Gapa_Pow

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  1. Gapa_Pow

    Blaster role

    not to mention the role of "ranged damage" with out also being the "offensive juggernaught" described is relatively pointless.

    please change it to:
    "The Blaster is pretty good on the offensive, but not as good as scrappers. Whether up close or afar, he can deal out some damage. In comparison to the other Archetypes the Blaster is by far, the second most damaging to the enemy. Moreso, the Blaster is quite fragile; this Archetype has relatively few hit points, and almost no defense. Blaster heroes must be on their guard before getting into combat, as well as prepared for debt; while their moderate power can overcome some foes, alone and in groups they are quite vulnerable. The Blaster should avoid conflict as much as possible, since any attention results in defeat. If a Blaster were to go all out, he'd end up consuming all of the healer's endurance. Not even a tank's taunt will keep you from meeting defeat. Good luck out there Blaster, you'll need it!"
  2. Gapa_Pow

    Blaster role

    Statesman: RANGE IS NOT AN ADVANTAGE IN COH.

    every enemy has a ranged attack. EVERY SINGLE ONE. it may be weaker than their melee attacks (in most instances) but it is often still enough to kill the fragile blaster. how is this our role-defining advantage?

    how does this make it okay to do less damage and have less defense than a scrapper?

    please explain this to me.

    the worst part of this post is that it sounds like states is hinting that we're not supposed to outdamage scrappers. our role is not to be the damage king. our role is to do nearly as much damage, but from farther away. It makes no sense to me why anyone would play a blaster, if this is their defined role.

    scrapper: more damage, more defense, almost no range.
    blaster: less damage, less defense, more range.

    does that balance out? DOES THAT BALANCE OUT, STATESMAN?
  3. if all you want is end, you're better off slotting enzymes... they're easier to come by, and less universally usefull.
  4. Gapa_Pow

    Blaster Damage

    States:

    here is the flaw in your logic - blasters are supposed to be th edamage kings, but scrappers potentially do more damage, they get this bonus because they HAVE to be in melee range to be effective, right? But they get defenses to make it so they can survive in melee range...

    and then they get more damage on top of those defenses. It is like you thought you needed to balance them by buffing them up, but then kind of went overboard.

    They have the survivability. They have the HPs they have the resistance or defense, they have the ability to heal themselves. (except for SR) They have mez protection.

    With lower HPs, no mez protection, no ability to heal themselves (except through aid self) the blaster can't even survive ranged attacks, even if they are supposedly weaker than melee attacks.

    It sounds like you're hinting that blasters might get more Hps. That would be a good start. maybe hold/dissorient protection in secondaries, and more damage... that would be balanced in my eyes.
  5. Gapa_Pow

    Blaster Damage

    theres a few disposable powers in /fire /elec and /ice that could easily be replaced with status protection (hot feet, thunder clap, whatever that PBAOE toggle slow is in ice.) It is harder to find disposable powers in /energy and /devices.

    personally I think the blappers would be upset with losing their melee attacks. not everyone plays ranged blasters. Elec/Elcec especially.
  6. Gapa_Pow

    Blaster Damage

    red minions seem a bit much to me, what I mean is they where to dangerous to my fire/energy blaster when levelling up, at any level. oranges i could handle, reds meant death, even with my melee powers. There just might be a chance we're underpowered.
  7. wow that WAS really dark...

    so cool. I love it already. leaps and bounds above apex and warwitch.
  8. [ QUOTE ]

    I would love to take one of my chars, and specialize in, lets say the Tsoo. I choose contacts who give only Tsoo related missions, who, in turn, introduce other Tsoo contacts with more misisons. The arcs correspond with my level and are playable until I reach the end of the Tsoo storyline and fight its boss AV--no more outleveling a villain group you love to fight! Your character becomes that villain group's most feared adversary.

    A beginning, middle, and end of a storyline, plus personal involvement with a bunch of bad guys you love to hate. This is what makes a fun storyarch.

    ...


    Long post. I get carried away a bit. I love this game, you see, and see so much potential in it.

    What do you think?

    [/ QUOTE ]

    i like the idea! And at the end of the storyline you get an accolade that gives you more taunt to that villain group and a activatable mag 2 or 3 fear power that only effects that villain type. (because htey hate you more, but at the same time the minions are more afraid of you.)

    That would be cool.
  9. well, technically, it is still mission maps and new mission technology....

    Oh, and maybe the changes with aurora and sister psyche may have some new mission and mission tech sitting out there unnoticed?
  10. PVP missions, silly :P lots of new mission tech involved in that.
  11. states: the new mission tech is obviously very exciting, and often become people favorite missions, but I think the biggest problem is that for the most part, it isn't widely applied to existing missions, just made part of new zones, trials, and TFs. (except for some of the art, and destroyable items, etc. I always love destroying an item with damage rather than clicking on it to "destroy" it)

    The tech used in respecs could easily be added to "trap" themed mission, just for one example.

    Because all the old missions are the same old missions (for the most part) it gets really hard to roll up a new toon at 50 and try to avoid PLing, when after 5 or 6 levels of ho-hum missions, the draw to at least make it to 22 and get your SOs, or 47 so you can slot up you HOs.
  12. the ambush thing could be done pretty gracefully, say you are in the warehouse, and at the 'last room' (you all know the one) the hostage you are looking for is chained up to a clicky, which you click to release, but when you do (and take off their gag) they say "its a trap!" and suddenly hordes of (insert enemy here) pour in auto agro'd on you.

    That would be intense. Of course, maybe you know that its going to be a trap, so you set trip mines infront of all the doors. etc. (similar to the respec core room i guess)

    there could be timed missions where you have to race to accomplish something (like that one 10 minute mission) and when you do you have to race to the next one. Empty offices, except for a coupla minions (disposable) who don't know what they're guarding. most of the trouble would have to come from some very good ambushes (nothing you could just superspeed past) I mean as it stands, all the bomb setting villians are basically idiotic. who sets them for an hour, or an hour and 30 minutes?

    I do hate the simultaneous clicky missions.

    how about a mission where someone actually managed to torch a building, and you have to go around breaking down doors and avoiding the flames (that actually damage) to free people trapped within?

    Why not "rescue so and so from the council" and you have to fight to the jail cell, and break the door, and once you do they join you like a pet, using their powers to help both of you escape (you have to save the weevil!) make the fight out as hard as the fight in (mission repopulates when door is broken.) Of course this mission would be cake for anyone with grant invis, as long as you can keep the hero/pet from agroing on minions. I imagine it would put a whole new use to black hole, etc. You fail the mission if hes defeated on the way out :P

    most missions really lack imminent danger, thats one of the reasons they aren't exciting.
  13. screw event content. give us more high end raid content!
  14. this just in, authorities have found what appears to be a giant egg off the coast of independance port.
  15. there are giant robots and monsters in the game (khronos titan, DE monsters, krakenand the hydra, adamastor, hamidon) however, except for hamidon, none of them are big ENOUGH.

    Uranus class titan, anyone? (I mean it is a mytholgoy themed progression of paternity in the titans... hercules, zeus, kronos... kronos' father was uranus.)
  16. [ QUOTE ]
    Taunt: Broken, useless, and rediculously powerful all at the same time. If you're taunted, you run away until the taunt wears off - useless and not fun. If you taunt defenders and/or blasters, they become completely useless and it is not fun for them - rediculously powerful. Anyone gets perma-taunted - completely not fun - broken.


    [/ QUOTE ]

    all I can say is woe to the tank that taunts my defender. There is no tank that my defender can't take down. the same applies to invuln and dark scrappers... and regen scrappers that don't use perma MoG. I am the toggle dropping KING!