MKIII

Apprentice
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  1. KoA are nothing compared to the Malta Group itself.
    They're just a band of losers that have an overload of caltrops. Who uses a crossbow as a weapon these days anyway?
  2. MKIII

    Blaster Damage

    If "most enemies having range greater with peashooters" [BB's being a rather nasty thing to a blaster, killing him in two full-volleys from the average minion group if most of them hit] kills us, but "most enemies not having the range to outrange snipe" is an 'exploit' for blasters [even though the ability to regenerate faster than what 30 enemies can do even though they lack any way of removing said level of protection isn't, for some reason, despite being way faster]

    Then can't there be a middle ground? Like, say, more Lt's and/or bosses in one group find themselves to be melee-only, while the minions keep their range? Or conversely for another group, only the Lt's and bosses have range but the minions don't [making the occasional minion-only small city-group popping up a pleasant treat for blasters]? Yet another group might just lower the range on the minon rifles to somewhere around, say, 120ft instead of 160+, but continue getting those nasty in-group sniper spawns?

    OR, perhaps we could do like the old hellions and skulls, where only a FEW of them have pistols they can pop out, but since there's a wide variety of minions/spawn there would ALWAYS be a handful that way with the range?

    That way we wouldn't be immune from it, but staying away would substantially lower damage against us, while not really changing much for the melees [since everything rushes to punch anyways]. Even if it means just 2-3 less in a hazard-zone spawn, or just "MINUS THE BOSS", this would actually mean range is worth something as a defense for us.

    Besides, despite this, there would still be the fact that the mobs in a group that can't get within range to fire back would be doing what they always do now in this situation ANYWAYS: that is; running away.

    Obviously, everything having better range than us to go with that damage they do is slaughtering blasters left and right. But Supposedly, blasters having a chance at outranging anything in the late game is an unacceptable easy-xp-cheat [despite the low low speed and it being just as risky as so many other AT-specific ways]. So if we can outrange SOME things in an enemy group, but be outranged by some OTHER things in a same group, this would fix our whole "not-quite-so-much-glass-as-crumbly-dried-styrofoam"-cannon balance a little...

    or maybe just outranging those mezzers a little more often? that would be nice; it really sucks getting held 200ft away from a target...

    [ QUOTE ]
    I agree, but blasters always have the running problem, eventually a scrapper is gonna catch up and kill you.
    If Range is not our defense anymore, a scrapper or tank will have easy kills on us.
    Blasters are supposed to kill the target before it even reaches you. But now that scrappers have second best ammount of health and best attack, a blaster is just pointless.
  3. MKIII

    Blaster Damage

    [ QUOTE ]
    Melee isn't supposed to be used as a primary attack when playing as a blaster, but is to be used to stun or knockback targets that get to close. Melee is still pretty much useless for a blaster against many scrappers and tankers because they will eventually kill you in pvp with a few punches and kicks that take out like one fifth of your health each attack. If the Blaster's defense is beefed up a bit, then maybe i would like to use it as offense.

    [ QUOTE ]
    Would anyone be up to giving up melee powers for status protection. Maybe nothing as huge as the Melee protection, but something to prevent the occasional mez attack.

    I would not mind it, but I know some people love the melee attacks.

    [/ QUOTE ]

    I would highly doubt we'll be seing mez protection again . It may have been purged, but in "Blasters and Burn" Statesman tried to explain that we were never menat to have mez protection.

    [/ QUOTE ]
  4. MKIII

    Blaster Damage

    [ QUOTE ]
    Blasters should have more attack power for the primary set, the secondaries should deal dammage but should be used to stun or knockback the target so you can use your prime attacks again, melee shouldn't be so powerful because a blaster can't stand the dammage that a scrapper or tanker can do with melee. So I think that it's the blasts that should deal more dammage.