Miladys_Knight

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  1. Quote:
    Originally Posted by Issen View Post
    ...I hope I don't sound like an idiot, but something I've noticed when folks make these arguments:

    I keep seeing people talking about playing at x4, x6, x8, etc.


    If you're complaining about Blasters being unable to perform at higher difficulties...then isn't it perhaps the problem of the difficulty setting, not the AT? That I'm aware of, x8 is NOT the standard by which ATs are gauged on performance.

    I can understand if the DESIRE is to play at those difficulties because otherwise the game isn't challenging enough for you, but it sounds like you want to make Blasters capable of performing as well as melee ATs at difficulties that well...are harder for a reason.

    Or maybe I'm just talking out my backside, I don't know. I've just noticed a trend in the conversations. I rarely play above x2 half the time when I solo, but that's just me. I also don't turn bosses and AVs on.
    Settings below x4 are too low for inspiration cascade as you use inspires faster than they drop. Sets that lack AoE damage like Psi/ and Elec/ do not even have the opportunity to start an inspiration cascade unless they are paired with a much riskier AoE heavy secondary like /Fire.

    If you know how to use an inspiration cascade your blaster is much better off at a setting of +0/x6 than +0/X3. That may be one point that doesn't make sense but if you slot some defense set bonuses you can use fewer inspires and that lets you smooth out the cascade somewhat.

    If you have never tried it and your blaster has decent AoE I'd recommend experimenting with it. Set your difficulty to -1/x5, no bosses, no AVs and select a low mez opponent like Family, Council, or Cimerorans. Enter the mission, pop 4 small purple inspires and fight like crazy. If you have enough AoE damage you should be able to wipe out minions with your AoE and finish off lieutenants with single target attacks and combine up inspires as you go so that next spawn you have 4 more small purples ready to mitigate the alpha response with.

    You can create a Kinetic Dampener temp power and pick up the Wedding Band temp from Striga Island. These can get you over a hump if you didn't get enough of the right kind of insps to combine.
  2. Quote:
    Originally Posted by Fulmens View Post
    [3] None.
    The energy blaster "can" do it with a defiance buff + Assault + Aim + Build up + Total Focus. If they have a few damage set bonuses and provided they live through the animation time of all that.
  3. Quote:
    Originally Posted by Arcanaville View Post
    A long time ago I thought all Blasters should have an inherent that when they got to 20% health all critters nearby would have to stop shooting and run up to the blaster to gloat, whereupon the blaster could shoot them in the face. I called it the Power of Stupid.
    Actually it is called Villain Monologue and any thing Boss level and higher should use it.

    (You know where they stop attacking and all the blasters best powers get to recharge, the blaster gets to regen and recover while the villain stands there and chats the blaster up about how they are going to rule the world as soon as they dispatch the puny blaster yadda, yadda, yadda. It should have been cut scenes but alas no such luck.)
  4. Quote:
    Originally Posted by Another_Fan View Post
    Even Better, but some here might call that cheating.
    Except that its not all that easy to hit an MI with web grenade because they phase and it requires that you stand in the mine patch as "bait" until they phase in. I merely mention it for those that don't know that the RUN step is not required if you use the tools available (few though they may be).
  5. Quote:
    Originally Posted by Another_Fan View Post
    I can't consider the use of tactics cheating. I have 14 clubs in my golf bag, I select the best mix for the course I am playing on. If the course has bad sand traps, is it cheating to put a sand wedge in the mix ?
    A blaster has only a 1 wood and a putter to his name. They might be able to cobble a bent 5 iron out of pool powers, a cheap pitching wedge with a loose head out of really expensive IOS, and a caddy out of incarnate powers, but that's about the extent of it.
  6. Quote:
    Originally Posted by CBeet View Post
    Damage. With such high base damage, those small % buffs from set bonuses add up to something scary, even just getting Assault will make a noticeable effect.
    They need to add up to something scary. I found that it didn't really make much difference (barring misses) to add small amounts of damage bonuses. What you have to have was enough of a damage boost to reduce the number of shots required to finish a mob by 1.

    For most of the blaster combinations I have played that's in the 30ish to 40ish% range.

    My general rule of thumb since that time has been:

    If I consistently have lots of stuff with slivers of health left after my alpha I'll slot a few damage bonuses otherwise I focus on other things.
  7. Quote:
    Originally Posted by Another_Fan View Post
    The Ice Tank has a self heal and a variety of tools that a SR scrapper doesn't ( I am assuming you mean Ice/ not an ice melee tank).

    I have a Claws/SR brute and an Arch/Dev blaster. The Arch/Dev blaster has the tools to be very safe when fighting things like carnies. The tactics are very simple, pull onto minefields, when minefields don't get the bosses RUN!!!

    The claws/sr has inspirations and aid self to fall back on which really isn't that great.
    Carnie Illusionists and MIs fly. They (and CoT Ghosts) fly just high enough in the air to go over mines without triggering them. Carnie Illusionists (both types) also don't detonate mines when phased. All you have to do to make the mines work every time is to hit them with a web grenade when they aren't phased and when they finally phase in over the mines, BOOM.
  8. Growing old is mandatory. Growing up? That's optional.
  9. Quote:
    Originally Posted by Leo_G View Post
    Aaaand relating all that, is my thesis:

    My suggestion for giving Blaster's a type of Overpower (the Controller's inherent) would help the AT *immensely*. If Blasters had a procced chance of an extra mag of mez that scaled by enemy rank (so sort of Overpower + Critical Hits combined), it'd give blasters a high chance of 1-shot holding dangerous foes while leaving your damage there to mitigate all the weaker ones. I feel that's mostly all a Blaster needs to help them survive, even against multiple bosses...and this would be applicable for all ST mezzes on a Blaster...so Scare, Freezing Touch, Midnight Grasp, ST immobilizes, Cosmic Burst, Suppressive Fire, etc. would have a high chance to simply 1-shot mez boss types.

    What do you think? And since they usually have multiple ST mezzes, a Blaster may be able to neutralize multiple hard targets at a time...and this is not mentioning possible changes to Blaster control mods which I think deserve to be improved.

    The sets that don't have ST mezzes, however, are Energy Blast, Fire Blast, Fire Manipulation and Force Mastery. That's not very many but there'd be cases where my suggestion wouldn't have any affect like for an Energy/Fire/Force blaster...but honestly, I think this change would basically fix the AT with only a few edge cases.

    ...Mind you, I'm only speaking of Blaster's mitigation problems. Issues with power structures, effects numbers/mods, damage and specifically incoming mez isn't what this is addressing.
    Mag 4 steps on controller toes. I would be surprised if it ever happens since we lost the one mag 4 control tool we ever had at least partly for that reason.

    I've always thought that the tier 1 secondary power should be a range 80 mag 4 immobilize yet..... here we are still mag 3 and all over the place with respec to range, projectile speed, and animation time.
  10. Quote:
    Originally Posted by Schismatrix View Post
    i've recently seen you in several threads insisting the Devs are incompetent fools who somehow accidentally kept the game going for over eight years despite totally ignoring the players and vindictively trying to make the game worse when they don't outright ignore them. You insist they can't do anything right, but i've come to suspect that anything that doesn't directly cater to exactly what you personally want is automatically wrong and a sign of incompetence in your eyes. If they knew what they were doing everyone would do exactly what you want them to do and nothing else. i call bovine feces on that.
    In all honesty, where I13 PvP is concerned, this is plain truth. They put together a broken system, they were told it was broken by the community they were supposedly serving with the change, and they mulishly stuck to and saw that dreck through to completion.

    I've seen them purposely put together complicated and/or gimmicky solutions to simple problems for the purpose of "different" and I was then unsurprised that they failed to solve the problem or were buggy as an ant hill.

    On the flip side we have now a different crop of devs so I'm taking a wait and see attitude on any upcoming blaster changes and I'll decide how I feel then, after I take those changes for a spin. As far as I can tell this crop of devs is 1 for 2. Stalker changes were good. Grav changes were a lot of dev time for not so much improvement,
  11. I'll be using Water Emulsion Technology (W.E.T.) and Drainage Augmentation Moisturizing Protocols (D.A.M.P.)
  12. Quote:
    Originally Posted by B_L_Angel View Post
    I love people who instead of trying to overcome challenges whine about them instead.
    Ok Team today's mission is to shingle a roof. Tank, scrapper, defender, and controller here are your tool boxes, nails, and shingles. Sorry blaster we ran out of stuff while we were getting ready for you. I do have some good news though. You can use my crowbar for a tool, the rest of the guys will share their left over shingles, and you can have all the bent nails you want.

    Blasters don't have all the tools needed to overcome many of the challenges they face in the game. That a tiny handful of blasters have figured out how to shingle a roof well under such conditions is amazing.

    That the players that have done so insist that EVERYONE else continue to suffer through that is appalling.
  13. Quote:
    Originally Posted by Timeshadow View Post
    On mechanics:
    Mechanics "should" be similar enough that changing zones does not change the play experience. That's pretty plain and simple.

    Quote:
    On lack of rewards:
    This is a tough one since its too easy for 2 players or 2 teams to agree to game the system and then PvP turns into farming for ultra-rare PvP loot. (Which is exactly what happened when they added PvP loot to the game.)


    Quote:
    On player attitudes
    Base raiding solves the problem. When I base raided our SG was one that valued honor and respect. Post raid comments were required by our SG leader to fall into one of 2 categories. They had to be self critical and/or opponent complimentary.

    Comments of this sort were allowed, "Fluffy the Bunny really kicked my butt hard when I was defending the pylon I dropped in the Teleport room WTG Fluffy!"

    We only raided with SGs that had similar standards. Our SG leader would ask the opposing SG not to allow players with poor attitudes to join the next raid and if they didn't comply with that request we didn't invite that SG to base raid with us any more.

    We never lacked for challengers and had at least 1 raid a week end, every week end, if not more.

    My suggestion to solve the base raid issue would be to add a "door" or "room" to the main SG that allowed the players into a "danger room" base below the main base that uses the old pathing rules specifically for base raiding.

    I kind of worry that it's not worth the development time as we lack a PvP community precisely because of the issues that have been mentioned here.
  14. Quote:
    Originally Posted by Davonyx View Post
    Got another question for you guys: what's a good way to get ranged defense built up for a hoverblaster? I was messing around in Mids and only got to the mid-30s. I feel like I'm gonna have to sacrifice a lot just to get it, though. I'd even be happy with getting to 32.5%, but even that seems pretty tough to get to.

    It's not that important to get him anywhere near the softcap at this point, but he's at the level that I'd like to get an idea of where he's going so I can start IOing out. Thanks!
    I like Arch/Nrg/??

    Thunder Strikes in the single target blasts (Snap Shot, Aimed Shot, Blazing Arrow, and Ranged Shot)
    Blaster ATO in Explosive Arrow
    Gaussians set in Build up
    Combat Jumping with 2 pieces of Blessing of the Zephyr
    Hover with 2 pieces of Blessing of the Zephyr
    Flight with 2 pieces of Blessing of the Zephyr
    Tough with 3 pieces of Reactive Armor and a Steadfast Res/Def
    Weave with 3 LotG pieces (+rech, Def, and Def/End)
    Maneuvers with 3 LotG pieces (+rech, Def, and Def/End)
    Makos in Power Thrust

    That can get you to the ranged soft cap without expensive PvP IOs.
  15. I did back in the era of base raids.

    PvP was team oriented, base raiding gave the PvP part of it a goal.

    When it switched to solo oriented with out a real goal I quit.

    If it ever reverted, and the mechanics of it were such that every AT had about a reasonable contribution to the base raiding experience, I would begin again.
  16. Quote:
    Originally Posted by Yogi_Bare View Post
    If you're asking for parity in mez defense (even if it's only short term), then you're asking Blasters to be molded in the likeness of their closest kin; Dominators.
    Blasters have no close kin. They are the ONLY AT that is Damage/Damage. Any control they have is minor in comparison as are Buffs and Debuffs. Many people compare to scrappers simply because the blaster secondaries resembled at least partial ports of scrapper primaries.

    Quote:
    If you're asking for more control; then you're definitely infringing on Doms.

    Asking for both could make Doms obsolete.

    If you're asking for heavier debuffs that fall outside of the theme of their individual powersets then you run the risk of obsoleting Defenders (or Corrs).

    If you're asking for parity through Defense and Resistance powers by adding Armors then you're pushing into Kheld territory (ie. if you want a Blaster with Armor; play a Kheld).

    If you're asking for Armor and mez protection; then you're stepping over Khelds and into Tanker, Brute, Scrapper and Stalker turf... with the added benefit of range; Tankmage (or SoA; which can get pretty close to hat distinction). Throw more control into that same mix and it becomes a joke. (Like how my Plant/Storm would play against normal mobs if Hybrid Control didn't have downtime)

    And yes... that's what some people are driving at; creating parity by giving Blasters what other ATs have (resistance, defense, mez protection, control).
    All of the ATs you listed above have infringed on the blaster not the other way around. They have all been given what the blaster had all along and nothing was given to the blaster in compensation. It put ATs that had comparable performance ahead of the blaster and ATs that were all ready ahead even farther ahead. That's why the blaster underperforms all other ATs in the first place.

    The devs keep adding mez to the game because they want us to be in jeopardy. Except that mez is not a real threat to any other AT in the game because they either have enough mez protection to ignore it or enough control/debuff to avoid it. ATs that are primarily buffers have no need to eat an alpha, or draw aggro, or have mez protection in their power set. None of that is true for the blaster.

    Quote:
    The questions become how much of each of these aspects do you give before the desired parity is achieved? What are you willing to sacrifice to integrate any of these desired aspects?
    Why do people insist that the blaster give up any thing? Most people don't insist that people in poverty pay anything to get a welfare check. Why do they insist that the most disadvantaged AT in the game give something up to be brought up to average performance levels?

    I've long been a proponent of the blaster inherent being a simple *offensive toggle that while toggled on gives a 25% boost to damage and recovery and while toggled off gives mag 4 (or more) mez protection and 25% more regen.

    Those players that insist blasters need more damage to be the kings of damage and say that they are never mezzed get what they want since they get enough damage to make them kings of damage again and if mez is not an issue for them as they claim will never have it detoggle and never notice the mez protection.

    Those players that insist that mez is the issue can leave it toggled off it would also provide the right kind of benefit to switch between a team when mezzing aggro is spread around an bit more and solo when the blaster eats it all.

    An easy fix that addresses all concerns on both sides of the fence without changing the blaster much at all.

    *it should be coded as an offensive toggle so that if the blaster is mezzed the toggle drops and the mez protection kicks in immediately.
  17. Quote:
    Originally Posted by Starsman View Post
    Not first hand experience but I recall you used to say Sonic was the blaster's "slow but safe" primary, no? Have not studied the set enough to tell if it's anywhere near another AT's "survivable" attack set.
    I'd say no. Solo it isn't too bad as no one else is along to break the sleep.

    I have a Sonic/Ice/Elec and the issues are the usual ones for the blaster. Alpha response and Mez.

    Sonic "could" be better if the widths and ranges on the cones were a bit more synergistic.

    One thing I will mention is that the "stun bug" is an advantage here. If you hit a sleeping mob with screech he comes charging at you full steam fully stunned and any melee attacks make short work of him while keeping the rest of the sleeping spawn at range.
  18. Mea culpa for not responding sooner. Work was kind of beastly the last couple of days.

    Quote:
    Originally Posted by Alekhine View Post
    No, I did not put words in your mouth that time. Reread my post again, I said 'if' that was what is was based on, and then I asked a question everything was supposed to farm at +4/x8
    But, I'll rephrase my question.
    You are basing this off of mez, and your data to how much a blaster gets mezzed.
    Alright, someone has to be at the bottom of that list. Right now your data shows blasters are, by 2-3 times. You add mez protection to blasters. Where does this stop? What AT is the 2nd on that list? Then they move to the bottom of the list! HEY! They want mez protection too! Mez has always been a part of this game.
    Mea culpa again. Let me rephrase a bit and I'll also note that several posters down stream have answered several of these questions.

    According to the devs, mez protection is usually provided to those ATs designed to be in melee range. It was given to Tanks, Scrappers, Stalkers, Brutes, and part time to Dominators who were designed to spend at least part of their time in melee.

    Look at the blaster secondary.... Mostly melee. Looks to me like the blaster was designed to spend about 1/2 their time in melee range yet they are the ONLY basic AT so designed that was passed over for mez protection. Blasters SHOULD have either half strength or half time mez protection by game design. They do not.

    I have 1 blaster built specifically to solo +4/x8. It usually solos at +3/x8. It is a rad/fire/mace that is loaded to the gills with IO defense set bonuses (soft capped S/L, high energy, which also translates by the way to High Melee defense and High Ranged defense which is also important), has all the +HP accolades, level shifts from incarnate powers, and the incarnate powers themselves.

    Clarion is the important one here since I allows me to keep Hot Feet toggled on. This has a 4 fold effect.

    1) I do not lose the damage that Hot Feet puts out (which is considerable)
    2) I do not lost the mitigation from the avoid and the slow in Hot Feet both of which are still important. If I did not have Hot Feet or I left it off I would not be able to survive +4/x8 as even soft capped defenses would not be enough to keep me alive on that setting.
    3) It allows me to use my full damage output 100% of the time. I can put out Nova levels of damage in 20 seconds (and every 20 seconds) without a crash.
    4) This allows me to Cascade inspirations when facing spawns that are not S/L/E focused. A small purple (or 2 when facing defense debuffers) brings my Melee and Ranged defense upto (or near enough) the soft cap against non-S/L/E foes (I'm still screwed vs stuff that favors AoE and non-S/L/E damage fortunately there are not that many mob types that fall into this category)

    Prior to level 50, complete IO sets, and Incarnate Powers the best that I could reasonably do with this toon was about +1/x6. I relied almost exclusively on inspiration cascade. I had to have 1-2 purples per spawn and 1 break free per spawn to maintain the cascade. The purples lasted 60 seconds and would work across 2 spawns the break free lasted 1 spawn.

    Freem players get neither IOs nor incarnates, some Preems can have IOs none of them can have Incarnate powers. A good chunk of the Freems are new players that would not have the knowledge of how the game works to even attempt +1/x6. I therefore do not consider +4/x8 any kind of standard simply because "I" have the knowledge to achieve it on a toon specially designed to do so.

    Quote:
    Originally Posted by Alekhine View Post
    Eh, I mostly disagree with the environment creep. There have been a lot of additions to this game that have made it easier over the years. Yup, it is fun to be overpowered 'sometimes'. I'm going to ask you specifically. Is your 'fix' for blasters just adding a form of mez protection?
    You can disagree if you want but the fact is that in the I5 era MOST mob types had no mezzes for minions, lieutenants would have a ranged mez or 2 and Bosses would have short duration melee range mezzes associated with high damage powers.

    The revamp to the Rikti gave "chance of mez" ranged attacks to minions, ranged mezzes to the lieutenants, and even ranged mezzes to certain Boss level mobs. Some of the rikti could use their ranged mezzes from ranges that are farther than the base range of Blaster tier 1 and 2 primary and far further than the tier 1 secondary.

    I23 as an example has Knives of Vengeance. Virtually ALL of the mobs in this group have a mezzing power that can be used at range. A few of them even out range the blaster.

    New Banished Pantheon have multiple ranged debuffs, multiple ranged mezzes, and many more of them out range the blaster. I have been killed several times by new BP while mezzed because they out range me and even though I can trigger my tier 1 and 2 I can't use them because I get that annoy bonk sound and the "Out of Range" message.

    Quote:
    Originally Posted by Alekhine View Post
    Pssst, I'm not sure you know my teaming tendencies. And before you come back with that was too snarky, you are assuming something you can't know. If you don't like me putting words in your mouth, then please don't assume who or how often I team. I can say for a fact, I was a lot of PUG teams today. Matter of fact I just now got off of one. Plus, I've seen more than a few scrappers die first on teams, trying to bite off more than they are capable of.
    Again, Mea Culpa for the assumption. My long time observations contradict your statement. I mention what I have seen but did not note that when I am paying attention on my defender (because that is my role on a team with my defenders) and buffing blasters to the hilt to the best of my ability they are still the ones that die first a large majority of the time, followed by other buffing defenders, and then usually controllers. Accounting of course for builds and experience both of which I usually check for in all my PUG teammates as the team/league is forming.

    Quote:
    Originally Posted by Alekhine View Post
    Wait, you have blasters built for survival that perform almost as well as your scrappers and brutes? Then what are you asking for here? With that statement, I don't even understand where you are coming from anymore. You say they are built for survival, they perform almost at the level of your scrappers and brute, but yet, the universal issue with all of them, is the mez. What should their weakness be then? You already have then surviving by your own words.
    Freems and Preems can't build for survival. They don't have access to the things needed to do so. I also actually like the thrill of the "glass cannon" play style and have only 1 blaster built that way.

    My Main is an Energy/Energy/Force that is built for recharge. I have an "accidental" 10%ish defense from powers like combat jumping and some IO sets that granted both recharge and defense.

    I play mainly as a blapper and rely on KB for a good chunk of my mitigation. I usually solo this toon on +1/x8 and die occasionally. My mitigation comes from:

    1) Positional awareness.
    2) The above mentioned KB and minor defense values.
    3) Inspiration cascade.
    4) Eye of the Magus followed by Geas of the Kind Ones, once Eye expires.
    5) Force of Nature
    6) Popping in and out of Personal Force Field to use Aid Self.
    7) Phase shift when heavily defense debuffed.
    8) Kinetic Dampener and Wedding Band temp powers when none of the above options are available.

    Quote:
    Originally Posted by Alekhine View Post
    Getting mezzed every mob? You are really leaning here! You have stats and data showing blasters get mezzed the most of all ATs. But you exaggerate by saying every spawn? C'mon, that is way overstating the 'issue'. If this is not an exaggeration, is it based of off primarily solo play? And if you are surviving anyways, as stated above. What's the big deal with mez? If 'you' view mez so harshly as a lag spike, you still have the option to play an AT, that has built in mez protection.
    Yep on incarnate and a good chunk of standard content the above blaster gets hit with a mez every mob unless I'm fighting enemy types that lacks them. I usually start with a tray full and combine up as many as I can as I go along. I use defiance if I get mezzed and there are only a few mobs from a particular spawn left. I still run out of break frees consistently on the longer missions.

    I have other blasters that have other non-defense based focuses. None of them approach the built in abilities of any other ATs and it is mainly the amount and the durations of the incoming mez that is the culprit.

    Having Clarion available changes things (hence my focus on some form of mez avoidance for blasters) and lets my blasters function at a level similar to my other toons provided I eat insps like candy on the blaster and pretty much ignore them on the other ATs. If I use the same amount of insps on my other toons as the blaster there is still a performance gap but I can live with that.
  19. Quote:
    Originally Posted by Oliin View Post
    I've never taken concealment's stealth power so I'm not sure how it functions exactly, but a portion of CD's stealth does suppress. It looses 20 feet of its 35 foot stealth radius while in combat (and half of its defense bonus).

    It's always kind of bothers me that CD could pretty easily be replaced with a pool power.
    I always pick up Stealth instead of CD simply because Stealth unlocks Phase Shift which gives a much needed rescue power much sooner than Epic Pools.
  20. Quote:
    Originally Posted by Memphis_Bill View Post
    So you have no actual argument, and have to drop to rather pitiful personal snipes, huh.
    Not at all. Are you telling me that with 7+ years of CoH experience that +0/x1 provides ANY kind of a challenge to any of your toons. It certainly doesn't for me. That kind of setting means I spend more time traveling to the mission than fighting inside it (at least on blue side where it can take 2 minutes to travel from one side of the map to the other.)

    Quote:
    Except, of course, that that's part of their baseline. Not 4x8. If they were using 4/8 as their baseline... they'd bump up spawns to be that by default.
    It is part of the baseline for NEW players. I remember when I first started playing. It wasn't easy. Now it's mindless. The 3 minion standard went out the window long before risk vs reward did. You also skip over the entire middle ground and jump to the pinnacle of performance incorrectly assuming that I think that should be the standard.

    Quote:
    I do nothing particularly special except pay attention. No billion inf builds, IO'd to the hilt. If *I* can do it, anyone should be able to, quite frankly. WIthout relying on IOs, only fighting certain enemies, etc.
    The highlighted portion is your false assumption. I occasionally PUG with new and inexperienced players that CAN'T. Depending on how much time you can devote to the game it can take a year or 2 to get to the point where you can rely on skill. This game has lots of casual players that never invest the time or feel that it isn't worth the time to invest and leave in just a short time. Time taken to accumulate IOs was the most often complained about thing by new comers to the market forums.

    Comic book blasters are some of the most favorite comic heroes. CoH blasters are nothing like the ones you see in the comics (all the other ATs are a very close approximation though). People download the game, make a character like their favorite comic book hero, a Johnny Storm, a Hawkeye, a Cyclops, an Iron Man etc., go splat a dozen times in as many minutes and abandon the game never to return.

    Quote:
    However, there's no reason to read you any longer. You have no argument, just poor assumptions. Ta ta.
    I was actually thinking the same thing. Your only argument is to tell me I can't use X comparison to Y as an argument. The only thing I am picking up from your posts is that you have trouble with paradigm shifts and want to maintain a status quo that went out the window in I9.

    So I guess.... cya
  21. Quote:
    Originally Posted by Alekhine View Post
    Alright, if you are basing this blaster broken theory on not being able to farm +4/x8, or that they do it slower. I have to ask, where will this end? There are certain powersets that may also have issues with this. Is everything in the game supposed to be capable of farming +4/x8 with absolute ease?
    Putting words in my mouth again I see. Extrapolating from 0 to infinity does nothing for your case. I am not basing it on a setting of +4/x8 at all. I merely mentioned once that a blaster with more is still less than a brute (or a scrapper for that matter) with less. What I am basing blasters being broken on is the following:

    1) Blasters are mezzed significantly more often than any other AT. My own data shows that they spend 2-3 times more time mezzed than any of my other squishies and 10 times more time than my mez protected toons and that is considering the mountain of break frees munched through by my blasters that are rarely if ever used by my other toons.
    2) Blasters spend more time mezzed than any other AT because they have no built in tools to avoid mez in the first place. (defense, to hit debuffs, AoE controls, mez protection)
    3) Blasters spend more time mezzed than any other AT because they have no built in way to break out of a mez once they are mezzed.
    4) Mez is extremely common in I23 (much more so than I5) it begins as early as level 8 and gets more and more prevalent the higher level the content is.
    5) By design a blaster must enter combat. All they bring to the table is damage. This means that a blaster will be exposed to and affected by more mez than any other AT.
    6) The few survival tools blasters have are eliminated completely when they are mezzed. (Defensive toggles suppress, offensive toggles that also provide mitigation are detoggled, the blaster's ability to remove threat by eliminating the target is drastically reduced, and the blaster's ability to utilize terrain and break line of sight is eliminated.)

    This is a game. Playing is fun. Sitting at the keyboard waiting for mez to wear off so you can use more that 3 powers is not fun. Providing a fun experience should be the devs first priority.

    Quote:
    Putting words in your mouth? Yes, I am guilty of that.
    But, there certainly has been power creep and the ceiling has been raised rather recently.
    This has already been noted on these very forums.
    Heck, I even see it on teams now! People are talking about how overpowered they are.
    There is also environment creep too. That means that power sets that lack tools to start with are worse off in comparison. Some times its fun to be over powered. It is a super hero game after all. The one thing it shouldn't do is put you entirely at the mercy of the RNG. There should be tools available to give you a chance to recover from the occasional bad streak.

    Quote:
    Perhaps it was snarky, but that wasn't really the intent. I dissected you post and gave point blank answers much the same way you did to my post.
    Also, I do not fight just those enemies. Just today, I was on a team that went against carnies in quite a few missions, set at +4x8. I believe during that, we had one death. And it wasn't even a blaster.
    You should PUG a bit more then. When I play my buffing defenders I am rarely needed by anyone other than blasters and other buffing defenders. When there are deaths it is always the blasters first unless they are played by highly experienced players. The blaster has earned the name "vengeance bait" for good reason.

    Quote:
    No, that comment was definitely not snark.
    The point of that is, if you want a sturdier type character. There are plenty of ATs already in the game that would have that already built in. As much that has been said that blasters should be for everyone, I agree! But, there should also be AT choices for everyone. I know I am not the only person that enjoys the blaster playstyle. To make blasters into some kind of ranged scrapper, how is that for everyone? I have more level 50 scrappers and brutes than anything else. But, I prefer to play my blasters and defenders.
    I wouldn't need a sturdier character if I could keep the tools that I have by using the tools that I have.

    I can and do play blasters well. I have blasters built for survival that perform all most as well as my scrappers and brutes. Building for any thing else (damage, recharge, secondary effects) results in a distinct reduction of performance especially in comparison. A full half of my 50s are blasters of one stripe or another the various power sets all provide unique playstyle opportunities. The one universal issue with them all is the proliferation of mez in the environment since I5 and a complete lack of tools to compensate.

    Quote:
    I hope that is an exaggeration. Blasters are not that difficult to play. Look, I don't die very often. But, I do enjoy having to at least keep an eye on my health bar. Staring off into space and thumping buttons is not for me. That is the reason I don't play many of my melee characters anymore. My first 50 was a tank, and it is just not fun anymore. There should be choices for everyone! Sure, some enjoy being all powerful and rarely facing death. But, there are some that don't mind the occasional death, and would rather play by the seat of their pants.
    I'm all for the edge of the chair, seat of the pants experience, that's why I focus on blasters and mez and not blasters and moar defense, resistance, hit points etc. I don't mind going to the inspiration tray for a break free once or twice a mission but I really dislike having to go to the tray for a break free once a spawn.

    Being mezzed occasionally is thematic. (I think brutes, tankers, scrappers, etc should try it some times) being mezzed every spawn is immersion breaking.

    Mez is much like lag to me. The occasional lag spike is no big issue. Lagging once a minute for 10-30 seconds is going to make me log off and call my cable company.
  22. Quote:
    Originally Posted by Alekhine View Post
    Absolutely not! Basing the game on farming is absurd.
    Tell me what you are basing it on then. Blaster design in the current game is all ready absurd. I'm not hearing any arguments from you that prove that they are not.

    Quote:
    This sounds to me more like you are advocating a nerf to those melee types. Too many things in this game have gotten too easy as it is.

    Read above comment.
    Naughty naughty, trying to put words in my mouth to prove your point. No other AT has these issues. I'm an advocate of making blasters work the way they ought to rather than the way that they do. There are no real issues with any other AT the do not need buffed or nerfed. The blaster needs to be rebalanced to accommodate the environment something no other AT needs at this point in time.

    Quote:
    But, if you are smart, no it doesn't
    And this here explains so much. You are missing something very important.
    This is what being proactive is about. Plan ahead, burn some inspirations you don't need. The ones you may need will be there.
    Once again, think ahead of the game.
    My, my, aren't we snarky. Lets turn it around a but in the same vein shall we. That's what I had 2/3rds the way through the last Carnie tip mission I ran. I started with a tray full of break frees and a setting of +0/x4, a setting I might add, that is essentially a breeze for any other AT if you have 5+ years of experience.

    I'll also add that no other AT needs to start with a full tray of break frees. I can easily start with 4 on all my other squishies and none on my mez protected toons. The blaster is the only one that still needs to waste time going to buy insps between missions.

    If I wished to be snarky and make inferences to your play style I would say that you should try running your blasters against things other than Cimerorans, Council, and Family.

    Quote:
    So, perhaps those other toons are more suited to your style of play?
    I'll once again ignore the implied snark.

    Quote:
    There is no reason that all ATs should have the same learning curve.
    All the other ATs have different learning curves but they take about the same amount of skill and time to master. The blaster has a learning crater.

    Quote:
    Unlike real life, break frees are pretty darn cheap.
    Well if we are talking about real life the comparison really breaks down quickly.

    Would you go to a construction job with just a hammer? The blaster does.

    Would you design an automobile with out seat belts?
    A house without a fire alarm/sprinklers?
    A ship without life boats?
    A boat without life vests?

    A blaster enters every combat without the tools needed to survive.
  23. Quote:
    Originally Posted by Memphis_Bill View Post
    Except, of course, that the wrong comparisons keep being made. "I can't play like a brute" .... well, you're not supposed to. Why do they have mez protection? Because they'd never get to 90% of the spawns in the game without it.

    Not necessarily, no. And I don't care about IOs or Incarnate powers. Frankly, I think they're a bigger part of the problem with the game as a whole.

    You haven't paid attention, then. That's not the "metric" used. They've talked a few times already about having scuttled that.


    I do have a similar ability to succeed. I have yet to run into something any particular AT encounters and sees as impossible to finish, running base settings (no, saying "+4X8" is not base) that any other AT can. In the same time? No, but that doesn't matter.

    ... funny, I seem to recall hearing people whine about how hard Mender Ramiel's arc is on their IO'd characters, when I've walked through just fine on SOs. And by the way, I tend to use SOs/common IOs for the majority of most of my characters lives.

    And yet I don't seem to have these surviviability issues or other complaints. Perhaps because I'm not trying to say "My blaster has to do this like a brute!" or seeing myself in "competition" with other ATs for some silly reason.

    When did ATs not have enough damage to solo? Not "Solo fast enough for Miladys_Knight's taste," not "Solo fast enough to end any mission in 5 minutes," but solo? I seem to recall soloing with *every* AT all the way back in Issue 3. Was I rounding people up to pre-load the map for 6-8 people on my controller? Of course not. That doesn't matter.

    No.


    Like I've said, sure there are little tweaks that can be done here and there, like on snipes and nukes (and I still feel Judgement needs to be severely dialed down in non-Incarnate content.) But that's vastly different than "the entire AT needs to be reworked." Especially when, again, the argument against it is basically "it's not X AT."
    Bill. Bill Bill. Sadly this is no longer Issue 5 its Issue 23 and in issue 23 only new players use a +0/x1 setting. For long time players there is absolutely no challenge in that setting for any AT let alone the dev ignored blaster. Any arguments based on that setting are essentially specious.

    Saying that YOU can do X with Y doesn't mean that the rest of the player base or even a large portion of it can do what you can do with an AT. The devs need to look at, and adjust to, what the majority of the player base does with the AT it is not a Memphis Bill-centric design.

    Blasters are basic ATs available to all players, even Freems. They should work as well as any other basic AT (albeit differently from the other ATs). They do not, and most of your arguments actually prove that assertion.
  24. Quote:
    Originally Posted by Memphis_Bill View Post
    I'm waiting for a reason other than "It isn't X AT" to revamp the AT as a whole. And most of the arguments end up sounding exactly like that. I mean, hell, EG wants them to be Dominators. Some people seem to want them to be VEATs. You're busy comparing your Blaster to your wife's Brute. Well, guess what, you're not a Brute. You play differently.
    You will be waiting forever then since performance (and thereby whether an AT underperforms or overperforms) is a comparison of the various ATs against the PVE environment in the hands of the total player base. Taking away comparisons removes the tools required to prove (or disprove) the argument.

    You also appear not to have read the comparison. As the blaster player I "should" have the edge. I have more play experience, I have equivalent IOs, I have better versions of the incarnate powers, I have a higher ranged damage modifier, I have more total AoE. The blaster AT as a whole is supposed to have given up survivability for damage. In that case where is all this extra damage? Shouldn't I be completing the map MUCH quicker with the blaster?

    The game's metric (and the devs proved that was the metric used when they introduced reward merits) is risk vs. reward. You need to tell me then why the blaster as an AT specifically is placed at more risk yet receives the same reward. Should not the blaster receive a higher reward for that greater risk? Shouldn't the blaster level MUCH faster when succeeding to make up for time and rewards lost due to more defeats?

    Quote:
    Originally Posted by Memphis_Bill View Post
    That's kind of the point of different ATs. Do I take longer to finish a map? Who cares? I'm managing spawns. It's how I survive as a blaster. So what if they're not "monkey pound keyboard" easymode? Not everything should be. If mezzes are so bad to you, use the tools at your disposal, team, or play a different AT.
    That's odd. I thought the point of different ATs was to have different playstyles while having similar ability to succeed just different tools to do so. Sure YOU are managing spawns the rest of the player base however is not. That would be who cares. I have a better idea. If you feel that everything else is "monkey pound keyboard" easymode then you should use the tools at your disposal, slot nothing but SOs (or DOs, or TOs, or none), play through Oro under constant debuffs, solo, or play a different game that would be more challenging for you. (See I can do pointlessly inane too.)

    Quote:
    Originally Posted by Memphis_Bill View Post
    I swear, it seems the forums in general just want everything to be a grey AT. Everything gets the same resists, damage, damage scale, recharge. Tanks, scrappers, stalkers and brutes can get pets and major ranged AOEs from level 1. Squishiess get melee level mez protection and defenses - and what the hell, let's throw team buffs in there, too. Everyone gets Hide level stealth with bonus damage. Oh, and plenty of control, too, can't let the controllers and doms have a niche. Everyone gets controllable pets with bodyguard. Let's reduce that AT icon to the worthlessness of the origin icon. Would everyone be happy then? Because that's the direction these freaking "OMG, X AT is worthless, it needs to be revamped!" discussions go - with *every* *single* AT. (And yes, I did basically just describe the result of Incarnate powers. Part of why I don't particularly care for the system.)
    I would agree with you except for one HUGE point that you are skipping. The Blaster niche - damage - HAS been given to every other AT when the devs decided that all ATs should have enough damage to solo. The only unique thing blasters have is that they are mezzed more often than any other AT, are defeated more often than any other AT, earn rewards slower than any other AT, and accumulate and pay off more debt than any other AT. I would say that is not the niche the blaster should be in or remain in.

    Quote:
    Originally Posted by Alekhine View Post
    See I view this as part of the problem here. This revamp that I keep hearing about survivability and nothing more. People have posted they want blasters to have the survivability of scrappers. Others want them to have the controls of a dominator. You are comparing times of farming a map with a brute? Where does this stop? There are other ATs and powersets within, that won't farm as well either.
    Since a blaster is supposed to give up every thing else for damage shouldn't the blaster be able to farm the fastest of all the ATs since farming essentially boils down to doing damage to defeat things quickly?

    Quote:
    Originally Posted by Alekhine View Post
    Let me ask this, even if all ATs and powersets could be balanced and equal. Should they be?
    I don't think homogenized ATs is the answer here.
    Let me answer that. All ATs should be balanced relative to the game environment. All ATs should be notably different from each other and play differently. At the same time all ATs should be able to achieve a similar level of success from using those different tools.

    Let me put it to you a different way. If balance is supposed to be a comparison of damage output to survivability and we know that the blaster is the AT that is supposed to be the lowest on the survivability scale then the blaster should also be the highest on the damage output scale.

    Now lets turn that around. The tank should then be the almost unkillable king of survival and they should do almost no damage what so ever to get that survivability. The Brute should then be doing slightly more damage for slightly less survivability and the scrapper should be a bit more damage yet for a bit less survivability. That is not even close to the way it works. Giving the blaster enough damage to make up for that comparable lack of survivability would mean the blaster would be one or 2 shotting bosses without Aim or Build up. Elite bosses would also be trivial taking perhaps a dozen shots to eliminate. Only an AV would be a challenge. Since adding the required amount of damage would be exceedingly broken the answer is to add survivability in one or more forms to bring balance to the blaster AT.

    Quote:
    Originally Posted by Alekhine View Post
    If you want mez protection and more built in survivability, there are multiple of ATs you can choose from already!
    My main two characters I play are a blaster and defender. Although, I have multiple tanks, brutes, and scrappers at 50 also. I don't play them much at all. Do you know why? I enjoy having to look at my health bar sometimes! Surviving things you are not 'supposed' to is fun! Sure, there are times I log in a more 'durable' character and just throat punch. To me though, that gets boring quickly. I'd say 95% of the time, I am on a blaster or defender. It seems to me that a more 'squishy' character has to think more proactively.
    What I want is the ability to handle common situations in the environment created by the devs with tools that are built into the ATs. It should not be a random "you can do X if you were lucky enough to get Y as a drop. Not lucky? Sorry, you lose." Blasters use inspirations to make up for tools they lack. ALL other ATs use inspirations to enhance the tools they all ready have and many of them can ignore inspirations completely. Blasters are the only AT that have the inspiration tray as part of their attack chain.

    Quote:
    I see that attack coming, is it going to kill me?
    Yes it is.
    Quote:
    Or can I pop a green, and keep going? YES!
    Opps NO! I'm mezzed dang.
    Quote:
    I will use inspirations!
    Opps, I guess not. I can't use inspirations when I'm mezzed.
    Quote:
    Even a breakfree if needed!
    Yay! Break free! Oh, wait I used the last one I had last spawn with the Carnie Illusionist. Wait I know I'll combine insps to make one! I have a big purple, 2 medium reds, a medium yellow, 2 medium greens, 1 small orange, 2 small wakies, 1 small green, 2 big blues, 1 medium blue, and 1 small blue. Dang, guess I'm screwed again.
    Quote:
    Sometimes breaking LoS before it's too late! Movement and stuff!
    Yay! Movement. Crap, I'm mezzed. No movement for me. Guess I'll have to play level 2 blaster and hope this 1/4 a bar of hit points that I have left is enough for me to finish off those 3 undamaged Steel Strong men charging in on me since I got mezzed right as I made my first attack...... Nope, guess not.

    Quote:
    Originally Posted by Alekhine View Post
    I don't care about the spreadsheets, numbers, and the human calculators of the forums. This playstyle is fun for me! You take this so called 'broken' blaster and give it the inherent survivability of a scrapper, I'm bored to death. You give me controls of a dominator, why would I just not play a dominator? I clear a farm map 15 seconds slower than a brute? 15 seconds? Who gives a poo!
    I'm tired of running out of break frees, purples, greens, oranges in content that my other toons don't even need to use more than the occasional insp for. Worse still, since my other toons don't need to use them I can combine them all into reds and completely outpace the damage output of the "king of damage"

    Quote:
    Wanna take a revamp look at the snipes? Go for it, they are outdated in today's game.
    Perhaps a reasonable (read not massive) damage buff? Ok.
    Easy. Double the recharge, triple the damage. Snipes are fixed. They are a once a spawn tool to eliminate a mezzing lieutenant before they can mezz you. It recharges (and animates) too slow to be used as an ultra safe way to level but it serves EXACTLY the purpose that a snipe should fill.

    Quote:
    Maybe take a look at the t9 crashes? Alright, though I'm not sure I am in favor of all crashless nukes.
    Leave the crash in. Triple the damage and boost the target cap to 22. BOOM! nothing left of that spawn (except for the 5% of stuff you always miss) exactly what you would expect of the "king of damage" what's the penalty for that? 20 seconds that you aren't earning rewards instead of 2 minutes returning from the hospital.

    Quote:
    But mez protection? Get outa here! :P
    Hey! Here's your brand new Ferrai. The fastest one ever made. "the king of speed" It's got all the bells and whistles. Multi-CD changer, AC, Sunroof every thing you need to drive down the road at hair raising speed.

    Gas! No, no gas. That niche belongs to all the other cars. You can't have any gas. Get outa here!
  25. Quote:
    Originally Posted by Alekhine View Post
    Exactly how do you equate this 'x times tougher' you are talking about?
    I've said in another thread, that sure, some tweaks could be made. But, your posts seems to be hyperbole. Either that, or I have had a history of some very good RNG numbers.
    You may simply have good twitch reflexes which may not be the case for a majority of the player base.

    Quote:
    Originally Posted by Alekhine View Post
    Also, this mez protection issue I am just not understanding. On most teams, it becomes a non-issue. Either by tank'age or buffage. If solo, you plan accordingly.
    I've played blasters for a long time now. Frequently in a high mez environment planning accordingly is simply not enough planning mainly because of a lack of tools/resources. In another thread I listed some of the "time spent mezzed"/"time logged in" numbers of several of my characters. My blasters spent 2-3 times the amount of time mezzed as any of my other squishy characters and 10 times longer than any of my characters that have built in mez protection. I spend time soloing and teaming so I can only conclude it is a problem in both states. Since all blaster mitigation is either active or toggle and mez prevents active mitigation and suppresses toggle mitigation, having an AT that, by design, is only effective while able to use their powers without any built in means to maintain that state is "broken" design.

    I'm not sure that defiance 2.0 solved that problem as the blaster that I have that spent the highest ratio of time spent mezzed/time logged in was created AFTER D2.0. That tells me 2 things:

    1) Defiance 2.0 is letting me stay alive longer in the mezzed state.
    2) I'm spending FAR too much time in game locked out of all but 3 of my powers.

    Let's face it. This is a game we are talking about and leveling to 50 so that you can spend an unacceptable amount of time playing at an effective level of 2 while ALL other ATs are either virtually mezz proof or can avoid a large percentage of mez in the first place is NOT fun.

    Depending on how the numbers work out I could have spent 12% (or more) of my actual combat time on my blasters in a mezzed state. (Once you factor out time spent doing other activities and time spent taking steps other ATs do not need to use or need to use much less often)

    Quote:
    Originally Posted by Alekhine View Post
    Look folks, I don't want to simply face-roll across my keyboard to play my blasters. In every tf, trial I have completed with my blasters I have done so without death. 100% of the time? No, of course not. But, I have been there to see scrappers, brutes and tanks die. All while I am still blasting away. I can say for sure, I do not die 6 times more often than those ATs. And, that is totally not from standing in the background, watching the carnage.
    All that means is that you are not an average blaster player. I am not an average blaster player. I would venture to say that most of the forumites that have an interest in blasters are not average players either, however blaster balance is based on average player performance. Blasters have been underperforming ALL other ATs by a significant margin since long before D2.0 rolled out.

    Quote:
    Originally Posted by Alekhine View Post
    So yeah, certain tweaks made to blasters? Sure.
    But, I am seeing a lot of exaggeration to this 'broken' claim to blasters.
    Tweaks are not enough. D2.0 was a "tweak" and it wasn't enough. The blaster AT as a whole needs a serious revamp.

    Quote:
    Originally Posted by Yogi_Bare View Post
    Curiosity, are people ignoring EPPs [and IO sets/uniques, ATOs, Accolade/Temp Powers] (for mitigation tools) or are they just not significant enough to matter?

    Also how are we figuring damage comparisons between Blasters and everyone else; Doms, I can see since they both have offensive Primaries and Secondaries but I'm honestly at a loss when I see comparisons to non-pet ATs that have half the number of offensive tools (please clarify this for me).
    My built for mitigation Rad/Fire/Mace Blaster (Soft capped S/L defense, 35%ish vs energy) can clear an AE map at +3/X8 that I play on with 0 or 1 deaths in roughly the same amount of time as my wife's dark/dark brute can (she usually finishes the map about 15 seconds earlier if I don't die. We frequently "race" simultaneously soloing this mission). My blaster has T4 Alpha cardiac, T3 Void Judgement, T3 Reactive interface, T3 Longbow Lore, and T3 Clarion Destiny. I feel "locked into" those choices (except for lore).

    My wife has 1 year less CoH experience than I do. She plays on +4/x8. Her brute is IO'd for additional mitigation. In the last 20 times we've run this map she has died a total of 0 times (I've died 5 in 20). She has T3 Alpha Cardiac, T2 Void Judgement, and T1 Reactive interface.

    I can clarify why she is faster with "1/2 the number of offensive tools"..... recharge. She can slot more global recharge than I can without sacrificing mitigation. The 2 toons have about the same amount of endurance draw. She can use all her best offensive tools seamlessly because of additional global recharge. If I could afford the same amount of recharge she would still do better because I am all ready using all of my best offensive tools as fast as I can activate them. I have attacks sitting in my power tray that only get used if my recharge gets debuffed because I have TOO MANY attacks available and little to nothing in the way of utility powers to choose from. What it boils down to is that she has 2 power sets to use and I have 1 because I can't animate my powers fast enough to use them all before something better is recharged and so I'm only getting to use 1/2 my powers most of the time.

    Quote:
    Originally Posted by Madadh View Post
    Hey now, don't try to frame me as the blaster champion.... I personally don't enjoy the AT at all... I've never understood why someone would play a blaster.. My point was that my lack of understanding doesn't disqualify them as a viable AT. They may, or may not be a viable AT, but my lack of understanding one way or the other isn't proof at all...
    Learning to play a blaster well will teach you tools and tricks that, when used by your other ATs, will transform them into minor deities. If you can stand the grind to learn I would highly recommend doing so as it gives you a better understanding of the game.

    Quote:
    Originally Posted by Memphis_Bill View Post
    I can play it, enjoy it, and not give a tinker's damn about what any other AT or player is doing. I'm not trying to "beat" them, after all. It's not a competition.
    I'm so glad you can enjoy it..... but how about we let the devs revamp the blaster AT so that most of the rest of the players in the game can enjoy them too instead of having them abandoned more often than any other AT?