St_Angelius

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  1. Quote:
    Originally Posted by Yogi_Bare View Post
    If you're talking strictly damage, then sure... but that's not what the bulk of this thread is addressing.
    Well, all that blasters get is damage.



    Quote:
    Originally Posted by Yogi_Bare View Post
    Then that survivability needs to fall within the parameters of the playstyle (especially since reconstructing seven Secondaries may involve a lot of resources that would be allocated elsewhere).







    If you're asking for parity in mez defense (even if it's only short term), then you're asking Blasters to be molded in the likeness of their closest kin; Dominators.

    If you're asking for more control; then you're definitely infringing on Doms.

    Asking for both could make Doms obsolete.
    Doms got a buff fairly recently, to their damage, which infinged heavily on the role of Blasters.


    Quote:
    Originally Posted by Yogi_Bare View Post
    If you're asking for heavier debuffs that fall outside of the theme of their individual powersets then you run the risk of obsoleting Defenders (or Corrs).
    Both have recieved damage buffs and infringed on blasters. Especially 'fenders with thier most recent buff.


    Quote:
    Originally Posted by Yogi_Bare View Post
    If you're asking for parity through Defense and Resistance powers by adding Armors then you're pushing into Kheld territory (ie. if you want a Blaster with Armor; play a Kheld).

    If you're asking for Armor and mez protection; then you're stepping over Khelds and into Tanker, Brute, Scrapper and Stalker turf... with the added benefit of range; Tankmage (or SoA; which can get pretty close to hat distinction). Throw more control into that same mix and it becomes a joke. (Like how my Plant/Storm would play against normal mobs if Hybrid Control didn't have downtime)
    Again, all have received buffs to their damage that blasters haven't and encroaching on blasters roles.

    Quote:
    Originally Posted by Yogi_Bare View Post
    And yes... that's what some people are driving at; creating parity by giving Blasters what other ATs have (resistance, defense, mez protection, control).
    yes, different people are asking for those things, and apart from some extreme examples, no-one is asking for ALL of them. and those that are tend to quickly put down for being far too unrealistic

    Quote:
    Originally Posted by Yogi_Bare View Post
    The questions become how much of each of these aspects do you give before the desired parity is achieved? What are you willing to sacrifice to integrate any of these desired aspects?
    But that's the thing, Blasters made the sacrifice, then every other AT got a free buff to their damage with no sacrifice. Now blasters sacrifice isnt worth their gain. and as their damage cannont, aparently, be buffed any more, or at least much more, what else can be done to bring them back to where they should be?



    Quote:
    Originally Posted by Yogi_Bare View Post
    Trust me, I get the brainstorming intent of the thread but there is a definite following to making tradeoffs that involve giving Blasters Armor powers that I'm not in full agreement with.

    [Or tradeoffs that involve giving Blasters Debuff powers]
    No, that's not what is being asked for, as least not by the majority. What we want, for the most part, for changes to the tools we already have that allow us to survive a bit longer to deal the damage that we are supposed to be able to, without having to trade off our already not greatest damage, range or otherwise, to do so.

    I for one am not in favour of complete changes to Blaster secondaries. far too many of my blasters make use of some of the melee powers in them. yes, a lot of them, for my play style, are situational, but those situations come up often enough to be a lifeline most of the time.





    Quote:
    Originally Posted by Yogi_Bare View Post
    I don't [know how feasible it is] either but they seem to have done something that changed how proximity works when applied to location-based AoE damage vs. player's current position. It used to be that if you were in the damage radius when an AoE attack started you got pegged for the damage; even if you moved out of range... now you can avoid it. Fortunately they haven't allowed mobs to escape our damage in the same way. Something like this could actually change that so it could turn out to be a two-edged sword.

    [If one of the other above suggestions (higher base range) were added... then the effect would be even better]
    As I say, I very much like that idea, but someone like Arcanaville would be able to speak more on how posible it is. I only know as much of the mechanics as I do from reading her posts.
  2. Quote:
    Originally Posted by Kyriani View Post
    As for the ranged vs melee damage... in virtually every case a melee attack or melee aoe of a similar scale is going to do more damage than an equivalent ranged attack or ranged aoe. This is just a fact. Even if both powers say "High" damage the melee will almost always be higher damage.
    Ummmm, you might want to do your maths again. If a one ranged and one melee power on a blaster have the exact same base damage the range power will infact do the higher damage due to their range modifier being higher then their melee modifier. 1.125 for range and 1.0 for melee.
  3. Quote:
    Originally Posted by Yogi_Bare View Post
    Why are we even comparing a squishy class to a tank class? I don't think that at any point we should be making direct comparisons to SoAs, Tankers, Brutes, Stalkers, Scrappers or Master Minds; just doesn't make sense to me.

    I can see comparing it to Doms (which is almost a mirror image; outside of Control); Corrs and Fenders (which lend themselves to similar offensive styles) and Khelds (which would seem to be the 'next step' for Blasters/Doms).
    So, basicly, you are saying that to judge the perfomance of a DPS toon, we shouldn't judge it by comparing it to the other DPS classes, but only to the support classes? Somehow that doesn't sound right to me. Yes, blasters are supposed to be squishie, but that is also supposed to be the price for their superior damage output, which they are far from having. and if the significant buffs to their DPS is out the window, as has been hinted at, then surely it falls to improving thier survivability, somehow, to make up for that lack of superior DPS that that are supposed to have but don't?



    Quote:
    Originally Posted by Yogi_Bare View Post
    I just don't see the insistence on homogenizing (in general); if the trend continues we'll only have four classes Brute, Controller, Stalker and Corr (plus the EATs). And whether you realize it or not, when you use all these other ATs as a basis of specific comparisons (instead of focusing on the AT at hand of basing any improvement off its own playstyle) that's precisely what you're moving toward.
    No-one is asking for that. No-one is saying turn blasters into Doms/corrs/brutes with range or anything of the sort.


    Quote:
    Originally Posted by Yogi_Bare View Post
    If I'm rolling a Blaster, its because I have an idea of what I'm getting into; pros and cons. If I didn't want to deal with that playstyle then I wouldn't be rolling him up in the first place; this coming from a person who's just recently been putting time into Blaster toons. If I'm seeking improvements to what's supposed to be a 'glass cannon'; it would be to make the cannon hit harder, faster, longer. If I'm to make an effort to add anything outside of the play philosophy; I would do it in such a manner that it wouldn't alter the playstyle to where I could go with another choice and not notice much of a difference.
    Yes, that would be very nice, but from the devs own comments in the past, we are unlikely to see the sort of changes needed to bring blasters up to that level through buffs to damage recharge or end cost alone. which is kinda the point of this thread. exploring whatelse can be done.

    Quote:
    Originally Posted by Yogi_Bare View Post
    Altering a previous suggestion:

    Blaster ranged attacks do damage based on range from caster at the time of attack initiation (far, mid, close and point blank); the closer the target is, the more damage an attack does - This allows the Blaster to have a bit more say on their 'risk (proximity) vs reward (bonus damage)'.

    *In addition*, the proximity could trigger a 'chance to' effect (generic effect: far = none, mid = repel+fear, close = KD+fear, point blank = KB+fear; otherwise, it could be based on the powerset itself)

    *Point Blank damage would also include a chance for small radius AoE damage around the target
    If i am understanding you correctly, that is a very interesting idea. Each attack having a scaling damage based on didtance to the target. so shot to closer targets deal more than shots to further away targets. Kind of how you would see in real life. Bullets, for example, losing velocity the further it travels thus giving less penetration, or fire cooling the longer is thrown, wave forms decaying the further they travel etc. makes perfect sence. if that is posible I cannot say, but I do like it!
  4. Quote:
    Originally Posted by PRAF68_EU View Post
    Maybe it's because they are almost entirely reliant on inspirations and temporary powers?
    seems to be the argument some of them use. The whole "Try using all these other things, (isps, IO's, Pools, Temps, Incarnates, etc) that all the other AT's get access to but don't need to use as much" argument.
  5. Quote:
    Originally Posted by Kyriani View Post
    I am honestly baffled by the posts that talk about "blasters are for advanced players" and "Blaster should be left as they are so I can have an archetype that's harder to succeed with"

    First of all, intended or not, that just smacks of elitism. Secondly, parity is important. No one is saying make it "faceroll". But since the devs are not likely to push Blaster damage up to where it "should" be compared to their squishyness, then it is important to shore them up in areas they are lacking. No one wants them to become indestructible ranged attackers, but people do want them to be competitive with other archetypes. It's a flat out fact that currently they are not.

    You know that song "Anything you can do I can do better!"? Yea... that's all the other archetypes singing to Blasters. Sure mid's will show you some nice numbers with a billion inf build and /mental manipulation but in actual game play ANY other archetype is going to have an easier time in whatever scenario you can come up with compared to a blaster specifically because they have more tools to work with.

    Blasters have ONE power set instead of TWO like everyone else... they have "A Damage Power Set". Sure it has twice as many powers as any one of the two power sets that the other AT's get, and sometimes it has a few odd picks that are pretty decent, but on the whole it's just different ways of dealing damage and frankly the game has evolved beyond just how big your dps epeen is.

    A giant epeen doesn't do much good if it doesn't have the stamina to perform :P And that's basically where Blasters are right now... waving around their big sticks and promptly getting deflated by mobs who poor Blasty just couldn't keep up with. Meanwhile Tanky, Trolly, Fendy, Domy, Scrappy, Bruty, Cory, Stalky, Masty, the Kheldy twins and the Recluse twins have all been popping viagra and going strong for years now. They may not have as big epeens but their performance is FAR more impressive than poor Blasty's.
    I am completely with you there, it totally baffles me too. And that's all the people against changes to Blasters keep throwing out. And as I said in my last post, if playing blasters, an out of the box AT, is the only way they can get a challenge in this game, then that sound very broken to me. Blasters should play, to the same level as all other out of the box AT's at all difficulties.

    If ANY AT's should be harder to master and harder to play or give more of a challenge, it should be the EAT's, the ones, that in the past, you had to wait till you had already got a toon to 50, but now 20 or buy from the store, to play. Khelds and SoA's should be the harder toons to plays, by virtue of being a lot more limited in their posible combinations. After all, the design principle behind them seems, to me at least, to be, "here is a character that only has these powers and no others. Lets see if you can do as well with them" Yes, blasters have fewer choices in powers than many other AT's, in joint last place with Dom's for secondaries, and little thematic pairings, but they still have far more choice that the EAT's.

    And if any of the basic AT's should be hard mode, it should be those the devs have already deemed to be too advanced for newbie freems to play, unless the have thrown some money at the game, MM's and controllers. No, I don't think blasters are horribly broken and unplayable, but then, I didn't think stalkers were either, but I love playing stalkers almost as much as my blasters, and even more so since the recent buffs, even if the change in play style has made my main stalker much more of an end hog than she used to be. That is the sort of buff Blasters need. Not the complete game changing re-design that some poeple have asked for, but just something to make them better at what they do.
  6. Quote:
    Originally Posted by Alekhine View Post
    I'd say that the ability to farm at +4/x8, is a very poor way to think of 'balance'.
    It's not always those ATs that can do such a thing, but it comes down to their primary and secondary. Also, are you sure there are not already blasters that are capable of such thing? (For the record, it's not me)
    Yes, agreed, not all Brutes can, not all Bontrollers, or any other AT, at least without some uber build. But as far as I know, no Blaster combination can do it.


    Quote:
    Originally Posted by Alekhine View Post
    I'm not so sure that is a problem. I see it as more of an option. Even if all ATs could be created equal, should they?
    Well all AT's, except blasters, have been in some fashion been buffed, over the years, to be equal. so why not?



    Quote:
    Originally Posted by Alekhine View Post
    I am not totally against certain buffs being applied to blasters. But, I am not in favor of redefining the AT, from what is has been since this game began. And some of what has been mentioned in this thread and other 'broken blaster' threads is asking for just that.
    I'm not asking for a complete re-design, like some, But I am opposed to this notion that there is no problem at all, or if there is it is very minor.

    The option, as you put it, is simple. If you don't want 'hard mode', don't take a Blaster. Why should Blasters be saddled with this burden? Why should Blasters have to face a harder time in game? Why should blasters level slower? Just because some people want "More of a challenge" or a toon that they "Have to pay attention to their health bar" with?

    Blasters are a Basic AT. They should be able to perform at the same level as all other AT's. Not in the same way. As said, Brutes and Controlers cand ramp the challenge up to the highest and deal with exactly the same threats in different ways without too much of a headache. Blasters should, in thier own way, be able to do the same. No, I don't solo at +4X8 on anything. Some AT's, like my elec/elec/body scrapper I can push up to +0X4/X5. The best I can hope for on my main, who shas sacrificed damage output for survivability manage +0X3, maybe X4, depening on the group, but it would be a slow struggle, where I would need to push my Scrapper up to X6/7 for the same challenge. Every AT is supposed to have their "Thing". Tankers have uber armour and can take any pounding, Controllers have thier Uber Mezz powers and can shut down most anything. Brutes get more damage the longer they fight, Defenders get superior buffs/debuffs etc. What is blasters "thing"? Well, aparently it's dealing damage, so why isn't their damage dealing the best in the game? Well, part of that reason is they are either mezzed or dead. Which is why so many people focus on those things.

    The rest is thier damage. If damage is thier thing, they should be the best at it, not second or 3rd or 4th best, but THE best. That isn't the case. They pay the ultimate price for thier damage output, but if others can match, or better that damage output and still remain more survivable then that is a design flaw.
  7. Gah!! What's with all this 'lrn2ply' rubbish? All i'm seeing is a lot of people telling those who are seeing the flaws in blaster things like...

    Quote:
    Originally Posted by Alekhine View Post
    Perhaps the blaster AT is not for you.
    Quote:
    Originally Posted by Memphis_Bill View Post
    If mezzes are so bad to you, use the tools at your disposal, team, or play a different AT.
    Quote:
    Originally Posted by Alekhine View Post
    So, perhaps those other toons are more suited to your style of play?
    That along with all the "well you not doing it right, try this" style posts is infuriating. Just because YOU have no problem and have learned to manage doesn't mean everyone has. I mostly play blasters, but I do have at least one of every AT, and in most cases more than one. Of my 5 50's, 3 are blasters. But each of my blasters take much more effort to get them to perform at the same level as my other AT's. I have an L42 scrapper that far outperforms my incarnate blasters. That is a problem. No blasters should do everything just like those other AT's, but should be able to be at the same level with the same ammount of effort.

    And as for the Just coz brutes can solo on +4X8 doesn't mean blasters should be able to. well, why the hell not? Controllers can, corruptors can, defenders can. why shouldn't blasters be able, at peak performance levels, be able to perform to the same peak as every single other AT in the game?

    Are blasters unplayable? No
    Are blasters un soloable? No
    Do blasters have a harder time and have to rely on tools outside of that AT far more than all other AT's? Yes, and that is the problem.

    Just because there are ways to overcome those problems doesn't mean the problems don't exist. It's no suprise to me that those people who are saying that blasters don't have a problem are also saying they play/like blasters because thay are no "easy mode" or because the "like a challenge". Well, if Blasters are the only AT that provides a challenge, does that, in itself, not show that blasters have a problem compared to all other AT's in game?
  8. Iron Man may not be completely analogious to blasters in game as is currently, but I think the point still stands. Iron man has far more blasts than anything, no buffs/debuffs, little in the way of support and a smattering of melee. What seperates him from our blasters is his survivability. Though you could say his utilizing his armour to become as strong as thor as popping a few lucks and sturdys, or turning on a 'god mode' power from an APP and going and round mobs up.

    I think though, if you are insisting that it's 'baked into his AT' then why can't our blasters be a little more survivable too? Ok, maybe not uber tank survivable, just more.

    Oh, and personally, I see Human Torch as more of a corruptor type, after all, he can control any fire he see's and can form it into shapes which gives him more of a support element that blasters lack.
  9. Quote:
    Originally Posted by Arcanaville View Post
    Now (TM).

    I couldn't think of a good way to capture the terms of the bet in a screencapture, so with Lazarillo's consent the terms have been extended to allow for a video submission. Here she is.

    I'm afraid there are glitches here and there, and its not my best scripting work. I started this on Monday but when I realized it would not work without my Nemesis there, I scrubbed all that work and asked Laz for some assistance which he kindly (err, I assume kindly) provided in the form of a costume file I could use.

    I set a limit of one day to do this (tuesday evening, actually), which is why its rough in some places: it didn't seem right to go off for weeks and aim for perfection while delaying Laz's trophy. But to be honest, all I can think about is how much better it would be if I just did X or Y. And I can't believe I accidentally merged the wrong file and a mouse cursor shows up.

    Thanks to Laz for being a good sport (which is fairly easy when you win, but still); this was actually rather fun.

    And to officially satisfy the terms of the bet, here's an image of Laz getting his pound of flesh:

    Hehehe, it may be rough, but well done Arcana. Yet another example of why I am proud to be a part of this community.
  10. Quote:
    Originally Posted by Slaunyeh View Post
    I can only assume, that Piper Irving in Talos Island is finally getting paid.
    Ah, well, duh to me!

    Quote:
    Originally Posted by Slaunyeh View Post
    Aha, that's much clearer. Thank you.
    You're welcome
  11. Quote:
    Originally Posted by Slaunyeh View Post
    I don't really understand what the bet was about. Or how it involves a Talos Island contact.

    Could someone elaborate?
    Well, I don't know where you are getting Talos Island from, but the bet is quiet straightforwardly laid out in the OP.

    But basicly, back in the beta for I20.5, when Null the gull was added as a contact in Pocket D for people to turn off the option of having speed buffs applied from such powers Speed Boost, Accelerate Metabolism etc and to automatically accept or refuse buffs such as Mystic Fortune, Lazarillo and Arcanaville had a discussion about weather those options would or would not be added to the UI for ease of use to the player base. Laz was firmly in the camp that this was all the Devs were going to do to add those options where as Arcana believed that it was only a stop gap measure till the Devs figured a way to add it to the UI. Arcana laid out a theory that by the release of I23 we should know one way or another. The pair of them settled it with a friendly bet along Arcana's time frame where the looser "must post a picture of themselves bowing before Null the Gull while extolling the foresight of the other."

    Well, I23 is here and Arcana had admitted defeat in this case and her forfeit will be paid soon (TM).
  12. Quote:
    Originally Posted by Comicsluvr View Post
    From what Arcana said, this was one of the ways the Devs realized that Blasters were underperforming; leveling speed. Time spent dead and time spent mezzed were likely the other two.

    I agree completely with your statement. Truth be told, I can understand why balance is so difficult and why the Devs haven't achieved it yet in a game this complex. They like to work from the risk vs. reward formula yet the squishy types ALWAYS take more risks. Blasters take more risks than anyone because they have the least amount of mitigation.

    I like apples to apples comparisons so I ran some numbers:

    At level 22 a Minion has 202 Health. A Blaster using Power Burst at lvl 22 with lvl 25 SOs (1 each Acc, End, Rech and Dmg) does 176 damage or about 87% of the target's Health. Not tough to believe that the other 13% would come from Defiance. All of this assumes NO Resistance on the part of the target which is seldom true. The rest of the attack chain (Power Bolt, Power Blast and Torrent) would be enough to defeat another Minion under the same circumstances. Casting and recharge times dictate that the Blaster could do this forever with enough End. Essentially that's 1 Minion defeated every 4-5 seconds as a baseline.

    A Scrapper with Broadsword at the same level and with Hack, Slash, Slice and Parry in his attack chain will be defeating foes at roughly the same speed or perhaps a bit faster since the Secondary I chose was Regen and Quick Recovery alleviates possible End issues.

    Two characters, 2 attack chains with 3 ST and one cone AoE each, all slotted with +3 SOs at lvl 22. They both defeat the enemy at approximately the same rate or close enough on paper. However the differences are important:

    By lvl 22 EVERY melee character has access to Status Protection while Blasters can have CJ, Acrobatics and IOs for SOME protection.

    Many of the Melee Secondaries have some form of self-heal, End recovery or both by level 22 or soon after. Blasters get no self-heal and those that get an End recovery power get it later.

    Scrappers have 14 Primaries and 9 Secondaries while Blasters have 11 Primaries and 7 Secondaries.

    The kill speed calculations above make NO allowances for the enemy fighting back. With little Status protection and no defenses the Blaster will be at a much higher risk for roughly the same reward. He will be more injured (which consumes Greens, forces Rest and prompts the player to include self-heal Pool powers in his build), tired (which consumes Blues and forces Rest) and mezzed (forcing down-time even if the character survives) than the Scrapper.

    There will always be outlying data from other sets (by lvl 22 a Fire Blaster can have 3 AoEs and 3 ST attacks but will have fewer slots to spread around and Dark Blast gets a damaging self-heal at lvl 28). However I think that it's clear that comparing Scrappers to Blasters is a losing game for the Blasters. Scrappers can inflict the same damage or more with less risk and that clearly breaks the Dev's Risk vs. Reward formula.
    Exactly the point I was making, with better math thrown in. Now, I may not be as good with the math as, say, Arcana is, but I'm good enough. But then, I'm a firm believer that obverved results are are more reliable than on paper figures. As you demonstrate, on paper, scrappers and blasters should have a roughly equal kill speed, but in practice that is rarely true as scrappers have the tools necersary to keep on scrapping almost non-stop, but blasters have to slow down, stop, or use outside help, like insps, to even come remotely close.

    Now, no, I don't necersarilly think blaster should get huge damage increases, but like Arcana has put forward, they need some form of built in tools, be they inherant changes or changes to powers, to allow them to keep up.
  13. Ok, so I want to give some personal observations to counter some of these arguments that blaster damage is fine and any increase to their damage output would break the AT and make them advance faster than intended.

    First, let me point out that in my a little over 4 years playing I have got 5 toons to 50 out of the 60-something toons I currently have, and that isn't counting all those I deleted before getting them to 20. 3 of those 50's are blasters (energy/energy/force, archery/energy/munitions and fire/metal/flame) the others are a corruptor (elecric/kinetic/electric) and a stalker (ninja/ninja/body). My next higest toon is, as of last night, a L42 scrapper (elecrtic/electric/body).

    All 3 of my blasters leveled fairly slowly in the post L20 game. and all 3 had a mix of teaming and soloing experience. Neo, the energy blaster, got there through a mix of soloing and SG teaming, Tess, the archery blaster almost exclusivly soloing and Psi, the fire blapper almost exclusivly teaming.

    Tess and Neo have recently been playing through the incarnate arcs repetedly, and already have a good amount of incarnate powers, but generally run at about +0/x2-3. Thanks to rain of arrows Tess moves through all the non-eb spawns faster than Neo, who has nova, but exceedingly rarely uses it, and take about the same amount of time when it comes to the EB's. Tess can 2-3 shot most 3 man even spawns, Neo can 3-4 shot most 3 man even con spawns but can take much more of a pounding than Tess. so in essence, it kinda evens out.

    Now Shock Tactic, My electric scrapper who I was playing last night (in a duo PLing my partnersarchery/trick arrow corrfrom 17-22) was running tips at +0/x5 totally obliterating one spawn after another with little pause, 2 shotting spawnswith several LT's, 3 shotting is there were bosses present. DE, Arachnos, Longbow, Circle, they al melted before the might of lightning rod>thunder strike(>jacobs ladder or havok punch, depending on the situation). No stopping between spawns waiting on recharges or to heal/recover. If I got low on either I would just fire energize off, or slip in a power sink into the attack chain.

    The difference in sustanable kill speed was simply astonishing. Even my partner was amazed at the difference between how quickly my incarnate blasters take out spawns and my non 50 scrapper does. Even with an unfinished build and some temp plain IO in my biggest AoE's till I can get the obliteration recipes for them from the AH. Purpled out Neo and Psi and purpled/hamied Tess can only dream of reliably and consistantly taking out spawns like that.

    As blasters are 'supposed' to be the ranged equivalent of a scrapper, untill they can perform at that level no-one can say they have too much, or even enough power.
  14. Interesting builds, with some very nice numbers. Not personally what I'd be comfy playing with my main, but that is more down to my play style.

    Here is my build....


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    |EE6398A6AC5D9B51EE33DF50E81C3CCC323E07110F71DA679A29C2BA371F6F583D7|
    |091DD85F07F6D50F8E123A3167E74FAAD941DA2FE691DFE00E78937312379825428|
    |CEB8A18EA05691D7D98ABAF1BF1E05BBA8A38D618C7DE1341E6865F8801D6DC03E8|
    |F541F4FA207A3D891EDFA03A299C69AA455A6B3B1A06236082EB6E526C1A75D39DD|
    |27A83996E300662EDEDCADE9B14E21AFA40A93CC27239E1D4CB3444DA565DC2C337|
    |92AC05BDCC4C55D6509567B8CA335DE59955F67E0D84C48ABD81BD575EDEF1918ED|
    |B9049D6FFDA3E292FA323AF30FF38E3D129FF6C9F4B76E105ECE376C05A9335E7AC|
    |CFB6AF3AEC0587AD3AECACC3DE37B6E9956570D05D21DBB6C7FA6E0492471DD1EDC|
    |DB6FD1F986D10C0|
    |-------------------------------------------------------------------|
    Now, straight out, the numbers may not look as good, but being my main Neo is also my badging toon, so also has those nice accolade click defense powers that fit in very nicely and allows me to slog it out with most EB's toe to toe. Yes, that could be room for improvement, like fitting in that nice looking ATO in there, but as i'm unlikely, as yet, to be buying any super packs, it'll have to do. Does he have problems at times? Yes, but what blaster doesn't solo. But I can solo the final missions of both Sister solaris and dream doctor, even before I had anything beyond my alpha at teir 2, so for me, he does well enough.
  15. Quote:
    Originally Posted by Ukaserex View Post
    Not take the fight pool? If you're going to solo to any large degree, I would question your experience in playing. If you're teaming, fine - take the teleport pool instead. Your teams buffs should cover those gaps, and likely over-shadow what the fight pool would do.

    Numbers, numbers, numbers. I'm not that good with them, but with mids', I can certainly compare a higher number to a lower one.

    And, I know this is unpopular, but if you are not making the effort to give your characters the best chance you can, then you're basically saying "It's my money, I'll make the toon how I want."

    You know, that's fine. Do that. But guess what - you will find yourself on tfs that just can't quite get the job done sometimes. You may not be able to break through the mold wall av in the eden trial, because you wanted tp ally instead of the fight pool - and because you lacked defense - you got defeated. Repeatedly. So, your team stares at the mold wall. Because of you. Well, not just you. Your other teammates should be able to carry your weight. But - no. You're teaming with them because they're your friends and you all think the game should be fun. But, fun is different for many of us.

    I might love to blast - but if I'm defeated, I'm not having any fun.

    As for me, I come to the forums, I check out various builds and market like crazy so I can afford to make my toons as good as I can make them.

    I want defense for my blasters so they'll live to blast. A defeated blaster is useless and not fun to play. Mez? pff. If I don't have a breakfree, I make one, combining insps.

    Yeah, you go ahead and forget about defense. Build your toons with some entertaining theme and enjoy yourself. It is your sub after all. I don't pay it. For my money, I'm going to try and play as well as I can. Every time.

    Me, I'll be the one who doesn't use an ambrosia against the titan, because I'll be at range, away from the crystal titans damage splash.

    And you...

    You still won't be past the first wall.

    Defeated.

    By a minion!

    But hey, fun is different for all of us.

    These theatrics were brought to you by an amused ice blaster who holds his foes before they mez him.
    Ok, I only found this tread yesterday and am trying to catch up, but I just had to reply to this. Why? Because it is utter nonsense.

    A blaster can't function without the fight pool? What utter rubish. My first 3 toons to 50 were blasters. All 3 of them did a good portion of getting there soloing. How many of them took the fight pool? None. well, ok, once inherant fitness was released (well, when I was able to play again after inherant fitness) I respeced my main, Neo-Chamber, into the fight pool, but that is a very recent thing for me. Yes, I'll admit he has better survivability now than before, but I didn't have that much of a problem before. My second 50 on the other hand, Tess Trueshot doesn't, and never will, as I have far bigger priorities in her build. She solo'ed most of her journey to 50, taking out EB's with impunity along the way. Yes, she can go down much quicker if anything gets into melee range, but she is more capable, for the most part, of making sure things are dead before they can.

    As for your Eden trial example, Well, Neo is my badging toon. Ge took part in the eden trial long before inherant fitness and thus having the fight pool, and guess how many times he died on that trial..... Not once. I dealt a large portion of the damage to take out both the mold wall and crystal titan AV's no problem. And no, I wasn't relying on my team mates to carry me, I was more than capable of looking after myself thank you very much.

    As to the whole mez debate. I don't see what the fuss is really. I've been playing Neo for 4 years, and am still struggling to get the 12 hour mez badge for his collection, and rarely feel the need for break frees. and without the aid of acrobatics. I respeced out of that long ago as I couldn't justify the end cost. I won't deny it's usefulness, but it doesn't fit every build and should not be hammered into any build if something else is going to suffer because of it. Clarion? Pffff, Barrier for Neo, and Tess. Both offer much more to thie builds than Clarion does. After all, an attack that doesn't hit can't mez.

    Do I feel blasters need something? Yes, certainly. Dispite how much I love my blasters, I see how much of an easier time all the other AT's I play have in just about every situation. I don't know what that help would be though. A buff to damage? Maybe, blasters are supposed to be the damage kings after all, but I know that could be hard in balancing so as not to trivialize the game for any blaster. Maybe a reduction in end costs and recharge times so as to raise blasters DPS rather than DPA, but still, could be tricky balancing. I do like Arcanavilles mez pulse suggestion, and like someone else pointed out, that's kinda like what KB is for energy blasters. More HP could be useful, after all, even with tanker HP, the blaster is stil gonna be super squishie with no in built defences. But I doubt that will ever happen.

    In short, I don't know what the solution is. Blasters, for me as a blaster player at least, should be about walking the line of life and death with every encounter. Blaster should purely be about killing them before they kill you. Blaster should be at the top of the damage table, not halway up and at the bottom of the survivability table. There in lies the fun, for me at least, in playing a blaster. But as is now, that isn't the case. We are far from the top but still the squishiest, so have to add in defences to make up for our lack of offence.
  16. Quote:
    Originally Posted by daveyj3 View Post
    ...

    [if you know me and my posts]...

    ROFL!!!!!

    this made my day.
    Didn't quite make my day, but did give me a nice chuckle
  17. Quote:
    Originally Posted by EvilGeko View Post
    Arcanaville? Where are you?
    She's around, I see her posting in other threads!
  18. Quote:
    Originally Posted by Golden Girl View Post
    Guys wearing princess hats is always going to be weird - to everyone
    People like me must weird you out a lot then GG

    though that might need a little extra clarification if not familier with my gender identity
  19. Quote:
    Originally Posted by Golden Girl View Post
    But you do need the devs' help when it comes to the weirder stuff
    What's weird to some is perfectly natural for others GG
  20. Ummmm, thursday issue release? Is this really wise??? not saying it won't be great if all goes swimmingly, just questioning the wisdom!
  21. Quote:
    Originally Posted by Doctor Roswell View Post
    Wow, these are some pretty serious discounts.

    All on stuff I either already own or don't need, so I won't be partaking personally, but still... very nice.
    Yeah, and that is the problem, seems like it's a Premmies sale. great discounts for them, which is nice, but nothing other than consumables and some head options that VIP's won't already have.
  22. Quote:
    Originally Posted by I Burnt The Toast View Post
    And the fool who says that devs hate KB because of this proc must think the devs hate immob due to the hold proc in the purple set.

    Every power has their place...and in a capable players hands can be used to benefit any team.

    I am just glad in my 7 years I have never ran into the players you have who kicked without cause...certainly hope you 1 starred them or something.
    oh, I agree, and I do see the use in this proc even if I think it's a tad OP as is for the same reasons others have said. I've proved myself often to know how to handle my KB on teams and haven't had complaints on my actual perfomance since I was still new to the game. KB heavy sets like Energy blast have a steep learning curve early on as you learn to manage the mechanic, but once you have it is quick to master.

    I keep hearing of the difficulties people have leveling energy blasters, well mine, Neo-Chamber, was my first 50. Ok, it took me a year to get there, but that was more to do with my altism than any inherant problems in the set and joining my SG, GGRRR, was a boon in that it made me concentrate on just a few toons at as time rather than playing a different toon daily.

    Playing any energy blaster is one of the most fun experiences I've had in game. It's so satisfying KBing a group of enemies but into geomatry elements like fences and railings and watching them failing there unable to to get off as I take my time finishing them off.
  23. Quote:
    Originally Posted by I Burnt The Toast View Post
    QFT
    7 years playing and I have never been kicked from a team for power selection/use.

    And NO ONE is saying this will make cookie cutter builds moreso...

    I think the problem with you people getting supposedly kicked because of your powers is more than JUST that.
    Er, nope, not at all. I've been stupid enough in the past to join a pug from a blind with my energy/energy blaster only to enter a mission and before I have a chance to fire a single power and having the team leader say "KB Sucks" (Or words to that effect) and *poof* I'm kicked from the team. That wasn't an isolated incident either. Had plenty more teams that haven't cared, and never had complaints on my KB use on those teams, as I do tend to KB mobs towards melee types or back into groups if there is someone locking stuff down. KB is an extremely useful tool.

    No, I don't think this proc will make a huge difference to the ammount of people who are jerks over players using KB powers, but it does legitamise their jerkish behaviour

    "The Devs hate KB too, that's why they made the new proc!"

    Quote:
    Originally Posted by EvilGeko View Post
    Bone Smasher and Total Focus do more damage than any of the blasts except the Sniper (and knock doesn't buy you enough time to use that).
    Ummm, false, KB foe, immedieatly hit the snipe and hit before he is even off the ground. Sounds like the best time to me.

    Quote:
    Originally Posted by EvilGeko View Post
    What does KB give you?
    Enemies not attacking for much longerthen KD'ed enemies?
  24. Quote:
    Originally Posted by Lothic View Post
    I think the key problem here is that for many people the "paid time" data is either incorrect and/or doesn't properly reflect things like retail codes or VIP time. The Devs have basically lost the ability (at least since the start of CoH:Freedom) to accurately tell how much paid versus free time anyone has anymore. And again I would argue that they NEVER had a complete 100% handle on that kind of thing for everyone anyway.

    In a perfect world it would be nice if the Devs could base these badges on some version of the "paid time" concept. But I think it's sadly clear this will never happen. I will readily admit my solution to this problem is simply a practical brute-force workaround for a problem that likely can't be solved any other way.
    oh, I know, and agree. Would just like the devs to actually do something one way or an other. It's just so annoying there being badges that I should be able to get but can't. My badging main is pulling his hair out the way things are going at the moment.
  25. I've been waiting for my 4 year badge since december. I've patitioned it with the same standard CS responce months ago and am still waiting. I even asked about it in last weeks Freedom Friday on face book with the responce that there were no plans to fix it in the near future.

    Though I can see the logic in Lothic's suggested work around, and support it if it were implemented, I do notice that the accounts pages does still keep a record of 'paid time' as my account lists mine as '4 years, 1 months' which obviously discounts my 3 months from the boxed retail editions I have purchased with an account creation date of '19 Dec 2007'. So I'd even be willing to accept a system based on actual paid time.

    Either way, yes, these badges either need some sort of fix or to be removed.