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Quote:None of those things are what the other archetypes use, as evidenced by the fact that those things did not adversely affect defender or controller performance. They use pervasive and cumulative non-damaging effects.I wouldn't be too sure about that either.
Total focus nerf comes to mind, Power Boost's KB removal nerf, Acrobatics nerf all relatively recent and if not targeted directly at blasters (we know that 2 of the three were for sure) then targeted in such a way to adversely affect blasters the most while potentially "looking" even handed.
You can't take away defender and controller survivability all in one jump because there is no target for the devs to hit. Total Focus was an outlier, and thus vulnerable. When I asked Castle why he was taking away one of the best defensive tools away from Blasters when they clearly needed defensive help, his reply was basically "should blaster survivability come down to a single power that not all blasters can have?" And he was right - and wrong. It shouldn't, although that doesn't mean we should be taking away the very thing the archetype needs. But that's what made total focus vulnerable: it was a great power in a good blapper set that was seen as an extremely good offensive and defensive power. It was famous, and thus also a bullseye.
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. -
Quote:That same section says:
Quote:Armed with such abilities, the Controller is the backbone of many groups involved in large-scale battles - but the Controller depends upon his teammates for protection.
Quote:the Blaster is by far the most damaging to the enemy.
"By far" ain't going to happen. That's a delusion on the part of whoever wrote that. -
Quote:Wait, didn't you just say it was an objective reason? Did I misunderstand this post?I don't see it as an objective reason or as a good reason, though I wouldn't be at all surprised to find that the devs do.
Quote:Quote:Incidentally, I'm waiting for someone to come up with an *actual* objective reason why Blaster performance should be constrained to what it is now, and so far no one has. I'm actually encouraged by the fact that "power creep" is one of the few counter-arguments of any objective nature being made. Its at least an objectively measurable thing; its also in the case of blasters objectively dismissable as being not applicable. That's what's encouraging. -
Quote:Actually it sounds like once again the devs said something was going to take more time and resources than they had available so it wasn't going to be done, and then later time and resources became available and the devs decided to revisit it. I doubt that datamining had anything to do with the Stalker changes. I think its simply the case that Castle's priorities and the resources available to him were different than Black Scorpion's priorities and the resources available to him.Actually, it makes me smile that the devs tossed out Castle's "no more buffs for stalkers" http://boards.cityofheroes.com/showthread.php?t=244076
After that post I deleted all my stalkers except for my level one of each AT to 50 goal stalker.
I'm very happy that proper data mining was done and Stalkers are much better to play now. -
Quote:Of course, my experience is not going to be identical to everyone else's, but I do think I critique every MMO I play as its own thing. I'm not specifically looking to replicate the City of Heroes experience everywhere else. And there are rational reasons for the devs of the other MMO doing the things they are doing; the design decisions are not random. But in my own opinion the problem is design priority. If you decide its a priority to make sprawling explorational zones, you can't have people just teleporting around them and never seeing them. You have to create reasons to explore it, and you have to restrict movement to prevent skipping too much of it. If you also want to create an atmosphere of actual danger in some parts of it, you will have to place combat threats within it. All these things create a certain atmosphere that you can't replicate in a game that doesn't have those features.I haven't had a single-player experience in this other game; I've had an MMO experience, which is what the game purports to be, and I really just wanted to say that in response to what I think is a lot of knee-jerk reactionism to a game that 'doesn't have what this one does'. That's really how a lot ot the criticisms sound to me, and I think that's not only unfair, but unrealistic. It's apples and oranges. I'm taking the game for what it is, just like I am this one. Taking a step back and seeing the positives and negatives in both is something we could all do a little more of.
But the question is whether those features override the desire to encourage casual teaming. Some people will think they do, but I believe most people will believe they do not, particularly a majority of the target audience for the game. And if you are actually correct that the devs are releasing patches to address most of my concerns (I'm not actually convinced that's true yet) then actually its likely the devs agree with me, that the collateral damage of those features is undesirable.
Its important to realize that you could produce an MMO with a random number generator and *someone* would love it. Everyone prefers different things, and everyone's circumstances are different. Someone who plays with a regular group will have an entirely different set of desires than someone who PUGs, or solos. Some people care about story more, some people like to explore and some don't.
What I can say objectively is that I do not believe it is remotely possible to claim that this other MMO allows for casual teaming remotely as well as this game, and the reasons for it are because many MMO dev teams don't even *want* to make a game that prioritizes casual teaming, because they have other priorities that deliberately or incidentally conflict with casual teaming. And that's what tends to make this game unique. Is it better because of that? Well that depends entirely on whether you think casual teaming is valuable in an MMO. To some degree that is a matter of opinion. But I believe that it better aligns with the majority of potential MMO players, which means in another sense there is an objective reason for making it a priority if you are a producer of MMOs.
In either case, this is just one aspect of the game I'm mentioning. There are lots of things I like about that other game, and I'm still a subscriber of it. However, I believe that optimizing the things they have, and not optimizing the things I believe they lack, is taking an enormous gamble that they do not appear to be winning. -
I think some things are more excusable on a practical matter than others when it comes to the amount of time a game has existed and been in development. A game that has existed longer is going to have more content, for example, so a new game can't match that volume. But that doesn't excuse content gaps, it just excuses having less content. Less is excusable. Insufficient is not.
But when I ask why player communications is extremely limited in a newly released MMO, that's less excusable. That presumes every MMO dev team lives in a bubble and has never seen another MMO, and only until they write one will they know that this is something you should not omit. For some things, there is an advantage to being new, the advantage of seeing what everyone else has done and the challenges everyone else has had to face. An advantage that it seems most MMO dev teams squander.
If you're trying to be innovative, then that very innovation can require you to take chances with new things. You do not know if your way of doing things will generate the same problems. You may fail spectacularly, but history was not a good guide anyway on whether you would have succeeded. But when innovation is not an issue, doing things your own way just for the sake of doing them your own way is ego getting in the way of good design. -
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Quote:There's still a lot of spawn camping, which is something that really shouldn't exist in any modern MMO. There's still a lot of excessive travel.Actually, I think it did translate into making a good MMO. It's missing some pieces that I think are necessary for modern MMOs - such as means to travel quickly to teams as well as a means to find teams or teammates quickly. A certain other game's LFG system has fairly spoiled me for the "stand around and broadcast your need for teammates" method.
I also think zone design is generally fairly good in that you can have several players in most areas without them stepping on each other's toes. That, unfortunately, makes some questing areas into chokepoints where 1-2 additional people can easily get in one's way (and vice versa).
And there are things about its design that are uniquely problematic for itself. Travel costs (time) encourage people to chart efficient paths to mission destinations. But that means you are frequently doing different missions from different story arcs in a jumbled order. In most MMOs, the story telling is frankly weak: it doesn't suffer for that. But this game's story telling is extremely strong, and it *does* suffer for that. The zone and destination design should have been created to serve the narrative, but it doesn't: it serves the classical MMO model. Of 1999.
We're not all going to agree on what is and is not a good MMO design or implementation thereof. But I can make an objective prediction that isn't subject to subjective interpretation. I believe the game will quickly run out of steam, and players will abandon it (I'm not saying its going to die, just that its momentum will run out and its subscriber base will drop to levels far lower than expected for a game like this). And when that happens, people will look for a reason. And given the strength of the single player game, everyone will gravitate to "the MMO aspects were too clunky and primitive." Whether they are or aren't is a debate that would take a long time to resolve. That it will be fingered as the cause of the lack of success of the game is something that will only require waiting and watching.
Unless of course they change them, and relatively quick. -
Quote:By the same token, I tend to favor solutions I believe will actually work, won't cause greater problems, and have a decent chance of being implemented by the developers. What's complicated and unproven to you may not be to me.Yes I know. It's like saying that aspartame is an alternative to sugar but only blasters are on a diet. Then overlooking that aspartame reduces kidney function in some people, causes migraines in others, can increase the likelihood of heart disease in some, can frequently cause preterm delivery in pregnant women, has some studies showing that it doesn't help with weight loss, and is a mild metabolic poison...... but at least it isn't sugar.
I personally like to avoid complicated and unproven solutions when simple proven ones exist. The more complex something is the more likely it is that something will happen or that something else will go wrong which leaves the problem in place (or a worse one) until the next time the devs have a chance to make a pass at it, say 2+ years down the road.
Edit - and mez resistance doesn't prevent mitigation from offensive toggles being lost nor does it prevent existing mitigation from defense/resistance toggles from being suppressed. We need a solution that doesn't make so many of the powers we get to pick useless. Mez resistance vs mez protection has the same issues that you site between damage resistance and defense. Blasters are combat ATs forced to enter combat by their design. They should have the same tools that the other combat ATs have perhaps just not at similar levels.
I've been down this road before. I pleaded with the devs not to make so much defense available, and especially to everyone. They basically didn't listen. What they did do was decide everyone now has too much defense and is adding tohit buffs back into the game at an accelerating rate. The same tohit buffs I worked for years to remove in the first place are back with a vengeance, and with them defense sets are starting to feel the cracks.
I don't plan on living long enough to be able to repeat this experiment enough times to be statistically certain. I'm plenty certain enough now.
In any case, I know mez protection is not the only way to solve this problem, because two out of the four hero archetypes solve this problem without mez protection. And their tools are so much less likely to be tampered with. I know they work because I know they did not have performance numbers in the toilet with Blasters prior to D2.0. Their solution is actually in many ways so much better than mez protection because its active defense, and active defense is a lot harder for the devs to nerf away. -
Quote:I'm not sure I would call that an objective reason to keep Blaster performance low. That would imply that Tankers, Scrappers, Controllers, and Defenders are all relying on Blasters to give them purpose. Tankers aren't designed to control aggro, they are designed to take aggro away from Blasters. Controllers aren't designed to control targets, they are designed to control targets so they don't shoot at the Blasters. Defenders aren't ally buffers, they are Blaster buffers.Actually I think I have. Blaster performance is the way it is so that Defenders have someone to defend. I honestly think that's the part of the teaming concept the original devs had that the current crop of devs still cling to. Even though they have abandoned the teaming/team support (ie: difficult to solo) concepts of all the other ATs.
I actually suggested a few weeks ago that this might in fact be true to a degree, but that doesn't mean its actually a good reason to continue the practice. Its more a statement of fear and prejudice than an actual valid game design rationale. It would imply that Blasters are the sacrificial lamb of the game, and if that's the case the devs have an obligation to state so.
I double-dare them to do so publicly. -
Quote:Interesting, because I've never seen that before. I've been invited to teams that were on different instances, and I had to *select* the instance. I've been on teams where we had to tell people that the reason they couldn't see us even though they were right on top of us in the map is because they were in the wrong instance.Actually no, I just said in the general chat "hey I'll join that quest with you (he broadcasted saying he was looking for people)." I got a "x has invited you...he's on a different instance (shard ?), if you say yes you'll be tp'd to him."
So uh...at least in this case I guess he knew what to do
And I have never, ever, been teleported to another player when invited to a team. Not in normal content, not in flashpoints, not in giant world-boss-killing mega leagues. If that feature is in the live game, its somehow escaped me completely. If it was in beta, I must have missed when that feature existed, and I guess there was an exploitability issue that removed it. Then again, it would not be the first time a feature of that game escaped my attention for an extended period of time. But if I'm a moron for not knowing about it, every single person I've ever teamed with in the game is equally brain dead. -
Quote:That's a question of degree. But the ability to shoot X number of attacks while mezzed is an alternative to mez protection, at least in the technical sense of protection. And an advantage of that sort of non-protection solution is that its less vulnerable to mez staircasing, where blasters get mez protection, so the critters get more mez, so blasters need more protection. We can shoot while mezzed: mez *magnitude* doesn't mean as much to blasters as mez *duration* - which is one of the reasons why I'm a bigger proponent of mez resistance rather than protection.I think we have a nomenclature issue here. To me being able to continue to attack means ALL my primary and secondary powers just like all the other ATs that are required, by design, to enter combat get to do. Being able to use 3 out of the 18 when all the other Combat ATs get to use 18 of 18 isn't balanced. I would even be ok with being unable to move as a mezzed blaster if I could use all my powers. I could potentially pop my crashing nuke and still save myself or fling one more fireball and take out those 4 or 5 minions with a sliver of health before they could finish me off.
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Quote:And they probably *saw you* and invited you. You were standing right there.*shrugs*
When I played that one game once in a beta a while ago; I joined someone else to do a certain quest (which I guess wasn't necessary; thought it was at the time). It wasn't hard or cumbersome...
Then again I was the one that got invited so...*shrugs*
If you're on Hoth and someone in your guild asks for help on Tatooine, if you decide to help them:
1. It will take you a long time to get there. There is travel to the space port, then travel to the system, then travel down to the space port, then travel to their location.
2. You may have to fight your way there. If the person is in an area with a high density of enemies, they won't just part for you. And you can't fly over them or teleport past them. You can shuttle to the general area, but then you're on your own.
3. You may get virtually no experience rewards for that mission. You can still get money, but not really progress, when running lower level missions.
3a. Bonus: you could be going to a lower level area for which you cannot earn significant XP, but it could still be high enough that if you try to simply speeder your way to the destination, the critters can still shoot you and knock you off your speeder forcing you to fight things you can't get significant XP from.
4. You may arrive and discover the person wants help for a Heroic-4, and is going to spend time looking for, recruiting, and then waiting for two other people.
I once offered to help someone with a mission, and from that moment when I abandoned my own mission until when I arrived at his was nine minutes. And I'm very good at it. I then spent twenty five minutes waiting for him to recruit two other people and wait for *them* to arrive.
I don't think there exists two points anywhere in the City of Heroes universe that is separated by nine minutes of travel. I think I can sprint from the Atlas Globe to portal court with a level two in less time than that.
And of course, first you have to *find* someone to team with, or they have to find you. -
Quote:Just a quantitative note: mez resistance is generally duration resistance, which means it does not work the same way as damage resistance. 50% resistance to damage means damage is cut in half. 50% mez resistance means the mez duration is cut by 33% - 1/1.5. To cut the duration of a 30 second stun grenade down to 10 seconds - still a long time to be stunned - would require 200% mez resistance (1/(1+2) = 1/3 = 0.33 x duration).I might be the only one who thinks this....but after having defiance....wouldnt it make more sense that the more powerful the blaster becomes the more defiant they become.....ergo...wouldnt they start devoloping more resistance to mezz for example?
In game terms...that would be like a 1% increase to the blaster mezz resistance per level.....so at level 50 the blasters own defiance and leveling proves their resolve so that they would resist alot more things.
Like I said....probably just me that thinks this way. -
Even though there's a 50/50 chance of this being modded in some way, I thought this was worth posting. I was just reading an article in Forbes magazine talking about a recent laser sword-wielding MMO. It should be easy to google search for, but if the link survives its here.
I've commented on this game before, specifically as it pertains to certain aspects of the game that I think are so dramatically different - and worse - than City of Heroes. I thought these things were obvious. But apparently not:
Quote:"Nothing that forces you to group." According to this keen observer of MMOs, the problem with this game is that nothing forces you to group, even through the core elements of the game. In fact, the implication at the end of the quote is that if only they forced you to group to unlock the game's travel power things might be better.Flashpoints & Heroics I understand that the intent is to provide you with opportunities to group, without actually requiring you to do so. But honestly, these stories are again somewhat disconnected from the other storylines, and they can be entirely skipped with no ill effects. Theres literally nothing in this game except Heroic Areas that forces you to group and even those can just be avoided maybe if you had to venture through Heroic Areas to get to the next stage on a planet, that might alter the initial path the first time through, youd have to group or be very lucky to unlock the speeder path.
The problem is not that its extremely clumsy to group. Not that its very inconvenient to group. Not that even if you want to group you have to sometimes wait tens of minutes for party members to reach you even with that "easy" to unlock travel power. Not that its difficult to chat globally across the game to find team mates. Not that there's no system for normalizing combat level and rewards between different players. Not that you can't team with more than three other people except in special circumstances.
Nope: its not that you can't find people to team with, can't reach other potential team mates, can't get rewards for teaming with lower level team mates, can't team with more than three people. Its that the game didn't take the precaution of forcing you to team, throughout the game. And this is not an isolated opinion.
And that's why this game continues to offer a unique gameplay experience. We don't force you to team just to cross Indy port, we don't gate travel powers behind teaming, we don't force team mates to crawl to your location at a slower speed than they could physically jog to your house, we don't restrict people to only teaming with other people of the same level, and we're apparently the crazy ones.
And its not that Paragon Studios simply doesn't care if we team or not. They *want* us to team. They think teaming is important. They just believe its better to encourage us to team, and eliminate barriers to teaming, and provide the odd carrot or two to team, and not generally *force* us to team. But apparently that's not the right way to do it.
This is why this game has no competition: you're never going to see another City of Heroes, because no one wants to make one. Apparently, that's not the way an MMO is supposed to work.
It never ceases to amaze me, how no MMO is so bad, that it couldn't be made worse by listening to its playerbase. Change just one thing - force me to team in a game whose teaming mechanics suck - and you wouldn't have any players at all. Its ironic that I was saying what this writer said at the start even during this game's beta: "BioWare has successfully created the first Massively Single-Player Online Role-Playing Game." I actually used that exact phrase on these forums. And yet he thinks its because the game doesn't force you to team, and I think the game *can't* force people to team because teaming sucks so badly that I actually think an MMO based on Checkers would be more likely to form groups.
We do a lot of things wrong. And there are people who would say we even do this thing wrong sometimes. But nowhere do I see the contrast between this game and every other MMO I've played than in this one single MMO dogma: if you don't force people to team, they won't, and then they'll leave. People believe this so strongly that even when presented with a game whose teaming mechanics are so bad no one *wants* to team someone will say that the problem isn't that people don't want to team, its that they were not forced to team.
To me, this seems so obvious. Eliminate the barriers to teaming, and people will team. I've accused people of oversimplifying complex situations, and I'm not suggesting that's a simple idea here. But its a *true* idea, isn't it? But its a truth no one else that makes MMOs seems to believe. I'm not even sure *our* dev team would believe it, if they didn't actually live it.
One last thing: isn't it odd how so many things that make this game a solo-friendly game are actually teaming considerations? In effect, this game is not solo-friendly because the solo game itself is special - actually that other game does that in spades. This game is actually solo-friendly because it constantly provides openings to team, which the player can take or not take. You can solo, then decide to team, then quit teaming and go back to soloing. That ability to decide almost moment by moment whether to team or not makes it easy to solo all the time if you want. But its the result of the game spending time making sure you *could* team if you wanted to, by making sure the solo game is not terribly disconnected from the teaming game. You don't lose much by soloing most of the time. But you don't lose much by deciding to team either. -
If you're close enough to lick Statesman's belt, you are probably a bit too close to the screen.
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Quote:Castle was a bit more conservative than the current dev team is on average, but I doubt Rage would survive a port to Scrappers in its current form regardless. It would have twice the strength of Power Siphon's average buff, and that's just too far of an outlier.I exchanged PMs with Castle on the subject a while before he left.
Specifically I was asking how they would handle Rage in a port to scrappers.
His response was something to the effect of: "If we look at Super Strength, it is unlikely Rage will exist in its current form at all. For any AT."
Now, I don't know if that was his own personal stance, or a stance held by the devs as a whole. -
Quote:To be fair, there are ways to deal with mez other than having mez protection powers, like being able to continue to attack while mezzed for example. The question really is less "should blasters get mez protection" and more "to what degree should mez be deleterious to blasters?" If we decide its too harmful now, the mechanical way we make it less harmful is less important to me than it becomes less harmful in the way intended.This statement,
Followed by this statement, is one of the biggest logical disconnects that I have ever seen posted on the forums. I can't take your posts seriously. It's almost like you have some ingrained anti-blaster bias and aren't even able to see your own hypocrisy. -
Quote:The all around best way is for me to quote you, and then for you to claim I was constructing a strawman by quoting you.But hey, this exchange is more supporting evidence that the best way to get condescension from Arcanaville is to throw stones at her when she's being factual and objective.
On the other hand, I don't think I'm over-reacting when someone suggests that I'm unaware of anything besides numbers and calculations:
Are you willing to concede my proof by counter-example, or should we continue this debate further? -
Quote:Power creep is not a problem for Blasters because:You make a good point; power creep can be adanger.
But....if Snipes are not doing enough damage in the first place, boosting the damage is a fix, not a power creep.
1. Blasters are supposed to do unambiguously more damage than anyone else, having traded away everything else. Anyone else who tries to say they should do a comparable amount as Blasters is simply wrong. There is no way for creep to occur here on the Blaster side of the equation.
2. Blasters have been datamined to underperform in the past, and are the *only* archetype to have been stated to underperform as an entire archetype - meaning every powerset combination, every teaming situation, every level range. That means by definition they are the only archetype that can claim to objectively have insufficient power. Power creep is therefore irrelevant to them.
When everything else does better - and they objectively do regardless of anecdotes to the contrary - and blasters do worse - and anecdotes to the contrary are equally irrelevant - then saying that "power creep" should make us cautious about addressing Blaster problems is like saying global warming should make us cautious about adding more subscribers to the game.
I know I'm not going to convince everyone that blaster problems are real. I know I can't convince everyone the Earth is not flat. All I care about is objectively proving that they need help, objectively demonstrating precisely what help they need, and working with anyone who has good ideas to contribute in that regard. The people that think this is a fools errand can continue to think that, because it is not one of my objectives to reduce the number of such people that exist. I don't know what that number is; I don't care what that number is. What I do know is that, as someone who indulges in them myself from time to time, the case I eventually make will be invulnerable to quips.
In case anyone's not been keeping track, I've already started laying my cards on the table: I've discussed in the last two months blaster damage modifiers, blaster damage buff powers, blaster DPA, blaster range, blaster secondaries, blaster snipes, blaster nukes, blaster mitigation, blaster performance, blaster archetype popularity, blaster design, blaster tactics, blaster build options, blaster comparable power comparisons, blaster mechanics, blaster conceptual evolution, blasters in the modern game. The case I intend to make is not that by one specific viewpoint blasters need help. The case I intend to make, and the blaster archetype helps out by actually being this deficient, is that by all possible objective viewpoints blasters need help. That the only evidence that can be brought forth that blasters don't need help is "my blaster is awesome" and "I've been around for a long time and I know blasters are fine."
If that's what the competition is, then there is no competition. *Every* angle I've looked at says Blasters have not been treated correctly. Even things that appear to be unrelated. For example, its sometimes said, in reference to other design discussions, that mitigation is easy to get in the invention system, but damage is hard. For something that is often stated, its very obviously false. Anyone who tries to get more damage with an invention build knows the first obvious way to do that: get recharge. The invention system is loaded with it.
Recharge can't possible benefit melee characters more than blasters offensively, can it?
Actually, it can. But those calculations aren't finished yet.
Incidentally, I'm waiting for someone to come up with an *actual* objective reason why Blaster performance should be constrained to what it is now, and so far no one has. I'm actually encouraged by the fact that "power creep" is one of the few counter-arguments of any objective nature being made. Its at least an objectively measurable thing; its also in the case of blasters objectively dismissable as being not applicable. That's what's encouraging. -
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Quote:Condescension would be pointing out you can't subtract. Pointing out that anyone who was playing blasters very well prior to D2.0 must have been at or near the top of all blasters in existence at the time because datamining showed blasters performing lower than everyone else is simply a fact. No moreso than claiming one's personal experience would grant them the ability to judge an entire archetype's performance, say, which I considered to be only a misunderstanding and not condescension, even though what was claimed was a skill I believe to not actually exist.You put in writing the assertion that you are better than practically everyone else playing this game at something. If it were to be assumed that you yourself are the 0.01%, you said that you are in fact better than everyone.
And furthermore, that "fact" was used to back up your reasoning why your word should be trusted in regards to whether blasters need attention.
That's pretty textbook condescension. The fact that you seem unaware of having done it says quite a bit as well.
*shrug*
I'm just calling it like I see it.
Completely separate from innumeracy, I could also objectively point out illiteracy, because that fact was not offered to show that my perspective was better, but rather the reverse: that everyone's individual perspective is likely to be skewed. I said in spite of my ability to play blasters well I can still see the problems overall, because I do not rely on my own personal experience to judge the archetype. That implies that being able to play blasters well is actually an impediment to correctly judging blasters, not a benefit, the same impediment I was claiming the poster I was responding to might have, given they claimed to play blasters well also. -
Quote:Synapse: does this mean those pets' attacks are not immune to recharge buffs? Is that unique to the Howlers?
Howler Wolves deliver a number of lethal damage attacks and can also have some self buffs that improve their speed and damage. -
Well apparently that's what happens when you come loaded for bear and your difficulty settings are still set for teddy bear. Now I have to do it again with better settings just so I can see what those "bosses" even do, besides vaporize.