Is the idea of Blast/Armour ATs and the like silly?


BBQ_Pork

 

Posted

Mostly mulled over while looking at GR and thinking about how well Dual Pistols would tie in with Super Reflexes.

I've always wondered wether a Blast/Armour AT would actually be Over-Powered or not, or any AT that doesnt have armours at present getting them.
I guess the case in point I looked at the most would be the VEATs and, sort of, HEATs.

Now yes they are 'Epic' archtypes. But they are also pretty much show examples of blasts/armour and control/armour, in the form of SoAs and Fortunata's.
Soldiers and Crab Spiders are effectively ranged attacks coupled with shields, mez protection and all. Banes are more similar to scrappers and stalkers, so I'll let them be for now, same as Widows. Fortunata's on the other hand add in a lot of mez attacks, coupled with the defences of a widow, again mez and all. Partly these both have team buffs as well, but even so, they are balanced.

The same goes for HEATs, perhaps even more so, as their shields are all internally focussed. The HEATs are also balanced more around their team based self-buff inherent and their shapeshifting. But there are also builds that rely solely on the Human forms.

So, obviously the numbers would need to be toned down for any potential blast/armour armour sets. After all, while a Crab Spider with the right slotting and a Dwarf form kheld can tank fairly well (Solo, mind.) they are still no comparison to melee armour sets, and pretty much rightly so.
Bearing all that in mind, would a Blast/Armour AT, or anything slightly 'out of the ordinary' be just a pipe dream or daft idea? Or might it be a possibility?

(Note no anticipation of it happening anytime soon, just thoughts and speculation.)


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GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

my gut reaction is pipe dream

One of ...things... I worry about is class separation, which is going to be a big deal in Going Rogue. One of the design points of CoH is that no class should play like any other class. If you play a Fire Aura Brute you should have a different play experience than a Fire Aura Scrapper, or a Fire Aura Tank. If you play a Dark Miasma Mastermind, your play experience should be different from that of a Corruptor or a Defender.

Since Going Rogue will allow players of the base Hero and Villain archtypes to start in Praetoria, then choose a side, I think it will be very important that players have different experiences for each archtype. Otherwise there will be a flood of players that choose one particular power-set combination, because it's clearly better than a similar combo on a different archtype. Why play an Elec Armor Brute when an Elec Armor tank or Scrapper has better survivability? With Going Rogue, just role a tank or scrapper in Praetoria, and choose villain side, and presto, you've got something that fills the aggro control or damage jobs of an Elec Armor brute, and you'll live longer in a fight.

IO's blur the line even more right now. Some of the common forum threads now concern softcapping various archtypes against positional defenses. There already are defenders, blasters, and corruptors achieving soft-capped positional ranged... so they can fire from ranged, and generally live from range with no real risk to themselves.

In that aspect, I think it's pretty fair to say that a Ranged attack Archtype with Scrapper / Brute / Tank level shields is going to be a tad bit... broken.

I rather suspect that future Archtypes won't be so much about blurring the lines of Archtypes that already exist by just combining two separate and distinct sets. I suspect that future development will be more about making sure each Archtype in the game now presents a different play experience, and that future Archtypes will follow the current Epic Archtype design of multiple sets with trade-offs in each set.


 

Posted

I'm not seeing how the EATs don't fit this description already. My SoA uses a hunstman build without any melee attacks. By the time she's done, she'll be 100% offensively ranged and sitting at the softcap to at least ranged with mez protection.

How is that not a blast/mitigation AT?


Be well, people of CoH.

 

Posted

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Originally Posted by je_saist View Post
IO's blur the line even more right now. Some of the common forum threads now concern softcapping various archtypes against positional defenses. There already are defenders, blasters, and corruptors achieving soft-capped positional ranged... so they can fire from ranged, and generally live from range with no real risk to themselves.

In that aspect, I think it's pretty fair to say that a Ranged attack Archtype with Scrapper / Brute / Tank level shields is going to be a tad bit... broken.

I rather suspect that future Archtypes won't be so much about blurring the lines of Archtypes that already exist by just combining two separate and distinct sets. I suspect that future development will be more about making sure each Archtype in the game now presents a different play experience, and that future Archtypes will follow the current Epic Archtype design of multiple sets with trade-offs in each set.
The last part especially;

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So, obviously the numbers would need to be toned down for any potential blast/armour armour sets. After all, while a Crab Spider with the right slotting and a Dwarf form kheld can tank fairly well (Solo, mind.) they are still no comparison to melee armour sets, and pretty much rightly so.
I never suggested ranged AND scrapper/tanker level shields. That would be oh so broken and so very wrong.
But what about an AT where you want to use ranged attacks but not have many, if any melee attacks? Pretty much what Huntsmen and Crab Spiders do, which might be why I like them so much.

As for the IO arguement; Not everyone in game uses IOs. Some can't afford them, some aren't that bothered by them. As it is now, anyone with IO slotting will have some advantage over others. Not game breaking, maybe, but it will be an advantage. I always feel something twitch when people roll out IO slotting as a counter arguement for things, simply because the game is not, and should not, be balanced (solely) around highly IO'd builds.

(As an aside, this is also not really taking PvP balance into account, simply because...well, I don't even really need to go there, do I?)

Blasters currently sit best described as;
Damage: High
Health: Low

Defenders;
Damage: Low
Health: Low
(with variables for different sets, such as dark miasma and sonic, amongst others)

'Troopers' (The name is where I fail )
Damage: Medium
Health: Medium

Very, very, very basic example, and ignoring solid numbers because I'm simply no good at them.


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
I'm not seeing how the EATs don't fit this description already. My SoA uses a hunstman build without any melee attacks. By the time she's done, she'll be 100% offensively ranged and sitting at the softcap to at least ranged with mez protection.

How is that not a blast/mitigation AT?
I did mention this.

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But they are also pretty much show examples of blasts/armour and control/armour, in the form of SoAs and Fortunata's.
Soldiers and Crab Spiders are effectively ranged attacks coupled with shields, mez protection and all.
My point is there is already presedence for a blast/armour set that can be balanced. It would simply be nice if there was an AT that could do this without needing unlocking, and being locked with fixed powers.


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

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My point is there is already presedence for a blast/armour set that can be balanced. It would simply be nice if there was an AT that could do this without needing unlocking, and being locked with fixed powers.
I don't disagree with that point, but considering how ridiculously easy it is to hit 50 and unlock the EATs these days, (took me 100 hours to solo my last brute to 50 using normal content and paper missions) I rather doubt that the devs would add an AT that we can already mimic with existing powersets.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
I don't disagree with that point, but considering how ridiculously easy it is to hit 50 and unlock the EATs these days, (took me 100 hours to solo my last brute to 50 using normal content and paper missions) I rather doubt that the devs would add an AT that we can already mimic with existing powersets.
I fully concur, mostly because the Devs said that they only made VEATs unlock at 50 to keep in line and be fair to HEATs

Also, the EATs aren't quite what I mean, they are just close examples.
Kheldians have their shapeshifting, PB's have some team powers while WS's have mez.
VEATs have team buffs by the boatload, and branching powersets.

The idea is simply Blast/Armour. Not Blaster primary/Scrapper or Tank armour, because as Saist pointed out, that would be broken to a new level of broken. But any AT needs balancing.

Failing that, Rikti AT anyone?


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

I think a blast primary (or assault, like the dominator secondary) with a shield secondary would be workable, although I think part of what makes the VEATs work so well is the team buffs that aren't so expensive or weak that they can't be used solo as well, so perhaps mixing that into the AT would be a good move. The VEATs seem largely balanced around their low HPs and their inherent (a largely ignorable regen and recovery bonus as opposed to something rather more defining like criticals or fury).

I certainly think the VEATs are among the best designed ATs in the game and having an AT that offers that kind of design with a little more variety in sets would be a great addition for both heroes and villains.


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Posted

Quote:
Originally Posted by Techbot Alpha View Post
As for the IO arguement; Not everyone in game uses IOs. Some can't afford them, some aren't that bothered by them. As it is now, anyone with IO slotting will have some advantage over others. Not game breaking, maybe, but it will be an advantage. I always feel something twitch when people roll out IO slotting as a counter arguement for things, simply because the game is not, and should not, be balanced (solely) around highly IO'd builds.
I don't understand how people can claim not to be able to afford IO's, which fall FOR FREE from fallen foes, and yet can afford to replace stacks of deteriorating SO's every few levels.
*Sure, SO's also fall as drops, but not at the rates that they use to. (Use to be far fewer missions between "Enhancements Full" message.)
*And yes, some IO's are high demand/low supply, but you can build off of generics and lower-demand sets, or franken-slot.
*If IO's are so darn expensive to purchase, then they are equally profitable to sell when they drop.
Everything you do in this game makes you $Inf.


Anyway, back to Blast/Armor AT theory.
I've been intrigued by the Rikti AT as an idea.
Particularly the Headsman Gunner LTs.
Mostly ranged, but with a melee attack. Some light armor, a pet and manueverability (teleportation) in combat.
The trick is to balance the ranged damage numbers vs. the defensive values.
I'd suggest a self-debuff of some sort.
Have a gun-blade like the Rikti, with the melee attack being Lethal and the ranged damage being medium-level Energy. Have some defensive toggles, as well.
Have a (Click or toggle) Buff like Aim, but with a twist: It boosts Energy Damage, but at the same time DeBuffs your DamRes. Rationale: Diverting power from shields to boost energy supply to weapons systems.


 

Posted

I would like to see an archetype like this as well but of course like you and the others said, the defensive values and damage values would need to be drastically changed.

I can only imagine how OPd a Granite Armor with Fire Blast or a more AoE oriented set would be!