Garent

Legend
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  1. Quote:
    Originally Posted by StratoNexus View Post
    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.
    This is exactly why I never liked the blaster standardization.
  2. Quote:
    Originally Posted by Another_Fan View Post
    ROFL

    When Arcanavile decided to name call it was as much an admission from Arcanavile as anyone will ever get. What does that make it for you ?
    Be nice and stay on topic, please.
  3. Quote:
    Originally Posted by Fulmens View Post
    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.
    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".

    Quote:
    Originally Posted by Another_Fan View Post
    Power creep has certainly magnified the problem. Castle was unrelenting in buffing everything but blasters
    Completely true, but to be fair, he really wanted to redesign blaster secondaries.
  4. Quote:
    Originally Posted by Another_Fan View Post
    What isn't shown is that mez is the cause of death
    "Higher than average death while in the mezzed state" is exactly what shows that.

    Quote:
    Originally Posted by Starsman View Post
    Not saying I disagree with the points but I was under the impression that resilience used to only have resistance, the protection being added during its buff a while back... is my memory that rusty?
    I have no facts to back this up, but I don't recall this either.
  5. Quote:
    Originally Posted by Arcanaville View Post
    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
    Shown here.
  6. 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.
  7. Quote:
    Originally Posted by Leo_G View Post
    I think one fatal flaw in you guys' decision that 'Blasters should Blast'...that's exactly why they're in the mess they're in. Blasters have their problems because they, frankly, can't do much else.
    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.
  8. Quote:
    Originally Posted by Another_Fan View Post
    Let me get this straight. I am saying you are trying to compare apples and oranges, and your response is "Look at the Kumquats" ?
    The logic chain seems apparent to me.
  9. 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.
  10. Quote:
    Originally Posted by planet_J View Post
    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...
    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.
    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.
  11. Garent

    Dual Pistols?

    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.
  12. Quote:
    Originally Posted by Muse to my Ears View Post
    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.
    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.

    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.
  13. Quote:
    Originally Posted by AtomicAden View Post
    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.
    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.

    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.
  14. Quote:
    Originally Posted by Johnny_Johnny View Post
    I slotted it in Explosive Arrow. No real reason, since I don;t often pay attention to 'the numbers'. Was that a bad choice?

    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.
  15. Quote:
    Originally Posted by RiverOcean View Post
    ooh wait explain!

    How often does it proc in blazing arrow.. I'm curious.
    83% chance according to mids.
  16. Quote:
    Originally Posted by Trickshooter View Post
    (it and Force Fields are his highest candidates to be reviewed among the support sets).
    Heart! I'm glad to be made wrong. I agree with muse on sonic being third on my list after those two. Poison would be, except it was just evaluated.
  17. 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.
  18. Quote:
    Originally Posted by StratoNexus View Post
    Oh please.
    It's not worth your time, man. Just move on and ignore it.
  19. Quote:
    Originally Posted by Freefall View Post
    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.
    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.

    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.
  20. Quote:
    Originally Posted by Another_Fan View Post
    And that is on a relatively poor ST set. That doesn't need to set up disintegration to do its damage first.
    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.
  21. Quote:
    Originally Posted by New Dawn View Post
    I don't believe in this copy and paste comparison.
    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.
  22. Quote:
    Originally Posted by Another_Fan View Post
    There is where beam rifle gets trounced by fire..
    Blaze is where EVERY set gets trounced by fire. This shouldn't surprise anyone.
  23. Quote:
    Originally Posted by DreadShinobi View Post
    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.
    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.

    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
  24. 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%
  25. Quote:
    Originally Posted by Redlynne View Post
    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.
    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.