Grey Pilgrim

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  1. Grey Pilgrim

    Why A Blaster?

    Quote:
    Originally Posted by StratoNexus View Post
    I am interested in why you think controllers only function well in very specific cases? IME, it is the other way around. Controllers do very well in most of the game, but in rare, specific cases, things can go south quickly.

    I think blasters work great on teams. I love playing them solo as well. I still think blasters will perish more than all the other ATs, as that is a design principle of the AT.
    Well, Controllers do have a lot more headaches than Blasters to complete content, at least. Until 32 (and even after they get their pet for some of them), their damage can be rather anemic. Of course, they can control like crazy. My Earth/Storm can lock down two spawns, but it would take him longer than those large area powers take to recharge to kill all those guys. Whereas some Controllers can do more damage, I know. But Controllers are okay solo and great on teams, of course.

    I would agree that Blasters have a specific design and they're fulfilling that role. Many ATs in this game can do damage, but they certainly don't play like Blasters. I think they're unique enough in that regard that they can stand some overlap. If anything I've always thought Tankers had a lot more to complain about from Scrappers and Brutes (and heck, all ATs), given how the def cap works, and all the debuffs out there.

    I think we're going to keep overlap between ATs if CoX is going to stay working as well as it is. Sure, it might be a little easy, but I don't want this to turn into WoW, where people rabidly count each other's gear and DPS and kick them if they're not doing enough for the group (and people fight over drops). As it is, I can have a Blaster heavy team and steamroll, or Scrapper heavy. I don't care about that overlap, as we're having fun no matter what.

    *added*

    And yes, it's not always best to add more buff/debuff or control. At a certain point you have enough. Just like you can have enough damage or aggro control. If I have 7 Defenders, I'd rather bring in a Blaster at that point to buff them to crazy amounts and up the whole team's capabilities more, etc. Another Defender or Corr would be overkill. Heck, it'd be the same even after 3 Defenders. Numerically and in real world terms, eventually you have enough to get the job done, and anything else is gravy.
  2. Grey Pilgrim

    Why A Blaster?

    Okay, I keep going back and forth on posting in this thread, as it seriously depresses me to read through it. But I'll give it a go again.

    Some of the concern is nonsense, as it falls much more under the "grass is greener" and "x AT is better than me!" feeling, than an actual real issue. The pylon numbers quoting is part of the problem, as this is not City of Pylons, it's City of Heroes. It's interesting to see what people can do, and certainly can point out where people can build to, however, it's not how the game works (and thank goodness... I can't imagine anything more boring... I know some people like to do it to show what they do, but I can't imagine something more boring than standing and whacking the same target for minutes at a time).

    Most teams and regular players aren't necessarily going to be pumping out those numbers, as not everyone has the time, money, or inclination to make builds like that (or the ability to play some of the high end builds and things they do).

    Ranged damage still makes a difference that people are skipping by, as well. A team with decent amounts of ranged damage to it are going to kill most of a mob before that uber Scrapper build can even bring more than 1-2 attacks to bear. Ranged damage is also more safe: Master of runs are not what the game is all about either, but I'd rather have Blasters on for damage than Scrappers (or even most Brutes). When Blasters die on a team, it's usually because they did something they shouldn't have. When Scrappers and Brutes do, it's often because they're where they should be: in melee.

    And Blasters can go into melee just fine. Ranged is their primary and where they're best, but they can also hit things hard up close. When it came to finishing off bosses, my AR/EM preferred getting in close with bosses, actually. He could keep them stunned and his melee attacks would make short work of them (especially lethal resistant mobs). If you build for S/L, you're probably going to be pretty safe up close, too.

    Even if you look at all that and it's not enough, look at things from Castle's perspective (and the rest of the devs). If certain other builds are doing that much DPS and that's a problem, do you really think the best option is to blatantly create power creep, and up Blaster's damage (when you can really do a lot of damage as a Blaster and solo or team quite well through all of the game's content)? If you're smart and concerned about balance, you look at those outliers and see if they need to be trimmed back, not add to all the damage Blasters can already do. And part of looking at those outliers is seeing how easy or typical those builds are: the game is based around SOs still, though they still take into account what IOs can do.

    So if anything, people need to start talking about the builds that actually need trimming back and argue for that. If those uber DPS builds merit that, however. I somehow doubt people are going to do it, though, as it's far easier to sit in here and be negative about Blasters than go out to the various forums and tell those players of those ATs why they need a reduction in their powers. Buffs are nice, so people focus on that... even if it unbalances the game.

    To really put this all in perspective, I knew we were heading into ridiculous territory when people started complaining about Tanker damage compared to Blasters. Oy. I have offensively minded Tankers and like what they can do, but they're not going to compare to Blasters going all out.

    It really does come down to the grass is greener for some people. Blasters play differently from other ATs, so they're not necessarily threatened by other people doing good damage, even damage on the same scale. It's interesting to see what kind of DPS a few MM builds can put out, but I'm never playing an MM again. I hate that playstyle. Not every powerset has to be equally good, and every AT just has to bring something different and decent to the playing table. They don't have to be the absolute numbers best to do so. Do you have to look at the numbers for balance? Yes. But that's about it. There have to be ranges of performance across an AT and between ATs, or else everything will need the exact same numbers and performance, no matter how the graphics show the powers.
  3. I have been under the impression that the problem with Rage is not one application of it, but its double stacking. Am I off base there? If so, I always thought not allowing it to double stack was the best solution... a lot of ways of doing that.

    If I'm wrong, I guess it's more complicated. Though I don't know if I particularly care for the new somewhat complicated setup Umbral's proposal has. I don't mind unique mechanics, but I've never really cared that much for all the debuffs Rage carries to make up for it (and even adjusting the proposal around calls for some pretty hefty debuffs). I'd rather see an interesting system that has enough recharge, etc., to make up for its boost, like Follow Up, Fiery Embrace, etc. There you get a nice boost and don't have to worry about how much the boost is costing you.
  4. Grey Pilgrim

    Why A Blaster?

    Quote:
    Originally Posted by Shubbie View Post
    This is one of the major if not the major disconect between players and Devs.

    Devs balance to is it function, do blasters function, yes.

    Players view balance as how do you compare with something else.
    Do blasters get enough in return for their complete lack of doing anything other than damage, no
    Ummm, developers don't balance ATs around each other? Okay... go read some of their posts, articles, and blogs and see if that's the case. You're going to get a very different picture. If you don't want to do that, look at the recent adjustment to Brutes. Castle did that to get them more in line with where they need to be between Scrappers and Tanks. He needs to work on Stalkers, he said, but didn't have time to do so before GR. So that throws this comment way out.

    Can the developers and players have different viewpoints on things? Sure. But a big part of that is needing to know what your metric is, which I've hit on in other posts. Blasters were not doing well enough back before their buffs, which is why they got them. If they're somehow not doing well enough now, people have to make a solid case for it.

    Pointing out a few cases where another AT does a lot of damage is not necessarily it, either. Other ATs have to do damage as well, and there will be overlap. And if the overlap is too large, that may merit adjustments needed to individual powers or powersets (like Shield Charge), not necessarily a whole adjustment to an entire AT. A Fire^3 Dom sounds like it can pump out the damage, but I don't know that this is on par with other Doms: they're noted for doing okay, but I doubt they're all at that level (my own seems to bear this out).

    Quote:
    Originally Posted by StratoNexus View Post
    I would guess that most players do not actually have problems with how blasters play. We on the forums may gripe or debate the situation, but I don't see this kind of issue in game. I frequently see people wanting to switch to their blaster or already on blasters when I do searches.

    Blasters get a lot in return for their squishiness. The big problem is, you can never get "enough" to compensate the fact that you are squishy (because getting "enough", by its very nature, will make you not squishy). If we premise the AT on the fact that what they do is dangerous and will get them killed without outside help, then we have to accept that they WILL get killed more than other ATs.

    That leaves two questions (three really, but two are related):
    Do they fall within the acceptable reward generation range?

    Are they fun? Do people play them?

    They will never be "as good" as any other AT on SOs. As good as you can make some select sets with IOs, there will always be more and more varied sets in other ATs that will be "even more good" with IOs.
    CoX let's a variety or ATs work in the same environment, and I think that's a good thing. You're going to have a lot of things be "acceptable" in there, and some things will be better than others unless you're willing to make everything the same, which is bad.

    I still think some of the grumpiness we've seen about Dual Pistols is because it wasn't better than everything else, but middle of the road. Because I'm finding it to work as well as the other Blast sets I've tried out.
  5. Grey Pilgrim

    Blapper def

    Quote:
    Originally Posted by Candlestick View Post
    Dear Miladys Knight.

    When someone says, 'Im going X set, help me with X set" DON'T TELL THEM TO GO ANOTHER SET!
    Seriously, it's just rude and dooshy. Elec^3 works just fine.

    Now to the OP, since you are going Elec APP, I might not build for S/L defense. S/L defense is very easy to softcap, but only if you go Ice or Mace for your Epic. With an Elec Epic, I would consider building for Ranged Defense. Even as a Blapper, ranged damage is the biggest form of incoming damage to you, especially if you kite around and leap in and out of melee.

    Ranged defense will also protect you from most forms of Mezzes.
    Yeah, it's a tough call. On the one hand, I noticed how much easier it was for my E^3 to stick up close with mobs (whereas my Blasters with mostly ranged defense notice when something gets in melee range). But mezzes are mostly ranged, too. Holding the common mezzers is a good idea to get around this problem, as I noted, however. You can go for the softcap if you want, but I haven't found it to be all that necessary on my Blasters. I have to give up too much to get it in the builds I've messed with on Mid's, too.

    I did put together a build for my Dual Pistols/EM that gets 30% defense to ranged and 15% to melee and aoe to take more advantage of the temporary buff from using Hail of Bullets, while still fitting in a lot of procs and recharge.

    Oh, I should note that most of my Blasters, and especially the Blapper types grab Hurdle and Combat Jumping. You can hop in and out of combat very nicely with this, and it's a good approach for an E^3, I think.

    Quote:
    Originally Posted by Miladys_Knight View Post
    With Elec you get a single hold and in order to sap effectively you have to be in melee/close range before the spawns damage is mitigated.

    With Ice you get 2 holds and you can -rech/-move cap the spawn before entering melee/close range.

    With energy/elec you can keep all of the spawn off of you except for one or 2 at a time by using AoE KB powers.

    If you go Elec/Elec you will (as other posters above have reccomended) NEED high levels of S/L or ranged defense for the level of survival you are after. Ice or energy as a primary allows you to go with much lower levels of defense slotting and still survive.

    My Ice/Elec runs about 22% ranged defense and my energy/elec runs 11% with about the same level of survivability as my (now deleted) Elec/elec or my elec/energy (which needs around 33% ranged defense).

    @Candle

    I was answering the only question the OP asked:
    Well... the only question he marked properly with a question mark. He was asking the "blapper know hows" what they thought he needed for defense for that build, too.

    Your follow up helps, though. I personally prefer the 30% range on all of my guys, as it gets me to a noticeable level of survivability even if my damage, holds, etc., go south. Interesting to hear how it works on other builds that I haven't tried, though. I don't really think of 30% defense to ranged to be that hard or expensive to do, though. S/L on the other hand... can hurt a bit. Kinetic Melee is painfully expensive in merits and influence to get, though my E^3 got all his and a Numina's Proc by running a lot of story arcs and most of the TFs blueside. With merits, it's not that "expensive" other than time on content, but that should hopefully be fun anyway.

    You don't need only Kinetic Melees or to tap into Ancillaries for S/L, either. Weave, Combat Jumping, and even Maneuvers can provide a decent base, though now you can grab Scorpion Shield and not have to look like an ice cube if you want to tap into the ancillaries (and you don't mind going villainside for it).

    For the other stuff, if you're going to blap, you need to be able to move fast anyway. So I don't find that part of going E^3 that bad. Also, you can get a third ranged hold from your ancillary, so I don't find the melee hold to be an issue (it also does quite good damage). Tesla Cage recharging so fast also makes this easy.
  6. Don't have time to look at it more in depth right now, but I think most of the changes look good. You're not giving up Regen for Recovery as the other one was. Though it might be worth dumping the one Performance Shifter in QR for the last Efficacy Adapter and its recharge bonus. I would say you already have a good amount of recharge, especially for a non-Purple build.

    You could probably go for a better chain (if you like those) and a more uber build with more recharge, but I'm not really an expert on chains. I just know by looking at this that your guy will be able to handle quite a bit. You'll have to ask some of the number crunchers if you want to go to 12 with this, but you'll be soloing EBs, taking alphas for teams, and ramping up your difficulty pretty well with this one.
  7. Did Castle explain why it was designed that way? I was actually wondering before we heard that if this was intentional, since Devouring Earth mobs aren't really in the 40+ game (at least blueside), and that this was an attempt to up their difficulty since they're in tip missions for people in the 40+game.

    I was actually surprised/annoyed to see them in those tip missions, as I hate DE with a passion. I can fight other difficult mobs without any issues, but there is something weird and annoying about them that I just don't like.

    I haven't noticed any increased difficulty anywhere else, either. I was wondering about Arachnos a bit when my Fire/Fire Tank was soloing a tip mission, but then I realized I had 4 Executioner bosses fighting me along with a Tarantula Queen or two eliminating my defense bonuses. All those criticals and damage really added up. But I guess that was to be expected with their higher level than me, all their damage, and their defense debuff.
  8. Grey Pilgrim

    Blapper def

    Quote:
    Originally Posted by Miladys_Knight View Post
    I think that elec 3 isn't the best blapper selection.

    Ice/Elec/Force is probably your best bet with Energy/Elec/Force a close second.
    Ummm, why do you think that? At least explain your reasoning. If you think there are better tools elsewhere, go ahead. It's still a little weird to just throw this out there when he said he was trying for that build and just wanting to know what kind of defense to go for.

    E^3 can work pretty well as a Blapper, in my experience. Lot of holds to work with for bosses, and you can end drain mobs quite easily with good slotting. I went for mostly S/L on mine, since I was going to be up close so much. I do wonder if he had to deal with mezzes more often (as a lot of those are ranged and won't necessarily have a S/L component), but he could usually hold a mezzer as he was going in, end drain everyone, and not have to worry for the rest of the fight.

    Mine has in the low 30s for S/L, as do most of my blasters (whether it's ranged, S/L, etc.). Worked well enough to even solo EBs like Nosferatu up close (though he used inspirations, obviously). If you can fit in some Ranged defense, go for it, but my build was a little tight. I wanted to get the defense in, recharge, and some procs. I think most of mine was from Weave, Combat Jumping, and the Steadfast +def, which isn't that much.

    Play around with builds in Mid's, but about 20% defense to something is noticeable (though it helps sooner, you still feel like you get hit more before that), and 30ish is great. You can up it to the cap with an inspiration and you don't need that most of the time. Especially with drained mobs.
  9. Grey Pilgrim

    Why A Blaster?

    Quote:
    Originally Posted by Seraphael View Post
    Ouch! Such drama for a poor defenseless Scrapper! Your Scrapper is much better off than a Blaster should he also miss and lose endurance. You may still have one or more applications of Divine Avalance running which protects against by far the most Malta attacks, you have significantly more health through Dull Pain which is close to perma slotted and with Hasten even without any global recharge IO-bonuses. You'd have more resistance, more recovery and more regeneration. You will be immune to the 45? sec AoE stun-grenades a Blaster has no defense against and the other stun attacks. You could pop a single blue inspiration, hit MoG and laugh at the Malta. If worst came to worst, you'd still have access to Revive self-rez and basically be good as new. Attempting to portray any Scrapper worse off than a Blaster is laughable.
    Well, I'm never going to say that a Blaster can take more punishment than a Blaster, as that's obviously not correct (nor how the ATs are designed or set up). Malta Sappers can be equally dangerous to every AT out there, but they all get tools to deal with such threats. Blasters and Scrappers can handle both, though. Not sure there's really a point to talking all this over, unless someone really wants to say they're more dangerous to one AT over another (powersets and builds make more of a difference, there).

    Quote:
    Being able to use tier one and two while mezzed can be a godsend, but it generally won't save you if you fight anything worthwhile fighting at higher levels and you find yourself without break frees.
    If you're only relying on using your first two attacks ever, you are going to be sunk as a Blaster. Blasters have tools and ways to build so they don't only have to rely on Defiance while mezzed, however. Being able to attack while mezzed is just one tool, but it is definitely a tool that can save you if you set up the fight in your favor from the start, which is what you should always be doing on any AT, let alone a Blaster.

    Quote:
    And Repulsing Torrent, another 10 attacks or so if we include Scrapper epics. A Spines/Fire/Dark Scrapper has access to more ST and AoE attacks (ranged or melee) than he'll know what to do with...and be infinitely more survivable than a Blaster.
    Quick comment on methodology here. Blasters have access to many attacks and are survivable enough to get the job done solo or on a team. They have to defeat stuff before it defeats them: just like a Scrapper. The two ATs have different ways of doing so, but they can both work just fine. A Scrapper being able to take more hits doesn't matter if the Blaster can get the job done in a fashion that works for the AT. And a Blaster can.

    Quote:
    Wrong. Nothing in the Blaster arsenal compares well, much less equal Throw Spines. Breath of Fire is solid but falls short despite having nothing put damage where as Throw Spines benefit from secondary effects. Buckshot actually comes closer in matching the DPS, but is also inferior - especially considering the AoE is also significantly smaller and the set lacks Aim.
    I can get liking Throw Spines, especially on a Scrapper... an AT that doesn't usually have any range or largeish AOEs. But... that's not really characteristic of the Scrapper AT, either. Throw Spines is a nice short-ranged cone, to be sure. I just... yeah. It's not exactly a core case of the AT's mechanics, and if it's really so out of line for a Scrapper power, perhaps it needs a look from Castle to see if it's stepping where it shouldn't, like Shield Charge?

    Of course, I don't really think that. Spines Scrappers are nice (I don't really like the look much, but get the appeal looking at the numbers), but they're not the only Scrappers out there, and I don't think the numbers are so "teh uberz" that they're somehow outshining Blasters.

    Quote:
    Using long and narrow cones to maximum effect require tactics and constant positioning. It also involves risk of additional melee attacks as a Blaster will for all intents and purposes be in melee range. Despite the above, hitting 10 targets cannot be expected.
    I don't understand why this is only a concern for a Blaster? If a Blaster has to worry about their AOE placement, a Scrapper has to even more, as they have even smaller ranges to worry about. Melee ATs have a lot more issues with lining up AOEs than Ranged ATs, but at worst for all of them, it's a concern. Nobody gets out scot free on this, and time is money for every AT, if you want to put it like that.

    Quote:
    Originally Posted by Seraphael View Post
    Blasters are inherently incapable of cherrypicking since neither primary nor secondary (not even pools or epics) covers damage and sufficient mitigation. The closest thing in my mind is Fire/Ice though, it comes with very good AoE damage, and good ST damage while also having relatively good mitigation (for a Blaster). It will perform pretty well solo and on teams which is a problem for most/all other combinations which will have to pick a specialty so to speak. Like your Energy/Energy which probably soloes relatively well (for a Blaster), but isn't a great teamer (due to poor AoE and erratic KBs). Even so, a Fire/Ice Blaster would be outgunned on teams by AoE-geared meleeists while these also being (significantly) better (but probably more boring unless you really stack the odds against yourself) soloists.
    You've lost me on your cherrypicking stuff now. I don't have any /Ice Blasters, and I've never been wondering why I didn't have enough mitigation to complement my defense. There's some advantage to being able to stack mezzes on a boss, which can make you want to think through your power picks to some extent, but that's not strictly necessary, nor is it going to help you as you fight an Elite Boss. There really aren't any bad Blaster sets that would make me think you need to avoid them to be able to play CoX. Devices needs help, but you can still make that work with any powerset.

    Not sure what you mean by poor AOE with my EM/EM, either. A little damage boost + Energy Torrent + Energy Blast means nearly dead or dead mobs (depending on resists and if the procs fire or not). I drop anything that gets KB'd back (if my teammates damage doesn't drop it before I can target it). EM is pretty middle of the road for damage among Blaster AOEs, too... so maybe there is some misapprehension there?

    [/quote]Archery is a bit of an abberation; RoA, Exploding Arrow and Fistful hits, if chained, almost simultaneously defeating some mobs before their retaliation reaches the archer. Combined with a nerfably strong tier 9 (then again, there are many overpowered powers in the game), it is a very solid set both solo and on team (unless fighting robots, CoT spectres and other heavily S/L resistant mobs).[/QUOTE]

    Archery has nice AOE damage, but I've found that capability with other powersets, too. Not sure it's really "nerfable" either. It has a long animation and doesn't drop a mob on its own, so it's not as strong as other nukes. It IS a great attack, don't get me wrong, but my point is that it's not all roses, either. Been in the game as is for a long time, too, and through a lot of passes Castle has made with the Archery set. Now, Castle can come in here and say he's nerfing it somehow on Monday, but it's not silly good like EM before its reduction, or Shield Charge, etc. I'd be rather surprise if it happened.

    Quote:
    Originally Posted by Arbegla View Post
    Plenty of Blasters can out damage Scrappers, Its a given based on increased radius of the AoE, and sheer range vs melee arguements. Very few blasters will sit in melee and get pounded on, like your run of the mill scrapper would. Your again cherry picking the example and trying to say a blaster would be worse off then a scrapper, when in reality, a blaster is much better at the job. When mez'ed, a scrapper has no way to defend himself. A blaster has both tier 1 and tier 2 attacks in his primary, and the tier 1 attack in his secondary. For a /energy blaster thats power push, which, while mez'ed, can keep bosses out of his face long enough for the mez to drop. Any blaster worth his AT pick knows to slot the t1 and t2 attacks to recharge constantly, so they can have a complete attack chain while mez'ed.

    Your willing to claim the scrappers epic power pools as added damage through targetted AoEs but you wont claim the blasters added mitigation through thier epic power pools? Sleep greande, flash freeze, LRM rocket, Bonfire, PFF, Force of Nature, all provide enough mitigation for a blaster to be able to kill the prime target, then work on other mobs in a group.

    A blaster with Force of Nature running has scrapper level resistance, and mez protection. While still maintaining the higher damage potentional due to both Aim and Build up, and added radius on thier AOEs. How is that any worse off them a scrapper?
    Meh, you're going in the wrong direction with this. Blasters have many ways to mitigate damage (above and beyond dishing it out a lot) to get the job done. They're never going to be as tough as Scrappers, but they don't need to be. As I've said earlier.
  10. Quote:
    Originally Posted by StratoNexus View Post
    Yes, there has been talk. I am going to go out on a limb and say that only Blast sets tier 1 and tier 2 powers will ever be truly standard. As much as I have complained about animation times, it is unnecessary and likely too restrictive on the animators to insist that the animation times be exact. Based on some comments Castle has made regarding Repulsing Torrent, they do have guidelines for animation times and ranges of acceptable. My experience in game tells me their ranges work fine and that sometimes we gripe over nothing (although I still weep frequently when I activate Fire Sword Circle on my blaster).
    Yeah, I don't think they're ever going to standardize it, as that would make all the sets too similar. I actually think that's a good thing. Another poster on the Victory forum mentioned that CoX has way more powerset combinations than a certain other huge MMO (a few thousand compared to a few hundred) and that's great. I think a time range is a much better design setup, as you don't want to forget how other powers are set up completely.
  11. Grey Pilgrim

    Why A Blaster?

    Quote:
    Originally Posted by Seraphael View Post
    Another thing you don't seem to appreciate is the fact that other ATs are much more free to cherrypick powerset combinations than do Blasters. A Blaster will always sacrifice a lot of damage to get a fraction of the mitigation any other AT takes for granted. Melee toons have more than sufficient survivability in all their armour sets making such considerations unnecessary. A Controller or Dominator can pick the most damaging sets and still have more than sufficient control to handle huge spawns single-handedly. Knowing one can get the best of both (or even several) worlds with other ATs is why numerous threads pop up clamouring for ever more offensive armour sets for instance. These comparisons can never be straight up, but seems biased only to the non-analytic mind.
    So... what primaries do Blasters need to cherrypick so they'll succeed? I haven't heard of any being bad, and you'll pretty much get a good response for most of the primaries when you ask about it on the Blaster forums. There has been some grousing about Dual Pistols, but that's still debated. My Dual Pistols/EM blaster has been close on the heels of my EM/EM, and I'd be hard pressed to say one is better than the other. And my EM/EM has been really fun and really safe to play.

    Or are you talking secondaries? Blasters could definitely use more secondaries, and Devices really deserves a look at, as all the interrupt, long animation, and limited utility powers on a fast moving team (or soloer) really do hurt it. But even then my Archery/Devices had an easy time of it solo and does great on teams. People complain they don't to get to drop anything with all the arrows being tossed around.

    Quote:
    Originally Posted by Another_Fan View Post
    In general, I don't know what I could say to change those beliefs . There is a stream represented on this thread, and I am not saying this is you in particular, that takes the attitude, that it doesn't matter how good or bad what you are playing is, it contributes something so its fine. These people might well be happy with a character that has nothing but 5 kinds of brawl with impressive animations. (I exaggerate, but by how much really ?). Then there was the one assertion that the numbers that are the powers weren't a fact but an opinion. Then there was my favorite that scrappers were dull to play ? (Takes a long look at that difficulty slider). There is without doubt some serious capability problems in the AT.

    I also don't know where your particular bar is for the proof that will shake your beliefs. Blasters don't contribute anything that other ATs don't contribute better and or faster. Even the item that blasters are supposed to be best at (AoE damage) they either do about the same damage or do better damage considerably later than other ATs
    I don't know what the "stream" is that you're talking about (and I do see that you don't know if that's me), but you're going to have to show a bar that all ATs need to be at, and prove that Blasters are below that bar. I don't know that you're going to be able to do it. You sloughed off my statement about AOEs and ranges like it doesn't matter much, but it really does. Blasters have a big advantage there, and you have to see that if you're going to do an accurate analysis. You're also going to have to note CoX's overall design mantra where every AT can add something to a team and no one AT is needed to complete any content. That means (as I said before) that there will be some overlap. Scrappers do damage and Blasters do as well. However, one is a better solo AT while the other is a better team AT. Thankfully, they aren't specialists that can only solo or be on a team.

    If you can prove around that mantra that Blasters are still somehow not giving enough for what they're giving up, great. I'll agree with you. But you're going to have a hard time convincing me that Blasters as set up are outclassed for pure damage on a team. Go ahead and try, though: I really am open to being convinced of things if you can provide good evidence.

    Just so you know, I'm not satisfied with low damage or lack of success. If I'm not clearing a mission in good time (and that changes depending on the mission: I don't like having to pause between mobs much, though), I don't like it. If my TF team is taking too long, I really don't like it, as I have at most 2-2.5 hours of playtime when I'm on. And I hate it if my character takes too long to drop a boss or Elite Boss. All my Blasters have soloed through a huge amount of story arcs, defeating bosses and elite bosses on their own. Even the really annoying ones like Nosferatu (and he was not running like a panzy, believe me) or that have Tier 9 godmodes, etc. This while they're taking on content meant for levels above theirs and for multiple characters (difficulty settings).

    I can't stand playing Defenders because they just don't do enough damage. I know their buffs and debuffs do a lot for their teams, and that some can solo with them, but they make me grind my teeth. And I've soloed with Tankers, Scrappers, Stalkers, Brutes, Kheldians, Doms, and even Controllers just fine (once they got their pet).

    So... while we're debating, don't think I want to fight everything at -1/x1 and think that's okay (even though the developers are going to probably still say that being able to solo at 0/x1 is the metric for being okay).
  12. Grey Pilgrim

    The Ultimatum

    Quote:
    Originally Posted by Scootertwo View Post
    I think someone did the math and between race, class and ability trees that other game has possible combinations in the low hundreds, but CoX has (not counting costume/power customization) with; AT, power sets, power selection, slotting, and powerpools, combinations in the thousands.

    CoX > that other game that we are not allowed to talk about.
    Our developers are workaholics or something. That's part of what I loved more about this game as well: far more customization and active feeling to play. Not to mention being able to take on more than one thug at a time (as opposed to one killer bunny being about all you could handle in the other one).
  13. It's kind of a fun mission for awhile, but then it just gets too long. If the map weren't emptying and instead ambushes spawned in and raced to the henge or whatever it is for 15 minutes, that'd be a lot more interesting.

    Ham, I usually run most of the missions on my characters, and miss the certain missions that bug me. Heh. I've been trying to skip more of the zone arcs and do more of the regular ones as well. I do like that we have that variety blueside... redside has so few choices.
  14. Grey Pilgrim

    The Ultimatum

    Quote:
    Originally Posted by Chant View Post
    But I'm no relationship expert. My ex-wife was a gamer. But then again, she played WoW, so I guess it was destined to happen that way.
    WoW and CoX are like oil and water!

    Seriously though, I got really bored with that game since I came from CoX. It was fun at first, but finding teams was harder, it wasn't that solo or casual friendly, and getting around was so slow! I thought it would be better when I got a character to 40, but, ummm... those mounts are snails compared to what you can do in CoX.

    Tried to get a friend to switch over, since we used to game a lot (and that was the easiest way to keep up once we lived in different states or a few hours from each other). Only played once with me and that was it. *sighs* This game is SO much better, sheesh!
  15. Yeah, had to leave during that drattedly long "defend the portal!" mission for Skipper's arc. I don't mind the Red Cap one at the end of the very last Croatoa arc, as it doesn't take nearly as long to do. That one... I've just been skipping it lately. Good XP and drops, of course, but I just hate how long it takes.

    Hope the rest went okay without me. Odinn goes through endurance pretty well now with all the toggles I'm running. Slowly slotting him up with IOs as I can get them off the market, and that should hopefully help a lot. I goofed and took an attack at 28 (Chain Shock), which is nice, but I could really use that heal/end/HP recovery power instead. So after 30 and then definitely 35 it should be cake, I would think. The 20s are filled with growing pains for melee types.
  16. I never quite understand how fixes come through the pipeline, to be honest. Sometimes him or BAB say they fixed something and it shows up fast. Other times, it takes forever. And I'm not talking about those times where there were months between builds, I mean actual amount of builds.

    And then changes aren't always in the notes, too. I sometimes wonder how well they keep track of things.
  17. Quote:
    Originally Posted by StratoNexus View Post
    The scrapper/brute/tanker balance issue was, IMO, a simpler concern.

    The last time they tweaked stalkers, it is true they increased the damage mod. They also added an AoE debuff/control to AS, made Hide come back after eight seconds instead of ten, removed the end cost from the Hide toggle altogether, and altered how stalker criticals worked in an intriguing way. If they ever tweak stalkers again, I hope its more stuff like the last four, rather than the first one. The devs have showed a willingness and ability to do interesting things. If a numbers tweak was all they were looking at, I don't think the devs would be delaying it so much.
    I'm inclined to believe Castle thinks it's more complicated (or warrants more design thought) than a simple numbers tweak, since he didn't think he had time for it before GR. That suggests he wanted to go for something more, to me.

    I could be hoping for too much, but the man does some very interesting things (or his team). The change to Fiery Embrace, personally, is genius. I only ever argued for it getting a longer buff duration to all damage. Making it add fire damage to all your attacks is far more interesting than that and I love it.

    I hope he does the same with Stalkers. If you want a straight up "dash in there and bash them over the head!" you play a Scrapper. I want and like that there is more to Stalkers, and would like to see him play with that more. Or just expand on how Stalkers can do that.

    I'm not going to pass over a straight damage buff to Stalker's base (if that's not unbalancing), but I would say that is the less interesting choice. I prefer interesting choices.
  18. Grey Pilgrim

    Chain Induction?

    Yeah, it's a good power to use early on in a fight, rather than towards the end (and with mobs fairly close together). That way it won't stop because it dropped the target, and will chain on to a fair amount of mobs. Doing that, pretty easy to see it hit 3-5 mobs. I think my Brute uses that then Thunderstrike... fun to watch it chain through mobs while their doom is looming.
  19. Grey Pilgrim

    Consume

    Quote:
    Originally Posted by Shocklust View Post
    I have mine slotted with 1 ACC, 2-3 recharges and usually 1-2 End Mods.

    If you let Consume off in a large group, getting end back is not a problem. But if it goes off in a group of 2 or 3 then the End mods make a real difference.
    Close to what mine is on my Fire Tanker, and similar methodology. Most of a set of Performance Shifter in there for him, then one Recharge IO. I wanted it up ASAP, but on my Blasters, endurance isn't nearly as much of an issue. Going for some of all three is a good idea, though.
  20. Grey Pilgrim

    The Ultimatum

    Quote:
    Originally Posted by Zamuel View Post
    It works for some people but personally, I don't think it's worth the headache. Then again, I've always been single so what do I know. *shrug*
    If the other person tries to understand you and work with you, it's all good. The problems (from other people) occur when they try to change who you are. That doesn't work so well in a romantic relationship. Yes, people can change, and they sometimes do in a romantic relationship, but no one should go into one hoping they can fix the other person. That... rarely works.

    Now you can cause your own problems, but that's a whole 'nother issue.
  21. Grey Pilgrim

    Why A Blaster?

    Quote:
    Originally Posted by Another_Fan View Post
    I stated in the comparison I had picked high end AoE sets to compare, but most blaster AoE is damage is about on the same model with the exception of the rain powers.

    The ability to attack at range is not as large a matter as you would think. Ranged classes in this game don't in general outrange their opponents.
    That's not what I meant by range (I was not referring to mitigation, though it is lame how much range mobs have in this game compared to us... but of course, if we outranged them, that's a farming opportunity... like when War Wolves had no ranged attacks). By range I mean the large AOEs (cones, ranged AOEs, etc.) that Blasters have to work with, and their ability to fire them from a long range, rather than up close (Spines longest is 40 feet, which is the shortest a Blaster ever has to deal with... and no Scrapper is going to want to sit back that far, either).

    That range is huge if you're going to min/max. Stalkers, Brutes, Scrappers, and Tanks complain about when their targets get knocked back or when things are killed before something animates... and that's usually because they have to get up close to hit something (Blasters don't have to move much to keep things in range, if at all). IF you want to min/max and get the most damage you can, a Blaster is going to be far more helpful than any other damage class. You need one Tank to go in (so they don't return fire), some debuffs if you really want to min/max, and then go to town. Why wait for most of the team to get up close? Scrappers are nice for damage on a team, but a Blaster is going to be better, if all you want is damage.

    Of course, the game doesn't have to be min/maxxed. Which I always have to say with that example. All varieties of teams work, and every AT in this game can bring something to that team.

    Quote:
    Then they should be doing more for the team, be it total damage output, AoE damage or other. If by sick damage, you mean about the same as other ATs do well yes.
    They're pure damage from range, up close, and over a broad area. Blasters make mobs drop in a trivial amount of time. Other ATs having the ability to do damage as well doesn't take that away from them in the slightest. I have a lot of Scrappers, Tanks, Kheldians, and a Brute now. I appreciate the damage they can leverage and what they can survive, but I do know that my Blasters can outdamage them without working too hard (and yes, I know Tankers do way less damage, my point is that I can appreciate the gradations between all those ATs).

    Quote:
    If we are making the classic CoX blunder, if you read Positron's blog on FotMs his position was you shouldn't have things that you would be crazy to take or not to take. This was also the rationale for the Brute nerf.
    My argument is in line with what you have here (not sure what exactly Posi said, as I haven't read the post or have time to do so now). FoTM ATs or builds are bad, I agree with that entirely. That's why Brutes needed adjusting and Shield Charge certainly needed an adjustment.

    But what this means is that (if the game is designed so nothing is FoTM and every AT has something to offer) all the ATs are going to overlap to some extent. Most of the ATs in CoX have some form of mitigation, but that doesn't take anything away from Controllers, Doms, or even Defenders. And to get XP, merits, clear missions, etc., they all need to do damage. That doesn't take anything away from Blasters, either.

    So what I said earlier is the classic mistake people sometimes make with CoX. They think because there is overlap between the ATs, that some are better than others, when they aren't necessarily, as this is how CoX is designed (I could see that without Posi saying it to me, and what you have in that post just confirms it). Can imbalances exist between the ATs? Sure. However, I don't think such an imbalance exists for the Blaster AT since their Defiance, etc., improvements.

    You haven't said anything to shake that belief.
  22. Grey Pilgrim

    Dual pistols

    I don't really think it's that misleading, either. It might if you come to the discussion with the opening that there is a "redraw toll" to weapon sets, so you might have reacted to it as being misleading. Taking it from my angle, I usually only switch to my Blaster's secondary before a fight or when I really need to in the middle of a fight. With most secondaries paired with a weapon primary, redraw just isn't that much of an issue unless you absolutely hate hate hate redraw and want to randomly use your secondary whenever.

    For me, it's just part of the strategic scenario. "What's the next best power to use?" For a Blaster, I want to attack, attack, and attack again. I will use positioning and my secondary to help this, but I lean on my primary first and foremost, as it's usually in a Blaster's best interest to kill it with fire fast. I don't ignore my secondary by any means, but my primary really is that for my Blasters.

    Glad we got it all cleared up though... heh. More discussing than it really needed to be, but that's what happens when we confuse each other.

    For what it's worth, I don't mind redraw that much, but I do avoid it when I can. Most of my melee weapon users have a paired powerset that won't require me to use it much (my Regen Scrapper is MA, for instance, and I wouldn't want to pair Fiery Aura with a weapon set). Hopefully a fix will come down the pipe, as we should have to redraw our weapon when we use a lot of secondary powers.
  23. Grey Pilgrim

    The Ultimatum

    Chad... yup, I would say that's on her end. You obviously were making time to be with her and she wasn't cutting a lot of slack on your end. That hour late for a date thing was just... ridiculous. I'd get sick of that kind of behavior immediately. If you're really late, you have no right to get mad at me when I make you wait a few minutes.

    Heck, if anything, I'd say she was coming up with an excuse to fight with you. You're not being unreasonable with your hobby, so to say you're obsessed is a bit much.

    My wife doesn't mind games and plays them off and on, but she doesn't like CoH enough to justify an account, she says. She'd feel obligated to play to make it worthwhile, and she'd just want to play once in awhile. Which I get. I'm glad she understands my playing, though!
  24. Grey Pilgrim

    Why A Blaster?

    Quote:
    Originally Posted by Another_Fan View Post
    In this context Broken= Out of balance and in need of rebalancing. If you thought rebalancing the brute vs the tanker and scrapper was needed then blaster rebalancing is much more needed.

    I like my blasters, but when it comes down to where to put inf, time and effort into developing a character, its a no brainer.

    Blasters being more team oriented is a bit of a red herring. The idea seems to come from the idea that blasters are the kings of AoE damage output which is as often not the case as it is the case. Most of the blaster primary sets have 3 AoEs one of which is the crashing nuke. AR is the exception in that it has 4 or 5 depending on how you count ignite.

    You can't compare melee "set x" to blast "set x", but if you look at the AoE heavy melee sets to the AoE heavy blast sets, The melee sets do very well.

    Take a look at fire blast vs spines. These are the classic heavy hitters for their respective ATs.

    Fire Blast
    Fire Ball 78.8 Damage, 16s recharge, 16 targets
    Fire Breath 109.8 Damage 16s Recharge, 10 targets.

    Spines

    Spine burst 82 damage , 16s recharge, 10 targets
    Ripper 167 damage, 11s recharge, 7 targets
    Throw Spinse 100 damage, 12s recharge, 10 targets
    Oy. Seriously? Yes, Scrappers can do damage. If they couldn't, they'd rightly argue why they didn't have more mitigation out of the box like a Tanker or even a Brute.

    That little comparison between Fire and Spines was rather cherry picked, too. Not every Blast set has as much AOE as Fire, but most of them are pretty good, and not THAT far from what Fire can do. Spines is pretty up there for AOE when it comes to Scrappers... most Scrapper sets don't even come close to it: especially for range. Which is actually pretty important. Most Scrappers can't attack things from the range that Blasters have, and you can't ignore it when comparing the two.

    Because of that range, they don't really have to worry too much about where mobs are in a group, especially when compared to Melee characters (and it's far easier to move around a mob that you are not inside, than when you are out of it). Having a large cone or AOE to work with is a large boon when it comes to pure damage output. You hit more stuff and don't have to work hard at it. A Fire Blaster has none of the issues even a Spines Scrapper would have with hitting lot's of stuff.

    Can Scrappers survive things Blasters can't? Sure. But that's an overall design decision: Scrappers are great soloers, while Blasters are more team oriented (that's not a "red herring" as you called it, that's design). I'm not sure what all you and others are arguing that needs to change for Blasters, but they already do sick amounts of damage and do that very well. The developers aren't likely to change that setup, because it works well.

    Shield Charge was arguably encroaching on a Blaster's territory without giving anything up (before its nerf), but that was due to a wrong number/table being used. It's back to more reasonable levels but still does good damage. Doesn't change my Blaster being able to do the same to every spawn (and I'm not even counting nukes with that).

    The Blaster AT is fine. We can attack while mezzed, we have a good amount of health for the AT, and we can do lots of damage up close and from far away. You can argue for certain sets needing improving (Devices is pretty clear, I would say), but there's nothing wrong with the AT.

    I seriously have to wonder if people are making the classic CoX blunder with this. You don't need any one AT to accomplish anything, so they think overlap between ATs is a problem. It isn't. If you need damage on a team, you can grab a Blaster or a Scrapper, or even most of the ATs in the game. That's not really a problem, but how the game works. I'd rather that than have to find the holy trinity of ATs to accomplish anything in game.

    Stop trying to create problems where none exist. Find sets that need help, sure, but don't make out that the Blaster AT is in need of help. I can't even believe this discussion is going on for so long.
  25. Grey Pilgrim

    The Ultimatum

    ?

    Why... because I suggested you shouldn't follow a hobby every minute that you aren't sleeping or working? If so... ummm, what's wrong with moderation?