 55.76
Blaze: 159 -
Relevant to this discussion: http://boards.cityofheroes.com/showthread.php?t=262373
Slightly outdated since thermal is now a defender set. Damage debuff from heat exhaustion is 62.5% instead of the estimated 50% -
Quote:I agree, and this is what I originally proposed in my buff/debuff set rebalance proposal some time ago, but I changed it once I realized that most trick arrow players in the boards here prefer the power to have unique mechanics from other powers. I personally value intuitiveness in powers a lot, but uniqueness is important too, so I only disagree with them mildly.Note that removing the Unresistable aspect of Flash Arrow's ToHit Debuff would mean that it would need to be put "on par" with the ToHit Debuff baseline we often see in other powersets (such as Dark and Storm, for example). Doing so would increase the "relevance" of Flash Arrow in 99% of the game while reducing it in 1% of the game (ie. PToD battles). I personally consider that not only a fair tradeoff, but also an improvement to the power overall ... since there's more to life than Flashing mobs protected by PToD.