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Posts
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Quote:Ill say it again, player do not need more opportunities to slot set bonuses.Giving players access to more powers but not more slots seems fundamentally flawed. If it were up to me, I'd add slots to the fitness pool at various levels instead of giving players more slots to use anywhere directly.
And inherent fitness is not designed to be a power boost to anyone, so stop asking it to be. -
Quote:Its not +4 to anything, since you the target applies the debuff to itself, the proc just tells the server to give the target the Achilles Heel 'power'. So there is no level difference because of the mechanics. You cant be a higher con to yourself.So AH proc is not subjected to level difference? It's flat 20% even against +4 enemies?
Its also why it doesn't stack with itself, even from different powers,they all give the target the same power and its set to stack to a limit of one. -
Very well done! Looking forward to the i19 one when that issue comes out ^_^
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Quote:The AH proc cause the target to give the debuff (technically a buff) to themselves that has the -20% res. So the purple patch never comes into play, since the target does it to themselves.Con Yellow is considered a "+1" level to you for some reasons. I know it is this way for proc damage. Just compare your boss pet's proc damage to yours and to the lieut and minions. All their proc damage is based on their level.
The test I did is Commando's chance for smashing VS my chance for smashing in Slug. I know it was like this a year ago. Not sure if anything has changed? If I remember correctly, my Commando's proc was doing 85 or 87 while my proc did 73-75. I can't remember the exact number.
When I did this test, I was also testing Achille's Heel's debuff value to see if there is any difference because 20% on a lower rank like Minion shouldn't debuff 20% resistance. Well, I couldn't prove that there is any difference so I am assuming 20% is 20% from any pet. I also don't know if Enemy's level reduces the effectiveness of AH Prc. Technically it should because your debuff powers against a higher level enemy are weaker.
This also means Patron pet's proc damage is higher than yours. Not that patron pets are great (not with that super long recharge and duration) but bringing it up as an example.
Yeah, hold proc in Oni may not be that good since only Char can trigger it but I think it's better to mix and match +hold duration and some -endurance as Oni uses a lot of endurance. This would probably allow one slot open up for a pet unique. -
Quote:You just better not remove the ability for my MMs to take the AoE taunt without having to take another power.It still comes at the cost of a terrible 25% tohit debuff, which is far, far worse than the endurance cost of Hover. Someone using Group Fly in combat is asking to be kicked from the team.
I've seen people pick up taunts from the presence pool. I've always thought it should be restructured though. I suspect more people would make use of a single target fear if they didn't have to go through the taunts to get it. -
While I agree with your premise, I disagree with this, If you don't know how much work it takes to make animations for powers. don't go around saying how 'easy' it is to fix something, especially when it comes to animations. (There is a reason why redraw is still in the game and its not because the devs hate us and want to keep it in.)
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Quote:Not to mention the times where the confused enemies use their buffs on you.And the loss gets even more insignificant when you factor in the attacks not coming your way because of the confused foe(s). Extra safety is always nice.
Stacking AMs from Rikti Guardians is win.
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Quote:I had a long response to this massive chunk of random QQ and cherry picked arguements, but then I realized that I finally recognized what this entire thing is. It's not Blasters are underpowered, its that the Devs hate Blasters. Ive seen this a million times on every game I have ever played about how, "X class is the weakest", "How the devs hate x class.", "They are just keeping X class weak and don't want to fix things"It took pages of discussion...and you still didn't get it (not surprising, willful blindness over the issue is pretty prevalent). Let me clue you in; it's certainly not about how the Blaster solo at level 50 with a full IO-set complement. It is, however, about how other ATs can infringe on the only thing Blasters get - damage in all shapes -, sometimes surpassing us, while these ATs benefit from significantly better survivability, control or utility.
Certain developments have made the issue more pressing; how spawns are more spread out in initial encounters making ranged AoEs without sufficient AoE control less effective, then Going Rogue bringing Corruptors and Dominators to the mix.
Agreed. Safer ATs do not appeal all that much to me. That said, where have you seen anyone requesting a change in playstyle? Blaster TLC and playstyle changes are pretty freakin' far from mutually exclusive issues y'know.
This could be achieved in any number of ways. Metagame changes like making offensive/hostile toggle powers resume automatically after being shutdown would make such toggles constantly dropping due to mezzing and nuking less of a hassle.
Front-loading damage on immobilizes is another small change that would make single target immobilizes more viable as a multipurpose tool.
Softening the crash of the old school nukes would also be good.
Increasing the radius of the smaller toggle auras is another good change. These are much less useful for Blasters than melee toons. Defenders benefit from such with their Opressive Gloom version for instance. Why not Blasters who need such even more?
Dominators benefit from better snipes than the ranged specialist AT does. Does this even begin to compute other than as an attempt to make snipes viable for Dominators. Why hasn't Blasters gotten the same consideration? And it's not purely about snipes, it's about powers like Power Push, Telekinetic Thrust and others.
Adding damage or secondary effects to single target controls would make these more viable. Only the extreme squishiness of the AT makes these decent choices. Compare our single target control powers with such powers belonging to any other AT. Just about all ATs (Corruptors and Defenders share these powers, but usually have far better options) have so far better choices they're not even in the same league. This despite manipulation at the very least being partly about control.
Other ATs, like Corruptors and Defenders benefit from Blaster damage scalars on certain blast powers. Yet, the Blaster version of Frozen Aura was neglected when the Tanker version got buffed and made useful. For me this is an example of the neglect developers have shown Blasters.
Straw man argumentation. Of course every AT brings something to a team. But who would bring more damage (both single target and AoE) to a team; a Fire/Fire/Fire Dominator or an Ice/Ice/Cold Blaster? Who has the better control (and therefore survivability)? Who has the better utility? That sort of problem is something any Blaster is confronted with.
You know what? The minute you start going from X has a problem to the Devs hate X, your argument is dead. Devs in other games put up with this stuff and ignore it on a daily basis, and they will here as well.
Edit: Also I see all arguments about Blasters are pitting the entire AT, weakness and all VS Only the best sets of other ATs. Way to be unbiased. -
Quote:A target's resistance dictates how they resist a particular type of -damage debuff.Yeah, all the -damage is probably better than 100% chance to stun. I just don't notice the -damage that much. Maybe the targets die too quick. I need to find a Hero/AV to test the -damage.
Do most AVs/Heroes have high resistance to -damage debuff?
ie. fire resist makes you resist -fire damage debuff
Its also why Infernal hits so hard, you can't really reduce his damage with -dmg. -
Quote:No, actually that is exactly how they work, the AI doesn't 'waste' a heal. It only heals when the power will use up every point of healing without overhealing. This occurrence has always been how the protector bot heals, which is why people don't recommend slotting it for heals. This isn't a new thing.The real problem here might be the fact that pets inherit enhancements from set IO's in a strange manner - if a pet power wouldn't accept the set IO then it won't inherit the enhancments from it. While it is obvious that this would apply to things like heal or hold set IO's in a pet, it is not as obvious how it applies to pet damage sets, which you would expect to effect all pet powers. I am fairly sure the real numbers in the pet descriptions for powers don't accurately reflect how enhancements are inherited either.
So, if you are slotting pet damage IO's that include end reduction the ember demon heals and many of the demon prince attacks (shiver, his slow aura, his hold) will not be affected by the end red in those enhancements (or the accuracy) because they are not damaging attack powers. Obviously, since some folks have pointed out that they are actually slotting plain end-red enhancments this is not the cause of all the pet end problems, but it might be causing some of them.
As for slotting heals in the ember demon - I am not sure that this will help the end issue. I would think it unlikely that the ember demon's AI is going to adjust it's heal rate based on the current amount it is healing - mostly because this would take a lot of calculation cycles, constantly comparing the value of thier heal against the damage taken by other pets. I suspect that the heals are simply triggered once one or more pets have taken a certain % of their health in damage and that % does not change. -
Quote:That's the part I don't know about. Castle said the Fitness powers would be "available" at level 2, but was it ever said that characters would automatically be granted all four of them at level 2? It makes more sense to me, from a technical aspect, if the powers become selectable starting at level 2, but your character doesn't just receive them for free.
I think that's the whole point of Inherent powers, you get them automatically. You don't choose to get rest, sprint, ninja run (if you have to bought the booster) walk, you just have them when you are the correct level. Which is the whole point of the change. -
Quote:Jolting Chain's 'chaining' range is actually an AoE power with a specific radius, so you cant change that, since we cant influence the radius of powers.That's not the best example though, the two aren't really comparable given Joltings heavy use of pseudopets to propagate.
IOs & Pets / Pseudo Pets tend to act weirdly together, things like Recharge bonuses filtering down to the pet powers which required a nerf to fix.
That said I've never really checked if IO slotting a pet or pseudo for range increased the range for it's powers. I remember thinking about it for the Lich before (Fear/Range IOs for his Fearsome Stare) but never got around to it. -
Eletric Fences is basicly a direct clone from Electric Manipulation and Defender Electric Mastery.
The numbers are the same besides the obvious immoblize duration. The end drain and -recovery are laughable. (which is the same as the other two ATs Immoblize) -
Quote:Its a low damage knockback attack that has a controller level stun, that can be made perma with just SO slotting.Interestingly, I always assumed Gravitic Emanation was the same as the Dark Nova Dark Emanation. Turns out it's not, it's a very low damage knockback attack. Not really all that useful for me, for my Human/Dwarf I want to be dealing damage with my ranged attacks.
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Quote:Why stop there? VEATS provide buffs like defenders and can do damage like scrappers with some inherent protection! Who needs defenders and scrappers? Just add more VEATs, the other two ATs are not worth it.If you are going to build teams that will take something to incredible you are in most cases better off adding another defender of some kind than either a defender or a blaster. In the case of amped to awesome by buffs the scrapper still wins out as that AT allows the team to divide up more than adding a blaster would.
Wait it minute I think i heard this before........ -
Quote:And you are your 'camp' are telling everyone that is fine with how blasters are currently, that they are just happy being 'weaker' compared to others.Your reality (as much as the term can apply to a game world) may be simple. You're, in a way, very fortunate to live there. That doesn't mean people who didn't fall in undying love with the experience must forgo the capacity to stop, think, and comment regarding why we didn't.
Also people keep bringing up specific powers or builds in order to state that Blasters are underpowered compared to others, but when people bring up specific blaster builds, its not allowed? Hypocritical much?
Stop bringing up things like IOed out fire/shield scrappers when I'm not allowed to bring up my softcapped Arch/MM blaster.
If you want specific power-sets improved/buffed, focus on those, not by stating that the entire AT is weak and underpowered. -
Quote:Venom grenade and poison trap are nothing alike, Poison trap is our -regen and hold power, venom grenade is a AoE -res and toxic damage power.Yes I love the venom grenade for soldiers, it would be very handy for the MM (IMO)because I personally dont like having to send mine into the battle to set the trap. Caltrops and the web grenade help but theyre not always so reliable.
Traps already has -res in acid mortar, they aren't going to double it up with another one. Poison Trap is about making it so your enemy doesn't fight back or the debuff an AVs or GMs -regen. You don't need to place it every spawn. If you want to take an alpha or reduce incoming damage, use seeker drones instead. -
Quote:So you are saying that she is a Mary Sue because she COULD become one? What kind of logic is that.She was created first. In the first promo comic in fact. I'm not sure at what point she took over War Witch, but consider this:
War Witch was reasonably written in the comic with the limitations of the low-mid level Ice/Fire Blaster she was. Then she died.
This happened before Melissa was made lead dev.
Now that she is, if they bring War Witch back from the dead in i20 and she starts picking up buildings, deflecting meteors with her perfect teeth in between bouts of Blizzard, Burn and Mag 100 Soul Storm...
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You are a criminal because you could become one. -
Quote:Soul Extraction is good if just to have a place to slot the pet auras from the recharge intensive pet sets.Right now pre-19, before the fitness pool goes inherent, I just do not have the room to take Soul Extraction. Maybe I'll look into it again, but the things for me are, 1) the IO sets that can put in it are Pet Damage or To Hit Debuff sets, which not terrific choices. 2) it's base recharge is 10 minutes. With normal lvl 50 SO's you cut that time half, but for 13 endurnace for that one pet is steep. To me it's a waste of slots to put in a power that depends on having a dead pet.
If I could put Expedient Reinforcement in it, or Basilisk's Gaze since the Ghost does have a hold power I personally might take it. I don't know if the OP is using IO's so for him I just feel there's better things to take. I'd take Manuevers over Soul Extraction at this point. For my build I am nearly endurance heavy as it is spamming holds and Twilight Grasp with 3 toggles running, adding Manuevers might kill my endurance. Imagine a non-IO'ed build.
If the OP is just fightning normal enemies, he really doesn't need Maneuvers, IMO.
I take Life Drain because I'm fighting AV's. Having that extra heal power is big in those kind of fights. When you're soloing against tougher Bosses or EB's, you need that extra healing when you're taunting them.
Or if Twilight Grasp misses. -
All I can say is that there is definately something wrong with MM pets. I can't use my GoTo bind fast enough to make them stay at range. Often as they are moving back into position, they run back into melee immediatley after stopping. It takes my literally spamming the Stay button over and over and over constantly to keep them from running, and this only causes them to skip a bit and then go back to attacking, they are still trying to run into melee, I'm just interrupting them before they can move.
This is completely unworkable, MMs should have to manage their pets yes, but not to the point of disregarding everything else just to make sure they are not running around like mad. I barely could use my secondary before i had to spam my binds again. -
I go with 4 pieces of the Cloud Senses accurate tohit debuff set, and two IOs of the accurate healing set (any two of them with healing would do). It rounds out his accuracy, end redux, recharge, tohit and gives him a slightly higher heal for when you are in range.
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You are also completely discounting Dark having a ranged Fear cone that has sizable tohit for negating alphas. And when you take Dark Servant into account, Dark is better in -dmg.
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Quote:People want their cake and get the bakery for free as well."If you don't want to slot a power at all, even its default slot, why did you take it? I can't imagine why you'd use a power in such a state or that you couldn't find one aspect worth enhancing."
The question of a power being "worth slotting" is highly subjective. Maybe base stats on stamina is sufficient recovery for my tank to do what I want.
Or put another way tons of folks take combat jumping for the immob protection and combat movement, but I have yet to see someone recommend ED capping the jump or defense components.
Ice patch is another example, it works fine unslotted, why not use the base slot somewhere else?
Edit: I'm sure that many peoples statements about wanting more slots can be reworded as, "I want more set bonuses". Not everyone, but I'm sure lot of people.