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Posts
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Hi:
I had a PB for the longest time, and somehow I am not nearly as excited with it, as I am with my Villain side epics.
The reason for my low excitement for the PB is that they are weak when alone, they do get stronger as their team is larger, yet do nothing for the team on to itself, they can't learn teleport pool powers, have no choices for epic powers as well, and worst of all my team mates are punished by having mean extra aggroe thanks to my presence.
When I play my Widow or Soldier, I am kinda weak when alone; so from that aspect I am at par with the PB. The widow and soldier, has no longbow extra spawn to hunt you down, that puts me ahead of the PB and thier obnoxious penalty spawns. the Widow and Soldier gives the entire team added Defense which increases as there are more team mates and yes both the team and I get better; that is far better than "just" the PB getting stronger.
So what changes to the PB would make sense to make them a little bit more effective in teams or even solo?
1. My thoughts are that just like the Villains give defense to all, let the PB give a damage bonus to all, to include themselves.
2. Remove the added spawn penalty for just being a PB, thus making it easier for them to get into PUGs and TFs. I must confess, to my great shame; if I am attempting to do any Master type TF in a team and a PB gets on the team, I drop out, I feel pretty certain we are going to fail it, the TF is hard enough as is before adding more BS to it.
3. Let the PB have access to any other blue side AT epics; that should really help them feel epic and balance out in a way a role-player may really get excited about.
4, Give PBs access to TP auxiliary pool, so they can learn teleport friend (handy team power for TFs)
Hugs
Stormy -
I tend to agree with so many of the posters above; I don't think neither the cost to buy "Going Rogue" nor the cost of the monthly subscription to be so high, that we are loosing players. If we are loosing players, is because new games are being released, and folks just want to try them; thus not a reflection of how good or bad CoX is. I been listening to the chat at Champions and I am starting to see players returning back to our family from Champions on Line, Warhammer and even AION.
Now how do we grow our game, that is an awesome question to make. Pragmatically, COX lacks true national TV advertisment such as WoW does. Imagine getting a few celebrities endorsing CoX, and watch our numbers explosively swell. Imagine Megan Fox as a Dominatrix, The Rock as a Tanker... mmm, I like that..Can you smell what the Rockster is cooking?
Giggles
Stormy -
I love the idea of simply turning off sounds from powers, despite it could be for sound annoyance reasons, I was thinking, here comes a Stalker and he snipes you with a big "Kapow-boom-ah", surely Stalkers know the use of a silencer...
But also I would extend the offering of this thread, to allows to switch sounds effects between powers, such as the awesome photon torpedo sound the radiation snipe has.
Hugs
Stormy -
Quote:I would hope for an improvement where the Defender could benefit in either a solo or group mode.Randomly, I just had an idea.
What if we kept the end discount and kept it based on the number of teammates, but in addition to that, as their HP declines you gain a recharge bonus on your powers!
I like the concept of anti-domination, as the Defender does their thing, they build anti-domination. Once its build up, just like domination does for dominators, the defender at their choice can engage it. It should last as long as the dominator's domination lasts, and should for ""on and off"" purposes have the same time attributes. Once the defender has their anti-domination go off, they receive MAG 12 status resistance (same as a tank), they have a haste go off; and their buff/debuff effects are doubled in potency and duration is doubled as well. Don't really see a need to improve their healing or endurance; my experience when I play a defender has not been I am too low in endurance to heal, and having larger heals in general provide little benefit; after all if a blaster suddenly has 4 bosses turn on him, he is dead in one instant; having a larger heal is pointless.
Hugs
Stormy -
Thank you for the kind responses...
Since most of my alts are heavely IO setted, I have lots of Accuracy gains from them. So I find using Vet attack powers at high levels to be very reliable. It is at low levels, when my IOs are not quite there, that my Vet powers are a bit random.
In my case, I sadly chose the axe for my energy blaster, who primerely fights from range. If something comes into range of my axe, I am in serious trouble. The reason I prefer the Sands of Mu over the axe, is two fold: 1) It does more damage than the axe in general; and 2) Its a cone, where the axe is a single target.
Hugs
Perhaps I should suggest to devs, when one does a respec, to include the vet power choices; what do you all think? -
Quote:You make defenders look good, giggles, sadly your eloquebt description of how good it can get, is pretty much limited to Kins, and perhaps Rads and Sonics. The other ALT choices, don't have it as nice. That is the main reason for a need for a change on the inherent. The tough part is the duality of the Defender powers, either I buff myself as I debuff you (Kin), or I just debuff something such as ACC, and lamely hit you. Balancing the two specialties is kinda tough.If I was designing from scratch, I'd have made inherents better and designed the classes around them from the start. Gauntlet and Vigilance suck and are un-inspired/bland, Containment was a good call, new Defiance is a joke compared to the other inherent powers (i can replace and out-perform Defiance with one medium Red insp and one Break Free, but need 3-4 of the best Reds to surpass Fury), and scrapper critical damage inherent is basically a much worse version of the stalker inherent. Scraps get 5-10% crit chance, but stalkers get 10-34% PLUS stealth crits guaranteed PLUS 50% crit chance on held/sleeping enemies (unless they got rid of that last part, I'll have to check again).
Personally, I'd revamp inherents for heroes to be on par with villains. I'd give blasters a damage debuff to their primary target (when using AoEs it would have to only apply the debuff to the target selected for the hit) that increases as the enemy's HP decrease, so instead of a crit chance like Scourge gets, it would be a half damage chance (or perhaps just a debuff) to the ENEMY's powers. This would be beneficial teaming or solo if you ask me, would help make them more survivable, and not give a non-armor class mez protection.
I'd give defenders the idea I suggested in an earlier post so that they can get a bit more damage, a bit more power in their primaries, but just in small fluid bursts.
I'd give Tankers an increasing chance, magnitude, or duration to their secondary effects of their attack powers (depending on the secondary effect of the power) as they take damage. That way a fire tank gets more powerful DoTs the longer he tanks; axe tanks would knock people over more often, mace tanks would stun more often, dual blades would get stronger combos, etc. This would help solo and teaming (unlike the solo-specific purpose of the current Gauntlet), plus it would make more sense for a power named Gauntlet to make them better at "running the gauntlet". The name implies they are going to be exposed to tons of punishment but still need to pull through.
I'd give Scrappers a better crit chance, or make their crit chance increase as their HP gets lower, since they are meant to be sturdier than blasters, so a better version of old defiance would be nice. Make the bonus start the moment they lose any health, rather than after half health like old defiance did, that way it doesn't encourage low health, just helps you in the event that the battle starts going downhill. Even half a percent per 1% HP lost. That would make for a total of 49% bonus crit chance if you were at 1 HP, but who could manage to linger there so long? Perhaps a tad smaller bonus, but something. Scrappers can handle the beating, but unlike blasters are intended to get at least a little bit of a beating, even on a team. Why not help them out a little there in addition to their 5% base?
Containment... I can't find anything wrong with it really. Guaranteed on single target moves, 50% chance on AoEs, and their damage is lame to begin with, so like brutes, it rewards them for doing their job by letting them actually get some kills in.
As for controllers having defender primaries as secondaries, I like it. That's like being mad that defenders have the same secondary as blaster primaries. Ever see a kinetics defender FS+nuke+catch a breath+transference? It will put a blaster aim+buildup+nuke to shame. Not to mention the blaster has no heals or recharge/speed buff. Granted I'm going on the basis that they are soloing and not buffed or helped by anyone but themselves in this scenario. The few controllers who can output good damage are outdone in damage by the defender equivalents, and especially by blasters. Fire/Kin can do some great damage, but it has no nuke, weaker moves, and fewer offensive powers in general, than a kin defender. I'll admit that controllers played well can replace Defenders, but my controller played well can replace a tanker, but it doesn't mean that there aren't other support classes that can't pull rank and kick ***. There are tanks that can scrap, scrappers that can tank, defenders that can control, controllers that can defend... this is normal to have a little overlap. It keeps the game dynamic so that not everyone is a carbon copy with a different color suit.
As for free-form power selection, that's what led to the first round of nerfing in Champions Online, from what I've heard. If you break out of the individual classes with generally planned roles, you are left with a few overpowered overused builds taking over the game. You'd have the Regen/Fire Blast tankers and SR/Empathy healers... it would be chaos. :-/
Personally, I've never felt the need for the pure Tank-n-spank team concept. Not every team needs a Main Tank + Healer + Damage Dealers to be successful. One of the strongest, fastest, most efficient teams I have ever been on was 3 Controllers, 1 Defender, and 4 Blasters. We had no tank, no healer, and needed no real plan. We would debuff/control to such an extent that the enemies were useless; there's no need to have a person to take the hits when the enemies aren't even attacking, lol.Villains see this even more. A team with a few buff or debuff corruptors or maybe MMs would give even non-tanking brutes tanker status, and would make everyone durable enough to practically just "group solo" the mission... take off killing and not even need to say a word or plan a fight, lol. I'm not saying planning is bad, just that a skilled team can just flow through missions like a tsunami with little effort. Even without the typical Tanker + Healer + DPS structure. It works, you just need a good balance of support. That's kinda where defenders come in anyway.
Don't get me wrong, I want to see defenders improved, but I feel controllers have a similar but less specific purpose. Defenders need a better inherent to pull them out from the pack to make them more acceptable to recruit to a team as well as more useful solo.
Hugs
Stormy -
For awhile, I was getting excited about the second build...sniff
Stormy -
Hi:
Earlier in the game, when I received vet powers, I had a choice between Sands of Mu and Ghost Slayer Axe. Sadly I chose the axe, and truly regret it; is there a way to switch my axe choice to sands of mu?
Hugs
Stormy -
Quote:That is such an awesome tactic!As far as tactics go, there is actually a very simple 3rd option:
As soon as the cutscene ends (and i mean IMMEDIATELY ( Once the "real" Rom spawns after the cutscene, you're too late) ), somebody/anybody runs up to Rom's platform. This will cause Rom and the Essence to Spawn with focus on you, and lose their link together and you can safely pull Rom by himself to the other end of the platform. The Nictus wont follow, and you can even try to taunt them and they wont leave that area. Just make sure you keep a LoS on the Nictus so he can use them to rez.
Stormy -
The more I think about it...
Vet rewards should not give you a game advantage over a player that is simply newer to the game, in a way that could actually "turn-off" potential players from joining CoX.
To be honest, vet awards should be limited to free ICON sessions, and character respecs.
While I love some of the abilities such as the Mu punch thingy and the black wand, they should be available to all, and not to old timers, they do make a big difference in play.
Costumes should not be restricted based on time, while I do agree with restricted costumes acquired through booster packs. I also believe costumes should not be something you have to unlock as well, many of us are role players and make characters based on a concept, often their power set combinations are much less than ideal but they fit a story line or feel, thus the appropriate costume pieces should be initially available from the get go. I understand that earning a costume is a nice concept, but developers could let you earn something else, like a badge, a title, etc.
Hugs
Stormy -
Quote:/unsigned
I PvP rarely, but I appreciate that there are specific and controlled conditions that I can seek out to engage in such behavior and that it never threatens to intercede itself in my normal game play.
But, the very presence of this option will have negative effects for a player/character with zero interest in dueling. The last, last, LAST thing I want is to be moving through a zone, standing in WW, or whatnot and get peppered with duel invites.
- Whether dueling or otherwise, combat of a player against another player is, by its very definition, PvP. I suspect you are indicating that you favor a specific sub-set of PvP, rather than "hating" it.
- I do not consider my opinion against the suggestion to be anti-pvp. I see the QoL suggestion to be something that threatens the QoL of more people than it would benefit.
- I think the common perception of the comic heroes does not have them running around asking to fight each other. The Arena certainly serves as an immersion supporting "practice" area.
- The comments against the idea are simply pointing out what others find wrong with the suggestion. These are not necessarily 'attacks' or anti-pvp lynch-mobs.
Thank you for listing your objections, actually it is only one as far as I can tell. A simple flag, you could set at options; to make you duel free should be easy to provide with the new feature.
I don't think we need to be so dramatic about something, would we not simply be best served if we were to describe a situation that is detrimental to the game as a result of the proposed change? Would it not be more polite and mature to offer potential solutions to that inconvenience? as opposed to simply say no? (There are always exceptions, where an idea is so bad, that it can't be saved, but those are really rare and not the norm)
Stormy -
Quote:Wow you can invest it now? that sounds delightful, can you post the thread for me?Sorry, but you're wrong. Inf is money, however much the devs or anyone else tries to foo-foo it.
You can use it to pay your rent. You use it to buy pretty much ANYTHING in the game. It can be traded, given away, etc. Heck, check the market thread. You can even invest it now.
Thank you
Stormy -
If a Defender was to get their inherit "fixed", it would be nice if it would benefit the Defender and not yet be even better for another player. Some Defender builds are not really centered to be support buffing/heal masters such as Kin and Emp, but think of Dark and Storm (who does their group benefits by impacting the mob). It would be nice if an inherent could be deviced that benefits all Defender AT types.
Might be fun as the Defender uses their powers to attack, buff, heal, etc. They build "Purpose". As "purpose" builds up they gain Status effect Resistances. Thus ensuring they can hang around better to provide support to tanks with out the inconvenience of perma "sssssss", etc. If soloing, if they can develop a streak of attacks, they are bit more resilient to the ever present spam status effects, something they need since in many cases their overall damage is so poor, of course there are exceptions such as Kin and Rad, but because there are exceptions it does not negate the need for other builds. In a way "Purpose" is similar to what the Blaster is already getting.
Stormy -
I like the idea of being able to duel in game, with out having to go to the arena. On the other hand being teleported to the arena to do the match, that is very convenient, and solves issues of others interfering.
On the other hand, I do not like the arena match maps, they are little, and do not lend themselves for tactical use needed for specific ATs and builds to benefit from, they are just too small and sterile in a way. Being able to fight in a zone, and have the entire zone, could lead to a lot of fun and fancy tactics.
With regards to duel break out in very public places such as the tram, consignment house, these areas could have a no duel zone, so if you try to duel challenge somoene, you can't, and if you were dueling and enter the area you automatically come off duel mode.
Hugs
Stormy -
Ok Sigi, sarcasm aside, why not?
The values for the exchange were references or suggestions, not mandates, perhaps the community would come up with something that really makes sense and give some kind of logical reason for them. I simply extended your concept to be a bit more comprehensive, and ironically supported your original suggestion. I even had the courtesy to try to give a reason for the suggestions, granted the reason may not be rock solid, but at least it was something to go off from. It was much more than a "no". I like the concept of currency exchange, cause at times I want something and I have all sorts of currencies and it would be nice, call it quality of life improvement, to be able to exchange those currencies into a common one and perhaps with some luck have sufficient to acquire what I want after all. If you think of it, your post is in fact a Quality Of Life post itself.
Stormy -
I think it is a good idea, I would like to see all forms of currency exchangeable with each other.
Thus you could use influence to buy Tickets, Merits, Vanguard Merits
You could use Merits to buy Influence, Tickets, Vanguard Merits
You could use Tickets to buy Influence, Merits, Vanguard Merits
You couls use Vanguard Merits to buy Influence, Merits, Tickets
This way the player has a nice level of freedom, but it is important to have reasonable exchange rates between the currencies. I am not sure what exchange rates should be, but here is a swag at it...
1 Merit = 720,000 Influence .... A Numina Regen/Recov sales for 180M cost 250 merits
1 Merit = 1 Ticket .... A Merit random roll is about the same for ticket roll
1 Merit = ? Vanguard Merits .... I can't think of a way to associate them
Hugs
Stormy -
I don't like when mobs are given powers that totally nurfs an AT all together, for example in Cimerora when the Romans roar, the area affect each other and become immune to all Status Effects and Debuffs. Somehow I think the developers chose to arbitrarely pick on the support ATs by denying them their main survivability powers, its so wrong...
Stormy -
After reading the plethora of responses, I still think DOT can be doable, albeit in a form like Smokefire had expressed.
But judging from the many posts, either DOT is too weak or too strong and it seems really difficult to attain a middle ground with the concept.
I would have hoped, that somehow DOT attacks could have been better than burst ones over a very short time, not an excessively prolonged time as so many contends; of course if the DOT is weak, it will take an aweful long time and the power is pointless.
When I thought of the DOT attacks, I was thinking of a performance along these lines: If a normal Burst Blaster could kill a LT in say 3 blasts, I would agree the DOT Blaster would be weaker for they would defeat the LT in say the time it would take to do 4 burst blasts. But in the case of say a Boss, a Burst Blaster would need about 8 burst attacks, the DOT blaster would only need 5 DOTs to kill the Boss, yet the boss would die at the same length of time 8 Burst attacks would have occurred (kinda of a break even). The real pay-off is against EBs and AVs where the burst blaster would require many attacks to defeat their opponent and thus the DOT cycle would have the opportunity to be capitalized with. Ideally a trade-off situation where the low level creatures are a bit tougher to beat, but the higher level creatures are less tough.
As I see it now, getting a DOT to perform with the characteristics or feel described above, appears to be either too difficult or down right impossible and to make matters worse most players don't even want it, so why have the devs go thru the trouble anyway.
But in future power sets for blasters, I would like to see pure damage types such as pure energy, electric, etc with out the all too common "Energy/Impact, Psi/Smash" like versions. Secondary effects are good, no issue there.
Hugs Stormy -
Quote:thank you aett. and just to add, i never used foul language in any of my posts in this thread. i as well as everyone else saw no, [censcored] in any of them.
Sharker, you are correct, and perhaps I was having a bad day when I read your post. You have never used foul language, but others have. So I do apologyse to you for any rudeness I may have expressed your way.
Hugs
Stormy -
Quote:I don't have a problem with people disagreeing with me, that is quite alright. I have a problem with the sly or insulting remarks that at times comes with it, such as Shark tends to do. In general Shark's points are relatively good points, poorly described, but as he says to the point, but the problem is his follow up insults. I feel it is uncalled for when people add to their disagreements such things as "learn how to play the game". "What the "foul language" you doing", etc.Stormfront,
First off, please learn the difference between disagreeing with you, and being rude. I was not attacking you. I was saying that your idea wasn't something I liked, and pointing out that you were using a term that you didn't fully seem to understand (and then explained what it actually was). If you feel that that was rude, I'm not sure what to tell you.
When I cried rudeness, it was not because of the disagreement, it was the insulting comment that followed it. I must admit, I was hurt by you agreeing with him for his insulting me, because you both disagreed with my suggestion, where is a gentleman to aid a dame in distress?
Incidentally, I do appreciate your last post and you getting into the math of things in better detail that I can ever get into, it does educate me and helps me understand. Which I feel is one of the benefits of a forums.
Hugs
Stormy -
Hi:
I stand corrected with the use of DPS, I was trying to find away to contrast the damage of burst with DOT. Terminology wise, it seems impossible to do.
All I am trying to imply, is that a more powerful than 7% Defender DOT power series could be made, so its not totally lame. Sure at 7% DOT anyone would be toast and the idea is horrible, but I don't recall stating that the DOT damage was 7% over burst, I believe it was thrusted on me, over and over. It should be obvious as some posters, chose to be more positive, that the damage would have to be significantly more than 7% and that the right damage would have to be determined.
I still contend that a properly set DOT, overall DPS is superior to just continual burst DPS. And somehow, some of the posters infer that DOT killing would take profoundly longer than just straight burst attacking. This could be true, if DOT is only 7% better than burst and is defender strength. But a proper DOT set, would take a bit longer to down a minium, but less for a boss, it would be akin the Stalker assassination damage trade-off, where they do not do as well with minions and LTS, but do much better with bosses.
I will add, that I do appreciate those posters that are actually trying to work with the idea and help to turn it into something workable.
Stormy -
Quote:I must apologyse, I guess, for you not reading my post in its entirety, and your need to flame and feel like a big man.Just something I have to point out:
you said you would deal "more damage that straight DPS"..
You obviously don't know WTF DPS means.
Damage Per Second
If you deal more damage than a straight 'DPS' char.. that makes you.. a straight DPS char
Tha aside.. naw, I'm fine with DOT as a secondary effect.
It may be pointless with you, but if you actually bother to read my post, you may see that I actually spelled DPS, and described the contrast between DPS and DP-stock of time. From the various following posts, it is obvious that I failed to make that point clear, but it is hard to explain something to someone bent into misunderstanding you or just to disagree with you.
I tried to make a simple chart to illustrate how DOT could be more damaging that straight DPS in a stock of time, say 5 seconds.
Now I have folks saying the chart is bogus, well of course its bogus, it was only intended to illustrate a concept, a concept to assist some of you understanding Damage in 2 different parameters; instantaneous total damage, and cummulative damage. I know at first, thoughtless moment, DPS will jump at you as superior and many of you have decided to stop there and listen no more; and ridicule from there on.
There was a sample used to disagree me, by using the gymped damage from a defender, and tell me the whole concept is flawed based on defender performance. The problem it is all relative, and it is difficult to keep things in context.
I am trying to explain things in a generic way, to get a concept thru, and that is finding itself remarkably difficult. It is obvious from many of the postings, that many does not understand the concept.
I will try one last final time...
Blaster straight damage: Full damage, no chance for heals, regeneration to take place.
Blaster DOT: Partial repetitive damage, chance for heal, regeneration to mitigate.
(There has to be a balance for this).
If you look at Damage Per Second, and only at the first second, DPS is superior
If you look at damage over 3 Seconds: DOT should be superior and at worst equivalent
If you look at damage over 5 seconds: DOT should be superior.
I am advocating the damage of these special DOTs to be 75% of the normal DPS power and it does these 75% damage over next 3 impulses. Thus during those 3 impulses, the DPS does 3 Units, and the DOT does 4.5 units, granted the 4.5 may not be quite achieved because the target may regenerate and heal over this time, but the same can be said for straight Blaster within those 3 impulses.
I also contend while, it may take longer to kill a minion via a DOT than a straight blast, I do contend a Boss and better will actually be defeated in less time than straight damage. As far as I know, Blasters require a lot of hits to down an EB, its not a 2 hit and send in the next EB type of thing. If we keep the original proposed DOT ratio of 75% per impulse and the effect repeats itself 3 times, in the first 5 impulses, the DOT performs almost twice the damage of a straight blaster (9 versus the 5 of the straight blaster).
For those that need 9 powers to round the concept, fine, here is a proposal:
1. Energy Echo: 75% of Moderate Energy Damage, damage keeps repeating itself for 3 more pulses. Target interruptable powers are interrupted during those 3 pulses.
2. Energy Waves: 75% Moderate Energy Damage, Cone 45 degree, Range 75', damage continues for 3 more pulses. Target interruptable powers are interrupted during those 3 pulses.
3. Acid Echo: 75% High Toxic Damage, damage keeps repeating itself for 3 more pulses. Target interruptable powers are interrupted during those 3 pulses.
4. Acid Waves: 75% High Toxic Damage, Cone 45 degree, Range 75', damage keeps repeating itself for 3 more pulses. Target interruptable powers are interrupted during those 3 pulses.
5. Psionic Snipe Echo: 75% Extreme Psi Damage, damage keeps repeating itself for 3 more pulses. Target interruptable powers are interrupted during those 3 pulses.
6. Fire Echo: 75% Superior Fire Damage, damage keeps repeating itself for 3 more pulses. Target interruptable powers are interrupted during those 3 pulses.
7. Fire waves: 75% Superior Fire Damage, Cone 45 degree, range 75', damage keeps repeating itself for 3 more pulses. Target interruptable powers are interrupted during those 3 pulses.
8. Ice Vortex: 75% Superior Cold Damage, Targeted PBAOE, range 100' damage keeps repeating itself for 3 more pulses. Target interruptable powers are interrupted during those 3 pulses.
9. Pulsar Nova: 75% Extreme PBAOE Psi Damage, PBAOE, damage keeps repeating itself for 3 more pulses. Target interruptable powers are interrupted during those 3 pulses.
Notes: Possibly if we have to have secondary effects, I would recommend "Stun" MAG 3 that last the 3 pulses of the DOT.
I did not include an aim or boost power choice with this set, for they can be attained through secondary power set or epic power sets.
For argument sakes, can some of you go out there and kill a minion, LT, boss, and EB of your same level and count how many hits it really took you to accomplish each task? This may help us study the effects of straight versus DOT performances. I may want to point, that the DOT I propose is not the insultingly poor defender DOT.
Hugs
Stormy -
Hi:
With the introduction of IO sets, many powers have acquired really neat enhancements, like fireballs that can have knockdown, lightning bolts with hold, etc.
I was thinking something many melee players may like to have are IOs that increase the angle of cone attacks. Say you have a power with a 45 degree cone, with a special cone IO, it now has a 60 degree cone. It could be cool, if these IOs could be given to straight melee attacks to give them a cone capability, and multiple cone IOs could be slotted to increase the cone angle.
The cone IO could also be introduced for ranged attacks, as a spinoff of the melee IO, but considering the versatility of the range attack, perhaps the cone angle increase should not be as large as the melee.
What you all think
Stormy -
Quote:I will return the rude remark, maybe it should be you who think the response before making it.gimp set. the blaster would end up dead before any of the npc's. also, before posting ideas about power sets, please think them out and present them with data.
I will extend the courtesy that you did not have, and explain why you are wrong.
If the mob is weak and destructable with one shot, odds are the DOT will kill it in the same round or beginning of next. If the mob is a LT odds are the blaster will need two to three shots to kill it. A DOT Blaster will take 2 shots to kill it, but the LT will die after the third round, which the blaster is now using to commence to work off the next LT.
In the case of bosses, the Blaster may take 5 to 6 rounds to polish him off, since now we talking so many rounds, it is quite possible that the DOT Blaster would defeat the Boss in just as many rounds.
In the case of EBs, and AVs; I believe the DOT Blaster is better off, for normally the Blaster is going to spend in excess of 12 hits to bring the EB down, and many more for an AV. With these many rounds, the DOTs have plenty of time to accumulate, see their damage cycle completed, and have the next cycle do its thing. Bottom line, the DOT will kill EBs and AVs much faster than a normal Blaster.
A way to look at my proposal of the DOT Blaster is like this: A normal Blaster will have a higher Damage per Second, but a DOT Blaster will have a higher Damage per stock of time.
What needs to be agreed to, is how much weaker is the DOT per second, and how many seconds of effect it has. For instance say a normal blast has 1 unit of damage, a DOT could be 0.75 units of damage for 3 rounds. With this in mind, lets see the effect of stacking over 5 seconds:
Blaster gets 5 attacks and thus get 5 units of damage over 5 seconds
DOT Blaster gets 5 attacks as well, but the damage is as follows:
Attack Round 1 Round 2 Round 3 Round 4 Round 5 total
#1 0.75 0.75 0.75 - - 2.25
#2 - 0.75 0.75 0.75 - 2.25
#3 - - 0.75 0.75 0.75 2.25
#4 - - - 0.75 0.75 1.50
#5 - - - - 0.75 0.75
Grand Total: 9 units
It would seem to me, there is nothing gymp with a DOT Blaster to me.
Hugs
Stormy -
Hi:
I was thinking how about a blaster power set, to begin with, that only has Damage Over Time (DOT) attacks, no straight damage. While the power has an inferior DPS than straight damage, over say 5 seconds, it would have done more damage than the straight DPS.
It would be so cool if the DOTs themselves were different, for example one DOT is actually an Acid Missile or Projection, which does Acid Damage over time (simulating the acid eating thru you), another could be a Psi attack, leaving you with a pounding headache, another could be a Fire attack, which leaves you burning, imagine getting hit by a lightning bolt and electrical tendrils traveling through your body for a few seconds, and Energy Blast which leaves you engulfed in plasma, etc. In all cases let the damage be pure, not mix damage types such as lethal/acid, smash/psi; let damage be pure psi, energy, electric, toxic, etc.
DOTs for this power set could be both single target or targeted AOEs, and snipe as well, would be cool to think of a unique snipe attack, perhaps a snipe which is randon on the damage DOT type, such as it may do fire once, then next time is ice, later is psi, and what not.
Of course all the damages are stackble, so any victim could be enduring several DOT effects at a time.
Would also suggest, let the DOTs be pure damage, no secondary effcts such as stun, immobilization, etc. Just plain and pure damage.
What do you all think?
Stormy