XyberBratt

Citizen
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  1. XyberBratt

    Blaster role

    I hate to say it States, but honestly I see alot of blasters and I have several. VERY FEW secondary powers are used. Sure, you take that first one. You kinda have to. But after that? It's just waiting until you can take that 6 - 9 the Tier power you wanted.

    Let's take Energy Manip into account. Build Up, sure. Energy Mastery sure. But Bonebreaker? Energy Punch?

    The idea of the blaster is that they should be "head shotting" most of the incoming baddies BEFORE they get to you. Sure, some of them will survive, and make it to you, so you have to resort to throwing punches, Energy Torrent, Nova and so on. But honestly, if you're a blaster taking on 3 baddies at 80 yds, at even con, NONE of them should make it to you.

    Blasters right now are too weak, too inaccurate, and too frail.

    I read this great passage in the COH manual. Maybe you'll remember it.

    [ QUOTE ]
    Blasters were the kids in school that could launch a spitwad all the way from the back of the classroom and still have it smash into the chalkboard with enough force to actually leave cracks in the slate.

    [/ QUOTE ]

    Anyone with a Blaster out there who thinks this statement applies to their character currently? Not me. When it takes me 15 shots to take down an even con baddie, that's not power. 1/3 of those shots miss. Every one of my shots has 4 SO Damage, 1 SO End Red, and 1 SO Acc. So, why do I see Scrappers who can stand in the middle of a large group, soaking up damage, and then dishing it out in incredible amounts, taking out a dozen in the time it takes me to down a single baddie, if I don't die in the attempt? Why am I so often left hoping that I get some help to drop this baddie, before he drops me, when the other combat AT's don't have this problem at all?

    To be honest, the role is severly skewed.
    Tanker - Stand there and take it.
    Scrapper - Dish it out up close
    Defender - Keep the others healthy
    Controller - Mess with the baddies
    Kheld - pick your own role, or hide from Quantums
    Blaster - Keep the floor warm or hide from everything. (should say Dish it out at Range)

    A Blaster SHOULD be able to take out numerous baddies at the same rate the scrapper does. But I'm seeing scrappers do 80% more damage than I can as a blaster, while their survivability is also greater. Sure, I don't think a blaster should be able to stand toe to toe with even con's and live long. But I also dont think that most of those even cons should live through the fusilade of shots the Blaster should be throwing at them.

    It's a 4 point system of problems.
    1. Low damage per shot
    2. High Endurance cost per shot
    3. High Recharge rate per shot
    4. Low HP.

    Can it be fixed? Maybe. Should it? Certainly.
  2. XyberBratt

    Blaster Damage

    The fact is I've studied the damage outputs on my teams for the last few weeks. I'm HIGHLY disappointed by what I see.

    Scrappers are dealing HEAVY damage to targets. Ok, they are scrappers right?

    Tanks are dealing HEAVY damage to targets. Not alot on the attacks, but HUGE amounts on the alternates (Burn and the like).

    Controllers deal moderate damage. Nothing amazing but decent. That is until you get to their alternate powers (Spectral Wounds, and so on), when the damage goes through the roof.

    Defenders deal moderate damage. Nothing amazing but decent.

    Blasters deal moderate damage. Pure and simple. We get no criticals. Buffs don't seem to do ALOT to help. And the "amazing triumvarate" of Build Up, Aim and Conserve Energy are all so short in duration and such a long recharge it's hardly worth taking them. I've taken my blaster, popped 9 (yes NINE) Focused Rage's, been under the effect of Leadership, and used Build Up, and that first shot (it hit MIRACULOUSLY) did LESS damage than the scrapper's Katana stroke, and he was unbuffed, at the same lvl I was.

    Now let's be clear, I don't want a change to the scrappers. I think a change needs to be made to blasters.

    Blaster-
    Pros-
    Range (no wait, many of the baddies out range you, and the others prefer to get up close so you're weak to them)
    High Damage (hmmm, I'm really not seeing that whole "shooting a spitball at the blackboard from the back of the room and cracking the slate" thing the description goes into...)
    Effects (knockback is a melee character's bane, end drain is good, ice holds are good, fire is ok)

    Cons-
    Frail
    Endurance hogs


    Don't get me wrong, I love the idea of blasters. I think they should be just as essentail in the game as every other AT. But right now, look at the team requirements.

    Must have a tank.
    Must have a scrapper or 2.
    Must have a defender or 2.
    Must have a controller or 2.
    Might have a blaster. And that's only if there is an open spot.

    MAKE BLASTERS THE EQUALS OF EVERY OTHER AT.