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Posts
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Joined
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Yea always found it strange myself, considering you can get a purple drop at any level when you sk up.
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No question the other primaries will be nice w/ thermal. But not as sexy as burning dead people
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8 MMs total and 5 at 50, I can state, I walk through all my pets no problem.
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Already got my Necro/Thermal all planned out, costume done. Name "Disco is Dead" reserved
Cant wait lol
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ZOMG NERF!!! lol BBQ Zombies for EVERYONE!!
It's a rumor, ignore it and move on. -
Quote:I love my AR/Rad, hands down my favorite corr to date. I personally don't see an issue with anchors dying on fast paced teams. Could be because I have 3 rad emissions at 50 so I guess I'm just used to it in general. I inform teams I am not a healer and don't expect it in advance before SFs start. I didn't bother taking my rez either because my AR/Rad is geared for damage and debuff, a rez simple didn't fit.AR/Rad has defense and resist debuffs, but they're anchored which can cause some frustration - especially on fast-moving teams. EM Pulse is niiiiice. AM is also niiiiiice. Being able to heal yourself is good as well, but causes redraw and may cause positioning issues if you're asked to heal the tank - the tiny cone width on full auto makes it hard to hit more than a couple targets at point blank. Being able to use Slug and Buckshot to move your anchor around helps this set more than the others.
I understand AR isn't top tier for damage on a corr, but with a tier 9 that doesn't crash. I can maintain toggle debuffs. Plus FullAuto every 20 seconds is a nice thing. Also the two main toggle debuffs do not cause redraw
Again my AR/Rad is fully IO'd perma/AM/Haste so it might play different for others. -
LoL Awesome Positron.
Hell I still play MuDs to this day, normally during maint hours and other downtimes lol -
Hail!! New Forum Overlord.
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Quote:Stop using VEATs as base for your argument, the only branch that can even touch blaster AoE is Crab. Banes can't, Huntsman can't, NW can't, Forts can't, Hybrid Forts can't, just that one branch can.This is the point I was trying to make. I wish I had your eloquence (english is not my native tongue) and factual knowhow. I was basing this mostly on anecdotal experience.
Some of my detractors indicate that I might not be playing Blasters very well. I beg to differ. I know full well what the AT can and cannot do having played the game on and (mostly) off since US beta. I just feel that the glass cannon design that some people talk about has, to an extent, been made redundant. Tankers have been given damage boost to make them more fun to solo (their damage output can be rather impressive while the survivability is so good it borders on broken). Controllers have been given their cake and get to eat it too and does everything in this game excellently.
Compared to VEATs the amount of survivability a Blaster gives up just makes no sense. Generally speaking, VEATs have access to more AoE firepower than most Blasters, especially if including epics. They have superb survivability, all have access to two or more damage output increasing/force multiplying powers (Aim, BU, Follow Up, huge radius Blaster level damage and -res, permanent +rech). They can also bring good control and excellent team buffs. +30% damage anyone (TT+pool assault)? How about a quadruple strength (compared to the best Blasters can do) aura defense? Multiple pets that can be made close to permanent. Solo VEATs have little difficulty completing the RWZ challenge with SOs only. With IOs they easily can do AVs.
It's this disparity I find hard to live with. Especially now that Going Rogue will bring villain ATs in direct PVE contention. I'd also like to see the weaker power sets within the AT be boosted somehow. I am a Blaster at heart and consider the AT fun, most other ATs is easy mode and/or requires less finesse or tactics to succeed. For them the game content is rendered so easy it, for me at least, becomes boring. I appreciate the allure of little risk and high reward is attractive to a lot of players though. I'm not asking for universal buffs for Blasters here (though on grounds of balance they are warranted). I'm just asking for at least a little developer TLC. Boosting nukes and snipes and a few underperforming powers (Frozen Aura, the worst tier 9 in the game for instance), would go a long way to alleviate my concerns.
The only AT that will be brought over in large numbers is mastermind as heroside has nothing similar. Also remember we know very little about GR, lets have the "doom" wait a while longer. -
No where did I state, "binds and macros fix all". I understand the AI is far from perfect, I'm coming up on my 5th lvl 50 masterminds. But, you'd be shocked at how many players that complain about MM pet AIs refuse to use binds/macros.
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Cool, but with redrawing weapons the AI might get stuck on one attack.
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Quote:"Inherent" is what you said, not ALL Def, Controllers, Masterminds and Corruptors get mez protection. Mind you also Doms only get mez protection with domination running. Not all doms have perma dom and its expensive to attain.Defenders, Controllers, and Masterminds can get defense and status protection from Force Field. Defenders, Controllers, and Corruptors can get resistance and status protection from Sonic Resonance. Controllers also have access to status protection from Indomitable Will in Psionic Mastery.
I currently have 3 Corrs at 50, lets list which have mez protection with an asterisk.
AR/Rad
Rad/Pain
Sonic/Traps (*)
I have 4 MMs at 50, again like above listing those w/ mez protection.
Thug/FF (*)
Merc/Pain
Necro/Storm
Necro/Traps (*)
None of my lvl 50 controllers have mez protection, neither do any of my lvl 50 defenders.
Blasters however remain the only AT that can attack while mez'd. -
Quote:Just to point out, Defenders, Corruptors, Controllers also have no resistance, defense or mez protection. Only if you take the powersets that provide the protection do you get it at all in fact.The problem is that no other AT should compare to Blaster damage. In all honesty, Blasters should do at least double the damage they do now.
1. They have no inherent resistance.
2. They have no inherent defense.
3. They have no inherent healing powers other than Drain Psyche.
4. They have no inherent mez protection, and the only AT without such.
5. They have very few mitigation tools.
That's a lot to give up for a high damage level. So no, no other AT therefore should come close to their damage. Spines scrappers should not be able to outdamage a blaster. A controller with a Fulcrum Shifted fireball should not outdamage a Fire Blasters fireball. Etc. Etc.
Spines again, lets all balance the whole game around spines. Why not buff my energy melee brutes whirling hands to deal insane AoE damage. Lets ignore it's EMs ability for ST output and focus on just that. It's gets silly if decide to compare say fire blast to spines and you get different results
I don't understand why you're comparing a damage boosted fireball to a non-damage boosted fireball. With buildup and aim, blasters fireball deals more damage than controllers. What's dealing the extra damage on the controller is their inherent Containment. Blasters still deal more upfront damage w/o any boost needed. -
Quote:Situations on which the snipe will be useful in combat will not change. People will still use them to pull and to open up battles. So its not "ludicrous" as you state, all a damage buff will do is have snipe deal more damage. They will still perform in the same manner and remain situational.Given the long cast and interruptable nature, snipes will always be situational. Claiming a significant damage boost would not make them more useful is ludicrous though. It would make a Blaster actually consider using snipes to take out one particularly dangerous opponent instead of always opening with the same move.
Quote:I agree. But I hate having my tier 9 virtually unused because of the endurance crash. The power simply doesn't mesh well with todays fast paced game. Many spawns are already Shield Bashed and/or Foot Stomped half to oblivion by a single Tanker before my blaster get to attack anyway - a nuke would be overkill. Somehow making the tier 9 powers less situational would be a good thing IMO.
Quote:The endurance drain functions in conjunction with one power from one set and two powers from another, so to say that its main focus is to drain endurance is overstating matters a bit. I won't get into the feasability of drains, it's an all or nothing thing in PVE, but suffice to say that if successful it simply provides a little bit of the survivability Scrappers have through their secondaries. I feel a damage boost is definitely warranted in a underperforming set.
Quote:I added this suggestion (and the similar for Gun Drone) not for balance, but to make the sets more smooth to play. Getting rid of a little bit of tedious micromanagement is a good thing.
Quote:Frozen Aura for Blasters is the by far most gimped tier 9 power in the game. Adding a damage compartment would make /Ice Blasters actually consider getting the power. Besides that, it would give the secondary more 'ooomph' compared to big hitters like /Energy, /Electricity and /Mental. It would also afford Blasters with weak AoEs to consider the set to compensate the lacking AoEs in their primary.
Quote:Glad I was able amuse you. I think Mental performs decently as is, I just don't believe in the inane way developers approach balance in this game. Like one crap power ever outbalances a overpowered one (they are simply skipped). I added this suggestion to make the power at least become a consideration. An 8-rad AoE with 40-60 sec timer would make it a balanced power as opposed to an eminently skippable one. -
My Merc/Pain works just fine thank you.
I enjoy threads like this very much, I knew the removal of recharge would fix nothing. All it did was hurt DPS of pets across the board. People will still complain about AIs on Mastermind pets.
Be a mastermind and take control, make binds/macros. This AT would be way overpowered even if the Devs could make perfect AIs. -
Are you delusional?
Blasters still get the job done, they're straight up damage. But lets look through your general list to be fair.
Snipes
Do what they do, they snipe and have the longest range. They deal a fair amount of damage, even my Doms snipe does nice damage. Snipes are situational yes, but that's not because of damage. It's because they can be interrupted, boosting the damage wont give snipes anymore use.
Nukes
A nuke is a massive buildup of "power" from the blaster that comes from within. The power is extremely exhausting, it fits thematically. Hence why Archery and Assault Rifles "nukes" do not drain. Doubtful a change will come that will let you deal a lot of AoE damage w/o heavy penalties.
Epics
All epics are getting updated in i16 so its a mute point.
Rad Manip
Will come, just wait, currently there are no melee radiation attacks. (Shivans dont count for player models) This issue IIRC they wanted to port sets that required the least amount of work.
Short Circuit
Ok, this made me laugh hard, you're comparing a scrapper AoE power to a power that's main focus is to drain endurance. lawls. I'll leave it at that seeing as its a seriously sad attempt.
Voltaic Sentinel
Blasters are not pet type ATs, you need a better stance as to why this needs to be done. I don't see a balance issue here.
Gun Drone
Same as above, but let me also add its a secondary power.
Frozen Aura
Why, are you somehow lacking damage from your primary?
Scare
Another one that made me laugh, make a mind/* Dom if you really want this.
Blasters still remain among the most popular in any powerset combo. My Fire/Mental is just nuts for AoE damage, Fireball + Psywave almost equals my nukes power. Scare doesn't need to be an AoE, its also a secondary power so by design weaker.
Mind you, I'm speaking from my personal experiences. I just don't feel the examples you made warrant a buff. -
Quote:I use numpad 1-8 for all of my toons, and I find it priceless for any toon that buffs teammates. I only like one tray out, so I use binds for powers and numpad 1-8 when on my /kin. I have bound h for heal and b for boost and so on.
Just a couple of examples I use: "/bind h powexec_name transfusion" and "/bind b powexec_name speed boost" that way, I can just use my one tray for attacks and commonly used powers.
Yes this I know, I'd prefer macros, I dont mind an extra tray out. My Masterminds have 6 trays on the screen, My other toons have 5. It would be easier to click a macro because using the numkeypad would take my hand off the mouse. -
What is the command string for selecting teammates by their position on the team.
To save confusion this question has had on other boards. No not binds, not numpad binds.
I just need the command string so I can make macros for speedboost my team. Thank you -
Quote:Yes this I know, I'd prefer macros, I dont mind an extra tray out. My Masterminds have 6 trays on the screen, My other toons have 5. It would be easier to click a macro because using the numkeypad would take my hand off the mouse.If you go into Menu/Options/Keymapping, you can scroll down and in the section that has "Select Teammembers 1 - 8" you can assign a key to each. Basically the same thing as binding/making your own macro, I tend to use Numpad 1 - 8 for teammembers, and Numpad 0 for Speed Boost.
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Anyone have a bind or macro that selects teammates by their position on the team? Like a macro that will select teammate number 5. Would be easier for me to keep my team boosted w/ binds. Thanks in advance
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Some retard gave me neg rep and left a comment "annouced downtime is not random". Where did i say that? lol stupid, disabled my rep
This was my post
"Mon and Fri are the normal days, Tues, Wed, Thurs are normally patch updates.
They do however shut down servers randomly for emergency fixes.
Random downtimes do suck for players, but are important if the bug could break your toon for instance. Scheduled downtimes are always announced on the forums. This time they announced it in the updater which is rare"
Don't see where I said "announced downtime is random" -
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Level 50 Rad/Pain here
Rad Blast: Shoved as many procs in as possible.
Pain Dom: Perma WoP, Perma Cry
Extras: Dark Embrace, Tough
End Result:
Sick Resistances, Major Debuffs, Great Damage, Excellent Support