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Posts
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Joined
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Yes. Smoke Grenade has trouble hitting anything past +2 LT's with just TD or anything with defense like Bedrocks.
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Ok, I got off test and tried the Ignite/Taser changes. I wasn't impressed with Taser (at least it doesn't work well with AR). Between it's range, current animation and redrawl, I could not stack it with bean bag (2 stun SO's each) fast enough while avoiding him and dealing with his one or two minions long enough to do anything in PI. Now I could stun lone boss no problem, I just had to avoid any mezzes. It really needs a faster animation, and if it has to be like Taser Darts, then it should be akin to Taser Darts; same range, same animation, Taser's current stun duration and recharge.
But Ignite on the other had, is really worth picking up now. It's new range is a great filler for AR's lack of single target and really helps with /Devices as a Ranger style. I also decided to slot (2 immobilize) web grenade to help out Ignite which turned out to have a duration of like 28 seconds. Now, here's the new strategy I found. By slotting web grenade and using it on a target, I could place an Ignite on it and reapply as needed (I bet at this point your all thinking, "But Fusilier, people already know about that trick) - but here's the kicker, I had my targeting reticle on another NPC. Basically, I was burning one NPC while attacking another NPC at the same time without any aoes and at a safe distance. The ability to damage one foe off to the side while using Burst/Slug/the cones in a different direction is a huge improvement in my playstle. Trip Mine is out, with Ignite taking it's place along with a 3 slotted Web Grenade. I may end up more happy with my AR/DEV then ever before.
Now, on to test Shout! -
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Logged Ikube onto test. Unless this is just something I missed ages ago, it looks like they're trying to apply a pseudo assassin's strike functionality to Cloaking Device.
It doesn't work yet though.
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Don't get attached to that. It got nixed and sent back to the drawing board.
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Any who, any chance we can get + range on targeting drone? maybe -range on smoke grenade as well? Please! -
Wait, am I reading that correctly? Corrupters AR/Flamethrower was longer range and different recharged ? Well, with Flamethrower getting a range increase, I can probably swap it for an endurance reduction.
Oh... and if you get the full test server notes, some other archtypes are getting reigned in bit as well. (Impale range change to 40', Fire Imps summon at -1 level to the controller).
Blaster's getting buffs, some getting nerfs... I think... *slowly backs up* this is... *backs up some more* a good time to hide. *Bolts for his bunker and slams the hatch* CLANG! -
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Blaster Devices Taser: Increased Range to 20'
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Thats a nice twist. Not working on test yet though.
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*curls up in the fetal position*
Thisisn'thappeningthisisn'thappeningthisisn'thappe ning.
Sigh, I was hoping Taser would stay melee ranged for concept, but I guess I will have to adapt and completely redo my play style. Argh, there will be some tough competition between Ignite and Taser. -
Interesting. Not much on the blaster changes yet, but it looks like controllers got hit. Oh well, my Earth/Storm/Ice wasn't much about damage, but I think it looks interesting that Ice Storm will get Containment.
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I know, but I just feel + damage is not the way to go with Devices. Additional damage is what the other secondaries are about, Devices is all about keep-away/surpise!/debuff utility set. Now if it was + range, I think I enjoy that.
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*smack head into keyboard* They did it, + dam on CD/TD? I'm shocked. But I still have reservations about it. It looks good on paper, but in practice toggles are easy to knock off a blaster. I'll wait and see before I pass any further judgment.
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This... Stealth Strike... I don't know. As neat as it sounds, it doesn't help Devices at much (or at least having to wait 20 levels to get this ability), as it's just double damage on a single target. I also think the results with any Aim set might be too much or won't help AR as much if the critical is anything like Hide only having a random chance to go off on AoEs.
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I think we all figured this out for ourselves but just thought I would let everyone know Castle replied to my PM and Critters in safeguard missions do have increased perception, working as intended.
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There we go then. Thx D_C.
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Nooo! We can't let the paranoia end this easily. Cloaking Device has been NERFED! THE SKY IS FALLING! Aglets, those plastic pieces on the ends of shoelaces have a sinister purpose! DOOMMM!!!!! *dives back down into his bunker* CLANG! -
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It seems so, Im a Nrg/Dev Blaster and I used it when rescuing people in Warburg, and yes it seems as they HAVE nerfed CD, because the scientists nolonger follow me while i use CD. Also the Arachno mutants who usually didnt notice me unless i got to close, now see me as if i dont have it. So yes it seems Cloak has been fowled up with. Along with AT now being made immune to TP. I dont know how much more nerfing /devs can take but Im sure the devs will find a way.
So much so, ive had to respec my epic for nrg mastery to use the force field to improve my cloak to some reasonable level.
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If I'm not mistaken, it's been awhile since I did Warburg and I have gotten a few too many concussions to the head; but if I remember correctly, you have to click and tell the scientists in Warburg to follow you as well as them being somewhat slow and not very good jumpers. In others words, if you out run them, you need to reclick and tell them to follow you again.
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Try the same exact thing with Stealth instead, the results should be identical. Why? Because the power hasn't been changed.
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Ya all right Castle?, you seem a bit irritated. I know a simple relaxing technique. Try this: *Slams head against pavement* OOMMMM.... be one with the pavement. OOOMMMMM.... -
Different mob AI. Warburg scientists follow you when stealthed, escorts in missions don't. As for Safeguards, I didn't notice any ambushes, the villians seemed focused on their objects, meaning they don't go directly after heros.
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Update: Doing a Malta mission, not a safe guard mission: SG + CD (unsuppressed) + Trip Mine = BOOM!. Walking up to a Malta = aggro about about 10-15 feet, which is the norm I encounter for CD and Stealth.
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Working as intented. The Warburg scientists are different then hostages in missions, always has been that way.
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More then likely, other plans are in the works too, possibly good or bad. Hopefully, not bad, as Castle did post some of his ideas here first and should they bad, the mobs will likely look to burn blasters at the stake first
*Straps on his helmet* Luckily, I am prepared for the worst should it happen. *slams door on his underground bunker* CLANG!
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*mutters* Dam it Fusilier, locked me out AGAIN! *finishes setting detonation cord* Hope you like the new door chime I installed *sets timer and runs for cover*....*waits*....*waits* Damn Timebomb takes forev..*BOOM!*
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*Pops head up from his bunker* What the heck is all that racket?...*sees a plume of smoke a short distance away* Dam it Outrider, do you really feel it was necessary to blow up my garage door? -
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Intersting that Lighthouse used the Castle post in this thread to indicate why there will be a free respec after I8....hmmm
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More then likely, other plans are in the works too, possibly good or bad. Hopefully, not bad, as Castle did post some of his ideas here first and should they bad, the mobs will likely look to burn blasters at the stake first.
*Straps on his helmet* Luckily, I am prepared for the worst should it happen. *slams door on his underground bunker* CLANG! -
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PhoenixKnight, don't worry yourself. These are just theorical tweeks that may or may not ever see the light of day. Folks are simply thinking thru the small shiny object that was thrown in here to distract us.
Blasters: Rawr!
Dev#1: The Blasters are revolting!
Dev#2: Tell me about it.
Dev#1: No, no. Look, they've got torches and pitchforks and everything. They look quite upset.
Blasters: Rawr!
Dev#2: I see. *presses button on desk* Deploy Countermeasure Alpha.
Redname: We're looking into improvements for the AT... soon.
Blasters: Joygasm!
Dev#1: There we go. Now they're focusing on what changes we may or may not have in the works that may or may not happen anytime soon.
Dev#2: Works every time. Let's go get some Funyuns.
Dev#1: Mmm... Funyuns.
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Too funny, that deserves four smilies. -
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AR...doesn't it have the same deal? I don't know, never played one.
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AR/s secondary is it's ability to be massively resisted toward the upper game. -
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I do not think that the devs are lying. I believe that it is hard to fix the blaster secondaries. Why, because even blasters do not agree on what needs to be done. ... I have even seen posts that have said allow the secondary to give some defense. That goes against us being glass cannons and comes close to making us a tank mage, which will not happen.
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I disagree. I believe the devs don't want to change blasters because their afraid of the results. Why can't we get the base damage upped a bit? What is so scary about giving blasters a tad more damage to make up for their lack of defense? If not damage, then how about blasters attacks are more accurate then other archtypes. I need my attacks to hit my targets, and yet, blasters are penalized more because they can't survive a mistake like a miss compared to other archtypes. Ok, if neither damage or accuarcy, how about some defense? Oh knoes! TANK MAGE! BURN THE HERETIC!; because you know, blasters still lack mez protection. If not defense, then how about a tad mez protection. OH KNOSE! THINK ABOUT THE REPERCUSSIANS IN PVP?!?!?!oneeleventiybillion! How about better secondary effect performance as a form of mitigation. Nope, because chance/single target effects aren't effective on multiple opponents (3+).
Blaster's need something. They rank highest in damage, lowest in everything else, but what their good at (damage) is hard to utilize since it's hard to avoid foes a blaster can't outright defeat. -
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The range boosts on 20 footers (TM) I bet will be to 30 feet, which is only two more steps then 20.
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I think they will get at least 40-50, with ice getting a slight boost to still keep it ahead.
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No, I think 30 feet max. A balance between Blaps > Short Range > Medium Range (usually AoEs) > *cough*Long Range*cough* > *cough*Extreme Range*cough* (generally snipes) needs to be maintained. Something about adding more range to Bitter Ice Blast tells me it will kick off the "what about the repercusions in pvp" crowd, which quite franky I don't want to hear.
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Fire I think will be the best, but I bet the their only gonna halve the dot components and make up for the damage on the remaining ticks.
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You mean like adding the dot ticks to the attack itself so its not random, like Gloom from Dark blast? That would really make up for its lack of secondary and it has more reliable damage. Not a total DoT attack, but the damage is something like 97%/1%1%/1% as an example. High damage upfront, with a couple small ticks behind it and they are not random.
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No, I'm betting the extra dot will still remain Fire's secondary, it will just tick more often and tick quicker.
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What is given as a gift must be shafted from another secondary and for blasters, thats /Device. All I can say is, "BRING IT ON DEVS! HUZZAH!"
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Yea know, I agree. AR/DEV is already the lowest of the low. They can't make it any worse (or can they?... BUM BUM BUMMM!) and if have to take yet another one for my fellow blaster breathren, I say, IS THAT ALL YOU GOT?!? I still have Web Grenade, Caltrops, Taser, and Time Bomb in the secondary and anything you want in AR. YOU NERF LIKE A GIRL! -
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Silly Outrider, that's what the altiverse is there to explain away
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Wait? This is an altverse? Is this altverse real or is it an illusion of an altverse you thought was reallity? Is reallity an altverse of an illlusion or is this illusion an alt verse of reallity? The Red pill or the Blue pill? I am so confused...or am I really just confusing myself thinking this altverse of reallity is an illusion when infact its a confusing reallity?
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You went a wee bit too Morpheous there, Outrider. You need to lay off the Matrix or switch to decaf Matrix. -
Eh, squeaky? I think its sounds more like a grinding noise now (like my dam car's transmission that just went out. GRRR!). As for the changes themselves, I don't have much faith they will be anything spectacular yet. Minor tweak here and there (like SG auto-hit, but TD still lack laster). The range boosts on 20 footers (TM) I bet will be to 30 feet, which is only two more steps then 20. Fire I think will be the best, but I bet the their only gonna halve the dot components and make up for the damage on the remaining ticks. I am only happy that some blaster issues are being addressed and implimented in the not-to-distant-future (TM). They still won't address some of the key issues (Defiance) or other issues I'm concerned for (Snipes, Devices (Gadgets!?).
Btw, I like the signature. Is it yours or do you happen to know who it's quoted from? -
Dam, over 12.8k views. Haven't had a hot topic like this in quite awhile.
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They really need to re-examine whether the game needs an all-offense, no-defense archetype. On paper, it's a nice baseline balance, but in practice there's too damn many mezzes and stuns and other effects to make Blasters any more than a theoretical exercise.
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To change the blaster archtype, would require changing it's power. Castle already stated...
...here...
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In an upcoming patch, here are a few things you'll see:
Increased EDIT:Maximum ranges for attacks like Blaze.
Some improvements for */Fire (No, no powers were switched out. No Fiery Embrace, I'm afraid. )
Some improvements for Fire/*
A very minor improvement for Gadgets...I mean, Devices! (Yeah, it was a dumb mistake -- typing in haste and all of that.)
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...and here
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Fixes, yes. Complete redesigns of several powers and/or powersets, no. Unfortunately, what a lot of you are looking for is the later.
I'm (ever so slowly) going through the list you guys put up a while ago. I've referred a couple things to animation for bug fixes. Many things, I'm still scratching my head of how to fix in such a way that they are useful -- snipes are a good example of this. Simply increasing the base damage is dangerous, and we can't make it exempt from ED. So, I'm thinking of workarounds, which I will toss upstairs once fleshed out. Then, if it is approved, I'll be able to make the changes.
That process happens with each and every change (read: not a bug fix) I do.
EDIT: Adding a couple things.
I put in a fix for Endurance Drain that I think you guys will like. It is in I7, because it was a huge amount of data changes.
As for changing secondaries, when I was interviewing for this position over a year ago, this was the thing I mentioned I wanted to 'fix.' It's still something I want to do, but there are a couple technical and design philosophy problems to overcome. The design philosphy isn't easy to change, but it's hardly in the realm of impossibility. The tech side, though, is very much non-trivial. Since I've no control over programming schedules (for good reason, I might add) it is something I cannot do much of anything about.
FYI: my first COH character on Live was (is) a Fire/Fire Blaster.
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...and here...
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I like a number of the ideas you present. Many simply won't happen, for a variety of reasons, but some are quite doable. When I get out of my current mountain of work, I'll re-read this and try and implement some of it.
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... that will not happen. The only other feasible way is to change things on the NPC side, but then that would make the game to easy for the other archtypes. So, blasters as they are, are screwed to be an all offense/no defense archtype. -
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Sorry Castle but you let the cat out of the bag. They will hence forth be known as Gadget Blasters or the Macgyver set.
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I second that Devices be renamed Macgyver set. All those in favor, say "Aye!"