Jade_Dragon

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  1. Quote:
    Originally Posted by Steelclaw View Post
    John Troll-Volta...
    That is awful...
  2. Quote:
    Originally Posted by Samuel_Tow View Post
    I do not recall BABs ever saying that weapon sets can not have custom effects or animations, merely that they left weapon sets with no power customization options because they already had weapon customization working for them, which at that point was considered good enough.
    I don't believe that's what BaBs is saying. I don't believe he said, "Well, we could have made the Spines customizable, or we could have made the Toxins customizable. We also could have done both, but I was too lazy. So I just stopped at the Spines and that's good enough, 'cause it's good enough for the weapons."

    I believe what he said was, "Well, we could have made the Spines customizable, or we could have made the Toxins customizable, or we could have made Spines and Toxins share the same color. Since it's the Spines that the players usually feel makes them unique, we decided to let you customize that, while the Toxins, which are independent of what kind or appearance of spines you have, we left alone rather than making them match the spines."

    He never explicitly said the Spines and Toxins couldn't be each set to a different color, but I believe that's strongly implied. Even the original post didn't talk about making them a different color, actually, he was talking about making them the same. But BaBs' stated his reason for making them different, which means he was limited to making the Toxins remain the same.

    Quote:
    What BABs discussed about Spines was regarding spine redraw which happened between the different types of spines, if you so chose to customize them, and that's a consequence of you actually using different weapons that call different models and as such can't really have the same activation sequence. However, as long as the power's activation sequence calls the same weapon definition, there's no reason why there should be a problem of animation, and as such no reason there should be a problem with custom alternate animations for weapon sets.
    That's true, the weapon is shared across all Powers that use the weapon, and so that's why there needs to be one selection and color choice instead of one for each Power. Otherwise you could have the sword change color and shape every time you swung it. And just drawing it is not associated with any Power, and so there needs to be some way to define the selection and color independent of Power.

    On the other hand, you assume that the mechanism used to assign selection and color to Powers isn't used to assign selection and color of Weapons. Unless you have inner knowledge of the code you aren't telling me about, you don't know that. You are merely assuming that, because there is only one interface to set the selections, and not one for each Power. Yet, it could easily be a single selection which is then copied to all powers.

    Again, I don't think BaBs said anything about redraw, he was talking about his decision to allow the Spines to be customized, but not the Toxin effects. Again, if he could have made the Spines set on the Costume screen, and the Toxins set on the Power Customization screen, then that would solve the problem. But he didn't say that that was an option, merely that they could "do both". If that truly meant he could set them separately, I would think he would have said that that could be a possibility later.
  3. Basically, for any magician character you want to decide if you want to concentrate on offense, defense, or a balance. Dr. Strange kind of covers all of the bases, which you can't really do in CoH for obvious reasons. But you can create someone who does MOST of the things Dr. Strange can, like an apprentice or something.

    Controllers can actually be remarkably powerful. Although it's hard going at first, your control powers do pretty good damage with Containment backing them up, and if you don't mind closing to melee you can use Air Superiority or other attacks from the Pool. Not to mention the Vet Reward powers, a combination of Sands of Mu and the Blackwand can make your character look very mage-like.

    Defenders fit the balanced sort of mages that aren't so much into enchantment and summoning. Storm Summoning actually makes for a good mage because of both the theme, which seems very magical, and that you actually do have a lot of control. Dark works well too, for much the same reason. And now that you can color your powers, you can make a Dark/Dark or Dark/Psychic Defender with very light, "white magic" looking attacks.

    Blasters are pure offense, but won't be able to do anything to help their allies, which you might expect from a Dr. Strange type. You can go to the Pool for Leadership buffs, though, and I would mention Aid Other, except that it uses a gadget, so doesn't fit magic users. (Maybe with Customization...) As you said, though, Mental is a good Secondary for lots of control, so it might if you want to be an elemental wizard throwing around fireballs or something.

    Dominators make for good mages with their control and offense combination, although as with Blasters you won't be defending the team. One of my main magical character is a Dominator, though, he is a wizard who took over the body of a dragon back in ancient times. So the "sadistic" nature of playing with your foes to build up Domination really fits his character. I find Mind Control really fits my concept for a mage, he has Levitate for physical attacks, and then all of his charm and enchantment spell on top of that.

    Masterminds can be mages too. A Necromancy/Dark MM could be a Necromancer, obviously, while a Thugs or Mercs/Storm MM could be a spell caster that hires warriors to cover him while he backs them up. Either MMs or Corruptors could refer back to my comments on Defenders, with MMs actually being able to be summoners. That will go double once Demon Summoning comes out.
  4. Yeah, I have an alt account for my sister, but I mainly created it for SG manipulation. I have gotten her to play, though, so it's not all bad.

    It really depends on how many characters you want in the SG. If you just have one main and play him all the time, it's probably easier to just get a random stranger to help. When you've got like 5-10 characters all bumping around in the SG base and shuffling around salvage, that second account comes in handy.

    I'll add that while Recipes cannot be traded with a base, Salvage and Enhancements can. This can be a quick way to transfer money. Buy up a bunch of SOs from the Market, put them in the base, pick them up with your alt and sell them to the store. You can also try buying and selling Salvage as well, but that'll take a little more time. And the Enhancement trick will usually net you more money.
  5. Jade_Dragon

    Since when?

    Dark is an extremely defensive set, that doesn't suit the Min/Maxers as much as Rad or Kin. It also tends to be very Endurance costly. This is universally true, Dark Melee and Armor are pretty End heavy too.

    The good news is, it pretty much is the Min/Maxer set of choice FOR defense. So maybe it's just that it's not tried as much as it's not the first on the list of things to try.
  6. Quote:
    Originally Posted by Leo_G View Post
    Is this point not moot seeing as we're talking about picking animations to go with weapons, not the colors of those animations?
    I suppose, but the interface would not support such a change. The way the interface works, animations go with colors. Picking one requires pick of the other. (Unless you choose the Legacy)

    I guess you could have an interface where if you choose a Rapier, the Broadsword animations would change to be more lunges and stabs, instead of swings. But my perception is that that's not what we are talking about. What we are talking about is selecting a weapon model, a particular type of sword and color for it, and THEN selecting a separate animation from a list that can all be applied to that sword.

    The best you can hope for, if you make some BIG assumptions about what BaBs was describing in his post, is that you can use the Power Customization interface to choose different animations, and the color selectors will be greyed out. And even that, I think, you are reaching for. Unless BaBs comes into this thread and says, "Oh, yeah, I could do that", I think that's wishful thinking.
  7. Quote:
    Originally Posted by mousedroid View Post
    Get rid of the smashing damage type
    That's what I was saying. Look at every Melee attack in the game. Most of them have either Smashing or Lethal as part of the damage. The exception is primarily Fire Melee, and even it has Fire Sword, which is Fire/Lethal, and Cremate, which is Fire/Smashing.

    Not to say that making Rad more like Fire Melee wouldn't be a bad idea. Just giving it an AoE, like Irradiate, for a Blaster, would certainly make it different from Energy, which doesn't have any AoEs.

    And no, I don't mean EXACTLY like Fire Melee. Obviously, it would have -Def debuff and be somewhat faster than Fire. I was talking about the AoEs and utility powers, instead of just being primarily single target damage.
  8. It's not a copyright. It's a trademark. Unfortunately, even though it isn't related to the character, the use of the name in a superhero context could be close enough to cause confusion.

    In this case, though, it's likely that there is a global list of filtered words, and Gambit is just on it so it can't be created as a character. Try a synonym.
  9. Quote:
    Originally Posted by LordSquigie View Post
    Weapon power sets do not disable power customization, they simply do not have any options besides the default. The sparks, flashes, shockwaves, etc, are entirely customizable, just as they are for other sets. They simply prioritized the non-weapon sets because the weapon sets already had a degree of customizability.
    I don't believe any redname has said that, and in fact that contradicts what BaBs said.

    Quote:
    This also follows suit with all of our other 'weapon' powersets, which have customizeable and tintable weapon geos, but static VFX.
    Note that this is about customizing and tinting the weapon AND the VFX. The problem with Power Customization in the first place was that the color tinting of the VFX was not "connected" to the character, and could not be inherited from him. Assuming that the devs developed a mechanism to do that for weapon models, then if the same mechanism is used for power tinting, you cannot customize both at the same time.

    If you can quote a direct post from redname saying that weapon sets can have their graphics customized independently, and that is planned for future development, then I will admit I was wrong. But until then, I'm not going to recommend holding out for features that can't be implemented.

    Note that if BaBs had chosen to adjust the Spines and the VFX he could have made them the SAME color. Which means you can theoretically have a green Broadsword and have its VFX be the SAME color, green. But BaBs rejected that for the very reason he gave, the weapon is intended to be the individual and unique portion of the character concept, and he didn't want to limit the VFX because, for instance, a green flash looks gaudy or doesn't support your concept.
  10. Jade_Dragon

    Archetype Idea

    There is no way to disconnect the AT modifiers from the Power Set combinations unless you make them so weak that there would be only one combination that would be useful. Let's say you make it 0.75 damage modifier, 0.65 defense modifier and 60% (of a Tanker) hit points. The only useable combination WOULD be Ranged/Defense, anything else would be so weak as to be unsoloable. And Ranged/Defense would be barely as strong as an old (pre I-13) Human Form Kheldian.

    And you still have the problems that originally caused the ATs do be created in the first place. Can a Melee/Buff-Debuff survive in melee? As for the two combinations you eliminated with your offense/defense choices, Ranged/Melee is unplayable, we learned that from Blasters in Beta, and Defense/Buff-Debuff wouldn't have any attacks.

    Considering that only the Melee/Buff-Debuff combination exists without an AT representing it, I don't see anything you would gain from this besides the ability to create Kheldian/SoA with existing Ranged/Defense combinations instead of the limited choice of an Epic AT. And honestly, I think that's opposed to the concept of the Epic ATs. They are SUPPOSED to have only a handful of powersets, that's what ties them to the game storyline.
  11. It is impossible to take every power available to you at 50.

    You may argue that the most effective build is exactly the same as all others. But there is the potential to make different choices. And honestly, if I were forced to have to skip even more powers from my Primary and Secondary than I already am, I would be quite frustrated.

    Kheldians and SoA are way, way worse, as well. ESPECIALLY Kheldians...
  12. Quote:
    Originally Posted by Dispari View Post
    Radiation secondary seems doable, since the powers Shivans use are basically Peacebringer powers. And I still hold out hope for secondaries involving Martial Arts or Katanas.
    Well, Peacebringer powers are basically Energy Melee. Which is really the problem, I can see Rad Melee being too much like Energy Melee. Rad Blast and Energy Blast are different because Energy has a Smashing component while Rad doesn't. But Rad Melee would have to have a Smashing component if you're using Rad boosted punches.

    Actually, now that I think about it, this might be the place to have an Energy Sword. Make it a "Radiation Sword", and make it look like, well, a Light Saber. I've got a concept that could use it (although I'm not rerolling her for it) and others have mentioned it as well. I've always thought it a little strange that Fire and Ice had swords, but there's no Energy Sword. Or even, for that matter, a Lance or Axe. (Add a little variety)

    In keeping with Rad Blast, it might also be a somewhat faster Set, something like Claws or Super Strength. The "punch with Radiation" attack could be a quick Jab.

    Of course, I'm talking about a Melee Set, we're talking about Manipulation, but that's part of it. Sonic, too, there would have to be a Sonic Melee set. We need a Psionic Melee set, with some of the attacks from Mental Manipulation. And yeah, a Martial Arts or Weapon set for a Blaster Secondary, they already exist as Melee and MA could be combined with buffs similar to Energy Manipulation, only based on "chi".

    The problem with a Broadsword or Katana Manipulation Set is, while it makes conceptual sense when combined with a bow, can you imagine what the redraw would be like? And of course, do you make swords, axes, maces, and all that different Power Sets, or do you try to define one set and use customization to let you pick your weapon? It will only be used for one or two attacks anyway, the rest would need to be more buff or control type powers.
  13. Quote:
    Originally Posted by UberGuy View Post
    *The major exception is actually damage, which slowly degrades in relative benefit. Even progressing from no slotting to full ED slotting, we end up needing to use any given power about twice as much to defeat a boss at level 50 as we do at level 1.
    Actually, a Defender at level 8 would do some serious damage with SOs, since the damage modifier is not at its lowest point yet. So that will increase the effect that you're talking about.

    The biggest issue I see is the low number of Enhancement Slots at that level. Just out of efficiency, you will want to put them all into attacks. And Yin's Market, while it might provide level 10 IOs (I don't remember if the minimum is 15, actually) it only provides one type. So while you might pick the Origin that would give you Damage, that really wouldn't help boost the bubbler's defensive capabilities.

    That and, at level 8, if you're building for defense you probably wouldn't have that many atttacks.

    Honestly, the amount of time it would take to run AV missions and collect Defense SOs, as low as the odd seem to be of rolling them, I'm not sure it's worth it.

    I'd say that the Origin for Accuracy might be more helpful, but again, at level 8 you still get your bonus to to hit for low level.
  14. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    That's not what BABs' post says at all. It's talking about the visual effects (in the case of that post, the actual point when a Spines attack hits an enemy, gives the HIT! flash and the green toxic effect). It says absolutely nothing about the animation of the attacks.
    While that may not be precisely what BaBs says, it strongly implies it. The current interface allows customization of the animation or the graphics through the Power Customization Screen. Currently, you can EITHER customize the animation and color, as with Super Strength and Martial Arts, OR you can only customize the graphics. However, as there are multiple selections for the graphics, Dark and Bright options, and so on, as well as the original Legacy choices, I would guess that the ability to change the animation associated with one of those graphics types would be simple enough to add. You would just have the animations as additional choices just as the animations for SS and MA are selectable choices.

    The problem is that there is ONE selector in the interface for those options. You cannot change BOTH the animation for a power AND its graphics separately. Each power has an animation and a graphic that is linked to it. There is a Bright Foot Stomp and a Dark Foot Stomp, a Bright Ground Punch and a Dark Ground Punch. But you can't select Bright and Dark separately from Foot Stomp or Ground Punch. This doesn't mean you can't have both Bright and Dark for both, but it's four different options. (And you wouldn't want to have the animation from Foot Stomp with the glow from your fist for Ground Punch anyway)

    Powers that have a selectable weapon, which is selected on the Costume Screen, disable the ability to select animation and graphic. According to BaBs, this is a limitation of the system. If you could change the animation, then you could change the graphic, and if you can change the weapon, then you CAN'T change the graphic. Or at least, BaBs chose not to make it so. You can argue about that fact all you want, but if the current interface doesn't support it, then it doesn't support it.

    Honestly, I don't know how Power Customization works. A while ago, I suggested an "invisible weapon", for sets like Energy Melee, from which the color information for the aura could be read. However, Power Customization is obviously on a per Power basis, and each has its own separate color information. This is saved in a power definition file of a sort, and probably broadcast from the server in its own structure, like a costume. So I can't say that the "slot" used to define the weapon uses up a slot that would be used to link to the power customization. But whatever the system, until BaBs is more clear on it, I'm afraid it's just not going to be possible.

    Quote:
    I'm pretty sure that Katana got its "new" animations before Issue 1 was even released. [...] Prior to this, the Katana powerset even had the same power names as the Broadsword set!
    Amusingly enough, Broadsword and Katana were the example of what Power Customization was back in Issue 1. If you wanted an alternate model for your weapon, YOU HAD TO CHOOSE A DIFFERENT POWER SET!

    Fortunately, Katana was made unique, as you say, and true Power Customization did eventually come out. The potential for the future, whatever the limitations, is still pretty high. I expect we will still see different animations coupled to different graphic choices, and more options overall.
  15. Quote:
    Originally Posted by Golden Girl View Post
    I think Jay is a good example of humor being lost when it crosses the Atlantic
    Ditto.
  16. Quote:
    Originally Posted by Umbral View Post
    Any wait period is going to be accounted for as a series of .132 second waits rather than a single discrete period of the required time.
    Clever and logical. Nice coding, man.
  17. Ironically, I can't stand street sweeping, but my character Joe Everyman's whole concept is that he blends in with the NPCs on the street and fights street crime. He shouldn't really be doing missions.

    I suppose I should just bite the bullet and give it a try, I hear it's not as hard as it used to be. But I just can't shake the painful memories of when my Defender was trying to limp his way through the late teens on nothing but spawns in Skyway City, because he ran out of missions before hitting 20. (This was back just after release)
  18. Well, the concept of IOs was seen as an "advancement beyond 50" system. This became even more the case with the addition of purple IOs, which are explicitly limited to level 50 players and thus those in the "end game".

    The problem as I see it is not that the devs will have to break the level cap to continue development, but that they need some way of ranking opponents, so you know what you are up against. If you need to be fully stocked with purple IOs, and the development of whatever other processes they come up with for the endgame, you need to know that. So yeah, in that sense, there may need to be a level system, for the MOBs if nothing else. They already continue to 54, I believe, they may be extended to 60 or so.

    The thing is, everyone talks about the "end game", but what do you want from an end game? What is the purpose? In an RPG, the purpose of any gameplay is supposedly to grow stronger. Whether that is the earning of XP, the gaining of levels, or the earning of gear. Once you have achieved the highest reward attainable in the game, what is the purpose of the end game then? Do you add on more and even higher rewards?

    Honestly, as a person who's never been interested in even reaching the level cap, as I can't even concieve of the concept of progress beyond that, I'd like to know what others do think.
  19. I think the idea is that "hard" controls like Hold and Stun have long durations, during which you have plenty of time for Containment. Knockback is more momentary, and it's somewhat random about when it is in effect. It's even more random when you throw in ragdoll physics. Some sometimes you would end up overpowered when the odds were with you, and other times you'd find yourself almost never getting Containment from it.

    And there are other effects that don't set Containment either, like Fear, Confuse, and Slow. And I don't think they should, for one thing, not all Controllers get access to them, and for another, they aren't really "hard" controls. They don't stop the foe from doing what it is doing, it just alters the AI in some way to make that harder. So again, it's not really total control, it's more random. (Confuse isn't random whether it takes effect, but you can't really control who he decides to attack. And Fear really is momentary)

    I think ultimately to me, there are four effects that set Containment, and four that don't. That sounds pretty even.
  20. Quote:
    Originally Posted by Kahlan_ View Post
    The best attack chain is Squirrel Ambush->0.1s gap->Squirrel Ambush->0.1s gap->Squirrel Ambush->...
    Rather than the best gapless attack chain: Squirrel Ambush->Poke->Squirrel Ambush->Poke->...
    Now I want a Squirrel Power Set...

    Seriously, though, this should not be the case with normal attacks in the game. The only attacks that should have really low damage compared to their recharge should be those that are not damage dealing powers, such as Cobra Strike or Tesla Cage. Normally the damage formula should make damage and recharge proportional.

    The bigger issue is going to be animation time. You could have a situation where you have an attack that is so low DPS, it is more efficient to wait until another attack has recharged so you can use it right away. (This is the reason Sniper attacks, or Jump Kick or Propel, are not considered useful by some players)
  21. This can be quite handy for Controllers and Masterminds, which otherwise have to expend a lot of effort and endurance to deal damage. Of course, the inverse is also true, Temp Powers get no penalty from AT modifiers, but they get no BONUS, either.

    In other words, your Temp Powers will not be effected by Containment, Fury, Defiance, Assassination, or any other AT Inherent. They also do not Taunt as with Gauntlet. (Although they draw aggro from the damage as normal)

    Temp Powers also tend to miss, since they cannot be slotted and thus have only the base 75% accuracy. It can help to have a +ToHit bonus or a -Def debuff on your foe before trying to use it. On my meleers I typically only use it following a Build Up.
  22. And on the other side of the coin, I'll say I'm one of those who doesn't use attack chains. Whatever power is available and will do the most damage under the current circumstances is the one I use.

    I suspect the median is somewhere in the middle between these two extremes. (Although I must admit a tool to generate attack chains is a pretty cool idea)
  23. Quote:
    Originally Posted by Nogard_T View Post
    Here i was thinking that it was a Rick Roll but it was a 'Muppet Roll'

    Edit: I like the song but im wondering how the 'Rick Roll' came to be?
    Wikipedia has a pretty good background of the Rick Roll and the "duck roll" that preceeded it.

    Honestly, I always thought the joke of it was that the video was "Never Gonna Give You Up", and was following you around the Internet. Like it would take over links to take you back to it. That may not be the original thought, but I think it's funny.

    And that Muppet version is one of my favorites. Mainly because, although it's obviously edited and repeats a lot, the sound is so well synchronized to Beaker's mouth movements.
  24. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Brawl is the best example of this. It plays a different animation depending on what stance you are in.
    Yes, but Brawl has to be specifically coded, that way, and the devs have stated that Brawl breaks all the rules, to the point where it is the most complex attack in the game.

    Obviously it is POSSIBLE, because as I said, Shield is able to do it. Whether or not that is due to a kludge, though, because Sheild is able to take advantage of the ability to use a limited number of stances, or what, I do not know. But from what I understand this is a limitation of the ENGINE. The devs can code around it, but they can't get rid of the restriction.

    I suppose BaBs could clarify if I am wrong. It would be a lot simpler to just recode Devices so it can be used in multiple stances, instead of them all. But as you say, if that requires four animations per power, one for each of four different stances, instead of just two, well, that's a lot more work, and impossible if the maximum number of stances for one power is only two or three. (And remember that flying uses up a stance as well)
  25. Quote:
    Originally Posted by Adeon Hawkwood View Post
    *The example I like to use here is an option for Web Grenade and Smoke Grenade for Devices and Traps to be able to be fired from an Assault Rifle. In this case it makes sense thematically: we can fire Explosive Grenades and Sleep Grenades from our Assault Rifles but for some reasons we have to throw Web and Smoke Grenades by hand? I doubt we'll ever see it but that is the sort of change I'd like to see, it makes sense thematically and only applies to those powers in the set where that is the case.
    Yeah, that's the problem. While thematically and conceptually it works, technically it's not possible. You MUST have a single stance for a power, you can't have "do this if you have a weapon, do this if you don't." Either you have a weapon, which requires you draw it if you don't have it out when you activate the power, or you don't. As long as that limitation exists in the game engine, any resolution to the problem is merely a kludge.

    Quote:
    For shields they basically put in another "stance" which was compatible with existing stances. So they'd have to do the same thing here and unless they put in a toggle you'd actually drop out of the stance after using one of the pwoers meaning it would cause more redraw problems than not doing it.
    Actually, in this case they did solve the problem. If I'm understanding correctly, they did add a whole new animation set for two difference stances. One with the shield out, one without. The problem is not that this isn't possible, it's the amount of time it would take to do it. If if they implemented a new set that used two different animations, one in the weapon stance and one not, then the players would ask, "Well, why can't I do that with Devices? Why can't I do that with Fire?"

    The amount of time it would take to revamp every single Blaster Secondary would make adding the feature not worth it, no matter how useful it would be in one set.

    Which is why I actually suggested adding a weapon that would have to be redrawn if the Primary DIDN'T have a weapon. Although it would be irritating to constantly redraw the Secondary weapon, the players wouldn't have a precedent to say, "remove the redraw from my favorite Set". Besides, Trick Arrow/Energy for Defenders, or Fire/Trick Arrow for Controllers forces a redraw when you use the Trick Arrows, and there is very little complaint about that. Because using the bow as a launching platform for the debuffs makes conceptual sense.

    Quote:
    The purpose of manipulation sets is poorly defined by them (probably deliberately) but they are not the same as melee sets. Besides the changes to the powers themselves (primarily higher damage and longer recharge) the structure of the sets is very different.
    I'm not sure you were here for the original Beta, but originally the Blaster Secondary was Melee. The only difference between Blaster Melee and Tanker and Scrapper Melee was that the first power was replaced with the first power we have now, a ranged Immobilize power. Otherwise, the Set had all of the applicable melee attacks, including the powerful ones like Total Focus, Greater Fire Sword, and so on.

    Energy Melee is still the most like this, probably because the stun associated with the attacks was a useful form of mitigation. With the other Secondaries, however, it was quickly determined that Ranged/Melee was unworkable. With no defense and no control powers for mitigation, moving into melee was suicide. So no one ever took the Blaster Secondary Powers. The devs finally changed the Secondary from "Melee" to "Support", and added the control powers and damage auras that the Sets have now, taking them from Control and Defense sets.

    Devices was the last to arrive, and it replaced an earlier set that was based on Medieval Weapons, an early concept that combined all the Weapon types into one. You would draw a sword, mace, axe or whatever with each individual Power and swing it. The redraw, as you might guess, was horrendous. My memory fails me at this point, but I believe in early testing they had replaced Medieval Weapons with Broadsword, and the Blaster version used a Crossbow for the first Power, then the sword for all the rest as with Scrappers.

    At any rate, that was thrown out entirely, and Devices was its replacement. Which is why it is so different from the other Manipulation Sets. They designed it from the ground up around what they felt the "new" Blaster needed; some control powers, some stealth, maybe a little defense, and a couple of really powerful explosive (pun intended) melee range powers. Whether the "mine" concept was considered inherent to that, or just they thought it fit a Devices idea more than a PBAoE I don't know, but to my mind the mines have always been the Devices' version of the melee attacks. That's how I use them anyway, to protect myself in case something gets too close.

    That's really why the Manipulation Sets are so different, because the devs really didn't have a unified concept when they came up with them. They still need work, and the devs have said as much. It hasn't ever come to anything, but there you go. I think the Dominator Assault sets have been more unified, they are obviously Ranged/Melee while the Primary is Control. That means by inference that Blasters should probably be Ranged with Melee/Control as Secondary. It's just not nearly as uniform in implementation.

    And at this point I've gone way off topic.