[ QUOTE ]
[ QUOTE ]
Defiance works pretty well, but is very dangerous for a blaster. I recommend switching scrapper criticals and defiance around. It really sounds like something for a scrapper; and scrappers loose health slowly, where blasters loose it fairly quickly.
[/ QUOTE ]
Very good idea. Though in that case the effectiveness of criticals might need to lowered a bit since blasters generally do more damage than scrappers--and you might want to preclude the level 32 "nukes" from having criticals at all to avoid them being overpowered. But it could work technically *and* make sense.
Otherwise I'd be wary of relying on defiance as a blaster. When your health drops low, your best bet is to avoid the enemy unless you have an Empathy defender watching your back, or someone else can grab agro. Sticking around to fire off a few more shots, no matter how much improved, will likely get you a faceplant in 1-2 more shots, especially as you rise in level.
And defiance, as pointed out previously, does nothing vs. status attacks. As before, your only protection is to get them before they get you--something defiance does not address.
On another note, I find Monday's update about defiance very disturbing. First, the heavy emphasis on teaming (which I5 seems designed to force*). Second, and worse, the update presents it as a
fait accompli regardless of the feedback we provide here.
*I enjoy teaming--the interaction with other players to me is the best part of the game. But I don't my option to solo taken away, and many of the changes I5 presents on the test server seem to favor teaming at the expense of soloing, *and* force players into class-roles all too similar to other MMOs. But that's a topic for another thread.
[/ QUOTE ]
I can only echo these posts. Scrappers can live in the <40% HP area a bit longer than Blasters. Is that the only reason you wouldn't want Scrappers to have it, since they would be preforming at a boosted level for too long? But I digress. Blasters should have criticals, except maybe on nukes, and scrappers should get Defiance. If 40% is too high, since scrappers do live longer in those low numbers, you could further reduce it as well. Given BOTH options, the should be switched. With just criticals around, sure it fits scrappers, hitting the right place on someone at the right time to get a KO, but now given a choice, the new one fits even more.
Just think of the street fighting hero type, beaten down and bloody. He sits there, takes a deep breath while sprawled out on the ground with the villain standing above him. He reaches deep down and becomes defiant, not willing to let everyone down. He springs to his feet and hits the villain square in the jaw and knocks him off balance. The hero can now wail on the enemy over and over again, each punch being more powerful now then if he was fully rested and just thinking he was going to win. All he can think about is avenging his friends and delivering swift justice to the villain that wronged him. He knocks the villain down and then stands over the body, defiantly, and waits for the cops/medics to pick him up.
With Blasters, with the lack of natural defense or resistance, would be better with Criticals. From an RP stand point, you could see them lowering their body temp more or rising it enough where their respective projectiles are colder, more solid and striking the villain in the face (which come on, would REALLY hurt more than the gut or leg, hehe). Overall you could think of the blasters aiming, or using a different type of "ammo" to land critcals, even with the two new blaster sets.
That's just the dream of a broken, and bitter man.