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Depends on your build, but clarion is usually your best bet, especially if you are running any kind of aura or blapping.
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Quote:There's a real problem here.The simple answer is that everyone already kills almost as fast as can be balanced for, so blasters have limited headroom to buff damage.
To oversimplify greatly, the difference between two-shotting and one-shotting is that when you one-shot and you get to shoot first, you can reduce the amount of attacks you have to deal with to zero. One-shotting is a form of infinite damage mitigation. But there's no such thing as one and a half shotting. Its two shotting or one shotting. Anything that isn't one-shotting is two-shotting or higher.
That's a huge oversimplification to illustrate the more complex and subtle problem: blasters kill pretty fast, and they take a certain amount of damage and other foe effects during that window of time. But that time isn't evenly and continuously reducible. When you have combat taking twenty shots to defeat a foe, going down to 19 or up to 21 is pretty fine control over offense. But when you're averaging 3 shots, going up to 4 or down to 2 are enormous jumps in effectiveness. It doesn't take very much of a push to turn blasters from being pinatas to being alpha strike obliterators that literally take no return fire.
Case in point: way way back when I was leveling my main, back when dinosaurs walked the Earth, I fell into the content gap at 27. How did I crawl out of it? I hunted greens and blues in Talos. Why? Because green and blue minions could be defeated by the combo of Torrent + Explosive Blast, which meant I had a fairly reliable two-shot kill on them. *And* there were lots of big spawns of them in Talos, so I could create regular hunting loops through Talos (I used to orbit from the Natural Store west between the buildings and loop back up to about the Mutant Store). Even though I was attacking lots of Ink Men (and the occasional LT) who had lots of debuff and mez, they rarely got to use any of it on me. Bang Bang, I shot them down, Bang Bang, they hit the ground, and it was off to another spawn.
And its not like Energy Blast is a particularly high damage or AoE-focused blaster primary. But how much buff would it have taken for me to graduate up to doing the same thing to whites and yellows? Not much: maybe 20-30% increase in damage.
The original rate of combat, a feature many consider one of this game's more casual-friendly, superheroish, and MMO genre-breaking features when it was launched, also places blasters in a very tight corner between having so much damage they basically have unlimited damage mitigation through kill speed, and having so little protection that any damage they do take is potentially mortal. Where they are is actually not all that bad given the two very hot rails they are close to, its just that where they are isn't especially great either.
If you take a look at the melee powers that are in the mitigation via damage category and compare them to the blaster equivalents, the blaster equivalents aren't doing all that much more damage
If you look at full auto as an example, it has a 20 degree arc, does 178 points of damage base to a max of 10 targets, its doing that as DoT for 4 seconds all the while the enemies can reply.
If you have a secondary with build up and max out the damage you are at roughly 520. That's enough to take out the minions by the third second if you have managed to get them in the cone.
You compare that to footstomp or shield charge, shield charge can do 113 base, It does it in a second and a half has an 80% chance to knock down. With buildup and saturated against all odds that is a little over 400 points of damage to as many targets as you can get in close, so from a practical both are killing all the minions, but the shield charge is also providing KD and is layered over shields incredible mitigation (easily exceeding 90%).
So in one case you have over 90% inherent mitigation, which then has enough damage to kill all the minions in a pulse, followed up by 80% mitigation of anything still standing. In the other you have have an attack that does a little over 100 dps for 4 and half seconds while it roots you and you have to deal with the return fire.
For full auto to have infinite mitigation from damage it would need to do 5 times the damage it does and not do it over time.
Quote:They decline in popularity relative to increasing combat level. But I don't think they are declining as a percentage of new characters being created. That number has been in the high 30ish percentage range since practically the day the game launched, and I've never seen a period of time from then to now when that was not true. Admittedly the last time I looked carefully was almost two years ago, so if they are in decline it would have to be within that time frame. And I don't think that is the case or Scrappers would have overtaken them in the devs own posted statistics more recently, unless *they* were also in significant decline, which I think is even less likely.
If the devs are planning on new people playing the game and converting from free to sub or spending money on it, they might want to think about making a pick that 30% of the people choose (yes I know it could be 1 guy making all the blasters and deleting them) be something other than a hot potatoe they drop as fast as possible, -
Quote:It's funny, the original premise of this thread was that with incarnates (essentially) everyone's a blaster, so who needs blasters? But I was on an ITF the other day (a truly stupendous run), and at the end of it, one of the other three people said "if the blaster didn't die, he wasn't trying hard enough." I just sort of giggled to myself (the only blaster on the team, and I didn't die), because with cardiac, lore, and rebirth, who needs . . . well, I won't go there. I'm just saying.Quote:A blaster that knows what to do and manage his own aggro doesnt die a lot.. I dont die a lot on any of my blasters..
Not dying on a blaster is trivial, hang back let the team get the aggro, watch your buff bar be a pain in the rear to the buffers when the icons drop.
The question is are you contributing ? -
Quote:Maybe the game has changed in the years I've been away but, from this thread, it doesn't seem to have changed that much. Now, just like then, if you try to play a blaster like any other archetype, you're going to struggle. But if you play one the way the way it was MEANT to be played...to me, nothing in this game is quite as much fun.
Just how are blasters meant to be played ? I find every combination I have played has required its own approach. -
Quote:Very good question, wish I had a really good answer. I know I wouldn't define it in terms of enemy groups in the game, there is just so much variance in the typing of their attacks (in terms of type and position), their resistance to attacks, and the nature of their attacks. If somebody said the CoT or even the Council was the baseline, I am sure I could find a combination and build that was reasonable that did poorly against them.Then answer two simple questions:
* What do you propose the baseline be?
I think you are going to need multiple levels of performance criteria, does so well against non mezzing generic damage opponents, does so well against generic damage mezzing opponents etc etc.
My thinking is that I would want the baseline performance levels high enough that their leading cause of death wasn't teammates with ADHD, or general complete lack of comprehension.
Quote:* What would you like to see done to Blasters?
I have kind of a Chinese menu of a wish list. You can pick 1 or two things out of the list and they get to be your meal.
1. Folding the damage bonus from defiance 2.0 into the base damage. It would have to be averaged and dropped, but blasters overwhelmingly derive benefit from bonuses at the beginning of fights. Nobody waits till the end to hit aim and build up.
2. Improved pool/epic numbers for blasters. There are other things that could go with this, maybe adding an additional IO set in the ranged pool that provides decent defense bonuses for something other than just ranged defense maybe something with defense and recharge, like obliteration has, but for ranged and/or targeted aoe.
3. Some sort of bursty mezz protection. I like Strato Nexus's idea of tying it to aim and buildup, but that would mean that Assault Rifle, Dual Pistols, and Devices would need a little specialty work.
4. If blasters aren't going to get a genuine mezz protection, upgrading the protection defiance brings seems in order. Make it the Tier 1,2 blasts, and 2 picks that the player gets on their own. Playing a /EM ranger and and you think energy torrent will let you ride out the mezz better than trying to punch someone that isnt in range ? go for it. -
Quote:I laughed like the devil at the OP and the rest of the thread, I even get to feel a little smug at being able to predict the behavior of the forum posters, not that its hard.Linking fail and getting the joke fail in the same post.
Impressive.
You might as well be congratulating yourselves for being admirals in the Swiss Navy.
Quote:See kids, this is what happens when you hold grudges.
You get stupid.
I even get to watch marketeers desperately try to keep their relevance by doing stupid things to grief other parts of the game.
What after the crazy 88s ? Going to try and bribe pvp teams to rig the ladders ?
Quote:I find that if you pay no attention to him he goes away.
I for one enjoy Nethergoat's presence. He's an awesome guy.
Re: 4-- Yeah understand it completely was what I was going for.
I chuckled at his goat rule thread for weeks, The Indians must have had the same reaction to Columbus discovering their country. His last thread was truly a thing of beauty. I mean how many people would be willing to claim ownership of the greater fool theory and then use themselves as the example fool ? -
Quote:Interesting, how do you compensate for the decrease in time spent by characters in the various levels resulting in smaller sample sizes ? Also are you checking for uniques, because otherwise the number of an at at a given level range becomes a proxy for the amount of time the AT spends in a level range more than the number of that AT that were created and played through.Actually, the very first numerical anything I did on the forums was an analysis of the game population, taking multiple measurements across all the zones at multiple times of the day, analyzing by level. Based on that I could come up with an estimate for blaster (and all archetype) density per combat level range, which allows an extrapolation of the creation rate (at least in terms of characters that leave the tutorial).
Its also possible to extrapolate from the archetype popularity data posted by BaB. In between, I've asked the devs occasionally on a couple of occasions, specifically within the context of discussing blaster improvements.
Any one of these things is subject to moderate error bars, but they all converge on the same range of values in the high 30s (percentage points), across many years. And its consistent with the notion that beginning players (especially beginning to MMOs) will often take the options described as having the best offense, without knowing how low or important defense might be in that game. And in the early game, that faith is rewarded because threats are too low to be a serious impediment to blasters.
Plus, in a game where lots of players take every travel power and use whirlwind as the prototypical costume change emote, shooting things from range tends to sound more fun regardless of numerical performance. Its not surprising that blasters are rolled very often. -
Quote:I had to laugh that is very well done. But no I never proposed it as a baseline.So the ability to solo an MI is the new baseline? This is going to be a tough fight for a number of ATs, even with a break free (or two), depending on how fast the MI gets her pets out and how well the player plays and how well they are at timing the MI's phasing sequence. It will also depend on what powersets the player is using. However, as Infernus stated above, this affects more than just the Blaster, so I don't really see the problem here.
Quote:So, basically blasters suck because you can't spam RoA while mezzed farming Carnies? Turn bosses off and get on with it. -
Quote:They decline in popularity relative to increasing combat level. But I don't think they are declining as a percentage of new characters being created. That number has been in the high 30ish percentage range since practically the day the game launched, and I've never seen a period of time from then to now when that was not true. Admittedly the last time I looked carefully was almost two years ago, so if they are in decline it would have to be within that time frame. And I don't think that is the case or Scrappers would have overtaken them in the devs own posted statistics more recently, unless *they* were also in significant decline, which I think is even less likely.
Where are you getting the creation rate broken out ? -
Quote:Well blasters as far as I can make out seem to be in continuous decline. That would be off the numbers that Arcana uses in her popularity analysis, the rankings the developers just put out, and my own on again off again surveys of various servers.I guess my post was poorly worded. Yes, I am not asking why they DID balance by popularity. They didn't. They created a performance metric (in this case debt and leveling speed, apparently) and balanced around that. But why? Why NOT look first at popularity to decide if there is even a problem with the AT that people seem to care about. If you're looking at one of the most popular ATs out there... what problem can there be?
Is balancing ATs by some arbitrary performance metric that is defined by the devs and not the players somehow more valid? Is it an end in itself or a means to an end. If it's a means to an end... well, to what end? -
Quote:I am not sure I understand what you are saying. MMs if they want have as much or as little protection as they want irrespective of powersets, the other ATs can have both status protection and the ability to shield themselves.Here is the main issue:
Status protection.
You have a few answers, combat jump, weave and IO's. However you will get held at some point and without break frees you die. Controllers, Corruptors, Defenders, MM's all have some without the ability to shield themselves.
Are these then also under-performing?
Quote:I ran a Positron part 1 on my blaster last night and I can tell you I was very helpful in my Energy/Energy blaster really ripped up the ambushes and kept the large ghosts dead nearly as they appeared. I made it my job to kill the big ghosts then the Ruin mages. No one died in the ambush. We had one Corruptor Ice/Storm and one Controller Ill/Rad.
I have been switching back and forth between 2 differnt blasters a Fire/En and an En/En. I am trying to see where the AT could be a failure and I can't see it - solo I do fine and in teams if I play smart, I am not a burden to support dragging the defender to constantly save me and I am removing the big bads FAST.
I don't see anything that changes my opinion of how the AT works.
Fire/En btw was one of the favored combos for running old posi for merits, so it really isn't surprising that it holds up on the current posi. -
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Quote:I have taken them on with my arch/ment using just break frees. You need many of the control tools to do it. Stunning shot, the aoe kb from explosive arrow, the aoe stun from psychic shockwave, and the heals from hoarfrost and hibernate. Really wasn't considering incarnate powers in this, but that should tilt the balance even more in the favor of avoiding mezz.Having been killed by MIs while playing scrappers, I can assure you that MIs are not solely reliant on their mezzing to win (although I have been killed on scrappers due to getting mezzed, since they can stack so much, I have also been killed by MIs even without getting mezzed). This is also true on my blaster with Clarion. Even with Diamagnetic stacking some modest to hit debuff, I do not think I'd face an MI without an inspire or two. That being said, I doubt I have actually tried to take one on without inspires (and considering I run at x5 or 6, I normally play in less than ideal circumstances to try running into spawns without an inspire or 3 running).
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Quote:Which is not necessarily bad. I very much like that a lot of the blaster inherent just works. I am not sure how well the shoot while mezzed thing saves blaster lives, but I do know I think it adds a level of fun to the AT (and I am glad the +damage mechanic just functions from attacking). I frequently kill a guy, sometimes even two while mezzed thanks to it. Will it save my life while soloing when facing a very dangerous opponent? No. But it will allow me to still play while teamed and I get hit by a mez, but most of the really dangerous stuff is hitting a tanker, or I am buffed so that I can survive but we do not have mez protection, or the enemies are debuffed to not be very dangerous. The ability to do something, anything, is actually a fun mechanic.
It is even sometimes fun while solo, even if it does not turn very many tides. It is nice that even when mezzed I can look at what I am facing and choose to save a breakfree, because, as you say, I don't really need to be operating at full against a more limited problem (of course, that brings into play the point that I can use that BF later, when the situation is really dangerous; inspiration management is more important at standard difficulty levels, where inspirations do not rain from the heavens).
Taste is an individual attribute. I really don't enjoy being effectively paralyzed and having nothing better to do than just lean back and sip a drink while I watch a character go to its reward.
Its especially painful when I know if I weren't mezzed I could win through. The carnie boss example above is the perfect example of this. Mezz is that things I win button. -
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Quote:Really trying not to drop this to the level of well "I did this that and the other thing", that is why I provided examples that stand on their own. Range from my experience comes most in to play for blaster because their attacks have a crazy assortment of ranges and its needed so you can freely overlay the attacks.I have a feeling my experience with blasters has little chance of being inferior to yours. I've played and studied blasters at least twice as much as, say, Scrappers. They are, in fact, they only archetype that I've ever actually written guides about, back when I used to write guides.
Quote:And with all my powers rather than just three, without inspirations I would be just as dead. You need to find an example where three powers is ineffective but having them all would make a radical difference. Actually, to make your argument you'd have to find a lot of such examples: enough to prove the percentage point. -
Quote:I think your view of actual gameplay may be a little narrow and characterizing as actual gameplay would be painting with an overbroad brush.This does not match actual gameplay. There's a reason those short range blasts were favored more by blappers than ranged blasters, especially when their range was originally 20 feet rather than their current 40 feet. Blappers engage at close range and thus don't care as much, but blasters that engage at range are generally doing so from ranges higher than 40 feet. Even when they do engage at ranges closer than 40 feet ranged-preferred mezzers will often retreat to about 50 feet - 60 feet, out of range of those attacks.
That's one of the reasons I respeced out of Power Burst in I19. When I tried to switch from a blapper playstyle to a more ranged attacker for a while in preparation for that respec (a while = several months) I discovered that I simply wasn't using the power anymore: it was out of range as often as not. In some sets, that equivalent power at least has a sizable DPA advantage for situational usage, but power burst doesn't. Without that advantage, and with the significant range penalty, it tended to sit in my tray unused. I was very often using *explosive blast* as a single target attack over power burst.
That also doesn't seem to match actual gameplay. In actual gameplay, when you're mezzed you aren't thinking about AoE potential generally, but about either defeating the mezzer, or alternatively defeating the highest threat to you at the time you're mezzed. You're often in a situation with a ranged-preferred mezzer that stands off while other members of the spawn charge you while you're mezzed. Being able to deal with the mezzer, or if it happens the higher threat targets even while mezzed represents far more than 15% of the total number of high priority options a blaster will want to have in that situation.
If you're thinking that while mezzed a blaster can't simply ignore the mez and continue doing what they were doing before, then technically speaking their options can be greatly reduced while mezzed. But if you're thinking that the blaster's primary objective is to remove the highest threat to themselves while they are mezzed, because its often while mezzed that blasters are defeated, their options never drop that low if they have two primary and one secondary attack available. That's just not a proper evaluation of the situation as a blaster, except a blaster that explicitly wants to die.
To take it to an extreme, if the only power a blaster could use while mezzed was a travel power that would just be one power. You could make the same numerical argument that it is just one option out of many. But in terms of dealing with mez, that would never be a 15% solution: that would be a 95% solution. If you can run away from mez and break off combat, that solves almost *all* immediate problems blasters have with mez. Its not as good as standing and fighting while ignoring mez like things with mez protection can do, but it virtually eliminates the chances of being inevitably defeated by mez (you could voluntarily be defeated if you choose not to run away and break off the fight temporarily).
A few examples will clarify this
An arch/ment blaster should make provide a good test case, as they can be made to blap well, and range well and also demonstrate why for most blasters defiance is actually very weak.
For the power selections the ranger takes in no particular order
Aimed shot
snap shot
Subdual
TK thrust
Aim
Concentration
Psychic scream
Fistful of arrows
Stunning shot
Rain of arrows
+Whatever they need for travel (hover if applicable) and whatever they need to get ranged defense
The blapper takes
Aimed shot
Snap shot
Subdual
Tk Thrust
Aim
Concentration
Psychic Shockwave
Drain Psyche
Rain of arrows
Explosive arrow
whatever they need for travel, and whatever is required to get melee or smash/lethal defense.
The ranger when attacking from range is going to use a sequence something like this
Aim
concentration
Rain of arrows
Psychic Shockwave (psychic shockwave goes here for timing considerations fistful would prematurely alert the spawn)
Fistful of arrows
(aimed shot -> snap shot)* on whatever is still standing.
The only reason range is needed here is so that the cones can cover the spawns. It offers no great benefit in and of itself. More range than is needed to keep this character out of melee and in the area where it actually has defense is wasted. If Fistfull of Arrows and Psychic Scream were powers called arrow bomb and psychic bomb, targeted aoes with a 15 or 20 foot radius there would be no need to have more than 20 foot range on any of the powers.
What you get from range is the ability to stealth the spawn which can be compensated for by having more and better stealth and the ability to engage more dispersed spawns, the baf is an example.
The blapper shows very well how the range isnt really needed and it also provides a nice setup for the counter example on mez effects.
The blapper stealths to the center of the same spawn
Seeing as its in the center of the spawn it then hits
Aim
Concentration
Rain of arrows on his own head
Drain Psyche
Psychic Shockwave
Explosive arrow on the closest target standing
(Aimed shot -> snap shot->(Tk Thrust if things are close and threatening))
Range is completely counterproductive here except for the case where you are shooting at runners, and that is only a problem for blasters because they don't have the luxury of ignoring them
Now lets look at the Mezz case, at this point I think we are talking past each other, so I will restate what my position was first even though I am certain you are aware of it just to place things in context then I will present what I am reading your position as and you can correct any misperception of it I may have.
As a blaster levels up defiance becomes proportionately less useful. It initially convers all the powers they can pick and as they gain levels it doesn't cover an ever larger proportion of their available powers. The lack of utility is multiplied by the fact that as they level up they face more and more attackers that can apply status effects to them.
Now if I understand the case you are arguing, this is not the case because the blaster still has a solid single target attack chain and can concentrate on the target that mezzed them until its eliminated.
Well lets take our blapper up there and see how this works in actual game play. He is on a team and for whatever reason he has aggroed a spawn without setting up for it. He may have been following a crazy tank, the scrapper may have dived in before he was in place and triggered a bunch of aoes that broke his stealth whatever.
1. The spawn becomes alert to the blaster
2. an opponent lands a mezzing attack on him
---- At this point he has only single attacks assuming no breakfrees in the insp tray he has no insps
3. He now has only aimed shot, snap shot, subdual to deal with the spawn until the mezz runs its course, in the case of malta, arachnos or carnies this can be a very long time.
His big forms of mitigation are all gone. If he is S/L defense that means likely 1/2 the defense or more is gone, if he is melee a good third of it is gone. Explosive arrow, drain psyche, and psychic shockwave his active mitigation are taken out and he is left with a tiny fraction of his potential damage output.
This is considerably worse than the simple counting method, and illustrates why I went with loss of degrees of freedom as the criteria. Endless numbers of cases can be created, but in general if I am facing just a mezzer and minion defiance can handle it, but when you get into larger spawns with multiple mezzers and more abilities at their disposal it becomes much worse.
The Carnie master illusionist is a good counter example of how the lack of coverage of defiance harms the blaster. If you start in on a master illusionist at full health and they mezz you, you are going to be held for a very long time and before you can say jack robinson she will have burried you in an army of pets, one of which actually heals the other pets, and another pet that summons even MOAR PETS. While you are trying single target her to death she will be going intangible while still attacking you. This isn't a cot dropping -to hit and a sleep or a short hold on you and it really provides a great example how defiance is very good at low levels but is not nearly as useful at high levels. -
If you go Dark/MM and ranged def you can stack subdual with tentacles, that should let keep an entire spawn at range.
You are right you won't get much use out of drain psyche and psychic shockwave but you won't be needing them. For the coloring problem just color mental manipulation bright white or electric blue and you have the good and the bad warring for control of your hero. -
Quote:There is very minimal value to range in this game especially in comparison to the real world. In the real world having a range advantage implies the ability to kill in near complete safety, here that is not the case. What range does buy is the ability to engage in combat faster and depending on circumstances a period where the enemies may be doing reduced levels of damage.Now, actually by this measure Blasters could have the best theoretical performance, having just as much damage and AoE as any other archetype in the general case, and being able to deploy it from range. What hampers that performance is the inability to consistently stay alive in high density combat. But that's a question of build strength and skill, not theoretical performance. If a single player demonstrates by example they are capable of, say, herding as much stuff as a farming Brute and killing it all just as fast or faster, that would prove that in terms of absolute performance that blaster was just as good as any brute. But it doesn't, at least to my thinking (or the devs) say something interesting about whether the archetype as a whole is properly balanced. Its an edge case that proves the best case scenario, but most players never see or sustain that best case scenario.
The figure of merit for combat units is usually expressed as survivability*lethality in this games case you would need extra terms in lethality to account for force multiplication based on team size. For the claim that blasters have the maximum theoretical performance to be true, they would need to gain enough survivability from delivering damage from range to offset their numeric lack of survivability and do so without incurring a time penalty for setup. That doesn't seem possible except perhaps in unusual circumstances.
Quote:That's actually not true. It situationally depends, and usually isn't that bad. Take my energy blaster for example. Her energy powers start off Power Bolt and then Power Blast. When mezzed I can use both. Ignoring the ridiculous amount of recharge I have in the build now, if you shoot both as often as possible, then ignoring collisions for simplicity you will be taking up 1 second in 5 for power bolt and 1.67 seconds out of every 9.67 for power blast. Ignoring ArcanaTime/recharge fun, that is approximately 37% of your time spent just shooting those two powers. With one SO of recharge which is likely at higher levels, that number increases to 47%. Those are close to the worst case scenarios in terms of opportunity cost: even if I could shoot all my attacks instead of just two, if I was slotted 1-recharge I couldn't do any better than about twice the damage. So mezzing cuts my offense roughly in half in that case.
And its not even that bad. Bolt and Blast have 80 feet of range. But Burst has only 40 feet of range: it won't always be usable against a ranged mezzer even if it was available. Ditto Torrent. Only explosive blast has the same range, and honestly the only attack that would be highly advantageous to be available while mezzed besides the first two would be power push (because its a guaranteed soft mez and could actually push the mezzer out of range it *its* mez). Of course, I say attack because the power blasters would most want available while mezzed in general is likely to be Aim.
Of course, energy blast is actually special in some ways in this context, making it not fully representative of all blaster primaries (among other things, its DPA is very flat). But the principles are the same: allowing the first two attacks is substantially useful and not just a tiny fraction of a blaster's total capability. In terms of killing a single target the first two powers contain a significant percentage of the total offense of the blaster. The other powers tend to have more situational properties: they have shorter range, they are AoEs with long recharge, they are snipes. I see the same thing with Archery, with AR, with Electric Blast. Time was, long ago, blasters used to skip one of those two attacks as being unnecessary. Some because they were crap (power bolt, flares) and some just because other powers were simply better. These days, however, you'd be crazy to not take them both, because it provides a substantial advantage while mezzed, and the lesser powers were rebalanced to not be complete crap anymore.
From the strict point of view of how many powers you have available its exact. You lose a greater percentage of your potential choices when mezzed as you level up.
In the general case considering potential utility its even worse. For every person that derives their damage from a tier 1/2 power in a single target situation there are many situations that involve multiple targets attacking the blaster. In the cases where you have more than one attacker the loss of AoE powers results in a greater loss of damage, and or the associated mitigation. In your case of the energy/energy blaster you have lost the mitigation from explosive blast and energy torrent also their ability to damage multiple targets. The above isn't even considering that you don't have aim or build up which push your accrued single target damage way up after the first attack. -
Quote:Look, from this post I can see you aren't just lashing out like that other poster so when I say you need to put a little thought to what I am about to say take it to heart it isn't meant to be a belittling statement.Another Fan do you play Blasters?
If not why do you care?
If so as I said earlier you are seriously doing something wrong. I know of people who got to 50 on Blasters with zero deaths. Yes, Hardcore players who delete if they fail.
I am trying to see what your motivation is? I have one blaster leveling right now and she is 18 with one death - I caught an ambush from behind. I am keeping track of deaths due to me and deaths due to things most players would die to. I started her (Fire/Energy) because of this thread.
So far one death due to me, I didn't check my 6 as all Blasters know you need to do. Now if my team had a teamwipe due to over aggro - I wouldn't likely count that as it got all the ATs melee and control as well. If you like I will be happy to journal her progression and defeats and the cause even if it is due to my blind stupidity.
I run her at 0 x 4 but would it be better if she was at 0 x 1? I will also show team performance if you like?
Hell, I would be glad to take a few people from this thread and level up to say 25? A few blasters of different sorts and we can run as an all blaster team - since according to you it would under-perform.
I would be willing to level another blaster with the powers of your choice. I would be happy to join others in the cause of science.
I have no doubt that there are people who have taken blasters to level 50 without dieing, I have no doubt your claims are accurate. I know this from my own experience. I have soloed or dual boxed task forces at speed running a blaster. Matter of fact I will usually say the leading cause of death for blasters are team mates. When I say that things start to break bad for a blaster in the 20s and get really bad after 30, its from my personal experience of what has to be done to achieve performance. I am not saying blasters can't perform, I do say it takes more effort to reach a given level.
Now your post 1 prior to the one I am now replying to doesn't make the case you think it does. The title of the thread is hyperbolic but it does hit the concept of are blasters pulling their weight as a team choice. Your statement that a blaster should wait 4 seconds before engaging on the team fight is so piercing and indictment of the idea that they are contributing I can't think of anything better. Against non EB or AV your fights are going to be over in 15 seconds or less, if its a good team 10 seconds or less. If a blaster waits 4 seconds they have done nothing for 40% of the combat.
Why do I care ? I like blasters and I would like to feel better about bringing them to teams. Its a little bit difficult for me to do so when I am well aware I could be helping the team more by bringing just about anything else. -
Quote:Worse than that, he'd probably wreck it in his driveway. All that power without any control or understanding is a terrible combination.
Speaking of which
Quote:Uhmm no because that thread gives you the numbers a scrapper can put out while being survivable, you can then simply do your calculations for a blaster for theoretical maxes.
Quote:Strato nexus
I agree with the person who said the following.
I didn't want to point this out at the time because well, i actually enjoy seeing people learn things for themselves, but you managed to be singularly insistent in both that thread and this thread on a topic by your own admission you don't know the first thing about.
Talk about a lack of understanding -
Quote:26, so you almost made it through the easy part of a blaster's lifecycle. I suppose for some people almost getting to the starting line is a great accomplishment.Another Fan - in spite of all of your diatribes and details it is obvious to even the casual observer - you are not good at playing Blasters.
I used to play Hardcore - you die for any reason except for a disconnect - you are dead for real. I took a Fire/Fire Blaster to 26 before I was defeated. This is not playing stay back and shoot from safety, this is running Positron TF at 14, Synapse at 19, Sister TF and Finally I did die in Citadel and so after the TF I deleted and rerolled.
At least you tried. -
Quote:The problem there is that "popularity" here is ill-defined: it means different things to different people. Suppose you had two people playing the game, and one is playing controllers and one is playing blasters. The blaster and the controller are both played one hour a day, every day, but the blaster dies a lot and is permanently in debt. It thus levels only half as fast. In one sense its sort of obvious that both archetypes are equally popular in terms of gameplay, but if you phrase the question in just the right way, you could say that high level blasters are highly unpopular relative to controllers. Because there aren't any, so none are being played. Multiply that by thousands of players, and you could have cases where the number of characters at different levels says one thing, while logins and playing times say something else.
This is interesting from the perspective of how the decision to put in defiance 2.0 was put in.
Let me give you a different scenario. A formula 1 racer will outperform a family sedan on almost all metrics you can think of except maybe fuel economy, how many people it can carry, and how easy it is to drive.
If I sit a typical commuter behind the wheel of a F1 racer, they might not even be able to figure out how to start the car, let alone drive it safely. If they can manage to drive it they likely aren't going to do very well with it.
Now if you had thousands of regular commuters trying to drive F1 racers, from the statistical results, you could very well think that the F1 had very poor performance.
Now don't get me wrong, the performance numbers are clearly against blasters. They give up survivability for ranged damage, not a good trade. -
Quote:Sorry missed the initial.That is an excellent and logical explanation. In A_F's case though is the lack of incentive the painful part, or is it that he truly believes that blasters are superfluous and bring nothing to a team that other AT's can replicate just as easily as well as have secondary roles.
The more powers a blaster can pick the less effective defiance is as protection from mezz.
When you only have 3 powers defiance is great, when you have 10 its 30% as great, when you have 20 15% as great. The other problem is that the damage a blaster does ramps up slower than the hitpoints the enemies have.
When you hit your 30s you have enemies that have lots of mezz, more hitpoints, and take longer to kill when mezzed. -
Quote:Sorry I wrote my reply quickly, wasn't trying to present those as mutually exclusive or in opposition.The point, though, is both scenarios (and the truth is clearly a little of both as I mentioned) perfectly explain the data without assuming a statistical fencepost glitch.
Quote:Also, we can make reasonable assumptions about how they gathered that data, because we've a) seen how they collect data in the past and b) we know the game has these statistical datamining tools built into the game, so its not being rewritten ad hoc every single time.
The numbers that BaB posted for archetype popularity, plus the statistical data presented by Castle, plus dev comments in the past provide ample description of the basics of the statistical data the devs collect. Statements in things like development diaries going all the way back to CoH Beta have stated these same datamining tools were built into the game at the beginning of time.
Incidentally, the devs focus (or have focused on in the past) on three primary metrics for popularity and frequency measurements: character creation rates per unit time, unique character logins per unit time, and unique characters existing at a moment in time (the last two sliced per combat level, among other things).
The problem is once again even measuring login time you don't specifically capture popularity.
In my case, which may be an edge case I have no way to judge, I log in my marketing characters first, and I log them all in every time. These are the characters I actually like the least and I almost never actually play them in terms of doing missions, task forces or trials. 4 Happen to be blasters, it turns out all ATs are equally effective at wentworths. If you looked at my data you would come to really poor conclusions about which AT I was playing because I enjoyed the AT.
Edit Something better might be, the max rewards piled up by AT or max badge count.
Edit: to be clear anything short of solid modeling of at performance will yield dubious results on actual performance.