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Quote:Well, in that case, Dual Pistols isn't like the others. None of its mechanics point to redirecting to another power.They're distinctly different, yes, but the concept is similar (different version of power is referenced under X circumstance), and I think it likely that this mechanic was robust enough when it was first made that this functionality was already there or was extremely easy to add. Once again though, I have no idea what I'm talking about and wouldn't be surprised if I was wrong.
But if that were the case and the power-redirect function is that robust, what other possibilities could fall under it? Do you think checking a foe's status is possible? That is, if a foe is taunted, redirect to [insert alternate]? What about proximity? If a target is not within X ft, redirect to [insert effect]?
The applications could be pretty wide...they were talking about a pull-back mechanic. Perhaps brainstorm a way to use redirect for that too. -
Quote:Well let's see:Obviously I have no idea what I'm talking about, but I assumed that this was the same tech that dual pistols, titan weapons, and assassin's strike use. The first two are based on if you have a certain power on you, the third is based on if you have the 'hidden' status, and this will be based on your attribute levels.
According to Redtomax,
-Dual Pistol attacks have all their effects rolled into each attack but have the chance of some of the effects set to 0%. Each Ammo toggle basically comes with buffs to every individual power that goes and modifies some of those % chances, some increasing to up to 100% while others are decreased.
-Titan Weapons has kmodes (kFastMode) which some attacks grant. This fast mode has a temporary duration that cannot be refreshed. Build Momentum grants, I'm guessing, grants a unique fast mode that lasts for 10 seconds instead of 5.
-Assassin's Strike works off of a kmode as well (kmeter), which is granted by Hide. Hide constantly modifies that meter (I guess the ATO also does this), changing the kmeter from 0 to 1. When that meter is 0, AS does extra damage and causes a demoralize temp power and when not, it does regular damage. Also, depending on the kmeter, it is redirected to a completely different power with a different animation and is modified by temp buff powers (Assassin's Focus). So hidden AS doesn't even look for assassin's focus stacks while the other one does.
AFAIK, none of these are like this new mechanic. They all work off of powers that grant temp powers that have some sort of kmode linked to them. (Dual Pistols has the ammo toggles, TW has each of its attacks grant this mode and Stalkers have each attack granting Assassin's Focus or Hide modifying their mode). Having a certain level of buff can grant a mode change now? Or perhaps powers can simply be redirected when they have a certain hit chance? No no, that can't be right. You can have 22% ToHit buff and still have less than 95% chance to hit, right? -
Not to derail the topic off of Blasters, but the next possible AT to get an upgrade may be Tankers, right?
Well, not sure if its new tech or not but having a power's effects (re: animation) be tied to levels of buff seems pretty new. I don't recall any other examples of a power changing by how much % of buff you have outside of what the % buff actually changes...so think this tech could be used for other things? Like, say, Tankers? Perhaps, after a certain point of survivability reached, they somehow turn into something else? Or perhaps after reaching a certain % of damage buff, they get some other advantage?
What do you think? Better to start up a discussion elsewhere? Pick it up in an already on-going thread? -
So the Nemekians killed their own eldest when it was all said and done? What a twist!
But if I recall the actual DBZ plot, didn't Guru pass his 'status' to Dendei (sp?) before he died, leaving him with the secrets of the dragonballs? Or was it Kami that he got some sort of power from? -
Quote:To repeat what Z said in the cast, the changes made aren't to make Blasters 'the king of [insert something]' or to make them compete with other ATs. The changes made were to make the AT fun.No the AT matching the description would. More dmg is what i want not more farmability. If a blaster could do massive dmg single target as the description says i would be impressed. A stop-gap mesure to just do some tid-bit to the at is not going to make me happy. I still will play my blasters no doubt. However not because of the changes but i love the at.
However my other toons still do massive massive massive amounts more dmg.
More surviveable.
better at playing and
more dmg. did i say more dmg.
People felt the variant ranges of the blasts weren't fun so they're changing it.
People felt the interruptible snipes weren't fun so they're making changes to make them more fun.
People didn't like the downtime of Blasters due to lack of survivability so they're implementing changes to help.
They also mentioned these were not the only changes they were planning to make. AFAWK, they could be brainstorming stuff *now* so that by the time these changes hit beta, they've already got the next batch of code ready for the beta build 1.1. It's likely more changes, like to nukes, won't be addressed until a later issue but they've expressed they are and still will be looking into Blasters beyond these changes, for one to gauge any balance shifts between snipe and non-snipe sets, for two to gauge the usability of the new sustain mechanics across the sets and for three because they expressly mentioned changes to Dual Pistols. -
Quote:Hello Mr. Opinion who won't read or post in the thread againWithout T9 Attack fixes to me all this represents is polish on a turd. Fix it all at once or don't, but don't half-*** it like this. Yes the changes are good but Brutes, Scrappers and Tanks never have to question taking their T9 attack and neither should we, but the sheep will be happy with the shiney they have been given and won't demand that they fix T9 attacks with this as well.
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Personally, the snipe changes make me a little sad...my fav Blaster is my DP and my 2nd is Sonic, neither of which have snipes...the upcoming blast set (water blast) doesn't have a snipe.
I actually anticipated me saying this way back when I picked up a snipe on my Stalker but...we need more snipes.
I vote Thrown Weapons ranged set should be the next powerset and it should have a snipe in it...and a Follow-up esque attack that boosts ToHit
Buuut...I guess I got my Fire Corruptor....she already has, slots and uses her snipe all the time. No Kismet or leadership though...but with a bit of shuffling, I might be able to fit in Power Build Up and alternate Aim and that...I really do love the look of Blazing Bolt
And I just might buy Beam Rifle if only because it has a snipe and I like the name Lancer Shot. -
Quote:So the absorbed damage is counted against the shield after your resistance modifies the damage received?If you can put yourself into situations where the damage is less bursty and more continuous, Absorb will be more efficient. If the devs design Absorb on the presumption that the average player will see a certain efficiency, min/maxers who can beat that will get more out of Absorb.
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Quote:Lol you're looking at the glass half empty.Overall they did squat to improve blasters....
They improved blast SETS with a Qol improvement, and gave blasters some regen/recovery, which NONE of my blasters have need of sadly. I can blast all day with a tanker in front of me.
I was sooo hopeful for some actual survivability. Arg!
Solo I still have the same 'ol issues....
Most of my Blasters don't need the regen/recovery/absorb...at their current difficulty setting. The way I see it, with these extra mechanics, I'll have to push my difficulty up more to make it as challenging.
And if you were already at +4/x8, then you don't need anything -
Quote:Ah yes, I forgot about this...Will this hold true for the changes to Touch of Fear in Dark Manipulation? It was originally a single target ability, and you cannot use it without an enemy.
Perhaps they weighed the utility of Dark Manipulation? Soul Drain's +dmg and it's affinity for close range? Honestly, I hope they change Dark Manipulation. I suppose it's a good melee-ranged option conversely to Energy Manipulation's affinity for long-range? I'd have preferred a non-suppressing toggle Death Shroud that was wide range and had a heal over time (copy of Cauterizing Aura/Chilling embrace) -
Jumped past this.
I did a nice and loud fist pump when they mentioned it would affect Scrapper/Stalker snipes too.
But I'm not *quite* holding my breath. They did mention changes may be done to even out the buff across the AT. For Scrap/Stalk/Dom snipes, they may require more ToHit to make them faster, for all we know, which sounds fair since those snipes are in secondary/epics and not in a primarily ranged set. -
Quote:I agree, but the thing is they said the new powers wont need to hit anyone to keep working. They also mentioned it was a Heal over Time, and that's it. If it gives me a small tic of healing for every enemy i hit, I'd take it, but if it will just be a weakened version of Pain's Soothing Aura, then I don't think this one is worth taking.
Honestly once they said powers would be along the lines of Drain Psyche I hoped they just added a Regen mechanic to Consume over the recovery.
I don't care about the heal, I just want the damage. Currently, Blazing Aura is garbage but I took it anyway. It's garbage because it's short range damage, it's less damage and it's not cheap to run. If it were 30ft, it grants double coverage (Hot Feet is 20ft and my Hail of Bullets is 25ft) for a good deal of extra animationless DPS added right onto my PBAoE powers.
The heal is just gravy.
And they mentioned that the changes could be adjusted. There might be recovery added or maybe a reexamining of the endurance costs of the powers and such. *shrug* -
Quote:Well, if they made it so Cauterizing Aura was 30ft range and didn't suppress, I'd say **** it. I'll take it...and I'll probably drop (read: probably not) Hot Feet as it costs an arm and a leg to run....unless Cauterizing Aura comes with a small recovery buff as well...I cant make any based opinion until the i24 beta actually hits. But +regen most of the time is better than healing over time. We can see how Pain's bubble is more useful on a Mastermind than it is on a Corruptor.
Unless the healing tic is considerably moderate it will be subpar when compared to other ones, specially if you only depend on that one power to keep you alive while you are mezzed.
I'll help test this ad-nauseum once this gets to beta, having someone from the "We are fine as it is" throwing numbers might help balance the final product during beta.
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Personally, I think Stalkers made out like bandits too. I'm one of the few that actually took my Mace Beam. If having enough ToHit to take a 8 sec snipe down to anything less than 3 *AND* getting crit damage on it? I wonder how I can get enough ToHit to keep it perma...if not, I can still just pop yellows.
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Quote:Cloaking Device's stealth does suppress, AFAIK. It's not like Energy Cloak.Cloaking device has always been a useful power thanks to its unsuppressing stealth, and the set contains caltrops. Devices is far from a great secondary, but it's going to have 3 great powers pretty soon.
Quote:The absorb will be enhanceable.
'SMSkull' is what you had to type.
They already admitted that Drain Psyche is ridiculously good.
And yeah, a little late with the skull trick >_> -
So Cauterizing Aura is still 8ft? Rather meh but it's a heal over time. Pop a Theft of Essence proc or even touch of the nictus for some extra proc dmg I suppose.
Same with the Chilling Embrace swap (forgot the name) although that one is auto-hit...Maybe I'll drop some inf for a PvP IO and get some heal-over-time added to that as well...or is the absorb not enhanceable?
Also, other questions since *NO ONE* mentioned how to put the skulls in the chat *EVEN WHEN I ASKED*....The toggles (chilling embrace/cauterizing aura) suppress? I know they said the sustain mechanic doesn't but the power's main effect does?
Also, I think Drain Psyche got a raw deal. Does it give any kind of bonus for hitting nothing? Or does it require targets like now?
I'm starting to imagine some new blaster secondaries but I think I'll just save it to see if these changes are actually worth anything. IMO, the sustain mechanic, while great, will really need to rely on building up some extra mitigation on the side (tough/weave/leadership/epic shield/IO bonuses) otherwise it's still leaving you just as vulnerable to burst damage while only serving as minor protection from high threats (namely bosses). -
I don't see why you're taking things so seriously, D. No ones blaming you or poking fun of your opinion. No ones insulting your playstyle or your characters. You just decided to take the stance that blasters are fine. I'd actually agree with you, *my* blasters are fine too, but I usually build them with a contingency plan of some nature not inherent to the AT.
But when it all comes down to it, I ask "are blasters getting a fair deal?" I can't say they do considering all the little extras other ATs get. If blasters get anything, I hope it's either compensation for or something to overcome one of their plethora of weaknesses that I am often forced to build around. -
I cast my net pretty wide this time. I think I made quite a few (and mostly probably unique) suggestions for Blaster improvements. If even one partially is represented in the Blaster upgrade, I'll be happy...not that I'm taking credit, but more of a 'called it' claim.
The ones I put on the table recently:
-Dominator-type rebalancing of melee powers. Doms had their powers boosted, not only in their mod changes, but also in the shifting of their powers cost, making them cost more END and rech slower for enhanced effect. Blasters may just stand for shifting their melee powers' cost up to make them more effective (look at Dom snipes...they probably get more milage out of them than the AT who has them in primaries).
-Single Target mez upgrade. Changing the damage of the mez blast powers so they're actually damaging powers is more a rebalancing of blast sets though. I'm proposing an improvement to ST mez in general, either through better effects/mods or though some sort of mechanic. And I focus on ST mez because that's mainly all Blasters get. Improving ST mez helps practically every blaster combo, if not all of them.
-Passive or circumstantial mez resistance/bypass. Although I can't assume to claim the entire suggestion since so many have suggested ideas for it, I'm mainly claiming the idea of it occurring in a passive manner vs an active manner such as providing mez resistance for running toggles or for being mezzed or even just circumventing mez by going the route of lessening the actual threat of mez (by having Blaster shut down less while mezzed).
Most of my other suggestions were aimed to readjusting the sets (specifically the make-up for ranged sets for all ATs or the powers gained in secondaries), but those are the more recent and less radical of my suggestions (like giving -range as an inherent feature of all Blaster attacks with lower values on AoEs and higher values on melee).
I probably won't be available for the live discussion so I suppose we'll see what rolls out. I just hope it's not too concept changing for the AT and keeps things simple as that is one of the appeals of Blasters. -
Belated response but:
First!
As for Energy Aura, I feel there was a cottage rule violation in that, Repulse was replaced with Disrupt. It took the effects of the power, disposed of it and gave it another with, arguably, completely unrelated applications. You use Repulse as a quick 'go away!' type attack or possibly a 'just stay down!' effect, all of which can ramp up to affect bosses on its own. Disrupt cannot get foes off you (at the most, you can force some minions to wobble away slowly), it cannot affect bosses on its own and it's been changed to an effect meant to be persistent in combat therefore it is another power one balances around using constantly vs short burst.
Just by the animation, I can tell you it was probably meant to be a 'just some of the times' toggle. Beyond that, it changes the entire concept of the set. That repellant energy can be used to stop and deflect things away. One could say Repulse was just a different application of your own shields of energy. Disrupt is...completely out of left field. The only similar effect to that is energy melee which could honestly just be hitting someone really hard...which isn't what Disrupt does.
So yeah, there's the point where the cottage rule didn't do jack. -
Quote:Lol I'd post a pic but it seems unneeded.True, but with so little detail about the idea other than the 4 attributes in the OP, the title is all we had to go on as to the "origin" of the enhancements.
Seriously, you come off making a comment after not even reading the OP and got burned for it. At least admit you didn't read and just jumped on the word 'Origin' despite the fact that practically every enhancement has origin in the name (actually, I believe *all* of them do so your remark is, well...dumb).
I don't even need to reply to the rest of the post. I'll just say it continues to fail and misses the point entirely. -
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Quote:Don't forget it debuffs your regen and recovery too.Oh, I remember my current most hated!
Carnie Ring Mistresses, with the Mask effect that does -50 Base End (As in, it halves your end bar TOTAL) and about -50% Defence. Seriously? So, even softcapped defences are smacked? That's bad on an Invul Tank, where half end and no defences leaves you rather open, but on a purely Defence based character? That's....well, that's just bloody stupid. And it last a fair old while, too.
Theres a reason carnies are the main nemesis of my elec/regen stalker. Carnies were always a super pain for him. If mask of vitiation hit him, it was a triple threat. Practically every attack would hit, his recovery would be shut down, and the only thing he'd have left to use was his heals. This was before Regen got -regen resists though. Haven't played him since. -