Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by SolarSentai View Post
    Bug Hunter is different though.

    Using the "If I can, you can" argument-

    Yes, if I run the Fortune Teller mission, I can get Spelunker. If you run the same mission, you can, too.

    If I run across an exploration badge, you can, too.

    Bug Hunter is awarded case by case.

    If I find a game breaking bug - such as a slash command to auto level to level 100 and have platinum enhancements, etc and report it and get Bug Hunter for that, you can't do the same. You can report the same bug I just did, but they already awarded the badge for that particular bug, they're not going to award it again - unless I'm mistaken on that.

    Either way, that's a badge I won't even get and I'm okay with that. I don't think it's fair to say that anyone can get it though - especially if it has to be awarded manually.
    If you believe that, then you believe the "if I can you can" argument is invalid which is my actual point. If you believe the "if I can you can" argument is valid, you've offered no reason why it shouldn't apply to all badges, and the argument itself specifies no exceptions or objective criteria for exceptions.

    How a badge is awarded is irrelevant to the assertion that "if I can get it you can get it" because the actual words say the fact that I can get it by itself proves anyone else can. If I actually believed that, I wouldn't comment on whether the mechanics of a particular badge that people have already been awarded are reasonable. I don't. But if the fact that other players have been awarded the badge is both necessary and sufficient to prove a badge's requirements are perfectly fine, then it would be hypocritical to invent ad hoc exceptions to that rule that favor dismissing other people's objections while preserving one's own.
  2. Although I screwed around in the character creator a bit when I first started playing, I actually specifically played three characters more than a few minutes. Those three eventually became my "mains" although I didn't specifically set out to make them that. They just had the largest investment in time, particularly because the leveling curve was so flat back then and the game did not have as much content depth as now; plus I was still figuring things out as was everyone else in the game. So they have experiences tied to them you can never get again. As a result, they became the characters I felt and feel most attached to. In particular, my Energy/Energy blaster which was the first character I got to 50, and the character that will probably forever be the one that I spend the most time getting to fifty: 907 hours.

    I have friends I haven't spent 907 total hours with.

    To this day that character is the first character I do any content with. First to 50. First to spec into epic powers. First to add inventions to. First to run iTrials. Also my primary badge hunter, which had I known then what I know now I'd have probably spent more time leveling my Ill/Rad first.

    I still play all three a lot, and I still play other alts, but I just don't consider myself to have done something until I've done it on that one first to 50 character. And that's always been true, so for me my "main" has just about always been my main, at least since leveling past the teens.
  3. Quote:
    Originally Posted by teflonshugenja View Post
    EDIT: Obviously I still think that just changing the knockback to knockdown is a better idea. It's simpler, almost certainly takes less effort, and doesn't muck with other powers or with mechanics like Impact. What it really comes down to for me is the idea that the primary control power in the set should not leave the player at the mercy of terrain features to manage what is almost universally considered an extremely detrimental side effect. This is the bread-and-butter control power in Gravity. Not using it cripples the set. I shouldn't have misgivings about using it on an open map, and I shouldn't have to leave myself open to scathing criticisms from justifiably irritated teammates when I do so.
    The day I'm universally considered a detriment for using knockback on teams is probably the day I go looking for a game with a saner playerbase. However, on a scale from one to a hundred, where one represents minimal complaint and a hundred represents universal complaints about knockback, I am currently safely experiencing a zero.

    These changes do come along right as I've started leveling a Grav/Time controller (because gravity/time, just gotta). It'll be interesting to see how these changes affect my ability to deploy everything in my arsenal, because I always try to.
  4. Quote:
    Originally Posted by Schismatrix View Post
    It's an upgrade in some cases in that on slopes and other conditions enemies will sometimes be locked into ragdolling for a much longer time making them less of a threat. To me the increased spasming and twisting makes defeated enemies look more like partially inflated parade balloons snagged on something during a windy day.
    I've seen things that can only be described as the NPCs going zombie. I was on an outdoor map with Council, and I killed a bunch of council in roughly the same spot. One of them fell down onto the other bodies twitching, and then a few seconds later flipped onto his stomach and swam away down the street before then diving head first into the ground and disappearing over thirty feet away.

    I was so shocked it didn't occur to be to record it in any way. Which is a shame, because I haven't been able to reproduce that occurrence in quite as dramatic a fashion, although I've seen simpler renditions of it, generally involving critters with weapons.
  5. Quote:
    Originally Posted by Arbiter Hawk View Post
    Dimension Shift:
    • This power is now a Targeted AoE toggle. It will phase and immobilize everything within its sphere of influence, and can be sustained for up to 20 seconds. Enemies who move into the radius after the effect has begun become immobilized and phased. If the power is toggled off before its maximum duration, affected targets become un-phased shortly thereafter, allowing players to functionally control the duration of the phasing.
    Any thought to my suggestion from a while back to make dimension shift debuff regeneration to zero if and only if it shifts the target. That way if you shift a target so that you can't attack it, at least it doesn't regenerate while shifted. Allowing the critters inside the power to regenerate while shifted is in effect a win for them. If the power stopped regen at the same time it prevented us from damaging the targets then it would be a form of combat "pause" rather than an actual shelter for the targets.

    Targets that resist the shift should also be unaffected by the -regen for the duration of the power.
  6. Quote:
    Originally Posted by Rodion View Post
    This is simply not true. Memory leaks are usually bugs in the game's code, and are not the fault of your computer. A memory leak is caused by the allocation of an "object" in the client software that is never freed in order for the memory to be used for other things. These objects may describe things such as the special effects that are tossed around in a trial, or the characters appearing on your screen, the pieces of the costumes they're wearing, and so on. (Occasionally drivers do cause memory leaks, but wasn't the case this time around.)

    If even a few of those memory objects describing the thousands of explosions occurring in a trial are not properly freed, over time these "lost" objects will pile up and your computer will simply run out of memory. It will take longer for a computer with more memory to crash, but since RAM is finite, any computer running a program with a memory leak will eventually crash if you run that program long enough.

    If the return value of a failed memory allocation is not properly checked, any kind of error can occur, from a corrupt pigg warning, to a bad instruction trap, to a glitched display, to an audio loop, to a well-controlled crash that solicits a question about what you were doing, to a direct and immediate exit to Windows with no warning whatsoever.

    I was experiencing a wide variety of crashes in Lambdas and BAFs after one or two runs, with no clue as to why they were happening. I guessed memory leaks were behind it, but didn't know. After a few months and a few patches the crashes became less frequent and were no longer random, but were limited either to corrupt pigg file crashes (i.e., memory leaks) or explicit out of memory crashes. After another couple of patches the crashes stopped.

    I haven't experienced a crash in a couple of months now, and I changed absolutely nothing about my PC: same amount of memory (4 gig), same drivers, same video card.

    A month or so after the crashes stopped one of the devs asked in a thread about crashes whether people had seen an improvement. I had and said so.

    I haven't seen memory leaks directly mentioned in the patch notes, but things improved after several cryptic "performance improvements" were mentioned.

    I'm a programmer and I know how hard memory leaks can be to track down in a live system, where you don't have access to clients that are crashing in the field. So I'm not accusing the devs of shoddy programming; these things happen, especially in programs that have been around for years and have been worked on by dozens of different programmers.

    I'm just glad they fixed the problems, because I was getting pretty fed up with crashing in the last 30 seconds of every Lambda I ran...
    Except true memory leaks have been uncommon, and platform-specific. That implies they aren't in the core game code, and more likely in areas like the graphics subsystem. Also, I've never seen the game runaway leak and crash by exhausting heap on a system with more than 2 gigabytes of RAM in all the years I've observed it.

    I don't think the game has ever had a lot of true allocation leaks, at least not straight-forward ones. I have a feeling many of the "out of memory" problems were actually more subtle heap management issues. I should also point out that when the game client was having "out of memory" crashes more often I observed two things. One: /unloadgfx periodically would forestall the crash indefinitely. A true memory leak related to unfreed handles is unlikely to be addressed in that way. Two: CoH would sometimes crash in a manner that suggested it was out of memory when my system still had lots of physical memory free. That suggested the problem was an allocator problem and not a literal out of memory problem.
  7. Also, I believe I have Hasten on autofire on my Energy Blaster. It hasn't always been on autofire. Sometimes I have Power Boost on autofire, and there was that weird period in 2006 when I had Nova on autofire.
  8. Quote:
    Originally Posted by Black_Assassin View Post
    No. They don't stack with themselves, and when the proc fires it won't fire again for 10secs so its really a waste having it in anything other than WS.
    Quote:
    Originally Posted by Combat View Post
    They changed the FF: +recharge proc, fyi. It still won't stack, but it will refresh itself, as far as I know.
    As far as I know, the FF proc still currently works in exactly the same way it has always worked from the day it arrived on beta until the last time I checked it on live which was a couple months ago. It has ALWAYS worked the exact same way when I tested it in beta, when I tested it when it went live, a while later when I tested it again when I was pointed to the paragonwiki article that talked about "suppression" and some time after that when someone thought it had been changed.

    It has always worked like this: when the proc fires, it grants you a passive power for 5 seconds that buffs your recharge. While you have this power, you cannot get another one, so a second trigger does nothing. When it expires, you are free to get the power again. There is no stacking. There is no refreshing. There is no suppression.

    If its not working exactly like this today, it was stealth changed in a patch that I didn't notice, very recently.

    There have been very persistent myths about this proc that it either works differently or did work differently in the past. However, I believe that is due to the simple fact that this proc was and is difficult to test accurately given its mechanics. The proc has never behaved in any other way than I describe above at any time on live that I've tested it.
  9. Quote:
    Originally Posted by Hopeling View Post
    Unless I am misunderstanding you, you have 3 power pools and an epic pool. Since you can have up to 4 power pools, plus one epic pool, you could indeed take Hasten by dropping one power.

    ...have I discovered the rare Arcanaville error, in the wild?
    Actually, that's true, I could just drop a single power to take Hasten in that particular build. Take a bow: I goofed on that statement (and apparently still living in the past at times).

    On the other hand, so many powers are prereqs for the actual powers I need: trading Hasten for Super Jump (my travel), CJ, Aid Self, or Weave is problematic. Trading it for Boxing, Tough, or Aid Other is impossible without knocking out one of the previous powers (and basically the entire pool).

    At best I could trade Hasten for LBE, which would knock out my one ranged attack (outside of veteran powers) or physical perfection. And this build is *very* carefully balanced around its endurance consumption when running at full power: trading Hasten for PP would likely drop me below the point where I could run at full power indefinitely between the loss of PP and the crash of Hasten itself. Those trades are still not obviously good trades.

    I would be more than happy to trade Aid Other for Hasten, but that's not possible.
  10. I'm one of those players that rarely crashed, although there were periods in the past when I did crash more often, they tended to not last long. Most of the crashes I did have I could trace to running out of heap memory or something similar.

    When I upgraded to a system with 4 gigs of RAM, those crashes essentially vanished. And now that I run on Win7 x64 and I have 16 gigs of RAM, I never crash, period, unless I do something really bizarre that kills my entire PC, not just the game client.

    I d/c due to internet outages far more often than the game client itself crashes. Lag, on the other hand, is something no one can fully escape in every zone. But I don't lag much unless I'm doing stupidly large workloads in the background, and I just purchased a Vertex 3 to solve most of that problem.
  11. Quote:
    Originally Posted by Silas View Post
    No build needs Hasten. Almost every build will benefit greatly from the addition of Hasten.

    I would like to think this is not a difficult distinction to grasp.
    Almost every build could benefit from Hasten if you could magically add it at no cost. I don't think its true that every build benefits enough from Hasten to justify replacing a power with it.

    So here's my MA/SR build:

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1529;704;1408;HEX;|
    |78DA65936B53125118C7CFB28B288A425E5011C13B1759A1CB4C535653998689A1A|
    |8EF1A5AE1A85B1B308033FAB2AF5033DA4CF5AEACDEF4CDBA7C82E8619FBFC80C3B|
    |B3F33BCFFF3CB773F6D9CCC94ADFCFB5B70F84D2FFD8326AB57CAE50352A1559756|
    |D1AF5E3AA61097A3C7B66D992F5F0F6F19B7D4BBA48095CBAE533D29252CF18D5BA|
    |6958F987D57A2DD4DA5B9107B254937AEEB8696DCB034B9EC89A2F5D3A925559AAE|
    |B978BBE6CB96CE91BD2A898A5438F6DAC9A8747F596959145B36096A4DBB6721529|
    |8BBE2715B3A03F2A174FF319A35697D5D351EA2B4AEF59B341FB696862DE21444A1|
    |38E0818636A5130CECC346314C4ACAAB6D6B5CEF4AE3147D2CCD167CC7317422846|
    |792938A6C8ECDE070B4CB7646E528CCA75541575DCC83F8AFCE3A8FB817C9D9CDFE|
    |9FCC27DF67D052F98FDDFC0EF4CEF0FE6738A75711D87CB418B054DCC3684CDF97F|
    |CC2CF9F4707ED113E7FE4648EBE538A5F7164153C5E4B062EF29B4E781BF6799F7B|
    |6481B409D816EAE33AF8188FB483E3E9CC377C075AEBD028F9843AFC1A7C460F3AE|
    |992AC50EE2BE0647145B8B2DF1FDC4FCB0AFB3BD4DBEC3EC2B86139C4F23CD8F783|
    |FFA1AF7725F135D6C4FA0CF4FE43B86EF397697EF71F236788739B5CC9CBDC7CC51|
    |4C00E70F0C719E59E45B401D3FF904716FC108F7F599B4106A85303B61CC4C18331|
    |3C62C4D61767628661A679946EE994110B567503B48BE739C5F99DB453F396688F6|
    |22BCA746B0B718E01A8B3BB0E19BA3AB8DA3F738666497341DF1FA12DFC3920E26C|
    |145E6050D4C123D27512B85DCA92DF09C7D27B4D67F2B04E66BA35DC337CD6AADFF|
    |4E28E829A4B5FEDF46D66D7BDBEB176D6BA36DBDDFB6EEF1D23F89F52FD215CC908|
    |27ABFDB357CBF3F579A5349F31C4571AE28CE99B8CFF39958E7FDC41EEB7FAF6255|
    |E50C73853B5878CF8CBE6326DBCFDFA047C43A94548772B343B9D1A1FC070DECDA5|
    |4|
    |-------------------------------------------------------------------|
    Now, since I have Leaping, Fighting, Medicine, and Body Mastery, adding Hasten is not just a question of finding a single power and swapping: to add Hasten I would have to eliminate one of those pools entirely. I don't think you can make the case that its obvious Hasten is worth losing any one of those power pools. That's more of a preference choice than an obvious case of the build being better with Hasten.
  12. Quote:
    Originally Posted by SlickRiptide View Post
    For the case of converting Sea-Tac into a metropolis in its own right with its own name and its own unique history, it's a given that pretty much everything about it is going to be different. There are no huge geographic features to speak of and because the whole thing is made up out of whole cloth I don't really care much about the fact that I might have to re-route a lot of the real-life roads and suburbs and what-not. I might have to relocate Seattle-Tacoma International Airport, but then again, I might just leave it and just rename it Tillicum International Airport.
    This is assuming your own conclusion. The question is why is that more acceptable. The only reason given appears to be because you don't care as much.
  13. Quote:
    Originally Posted by Void_Huntress View Post
    I was under the impression from previous redname statements that the procs-per-minute were dynamic calculations.

    That's what it sounded like when we got an explanation in the Market Enhancement feedback thread, before Freedom went live.
    I don't think they are dynamic in the way being discussed. They are dynamic calculations tracked relative to the proc: the proc goes off X times per second maximum. It does not reverse calculate by what percentage it should go off, if its slotted in a power with A recharge and B cast time, assuming C recharge strength buffs, adjusted every second.
  14. Quote:
    Originally Posted by SlickRiptide View Post
    That's a bogus excuse. If it's "Not. Real. World. Honest." then don't state explicitly that Paragon City is an alternate version of Providence. Make it a completely fictional city in a completely fictional part of the USA.

    If I make a game and create a made-up city called Tillicum and place it between Seattle and Tacoma, stating that it grew up in place of either Seattle or Tacoma, then I can pretty much make up whatever history and geography I want for it, within reason.

    If I drop a made up city in place of Seattle and then completely ignore the existence of Lake Washington and completely redraw the coastline of Puget Sound such that surrounding freeways have to be moved and nearby towns are completely obliterated then I'm being careless and lazy, no matter how much I wave my hands and say "Not the real world!"
    Why is making up a region of Washington between Seattle and Tacoma ok, but not making up a region of Seattle itself? That line appears purely abitrary.
  15. Quote:
    Originally Posted by GuyPerfect View Post
    Smashing damage says maybe not. Widdershins resists Energy and has high regen, so Energy Blast might be able to smack him down.
    I think Widdershins has 20% resistance to smashing, lethal, and energy, and 50% resistance to toxic. Also 500% total regen.

    At level 40, an Elite Boss has 4858 health. Base regen on an EB is 0.13, so Widdershins should have about 53h/s of regeneration. Using smashing, lethal, or energy damage (or a combination of those three) you thus need a minimum of 66 dps to overcome regeneration. Assuming you're trying to kill him in less than three minutes (using a lot of lucks to keep the damage off, and saving spots for other insps like cabs or damage) you need to generate 93 dps to do that.

    At level 40, that's within the range of most damage dealers. On an electric/Pain corruptor, not mathematically impossible but non-trivial on an SO build. The Voltaic Sentinel is probably key to this being within the realm of possibility.
  16. Quote:
    Originally Posted by UberGuy View Post
    I think his suggestion to make something as game-bending as being able to buy two primary powersets exclusively in the paragon market would cause the forums to explode. I know it was just an example, but anything on that scale of changing the rules accessible only to folks who buy it would not be well-received here, IMO.
    The bigger problem is you can't really "experiment" with stuff like that because you can't trivially yank it from players who have it if it doesn't work out.
  17. Quote:
    Originally Posted by Comicsluvr View Post
    Blasters do damage. It's part of our DNA. It's usually all we have to bring to the table. But like all tools there is often a better way to use what we have. Sometimes doing a lot of damage isn't enough. We need to do it WISELY in order to maximize our potential.
    Everyone does damage. Blasters only do damage. If you want to be wise, play a controller. Blasters have purity of purpose. What happens if an ambush arrives? Shoot it. What happens if one of your team mates has low health? Shoot around him. What happens if you get mezzed? Keep shooting. About to die? Keep shooting. Dead? Take a break from shooting. Rezzed? Break over, start shooting.
  18. Quote:
    Originally Posted by Hopeling View Post
    Is this what the PPM on the procs means? I had assumed it was like the PPM procs in other games, where it doesn't literally restrict you to a certain number of procs in a minute, but instead adjusts the proc chance based on attack speed to give the same average number of procs per minute (so with, say, 3 PPM, an attack with a 10s recharge would have a 50% proc chance, a 5s recharge would get a 25% proc chance, and a 20s recharge would get 100%). But I have not tested it at all.
    Most other games do not allow you to increase recharge rate on almost every power in an almost unlimited fashion. Doing the above would involve a lot of dynamic calculations on the fly for the procs to work out correctly.

    Also, most other games start recharging their powers when they activate, not when they complete casting. That throws the above calculations for a loop: they basically wouldn't work in our game as described without extra complicating modifications.
  19. Quote:
    Originally Posted by New_Dark_Age View Post
    lol...ok so you're right... ITS ALL HOPELESS. There can NEVER be another successful Superhero MMO after this.....its all over
    Its extremely unlikely there will ever be another successful Superhero MMO like this one ever again. You could spend a lot of money trying to make one, but your success rate would not be promising.

    You're not going to reinvent this game, and you're not going to just supersede it. If you're going to make a successful Superhero game, you'll have to do something unique, and by definition you'll have no reference point for whether it will work or not until you actually try to launch it.

    TOR is making a huge gamble: its basically an MMO Sierra adventure game with lightsabers. There's no way to know if that will be successful long-term, because there's nothing to compare it to. The next successful superhero game, if one comes, will almost certainly be like that: something that takes a totally different spin on it, even if some elements are recognizable.
  20. Quote:
    Originally Posted by DeathSentry View Post
    I would have to agree. I did in fact play Certified Other and while I reveled in realizing my wish of having a character with different emanation points for its powers
    I guess not everyone revels:


    POWERS

    General
    • Selecting the Vanguard Bow for Trick Arrow should no longer cause Beam Rifle or Assault Rifle effects to emit from the player's knee.
  21. Quote:
    Originally Posted by Venture View Post
    Knock yourself out. Google Earth is cheap and readily available. Go find a spot on the east coast of the US that's NW of Bermuda, just outside US territorial waters and allows you to place the Rogue Isles so that the east edge of the chain is closer to the east coast than the west edge of the chain.

    We'll wait.
    Actually, strangely enough there is such a place, or rather there is a place that meets the requirements I believe you are paraphrasing:



    About where that arrow points is a potential spot where theoretically speaking since US territorial waters curve around, there is a place about 20 miles off the east coast where its possible for Nerva to be at the edge of US waters but the rest of the isles to be fractionally outside of them (another candidate spot is to the right of that spot around the W70.30 marker).

    I'm not sure if it fits all of the descriptive text of the Rogue Isles, because frankly I don't remember all of the descriptive text surrounding the location of the Rogue Isles. But it does come nominally close to fitting the features in question.
  22. Quote:
    Originally Posted by Derangedpolygot View Post
    Sadly, I blanked on what questions to ask him. 'Lead engineer' made me think "He does hardware."
    If he replaced TV, I would imagine he's basically the lead technical implementation manager.

    Since he worked on Eve, the single burning question I have is a question I would have to figure out how to ask in person, because I doubt he'd answer it publicly.

    Rob, if you're out there, poke Zwillinger for my email address. Some stuff I wouldn't mind discussing with you that I was discussing with Television (Matt) before he ran away.
  23. Quote:
    Originally Posted by Golden Girl View Post
    I'm not sure they'd need to totally swap it out - it'd all depend on what exactly they wanted to do with any new engine, and if it could be done as an add-on/recoding of the current one.

    For example, one of the most requested features that the curent engine cant's handle is to be able to pick up objects and throw them - but would that need a totally new engine, or could it be done with a major upgrade to the one we have now?
    Depends on what specifically you want to do. If you just want to *look* like you're picking up and throwing objects, you could just use VFX to simulate that. Hurl does that already, you'd just synchronize that with interactive objects. But if you want you integrate our physics engine with that, things get more complicated fast.

    The more important question is: to what end? What does it mean to pick up an object? What does it mean to throw it? What effects should that have? How do we balance that against pre-existing effects?

    In CO you have a strength attribute that determines how large an object you can pick up. We don't have that here. Do we add it, or fake it with something else, or what?

    In a sense, picking up an object and throwing it either going to be a power which everyone either has or doesn't have, or its going to be a skill that people can make better or worse. And if you decide to start adding things that aren't powers into the game of this nature, you'll have to add a skills system or an attribute system to drive it.
  24. Quote:
    Originally Posted by Kitsune9tails View Post
    This is a bit of the point. Are we balancing around the 'comfort zone' or not? To what extent should ramping up your difficulty be counted or discounted, let alone IOs and Incarnation?

    I seem to remember that at one time, these sorts of things were supposed to be discounted entirely in terms of balance.
    In this context, there are three specific situations worth looking at.

    First, every powerset should be able to solo at +0x1. I suspect *in general* every blaster set can do that, but the question is at what rate, when piloted by the average player? If they have to slow down to make sure they have BU and Aim often, or are resting because they always win the fight but they get big chunks of health knocked out when they do, that may fall below the minimum rate of acceptable soloing in some missions or with some critter types.

    I suspect all blaster powerset combinations can do this to at least some degree: it would be debatable if they were able to do so as well as we'd like, but this is not the most critical problem area.


    Second, Blasters should, on average, perform at least about average. In the past, they've consistently performed far below average. And here, +0x1 is meaningless. What matters is what average players do because that's what's being datamined and compared. So this is average performance across solo missions, team missions, task forces, and the like. Whatever the average content mix is, we're looking at blaster performance in that content vs everyone else's, whatever that content is.

    I suspect things are better than they were before, but I have my doubts D2.0 completely fixed the problem given how bad it was originally.


    Third, Blasters should, just like every other archetype, have a focus, a specialty, a role that their design explicitly grants the tools to excel at, relative to the other archetypes. The devs are and have been looking at this a lot recently: what should Dominators be, what should Kheldians be, what should Stalkers be, what should Tankers be. This concern is separate from any performance issues: it deals with whether players feel they are getting a good deal from the bag of tools each archetype provides.

    The problem here is that the Blaster role has always been damage, and damage has continued to rise for every other archetype. Tankers overlap Blaster damage. Dominators have been promoted to explicit damage dealers, and with that they actually get better melee damage modifiers than Blasters. Scrappers have always been damage dealers and Stalkers have been stated to have the burst damage specialty role. Specializing in "just damage" has become about as interesting as specializing in sprinting. Everyone does damage. What makes Blaster damage specifically interesting, and worth giving up every other tool in the game to get.

    More than anything else, I want an answer to that question.


    Specifically how Blasters branch out from soloing +0x1 to teamed content, higher difficulty content, and the like is not relevant to the +0x1 minimum powerset design rule. But that's a bare minimum rule. Everyone has to be able to do that, but that's necessary not sufficient. How blasters function beyond that is at least as important. If its not, then there's no justification for boosting Regen in iTrials or boosting Dominator damage or looking at Stalkers or Tankers either. None of them have problems in the +0x1 realm. Its an important realm, but its only a necessary prerequisite, not the definition of being completely balanced against all the things Blasters should be balanced against.
  25. Quote:
    Originally Posted by NecroOmNomNomicon View Post
    Knockdown is the better alternative in soooo so many situations, and the reason why people love powers like Ice Slick and Earthquake, but puke blood when someone tosses a Bonfire first thing into the center of a group.
    If its a question of picking the best alternative, unresistable scale 4 damage has my vote.