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Posts
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Joined
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I prefer mediocrity. It makes teaming more fun for me.
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It is very difficult to change any of the animations now. People have grown attached to them. Changing them in beta is really when it needed to be done. I still hope for ES to be shortened, but the devs must tread carefully now that it is live.
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Quote:Hurl, Hurl Boulder, and Propel. CoH has it. It may not be smooth and organic, but it is a lie to say it doesn't exist. Period.But they have it. Period.
CoH doesn't, never will and the devs probably wouldn't add it if they could because throwing cars isn't found in DnD.
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"Watch this!"
Followed by the faceplant shortly after.
So often. Still funny every time. -
Quote:While I have long been an advocate of shortening the animation time of ES, I would be very sad if they removed my ridiculous gun toss animation from PR.If I was going to fix the set, I'd drastically reduce the animation on the third tier single target attack, or to Piercing Rounds. Actually, if they removed the stupid "throw my guns in the air" portion of Piercing Rounds entirely so it was fast enough to have good single target DPS with the "bonus" of being able to hit an extra enemy or two in a line I think I would really love set. Conceptually I like lining up that attack; I just skip it because of the animation.
I have no issue if they make alternate animations for any or all of the powers to support a more natural, realistic looking style, but I needs mah gun toss (especially when I time it right with leaping)!
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Quote:I think it really comes down to personal preference. I prefer tankers or scrappers to brutes myself, but I can see the appeal of brutes.The only AT i haven't taken to 50 is Tanks. I'm wondering now in the world of IOs, everyone being softcap, incarnate powers flying left right and center. Is it worth leveling and IOing out a tank? Or am I just going to end up with less damage brute with somewhat redundant survivability?
As a Fire blaster, I prefer playing with tankers. I have played with a few brutes that can do nearly as well as a tanker, but most can't save me from myself as well. Also, brutes seem to die more than tankers when I play with them.
I tend to think of brutes as damage dealers that also happen to be pretty dang tough. I tend to think of tankers as tanks that also deal modest damage. -
It is more due to dying a lot than an increase in amount per death, I think.
It is funny, while I was playing it felt like a lot more death than while I was crunching the vids. -
Quote:That is cool; it has four AoE effects, which appeals to me greatly, although all of them but Dragon's Tail are on long recharges. While I love /Fire, which lacks a big single target attack completely, I'd miss the early crunch I've always envisioned MA would have (some 14ish second recharge attack). Of course the bonus damage you get out of Disrupt Chi would more than make up for it numerically, but not viscerally.1. Crane Kick: animation as MA, 1.0 DS 6s rech 100% KB -90% range for 6s
2. Siphon Chi: effects as electric fence, plus 40% chance for +5% end to caster
3. Cobra Strike: as MA
4. Focus Chi: as MA
5. Blinding Powder: as Ninjitsu, but 0.9 DS and 45s recharge
6. Disrupt Chi: 15 foot radius PBAoE -10% res for 20s, 40% chance for 8 second stun, 90s recharge
7. Spring Escape: as Spring Jump, but effects occur at the origin not the target
8. Dragon's Tail: as MA
9. Eagle's Strike: animation as MA, 3.56 DS 20s rech 100% KD
Did you penalize Crane Kick's damage on purpose due to the 2 extra effects? I've never understood why Power Thrust's damage is so low. I know they did the same thing to Repulsing Torrent, but then reverted that power back to its calculated DS. -
Played the blaster to 25, then played the scrapper to 25, and now I have played the blaster to 28.
The road to 25 was definitely more difficult for the blaster. Level 20 and 21 were fine, but running +1 / x2 after SOs, I faced a tougher road than I generally prefer. I wasn't frustrated and still had much fun, but I definitely wasn't thrilled with the performance. Of note, I did little teaming with the blaster from 21-25. I did want to make sure I purposely soloed a bunch, but I think I ended up doing more soloing than I really intended.
Based on how much better the character does when I team, it is likely that hanging myself out to dry like that hampered my performance perception. Normally, I'd search for even one teammate more often than I did on this project. I am going to try to be more mindful of that and not force myself to solo as much as I did in this level range.
So, I did Peeble's arc, Council, Family, Warriors. The Council were the hardest of those foes. I did some Tsoo missions from an IP contact, they were a bit easier than Council in general. The team missions I did at level 25 were scanners: BP, Sky Raiders, Council, and Warriors. I'd say the Council were toughest again.
I was able to get the Warrior mini-arc and got my Redeemer badge. Things went pretty well here, got a small team going for a few missions to get to level 28. Again, the difference teaming is marked. I have started the Freaklympics arc and plan to finish that (I have also accidentally started Ubelmann, I may do it too). Then I will push to finish out the 1-30 TFs (that will likely get me well into the low 30s). This should get me the Atlas Medallion. I also plan to make all level 30 common IOs, but we will see if I get the energy for that or if I get lazy and just buy more SOs.
Watching the videos make me long for old defiance like an ex-smoker longs for a cigarette after a few drinks and good food.
For the scrapper, levels 20 and 21 felt similar to the blaster. Nothing particularly rough. I did turn the scrapper up to x2 at some point, but left the level slider at 0. Once SOs came, I went to x3 and then +1 (but due to some missions that ignore the slider and leveling early in missions, I actually did fight a fair number of even con enemies). I eventually settled in at +1 / x4.
I ran Laura Lockhart, a tip mission, EXd for a Skyway safeguard, did a speed Who Will Die part1, and then Peeble's arc. There was a lot of teaming 20-23, but Peeble's arc was all (or mostly, but I think all) solo.
It is possible I just got "lucky" on the scrapper and ended up fighting a lot of easier stuff due to how the leveling progression worked out. But as I was crunching the videos I sure thought the scrapper was generally facing worse odds. Yes, the blaster did fight more +1s and +2s, but the scrapper fought more. When I did fight +1s and +2s on the scrapper, it was definitely easier to cope with.
Running the Staff scrapper side by side with the blaster makes me rethink the following:
Quote:Serpent's Reach has an 80% chance for knock vs. Power Burst's 60%. Serpent's Reach has (slightly) better DPA. Serpent's Reach has a (slightly) faster recharge and (slightly) lower end cost. Serpent's Reach has bonus Accuracy. Granted, PB does knockback instead of KD, but that lone advantage weighed against all the others makes me a little sad (OK, the woo-woo-woosh and FX for PB are great too, but I like the animation for Serpent's Reach better, so it is a close call).I am still not sure where I fall on PBs ranking amongst the tier 3s. I usually think of them as pretty equal, with the exception of Shout, and Sonic has a lot of other things going for it. Again, I wouldn't argue against increasing the KB and/or KB chance in PB, I just do not find it lacking.
Stats as of the listed level. My hours in game are not very useful, I've spent time with XP turned off, standing around while doing any number of household activities, etc.
Blaster
Level 25, 6.5 bubs in - 25 hours
162,245 damage taken
26,850 debt (the vast majority of this was post 20 and I think even post 22)
616 seconds mezzed
500,998 infl
Level 28, 2.5 bubs in - 30 hours
217,968 damage taken
67,950 debt
784 seconds mezzed
724,810 infl
Scrapper
Level 25, 8 bubs in - 28 hours
116,724 damage taken
4,960 debt
126 seconds mezzed
395,657 infl -
I was surprised when I was able to get the name Maximum Pain, sometime shortly after Issue 6 launched, for my SS/EA brute.
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Quote:It is interesting to think about.The level shift power is the only thing that really bothers me. it just feels out of place. what about a moderate to hit bonus in its place?
A level shift, in essence, provides +to-hit, +dam, +mez duration, +KB, +debuff value, +resistance (but a form that is not limited by the cap), +def, +resistance to mez, KB, and debuffs, and likely other stuff I am forgetting.
And it will do nothing against an entity that uses the GM code, which is actually the thing that concerns me the most about including it and one of the reasons I suggested adding something extra to Jumpstart. -
Quote:That would violate the cottage rule.Arcanaville - Just cuz your wording confused me a little, are you saying changing a click to a toggle or the other way around is a violation of the cottage rule or is allowed by it?
"not change the execution mechanics of a power"
But never forget this:
"without a balance-significant reason for doing so that cannot be satisfied in any other practical way"
For example, changing Instant Healing to a click broke the cottage rule because of a balance issue and there wasn't another practical way to solve that issue. -
Quote:That is cool. Ironically, even my version of the MA set (which had the least "support" of the suggestions in here) would likely look better to you than /Dark. It has Build Up and Quick Recovery (and if one of the attacks was removed, as I would likely do now that they added damage to Cobra Strike, possibly another utility power).So in the case of Martial Arts, while I would prefer a mixed bag power set, there are obviously those of us blaster-enthusiasts who would prefer to have a set heavy in melee for Martial Arts. You all are probably right since a Martial Arts set should be, well, chock-full of kicking and punching! But if a set like that is released, I am sure players like myself would like to see a different set that carried more utility for the ranged players.
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Quote:Aye. Which is why an option to choose your defeat pose could be cool. Each would get their own. This certainly isn't anything I really want, but I know I would use it on at least a few characters. I am not sure if I'd pay for it though. I might, but it is iffy (I mean, if it was 200 PP or less, I'd get it without thinking, but I figure it would have to be more than that).I would personally rather be laying down flat, actually "hurt" or "unconscious", instead of being on my hands and knees (in what I believe to be an even more ridiculous pose) basically "catching my breath" while my teammates are still fighting.
To each their own. -
Quote:It is a good thing I never said that. I said AoE Immobs messed things up worse and more often. At least with KB the enemies can get back up and recollapse, an AoE immob makes sure they stay spread out.Slow can mess things up. Saying that it could mess things up worse than KB ever could is hyperbole IMO.
Quote:Parry has no drawback. It doesn't lower your damage output. When you cast Parry it causes damage. It also provides a defense buff. The tradeoff, to use Arcanaville's language, is that you get less damage than that power would normally provide based on its recharge/end for a defense buff.
Quote:What does KB give you? -
Quote:You are in error.The martial arts ideas on the table have about as much extra survivability as fire, and less utility and damage.
Hatred666's had 1 single target KB, 2 single target stuns, 1 AoE slow/damage/fear patch, 1 AoE high chance KD, 1 ranged AoE Dmg, 1 Cone AoE mez, Build Up, and 1 +speed/recovery power.
Mine had 1 single target KB, 2 single target stuns, 1 AoE high chance KD, 1 single target immob/slow, Build Up, and 1 passive +recovery power (and I've already acknowledged one of the attacks from mine could be dropped for another utility power).
Simian_Stalker's had 1 single target KB, 3 single target disorients, 1 single target hold, 1 +end reduction power, 1 +spd/rech power, Build Up, and either a +special power or an AoE high chance KD.
I love /Fire and I'd hope it would continue to far out-damage an /MA set, because any good /MA design would have tons of utility, just like all of the proposed powersets I listed. -
Quote:M30 Grenade is like most other KB powers and always knocks away from the player. You misremember.Actually thinking the IO will be nice for Assault rifle since M30 Grenade is one of the few Radial Knockback (where it knocks everyone away from the target, rather than the player) which means even normal means of mitgating knockback aren't useful and slotting the IO will makes the power much less annoying.
Quote:Ice Blast and Fire Blast have secondary effects that cannot be identically optimized. Ice Blast's slows and -recharge is valuable in places where Fire's DoT damage isn't. At times both are useful. Never, in my experience, have either been a detriment. I can't say the same for Knockback. In my opinion, Knockback is not an example of a good tradeoff of advantages/disadvantages. It's mostly disadvantage. Which means it's an obviously poor choice.
But that doesn't change your point. KB can have drawbacks. What you seem to not be willing to accept is that sometimes powers with drawbacks are good design (especially if they have some counterbalancing benefit). Parry lowers your damage output. Maybe its damage should be increased? A Parry with higher damage would always be better than a Parry with lower damage. In all my years of reading the forums, no one has ever been able to prove that Parry with lower damage is more effective than Parry with higher damage. KB can cause scatter, it should all be KD. That way we can control the spawns and still do full AoE damage. The fact that KB is control, mitigation, and spawn positioning should not be balanced by potentially lowering our damage output (and armored toons should not have to press movement keys too much either!).
And this IO addition has me curious about the following:
Quote:Quote:Whirlwind has always done knock up, now it is doing knockback. I did not see any patch notes on this change. I do recall some discussion about the changes being made to the way knockdown works because of ragdoll physics but understand it was suppose to be reversed. Is this an unnoted patch change or a bug?
Why? There was a PVE exploit involved with it, and this fix takes care of 90% of the issue. -
Quote:From level 1 to 20, it is average, above average single target and below average AoE (although the lower AoE is partially offset by the fact that there is very little recharge in these levels, so the painfully long animations are not as big an issue for damage output (although it can hurt for other reasons)).Is it me or is this set lackluster in the damage department?
From 20 to 32 it is below average. Other sets have gotten better AoEs and single target powers. Pistols got Executioner's Shot. They did also get a solid mez, but so do most other sets.
From 33 and up it is average or above average depending on your priorities and level of recharge. Its single target stays in the same middle of the road (as long as you use Incendiary) but the AoE becomes very strong, especially if you pour on recharge. -
Quote:I'll start with this:That's sort of like saying that Controllers are a damage AT (look at Fire/*) so every time Blasters get a new primary it should be developed for Controllers as well.
Quote:the devs decreed that from now on, every archetype would have the minimum level of tools necessary to solo. And that was basically a code word for "everyone will have at least moderate damage."
Looking at Fire control from a "damage" perspective I see two tier 1 single target blasts and one crappy AoE attack, then I see 4 powers that deal no or almost no damage, a summon, and an awesome melee damage/control aura; 2 of the 9 could translate directly to a blast set, 2 more could translate with modest changes, add Aim; we now have 5 of 9 powers done and still need 4 more. I believe that in the case of powerset design, four is significantly different than one or two.
The specifics of my proposal matter. This is not a case where you can generalize my point, take it to another level, and then say my point is wrong.
Sigh. What about when almost all evidence supports the assertion? Do not confuse being a melee AT with being an armored AT. Blasters are a melee AT that lacks armor. They are not solely a melee AT. They generally should not live in melee all the time, but that doesn't mean they are not a melee AT. I have already put forth much evidence in this thread of their melee nature, I am certainly not simply stating the fact without also backing it up. Vitally keep in mind, the primary point I am making is that blaster secondaries share enough power types in common with brute primaries that any new melee attack set design should include blaster secondaries.
Dominators, VEATs, and Khelds are melee ATs as well (the latter two have a lot of options, to be more precise). A large part of me wants to argue this same case for dominator secondaries, but THAT is truly a departure. Assault sets are NOT nearly as melee oriented as Blaster secondaries. While I see the transformation of a brute primary set to a stalker primary set as about the same level of change as the transformation of a brute primary set to a blaster secondary set, dominator secondaries are much different.
From what I can tell you actually agree with me. You have already stated that you think blaster secondaries are Build Up, a bunch of crap powers (most of which happen to be melee), and melee attacks (which also happen to be melee) that do not work for the AT. You are free to think they are crap and do not work well, but all the evidence demonstrates they are mostly melee. You may not think they have enough other tools to back up the high amount of melee they currently have, but they are designed with melee in mind (maybe poorly done in your opinion, but it is still integral to their nature).
Quote:How about "really hurting" the performance? Because Blasters get KILLED A LOT AND LOSE A LOT OF FIGHTS compared to all other AT's. I saw a stat a few years back, can't cite it now, about how Blasters were most common at level 10, and nowhere near #1 at level 50.
Quote:Now make it something that doesn't actively punish players, from a numbers standpoint, for taking it instead of... well, anything else.
That said, I would try to make sure most sets are more like /Mental (although with at least one more solid melee attack and I don't get all the /Dark love from people who normally complain of blaster deficiencies; I know why I like /Dark, but /Fire is my favorite secondary). -
While all of the following is interesting and a good discussion, none of it changes the fact that blasters are a melee AT (and ranged). When new Melee Attack sets are designed, a blaster version should be done concurrently.
Quote:Indeed. The article even mentions the imperative they placed on team roles:Your chosen quote of summation suggests that, at the beginning, this game was designed with the assumption that players would be teaming for the majority of the time. Having known IOs for my entire playing career, I do not know what it was like back then, but from what I have heard and read, that statement holds true. (i.e. If a Blaster was going to get up close, his/her best bet was to have either a Tanker there holding the attention, or a Controller/Defender there to make him/her stronger or the enemies weaker.)
But the game has evolved since then, in so many ways. I do not need to go into those, you are obviously observant and you know what they are.
"Players want to feel that they have something unique to contribute to game play; if everyone is capable of having everything, it's impossible for any single hero to feel that he is distinctive and useful to a group."
While it could be argued CoH now allows many to have everything (and actually has for quite a long time), many still feel the strengths of individual ATs are distinctive enough to allow for feeling useful. I still think a blaster's best bet is to have a something else manage aggro and/or buff/debuff to alter the odds (to be honest most of my scrappers prefer that too, although they can certainly take much better care of themselves than my blasters).
Are blasters more team "dependent" than any other AT? I think so. Is that a problem? That is a subjective call, unless it is really hurting the popularity of the AT (in which case you have objective data to show that the subjective call of allowing them to be team dependent is not a good one). I stress really hurting it, because there is plenty of room in the game for some stuff that is less popular than other stuff.
Quote:Like the Scrapper, in order to function best as a damage dealer, the Blaster needs to survive long enough to deal the damage. But unlike the Scrapper, the Blaster is left with next to nothing in terms of defense, and inherently low hit points. Considering that NPC melee attacks are stronger (and usually more plentiful) than NPC ranged attacks, it is only logical that the best way for a Blaster to survive is to use ranged combat the majority of the time. In other words, a Blaster will most likely function best as a damage dealer while using ranged attacks, because they will survive longer.
This is much easier on teams of course, since enemies are not automatically running at you. With anyone else eating the alpha (even if that other person is not actually capable of surviving it, although for lots of reasons it is better if they are) a blaster can get solid contribution from melee attacks with much less fear (Fulmens understands removing blaster fear well and IME buffs are better at that than aggro control or debuffs).
Quote:Normally, I'd cite that article as too old to be relevant to today's game, but look at our most recent secondary! Unlike other secondary power sets, that set has nearly no useful tools for a Blaster who would like to survive at range, not even the standard Build Up. (For most other sets, you can say, "Well, yes, I am going to miss out on those powers, but at least I have Build Up!")
Quote:I'll say it again: I am all for a bare-fist secondary power set for Blasters. But if Blasters are going to continue getting sets that encourage close range play (as opposed to just responding to it), they need some better inherent tools to deal with it. Otherwise, I would rather have secondary power sets that better "support and compliment" the ranged primary sets. -
Quote:Which argument are you talking about? The one where I propose blasters are a melee AT? Heck, Winterminal is proposing that the devs have moved in that direction MORE with the recent additions of /Mental and /Dark. All I am saying is that is the direction blasters have always had, not some new thought process. /Fire and /Electric are more melee focused than either /Mental or /Dark.Well aside from the fact that you are basing your entire argument on set of design concepts that are no longer in place, and yours is an extension of the original flawed reasoning.
The discussion I am having with Winterminal is about the ORIGINAL design of blasters. Your point that those design concepts may no longer be in place is irrelevant (and incorrect). -
Quote:>.>Spines is better than most people realize, so I'm not so sure, does it really need changed?
<.<
Shhhh. Spines is one of those sets that when (if) it gets changed, will cause a mega-thread of how evil and stupid the devs are and how stuff shouldn't be changed after being in the game for years and how other sets should be improved rather than...
Well, you probably know the drill. -
I am not trying to be rude, but I don't have time to figure out how to be more diplomatic (which means I am being rude, but not with malice).
Quote:You speak with a lot of confidence about original blaster design for someone who only a short time ago posted this:As I have described above, the original design for Blasters was to have them be ranged damage kings with some melee abilities to pull out when enemies got too close. In simple terms, blasting from range was to be their function.
Quote:Ah, then forgive me on that note of blapper origins. My history with the game begins just before i10, so I have always seen the term and just made my own inferences about how and when it came about. Thanks for the correction.
Here is a good quote from that article to sum up the intent.
"The Tanker, Scrapper and Blaster were good in combat - but they needed the help of Defenders and Controllers to allow them to survive."
As far as primary and secondary are concerned, I used the tanker as my example hoping people would realize on their own that that line of reasoning would be fruitless, but alas, it did not help. Secondary powersets are just as much a primary focus for the AT, they just come later. Scrappers have to take and frequently (almost always) utilize their secondary to function best. Every AT does. EVERY AT DOES, INCLUDING BLASTERS.
Blasters do not get a pass because they want to play at range most of the time. That is like a regen scrapper who only takes the passives, toggle, and Dull Pain but still expects to perform as well as one who also takes all the other clicks. Fortunately (or unfortunately, if you really think about it), for blasters, you can choose to play without utilizing your secondary fully and still be sort of alright (some might say defenders and corruptors can ignore their attacks and still do alright, I wouldn't, but some might). -