Another_Fan

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  1. Quote:
    Originally Posted by Oliin View Post
    Heck, below level 10 the only penalty is how much time it takes to run back to your mission from the hospital since there's no debt.
    Exactly my point. Post defiance I13 we now have travel powers of all kinds at level 4. Ninja run, hoverboard, coyote run, etc, and that doesn't even include the ability to take regular travel powers at 4 without prerequisite. You also now have the AE, and an endless slew of powerleveling options that weren't available before.

    The problem is these changes haven't fixed poor performance they only minimize the penalties for poor performance. If you take it to the extreme case you could reason by plotting the changes to travel time from the hospital to the mission, and blaster earning problems the best way to fix the AT would be to install mission transporter booths in hospitals and further cut down the amount of debt blasters incur for dieing.

    As a matter of fact adjusting the amount of debt blasters incur and decreasing their travel time to the mission would be the method, that breaks the fewest things in the AT and requires the least effort to implement. It just happens to be horribly wrong.
  2. Quote:
    Originally Posted by Arcanaville View Post
    Do I link to a definition of statistics, or just post a facepalm. Decisions, decisions.
    Do you seriously think that the availability of Ninja Run, inspirations at the hospital, travel powers at level 4, and the reductions in death penalties only applied to THB or that they wouldn't skew any and everyone's results ?
  3. Quote:
    Originally Posted by Bosstone View Post
    Yeah, I don't think Arcana is the one getting a false picture.

    2HB isn't even above level 10 yet, man.
    Sorry you have completely missed it.

    The point here is that much of the death penalty is gone.
  4. Quote:
    Originally Posted by Arcanaville View Post
    Except that's not what I'm talking about, and this is the third time I'm having to say it. The statistics can point to an existence of a problem. It won't always, but when it does you can't ignore that data. That data won't always give you the right information to optimally address the problem, which is where modeling comes in. Modeling *must* match the existing data, or the model is wrong. *Fitting* the data doesn't mean the model is correct, models become increasingly trustworthy when they are capable of predicting future data collection without significant modification. Models have to be tested by experiments, and in a sense THB's comparison could be an experiment to test a model.
    Quote:
    Originally Posted by TwoHeadedBoy View Post
    Once again, the Blaster died once, but it didn't have an impact on the experience gained. It was actually a fluke death during the (I think) third Dr. Graves mission, I didn't remember that a Hellion would spawn in the beginning of the map, I went to run straight to the computer half-paying attention and reading help and he stomped me. >.> I played the Stalker second so I didn't make the same mistake twice. I'm still counting the defeat in the interest of fairness though.

    DP/Dark Blaster

    Total levels: 2
    Total defeats: 1

    3:35 Dr. Graves (1 defeats)
    4:02 lvl 8

    4:09 COT glowie Newspaper (0 defeats)

    4:16 Hellions glowie Newspaper (0 defeats)

    4:25 COT hostage Newspaper (0 defeats)
    4:29 lvl 9

    4:34 complete

    Elec/Ninj Stalker
    Total levels: 2
    Total defeats: 0

    4:54 Dr. Graves (0 defeats)
    5:21 lvl 8

    5:29 COT defeat boss Newspaper (0 defeats)

    5:37 Hellions glowie Newspaper (0 defeats)

    5:44 COT hostage Newspaper (0 defeats)
    5:47 lvl 9

    5:52 complete
    You can now see what I have been talking about all along. Relying on statistics can paint a completely false picture.

    If you go by reward generation and leveling speed the blaster is doing better. If you go by success in accomplishing tasks the stalker is doing better.

    What I really hope to see from this is just how much changes in the game change the nature of the signals the devs can pick up from the variables they monitor.
  5. Quote:
    Originally Posted by Diellan_ View Post

    It's called numerical analysis, and is totally part of science. Most real world modeling is built from curves found to fit data. Religion is when you alter the data to fit your models.
    No. Epicycles and Luminous Ether, Chinese cosmology and atronomy are what you get when all you demand from your theories is that they fit the available data. Beautiful, descriptive and even powerful over the range of data that were collected, but all completely wrong and not even close to right.

    In this case there is no excuse not to model and use the model to make the judgment call. Its not difficult if you have the data available in a usable form. Its hardly an unreasonable expectation that devs would have the information available.

    Edit as to the rest, sorry its just making excuses for not doing things properly.
  6. Quote:
    Originally Posted by TopDoc View Post
    As you can see in the patch notes, they fixed the "exploit" about using a level 1 character to get converters via vet reward merits. That is the same file where a "bug" in permissions prevents you from buying Converters from the other 3 vendors. I wouldn't be surprised if Posi came out on April 1 and said, "April Fools, we were lying about making Enhancement Converters available for Emps, Astrals, or Alignment Merits."

    The keep TopDoc down protocol, or didn't you think they might be worried that a few people with hordes of Hero Merits and recipes might totally destroy the market ? Not to rub salt here but you can still run the SSAs for regular merits. Anyone with as many alts as you claim should be able to accumulate hordes of merits in short order.
  7. Quote:
    Originally Posted by MaestroMavius View Post
    I'd even be willing to say go all out and use Swap Ammo, heck abuse it...

    I expect the results will start to skew in favor of the Stalker around level 16-18 when it comes to soloing. Teaming on the other hand, the blaster should stay competitive until the 26-30 range at least, with a small boost at 32/33 but will then start to fade fast compared to the stalker.
    Well it's only a SO build on both and inspirations are freely used, I'd think the blaster can keep competitive till the mid 30s.

    Hail of bullets is not only a non crashing nuke, but it also includes a defense buff to make certain you can actually use it.
  8. Quote:
    Originally Posted by Arcanaville View Post
    As I said, an analysis of the details can give you greater insight into the best way to address the problems, but they aren't as good a starting point for determining *if* there is a problem because it can be impossible to know how those details fit together holistically.
    That is the problem. The only thing that statistics about people taking snipes tell you is how popular it is as a product.

    You are much better off listening to the people who have long complained about snipes, listening to their complaints and then checking statistics to see how badly changes to the power will affect the people that actually use them.

    Quote:
    First we find out that there is a problem, and then we break the problem down into its component parts. If Blasters underperform, they have a problem by definition.
    By what measure underperform ? The defiance 2.0 changes were based on the idea that they underperform in earning rewards. If the devs sample for that information again and the signal is not there would it imply blasters were functioning well enough ? Despite the fact that blasters are the most abandoned AT ?

    I look at the numbers for the combinations I have run and I see a sufficient vulnerability to mez and difficulty in building for softcap defense on blasters that there is a clear difficulty when upping the difficulty and placing them in more challenging situations.

    If nothing else the contortions you have to go through to make a survivable blaster build constitute a problem of their own. Being forced to take tier1 and tier 2 blasts, the tier 1 secondary attack just so you can have a little more active ride to mez death, the inclusion of damage auras on an at that will be dead before they can be retoggled all are problems. even if they don't show up in the reward/time stats.

    Quote:
    What few people possess, and I assert no one possesses, is what things actually constitute real problems. The fact that they could underperform by the enormous margins they did, moreso than any other archetype, with no one being able to prove it and few people even daring to express it, suggests that the statistics are extremely important to inform everyone's intuition. Because everyone's intuition collectively failed Blasters. Even I thought they underperformed, but not as severely as they turned out to.
    Which is why actually modelling the problem is necessary. If the model shows a performance problem relative to what other ATs can achieve blasters should get the buff no matter what the stats show. If the model doesn't indicate a problem but the stats do, its time to examine the assumptions in the model. The 'Range is a blaster's defense" might well be an assumption that is baked into the dev's formulas for balancing ATs that is just not valid. (Hover is just too much of a pain for the majority of players to take ?)


    Quote:
    Using individual anecdotes will likely tend to reinforce everyone's preexisting notions of blaster performance, and prior to Defiance 2.0 everyone's preexisting notions of blaster performance were wrong.
    THB's test case can't be called an anecdote. He has a methodology for recording the data and reporting it that is non subjective and usable by others. I don't know if it will shed more light on blaster performance or changes in the game but at the very least it should provide some insight on how the ranged damage AT does against a melee damage AT in a variety of situations.

    Quote:
    If your model of Blaster performance doesn't predict I10 Blaster performance, saying you don't trust the data and so are going to invent your own suggests that you'll reject any data that contradicts your intuition. At that point, all the modeling in the world is not likely to generate a reasonable solution, because the data its based on is strongly skewed. Models are constructed from data. And the statistics of the entire playerbase are a perfectly good starting point for that model, and probably better than a single player's experience.
    If the model doesn't predict the data the model is wrong, correcting it is called science. If your model is nothing but curve fitting to the data, that is called religion.
  9. Quote:
    Originally Posted by Arcanaville View Post
    Only if you want to get a "neutral" view of the archetype; sort of a how would it perform if everyone was forced to play it at gunpoint.
    I would hold that the neutral view of the archetype is required as the starting point no matter what. Without the model of why the AT is underperforming even a perfect set of statistics of the performance won't necessarily give you any insight in what to change to fix it. At that point you just have a guessing game of what to change.

    Just as an example here but I don't think its a great stretch to say that snipes are the least taken of all the powers in the blast sets. That statistic doesn't tell you anything about why nobody likes snipes. If you go over to the fix snipes thread there are 50 different ways to fix snipes. If you examine how well the people who take snipes do, you get a strange mix of people that don't think snipes are bad, people that are using the snipe for outlying purposes (set mules, pulling av's on a baf, blowing up bombs on an underground, etc) . You just haven't gotten anything but that there is a problem and some confusing information about the problem.

    An easier way to see this problem is how using average times to adjust the merit rewards have completely broken the payouts for them. You have the redside SFs all having disproportionately low payouts because originally redside attracted more power gamers. If instead of mining the average run time for the activities and then adding in a fudge constant, the devs had of worked from a minimal amount of kills/effort to complete then added in a fudge constant for difficult to quantify items (travel time, difficult AV etc) we would have a much better reward system, and one that wouldn't start activities at 2 merits because there wasn't run statistics.

    Edit: If you just look at THB's results you see the blaster has one more death than the stalker. These days that is no big deal at one point that would have been a problem. Does nerfing the effects of death constitute a buff to blasters relative to other ATs ? If it does is that the way anyone wants to fix an AT ?
  10. Quote:
    Originally Posted by Arcanaville View Post
    That's ironic, given that you are attempting to use a single example to prove false something that has been determined by simply measuring the performance of everyone that plays the game. That Blasters underperform is true when you take into account all the people that play the game. Its actually others that keep trying to come up with excuses for why that assertion doesn't actually represent the real performance gap between Blasters and other archetypes. The devs datamining counts everyone. You're implying counting yourself is better than counting everyone.

    The best you can do is determine whether you are representative of the average player or not, and by extension whether your impressions are representative of the average player experience. That would be useful information both to me and to the devs, although probably not in the way you intend.
    A single example can be a more powerful statement than reams of statistical data.

    I am certainly not in the blasters don't need to be fixed camp but statistical sampling of performance is certainly going to be way off. People make choices based on their abilities and resources about what they play. This inevitably skews any data you might get from taking a snapshot of the AT. I am a prime example of this phenomenon. After I played my first blaster to 50, I stopped with the AT until I felt I was able to kit it out sufficiently to overcome the difficulties. Even at that point, I went through combinations of primaries and secondaries that both performed well and were fun to play. There was also the fact that certain combinations like Energy/Energy (an above average survivor) had to be excluded because of KB and the prejudice against it.

    The only way to do the job right this time, is to model the problems blasters have versus other ATs on a primary and secondary powerset basis then see if the sets need reworking or you can slide by with a minor adjustment.

    I freely confess to not having done the work. (If you understand how much work it is you can see why I wont do it unpaid). My gut feeling looking at how blasters work is that they need equal to slightly better damage output than the melee damage types, limited mezz protection, a 50% base boost for their pool defense/resistance numbers and a look at secondary sets that dont offer AoEs.

    Yes I understand that is much to do, but if you look at this games history it is resounding proof that the most expensive effort is wasted effort, and it is wiser to get things right the first time instead of trying to correct over and over.
  11. If you want this to be a balanced test you should compare similarly oriented sets, Dual Pistol is aoe oriented, Try electrical melee on the stalker side for a similar focus.

    I would also suggest Ninjutsu for the secondary over Dark Armor. Ninjutsu is less dependent on an IOed build.
  12. Quote:
    Originally Posted by EvilGeko View Post
    Nonsense. There is exactly ONE AT in this game that isn't currently overpowered and that's Blasters. And there are several threads going on about that already. The Scrapper AT has no unique properties, unless you count having no unique properties as a unique property.

    Defenders got an inherent originally simply to give them an inherent. It was buffed for QOL reasons to give the preeminent group AT a little help solo. So yes, I think it's quite warranted for Scrapper to get a QOL change here. Both to give the AT something unique and now that I think of it, to give them a little help in teams.

    This isn't going away. It became inevitable once players of other ATs which needed no help decided they were going to go for it all. Well, they got it. Now my Scrappers, some of whom predated the ATs in question want some of their uniqueness back.
    Evil Geko and Johnny Butane, Separated at birth ?
  13. Quote:
    Originally Posted by plainguy View Post
    Trip Mine will never be changed because there are too many players that use it that like it as is. The only way it will be modified is if they allow for a 2nd power choice or have a way of making it 2 power different powers by having some series of clicks or something.
    Remove the interrupt and shorten the cast time.

    Actually that is something that should be done with all the interruptible combat powers, including aid self.
  14. Quote:
    Originally Posted by New Dawn View Post
    Either you do have a short memory or are just being rude. You mentioned /Dev blaster in PvP.

    I quote " /dev blasters might gain an attack more effective than dropping caltrops and webgrenade then running away to fight at range ?"
    If you look up thread you might see yourself saying this.

    Quote:
    I've dropped a Firetank in PvP with a /Dev Blaster.
    Now aside from the fact that you don't mention which version of PvP, how good a player the tank was or how good the build was, I am genuinely curious why anyone would think this is meaningful for the set ?

    Quote:
    Which is actually quite considering you've had a /Dev for several years. To which I replied about dropping a Firetank in PvP, yet you thought it was an example of bad PvP, I guess as it wasn't caltrops and webgrenade then running away to fight at range.
    Good strategy for the fire tank would be to catch you off guard lock you down and then beat the stuffings out of you. Wandering into your traps is poor play on his part.

    But once again why is it relevant ? There is less balance in PVP than there ever was. If this would bring devices up to competitive more power to it.

    Quote:
    I'll be honest, I had to ask how long you've had your /Dev as I wasn't sure if you had one at all.
    Fair is fair, I was asking my questions because I wasn't certain you were saying anything relevant.
  15. Quote:
    Originally Posted by StratoNexus View Post
    I
    As The AT that is designed to "require" ally support, I think they should be able to benefit from it more than they currently do. While raising the HP cap or resistance cap are ideas along this vein, there are other unique things that could be done that do not infringe as much on making them more like scrappers. The unique things may be harder though, because they would likely require new techs.
    If you put that in the description people saw when creating blaster there wouldn't be a problem with them because almost no one would ever bother to roll them. It's really not right to ask people to deal with an AT that is in that position when that is not what is being sold them

    People when they roll a blaster expect over the top damage in exchange for a loss of survivability. They don't get damage what they do get is a weaker AT. That's why people abandon blasters. There is just no place in this game for an AT that must have team support.
  16. Quote:
    Originally Posted by New Dawn View Post
    How long have you had your /Devices Blaster?
    Several years now

    Quote:

    If a Firetank can't find you in a duel. You can set them up for anything. Thats sensible PvP, you play to win. I won.
    Why is that relevant to anything ?
  17. Quote:
    Originally Posted by New Dawn View Post
    I've dropped a Firetank in PvP with a /Dev Blaster.
    I don't doubt this. What I take away from it though is something different than you do. To me it's just an example of bad pvp.

    Quote:
    Tripmines unlike most other Blaster Secondary attacks have a long expiration time which allows them to be stacked again unlike most other Blaster Secondary attacks. This is advantageous against at what would otherwise be for other blaster types insurmountable odds. If they can be dropped like sweeties, anywhere at any time then you gain a flexibility, to balance the situation there might have to be a loss somewhere in flexibility and that loss would most likely be in the stackability. A lot of /Devs have had their /Dev since the beginning. They may not be too pleased that someone who has just started the game, came, saw, sucked and got the change they wanted giving all the longer /Devs the change they didn't want. Tripmines I'd be inclined to say should always keep its long expiration time.
    Well we might have to have a loss someplace, is a bit of a stretch for a powerset that definitely needs a buff.

    Seeing as it is safe to say that buffs are coming for blasters, I doubt Arcanaville would take a chance on having reversed his/her position on blasters and rushed to the head of the parade if, it weren't already a done deal. It would be nice to get the real problems with blasters properly addressed.
  18. Quote:
    Originally Posted by New Dawn View Post
    Oh well if you don't think it'll be an issue...

    Scratch that, we'll see. I think it will take work that isn't really desireable. If you put out 3, triple the recharge, triple the damage, triple the endurance. Even though this will make Time bomb even more skippable to many I'll be able to enter a group undetected drop a time bomb, do my count and drop 3 tripmines all at once, for a super toe bomb. Sure this will make me do more in an instant. I still think in PvP it might be too advantageous.
    So what you are worried about is once every two minutes or so you will be able to put out a series of attacks that do less aoe damage than any other blaster can do in 20 seconds ?

    Or that in pvp /dev blasters might gain an attack more effective than dropping caltrops and webgrenade then running away to fight at range ?
  19. Quote:
    Originally Posted by Arcanaville View Post
    But that's not generally true. The question is: should it be true? And if its not, should those powers really give up all that range? Power Burst, for example, seems to have basically given up its range for nothing. Cosmic burst at least gets a guaranteed mag 3 stun, but is that enough considering that its the only soft control Radiation Blast gets outside of the low percentage knock in Haze? Did Cosmic Burst really get a mag 3 stun in exchange for its low range, or was the set due that much stun anyway and it was just put into Cosmic burst so the power wouldn't seem as bad?

    That situation is something I would like to think through carefully.

    That raises another issue with blaster powerset combinations. Mismatched control options. There is very little reason with the possible exception of fire (Trades everything for damage) that you shouldn't be able to match the controls between primary and secondary. The combinations where you can stack the control type, be it kb, stun or hold really do considerably better than the combinations that don't.

    In the case of holds you can usually fix it by taking an epic pool but there isn't anything for stuns or fear.

    The secondary sets are occasionally described as utility but it seems even that is pre nerfed
  20. Quote:
    Originally Posted by PoisonHeart View Post
    this needs to be put into the game, a while back when I22 was in development and they announced kinetic melee being nerfed i felt i had to roll a new toon, but my KM/invuln scrapper had +5 boosted IOs on it that i spent over 100$ on. so i was pretty upset that i had to lose all those boosted IOs so i could scrap all those IOs off that toon. that shouldnt happen in the game to anyone, so the ability to email ONLY yourself items like boosted IOs should be put in the game to avoid wasting anymore money.
    Your conception of boosters and the Dev's conception are in divergence. I personally think you have the much better concept but somehow I think the thought of people buying these things over and over and over again dances in the Dev's heads.
  21. Quote:
    Originally Posted by Arcanaville View Post

    I also get nervous having all my eggs in one basket, so I have some alts just running around with close to two billion inf, some with large sells just sitting there, and a whole bunch I converted into a ton of prestige for four separate bases, which I then filled with storage.

    In trying to figure out the best way to store inf, I mostly eliminated my need for inf.
    That is A basket not A one basket. I just need really big baskets.
  22. Quote:
    Originally Posted by Arcanaville View Post
    That's ... an interesting thing to say to TopDoc.
    Just a statement of fact.

    Quote:
    ...buncha pvp uniques...

    I have ... a few.
    If you are going to do impressive things with the market INF is usually preferred .



    I long ago reached the point where mine is too difficult to store properly.

    I wasn't kidding when I told Top Doc most of the bids for level 10 glads were mine
  23. Congratulations Silver gale. Its a real thrill when you peg that meter for the first time.


    Quote:
    Originally Posted by TopDoc View Post
    But I don't care enough to prove it. Note that I consider Total Worth to include current market value of all assets (including slotted IOs), and there's no way I'd unslot and sell everything.
    Then you are very late to the party.
  24. Quote:
    Originally Posted by blueruckus View Post
    Do you honestly see that happening? If they do, that's great, but I just cant imagine them saying "Alright, we screwed up, here's your money back, everyone.". That's a dangerous precedent to set.
    Well seeing as they didn't give a respec this issue, despite the fact they created giant needs for them, you are probably right.

    As to being a dangerous precedent most people would call it normal business practice. Imagine if you were in a restaurant and after you had ordered they get new menus in with revised prices. You would hardly expect to pay the revised prices and the restaurant would hardly expect you to.

    Of course this is the problem with selling power in game. Its one thing to change part of how a game works, its another thing to sell people one thing and change what they bought post purchase.
  25. Quote:
    Originally Posted by Arcanaville View Post

    Whatever Blasters get, it should be easy to add, difficult to remove, and impossible to neutralize without neutralizing Defenders and Controllers as well, so they all rise together or fall together. Mez protection ironically doesn't do that, because Defenders and Controllers don't have it: you can target Blasters without affecting them. You'd affect Scrappers and Tankers instead (I'm not forgetting the red side, its just easier to keep the comparisons to one faction at a time) but they have carte blanc to have as much mez protection as they need.
    That makes no sense. If blasters are relative under performers whatever boost they get should overwhelmingly benefit them to the exclusion of other ATs that demonstrably don't need it currently. It should be fine grained and easy to adjust if needed in the future.