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Quote:True, but that's not really a comment on what I said so much as it is another point entirely. What I said is that WP has more leeway to supplement its defenses with Luck inspirations. I didn't explain that statement because I felt like the reasoning is obvious: WP has less need of both greens and blues.Commenting on this again. One luck would make quite a difference for the Invuln in that video who would then almost be defense capped, whereas the WP would still be sub 30%.
And once we start talking about builds that use pools and IOs, we're effectively talking about two sets that start at the soft cap, which means that Invuln gets more mileage from its debuff resistance, but it also means that WP can throw Lucks at the problem and remain functionally immortal.
The basic bottom line here is that Invuln is likely to be roughly as strong or maybe even a smidge stronger in terms of pure survivability, but it spends a lot more time and effort filling in various weaknesses that WP doesn't have to bother with. As you allow for more resources to be spent on each build, the WP can focus on survivability whereas the Invuln has to worry about endurance management too.
Quote:Originally Posted by StratoIndeed, but I do not need to construct scenarios such as that to demonstrate the point. Starsman specifically mentions tanking, which favors mitigating incoming damage over 10-20 seconds, not 4 minutes. Invuln certainly is not a stellar performer in that scenario unless the damage is heavily weighted towards Sm/Le (which, of course, it normally is), although if Dull Pain is available, they do much better. But WP is just as susceptible in that shorter scenario and they are more susceptible to Sm/Le.
The immortality line has its limits in practical application. That is true. It's also true that you can easily adapt the immortality-line calculation to fit smaller windows of time. It also may very well be true that Invuln has a sizable advantage against burst damage, but simply citing a cliche ("longer fights favor regeneration") isn't sufficient to prove the point.
I object to the implicit logic of the exchange more than I object to your conclusion. The reason I used an absurd example in my last post isn't that I was trying to represent your position as absurd; I used an absurd example simply to establish that the axiom you cited isn't an axiom. -
Quote:Depends on the particulars. What's your definition of "shorter fight" in this context? How much regeneration versus how much RES/DEF are we discussing? You can't say that a longer fight always favors regeneration. The problem with statements like yours is that they sound reasonable in the abstract, but when you really look at the scenarios that would support those statements, they sometimes turn out to be preposterously impractical.Indeed, I am a big fan of the immortality line and believe that type of look has a very strong correlation with general play. But I also try not to underweight the value of preventative mitigation. Longer fights almost always favor regen. So while the test does demonstrate all three methods of mitigation combined, it does so in a way that emphasizes the benefit of regeneration (and for a variety of reasons undervalues Defense).
For example, we had a long long debate on the Scrapper forum a year or two ago in which someone argued that there are scenarios in which 5% DEF (in isolation, that is, without stacking it on other DEF) is numerically superior to 50 HP/sec regen. But in order to justify that statement, you must construct a scenario in which both hypothetical characters are totally screwed regardless. In other words, there must be so much damage coming in, so quickly that the advantage for the DEF character is effectively moot.
Quote:I think WP does have a smoother curve, especially over a whole mission. But in individual fights, you can often count on Invuln's health to move slower, which has qualitative benefits for human reaction times. -
Quote:Yeah, I see where you were coming from. Really, my comment about Fire/Cold DEF pertains solely to IO build strategies; it isn't worth building for F/C DEF because so many F/C attacks are also typed as S/L for the purpose of opposing DEF, and because F/C attacks don't generally carry DEF debuffs, as Lethal/Energy attacks have a tendency to do. (And because if you're building for significant IO DEF otherwise, chances are Invincie will cap you against F/C with a handful of foes in range whether you explicitly build for it or not.)Sorry for the redundancy, but just to make sure: I picked fire because:
1) Was easier to find critters in the wild that had heavy fire
2) Cold was also easy but debuffs Dull Pain recharge (may be meaningless, didnt have time to use it twice anyways.)
3) I did not want to create AE enemies because I would be accused even further of "fakeness".
4) AE enemies are also usually way stronger than the regular critters
5) Both sets (WP and Invuln) have identical mitigation against Fire, Cold, Energy and Negative. So testing one is almost the same as testing all (you may make the case that Cold survivability should be either stronger in sets with clicks or come with equally strong -Recharge resistance)
All of that is scarcely relevant to your test, which only measured each set's stand-alone survivability against a hat-picked exotic damage type. Probably shouldn't have mentioned it.
Quote:This is another Issue I have with Invuln, but not one I'm going in deep right now. But going over it quick: Invuln has to take 8 powers to have it's survivability. Willpower has to take 6. You would expect a power with no utilities would either be simply stronger or just needs to be given such utilities. -
I can't speak for Starsman, but in my view Invuln neither needs nor will receive a significant buff any time soon. Even if we stipulate that Willpower is better (given its comparable survivability and its recovery advantage), complaining about Invuln's state relative to WP would be akin to complaining that your Ferarri isn't as good as a Bughatti.
Quote:The video was fun, but after watching it I saw a lot of advantage for the Invuln. Oh sure, standing around doing nothing lets the high regen of WP work well and of course works against the much lower regen Invuln has.
10 HP/sec + 90% resistance = 100 HP/sec, to use an oversimplified example.
Quote:Just because a non-real scenario can be constructed in such a way as to emphasize Willpower's advantages over Invuln does not mean that Invuln's only real advantage is its capability to take extreme advantage of a pool power: Tough. I also do not think I'd describe Invuln tankers as having scrapper level performance against non-Sm/Le damage and I certainly do not think your video demonstrates that in any way.
That said, Willpower has a smoother performance curve. I don't think anyone can argue otherwise with a straight face. Starsman's scenario may be contrived, but it's an adequate analogy for a principle we all (should) understand intuitively. Invuln's strength is that it has higher peak performance against the most common attack/damage types in the game, which are coincidentally also the hardest hitting, typically. Invuln also has DEF-debuff resistance.
Then again, WP theoretically has more leeway to supplement its defenses (offset debuffs) with Luck inspirations. Quick Recovery appears to be the tie breaker in the comparison. -
Quote:You're entitled to feel however you wish, but you might feel differently if you understood the facts underlying the issue. The above-quoted paragraph is so blatantly wrong in almost every way that I can scarcely believe you're serious.ok, im not bothering to read more. I think I made up my own mind in my OP.
For those that do not understand my issue.
Stealth is an out of combat effect. It does not help my blaster at all. If i want to bypass (stealth through) mobs, I just run past them, AI doesn't even shoot at you! The only 'use' stealth might have is to get in close to mobs, then you could fire off a power that takes 20s or so, to activate, without getting attacked. This is a duplication of a POOL power, what is it doing in my BLASTER SECONDARY? The defense in Cloaking device is not real. Again, out of combat! Defense is worthless when nothing is shooting at you. It is currently a power that makes you transparent. This is a PLAYER effect, not an IN-GAME combat affecting ability. It just makes you transparent to yourself, and other PLAYERS. In itself, being hard to see to other players is a DEBUFF. This power as it sits is a debuff to you, that lies and says it is helping you when fighting, that is my issue with this power.
But hey, if you've made up your mind, then so be it. -
Haven't run the event, but I did pick up three procs for ~400 million influence the other day. Money very well spent. Should probably buy more.
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Nice work on the video, btw, Starsman.
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Quote:Yep. Totalitarian regimes are efficient in the short term, but the side effects are a serious buzzkill.Things Tyrant accomplished:
Slavery
Thought control
Secret Terror Camps
Elimination of democratic rule
Invasion
Lying about your own role in 'saving' the world
Diddling your granddaughter (NO RETCON)
Yeah, he's accomplished a lot. As did Hitler. Doesn't make him any less of a monster. -
That's true. Willpower does have a sizable qualitative advantage in Quick Recovery, though.
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Quote:The original post expressed gratitude for Paragon's communication. The community team here has nothing to do with past business decisions. In fact, Paragon as a whole studio has very little to do with NCSoft's decision to cut the EU offices/servers/whatever. Paragon might have recommended one thing or another, but at the end of the day it wasn't their decision to make. When Cryptic sold City of Heroes, Paragon took over (to use your phrase) the development and day-to-day management of the game; Paragon did not take over ownership of it.The original question posed was how thankful they were for paragon, the person I replied to requested that all mmo's should follow suit, I then stated 'no' as my experience has not been a good one since Paragon has taken over
You're entitled to feel however you like, but do understand the facts here. -
Quote:See, this is a straight-faced attempt at an argument as to why the nazi comparison shouldn't be used. I don't necessarily agree with Sam's argument, but ironically he's made a decent case against Godwin through his rational approach to the topic, even though his goal was superficially to argue for Godwin.We can argue about the morality of fascism, and there is some leeway to argue, as certain Civilization games have used that as a legitimate national policy, but I feel the larger point here is how well this matches the world of Praetoria. You can, for instance, quote the Rogue Isles as a nation of evil, and it kind of is, but it represents a very different kind of social structure, one based more around feudalism if anything, and is not at all similar to Praetoria. Bot consider how good of an example Praetoria is of a textbook fascist state not too dissimilar from that of, say, Starship Troopers. While you CAN make a parallel between Praetoria and the Nazi, it's really not the connection most people infer when the Nazi are brought up. What people infer is a connection of violence and murder, whereas what's similar here is the connection of social structure, instead. We cannot forget that Nazi Germany was, at the end of the day, a fascist state not too dissimilar from fascist Italy.
That's the connection and I believe the intent of the comparison, but it's also a connection that gets lost in the shuffle when you drop the bombshell that is the Nazi. Goodwin's Law, to my eyes, is more to point out that bringing up Hitler and the Nazi in a normally unrelated discussion is akin to firing a shotgun to a projector board to point to a PowerPoint presentation item. Yes, you've accurately pointed to the item, but your audience is a bit too shocked at you firing a shotgun at a meeting to see what you pointed at. It's also largely pointless in that it's a roundabout way to say something that, ultimately, doesn't need bringing up the Nazi to actually say. In fact, the Nazi have no real relevance except to add shock value which, ironically enough, ends up hurting more than it helps as it detracts from the actual point.
Yes, absolutely the nazi social structure is at play here. So, too, are the circumstances of Hitler's rise to power, which is pretty close to Tyrant's if my understanding of the game lore is correct. Both leaders used an external threat or threats as a scape goat against which to rally the populace and consolidate power. (In Hitler's case, the Treaty of Versailles -- which was legimately punitive to post-WW-I Germany -- and the Jews. In Tyrant's case, the Hamidon.)
Both leaders made liberal use of propaganda and indoctrination to maintain their grip on the populace. Both leaders declared (and subsequently lost) wars that they didn't strictly have to declare. (In Hitler's case, he shouldn't have committed to war with Russia when he did, and in Tyrant's case, it's at least arguable that he didn't have to make war on Primal Earth at all.) Both leaders were (effectively) removed forcibly from power by external forces, as a direct result of their arguably careless war-mongering.
The parallels are almost too apt not to mention them. This isn't simply a matter of carelessly invoking Hitler's name for shock value. -
Quote:Yes, I understand Godwin's law. Leaving aside the inherent contradiction in your combining, "Usually," with, "Never," the above-quoted paragraph is a fair interpretation of the axiom, and a fair approximation of what I argued in my previous post, in fact.The point is that constantly invoking Hitler is inappropriate. Usually the comparison is never appropriate or even close. The point Godwin made with his axiom is that constantly making Hitler/Holocaust comparisons diminishes the impact.
Quote:The idea is that, at the point you feel you need to make comparisons to Hitler is about when your argument starts losing credibility.
Quote:Because usually the comparison isn't accurate.
And in this context, it's not.
We are discussing the nature of evil in this thread. The whole thing is an implicit analogy to various historical figures who have earned that characterization. Some of the game villains discussed here might be analogous to Charles Manson, some to Jack the Ripper, others perhaps to Ratko Mladic or Saddam Hussein. And yes, I think one of them is at least tenuously comparable to Hitler.
We cannot divorce our understanding of fictional evil from our experience with and perception of real-world evil. The same thing is true of goodness, love, friendship, sadness; fiction only succeeds to the extent that the reader/viewer can relate to it. -
Quote:Yes.... I don't think anyone is contesting that.
Spending 9% of your time Power Boosting and dealing no damage is, nevertheless, a significant bite out of the 20% benefit from fast snipes.Quote:You see I view the 11% bonus from fast snipes as a free side effect from power boosting my defense.
In other words, if you're also using Aim, Build Up, and Boost Range, you're going to have more dead time, which means that the dead time from Power Boost will account for a larger proportion of your available attack time. If we stipulate that a non-EM Blaster spends let's say 9% of his time on Aim and Build Up, then his practical attack uptime will be ~91% of what you'd expect to find on paper.
If we stipulate that a comparable EM Blaster build spends the same 9% on Aim and Build Up, and let's say 4% on Boost Range, and 9% on Power Boost, then his attack uptime will be 78% of what you might expect to find on paper, or 78 / 91 = 85.7% of the non-EM Blaster's.
And if we stipulate that the EM Blaster's on-paper DPS (that is, his DPS before we account for activation time) is 20% higher than the non-EM Blaster's, the comparison works out to 1.2 * 0.857 = 1.028, or a net advantage of 2.8% DPS for the EM Blaster.
Now obviously, these numbers are heavily fudged. The actual numbers will vary quite a bit depending on your build choices and IO investment. What's clear is that EM loses a larger proportion of its DPS as recharge bonuses rise. On the other hand, EM also gains significant attendant benefits in the form of +DEF and in terms of endurance saved through its new Energize clone (the more endurance you use -- the faster you attack -- the more the endurance discount helps you, whereas recovery offers a static benefit).
It's not like EM is a loser here; I'm just saying that the much-touted perma-fast-snipe advantage may be close to a wash once you get down to brass tacks. -
Quote:No, but Brutes generally get the better end of the deal in high-buff team situations, because they can approach Tanker survivability. To the extent that Scrappers win with respect to damage buffs, they don't win by as much as Brutes do on the survivability side.Brutes lose in high-damage buffing situations? What advantage do you mean?
And you'll note that I've already acknowledged that Scrappers benefit more from damage-buffing Primary sets (like DM). That's one of the main reasons I said that StJ doesn't favor Scrappers. (Combat Readiness is a small damage buff, relative to the field.)
Quote:At the damage cap:
Scrappers
(1.125(Base mod) * 1.05(base crit chance))*(damage cap)5= 5.9
Brutes
.75 (Base mod)*(damage cap)7.75 = 5.8
That's against minions. Against higher ranged critters it's better for the Scrapper.
The damage-buff argument really only favors Scrappers by a notable amount when you're discussing lower-end buff scenarios. For example, a DM/Shield Scrapper will have a significant advantage, self-buffed, over an equivalent DM/Shield Brute build. Or let's say you have one Empath in your team; Fortitude will give a generic Scrapper a noticeably higher boost in damage output than it gives a generic Brute. But at the cap? Eh, who cares?
The one compelling thing you can say about the damage cap is that the generic Scrapper can hit his cap easier. Standard damage slotting + Build Up puts the Scrapper roughly 200% in base damage bonuses away from his cap. The same set up, and 80% Fury, puts the Brute about 340% in base damage bonuses away from his cap. -
Quote:1. Reducing Power Boost's cycle time to 15 seconds or less is a non-trivial endeavor. If your build does it, then more power to you, but yours isn't the typical case. Yours isn't even the a-typical case.For me it will be Tactics + Karma + Power Boost. No need to time and Aim and Build Up with Snipe. You get 22.6% To Hit once Power Boost is perma.
2. If you're cycling Power Boost every 15 seconds, then you're eating up the previously mentioned ~9% of your time without even touching Boost Range.
3. You should be using Aim and Build Up fairly often, regardless.
Quote:Can you elaborate? Do you macro your spam attack with Domination or something?
Plus, the Villain-Alignment power, Fury, gives me instant Domination if I happen to let it lapse. I haven't checked in awhile, but you used to be able to jump-interrupt snipe a bunch of times to fill your Dom bar even out of combat, too.
[Edit: Heh, that's supposed to say, "Frenzy," not "Fury."] -
Quote:Gotta say, I've never understood the almost religious awe with which people invoke Godwin's law on the internet. Hitler certainly doesn't belong in every conversation, but like it or not, he is an historical figure. Simply mentioning him shouldn't invalidate everything you have to say....GG, that is dangerously close to Godwin, and you really can't make that comparison. Not even remotely.
Though I obviously can't speak for the man, I doubt very much that even Godwin himself would apply his axiom so liberally as most people seem inclined to do.
In this case, in a thread the subject of which is the nature of evil? Uh, yeah. Hitler's an obvious candidate for analogy. -
Quote:Perma-fast snipe for EM requires that you juggle Power Boost with Aim and Build Up. Really, all non-Devices Blasters have become significantly more click-heavy in I-24; that's one of the reasons I don't like the snipe change.Energy Manipulation isn't as clickie as Regen. Once Power Boost is perma you basically put Hasten on auto and hit PB as is comes up. That doesn't seem that bad to me.
EM is just more click-heavy.
As for perma-Dom? That's why god invented keybinds. It's easy to set up the auto-toggle to alternate between two powers on a relatively long-term basis (~80-120 seconds, in this case); it's not so easy to manage four extremely short-duration clicks, and even if we ignore the qualitative complaint, the activation of all those short-duration clicks does eat up non-trivial amounts of time.
Quote:Boost Range doesn't need to be refreshed as soon as it comes up. -
Quote:Sure, I'm not saying it's undoable, and I'm not disputing that the options EM offers are advantageous, even if you don't consistently make use of them.After a few sessions with your final build, the timers in your head will keep it all together for ya.
What I do question is whether the pay off is ultimately worth the effort. That's largely a subjective question, but I'm also not entirely certain that the mechanical trade off in terms of dead time doesn't offset the DPS advantage of EM's perma-fast snipe, even on paper. If, for the sake of argument, you're hitting Boost Range and Power Boost once each per 30 seconds, then that's, what? 2.64 / 30 = 0.088, or almost 9% of your potential attack time eaten.
That's on top of the 9+% of dead time that most any IOed Blaster will incur through the regular use of Aim and Build Up. Now, sure, the EM Blaster is getting offsetting benefits over and above the perma-fast snipe (a part-time DEF and control/debuff boost, and a significant boost to the coverage of any ranged cone), but if the perma-fast snipe isn't an unreserved advantage, then that changes the complexion of the discussion by a not-inconsiderable amount.
My offhanded comparison between Blaster EM and Scrapper Regen wasn't a wholly whimsical. Rightly or wrongly, people have complained for years that as Regen approaches its (defensive) performance peak, it loses more DPS -- and Regen's clicks aren't available anywhere near as often as EM's. Clearly, EM will be very strong, perhaps even the strongest Blaster Secondary in I-24 (based on what we know now), but it's not obvious to me that EM will be significantly superior to its peers, all things considered. -
Quote:Yeah, that's pretty much always the bottom line.As others have said it's all down to playstyle, do you like playing brutes and chasing fury or playing scrappers and trading some hp and lower caps for steady damage + crits?
If the question is whether a particular combination of power sets favors Brutes or Scrappers, though, you can make a rational argument one way or the other. In this case, I have to go with the Brute: the interaction between Willpower's regeneration and the Brute's higher HP (and much higher HP cap) is an obvious advantage on the survivability front, and on the offensive front, StJ is one of a handful of primary sets that don't obviously favor the Scrapper.
(Combat Readiness has a lower-than-usual damage buff, so the Scrapper gets less mileage out of his higher AT scalar, relative to the Brute, than he might get from a set that has Build Up. Also, Scrapper criticals don't give you full credit for StJ's combo-point damage bonus. All in all, StJ might even be the worst set for Scrappers relative to Brutes.)
And I haven't even begun to consider the Brute's advantage in high-buff team situations.
You won't regret picking the Scrapper; it's certainly conceivable you'd enjoy playing the Scrapper more -- but if I were picking a powerset combination for a Scrapper, StJ/WP wouldn't be it. A combination like, say, DM/Shield is on the opposite end of the spectrum. And if we're looking at StJ in isolation, I'd have to agree with a previous poster, actually: Stalkers probably get the most mileage out of StJ. -
Quote:There's always room for dancing hamsters.Sam beat me to it -- an arc that used EVERY SINGLE "asset" would be like those early 90s web pages that used flashing text and italics and bold and ALL CAPS and blaring music and dancing hamster wallpaper...the ones you couldn't click out of fast enough.
Less is more.
More seriously, all the old content needs is massive pruning. If the existing arc requires the player to go to ten separate warehouses, kill all the dudes inside, and grab a McGuffin, pare it down to two or three warehouses, or hell, one would be ideal. And try to minimize gratuitous inter-zone travel.
The most glaring flaw in the game's original content was largely solved in CoV, which launched scarcely more than a year after CoH. The fix doesn't require any new tech at all, as far as I can see. It's just a matter of pacing. -
All I know is that I wish my Ice Controller had the Blaster version of Shiver. And that's on a character for whom Shiver's debuff is even more redundant, in theory.
It'd be nice if it did damage for both Controllers and Blasters, though. -
Quote:I dunno, man. On paper, you're probably right. Energy already had a surprising amount of utility before I-24; the (needless) mechanical quirk of the snipe change only adds to that utility, relative to the utility of other Blaster secondaries.Well I think you are missing what was the original point which was energy manipulation as a set is going to be the best seconday choice to pair with all the primaries.
But realistically? Managing all of those extremely short-duration click powers (Power Boost, Boost Range, Build Up, Aim) is going to be a PITA. The dead animation time you'll incur in the regular use of those powers shouldn't be underestimated either.
Someone recently (either in this thread or another) compared I-24 Energy Manipulation to Scrapper Regeneration, and I think that's an apt comparison: EM will give you high theoretical performance potential, but that potential will come at the cost of constant micromanagement. -
Quote:A seamless attack chain is a useful benchmark not because you should adhere to one in normal play, but because it means that you can start to pick and choose among your best attacks. The point is that melee sets can do it with one set whereas blast sets traditionally don't allow you to do it. The point is that you can supplement your offense with higher DPA attacks from your secondary, if you choose to utilize Blaster melee attacks.Seamless is barely relevant in normal play. I assure you, every ranger can build to be attacking at a very high rate. Between throwing out AoEs, self buffs, single target attacks, moving, using inspires, using buff/debuff powers (for rangers that are not blasters), etc., the ranger is not frequently staring at a power tray without stuff recharged.
The fact that Blasters are more prone to interrupt themselves while attacking isn't an advantage.
Quote:But true, against those tough targets like AVs, a rangers single target chain can be lacking (although I find I have that trouble with some armored characters and have to throw in an AoE as well). And we all know that AVs are really when you want to move into melee to fill those gaps!
Quote:The first sentence is incorrect. I am guessing (hoping) you intended it to be funny, I smiled a bit.
Quote:Next, I am starting to find the term Blapper grating on my nerves. As if using the blaster secondary attacks is some kind of degenerate playstyle. I am not talking about those builds that are excessive melee combatants. Rather, I am talking about blasters. Not rangers, not blappers. Blasters. Those who use both. When you are already building to be solid at range and supplement with melee attacks. As the range part improves, the need and/or value to supplementing with melee goes down.
It's not a degenerate play style to move into melee range situationally. It is, I think, given the over-arching design of the game, an odd-ball play style to rely heavily on (single-target) melee attacks as a matter of course. I personally can't justify taking them, unless they have some sort of situational utility (like the Bonesmasher/Total Focus combo Arcana mentions). PBAoEs I'll take, but as noted previously, that's largely because many primaries don't allow for WTFPWN AoE damage exclusively from range. The nuke buff will change that somewhat, but many nukes are PBAoEs themselves.
Which is an advantage for Blappers. Or Blasters who use secondary attacks, if you prefer. -
Quote:I find this quote amusing, because it hangs a lamp shade on the flaw with ranged attack sets. You're making my point exactly; not every attack set has the capability to construct a seamless attack chain at all, much less one that passes over low-tier starter attacks that may be sub-optimal in a high-end context. Blast sets are notoriously bad for the purpose of constructing seamless attack chains without IO investment.That is not an advantage. Every attack set has that. It is why people skip Repulsing Torrent and Barb Swipe. It is why they take Gloom. The fact that blasters have more poor attacks they can skip in order to take better attacks that negate their range is not an advantage.
Melee sets are complete in and of themselves. Blast sets need supplements. For Blasters, that supplement takes the form of Secondary (usually melee) attack powers, which is why I cited the extra selection of attacks as an (offensive) advantage for melee Blasters. I don't believe that should be a meaningful advantage, because I believe that blast sets should have a stronger selection of good attack powers (rather than the typical 3 regular-use ST attacks, one of which, up until I-24, only works at half-range) -- but there's no evidence that blast sets are getting the kind of overhaul I'd like.
Personally? I think Blaster melee attacks should be boosted so that they're more worthwhile even in comparison with a theoretically complete selection of ranged attacks. But I don't make the decisions.
I'm telling you what a Blapper's potential advantages are, and will be, in I-24. You keep saying that melee for a Blaster will be superfluous, but you haven't explained why you think that. The snipe buff and the range boost to tier-3 attacks doesn't even come close to killing off the Blapper, even if we ignore the qualitative benefits of various Blaster-secondary attacks (that is, even if we pretend that damage is the only standard by which to measure the melee attacks' value).
As for the rest, we're in irreconcilable disagreement territory. I'm not interested in rehashing the epic wall-of-text exchanges we've had elsewhere (and I doubt you're interested, either). At least you're open about wanting Blasters to be weak, and wanting Blaster ranged offense to suffer for the sake of the Blapper playstyle. And at least I'm open about my opinion that Blaster Secondaries were designed (and I use the term loosely) with a pitcher of beer and a dart board. -
Quote:Well, yeah. Apologies if I was unclear. I'm not making an argument that Doms/Scrappers/Brutes are unusually possessed of overpowered build options. Those three are just the most obvious ATs against which to compare Blasters.I'd amend this to say:
I think if you pumped the devs with truth serum, they'd tell you that a good number of Dom/Brute/Scrapper/Controller/Widow/Soldier/Stalker/Defender/Corruptor builds are overpowered...
(I have no practical experience with Squiddies, and I don't have a end game Mastermind to say.)
Pretty much the whole game is affected by power creep; you're right about that. My only point is that the developers probably aren't interested in giving Blasters every bit of the same power creep to make them strictly equal to other ATs -- but that doesn't mean that the devs aren't interested in or concerned about Blaster balance.