Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Ultimus View Post
    Imagine if two AT's both were designed for damage.
    I don't have to imagine that. All fourteen archetypes are designed to deal substantial damage. And they keep dealing ever more damage over time. Except one.
  2. Quote:
    Originally Posted by Johnny_Butane View Post
    You talk of the 'intent' of the AT and its role, The intent is clear from that very old post. Tankers are supposed to deal powerful damage and better reflect their comic counterparts. You find me a post or original development document that says otherwise.
    CoH dev diary 3

    Quote:
    So, I began thinking of heroes in comic books and on the silver screen. I thought about the types of combinations that seemed to fit at least the majority of heroes that I could imagine. They were:

    Melee and Defense
    Melee and Ranged
    Ranged and Buff/Debuff
    Crowd Control and Buff/Debuff

    Then, I opened up the floor for anyone to imagine their hero - just from a background point of view. Could this rather simple system capture the heroes that the Cryptic staff had always wanted to play? We found that yup, it succeeded on that level.

    We tweaked it a little bit though - we decided to break down the combinations into a primary and a secondary role. In particular, we found that melee heroes came in two particular flavors - the big, strong type that could absorb enormous amounts of damage, and the master fighter type. So, we created two combinations, one where Defense was primary, the other where Melee was primary.

    ...

    Because of this, I decided to name the Archetypes with terms that pretty much described what they did. I avoided flashy, heroic names in favor of evocative ones.

    Scrapper - a hand-to-hand specialist (Primary Power - Melee, Secondary - Defense)
    Tanker - could resist damage (Primary Power - Defense, Secondary - Melee)
    Blaster - does tons of damage (Primary Power - Ranged, Secondary - Melee)
    Defender - helps protect other teammates (Primary Power - Buff/Debuff, Secondary - Ranged
    Controller - can affect AI behavior (Primary Power - Crowd Control, Secondary - Buff/Debuff).
    Jack's statements from those dev diaries are a lot more trustworthy than other statements, because they were statements he made at the time of development. His opinions of what things should be became more, shall we say fluid over time.

    However, at the beginning of time only *one* powerset combination got the reverse treatment, and that was the Melee/Defense one. And it was because Jack felt there was a difference between hitting hard and absorbing a lot of damage. If he didn't, we'd have only one Melee/Defense class, and it would have been Scrappers.

    Tankers only exist *because* of Jack's belief that there was a distinction between a class that was capable of absorbing more damage but did less damage than the class that did more melee damage but was capable of absorbing less damage.
  3. Quote:
    Originally Posted by Tetsuko_NA View Post
    I had a crazy idea about Blaster mez countermeasures:

    Would there be a way to alter Defiance thusly: When attacking while mez'd, damage is reduced, but the duration of the mez is also reduced by a % for each attack?
    Ideally, this effect would trigger only when attacking the mob that threw the mez.
    (I don't know if the game engine can determine that, however - I suspect it can't. If not, perhaps just attacking any mob with the same type of mez would produce much the same effect.)

    This would represent actual Defiance - the Blaster intimidating/damaging/etc the entity trying to render them helpless. Blasters would still have to fear mezzers, especially groups of them, but they'd have some recourse.

    This would also help a bit with the binary nature of mezzing for Blasters - yes, you've been gronked, but you can un-gronk yourself more quickly by hitting the gronker.

    Crazy talk?
    It might be simpler to return to an idea mentioned earlier in the thread: "breaking" out of mez using tier 1/2 attacks. Have those attacks provide a very large but very short mez resistance buff. Say +100% for three seconds. And actually this is not difficult to balance, because to a first order approximation what that does is reduce the mez duration by three seconds. So each time you shoot, any mez effect on you has its duration drop by about three seconds. It sounds like it should be more complicated than that, but if you think about recharge the way I think about recharge then its pretty obvious that a +100% mez resistance buff is basically the same thing as a recharge buff that speeds up the expiration of mez, and a 100% mez resistance buff burns an extra second off the clock for every second its up.

    Doing this exacerbates a problem, though, that D2.0 already creates. You aren't required to take both attacks: you're only required to take one. But the more archetype-survivability tools we stack into those powers, the less optional they really become. If you intend to solo a blaster at all, I don't really think they are all that optional now. If they are not just the mez-avoiding powers, but also the mez-cracking powers, I can't see not just plain giving blasters both powers right from the start.

    Which would be interesting, actually. Give blasters the tier 1 for free, make them then automatically take the tier 2 at level 1, and blasters effectively get an extra ranged attack right out of the gate. Which *would* be a very significant offensive advantage for blasters clear into the 30s when attack chains fill up solidly.

    I can already see the problems that would cause though, not in the blaster archetype but in other archetypes that would scream for similar free power choices to support their "inherent."
  4. Quote:
    Originally Posted by Johnny_Butane View Post
    To clarify, in the post you're referring to, I'm not complaining that Bruising really isn't a 20% buff to ST damage. As you can see, I'm fully aware it has other advantages.

    What I do take issue with is Bruising improving Brute and Scrapper damage (and improving it more than it does for the Tanker) in light of the current dynamic where Scrappers and Brutes benefit from the presence of a Tanker both to their personal survivability and their personal damage, and then get to go off and solo better to boot. Yet Tankers see no comparable reciprocation, they just get to see smaller damage numbers coming off the enemies they attack.
    That's not a special quality of bruising: its true for all debuffs. So in particular, its true of defender debuffs. Since defenders have even lower damage modifiers than tankers, its equally true that defender debuffs are really helping tankers, scrappers, and brutes more than themselves, and they shouldn't really get credit for those debuffs increasing team damage, only their own.

    The same thing should be equally true for defender damage *buffs*. So in fact, defenders really should get credit for almost nothing except healing and their own damage, and should therefore be in an even more seriously disadvantaged state than tankers.
  5. Quote:
    Originally Posted by Deus_Otiosus View Post
    Why ever roll any of the three if you can play a Corrupter, have excellent damage and be a team/league multiplier and trivialize content with buffs/debuffs and also not die in Johnny_Butane's Fantasy (nightmare?) land of everyone perma buffed to THE CAPS and not dying.
    Well, if you solo a lot mind/fire dominators can solo everything in the game without having to worry about being team multipliers.

    But yeah, if there's no reason to roll a tanker when scrappers and brutes do more damage, then there's no reason not to roll the highest damage scrapper or brute either. Why lump scrappers and brutes on one side, and all tankers on the other side, when some tankers outdamage some scrappers? Why not just say there's no reason to roll anything except Claws/Fire brutes (or whatever) and everything else is redundant?
  6. Quote:
    Originally Posted by UberGuy View Post
    Perhaps more importantly, how do we know who the endgame was aimed at?
    Logically, the end game was aimed at players that wanted something substantively more and different than anything the standard game offered at that time. Because if it was aimed at anyone else, it would *be* more standard content.

    *In what ways* it should be different from standard content is a matter of debate, but that it actually *is* different is not. That is the only reason it exists at all.


    Edit: and logically, one should assume that the solo incarnate path, whatever it is, will likely retain that attribute of being substantively different from standard content in non-trivial ways.
  7. Oh, NCSoft store, you continue to crack me up:



    Of course, you need to know what recaptcha actually does to fully appreciate this, but I can imagine that this is the sort of thing that would cause many a shopper to scratch their heads.

    (Also, I accidentally typed "psi(r)" rather than "phi(r)" so someone's calculus textbook is now totally messed up.)
  8. Quote:
    Originally Posted by Kitsune9tails View Post
    Actually, isn't the Incarnate System essentially a 'pick and choose what powers you want' system?
    Not really: your choices are restricted to taking one from column A, and one from column B. If I could skip Lore and take two Destiny powers, it would be more of a pick and choose what I want system. But the design of the powers themselves points to the reason its not: powers like Lore and Destiny have very specially crafted uptimes which only work if you can only have one.
  9. Quote:
    Originally Posted by IzzySoft View Post
    Yes, if you actually READ all the previous posts, you would have SEEN recharge time mentioned once or twice!
    I lump Animation time into Recharge time for discussions purposes.
    Yes, Recharge time would affect the Damage output.
    That's a pretty big hand-wave. The original designers of the game made a similar hand-wave, and as a result attacks they thought were reasonably well balanced against each other were actually wildly different. And even the players initially fell into the same trap of evaluating attacks in isolation, based primarily on their damage. See really old powerset guides for examples.

    As it turns out the effectiveness of an attack is based primarily on two factors: its damage over its total recharge cycle (DPS), and its damage per activation-second during its casting (DPA). When you do not have enough attacks to make a full attack chain, net overall effectiveness is dominated by DPS. But as attack chains become full, net overall effectiveness becomes dominated by DPA, because attacks that can deliver more damage within shorter activation times become more valuable when you have more than enough attacks to attack continuously.

    What's more this is separated by single target attacks and AoEs, and also by a difficult to compute metric of efficiency that determines the degree to which a set of attacks can be packed together to make a completely full attack chain.

    In other words, in this game the value of an attack is strongly determined by the rest of the attacks you have. An attack that deals 500 points of damage in one second is a really good attack, but in an otherwise slow powerset its just flashy. A set full of such attacks would be game-breakingly overpowered. That's actually somewhat unique to City of Heroes, and gives our combat a unique feel. It also makes min/maxing more complicated here than elsewhere, and makes the notion of valuing individual attacks by points extremely complicated.


    And this is just attacks. When we get to mitigation, we get to an entirely different set of challenges that are actually even more difficult. All because of the way mitigation stacks in City of Heroes.
  10. Quote:
    Originally Posted by EvilGeko View Post
    Wouldn't it make more sense to look at encounter design when thinking about Blasters?
    More sense than thinking about Blasters holistically, no. But:


    Quote:
    One of the things that I really think City of Heroes gets wrong is the prevalence and magnitude (using common meaning) of control effects. In most games I've played, a mez effect is something only a named or strong NPC would have (at least a Lt. here but usually a Boss or higher). And those mezzes last in the 2-5 second range. Here we have holds and stuns that last up to 30 seconds. That's just silly.

    Sleeps make sense because the NPC can't kill you (absent a one-shot) without waking you up. The duration there makes sense. But otherwise, it's just loony how long mezzes last on both sides in this game.

    I would take away every single minion mez in this game. Lt. mezzes would last at most 2 seconds, bosses 4, and higher perhaps 6. And it wouldn't be something that just about every high level villain group has access to either.
    Mez is something that just isn't well thought out in the game, and things like the 30 second stun grenade are just the most obvious examples. But I think this is a case where the devs believe that if we have it, the critters have to have it, and they can't take it away from the players.

    I think its worth noting that when the City of Villains archetypes were being created, every archetype with significant melee attacks (stalkers, brutes, dominators) had some form of mez protection guaranteed and *no* CoV archetype is actually *barred* from having mez protection. Not all Masterminds and Corruptors have self mez protection, but *some* do, which means the archetype definition doesn't prevent them from having it.

    As far as I know, only the blaster archetype as a whole is *barred* from having significant mez protection. The devs had to make a special exception just for Burn: its only immobilize protection, but they almost revoked it anyway.

    And that means when you look at NPC mez, you have to consider its effects on blasters differently than any other archetype. A critter mez is something of limited or no importance to things with mez protection. Its a differentiator for archetypes that have scattered mez protection in some sets: some sets will do better than others in that setting. But that mez is something all blasters of all levels as a practical matter will be vulnerable to.
  11. Quote:
    Originally Posted by IzzySoft View Post
    By Meter.. i mean.. you pick and choose anything you want to buy in a store.. but you have a Budget you cant go over!
    What you mean is a points-based ability purchase system, kind of like the HERO system aka Champions PnP.

    This would be *incredibly difficult* to do with the current powers system. It would be easier to do for NPCs because you can err on the side of caution when it comes to building NPC ability. The Architect custom critter system works on a very simplified version of such a system.

    But to do this on the player side would require so much limiters and cut-offs you'd just be fielding complaint after complaint about why this power costs this much when it should cost that much, from people who were just wildly guessing. Unless your system was anchored in bedrock, it would be a huge mess to deal with.

    I say that as someone who's thought through the entire process from beginning to end, without skipping any steps, with real numbers. Its not impossible, but with our system you either hit the bullseye, or you end up completely broken. There's no middle ground.
  12. Quote:
    Originally Posted by Liquid View Post
    I have some thoughts on the "Blasters are supposed to die more than other ATs by design" topic. I don't know if you'll agree with them or not.

    Originally, range was considered a form of defense. And if you play the release content up to mid levels, it plays out that way (with exceptions for certain groups like the Tsoo)-- generally the melee attacks were more powerful, and they might have stuns and knockdown attached to them, while ranged attacks were less dangerous. Combine that with the highest damage rating, the best endurance efficiency (Blasters had an end discount nobody else had at release), and the most attack powers, and I think this was why Blaster deaths were viewed as okay-- they killed so much faster that some debt evened their leveling out with other ATs that didn't die as much but couldn't kill as fast.

    But after the mid levels for release content, and in the newer content (especially Praetorians), ranged attacks became more powerful and frequent, and commonly had mez attached to them. At level 28, The most commonly used Scrapper secondaries got their big defensive powers (Invincibility, Instant Healing), and had enough power slots to build up enough attacks to have a full attack chain. This is when Blasters' range, higher damage, and more attacks no longer gave them an advantage, and all they had left was dying faster.

    We used to call the game "City of Blasters" at release because from level 1 to about level 25 or so, as long as you avoided the Tsoo, range and high damage more than made up for lack of defense. It wasn't all just broken Smoke Grenade. I always had the feeling that attention was paid to game balance from 1-25ish, but that after that, either things got rushed with mob design or some bad assumptions were made with player power options (like assuming people wouldn't 6 slot with one enhancement type, or that Tankers and Scrappers wouldn't keep Mez protection on full time) that caused balance to be out of whack.
    A while back I was playing with a metric I was calling "leverage." Leverage was basically a theoretical measure of the ratio between player damage divided by critter health, and critter damage divided by player health.

    So for example if the players had 1000 health and a minion had 100, and the player did 50 dps and the minion did 40 dps, then the player ratio was 100/50 = 2, and the critter ratio was 1000/40 = 25. Leverage would then be 25/2, or 12.5. It would suggest that, at least within this rough arena, the player could kill the minions 12.5 times faster than the minion could kill the player. That was the "leverage" the player had to defeat the critters before they could defeat the player.

    True leverage is difficult to actually measure, but we can approximate it in different ways. For example we can use damage modifiers and some reasonable guestimates for how full player and critter attack chains are on average at different levels as proxies for the offensive output.

    I have a feeling if I normalize these numbers correctly, they will show a really important aspect of archetype balance because it directly looks at offense vs defense in the right way, instead of comparing something's offense to its own defense, it compares offense to opponents' defense and vice versa, and then compares those two results. But its something I haven't really had the time to dig into very deeply since my original foray into the subject, and that was years ago.

    There's no question, though, that as we level the amount of attacks we need to use to defeat a critter rises, and the amount of attacks the critters need to defeat us drops. That basically says that in a normalized sense, as we level our offense gets weaker, while critter defense gets stronger. Any archetype that relies on killing them before they kill you is bound to run into a break even point somewhere along the line, and then its all downhill from there.
  13. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I thought that was the poibnt fo Defiance 2.0? Give Blasters limited mez protection without giving them the full protection afforded to melee ATs.
    And the reason why blasters should have less than full protection is? Because, and I'm totally serious here, Blasters are the only archetype which is defined to have to occasionally die to be seen as working as intended.

    Dominators get an entire control primary for damage mitigation but its not seen as extravagant for them to get mez protection - the real kind - in domination. It didn't seem extravagant for Widows to get it, and few thinks melee characters aren't entitled to full mez protection by divine right.

    Not that I'm specifically asking for mez protection per se, but rather mentioning that giving blasters melee attacks without careful consideration of how they are supposed to use them, said consideration being consistent with the consideration given to all other archetypes, is part of the general problem of blaster secondaries not having a specific purpose. You look at Ice Manipulation and you think, ok, well that might make sense. Ice Patch and melee attacks; seems logical. Then you look at Fire Manipulation and you think, ok, six PBAoEs and no damage mitigation: that's suicide for most players. And it probably is.
  14. On the subject of Placate and team synergy, I've always been a fan of a suggestion that kills two birds with one stone. Have stalker attacks have a separate critical chance against targets that are not aggroed on the stalker.

    Obviously, this helps on teams more than solo, because solo most things will be aggroed on you. But the more control of aggro that the team has, the better the stalker will do, and its conceptually consistent.

    This also helps Placate indirectly, because a placated target will obviously not be aggroed on the stalker: the stalker gets the benefit of the automatic hide crit, and an additional chance to crit the target due to being unaggroed.
  15. Quote:
    Originally Posted by Samuel_Tow View Post
    This is actually the right mess that Blaster secondaries are. What are they supposed to do? Are they melee like the game called them in Beta? Are they support like Devices is trying to be? It seems like a Blaster secondary is "supposed" to do whatever it looks like it should to in your eyes. Some powers from some sets help us a lot while some powers from some sets feel completely pointless, like Blasters got whatever was left over when the other ATs were done. And I'm pretty sure that's not the case.
    Actually, I wouldn't be so sure. I think alone among the powersets, the blaster secondaries were cobbled together at the last minute without a clear vision for what they were supposed to be. Clearly, at one time they were basically supposed to be "melee" sets: that's obvious going all the way back to pre-beta, when Blasters were conceptualized as "ranged damage/melee damage" or "damage/damage." At some critical point, someone realized that would be problematic, and started trying to diverge the blaster secondaries from the tanker secondaries; note the differences in energy melee vs energy manipulation in powers like energy punch. But eventually, they clearly decided to punt that problem, call the sets "manipulation" and do the best they could to fill them with reasonable powers.

    I don't think there's any other explanation for Fire manipulation's *six* PBAoEs. And on the subject of stalkers, if stalkers were at least originally supposed to be somewhat squishy, why do they have mez protection? There's a reason that was articulated in beta: they were going to be in melee range, where - so the thought process went - they would be more exposed to and more vulnerable to mez. In other words, being in melee range all the time was a strong indicator that you likely need mez protection. Stalkers have it, Scrappers, Brutes and Tankers have it, and even Dominators and Widows have it. While all archetypes have some melee ranged or PBAoE attacks, only one is intended to operate in melee range for a substantial percentage of time by design and doesn't have mez protection.
  16. Quote:
    Originally Posted by Samuel_Tow View Post
    Years ago, someone (I believe it was Arcana), corrected me on the use of the terms. DPS stands for "Damage Per Second" in the sense of continued damage over time. DPA stands for "Damage Per (second of) Activation" and represents the damage you can pump out with this attack in the span of its activation, so as to pick which attack is best to pick for an attack chain. You need some way to differentiate between damage over time in general and damage over time of activation, because one depends solely on animation and one on animation AND recharge.
    I invented the term "DPA" to be "damage per activation-second" because the term "DPS" was consistently overloaded to mean both "damage divided by the cycle time of the power" and "damage divided by the activation time of the power." I decided to call the former "DPC" and the latter "DPA." DPA caught on; DPC did not: instead the term DPS became synonymous with "damage over time" which served both to describe a single power's damage divided by its cycle time, and an entire chain's damage divided by its cycle time, the former being a limiting case of the later.
  17. Quote:
    Originally Posted by _Wyll_ View Post
    If that wasn't enough, I also learned she knows how to "game the game". This weekend, I noticed some of her missions looked familiar and repetitive. I took a closer look and boggled at what a saw on her screen:

    Hydra from the Sewer Trial....

    I asked my little rose what missions she was doing. In her high pitched, little girl voice she told me the following:

    "Some kind of sewer thing. We go in, fight our way to the big monster, beat it and gain a level. I did it eight times so far. You get some kind of reward too, but I just click anything. It is pretty easy now I know what to do."

    As it turns out, my little Rose had been doing the Sewer trial over and over to gain levels for the last few weekends. She even had a few people on her friend list that team up with her to do it when online.

    7 years old, knows how to ace the Sewer trial. Wow.
    Any chance you could start on about a dozen more kids, so in six years I can run Underground trials with them? I'm hoping they can help me get the Preservation Specialist badge.
  18. Quote:
    Originally Posted by TwoHeadedBoy View Post
    And so, because you don't have time, it means that those of us who made time because we wanted to have top enhancements for our characters now get to be told "Oh I know you worked to get that stuff in your build, but SURPRISE! Joe Lazy Guy with a 20 dollar bill can get 'em without any effort required!"

    It's a slippery slope- Your argument can be applied to Incarnate content too. "I don't have time to get Incarnate salvage. Let me give you irl money for it!" And the same for badges, "I don't have time to collect badges, here lemme pay you for 'em."

    Pretty much the trend this sets is that if irl money can be equated to things earned in game, the game loses all of its integrity. There is no point in actually playing the game if you can simply purchase everything. Now, I'm all for selling costumes, non combat pets, rocket slides, and all those other little trinkets that don't alter game performance. When it comes to this, though, I am not comfortable.
    This isn't a trend, this is an experiment. There's no question in my mind those four sets were strategically chosen for their value. The devs are attempting to see what the net effect of selling such enhancements in the game are, and one of the things they are interested to know is whether the players will balk at the idea of paying for that level of performance, or whether the majority of players are both comfortable with it and willing to spend money on it.

    Personally, I'm not thrilled. But I'm also morbidly curious to know how that sale goes as well. Its always useful, if not always heartening, to know in which direction the majority leans.

    Up to this point I think the devs have skirted the line in some areas. These enhancements almost seem chosen to *deliberately* cross it. It'll be interesting to see if the rest of the playerbase, particularly the store consumers, agrees or disagrees.

    If there's one area where the devs and I part company, its that they tend to believe the only valid way to learn stoves are hot is by touching them.


    Incidentally, and perhaps counter-intuitively, I'm not as uncomfortable with the archetype IOs in the Super Packs. I think partly its because selling these specific IO sets undermines the auction house economy, and that makes it problematically unfair to those that buy and sell those items in the in-game economy. The archetype IOs don't exist in-game except (eventually) as super pack items, so there's no pre-existing economy surrounding them.

    Honestly though, I can't really fully rationalize that feeling. Its just a feeling.
  19. Quote:
    Originally Posted by Dispari View Post
    Especially if we're viewing Stalkers as the missing link between Scrappers and Blasters.
    I don't think its anything trivially simple like stalker defense being between scrappers and blasters, so stalker damage has to be proportionately between scrappers and blasters or anything like that. But I do think Stalkers and Blasters are linked by dev statements, including the most recent ones in this thread, that those two archetypes are both defined as trading away survivability for some offensive benefit of some kind. That trade is specific to those two archetypes and no others. So how one of them executes that trade can shed light on how the other one should work, and conversely the problems one faces can shed light into the problems the other faces.

    You could argue a similar relationship exists for scrappers relative to tankers, but I don't think that relationship has anything to offer here. In broad survivability and offensive terms, scrappers and tankers function mechanically very similar. Probably too similar, but so similar that there's nothing interesting to learn in terms of what happens when this trade mechanically affects how an archetype functions.

    Why is this trade so critically special? Because when you trade one kind of offense for another kind of offense (ranged attack for ranged control, say) you're trading one kind of tool for another kind of tool useful under similar circumstances. Those are easy trades to balance. Same thing goes for trading one kind of defense for another kind of defense. But when you trade across offense and defense, giving up one for the other, there are special problems. You need both, so giving up too much of one for the other is counterproductive. Give up too much offense for defense, and you end up being unkillable but slow. Give up too much defense for offense, and you end up dead (and no longer generating offense).

    The former is a potential problem, but it can be mitigated: you can convert extra defense into rewards by using the difficulty slider. But the latter doesn't have the same mitigation option: you can use the difficulty slider to lower difficulty, but that comes with a reward penalty. There are ways to convert extra defense into something useful. Its much harder to convert extra offense into something useful if you do not have enough defense.
  20. Quote:
    Originally Posted by Eva Destruction View Post
    Reducing a 30-second stun to a 20-second stun doesn't really help you when you're dead in 10 seconds.

    Not that I think 30-second stuns have any reason to exist in the first place, see above.
    The "break mez" effect was suggested when D2.0 was being fiddled with, but as above, I think the problem was that the devil was in the details. Exactly how it would work could easily make it overpowered, or worthless. It isn't immediately obvious there exists a happy medium.

    Don't even get me started on those stun grenades.
  21. Quote:
    Originally Posted by Jibikao View Post
    I think the dev can start by making Blaster melee stronger. How in the world they feel Blapper is more efficient than Range??
    Inexperienced players would see experienced blappers in-game and hear them talk about blapping, and think it was an extremely survivable mode of play relative to ranged blasting. And it was, if you knew what you were doing. If not, you'd be dead.

    Blaster survivability does come mostly from mez, not from insta-kills. And blapping always involved megatons of mez. When total focus was mag 4, energy blappers could keep a couple bosses permanently stunned. Total Focus and Air superiority could wreck havok on a spawn in a way few ranged chains could.

    It wasn't about efficiency, it was about staying alive.
  22. Incidentally, I have no problems with the devs looking at Stalkers now. I mentioned which archetypes I thought were most deserving of attention, but that's not the same thing as which ones should be looked at first. I think if the devs have some relatively straight forward proposals for stalkers, we should hit the low hanging fruit. I think both Blasters and to a lesser extent Peacebringers have a complicated web of small problems rather than one easy to correct big problem, and that makes them potentially more complicated to address. They may not be as easy to divide and conquer.

    A holistic pass at blasters would look at a ton of things, including damage modifiers, strength caps, mez, tier 9s, secondary definitions, and that would take time.

    The secondaries are the thing I'm not even really 100% certain what in general should be done. When you look at blaster secondaries, they cover such a wide range of powers and abilities they look more like a set of big power pools than a set of powers in a single archetype category.
  23. Quote:
    Originally Posted by Siolfir View Post
    In another thread it was suggested that the Blaster damage cap be raised to 600% and in another the melee damage modifier increased; at a 600% damage cap they'd outperform every other AT at their respective damage caps relative to the scale of the power.

    While I don't think it's an end-all-be-all solution for Blasters, it does at least address the issue where Brutes and Scrappers at their caps deal more damage over time with the same attacks than Blasters do. For that reason I think it would be a good place to start.
    It certainly can't hurt, but I don't think that should happen except as part of a larger revamp. There are some issues. For one thing, the ranged modifier was increased but explicitly not the melee one to balance out a perception that blapping was a more effective mode of blasting than ranged attacking, since it usually was coupled with much better counter-mez and much higher DPA attacks, albeit single target ones. The notion that blapping was a better strategy was problematic because it was only so for players experienced in blapping. In combination with Defiance 1.0 it was just getting players killed.

    If we want to maintain that ranged/melee skew to counterbalance intrinsic melee offense advantages, boosting the melee modifier would seem to indicate a boost to the ranged one as well. But I'm not sure how much higher the devs really will feel comfortable going.

    Just in passing, a trick question. Who has the highest melee modifier? Scrappers of course (1.125), followed by Dominators (1.05) followed by Blasters (1.0). Now who has the highest ranged modifier? Its Blasters, but not exclusively: they are *tied* with Scrappers at 1.125.

    Trick question because the Scrapper ranged modifier is actually 0.6. But they don't use it, ever. By decree, ranged Scrapper attacks always use the melee modifier. All melee archetypes, scrappers, stalkers, brutes, and tankers, use their melee modifier for all attacks, whether they are ranged attacks or not. Which makes the whole notion of them having higher melee modifiers and lower ranged modifiers moot, and essentially mocks the notion of a "ranged archetype" having a ranged advantage.


    Really, what I want more than anything else is an answer to the question "what are blasters supposed to be?" And "they do damage" is not an answer to that question: everyone does damage. To me, its not really a numbers problem. Its more of a "why does this archetype exist" problem. Even stalkers have a reason to exist: they support a particular playstyle (stealth, alpha) that doesn't really exist without them. Whether everyone likes that style of play or thinks the game doesn't need that style of play is a separate issue. Its obvious, though, that the current best reason for blasters to exist as an archetype is to die. That's not an exaggeration: they are defined by what they don't have as much as they are defined by what they do have. They are defined to be weak to damage, weak to mez, they trade "being in jeopardy" for dealing presumably more damage. And that trade isn't a real trade unless blasters actually die. Although the devs don't actually want blasters to die far more often than everyone else, I also think that hidden in the way they see the archetypes, they kinda actually do.

    Above all else, I want to break that notion. The rest is numbers fiddling.
  24. Quote:
    Originally Posted by Jibikao View Post
    So what if Stalker does better Melee ST Burst Damage AND better Melee ST DPS? Is that really broken?

    Stalker is the worst survival of the four melee and Stalker has less access to aoe. Is that so wrong that the new Assassin Strike allows Stalker to do the best Single Target Melee Damage?
    The other reason why I think blasters really are in more serious need of a rethink is because many (not all) the arguments for reexamining stalkers are of the form "stalkers have less survivability than scrappers, ergo they should do more damage." Even when you factor range into the equation, that logic should be amplified massively for blasters. But we've already buffed everyone's damage so much that there's virtually nowhere left for Blasters to go. If we keep buffing everyone's damage and do Blasters last, we *won't* have anything left to do to Blasters. We'll have given everyone else all the interesting damage mechanics, high burst, high sustained damage, and all that will be left will be tinker toy concessions.

    Any edge blasters had in offense is now at best measured in percentage points. Its survivability gap is measured in orders of magnitude. And this squeeze gets worse as time progresses, because the *one* archetype the devs do not protect against encroachment is blasters, because the devs have already conceded that *all* archetypes must be able to do good damage, the one thing blasters were supposed to be better at.

    In fact, you could argue its the Defender complaint on a massive scale. Defenders often complain that what they are supposed to be best at (buff/debuff) Controllers are pretty good at. Blasters can argue that what they are supposed to be best at everyone is pretty good at. And the longer everything else is tweaked, the more wedged into a corner blasters will get.
  25. Quote:
    Originally Posted by Jibikao View Post
    That's exactly the point. Most Blasters can take out 50%-60% of trash mobs with a simple Aim + Build Up. (The only Stalker that may do that is Lightning Rod + Fireball but that's higher level stuff and again some of Stalker's major problems come from which primary you choose)

    The change for Stalker is to make them more attractive on a competitive/very good team as stated by Synapse.

    Assuming Tanker is going to grab most of the aggro, Blaster has a better role than Stalker. Stalker has almost "no role". It's the worst melee for tanking and its damage potential is less than Scrapper/Brute and many other ATs (less than SoA and some Dominators). And in an AV fight where there's tons of pbaoe that can kill you (ie. Bobcat in Apex or Stateman SF against 4 Patrons), Blaster has a better advantage at fighting at longer range. As great as Banes are, I can still die during Statesman SF with those four AVs using aoe/pbaoe attacks or I sometime die in one hit (if I am defense based like ninjitsu) by an Incarnate boss.

    Blaster at least has one role that does pretty well.
    If the tanker has all the aggro and the blaster is killing everything, your role is comedic relief. Its the only role left. You could have enough damage to one-shot every foe you target, and you'd still be contributing basically nothing. For that matter, all other blasters are also contributing basically nothing.

    All this is a paper discussion. In practice, what we learned before the Defiance 2.0 changes was that blasters were dying far more often than any other archetype solo or on teams. So this role you think blasters should just automatically be the best at, I know for a fact they weren't reasonably fulfilling it at least prior to D2.0. And the paper argument doesn't account for D2.0, so that's irrelevant. The paper argument clearly overlooks something if on paper blasters should have no problems with aggro, be completely free to unleash their ranged damage with impunity, and in the actual game were dirt napping themselves into high debt.

    Even if I concede the role issue, though, its still the case that leveling slower than everyone else presumably implies a worse problem than not having an good role on all teams. At one time, that was the blaster problem. I don't know for a fact if they still have that problem to the same degree, but I do know most of the structural problems blasters have *can* cause that problem, because prior to D2.0 they had it. And by default, that trumps "vague team role." Being dead is worse than lacking team synergy.