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Answer - Ranged damage. Now, the issue is more specifically - what does a Blaster do that a Scrapper can't already do? Or, even worse, is a Scrapper inherently "stronger" than a Blaster. We want each Archetype to have a well defined role, and part of our Scrapper testing is aimed directly at this.
Secondly, I have no intention of removing melee attacks - it's just a "perception" by some Blasters that some of the Secondary Sets aren't as useful as Devices or Energy Manipulation. This is a rather frequent refrain in PM's (and the occasional forum post). This is something that we should also explore...we want all the Secondary sets to be fun.
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Please note that most of these ideas I have seen on the boards already and they are good ones. I am not taking credit, I am just trying to wrap everything into one neat package.
This turned into a loooong post....
I agree with Statesman in his comment that the role of the Blaster is to attack targets from range. Statesmans comment about range being an advantage to blasters can be realized I think by some fairly simple changes I think.
So what needs to be done is to emphasise the ranged attacks while downplaying the melee attacks without reducing their support functions. How do we do this?
- Increase the damage of Ranged attacks, reduce the damage of melee
- Increase the status effects of the melee attacks in secondaries, i.e. stuns, knockback etc.
- Gradually increase the range of ranged attacks in the same manner that Fly increases in speed.
- Tweak some of the specific powers.
- Leave Defense, damage resistance, mez resistance alone
Now here we go with the details.
1. Increase the Damage of Ranged Attacks, Reduce the Damage of Melee
We want to emphasise damage at range and to make the Blaster the King/Queen of Damage since they are a combat AT with a range specialization. With Fire having it's DOT, they should be Emperor/Empress of Damage. As it stands right now the damages the melee secondaries can produce far outstrips the ranged attacks. Looking at Elec/Elec (since that is what I am familiar with), Charged Brawl does more damage than Lightning Bolt and Havoc Punch does more damage than Zapp.
Brawl Indices's from the CoH Planner (v1.5a)
Lightning Bolt = 4.5556
Charged Brawl = 5.4445
Zapp = 7.6667
Havoc Punch = 8.2223
This is very backwards!
With Charged Brawl and Havoc Punch I can two shot +2 minions with ease. I should be doing this with my ranged attacks, we have two melee specialists in the game already we don't need a third. With my ranged attacks I cannot repeat this feat. Thus, as it stands, melee is emphasised over ranged. Reverse the damages and ranged attacks become the emphasis again.
2. Increase the Status Effects of the Melee Attacks in Secondaries
If I am in melee, and I am a Blaster with no to little defenses to speak of I want to get out of melee as soon as possible! With the secondary Melee powers reduced in damage this reduces their effectiveness dramatically. How do we accommodate this? With improving the status effects that the Secondary melees produce. Here is what I propose as the ideal candidates for the Blaster secondaries:
Devices: Being what it is, devices is pretty balanced except for the fact that Trip Mine will not detonate unless the blaster is near it. Why? Yes it reduces the risk / reward ratio. So increase it's recharge rate to 1 minute thus reducing it's effectiveness as a primary attack tactic and put it into the realm of support where it belongs. Use Trip Mines to setup Bosses or AV's or a large mob of bad guys for a rude awakening!
Energy Manipulation: Disorient of course. It's there already just play it up. Make Energy Punch and Bone Smasher 100% MAG 1 disorients with some damage and thus you have the tools to turn minions into Drunken Fools or a Lieutenant if you chain both attacks. Stun should be the Lieutenant Killer as a no damage 100% MAG 2 Disorient like Cobra Strike from MA. Leave Total Focus as is.
Electricity Manipulation: The one that I am familiar with and love to death. Two words: ENDURANCE DRAIN. The melee's should be low damage but high END drain and by high I mean if they are slotted for 5 or more END drain SO's (even level) two hits should drop a bosses Endurance to half. Thus they cannot be used to make boss fights trivial unless chained with some other endurance drain like Short Circuit or Power Sink, which are excellent melee range powers.
Ice Manipulation: Obviously the effect should be a greatly reduced speed and more importantly, reduce recharge rate. The king of this should be Chilling Embrace of course. Slow Enhancements should buff the Recharge Reduction effect as well. The results of course is that opponents cannot attack you effectively in melee thus supporting the ranged attacks. The effects are there, just increase them more.
Fire Manipulation: And here is what I think is going to be the most controversial suggestion I can make given the PvP implications but it fits thematically. Give Fire Manipulation melee attacks Fear. Fear of Fire is a primal survival instinct in every living thing on Earth. Fear naturally induces panic and thus the Fear that Fire Manipulation should invoke is the old version that causes mobs to run like headless chickens. The melees should light the target on fire and thus invoke the Fear effect for a short time. This makes Combustion, Fire Sword Circle, Blazing Aura, and Burn useful for a Fire blaster. Keep in mind I am suggesting the effect extend after they are out of range for a short amount of time. Thus giving the blaster a chance to unload with their ranged attacks.
3. Increase the Range of Ranged Attacks Every Level like Fly and its Speed
This goes hand in hand with increasing the damage of ranged attacks and furthers solidifies the Blaster as a Ranged Attacker. A Blaster should NEVER be out ranged except by bosses or AV's or Monsters. This also gives the blaster the Role of first strike specialist which is what I am guessing Statesman was implying but doesn't exist in the game as it stands now. Rikti, Malta, Crey snipers and Nemesis can all out range Blasters right now. Blasters don't have a chance to really release their attacks before something closes to range. With increased range as an advantage a Blaster can perform it's role as ranged attacker, launching artillery the whole time while Scrappers and Tankers have to close to melee range, taking incoming fire the entire time. This makes range an advantage for Blasters and a disadvantage for the melee ATs which is what I believe was intended. Defender ranged attacks should be static as they are now to preserve the advantage for Blasters, further separate the two ATs and keep the Defender emphasis on their primaries.
4. Tweak Some of the Specific Powers
This is more of a potluck category for what powers IMHO should be slightly tweaked from Primaries or Secondaries. There is not a lot here as I haven't played any blaster past level 10 other than TESELA so I may be way off on some suggestions on powers.
Assault Rifle: Since above I am basically saying that fire should cause fear, that would naturally extend to Flamethrower and Ignite. However, this should only last while the DOT is happening. After that the target is no longer in flames and should proceed to attack. Only Fire/Fire should get the sustained Fear effect as suggested above.
Fire Blast: Rain of Fire is such a cool looking power but it is also so situational as to prove useless. Change it so that it has the same fear as the Secondaries and thus you have a power that allows the blaster an escape route while they run way from the Rain. They move out of the rain they stop taking damage but are still feared a little while (like 5 seconds) so that they can escape or setup more damaging attacks.
Electricity Manipulation: Thunder Strike is worthless other than the knockdown. Havoc Punch is better as a damage attack in every conceivable measure. The AOE component is cool but unreliable. My idea would be to make the AOE "explosion" 100% with no damage or severely minor damage and 100% knockdown and no disorient. Similarly Lightning Clap should be 100% Knockdown 100% MAG 1 Disorient no damage. Thus Thunder Strike becomes useful against Lieutenants or Bosses surrounded by minions and Lightning Clap is useful against minions trying to crowd you.
5. Leave Defense, Damage Resistance, Mez Resistance Alone
Blasters defense is gained through Superior firepower at range. A cliché to be sure but that's the philosophy. This MUST be a blasters weakness. They must be able to be taken out if there is effort made by the mobs to do so. This is the third thing that keeps Blaster at range, in the back ranks firing away, as I think we ALL pictured them. Having said that we should have tools for solo and those tools are inspirations. Why do I get the feeling when people complain about mez they aren't using Disciplines (to be Break Frees in I4)? I can take down +2 Rikti Mentalist Bosses laughing the whole way. People say that after Nova is used they are sitting ducks. Why? If my Thunderous Blast leaves a minion or two alive because of a miss I pop a CaB or two and then Cage them and beat them down. Yes it means you have to be proactive about your Inspiration selection and not just allow them to come randomly. There is a reason you can buy them from contacts.
That sounds alot harsher than I indended.
I totally overlooked Disciplines when fighting the Tsoo and the damned Yellow Ink Men!
My point was more of, if you know it's coming, plan for it. Don't leave it to chance or luck (Lucks are okay though!).
Cheers and good luck fellow blasters!
As always, Thoughts?