Originally Posted by Miladys_Knight
![]() mez defense
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Originally Posted by Miladys_Knight
![]() mez defense
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I see.
I'll admit, there could be some tweaks made to the AT. But, some of what I read on this forum are ideas for a complete AT overhaul. A complete revamp of the AT, is just unnecessary. |
Hop and pop, move and groove! Positioning goes a long way. If you want to be stationary and slug it out, perhaps blaster is the wrong AT choice.
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I have never had a problem in getting a blaster to 50. There were and still are plenty of ways to survive long before the incarnate system. Hmm, and slot up for mad defense? I guess that is popular. But, I can tell you my favorite blaster has negligible defensive numbers. Hop and pop, move and groove! Positioning goes a long way. If you want to be stationary and slug it out, perhaps blaster is the wrong AT choice.
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As Miladys is describing it, "mez defense" in her post is effectively a mez saving throw. If an attack hits, you roll against this new mez defense to see if the mez actually takes effect.
Its a way to gain mez avoidance without automatically getting damage avoidance simultaneously, presumably to allow for granting significant amounts of it to squishies without having to automatically add significant amounts of damage avoidance (i.e. conventional defense). |
Every time you fire an offensive Power, you get rooted for the span of the animation. Being 'stationary' while activating powers isn't a choice, it's required.
Scenario: I 'hop' out and 'pop' off my main attack at a Boss target who is accompanied by a Minion. After 2 attacks at the Boss he returns fire, along with his sidekick. If those attacks Mez then I'm done. Not every set can easily stack Boss-level Magnitude Holds. Now if they took the Root component off of powers that's a whole different issue... |
Alright, maybe having some of the attacks not root would be something to look into. But, even with them rooting, it still allows for plenty of movement after the animation. The powers don't take that long to animate. As far as getting mezzed means you are 'done' I have not had that experience. Sure it happens sometimes, but nothing to worry about. Are you talking soloing here or teaming? Either way, getting mezzed does not = insta-death.
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Really? What level are you when you are playing at -1/x8?
If this is solo, and you playing at x8. Inspirations should be dropping quite frequently. If you have teammates, it shouldn't be a problem at all. Either way, once again, it is certainly not insta-death. |
Like I said, I probably agree with you on some of the tweaks that could be made. But, a complete overhaul on what a blaster currently has both primary and secondary. I could never be in favor of that. Just because, there are already options, other ATs, that can give you more of what you may be looking for.
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On teams a blapper is walking on thin ice because a destructive Blapper can easily out Tank a Tanker or Brute due to AOE damage output. That's a problem because at -1/x8 you had a chance of somehow surviving an alpha but most teams play on +1 or higher so you're going to faceplant A LOT unless you have a good Tabker and you're really skilled at jumping in, Nuking and running around the corner before they get a hit or mezz in.
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I disagree. It's very easy to get aggro off of a tank or brute if you're using the right blaster combination and they have the right attack set. Taunting maxes at 5 targets per use, and it isn't an absolute, it's just a factor in the aggro calculations that also include number of times affected by your powers and damage done. As an extreme example, if the blaster has a lot of attacks that can hit 16 targets while the tanker/brute only has taunt and PBAoEs that cap at 5 targets, the blaster will need to watch what they do.
The main problem I have with this suggestion is that it seems to be making the concession that blasters shouldn't really have mez protection, and so the penalty is intended to try to balance the scales by making the blaster pay for it.
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Paying for it by paying a damage penalty would present this question: what if the penalty caused blasters to underperform? |
You have an archetype that is strongly suspected of underperforming. So you give it something, and penalize it in another way. What's the rationale of penalizing an underperforming archetype? |
The secondary problem I have is that the damage debuff cost works in the opposite way I would want it to work in terms of who it affects. Lower level players, and players that do not build strongly, will tend to eat that penalty more than aggressive |
Never really been away from it. The question is how much does lack of status protection hurt blasters vs how much lack of X* hurts blasters vs how much does improperly designed powersets hurt blasters.
It's really important to get this right because having it wrong will mean all that happens is the Devs get a good laugh out of it. *X = lack of secondary effects , controls, heals, hitpoints any of the other theories that aren't "THE ONLY THEORY THAT EXPLAINS IT ALL" |
With regard to your 'Damage output = Mez protection' idea Starsman, what about movement? As you stated above it's not just not being able to attack while mezzed but also being rooted to the spot that often deals Blasters in. I like your idea but I wonder if you intend to include any sort of 'move while mezzed' capability?
With regard to your 'Damage output = Mez protection' idea Starsman, what about movement? As you stated above it's not just not being able to attack while mezzed but also being rooted to the spot that often deals Blasters in. I like your idea but I wonder if you intend to include any sort of 'move while mezzed' capability?
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The only time you can steal aggro from a brute or tank is when they don't even bother trying to get aggro because they are used to the whole team not needing anyone to tank for them. Even then I can't see it (And never have), unless you are talking about the adds over the aggro cap or when you get to a mob first, but that isn't aggro to steal, just there to claim.
This really seems like one of those 'blasters already do lots of damage' claims, but they actually don't (The brute you can't steal aggro from for example will likely be out damaging you) even if you don't have to worry about death. |
The only time you can steal aggro from a brute or tank is when they don't even bother trying to get aggro because they are used to the whole team not needing anyone to tank for them. Even then I can't see it (And never have), unless you are talking about the adds over the aggro cap or when you get to a mob first, but that isn't aggro to steal, just there to claim.
This really seems like one of those 'blasters already do lots of damage' claims, but they actually don't (The brute you can't steal aggro from for example will likely be out damaging you) even if you don't have to worry about death. |
To the people who are commenting on playing "higher than the Blaster can handle" and suggesting -1/x8 and things like that:
* If it's not your team, you don't get to set the difficulty.
* If it IS your team, and the rest of the team is underchallenged, they will get bored and leave.
* I haven't checked this for years, but +1 gives [or gave] twice the XP/inf of -1 . Level -1 slows you down- and everyone else down- just as much as permadebt, compared to a "fairly normal" +1 difficulty. You're punishing people for teaming with you.
* x8 will not increase the "virtual team size" beyond 8, so for a 6-person team x8 looks just like x3 .
In short, -1/x8 is not much of a solution in most cases.
Last, I would like to make a point that may come out more hostile than I wanted. I have played and enjoyed several "understrength" characters- I am a huge fan of Force Fields, for pity's sake. That does not mean I require everyone else to share my enjoyment. That does not mean I pretend my characters are NOT understrength.
The worst of the original five AT's, eight years later, is now the worst of fourteen AT's. By a large amount. Not "one or two powersets"- all sets. A few combinations of primary and secondary are much more survivable than other Blasters. Still worse than other AT's, but closer to acceptable.
One powerset had a moment of bugged excellence in issue 1, when Smoke Grenade was self-stacking and gave -50% To Hit, but after that it's never been the same. ("City of Blasters"- yeah, it was, for about four months. SS/Inv tanks lasted longer than that.)
If a tanker jumps into the middle of a wide spawn and attacks something, they will aggro the spawn itself: an alarm will go off and everything will want to attack the group. Most of them will attack the tanker because the tanker just happens to be the closest target (up to the aggro cap). Some of them will be taunted, but not damaged by the tanker. And some will be taunted and damaged by the tanker.
Yanking aggro from that last group will be essentially impossible. Yanking aggro from the second group will be almost impossible, but possible for things with taunt (like brutes or other tankers). Yanking aggro from the first group will be trivially easy, and involve basically shooting at them in any way. Because of this, its entirely possible to see a critter shooting at a tanker, and then switch to another player when that player shoots at the critter. But whether this is correctly described as "stealing aggro" or not is a questionable matter. Its more correct to say that just because you see it shooting at the tanker, doesn't mean the tanker has established a lock on aggro on that critter yet. |
Like most people have mentioned, the main problem with Blasters are their secondaries. The powers just don't support a primary ranged AT. IMO, Blasters should be the opposite of Dominators. Dominators are a control primary with a mixed secondary of range and melee. Blasters, with their range primary, should have a secondary of control and melee. When I say control, I mean actual hard controls; holds, stuns. Not sleeps and fears.
Obviously the powers in Blaster secondaries cannot just be removed and replaced after how long they have been in the game. The so called "cottage rule". My idea would be to give Blasters multiple power options per tier in the secondaries. So if a /fire Blaster wants to switch out Blazing Aura for another power option within the same tier, he can. At the same time, another /fire Blaster with Blazing Aura who loves it is not forced to lose it. This would also ad a unique feature to Blasters, since no other AT has the option of different power picks within the same power tier.
I would leave the inherent the way it is, but also add an existing mechanic like domination. Instead of an increase to contol powers, the Blasters version would add a 50%-100% damage buff, endurancy recovery buff, and also adding temporary status protection just like the Dominators counterpart.
Like most people have mentioned, the main problem with Blasters are their secondaries. The powers just don't support a primary ranged AT. IMO, Blasters should be the opposite of Dominators. Dominators are a control primary with a mixed secondary of range and melee. Blasters, with their range primary, should have a secondary of control and melee. When I say control, I mean actual hard controls; holds, stuns. Not sleeps and fears.
Obviously the powers in Blaster secondaries cannot just be removed and replaced after how long they have been in the game. The so called "cottage rule". My idea would be to give Blasters multiple power options per tier in the secondaries. So if a /fire Blaster wants to switch out Blazing Aura for another power option within the same tier, he can. At the same time, another /fire Blaster with Blazing Aura who loves it is not forced to lose it. This would also ad a unique feature to Blasters, since no other AT has the option of different power picks within the same power tier. I would leave the inherent the way it is, but also add an existing mechanic like domination. Instead of an increase to contol powers, the Blasters version would add a 50%-100% damage buff, endurancy recovery buff, and also adding temporary status protection just like the Dominators counterpart. |
Hey Arcanaville, another random thought.
What if the devs gave blasters mag 12 mez protection while not suppressed and for the first 4-5 seconds after suppression occurs?
That would allow the blaster to unload their full alpha before being mezzed and would also kick in if the blaster were mezzed long enough to unsuppress again.