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As a scrapper, my life is not really at risk. The solution is to up the damage by mobs so that scrappers need to kill them a lot more quickly than before....but people didn't like that.
As a scrapper, I might get around to killing the boss...I might just work on these minions first. The bosses aren't really that dangerous higher lvls. The solution is to make bosses deadly as all hell so scrappers focused on them immediately, welcomed the help from any blasters, and left the minions and the Lt's to the blasters....but people didn't like that.
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Yeah, because bumping every-damn-thing under the sun to provide Scrappers a bit of pucker factor was wiping every-damn-one else out. (Except Tankers of course.) After posting [censored] like this I hereby revoke your privilege to throw words like "clueless" around and/or generally denigrate other posters' intelligence levels.
[/ QUOTE ]Before you have a heart seizure at the thought of killer bosses and Lt's. I didn't say it was the right solution. I said people didn't like it.
The point was that solving the problem is not trivial. Some things that might make blasters more needed for damage have unwanted/unacceptable negative consequences.
I am hereby repossessing my privileges. Pfffffft! -
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Come on! You can't see how another AT doing more damage than a blaster under optimal conditions for the blaster is unbalanced? Then I guess their is no further point in bothering to talk to you.
I though you were interested in sincere discussion, you just want to preserve the status quo.
[/ QUOTE ] For like the sixteenth time...where is this true?
Optimal conditions for the blaster are dumpster full of an infinite number of held mobs. Is there some power that does more damage than Nova at damage cap?
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Oh, okay, I guess I misunderstood you somewhere along the line. Must have been my bad. Guess I really did do a strawman there.
[/ QUOTE ]Actually, someone will undoubtely say Spin at damage cap.
The next question is if this is true. What are the white minion damage caps for Spin and Nova. What about Spin and Inferno? What about...etc.
But again...as a blaster, I'm not concerned that someone is outdamaging me, I am concerned with whether my damage is even needed.
I can tell you as lvl 37 scrapper. Seems like most Inv/SS or EM tanks out do me in arresting speed. Do I feel encroached on? Eh. I only get annoyed when they get scrapper lock on a boss and refuse to assist squishies. -
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Come on! You can't see how another AT doing more damage than a blaster under optimal conditions for the blaster is unbalanced? Then I guess their is no further point in bothering to talk to you.
I though you were interested in sincere discussion, you just want to preserve the status quo.
[/ QUOTE ] For like the sixteenth time...where is this true?
Optimal conditions for the blaster are dumpster full of an infinite number of held mobs. Is there some power that does more damage than Nova at damage cap? -
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Something to consider, if we aren't the Kings of damage (the whole reason I wanted to be a blaster, to output insane amounts of damage that dwarf the other ATs, period. If I find out now that another AT does more damage then I do that means not only did I make an uninformed choice, but I was lied to by every description the devs put out on the blaster AT until now) then what is our role on a team?
[/ QUOTE ] I agree, and I have also previously agreed that expectation management is a critical element in perceived satisfaction. I do agree that the game has led me to believe that blasters are the kings of damage.
I think the unproven reality is that blasters are still the kings of damage, but with gap narrowing at higher lvls...you feel like more like the Supervisors/Leads of Damage instead of Kings. Yes. I accept you can feel unsatisfied and the devs are responsible. Once again, a toon should feel their power increase in an RPG.
But I'm pointing out it may not be possible to restore that feeling of "King" without upping your damage unreasonably in relation to the current mobs. Blaster "fun" and usefulness needs a new definition after 30 unless we are talking about an across the game damage nerf/mob hp increase. Something that they tried and repealed.
I'm all in favor of blasters being fun. I have one. -
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Im clueless, Im sorry but you are spouting irrelevant garbage and you have the nerve to call me clueless? Read what I said again and perhaps get yourself a clue. It does not matter why a tank is out damaging a blaster. If it ever happens its broken plain and simple. We know what tanks out damage blasters you idiot that does not make it right.
[/ QUOTE ] lol....so your contention is that no matter the situation, the build, the player skill involved, no AT but Blaster should top the Punisher list?
Hahahahahaha. -
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You mean those things that provide limited view and an even more limited damage arc, that have a door that if anything wanted to melee you it would casually stroll though, putting it out of line of sight until it actually got into melee range, at which point you're trapped in the room with it also.
Yeah big advantage...
[/ QUOTE ] Well, I'm curious if the enemy would be able to path its way in to the bunker. I'm not saying that using these would solve everyone's problems. I'm saying the missions don't create enough situations which allow blasters to feel like their ranged damage is a decided advantage. -
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and I really included this one as a type of reductio to show how far from balanced, and to use your terms "fun" a blaster is.
[/ QUOTE ] Balance and fun...as described by many players have nothing to do with on another. Your fun problems have nothing to do with balance against scrappers. They have a lot to do with balance against the mobs and situations you face. Hence, "balance" is the wrong term. "Calibrated" is a much more accurate term.
As far as fun. I wonder if some of the fun for blasters arises from being the dominate killer at early lvls. Arcana does an excellent job of underscoring what the discrepency is about. My lvl 19 blasters has three attacks five slotted. My lvl 20 Scrapper has one. Blasters get to heavily slot attacks there whole career. So you enjoy this perceived damage superiority. When scrappers finally get caught up...along with blasters. That gap narrows and you notice that you aren't killing 80% of the mobs like you use to. You feel like your damage hasn't scaled, but it's really the fact that everyone else has finally started doing damage. Tankers, defenders, and controllers are finally coming into their own damage-wise and blasters can't stand to share the stage.
Please tell me how you solve that problem with out making blaster damage ridiculous? They still do more damage than other AT's.
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The point of this was if a blaster whose role is to be a damage dealer is outdamaged
[/ QUOTE ] First off, you haven't even proven that blasters are out damaged by teammates. Sure, some independent lvl 50 def with HO's and Fulcrum shift might equal blaster damage...but in the real world, a blaster is still doing the most damage on their team provided he or she has a team that can protect him or her and he or she knows how to survive with a team. That last statement is going to get bolded...one sec...there.
Please...show me on average how blasters are getting outdamaged by teammates.
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Also, any blaster that argues that you get exp faster with some debt is a retard. That would be impossible. Now risking debt is another story, and with risks their should be rewards. But actually having debt lowers exp. If you intend to always have some debt, better to just fight mobs that give half exp, then you won't have to go to the hospital from time to time. And if you can beat guys that give a small amount more than exp then you win over the other guys.
[/ QUOTE ] You completely missed the point here. Let me restate it. The The time you spend avoiding debt results in lower xp/hour than if you accept some debt for greater reward. How does this play out? Hunting whites instead of greens. The occasional defeat you suffer only reduces your incoming xp by half for the duration you have debt. If I get 100 xp for killing Reds...and only 10 xp for killing greens. I can be in debt indefinitely and make more xp fighting reds. I think it's a very simple concept. Put another way, I can make more net xp on an Invinc misison with one or two deaths than I can on a Heroic mission with none.
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I don't see how you can think that other ATs defeating more experience solo than grouped blasters is a good thing for the blaster AT.
[/ QUOTE ] Because I don't see how the two are even remotely related BE????? This is the crux of why these posts look like the ulimate whine. One has nothign to do with the other except if there some sort of petty ego/jealousy/superiority complex at work.
I don't give a flying *** if some Fire tanker is earning 10x the xp I'm earning off in some solo mission across the street. WHO FRIGGIN CARES??? How does that make my /SR any less susceptible to Quartz crystals or AoE at lvl 27?
I seriously don't understand why you and others continually point the finger at some other AT and say it's not fair. Either blasters are fun to play or they are not.
I do think it is an issue if my blaster's damage output is unnecessary because the mobs are too weak. The solution is to make the mobs tougher....but people didn't like that.
As a scrapper, my life is not really at risk. The solution is to up the damage by mobs so that scrappers need to kill them a lot more quickly than before....but people didn't like that.
As a scrapper, I might get around to killing the boss...I might just work on these minions first. The bosses aren't really that dangerous higher lvls. The solution is to make bosses deadly as all hell so scrappers focused on them immediately, welcomed the help from any blasters, and left the minions and the Lt's to the blasters....but people didn't like that. -
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Are you serious? There is no way a controller solos as well as a scrapper from level 1-10. Furthermore we were treated to 9 whole months of incessant scrapper whining, despite the fact they were already vastly superior to every other AT.
[/ QUOTE ] Yes. Being able to hold or immobilize a mob and then blast him makes for safe easy killing. Go a play a controller. Low lvls are extremely easy for all builds that can avoid melee. But obviously it slopes off. Depending on builds, it may get harder sooner rather than later.
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It does not matter one damn bit why a tank or scrapper is doing more damage.
[/ QUOTE ] Okay...this statement right here shows that you are clueless. If I can herd 1000 mobs in 10 minutes and do 1 point of damage per second (translation, 1000 hps/sec)...I'm going to out damage anyone who can only do 10 points per second to single targets. Hands. Down.
If I have three attacks that do 1000 hps of damage, and the mob only has 10 hps. Those stats are going to only give me 10hps of damage. So I can have FAR GREATER DAMAGE POTENTIAL and have it go unrealized because the majority of it is wasted.
You have to be an idiot not to see that....or maybe just delusional.
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Mieux, I play Scrappers, Blasters, and "Blappers".
I can tell you from personal experience that Blasters do 60% more damage than Scrappers in the early levels. It's simply how they are slotted.
In the 20's and into the 30's, however, Scrappers get the extra slots to put into thier attacks, and Blasters get extra slots for....utility/travel powers.
By the mid-30's, Blasters have an effective 10% damage bonus compared to Scrappers...the difference between the base damages, basically. Yes, Scrapper damage is resisted more often. Yes, Scrappers might not have an entire attack chain 6-slotted yet.
Let's call that a 25% damage difference between the two in the mid game. Scrappers get Criticals on average, 5% of the time. One in every 20 attacks does double damage, so we're down to a 21% real difference.
Ok, is a ~21% damage boost + range (but less than many mobs) equivalent to the capability of Scrapper secondaries? That's the question...so far, the answer seems to be: no. Do you agree?
[/ QUOTE ]I'll answer this, then I need to jet for a time...
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equivalent to the capability of Scrapper
[/ QUOTE ] This is my issue Scott. What do scrappers have to do with blasters? This whole AT envy situation is nonsense. The problem that blasters should complain about it that missions don't confer enough advantage for Ranged damage.
Remember all those Council bases? Remember how they have the slots pill boxes from which you can fire into and out of, but cannot use melee? Do you know how many blasters I see use those to their advantage?
The misssion should provide structures and objectives where Ranged damage can confer a huge advangate. For instanced, rooms filled with turrents on high ceilings. Enemies behind pill boxes that can't be reached from the room you are in...either blast them or run through more enemies, trip mines, to get to them.
True...in away it is a type of admission that blasters are ill equiped. But I would rather focus on changing the missions than the powers.
Constantly upping powers is a long-term lose-lose situation. Politicaly expedient, ultimately destructive.
Edit: And no offense, but I can't take your numbers as being accurate or conclusive. Not that I have any conflicting numbers..but I can't take them as truely accurate. -
First off, my statements and opinions do not address whether the current state of the Blaster is fun to play from lvls 1-50. That is a subjective call for each person to make. My issue is that the focus on the damage cap of blasters versus scrappers is misplaced. As a kinetics defender, I would like FS to actually make a difference for blasters. The fact that they can already hit the cap without me is unfortunately. I suppose if they teamed with me regularly, they could swap their damage SO's for something the else...maybe like enhancing secondary powers or power pools. Anyway...
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Are you saying blasters are balanced because they do more damage than the other people on their team? I think so.
[/ QUOTE ] I'm not sure what you mean by "balanced." The question is do they have a role and the tools to do it. Until I know what that role is, I can't answer the question. Up until now, I saw it as ranged damage. They are like the artillery. Everyone protects them and they add more damage on the pile. Seems they do this pretty well. AoE's can contribute significantly to the minion destruction, especially when grouped with AoE's from Tanks and Scrappers, and other Blasters...good times.
Somewhere along the line, blasters got hung up with who does the "most" damage. Reminds of playing basketball with players who are concerned with who's scoring the most points. Selfish. NBA basketball shows you how desctructive those attitudes are to team play.
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That isn't enough to make balance, especially considering that others solo can kill more stuff than blasters
[/ QUOTE ] So here we see the mixing of issues. Is it about the role on teams or the ability to solo? Nevermind that blasters are not the solo AT. But it does seem to infuriate many of you that by lvl 32, you go from first place soloers to last place soloers. Scrappers probably move down the chain as well, perhaps Tanks and Pet controllers rank tops.
So what? I'm soloing....the performance of another AT is irrelevant...i'm soloing. I don't care if there is some fire/kin that is able to solo three groups on Invinc...why do I friggin care?
Nevertheles, there is the sense of entitlement, such the ugly American, and so prevelant on these boards. No doubt, some of it can be attributed to the early game design putting you on your throne. I remember how difficult it is to convince a lvl 10 fire blaster to even consider a team.
I would agree, the game sets up an ego train wreck with blasters. You feel like superheros early and then are brought down to mortal status as the game progresses. I agree that in most RPG's, this is counter-intuitive. You should feel your power rise as you lvl. But we a have problm, Houston. You are already Gods when you start. It's tough to increase your relative power with out completely trivializing the mobs you face.
Concern, if you want to improve the fate of blasters, you need to address this problem instead of ignoring it. You have to recognize that the balance you are thinking of is the wrong one. There must be "balance" between the heroes and the mobs....not between the Heroes (PvP notwithstanding). None of your suggestions (haven't seen them all) seem to acknowledge this. How do we keep the average team from being TOTALLY overpowering? Upping blaster damage and giving them mez and defense is simply going to exacerbate this problem.
Another item you overlook is that improving blasters can also have the consequence of bringing back those all blaster teams I remember seeing in Perez. Don't seem many of them on Respec. I don't think the game wants to see any more all one-AT-type team being that dominate. I think the problem already exist with Cntrlrs/Def (probably unvoidable) and to some extent Tankers.
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Then assuming that blasters are often in team, it would seem to suggest that the damage of blasters as a team would be the damage of blasters on the Punisher list.
[/ QUOTE ] Depending on the lvl ranges of the zone...this could be true.
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If another AT did more damage than the grouped blaster (who would make up most of the highest damaging blasters, and would exist), then we could conclude that this would make blasters not truly the best at dealing damage, teamed or not.
[/ QUOTE ] No... a solo or near solo-herding Fire Tank or DM/Invul is going to probably do way more damage than any individual over the same stretch of time. The stats don't account for that. That stats show who has dealt more damage, not who can do more damage in all situations. I fail to see why this isn't obvous.
Even on teams...Fire tanking with a controller on an 8 man team is going to give you the best damage output. The point you aren't considering is how team tactics can exploit some powers more than others. If blasters with Nova could herd...I'm pretty sure they'd out damage everyone else.
Lastly, no one has presented conclusive evidence of who those stats belong to. Show me a printout of all the top damage dealers and their AT's, then this discussion approaches validity. Right now, it's based on the assumption that blasters have none of these titles.
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It assumes that all players wish to maximize exp by defeating the most foes possible.
[/ QUOTE ] Disagree. Many players want to maximize XP with as little risk as possible. Some players are risk averse, some are not. It is not always a reflection of their true potential.
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It assumes that players will recognize when teaming creates a mutual advantage.
[/ QUOTE ] That one is just flat wrong. All teams are not created equal. First, there is only a team advantage when you have a competent team. Not all players can recognize this. The vast majority of players I team with, have very little understanding of other players powers. This improves with lvl..and PvP will also improve this, but to recognize an advantage, you need to correctly understand:
1) How your powers work
2) How your teammates powers work
3) How the enemies powers work
4) How the enemy AI works.
5) How to achieve synergies combining 1-4.
I'd say most players in the game (not on the boards) score about 40-60% on that exam.
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It also has the warrent of its claims that if a blaster doesn't do enough damage teamed to beat out some other AT solo than they aren't balanced.
[/ QUOTE ] Again. We have a disconnect between what the game dictates and what you want to be true. There is no warranty that blasters should be better than scrappers or tankers soloing. And as far as "beating out some other AT solo," what does that mean? Defenders solo much slower than blasters, but can do so with lower risk. Many, many blasters argue that the fastest xp is achieved with some debt. That the time it takes to avoid debt results in lower xp/hour if debt is acquired. Not only that...they are going to halve the debt in the upcoming issue. So now faster arresting will be even more advantages.
Let me sum it up. The blaster AT has to fit in with the game. You can't change it irrespective of the mobs you face and the combined efforts of teammates. So many of the changes people propose fail to consider the game wide aspect. It's all about the deficiency they see in the toon they most identify with and how to eliminate the obstacles. There is a reason why those weaknesses are there. Until you can speak accurately on why they are there and demonstrate that you truly understand the impact of tweaking them, your suggestions seem to follow LadyMage's wonderful quote. "Balance is achieved when my character is the strongest." -
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Well, as said in another thread, look at the Punisher listing for your server, and use the Find team search to see what AT they are. 9 times out of ten they are tankers or controllers. The rest are often scrappers. At least, they are more often scrappers than blasters.
[/ QUOTE ] Unfortuantely, that doesn't answer the question. That stats are not about who does more on a team. Those are about damage dealers, irrespective of teams, IIRC. As far as pure damage output, it seems pretty obvious anyone who can herd and then lay down fire patch is going dominate. Honestly, unless those stats are taking into account those dynamics, using them as justification is not a straw man..it's a rice paper man.
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Well a straw man would be if I mischaracterized someone elses arguement. I'm just making an argument of my own here, which is perhaps a bad one. But isn't the fact that other people can do more damage than a blaster solo something that would suggest blasters damage or defense is too low? Or that tanker and controller damage is too high?
If teaming blaster are really the best, then they would get the best exp, and people would want to team with them. Hence they would appear on those boards. However, the fact that they don't appear suggest that they aren't contributing as much as they should.
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The fact that people can do more damage than a blasters over a given period of time can have nothing to do with who has more damaging attacks. It's about herding and regeneration i.e. health and endurance. Again, you are misapplying stats. Can't you see that if I take a fire tank into a hazard zone, I'm probably going to do mor damage than any other AT simply due to game mechanices? BE, this should glaringly obvious.
The Punisher listing is about who has "dealt" more damage as an individual, irrespective of being on a team or not (IIRC). Which also must consider that someone has set out to do so. Show me the DPS average chain of all blasters is lower than the DPS chain of scrappers ..over all levels...and you have a start. And I'm not talking about Electric versus Broadsword. I'm talking group average throughout the lifes span of the toon. Then, you have to show me that the difference in cap materially affects the average stats collected from real game play. Something I haven't seen posted by anyone.
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If teaming blaster are really the best, then they would get the best exp, and people would want to team with them.
[/ QUOTE ] BE, this is like three or four invalid assumptions in one sentence. No one said teaming blasters the the best. If they were, it does not prove that they should get the best XP. No one said that they would want to team with them. None of these things follow from the fact that blasters are probably still outdamaging scrappers on teams.
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However, the fact that they don't appear suggest that they aren't contributing as much as they should.
[/ QUOTE ] It doesn't say that at all. These posts indicate that there is a small % of actual players who have demonstrated they are dissatisfied with some aspect of their blasters. That's it. The devs will tell us if blasters are doing as much as they should. That doesn't mean it will be as much as you want. Obviously many tankers feel they should be doing a lot more damage than they are.
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Well a straw man would be if I mischaracterized someone elses arguement.
[/ QUOTE ] Not really. -
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Well, as said in another thread, look at the Punisher listing for your server, and use the Find team search to see what AT they are. 9 times out of ten they are tankers or controllers. The rest are often scrappers. At least, they are more often scrappers than blasters.
[/ QUOTE ] Unfortuantely, that doesn't answer the question. That stats are not about who does more on a team. Those are about damage dealers, irrespective of teams, IIRC. As far as pure damage output, it seems pretty obvious anyone who can herd and then lay down fire patch is going dominate. Honestly, unless those stats are taking into account those dynamics, using them as justification is not a straw man..it's a rice paper man. -
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Honestly it doesn't matter what comic hero you throw up for blasters.
Johnny the Homicidal Maniac puts the smack down on all of them so of course scrappers should have higher damage caps.
Sorry, I just sometimes fail to see how we can really translate comics to game balance.
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Since this is the "damage" thread. I have a quesion for you Concern. Has anyone done any datamining to show who does more damage on average in a team from lvls 1-50? Is it blasters or scrappers? Why do I get the feeling it's blasters?
It's a valid argument to say, "We can't attack without dieing." To the extent that this is truth and not exaggeration, it should be looked into.
It's another thing to whine about another AT having a higher damage cap with absolutely zero proof on how that affects in-game results. It's like whining that some Winnebago has a speed-o-meter that goes to 300 MPH and yoru Ferrari only goes 210 MPH. So friggin what? How often do you see scrappers outdamaging blasters in team situation? That is the question I don't see answered.
The bottom line is what is the role of blasters and whether they can perform that role. Fixating on some ridiculous comparative cap argument seems juvenile and petty unless you prove it translates to an realized difference.
And let me add, the vast majority of the game is not played at lvl 50. Issues that occur at lvl 45+ seem ridiculous to me when you've played through 95% of the content. So any meaningful analysis had better focus on the lvl ranges where the majority of people play their toons.
And let me offer you some reality Concern. From lvls 1-16..maybe even as high as 20...scrappers are pretty mediocre. Seems that blasters are far better at soloing. In fact, controllers seem to solo better than scrappers from lvls 1-10. But you dont' see scrappers pissing and moaning about it do you? We recognize that there is a sweet spot for scrappers and we accept it. Blasters it seems, have a different sweet spot, yet, judging by your posts, that is totally unacceptable that there should be any shift in power. That early lvl dominance should last the entire game.
Don't get me wrong. If blasters are not fun to play past certain lvls, they should figure out why that is. But it if the reason is based on coveting someone else's damage cap, irrespective of in-game results....let's hope they make the right call. -
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If I could just use clear mind on myself, that would be my only request***Some help with mez would be grand
[/ QUOTE ] Kikyo, something you should think about regarding mez prot:
1) The reason why you have CM is specificially because other players don't have the equivelant. Kinetics and Storm have similar anti-status powers, but they still need you to protect them. Why shouldn't the reverse be true?
2) If we give some defender sets mez protection, how long before all the sets demand status protection?
3) The whole point of not having status protection is to present interdependencies on teams. My defenders get mezed ...but if I have good scrappers and tankers, I still won't die. They see I'm down, they protect me. Same goes for blasters and other defenders. The more weaknesses we have, the better the team has to be in terms of playing like a "team." So many people ignore that and simply want to destroy an dependency they have on other AT's.
If you want complete self-sufficiency, play a scrapper. Don't like that scrappers are the only one who should be self sufficient? Well, what happens to the game if everyoen is as self-sufficient as scrappers? -
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And, of course, there's the complaint that some Secondaries have too many melee attacks - something that the Blaster avoids at all costs.
[/ QUOTE ] I have to argue against this being a bad thing.
1) Some of us want to play Blappers...that's right, dont' want a scrapper...want a blapper.
2) It's nice when the secondaries are not carbon copies of each other with different animations and slightly different order. The more variety you give to the secondaries, the more interesting they are to play. Please don't turn the secondaries into the Controller Primary counterpart: everyone has a single target hold, an aoe immobilize, an aoe hold, etc. Variety, variety, variety.
If you insist on changing power sets, change them so they are more different than alike. Please. I can't honestly believe people want all the secondaries to play like each other, or even two of them.
EDIT:
On the last point about secondaries. One major thing may solve a lot of your problems. Instead of attaching power to say, Ice or Fire or Electricity, create power set templates separate from power set animations. What this mean is that you can have /Dev, but implemented with all ice powers where appropriate. Web Grenade becomes an ice web. Targeting Drone would change to some sort of ice scope.
Is this a lot more work? Oh yeah. But then people could play the powers they want, with the style they want...I know...a pipe dream. -
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This is what I would like to see happen to blasters.
1. Impliment PvP damage resist bypass in PvE.
2. Increase the range of all primary powers to be greater than the Diameter of Foot Stomp. Greater.
3. Take all PbAoE status effects and toggles in Blaster Secondaries and make them summonable drops or target toggles. Other than cloaking device of course.
4. Make all current melee attacks have a range of 20 feet, either by changing the animations or just letting them have the range. Increase the damage on Melee AoE attack powers again.
5. (stolen idea) Give each single target attack a -10% res that lasts 5 seconds. This not only helps boost the blasters damage a minute amount but also allows the blaster to help a team. Thus encouraging teaming.
6. Swap the damage caps of blasters and scrappers.
7. Remove the rooting effect from blaster attacks.
8. Faster activation times on powers for blasters.
9. Making level 32 nukes into more useable AoE powers like Head Splitter or Full-Auto and less situational all end consuming powers.
Just my thoughts on where I would like blasters to go.
[/ QUOTE ]Hilaroius.
I think you forgot..
10. Give Blasters better mez protection than scrappers
11. Give Blasters more HP's than tankers.
12. Make blaseters resist all defender debuff powers.
13. Let Defender buffs count double for blasters.
14. Reduce all endurance usage by blasters attacks by half.
15. Give blasters inherent resistence to dmg at lvl 1
16. Make Hover as fast as fly and Flight as fast as Super Speed for blasters only.
17. Make blasters immune to Taunt.
18. Remove aggro from AoE attacks.
19. <reserved for other completely balanced and reasonable requests> -
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Players normally receive story arcs only after theyve leveled their Contact up to the highest level
[/ QUOTE ] Statesman, I have a serious issue with constantly out-leveling my contacts when I team. With the mission slider, this is now going to be even more likely than before. Please address this issue.
Thanks for being into the game. -
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Quote:
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.Statesman doesn't care. He was determined to make these changes regardless of how it affected the casual or solo players.
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Dooooooooom! Doooooooooom!
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This seems to be your only response to negative feedback on several threads.
Do you actually have something constructive to say?
If not I would keep your expansive vocabulary to yourself. You come off looking like a boot-licker.
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ROFL!!!!...I have only one thing to say to this...
Dooooooooooom! Doooooooooooom! -
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if you could string enough hits together you can "peak" your damage.
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I don't know if this has been pointed out in the 23 pages of posts, but it seems invincibility is now going to get even more powerful than before. If it already has the Acc buff per mob, it seems it will be one of the few primarys that will give you the highest opp to cap the damage as well.
I won't say this is good or bad, but perhaps it should be looked into during the testing.