JohnnyD_NA

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  1. Lowering the trip values is cool, but you could just scale them up later on because the current values aren't really a problem early on (like, sub SL12), but I had to take a header off a building on test (The Deflyance Manouver) to even see the Defiance buff as it currently exists (on a side note, the ensuing Nova only hit 6 of the 8 council agents (-9 lvl) I landed on), otherwise, I haven't gotten a noticeably 'defiant' shot off in a mission with either my 33 AR/Enr or my 39 Enr/Ice on test. Still, unless these go up substantially, I certainly won't be looking to take advantage of it on live, at least intentionally, a defiantly unconcious blaster is no help to anyone, although with the damage reworking (cross over info from the ice tanker thread) and mob acc reductions maybe I will see some defiance yet, I'll keep testing as soon as we get notified that the revised defiance has gone to test.

    I'd prefer to drop half of the damage boost (Really, what needs +500% damage unless its unslotted for damage? if this is the case, it's not really an attack you're going to reach for when the chips are down?) and get half of that drop back as an accuracy buff, so the scale runs up to +125% Accuracy and +250% Damage at the top end, because missing is a huge -Damage right when the buff is *meant* to be supplying a significant +Damage, like the defiance meter (and your health meter) is showing, please.
  2. I stand by my original observation about this, I don't think the time window given (the thin time slice in Blaster combat between "damaged" and "inspecting the floor") would be long enough to be useful, by the time you're taking damage you know is tactically untenable you're running away as fast as you can or you're mezz’d and on the ground with something chewing on your face, in either case I can't see this being terribly useful or additive to blaster survivability or effectiveness.

    Without some resist or defence to moderate that incoming damage it's too big and too unpredictable to run this kind of knife edge tactic without being just as unconscious, just as often, in fact, it'll encourage behaviour leading to this. Encouraging blasters to play piñata to be an effective AT will just entrench blasters as the Kings and Queens of debt.
  3. JohnnyD_NA

    Blaster role

    Maybe blaster secondaries should just have been controller primaries, like all the other AT cross-overs, and toned down a bit since they're a secondary pool (much like the toned down defender primaries become controller secondaries, etc), giving the blaster damage mitigation through intelligent application of control, as it stands, the amount of damage mitigation through control seems limited, usually to one target, which given the aggro Blasters draw through the everyday use of their archetypical powers, is a bit off kilter.

    Can you imagine the trouble Scrappers would have if the step down in defence between the tanker primaries to scrapper secondaries was as great as the step down between the level of control available between controller primaries and blaster secondaries? (the same parallel can be drawn between other set crossovers) The gulf is perceptible. Other AT’s are getting powers which, lets face it, kick [censored] and take names in the 35-38 slots (excluding the ScrapperA 38 uber-power, which seems like a bit of a rip really), while blasters are getting, what, single target holds (or minor group immobilise/sleeps) that need to be applied in melee, that place where we tend to get crushed in a single hit at the levels these powers come into play? Wonderful.

    Other AT get powers which make a difference to their late game effectiveness in the late game (because they’re the kickass final powers from other primary sets in general), whereas blasters late game powers seems to be what the Controllers get between lvls 1->8, then again, with the damage output of a blaster and even toned down control from the controller sets they’d just be too good in all likelihood.

    I hope there is a middle ground in which the blaster sets can operate without the door swinging too far in either direction. There are no quick fixes.
  4. JohnnyD_NA

    Blaster Damage

    [ QUOTE ]
    Maybe I should of read that update after my morning coffee.

    I do thank you for the information though. Although this does stink quite a bit. Running around and sniping people while super speed selcudes you is (was) this blasters primary defensive mechanism. I can understand why SS got changed, but I don't see why somthing that was working should be messed with. All of us whove been robbed of the usefullness of SS should get a free respec from the devs.

    [/ QUOTE ]

    The SS/SJ 'nerf' isnt staying, State's already said so, the -50% accuracy thing was something that was implimented to fix certain concerns, but what it should be is currently under discussion in the test area, and SS/SJ will not have that -50% acc debuff for long, the power will just be momentarily supressed when you use an attack instead. check El'States post on the matter here
  5. JohnnyD_NA

    Blaster Damage

    [ QUOTE ]
    Just wondering if any other blasters have had the issues I've encountered since the update.

    My accuracy has fallen dramatically. To test it, I fought 10 yellow minions. Which averaged out to only one hit in five actually connecting. Highly dissapointed I tried the same thing on some blue minions. After another ten slow deaths, my accuracy proved to even out just over 50%. All this with dual origion accuracy enhancements equiped. Ive delt with the low damage caps, the poor choice in secondaries, but this really hurts.

    [/ QUOTE ]

    Sure did, then I read the detailed update page and turned off SS/Superjump as appropriate and continued kicking (pre 30) or prodding (post 30) buttock.

    I did this with one of my scrappers too, I was thinking, dang, this is one tough rikti drone, then, oops, changed SJ over to CJ, and bam, two shots later, no problem
  6. JohnnyD_NA

    Defense nerf

    Does this now mean that when my energy blaster [or fire tanker, or energy tanker, dark melee scrapper etc] attacks something like a DE Guardian or other crystal type critter, that I'm going to be faced with a creature that because of its resistance to the energy part of my attack is now going to have the smashing part of that attack resisted to the same level, which kind of negates their susceptibility to smashing damage [except to purely smashing attacks], the useful element of such two part attacks?

    I guess that same would be true for all two part attacks, that some situations where they where useful before, they'll now be far less useful [since this seems to suggest both parts are going to be resisted at the best level, whereas before, the damage 'spread' of these mixed attacks allowed at least part of your attack to be effective, even if the other part was mostly resisted], while all 'single type' attacks remain just as effective, what element of this change allows a mixed type attack to remain as effective a weapon [or effect] now that mixed type effects can expect to be much more heavily resisted?

    Edit: [Oops, this is all about the DEF, not a resistance change, Ignore my querilous conjecture]