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Quote:Actually yes I expect GR to be limited to the 2 announced powersets. I would not be surprised if they release additional powersets around the same time (say I18 or I19) but I don't think they want to include to many powersets that are exclusive to the expansion. Sure GR included a larger number of new powersets but they were restricted to the villain ATs. I've seen a number of complaints about the fact that Demons and DP are GR exclusive and I doubt they want to make that worse. When it comes down to it GR is about content not powersets and I suspect the devs will keep it that way.But they did the same thing for CoV and still managed four new powersets before it released.
You really think they will only include two powersets in a retail expansion (and make them available early if you pre-purchase, even) when they've offered more in a regular non-retail update?
Man, expectations have certainly been lowered. I guess that works to their advatnage if they deliver 'more' than what most are expecting. -
So, are you predicting new EATs or ATs that combine standard powersets in new and interesting ways? Also, while you're at it any suggestions on lottery numbers?
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Well, consider that they are also working on a lot of new content for I17/Going Rogue. This almost certainly includes quite a few new NPCs (at the very least expect the Praetorian factions to get fleshed out) which in turn requires effort from Castle's team and BaB's team limiting the resources that they can bring to designing new player powersets.
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Quote:I doubt you'll find anyone willing to argue that it isn't an attempt to get more money. My view is that it's only slightly more transparent that most in the gaming industry. It's pretty much standard both to have a collectors edition and for the price of video games to go down some time after release and I see this as an extension of that.Well, that sounds like an interesting business decision from NC Soft. I was actually in the process of writing a long post showing why but I think it should be fairly obvious that they are just being greedy here. I hope they will see in the end that this doesn't pay off but I guess that depends on how many of us our willing to not go for the crappy pre-purchase deal.
I certainly will not.
They are effectively offering 3 different price points ($25 [after taking out the free month], $30 and $40 [assuming a $10 item pack]) depending on exactly what set of perks you want and when you want them. -
Quote:Sonic has an AoE knockback, an AoE sleep and a single target Stun. Dark Blast has an AoE Knockback, an AoE Stun and an AoE immobilize. I wouldn't necessarily say it's overpowered but it's a lot more mez capability than any other Blaster primary.Sonic has some pretty powerful control effects, and it doesn't seem to be overpowered on Blasters because of that. In fact, the set is considered a better match for Defenders and Corruptors because its secondary effect allows them to boost their low damage, just as Dark would let Blasters supplement their low defenses.
Quote:Note also that Psi Blast isn't particularly strong for Defenders, but it IS for Blasters. To the point where it was nerfed from it's original "port". There's no reason why Dark Blast couldn't gain an Aim power just as Psi Blast did. This would both reduce its AoE reliance and increase its damage, and provide additional options for the Dark Secondary. (Again, as with Psi Blast) -
Quote:I'm not sure how practical this would be form an animation viewpoint. Take a look at the selection of in game bows (here). The wide variety of shapes and sizes would make a clubbing animation very difficult to do in a way that looks good with all of them. You'd need to have the character hold the bow at the same point and the only place that's the same on all of them is the grip. Trying to hit someone with a bow while holding it at the center would look very clumsy.Plus, while it may be stupid to pull out the bow to kick, it IS required to fire off the Trick Arrow powers fired from the bow. So perhaps a better solution would be for the melee attacks to USE the bow in some way, perhaps even combining use of the bow as a club with a kick in the same animation.
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Quote:Personally I'd be more concerned about the AoE controls in Dark Blast than the -to hit. Sure the -to hit is nice but I don't think it's game breaking for a Blaster. That being said Dark Blast is a pretty low damage set for a blaster so either way I'm betting it won't get ported directly to blasters.Dark Manipulation - Again, Blasters would have to get Dark Blast, and there has been some mention that the devs might not be open to Blasters getting -Acc as a secondary effect. The effect could be changed to something else, though, perhaps Fear or an Immobilize. (Or even -perception, and a second Blaster Secondary with a stealth power might be interesting)
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Quote:Interesting take on it, I take it the kicks are basically renamed Martial Art attacks with a new animation that does it while holding a bow? Personally I'd replace OSA with Glue Arrow, either way the power will need to be seriously nerfed from the original version and I think a nerfed Glue Arrow will be more useful to a Blaster than a nerfed OSA, plus it reinforces the "defensive debuffs plus melee attacks" theme that the set has going for it. I still don't like the idea of a set with Build Up and Focused Accuracy but I've already said that once this thread .Bow Manipulation
- Entangling Arrow (As Trick Arrow)
- Archer's Kick (Melee High Damage)
- Build Up
- Ice Arrow (As Trick Arrow)
- Focused Accuracy (As targeting drone)
- Sleep Gas Arrow (Sleep)
- Archer's Roundhouse (Melee Superior Damage)
- Oil Slick Arrow (As Trick Arrow)
- Archer's Spin Kick (PBAoE; High )
The primary problem with this set (which is the same for any TA based set trying to incorporate melee attacks). Is that it looks damn stupid for anyone who isn't an Archer. Hi, I'm going to run up to you, pull out a bow and then KICK YOU IN THE FACE! The optimal solution is to apply the Brawl approach and to make the kicks play different animations depending on stance but this means twice as many animations but the devs are normally reluctant to do that. The simple solution is to have the kick animations put the bow away before activating. Sure it's a bit annoying for Archers but it means that non-Archers look a lot more sensible (only pulling out the bow for powers that actually use it). -
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Quote:Well we know I17 will have new content so a new zone isn't impossible.I wonder if this quote...
"With Issue 17 and Going Rogue, we’ve upgraded our look and the way we build zones (most evident in Praetoria)."
...implies that there's a new zone in I17?
Also, I reckon we'll get another round of powerset proliferation not to long after GR (probably I18 or I19). -
Devices and Ice already have powers that allow a Blaster to prevent a spawn from getting into melee range so it wouldn't be something completely new for a Blaster set. Now I will admit that the Blaster version of Glue Arrow would probably need to be weakened beyond the basic changing of AT values but I think the concept is still fine. If I was doing it I'd probably decrease the radius from 25 feet to 10/15 feet and maybe decrease the time the debuff lingers for after leaving the patch as well. The devs did a similar thing with the difference between Ice Slick and Ice Patch.
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Quote:You'll note I didn't suggest actually porting it over directly. I was suggesting making a new set based on Trick Arrow. Obviously porting the entire set over would be broken (for the same reason porting entire melee sets over would be broken) but there are some skills that could reasonably be ported over (Entangling Arrow, Glue Arrow, Ice Arrow, maybe Poison Gas Arrow) to form the skeleton of a set.As gimped as Trick Arrow is as a Corruptor secondary, you still can't have a blaster set with that many controls - it's game breaking. The challenging thing about blaster secondaries is that if they give the player more 'fun' in terms of non-damage powers, they can easily break the set by giving serious controls/buffs/debuffs to a dps heavy class.
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That is pretty much the point though. Marketeers make out profit by lowering the prices that the BUY IT NAO crowd pays for items. If they all decided to be patient in their buying practices then our ability to make a profit would be severely curtailed.
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Yeah I thought it was a different url for the NC soft site as well but I just checked and it sends you to the correct store either way.
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There are some advantages to keeping them separate (mostly to do with directing people to the correct version of the online store) but it should be possible to setup the EU version to mirror the content of the US version while keeping the links to the stores and such different for them.
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Quote:I see what you're getting at but we already have Devices so if the devs make a martial arts secondary I'd rather not have it copy powers from Devices/Traps. Besides, there is no way in hell the devs will give Blasters Acid Mortar or Poison Gas Trap.My dream secondary would be another "natural-friendly" set like Devices, but focusing more on a mix of gadgets and martial arts attacks. Something like:
Dragon's Tail
Storm Kick
Caltrops
Build Up
Crane Kick
Acid Mortar
Smoke Flash
Eagle's Claw
Poison Trap
(Ok, I know that set would probably be overpowered as hell, but I did say it was my dream set... )
But seriously, I really want a secondary with some non-glowing, non-elemental melee attacks. With Dual Pistols being such a gun foo inspired set it's almost unthinkable not to have punches and kicks to complete the picture. -
Quote:That's pretty close to what I was thinking of. There are a few things I'd change (in bold):Perhaps something like this?
1. Midnight Grasp - Melee, Moderate DMG(Negative), Foe Immobilize, -To Hit
2. Smite - Melee, Moderate DMG(Smash/Negative), Foe -To Hit
3. Death Shroud - Toggle: PBAoE Minor DoT(Negative)
4. Shadow Maul - Melee (Cone), High DoT(Smash/Negative), Foe -To Hit
5. Build Up - Self +DMG +To Hit
6. Touch Of Fear - Melee Fear, Foe -To Hit
7. Dark Consumption - PBAoE Moderate DMG(Negative), Self +End
8. Black Hole - Ranged (Targeted AoE), Foe Intangible
9. Cloak Of Fear - Toggle, PBAoE Foe Fear, -To Hit
1. Midnight Snare - Ranged, Single Target Immobolize (this would be a new power)
2. Smite - Melee, Moderate DMG(Smash/Negative), Foe -To Hit
3. Cloak of Darkness - Toggle: Self Stealth, +DEF(All), +Res(Immobilize), +Perception (probably shouldn't have the immobolize protection or at least reduce it to Cobat Jumping levels)
4. Shadow Maul - Melee (Cone), High DoT(Smash/Negative), Foe -To Hit
5. Soul Drain - Moderate DMG(Negative), Self +DMG +To Hit
6. Petrifying Gaze - Ranged, Single Target Hold
7. Dark Consumption - PBAoE Moderate DMG(Negative), Self +End
8. Cloak Of Fear - Toggle, PBAoE Foe Fear, -To Hit
9. Siphon Life - Melee, Superior DMG(Negative), Foe -To-Hit, Self Heal
I'm not sure if that would be balanced it would be but it would definitely be an interesting set to play with a mix of powers not available in other blaster sets. -
Well Ice and Devices are pretty much the best sets for damage mitigation, no question about it.
The others do have mitigation it's just less direct. Electric has some melee range mezzes as well as Power Sink to help drain their endurance. Energy has several melee range mezzes. Mental has some mezzes and -recharge but most of it's mitigation is in Drain Psyche's +regen. Fire just mitigates damage by helping you kill things faster . -
The actual reason is that the Corruptor version has a higher damage scale than the Blaster and Defender version.
Here are the base damages at level 50:
C: 41.70
D: 30.36
B: 52.56
The AT have the following damage scales for ranged attackws:
C: 0.75
D: 0.65
B: 1.125
If we divide the damage by the damage scale to get the base damage this is:
C: 55.6
D: 46.7
B: 46.7
In general 55.6 is considered a damage scale of 1 so the Corruptor version has a damage scale of 1 while the other two have damage scales of 0.84. Now if you look at the other blast sets you'll notice that a damage scale of 1 is standard for an attack with a 4 second recharge while 0.84 would be standard for a 3 second recharge attack if any others existed.
So basically the Corruptor version of Shriek got a damage boost but had it's endurance rather than it's recharge increased to compensate.
There are two other cases of this that I'm aware of. The first is the Blaster version of Snap Shot which has a 0.84 damage scale instead of the 0.68 the Defender and Corruptor versions have. However in this case the devs didn't increase the endurance costs. The other is Radiation Blast for Blasters where the devs changed Neutrino Bolt and X-Ray Beam to be standard 4 and 8 second recharge attacks instead of the 1.5 and 4 second versions Defenders and Corruptors get.
EDIT: Darn beaten by Trickshooter -
Quote:I really, really doubt that it will get Focused Accuracy. Devices supposedly gets Targeting Drone to make up for not having Build Up and giving another set what is essentially Targeting Drone (even the nerfed Scrapper version) would make it even more obvious that Devices is a poorly designed set. Physical Perfection is might work though.My suggestion is cribbing Focused Accuracy and Physical Perfection from scrappers' Body Mastery. A version of Dragon's Tail (perhaps with expanded area? It's been a while since I played a MA scrapper) would also nicely distinguish it from Energy Melee, probably pushing out one of the harder-hitting ST attacks.
Quote:I think the biggest issue with this set is that unless you were playing archery with it, the redraw would be brutal.
Quote:The problem is kind of that blaster secondaries are just cobbled together powers from other powersets. There's only a few powers in blaster secondaries that don't exist anywhere else.
Quote:It's not so much lack of choice that annoys me about blaster secondaries, it's lack of uniqueness. I'd like something that no other AT can do in my character's powersets, and most of the time those other ATs can do it better.
Dominators and Blasters get combination secondaries that rather being direct copies of some other ATs primary draw their powers from several different primaries (Control, Buff, Melee, and Armor [with the latter being limited to damage powers in the armor set]) -
Quote:True, the main reason for putting a bit of recharge in is so that you can resummon it if it gets lost.Slot VS for damage as much as possible before it hits ED, then slot for accuracy. Recharge will NOT help you though, because you can't have more than one VS out at a time, and last I recall the recharge time of the power is less than or equal to the amount of time that VS stays out for.
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Personally I'd slot Voltaic Sentinel for Damage, Accuracy and maybe Recharge rather than End Mod. It basically fills the role of the third single target attack for Electricity so it's good for it to cause damage. My personal preference would be for either Call to Arms or Expedient Reinforcement since they both have a global recharge bonus in the fourth slot.
There are a few places it's worth tweaking other powers as well. In Thunderous Blast if you're going to 5-slot Positron's Blast you're better off leaving out the Dam/Range and including the proc. Positron's Blast is actually slightly overslotted for Damage and the range boost isn't really that useful except in cones (and even then I consider it marginal). It's also worth getting an extra slot from somewhere for a generic recharge (I recommend taking it from Ball Lightning). The same applies to Ball Lightning, except the recharge is less useful so I'd move the sixth slot from there to Thunderous Blast.
You can't put a Stealth IO in swift but you can put one in Sprint to get PvE stealth with Shadow Fall if you want that.
I'd try and find a fourth slot somewhere for Darkest Night. Dark Watcher's despair has a recharge bonus in the fourth slot. Similarly for Fearsome Stare I'd four slot Dark Watchers with a generic Accuracy enhancement or two rather than going for Siphon Insight. If you wanted the to hit proc there is an IO in Kismet that can be slotted in Shadow Fall and will give you 6% To Hit as long as you keep Shadow Fall running which is probably a better use of the slot. -
Quote:Well I assume that you mean you'd like manipulation sets based on those sets since the devs are not going to start giving Blasters melee sets (it was tried during the original alpha version fo the game and it didn't really work. The problem with the sets you suggest is that except for Martial Arts they are all weapon sets. Blasters who use melee attacks tend to dart in for one or two attacks then switch back to range so redraw is really going to limit the appeal of those sets for most people.Hi everyone in Blaster land.
Iv noticed that Blasters get the shortest list of Secondaries to any AT in the entire game.It keeps me from bothering with Blasters personally, and why im more drawn to Defenders because of there broad Primary choices.
Id think giving them a few more would be nice, not to mention that theres a few id personally want to use on a Blaster.
The following sets are on my wish list for Blaster Secondaries.
Martial Arts
Dual Blades
Katana
Claws
Thats just what id like Personally.
Anyone else feel there arnt enough secondaries for Blasters?
Some manipulation sets that are (IMHO) more realistic (the name is the set they are based off of in most cases):
Dark Manipulation: I think that between Dark Miasma, Dark Melee and Dark Armor there are almost enough powers to fill out a manipulation set. It would probably need one or two new powers (like a single target immobilize unless they make Touch of Fear the T1 skill). I figure that like Ice it'll be a a control/debuff focused set and having a scaling version of Build Up (Soul Drain) will give it an unusual twist for Blasters. I actually give this set high odds of being the next manipulation set. Back in I12 when the devs proliferated Psychic Blast to Blasters they made Mental Manipulation to go with it. The only blast set Blasters don't have is Dark Blast so it would make sense to proliferate that next time they do powerset proliferation and making Dark Manipulation at the same time would make sense if it can be done with minimal effort.
Martial Arts: I figure the devs will do this one eventually just because it's asked for so much. The problem is where to draw the powers from. Figure on a max of 4 melee attacks plus Focus Chi and Cobra Strike would be ok. Crane Kick would work for the Tier 1 skill although the damage would need to be reduced (basically make it a clone of Power Thrust). However that sill means you need a minimum of two powers from elsewhere. The obvious ones thematically are Caltrops and a reskinned version of Smoke Grenade from Devices. This would probably make a functional set but the problem is it doesn't really offer anything new, it's basically Energy Manipulation with Caltrops and Smoke Grenade instead of Boost Range and Power Boost. I hope the devs go a different route but the problem is making a set that feels different from Energy Manipulation and Devices without requiring a lot of extra effort in terms of animations.
Trick Arrow: Like Martial Arts this is one that would be popular with a lot of people and suffers from the question of where do you get the powers from since Trick Arrow has a max of 5 powers that I would consider suitable for a Blaster. My suggestion is actually to solve both problems at once and make a set that combines Trick Arrow debuffs with Martial Arts attacks but when I suggested it in the Suggestions Forum people seemed to really hate the idea. In any case unless the devs decide to go the Martial Arts route this set will require several new powers from somewhere and baring the unlikely event of Castle and BaB designing the set after getting really drunk and watching Avatar I'm not sure what they would be. -