Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Adeon Hawkwood View Post
    As for why I doubt cones will get a boost, the devs use a formula for calculating the recharge and endurance costs for AoEs which factors in the size of the AoE. Increasing the range of the cones would increase their area by a significant amount so their recharge would go up and I don't think anyone wants that.
    Yep. Arbiter Hawk can wave his magic wand and boost the ranges of all 40 foot single target attacks to 80 feet, and it will be so. He can't buff the range of cone attacks specifically, without being forced to increase their endurance costs and recharge times accordingly due to the increase in the AoE factor.
  2. Quote:
    Originally Posted by Adeon Hawkwood View Post
    There are no combos that get zero improvement. Every primary has either a short ranged T3 attack or a snipe so at an absolute minimum all Blasters will get one of those changes.
    One combination gets dangerously close in my opinion: AR/Dark. AR has no Aim, Dark has no BU. AR has no 40 foot tier 3 single target attack. The only tohit in the combo is Soul Drain, which is a very good power if you're either a blapper or a hybrid blaster, but if you are primarily a ranged blaster, the ranged option for AR/Dark did not improve very much with the currently announced changes in I24.
  3. Quote:
    Originally Posted by Another_Fan View Post
    I think you missed it. If you buy Arcanavile's line that all blasters were still significantly underperforming with defiance 2.0 then any change meant to help blasters that doesn't actually help all blasters is unfair.

    It gets worse when you look at the fact, this actually helps defenders and corruptors even more than it does blasters.
    I don't think the sniper changes are unfair, exactly. I think they are not targeted at blasters, but at snipes, and aren't specifically intended to help blasters more than any other archetype.

    That would be, if not unfair, at least inexplicable if that were the only change coming on the offensive side of the ledger (sustain aside). Perhaps its not. And to be honest, even if the original plan was for that to be it, I think we have enough consensus to change the plan. Its not often you get this wide a consensus something is amiss, even if there is no agreement on what precisely is amiss. I believe the devs will take note of that.
  4. Quote:
    Originally Posted by Another_Fan View Post
    That would of course apply to the too awesome mental as well, seeing as people take that set to get the extra cone attack from psychic scream and infrequently use drain psyche.
    The problem with Drain Psyche is that it combines hard to use with stupidly strong. That makes it harder to adjust. Lots of people aren't fond of DP, but lots of other people take Mental primarily for DP.

    Having said that, I don't have a problem with shifting some of the strength of DP into a frontloaded component that affects the blaster without having to hit any targets. But that power is radioactive: I would do that all by itself unlinked to any other game changes.
  5. Quote:
    Originally Posted by Oliin View Post
    I know I'm late to this, but mostly the issue seem to be that the fast snipes only have to be situational solo for dominators and non dev (and EM apparently with a decent investment in powers) blaster. Any corruptor or defender can get there with just the leadership pool, slotting tactics and a kismet. Also there's some talk of looking into letting dominators use the improved snipe whenever domination is active.

    Now in order to get those all the time requires IOs to be sure and we really shouldn't design around the assumption that everyone has access to them but shouldn't it be equally possible for all the ATs to have similar access to the buffed snipes? Otherwise it ends up being more of a buff for the ATs that can get consistent access to it than it is for the average blaster and blasters are the AT that's commonly perceived to need buffing the most.
    I don't think everyone has to be exactly equal, but I don't think Blasters as a whole should have any strong disadvantages relative to other archetypes.

    This may actually be a good opportunity to examine things like the totally inexplicably low blaster melee tohit buff modifier, and perhaps how buffs like tactics work with regard to ally vs self buffing.
  6. Quote:
    Originally Posted by Another_Fan View Post
    It hits 10 mobs so unless you can position it so it just hits 3 and doesn't aggro the rest of the spawn. Of course if you do that you sacrifice most of your +damage.
    Its only a sacrifice of damage if you can in fact hit more and you choose to hit less. But there's no reason to do that: you should hit however many you are capable of hitting with your playstyle: the tohit buff you get from that will be enough to hit the limit under the conditions I mentioned. But I'm not advocating deliberately trying to hit more than you would attempt to hit today, or alternatively deliberately trying to hit less. I'm only mentioning the threshold necessary to reach 22%, not advocating a specific target number to hit.

    Of course, your point about melee does bring up the case where a player chooses to not take Soul Drain at all, because they don't *ever* want to be in melee and it thus has no benefit to them. That could be particularly problematic for, say, AR/Dark, and probably worth mentioning to Arbiter Hawk. Perhaps Soul Drain could be altered to provide its frontloaded tohit buff even if it hits nothing, or there might be some other remedy possible.
  7. Quote:
    Originally Posted by Another_Fan View Post
    LOL sorry I really don't consider jumping into melee range, Aggroing 10 mobs and then freezing myself for 2.5 seconds while I eat that alpha viable to get a snipe.

    If energy has to wear a chicken on its head dark has to wear the chicken suit.
    Slotted tactics and unslotted (for tohit) Soul Drain needs to hit three targets to reach +22%. Slotted tactics and Soul Drain 1-slotted for tohit requires hitting two targets. Slotted tactics and Kismet requires unslotted Soul Drain hitting one target.

    Whether its a source of humor to you or not, its a fact worth mentioning to players that care about facts.
  8. Quote:
    Originally Posted by Leo_G View Post
    Don't recall ever asking...and I know you're not the charitable type so...
    I'm probably generally far too charitable in these cases. And definitely in this case.
  9. Quote:
    Originally Posted by Another_Fan View Post
    Actually with minimal effort (tactics + kismet) every Corruptor and Defender can have the permanent fast snipe. The only blasters that can have the fast snipe on a permanent basis, are devices and energy. Energy has to take tactics, the kismet, and has to rotate Aim, build up and power boost (while wearing a chicken on their head)*
    There's one other blaster that can theoretically get to perma +22%: /Dark when not combined with AR. But it requires significantly more effort than /energy because you need about +100% global recharge to pull it off, which is unlikely to happen in a leveling build.

    However, it does not require perma +22% to get perma insta-snipe. It just requires the tohit buff be up when snipe is recharged, and /Dark can get there with a little less effort than that: still very high relative to energy and devices, but not impossibly high.

    Which doesn't alter the fact that the blaster melee modifier for tohit buff is too low. But with the modifier reset to 0.125, Dark would be in the game without tactics and or the need to hit a high number of targets.
  10. Quote:
    Originally Posted by Leo_G View Post
    Oy oy oy. Why are you coming here picking apart my posts? If you're trying to help me, like you're implying, stop pretending I'm talking non-sense.
    That concludes the level of assistance I am willing to provide in the area of dev communication.
  11. Quote:
    Originally Posted by Leo_G View Post
    I think my question was pretty simple. It was even short. I made it on my phone in like 2 min. "Any plans to address blaster's in-combat sustainability?" was my question and the rest was basically an explanation of what I'd consider in-combat sustainability.
    I'm genuinely trying to help you out here:

    Quote:
    Are there any plans to address blasters in combat sustainability?
    This is a question, but the answer is very obviously: yes, what was announced on the stream.


    Quote:
    The added features are great but vs a boss or two plus mezzes and debuffs, I'm imagining the regen or heal over time will only get them so far.
    This is not a question: this is a statement that in your opinion what was announced won't go far enough. Which implies your previous question was rhetorical. You know what the plans are, you just believe they are inadequate. Which is a fair opinion, but not a question. More importantly, it neutralized the prior question as being possibly rhetorical.


    Quote:
    Just to plug an idea of mine: adding an overpower proc to all a blaster's single target mez to give them a chance to quickly hold a boss. I suggest this because it turned my DP blaster around when I slotted the Lockdown SBE proc in Suppressive Fire. Fights were still close, and it forced me to stay aware, but it allowed me to fight multiple hard foes at once just like my doms do. Of course the doms can also lockdown whole spawns without breaking a sweat, but this isn't about doms, this is about blasters vs multiple dangerous targets they can't drop super fast
    This isn't a question at all, but a suggestion.


    Questions that Arbiter Hawk can answer would be questions like:

    Do you have any plans to buff blasters beyond what was announced, if it turns out testing shows the announced buffs are not strong enough?

    Which incidentally, the answer is "yes."

    Do you believe your buffs will make blasters survivable against spawns with multiple bosses, and if not what level of difficulty did you test your changes against?

    I'll let Arbiter Hawk answer that one, if he chooses. But I would say that the buffs won't take you from dying against an Lt and a minion to defeating two bosses simultaneously. But they might take you from being able to defeat one boss but not two, to being able to survive a fight against two. How high the buff will take you depends on where you are now.


    Look at the questions Arbiter Hawk actually answered:

    Quote:
    I know some sets (ice and DP) don't have a real snipe per say. Are you looking at doing anything to those sets to level the playing field after the snipe change or just banking on their unique nature being enough?
    Quote:
    Will the heal/absorb/recovery of the new Manipulation powers be enhanceable?
    Quote:
    Why did you guys feel the need to change the names of certain powers, like Cloaking Device
    Quote:
    Anything more specific you can say regarding electric blast?
    Quote:
    Is there a simpler mechanic that can be used on snipes?
    Quote:
    Is there going to be anything else done to allow dominators to take better advantage of these snipe changes?
    Quote:
    are you going to look at the 'fool' magic buff power? At the moment the 3% tohit debuff it lays on you is essentially ignorable, but if it makes the difference between being able to fast cast your snipe or not, I could see it getting annoying very fast
    Quote:
    is blaster thunder clap going to remain as KB rather than KD?
    Quote:
    it's my understanding that the self-affecting portions of these upcoming "new" powers do not need to hit enemies to work. Is this true?
    Quote:
    Are you looking at making FastSnipe more easily attainable through Build Up in the mid-levels or is the intent that BU require significant effort to attain FastSnipe?
    They tend to be direct questions allowing for direct answers without the need to have a specific presumed perspective. The only actual post I saw Arbiter Hawk reply to that wasn't a direct question like that was the one about mitigation, but that's because once you get Arbiter Hawk talking about damage mitigation, yak yak yak you might as well get comfortable.

    But seriously, you're not being ignored. You posted something the devs tend not to respond to: a question that was part challenge. Perhaps you did not intend it that way: if so I hope pointing out the fact that there are ways to better direct the question will help in the future.
  12. Quote:
    Originally Posted by Garent View Post
    The design of other sets says otherwise. Using buff/debuff sets as an example, time and thermal have their resistance debuffs given large recharges and reduced power because of the large amount of defense present in them. Archery's resistance debuffs have their power reduced because there are two of them in the set. We can't say for sure if it's the case, but it's a very real possibility. That's why I asked about it in Hawk's thread.
    My interpretation of what's going on in those cases is that those are cases where the devs were actively trading off different effects from the perspective of making sure the sets were not too good at too many things. That creates the opportunity for one effect to be traded off against another for a design purpose. And they are comparing one set against its peers. But sustain and non-sustain effects aren't in competition like that in the blaster secondaries, and comparing to peers would be irrelevant to manipulation buffs if you were going to buff all of them to a higher level of value.

    As a review of the manipulation sets is something I want, if I thought sustain would hinder that I would be pointing that out to Arbiter Hawk already. But I believe the critical problem inherent in any review of the secondaries is the huge amount of effort it would take to do that within the context of the cottage rule. By comparison, sustain's effect is negligable. Certainly not high enough for me to encourage the devs to either split up the effect (which would not really help, since the sets would still be just as powerful overall) which would be an inconvenience, or reduce sustain just to make room for future buffs, which is an attitude that I believe actually a lot of us including me promoted over the years which helped put blasters in the state they are now, or delay any changes until manipulation sets are on the table, because in prior discussions with the devs my belief is that that is something we should not hold our breath for: the devs want to do it, but there are serious impediments to it getting off the ground.
  13. Quote:
    Originally Posted by Leo_G View Post
    I guess I really am on everyones ignore list. Oh well
    Simpler, more direct questions would help in this specific instance.
  14. Quote:
    Originally Posted by Diellan_ View Post
    Well, either they're going to give the "right" amount of sustain, which means that Blasters will still be below par, or they'll give them too much sustain, which means that Blasters will be "good enough" and then they can't balance the sets without nerfing those powers. I fear they're going to put themselves in between a rock and a hard place when I24 beta comes around, in that if they choose the first option, there'll be too much complaining about the powers not being strong enough, driving them closer to the second option.
    I don't think buffs are fungible in the way you're implying. I think whether or not we have too little, too much, or just enough sustain will have little impact on whether or not Frozen Aura can have more damage (or any damage) or Fire Manipulation gets more utility. Only when things get egregious do I think the devs start thinking that way. But for remotely reasonable levels of sustain I don't think having high sustain "steals" away opportunities for other buffs.

    Specifically, I don't think the devs look at Ice Manipulation and say "Ice is weak, we can buff Frigid Protection or we can buff Shiver, but we can't do both."
  15. Quote:
    Originally Posted by Diellan_ View Post
    The survivability levels are completely reasonable, but putting everything into one power is going to make things worse in the long run: as we can see from Stone Armor and Kinetics, powersets that have one extremely amazing power become impossible for the Devs to tweak in the future, as there is no way to buff the crap powers without nerfing the uber power. What I don't want is for these powers to be so strong that they won't ever be able to tweak Blaster secondaries again.
    It may place some limits on manipulation balancing, but I don't think the situation is all that analogous. The amount of sustain we're getting is closer to what the devs feel compelled to add, not the maximum amount we could credibly get. And that means sustain doesn't really reduce the options for buffing manipulation sets by more than a small amount.

    For example, I would feel perfectly comfortable asking the devs to buff Frozen Aura to not be ridiculous. I would be genuinely surprised to hear them say that they'd like to, but they'd have to nerf Frigid Protection if they do. The manipulation sets have enormous room for improvement and I don't think sustain took even a third of the room available to buff them, particularly on the damage and offensive mitigation side of the fence.
  16. Quote:
    Originally Posted by Samuel_Tow View Post
    Kind of like a PBAoE Mastermind -> Traps -> Detonator, only just affecting the Time Bomb. It ought to be doable with two powers, and we already have more than enough precedent for one power pick granting several. And I'd still restrict the bomb to blow up 15-20 seconds after it was set even if it weren't detonated to preserve a similar dynamic to the old one, where you could have it blow up mid-way through a Full Auto.
    Yeah, the timer would still be there so that the bomb would behave just like the current one does, and the detonator would be an added feature. So people would not need to use it if they did not want to, and anyone unaware of the change would not be negatively affected.

    While we're talking about time bomb, here's another change that would be useful to combine with the previous one. Instead of having a gigantic 9 second cast time, have time bomb have a 1.67 second cast time, but for the first five seconds after activation its damage is reduced. It starts off at half damage, and gains 10% more (base) damage for each second that elapses until it reaches full strength. Any detonation that occurs after that happens at full power. Any detonation that happens earlier than that happens at less than full power, but that detonation would have been happening during the original cast time of the power - in effect, you can have it go off faster than it does now if you're willing to accept less damage, but either way you will be rooted for less time and anyone that ignores the detonation mechanic gets basically the same power as now just with a vastly shorter cast time.
  17. Quote:
    Originally Posted by Garent View Post
    Making every secondary's method of mitigation be large amounts of regeneration is homogenization.
    One set has a heal/regen click (Energy). One set has a regeneration toggle (devices). Two have regen/recovery clicks (dark,electric). One has a heal over time toggle (fire). One has an absorb shield (ice). Mental is still mental.
  18. Quote:
    Originally Posted by Lazarillo View Post
    This sort of came to my mind before; I wonder if it would be possible to use the "change what's activated by the a power's button" tech present with Titan Weapons and the revamped Assassin Strike, along with the instant-recharge trigger in Water Blast to basically turn the planting power into a triggering power once a bomb was set?
    I don't know if that's possible because of the issue of range and target type. But taking Time Bomb could automatically grant a separate power called Detonator which, when clicked, sent out a wide PBAoE pulse that killed your time bomb, causing it to detonate on command. You could set this power to only affect your pets, so it would not detonate other players' time bombs.
  19. Quote:
    Originally Posted by Garent View Post
    If the sets in general were better, it wouldn't be necessary to give them one overpowered heal.
    No matter how fantastic the secondaries were, if blasters were still insufficiently survivable there would still be a need to add survivability somewhere, and the devs believe that is in the secondaries. That's completely independent from any perceived lack of utility of the secondaries.

    That survivability would either come in one power or be split up into more than one power. I would prefer it come in just one, to the point of advocating changing it if it was split up.

    Its never necessary to give anything an overpowered anything. However, I don't see where that was done in any of the secondary changes slated for I24. The survivability levels being added are entirely reasonable, and in fact within the limits I calculated should be added in the past.
  20. Quote:
    Originally Posted by StratoNexus View Post
    Curses, I forgot about this one. That's OK, we can fix this. Yeah!

    Touch of Fear becomes Land of Fear. A pet that can be place up to 80 feet away and lasts 10 seconds (maybe use that Dark control immob swirly effect on the ground). Every 2 seconds this pet ticks a terrorize and to-hit debuff effect in a 10 foot radius that can affect up to five targets with an 8 second duration.

    Plus it grants the caster a long duration regen buff.

    So not happening, but it would be the bees knees.
    Arbiter Hawk tells me that to prevent needing to go into melee, ToB aka ToF is going to be a ranged attack in I24.
  21. Quote:
    Originally Posted by Starsman View Post
    It was my impression from your comments that the 22% requiring overslotting Targetting Drone was not a coincidence...
    I don't think that was necessarily 100% deliberate. The only thing I really think about TD is that Arbiter Hawk wanted /devices to be able to perma this effect a lot easier than most other blasters to give it an advantage.

    If we increase the blaster melee tohit buff mod from 0.075 to 0.125, that would make them the undisputed King of Aiming (that's the same mod value Defenders use for the ranged modifier, making them King of Helping Other People Aim). Build Up would increase from +15% to +25% and be over the limit without tohit slotting. Targeting Drone would increase to 23.1% and be over the limit without even slotting it. Slotting it would make it protect against tohit debuffs better (and it has tohit debuff resistance). Soul Drain would increase to +15% for the first target and 2.5% for each additional target and be over the limit with four targets total. But Tactics would be unaffected.

    To me, those all sound like good things to have happen.
  22. Quote:
    Originally Posted by Supermax View Post
    I always thought PB affects direct heals but not +regen. Is that not true?
    That is true. But energy manipulation's change in I24 is that Conserve Power is going to be replaced with an Energize variation. It will have less heal and more regen than Electric's Energize, but it will still have a heal according to Arbiter Hawk. Which means power boost will synergize with energize in energy manipulation if you take it.
  23. Quote:
    Originally Posted by Tater Todd View Post
    Also replying to Arcanaville: I admit that I normally don't agree with Arbiter Hawk's methods because I felt that his changes to Khelds and Gravity wasn't enough...(did he directly help with poison? that was mostly Synapse right?) so I did attack him a bit which was a little unfair...still I think that some adjustments need to be made to his To Hit idea...I eagerly await I24 beta.
    One potential source of improvement was on my list of blaster issues from before he announced the I24 changes: for some odd reason Blasters have the worst melee tohit modifier - basically the one that is used for self-buffs. That's why BU is +20% for scrappers but only +15% for blasters. Increasing the melee tohit buff modifier for blasters from 0.075 to 0.10 (the value that scrappers, tankers, stalkers, and brutes have, plus defenders) would bring BU up to +20% and make it far easier for BU to trigger insta-snipe, and it would make it trivially easy for targeting drone to do so without going to 4 slots. And premium players without access to the invention system won't be as disadvantaged from not having kismet accessible.

    Note that this has nothing to do with buffing, and wouldn't impinge on Defenders at all: Defenders use their ranged tohit modifier for ally buffing powers, and that's set to the highest value of any archetype: 0.125. Blasters, along with Scrappers, Tankers, Stalkers, and Brutes currently have a 0.07 ranged modifier. That's what affects tactics' strength in particular, and it can be set independently of the self buffing mod.
  24. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I doubt it. They mentioned increasing the range of T3 blasts but didn't say anything about lengthening cones.
    You can increase the range of single target attacks at will, but increasing the range of cones increases their AoE factor, which increases their endurance and recharge.


    Without seeing the changes being contemplated for Dual Pistols, Ice, and Sonic, its impossible to judge those with anything other than wild guesses likely to be wrong. However, for the sets we do have information on, AR/Dev has both an easy way to make the insta-snipe perma and the best snipe in terms of DPA - approaching 3.0 DS/sec adjusted for arcanatime, which is the sort of number that you simply don't see in this game for normal powers.

    Darkness Manipulation may have come out a little bit ahead, depending on your point of view. On the one hand, its sustain effect was added to Touch of Fear, which has to hit a target: its the only blaster sustain effect that actually has to hit a target that is being added in I24 (Drain Psyche has to hit a target, but its not a new effect being added in I24 and is also not being touched). The good news is that Arbiter Hawk is going to make it a ranged attack so you do not need to be in melee range to use it, so its getting a free buff in that regard. And Soul Drain has higher uptime than BU and is in a better position to make insta-snipe perma or near perma (an ultrahigh recharge build can make SD perma, but it takes +300% total recharge; Soul Drain and Aim have opportunities BU and Aim don't). But Soul Drain is a PBAoE.

    Energy Manipulation also appears to come out a bit ahead. Its getting a variant of Energize instead of a sustain toggle or a power like ToF. That means unlike most sustains, it will be able to benefit, at least to a degree, from high recharge. And Energy Manipulation has power boost, which buffs healing powers. And it also buffs tohit, so Energy Manipulation also has a path to perma insta-snipe: build enough recharge so that the combination of BU, Aim, and PB collectively are up all the time, and you can get enough tohit constantly to make it work.

    Besides Assault Rifle, the other primary with a better than average insta-snipe is Psychic Blast. AR's snipe has 2.99 DS/sec. Psionic Lance is 2.32 DS/sec (for comparison, Blaze has a DPA of 2.29 DS/sec).

    I thought more sets would get absorb, but it seems only one does: Ice Manipulation. Its very difficult at this point to judge absorb, but I can say this: absorb is going to be numerically stronger than regen and heal over time because its inefficient: you can't use all of it all the time usually. But that means Ice Manipulation's absorb shield might be a wild card for min/maxers to attempt to leverage.
  25. Quote:
    Originally Posted by PRAF68_EU View Post
    It's a time/resource thing.

    What was really needed was for every power in every secondary to be re-evaluated. But they didn't have the time for that to they just looked at one power in each set.

    I'm beginning to think the kindest thing would have been to let Blasters die through neglect and introduce a new AT with Blast/Defense sets.
    You could say that about everything the devs have changed over time. But I would rather play improved blasters than eliminate the archetype or wait ten years for a completely redesigned one.