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Posts
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I don't min/max or at least on most of my characters I don't.
I try and run my missions in such a way that there is a chance of defeat each time. My thoughts are that I would prefer that instead of higher mobs being harder to hit with accuracy - I would rather they get a hit point and regen bonus. Once it hit +6 it would be virtually impossible to overcome.
I hate missing. I would rather hit for a measley orange 5 than see Missed or Deflected.
It is strange that I can normally tell n a team very quickly if we have a team wipe chance. Usually it starts with us steamrolling everything and eventually people get sloppy. Next thing you know we are all dead.
Challenging is not hard enough to be boring shooting that boss for 5 minutes and not so easy as to steamroll. -
Theory + Facts = Conclusion
You have a Theory that blasters are not desirable. The Facts are some people play them and have zero issue.
This not fitting your Conclusion you then argue more with the same points over and over and again others don't agree. Your Conclusion is not valid - your Theory is fine and with added Facts you just need to change YOUR Conclusion.
Your Conclusion is for YOU - you don't find the trade off with being squishie worth the small added damage.
My Conclusion - playing a blaster is fun and I need to be attentive and cautious or I die. This means to get a blaster to higher level means no training wheels. This equals fun for me. -
Ever see the MVAS fly away into the sky?
I want a robot who takes my hand and flies off into the night.
I want a flying car - I can't have it in real life so I want one in the game.
A clockwork animal who I can ride.
Motorcycle. -
Spines/Electric scrapper.
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Duh, Backalley Brawler.
He runs bartertown......er Galaxy City so it would make sense to drop the first nuke on his cranium. -
Quote:A fire/fire blaster is PURE damage. You only get rain of fire and ring to protect you. I always take Air Superiority on fire/fire blasters. However you can take as I did fire/energy to get some mitigation. If you are facing a large group of high level foes - you need to be prepared or in a team to cover your hold issues.Yes, yes. Dealing enough damage to defeat your opponent is the best mitigation. As long as you can do this before the opponent(s) kill you. That's the crux of the matter here. I can provide sheet loads of damage on my Fire/Fire Blaster but I find the trade off (dying often) to not be worth more damage. Instead, I decided that additional defense provided a more suitable replacement and allowed me to enjoy the blaster more.
If we are assuming level 50-51 mobs with no bosses, then...ya, the fire/fire blaster doesn't need additional mitigation cause everything is dead. But if I'm staring at level 53-54 level mobs, with bosses, then I might want some help with not dying after my first volley of AoEs.
Now, let's jump to a solo fire/fire blaster that is fighting an EB. It's going to be rough for that blaster to fight that EB (well, the level makes a difference) but I've fought many EBs on mine and succeeded. Those same EBs were much easier on my EN/EN & Rad/MM Blaster.
It's on you to provide the proof since you are the one calling for the nerfs here. -
Quote:Here is the main issue:Taste is an individual attribute. I really don't enjoy being effectively paralyzed and having nothing better to do than just lean back and sip a drink while I watch a character go to its reward.
Its especially painful when I know if I weren't mezzed I could win through. The carnie boss example above is the perfect example of this. Mezz is that things I win button.
Status protection.
You have a few answers, combat jump, weave and IO's. However you will get held at some point and without break frees you die. Controllers, Corruptors, Defenders, MM's all have some without the ability to shield themselves.
Are these then also under-performing?
I ran a Positron part 1 on my blaster last night and I can tell you I was very helpful in my Energy/Energy blaster really ripped up the ambushes and kept the large ghosts dead nearly as they appeared. I made it my job to kill the big ghosts then the Ruin mages. No one died in the ambush. We had one Corruptor Ice/Storm and one Controller Ill/Rad.
I have been switching back and forth between 2 differnt blasters a Fire/En and an En/En. I am trying to see where the AT could be a failure and I can't see it - solo I do fine and in teams if I play smart, I am not a burden to support dragging the defender to constantly save me and I am removing the big bads FAST.
I don't see anything that changes my opinion of how the AT works. -
Another Fan, I wait for 4 seconds for one reason - when I do cut loose my damage as a blaster is so superior that I will draw most of the aggro.
Without aggro management powers as a blaster it means I am applying the final solution - defeat them all quickly. So I count to 4 as my teams aggro management powers will be in affect and in most cases the mobs gathered. When I attack it is at the optimal moment. Practice has shown it is usually 4 seconds. However if the Melee is taking too heavy of damage - I start early and draw some of the aggro.
In a team I decide who is my aggro management people and protect them. I won't let that boss beat the snot out of my controller. I will use knockback or high damage attacks on those closing on my defender.
It depends on which blaster and what powers as to what I do. -
Here it is, those who complain about Knockback - are lazy.
The Tank/Brute runs in and stops taunting the group and then punches the nearest boss in the face.
The right way to hold aggro is to jump OVER the group taunt the ones in fromnt and the whole mob turns. Then:
1) you are looking back at your team so you can catch stragglers and ambushes coming from behind.
2) Knockback - knocks them TO you.
3) Cones from the bad guys don't hit your team.
4) moving and rarely punching the same guy twice holds more aggro
So you then have foes that are turned away from your team, being knocked off their feet, taunted to the Tank, attacked by a moving tank so they switch back out of melee to shoot the tank and so are using their weakest attacks and aware of incoming ambushes.
I personally would have said - I am sorry for your limitations as a tank - if you like I can explain how you can allow people to use all of their powers and still be safe and kill quickly? -
Another Fan do you play Blasters?
If not why do you care?
If so as I said earlier you are seriously doing something wrong. I know of people who got to 50 on Blasters with zero deaths. Yes, Hardcore players who delete if they fail.
I am trying to see what your motivation is? I have one blaster leveling right now and she is 18 with one death - I caught an ambush from behind. I am keeping track of deaths due to me and deaths due to things most players would die to. I started her (Fire/Energy) because of this thread.
So far one death due to me, I didn't check my 6 as all Blasters know you need to do. Now if my team had a teamwipe due to over aggro - I wouldn't likely count that as it got all the ATs melee and control as well. If you like I will be happy to journal her progression and defeats and the cause even if it is due to my blind stupidity.
I run her at 0 x 4 but would it be better if she was at 0 x 1? I will also show team performance if you like?
Hell, I would be glad to take a few people from this thread and level up to say 25? A few blasters of different sorts and we can run as an all blaster team - since according to you it would under-perform.
I would be willing to level another blaster with the powers of your choice. I would be happy to join others in the cause of science. -
Was mowing my yard and suddenly - Lawnslaught.
Plant/Earth Dominator was born. -
Another Fan - in spite of all of your diatribes and details it is obvious to even the casual observer - you are not good at playing Blasters.
I used to play Hardcore - you die for any reason except for a disconnect - you are dead for real. I took a Fire/Fire Blaster to 26 before I was defeated. This is not playing stay back and shoot from safety, this is running Positron TF at 14, Synapse at 19, Sister TF and Finally I did die in Citadel and so after the TF I deleted and rerolled.
I used the same name for all of his incarnations Immortalis, he was cursed with being Mortal and yet he was Immortal in that he recalled his previous life.
It is very possible to avoid many pitfalls that you discuss by simply take 3 break frees, 3 purples and the rest greens. Stop by and get more at a contact between missions. Take combat jumping - the immobilize and beat to death issue goes away.
Learn that as the team attacks count in your head - 1,2,3,4.......Boom. Everything will not just turn and Alpha you to death then. I read all your stuff and it just shows you could be given a new Ferrari and you would say it isn't red so the amount of girls you can pickup is nerfed. -
Quote:No, they created Incarnate trials for farming.Please note that the option is to turn bosses off when solo. Not turn bosses off.
If your argument is that they should have an option to turn bosses off period, g'luck mate. Of course if your point of view is that the devs created the AE so that the player base can farm efficiently, then I suppose that you may think that is a reasonable request. -
I am sorry Another_fan this is a silly statement:
"Personally I have never been on a team where the chance of death was eliminated. I have been on many teams where "No deaths occurred" but that is hardly the same thing.
Either way, the amount of effort the team has to dedicate to keeping the blaster alive, is comparable to any other squishy, but the blaster is contributing less to the survival of the team."
If they are dead - they are no threat. I once was running some missions on my fire/fire blaster and with a team of 6 we had 4 blasters and 2 scrappers - both scrappers were low level so my blaster was tanking.
One of the scrappers when he joined the team said how do we start? I said like this and ran in and opened up with 2 heavy AoE's and popped a green. The team just melted them down. I said death is the best mitigation.
After that mission he said - I see it but don't believe it - it is making me too nervous to see you go up and down in health like that. I was using corners, boxes, doorways and all the tricks to target edges of the foes and not be open for the entire alpha at once. I was gleaning spare greens/purples from other players as needed - but I never died.
Blasters are hard to play and simple at the same time. You tear things up and try to live long enough afterwards to enjoy your efforts. However, debt means nothing - there is no spoon. -
The only thing I would want for blasters is a 2 second status protection increase when I pop aim or buildup.
There is nothing worse than zipping into range after a buildup + aim and getting hit with an AoE sleep - this happens so often I swear it is by design. -
I see a lot of folks in here who just don't get it with blasters.
You can play them carefully and spend a fortune in IO's to build defense - or you can just decide to kill stuff and do it faster than anyone else.
If you can't keep a blaster alive - learn how aggro works. I usually start with ranged damage and work closer for the hard hitting melee attacks to finish the groups. I know even at level 8 I head over to Perez and defeat large groups of Hellions to fund my way up the ladder. Cashing in salvage I can always have 500k by level 12.
You fire an AoE, back up to string them in a line for cones, Jump forward to make single target finishes. If you get held pop a BF. If they hit hard pop a purple before you roll. I am sorry you are unable to play blasters - it happens - I hate PB's and Warshades. I just don't get the fun of them.
But my first 3 characters over 7 years ago were:
BS/SR scrapper (and they were so broken then)
Fire/Fire blaster (I had the first to level 40 level cap on Champion)
Fire/Fire tank.
If you stand in the open you die on a blaster - it is that simple. If you think adding a blaster doesn't help - you aren't paying attention. -
Stalker:
KM/Ninja or Electric/Ninja
Scrapper:
BS/Dark
Brute:
Claws/WP
Tank:
Dual Blades/Stone or Electric -
Quote:I don't know where to start on this.It doesnt really matter what secondary you put on a corruptor or defender
Any team is better off adding a defender or corruptor over a blaster.
I have done a Synapse TF with 4 controllers and 4 blasters and all of the blasters were fire/fire - we completed the entire TF in 45 minutes. It was so fast we all laughed and did it again.
I will give you a challenge to educate you - take a single debuffer like a dark def or a controller and add 5 or 6 blasters. Get a tank/brute/scrapper and watch what happens.
I know for a fact you will change your tune after 2 groups. The tank will taunt the controller locks down and.........dead - everything is dead. I have done this repeatedly on my tanks and controllers. I get 2 aggro management types and then the rest is all damage and I prefer blasters.
I once was on a team of believe it or not 7 kin defs/controllers and my nuke on my fire/fire blaster was up EVERY group. I was never out of end and with 7 fulcrum shifts all everyone did was buff me. It was the ultimate rush because I popped my nuke and it was dead or nearly so and fireball finished em. The team just laughed and and we rolled thru Rikti like they were paper cutouts.
I can tell you the pure damage when applied is amazing. -
All AV/Giant Monster fights come down to one thing - debuffs.
If you have a debuffer on the team or better 2 - you can always win. If you have just damage it is possible but you will have to use your origin powers. If you are magic you have an inherent debuff.
Or have a player nip and buy some envenomed daggers from WW. I always have a set of envenomed daggers on anyone over 30. Sorry, it didn't work out but the lesson is there - get some debuffs -
First I am old - at 52 I still play and used to play in various First Person Shooters (FPS) since the days of 300 baud dialup modems.
I have played everything from Halflife, Unreal, Quake, Soldier of Fortune 1 & 2, Battlefield 1942 and many more including Left for dead 1 & 2.
Now in PvP in these games one thing stands out above all others - PLAYER MADE CONTENT. To be successful with PvP you must let the PLAYERS make the content. Remember, Counterstrike was made by a PLAYER - who was then hired by Valve. I am telling you now the one and only way to turn this game around from a PvP stand point is to have an AE like enviroment for PvP. It could be a huge groundbreaking MMO feature.
City of Heroes has without doubt the best costume creator of all time. Hands down nothing else is close.
Now if we took the AE and allowed PLAYERS to create maps similar to the base creator and let PLAYERS balance powers, travel and game play - adding temp powers for flags with reset timers, escort missions (which we already have!), capture the case and escape and let us do so in a normal 8 man/woman/animal/robot/alien team setting - you would have an award winning feature that would set the MMO world on its head.
PvP cannot be made popular by the Devs. In every single one of the games I have played the player made maps became far more popular. Instead of a handful of people working on content you have hundreds or thousands and some of these become big hits. The players find the balance and a use for powers that is out of the box.
Think of the 20 man all Rad team that beat Hamidon first.
I can see a capture the flag game now where a bubbler has reinforced a wall that needs to be destroyed in order to get to the flag, I can imagine so many uses for powers that it has seriously angered me over the last 7 years that the PvP was a red headed step child. The amazing travel powers was the fun of the original PvP. I recall fighting a running super speed battle with another blaster as we zipped all over and it was epic.
I am not asking for the Devs to fix PvP - I am asking to give US the tools to create it. -
Since you all continually CHOOSE to ignore it I will keep it in front of you:
THEY TIED COSTUMES, AURAS AND OTHER THINGS TO TRIALS.
Those are not trial only powers. -
Quote:Again you ignore the fact the DEVs have tied Costumes, Auras and other content to these gates.Except that the Incarnate system is still an alternate system of advancement that really isn't required except for running Incarnate content. i'm already on record as considering the solo route to Incarnate power as being too slow. The Devs have already stated that they are looking into solo options for Incarnates, so i expect that there will eventually be paths for players who want to advance at a reasonable pace in the system without playing multi-team trials.
My disagreement was with the assertions that by adding the system at all the Devs had somehow removed the ability for solo players to advance their characters. The same options exist as before although they obviously have little appeal for characters that are already IOd out. i suppose the issue is knowing that there's ways to make your character much more powerful when it requires doing things you find unpleasant or impossible to do. Unfortunately there's not much to be done about that at the moment except do other content.
Also this.
I see this nonsense repeated Ad Nauseum.
There is far more being gated behind trials than just powers you don't need except in trials. -
If I am on either my controller or Tank I will always look for blasters, corrs or Doms. I have control with either AT - I need overwhelming destruction.
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I do not think that word means what you think it means Shubbie.