Starsman

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  1. Quote:
    Originally Posted by EvilRyu View Post
    ^^^This. We will be going thru this all over again in a few more issues. Just wait and see. Personally what I would have done is grant blasters partial immunity to what ever damage type they do. Like fire blasters get 20% inherrent resistance to fire and lethal and additional 10% if they go with fire manipulation. While this does not fix the issues for all damage types its a big help compared to these crappy changes to ****** powers no one takes anyways.
    OK, from what I understand, Field Op should grant about 360% regen once slotted.

    If that is correct... my napkin calculations show that you would be getting... lets say... with only 3 slotted Health... 0.74% of your HP back per second.

    So... if thats right... Field OP also 3 slotted for regen would get you 1.83% of your HP back total per second (that's on top of the Health regen.)

    This means you can take 2.46 times the dps you would be able to take now on live*

    (for reference, this Blaster was able to sustain 11.9 dps at lvl 50 without enemies denting his HP, now he can sustain 29.3 dps without the enemies eating at his HP)

    Impressive? Not really, got to see how this plays with other things in play.

    But your proposal is to give the blaster 20% resistance to one damage type. Unless you happen to have other sources of resistance to stack that over, you are only increasing the potential DPS you can survive to 1.25 times what you normally would be able to (or 20.08 dps at lvl 50 before enemies start denting his HP), and thats only to one damage type.


    For reference, I looked at will power for stalkers (good reference point since they don't get RTTC) and, should I not be TOO rusty, the stalker with every power 3 slotted for full effects (including Stealth), and inherent Health also 3 slotted, and spamming it's click heal non-stop... would take about 60.55 (smash or lethal) dps before enemies can start denting his HP bar.

    That's 5.08x the baseline Blaster and 2.07x the blaster running Field Op.

    Suddenly... this is starting to sound more impressive... either that or my math is very messed up... and it may be, been ages since I do these calculations... or perhaps it’s just Willpower Stalkers that suck… (Arcanaville, I call forth thou math superiority!)


    *I am, for the time being, ignoring defense you may get from Field Op

    Edit:Found an error in the calculations, fixed, stalker now looks more reasonable but the values are still strong for blasters.

    Edit 2: found another error... will just make a new post with the corrections. Just note numbers above do not account for base regeneration, just additional regeneration on top of base.
  2. OK, given that the snipe change is a buff to all blast sets, not specific to blasters, I think it may be worth opening the scope a bit. Specifically about Assault Rifle in other archetypes.

    Most AR defender and corruptor combos have absolutely no access to a to-hit buff (pools don't count as Tactics still will need IOs to work and not everyone is VIP,) not to mention that a AR/Devices may get a sweet sweet late life, but in the early lives may not be able to leverage it at all either.

    There is also, Dominators. The following sets have no native ToHit buffs but have snipes:
    • Dark Assault
    • Energy Assault
    • Fiery Assault
    • Psionic Assault
    These sets would, for all purposes, feel their snipes are still useless. Heck, given the current form of Dominator Snipes (non-interrupt, long animation, 20s recharge, 3.56ds) some dominators may consider the changes to be nerfs more than buffs.

    I think I am wishing Snipe attacks got a more stalker Assassin's Strike treatment indeed, this meaning that should you use the snipe with less than +22% tohit, and under 80ft of range, then the power should act like a regular blast with acceptable damage, but based on it's cast time instead of recharge.
  3. Quote:
    Originally Posted by Arcanaville View Post
    You can't really do anything but concentrate the buff or spread it out, unless you want to start talking about lockouts and stack-prevention. And those have even worse public relations issues.

    Every single person complaining they have to respec into a power they didn't take now, will *really* be complaining if that one power is now two. And its unclear this really creates any options, because if more buffs are really needed, what happens to the players who choose to take only one of the two survival powers.

    In fact, if one is health recovery based and the other is preventative mitigation, those multiply. Two will be stronger than the sum of the parts. You will drift into an area where players start to complain about being penalized for not taking the two powers, because the synergy between the two mitigation factors becomes too compelling.
    OK, I will concede a lot of ground here mainly because I may be basing my opinions too much in how melee archetypes build their defenses and how “fun” it is for those ATs to build them up as they level, but got to remind myself these are not melee ATs and their secondary should not suddenly have a complete meaning change.

    However I do will add one more point/option, as I still feel abit too much is relying on a single power: what if any additional boost needed didn’t come from a single power, but from all powers? Have every single power (perhaps in the primary, only for blasters) grant or refresh a mitigation buff for a few seconds?

    Every blaster, would suddenly get at least some benefit for one. No blaster would have to wait until level 20 to get his survivability tool either.

    I mentioned something similar to this in another thread, although there I was talking about bulding it up. Here I just mean that using a blast, will grant defense, resist , hp or a combination. A fixed amount defined by power set, not enhance able.

    Would you consider such a secondary source to be counterproductive?
  4. Quote:
    Originally Posted by Coffin View Post
    The survivability enhancements don't need to be spread out among several powers in every set.
    I think it would be best if the +regen / absorb / HoT was added to the Defiance inherent power like the SoA passive bonus in Conditioning.
    Ugh no! I'll take a single Dwarf Form that I can at least decide how to slot over a homogenized inherent.
  5. Quote:
    Originally Posted by Arcanaville View Post
    You don't have to take it if you don't want to. Just like Regen scrappers don't have to take Integration.
    Good example. That would be just as suicidal, perhaps more

    Quote:
    Conversely, if the buff is something the devs perceive to be necessary to improve the set, then if its spread out among many different powers only the players who take *all* of them will get the intended buff. Everyone else will not. That's often a worse problem.
    Don't take me wrong, I don't want them to spread the buffs across all the sets, I also dislike the exaggerated spread of effects across melee armor sets as it is and find the best sets are the ones that focus their survivability on fewer powers and make the rest utility, like Fire and Shields.

    But at the same time, I sort of wish there was more than one type of buff for each set, with different slotting and source options. This round of buffs seems centered around healing and equivalent techniques. It may be nice if, should more buffs be needed, instead of just adding more healing, one more power (not more than one) was picked as a source for a mitigation-type layer (resist/defense/+HP.)
  6. Quote:
    Originally Posted by Another_Fan View Post
    Oh hell why don't we see what your back of the envelope calculation actually looks like.

    On SOs hasten is down 50 seconds out of 170

    And even with hasten up aim and buildup are completely unavailable 1/3rd the time.

    Yep being able to run my attack chain 2/3rds the time sounds great.

    Sorry to interrupt your evangelizing.
    This is an issue with obsessing over fixed attack chains, not with the game.

    Thats one of the reasons I always advocate priority based attack queues over chains, but it's something apparently only Arcanaville ever agreed with (in some posts, she still outlines chains constantly.)

    Anyways, there are insane number of things that can force you to alter an attack chain already, including the downtime of hasten or being affected by a recharge debuff or hit by allies recharge buffs.

    Attack chain consistency has never been rock solid and this snipe change does not really do much more than add a bit more ripples into that pond.
  7. Quote:
    Originally Posted by Arcanaville View Post
    Yes, and its going to open a discussion on those powers. Those snipes are not as good as blaster or other snipes, but perhaps more critically it seems some use the melee damage table and others use the ranged damage table. If all of them used the ranged damage table, I might be more ok with that. But the ones that use the melee damage table were already cheating before: to give them insta-firing would in my opinion be bordering on amplifying an exploit.

    And before anyone notes this: I'm fully aware of the cast time differences. My concern stands.
    To be fair, all ancillary ranged attacks for melee ATs always used melee tables, and not by accident.

    I recall discussion about snipes at the time they got created for stalkers and it being decided they would not ever have full critical due to this... I never noticed that some of them retained the ranged modifiers, though. I would had logged that as a bug under the original design rule. Not sure now with this.

    They do have 2x the recharge of a regular attack, all epic/ancillary powers do.
  8. Quote:
    Originally Posted by Arcanaville View Post
    The sniper-ranged AoE attack that shows up in Munitions Mastery.
    Just crossed my mind... this would include Scrapper/Stalker Patron snipes...?
  9. Quote:
    Originally Posted by EvilRyu View Post
    I am still a bit skeptical on these changes. Every time a dev says they are going to buff something its never enough. We have to beg and beg for years just to get what we were supposed to have at launch. Overall I do not see any of these changes truly saving blasters when they are in danger. At best it might slow down how long it takes to go from spawn to spawn but not something thats going to save us when the chips are down and you are just getting outright slaughtered by certain cheating npcs. I hate to say it but my only blaster I got to 50 was psi/psi despite the weak damage. It was the secondary that kept me going and playing it where as all the others wont be no where near as effective in that regard.
    My question is: what is their goal? Regardless of how strong or weak damage is, how survivable do they want blasters to be? Do they want blasters to be more survivable than a stalker? Less? About the same? A notch under? Half as survivable as a stalker?

    Note my curiosity is about their intention, not what we want or think is deserved.
  10. Quote:
    Originally Posted by Arcanaville View Post
    Supposedly all sniper attacks that aren't LRM.
    Refresh my memory... LRM?
  11. Quote:
    Originally Posted by JohnnyKilowatt View Post
    Hmm, I think all the non-snipe sets have a 40-foot blast that will still get boosted. Probably not enough, comparatively speaking, but at least it's something
    The boost is just range. That is nothing compared to the Buidlup/Aim dance Arcanaville just mentioned above, not to mention the insanity that an AR/Devices can pull with over-slotted targeting drone (remember, AR snipe does bonus damage if Targeting Drone is running, that will be on top of the snipe cast time being cut down)

    So yea... Sonics and DR were already low in damage comparatively.... Not sure I recall how Ice was doing balance wise but it also will be left behind a bit.

    Hawk did say they are looking at those sets though, I guess it's wait and see.
  12. Quote:
    Originally Posted by Arcanaville View Post
    Because you believe you need a lot of defense and resistance to get any benefit from regeneration. Which is false, but its your right to believe it.

    Also, some sets are getting absorb instead of regeneration, and energy manipulation is getting energize. The changes will make every blaster I've ever created more survivable: that's obvious. Whether it will make them survivable enough is a judgment call that will require actual testing to know for certain.
    I just hope, should they decide this "is not enough" they don't cramp even more into these powers. I already don't love the idea that technically all blasters now will have one power in the secondary that is nearly mandatory unless you are suicidal. I would had liked to see this kind of buff be a bit more distributed.
  13. Quote:
    Originally Posted by Arcanaville View Post
    For blasters that used to try to build for extra survivability in the first place, the challenge may not be all that bad. Looking at my current (Energy/Energy) build, I take the fighting pool for tough and weave: that's three powers. I'm thinking about dropping them and replacing with maneuvers and tactics. I lose some defense and some resistance, but I'm being handed Energize. Plus I have a high recharge build. Plus I already take Power Boost. That means I should be able to cycle BU/Aim/PB and have perma insta-snipe, plus get Energize, plus I now have an extra power choice.

    In a leveling build I would probably not bother initially with tactics and just rely on BU and Aim. Slotted with SOs it shouldn't be too difficult to reduce Sniper Blast's cycle time to under 10 seconds, meaning you can get two shots off during one BU window. So the attack chain might go BU->snipe->other stuff-> snipe->other stuff->Aim->snipe->other stuff->snipe->other stuff. Even though BU and Aim are not collectively up all the time, you could actually buff every use of sniper blast as it became available if you simply waited until snipe was available or about to become available before using BU or Aim. The actual "penalty" for not being able to buff snipe "all the time" might actually be almost non-existent until you get to builds with very fast cycling snipes.
    That sounds great.... but it also sounds like blasters with no snipes are in a HUGE disadvantage....

    I guess non-snipe sets can have one fast animation attack designated to get snipe-like bonus damage if you have that tohit buff level.

    It just crossed my mind though... are they doing this also for dominator snipes? Their snipes already are different with higher recharge and no interrupt...
  14. Quote:
    Originally Posted by Zul_Vakirol View Post
    Old set? DP has only been out since GR.
    Over 2 years old now. How time flies, eh?
  15. Quote:
    Originally Posted by Demon_Shell View Post
    Is that a problem with Nukes or a problem with Drain Psyche? Though I guess that does explain why it isn't so simple.
    I guess it's all about intentions. Perhaps they wanted Kheledians to be able to buff out of the penalty. Either way, nukes may still be revised. I guess they won't touch them yet because they want to make sure they can measure survivability boosts caused by the new survivability tools.

    If suddenly nukes can just be used left and right, well, that alone would increase survivability over what is now in production and would make it harder to quantify the impact of the new tools.
  16. Quote:
    Originally Posted by JayboH View Post
    See now I didn't hear that - I heard shorter animations, but the same animations.
    For them to be shorter, they have to be new. Technically even if they just remove chunks of the animation, engine wise it's just still a new animation.

    But thinking more about it, the change to do the dual pistol momentum mechanic would be too big... would require copies of all powers to exist and the powers to redirect... too messy of an implementation for an old set that already has an interesting mechanic.
  17. Quote:
    Originally Posted by Oliin View Post
    Conserve Power is becoming a version of Energize with less of an up-front heal but with more regen.
    Oh right! darn it started mixing sets in my head! I kept thinking Conserve Power was an Electric Manip power... Never mind that bit then!
  18. I also want to add: Yay! Normalized range!!! I always hated that!

    [edited to remove energy manipulation comment since i did miss something]

    Anyways, Pool power defenses and resistances are extremely weak for blasters due to their low resist/defense modifiers. Despite these changes I still think they should be bumped to scrapper levels! Heck dominators get higher resistance modifiers than scrappers do, and that's on top of their huge crowd control capabilities!

    Current self-defense modifiers:

    100%: Tankers, Defenders, Controllers, Masterminds, Widows, Arach Soldiers
    85%: Dominators
    75%: Scrappers, Kheledians, Brutes, Stalkers, Corruptors
    70%: Blasters

    Current self-resist modifiers:
    100%: Tankers, Defenders, Widows, Soldiers
    90%: Controllers, Masterminds
    85%: Dominators, Corruptors
    75%: Scrappers, Kheledians, Brutes, Stalkers
    70%: Blasters

    I think it's a bit unfair that blasters are tossed at the end of that list. Ideally, I'd group them with Dominators at 85% with both modifiers. Else at least bump them to 75%!
  19. I only skimmed through this thread, so apologize if I missed this but it seems to be missed that in teams its way more likely that a blaster may get to hit buffing from the controller, defender, mastermind or corruptor in the team.

    Heck, two blasters duo running tactics with 4 SOs will have perm +22.26% to hit.

    Anyways on another topic: Dual Pistols. I go to say I'm shocked they are actually going to change those animations *still have fresh memories of telling Synapse during the set closed beta that it WAS underperforming*

    Anyways, it crossed my mind... they doing new animations for DP... how cool would it be if instead of just replacing the animations they gave DP a Titan Weapons momentum-like mechanic?
  20. Quote:
    Originally Posted by Rejolt View Post
    2:31: Last question - (creepy moment with Silence of Lambs voice): What's the next AT you would hit, Hawk?! Hawk - um.. ahhh... Tankers? Probably be Tankers. No promises.
    *CRACKS FINGERS*

    Certain Redname just got automatically subscribed to my Dev Spam List.

    Arcanaville had her fun, now its MY TURN!
  21. Quote:
    Originally Posted by Eldagore View Post
    A change to ranged sets?

    You know, that other hero game, they have blast attacks that maintain DoT so long as you hold the button down. it is actually rather fun, and makes certain powers more logical and combinations of certain attacks dynamic.

    Powers like firebreath, rain of fire, x-ray beam, the psi tornado, burst, short circuit- if they worked like that it would certainly alter the dynamics of blast sets.

    Hows that for speculation?

    ....


    That is an interesting direction to go... not exactly that way since it would require too much change... but what if somehow all blaster attacks were cloggles of sort... all allowing for an extended DPS that drops if you activate any other attack... entirely eliminates the world of "attack chain holes" from blast sets... Each attacks dot can be slightly lower than the attack's activation time (we do want people to pursue the use of other attacks)

    The issue here is it would involve a lot of art team involvement. At least some new animations would be needed for "toggle mode" fire for all positions (running/flying) and a new continuous graphic FX would be needed for each set.

    The idea of holding down the one button would, in my opinion, suck in this game. But sustaining a blast in this toggle fashion... that may be cool...
  22. Quote:
    Originally Posted by Garent View Post
    If a problem with a set can be effectively addressed by modifying their animation times, then that's what we should suggest. Should we expect it to be likely to happen? No, because such a change requires cooperation between multiple people from multiple departments. Should we suggest it anyway? Yes, because we're players and the most that can be expected of us is to be aware that some of our suggested solutions require more resources than others. It's up to people within the company to determine what problems are severe enough to warrant resources, and which solutions will most effectively solve it versus how many resources it requires.

    TLDR: Whether it's an option or not isn't for us to decide. We just can't present it as the only solution.
    My point is not really about what requires more resources; but that it's my understanding the developers set a brick wall on animation changes for balance issues. Mind you, I think they recently shortened Gravity>Propel animation, so there may be exceptions. I doubt they will ever approach a full set wide animation change though, ever.

    You can suggest anything you want, but it helps to know where to not focus much time if the devs already said that's not an option.
  23. Basically all this happened about the same time. You will notice that most powers that got buffs were weapon powers with draw animation locks.

    Although Archery got huge benefit from those changes, it was mostly fixing of rooted time that lead to the change, not just balance.

    Few powers that share the brawl animation also were bugged in their cast time (energy punch being a great example) and had their root times standarized. Basically, all nerfs at the time were bug fixes.

    Blaster Tier 1 and 2 are one of the few true examples and I got to admit I didn't look much into how they achieved those. Not sure if they replaced animations with new ones or accepted a shorter root time even if it broke the animation earlier. Arcanaville was heavily monitoring that process so she will know for sure. I recall her saying at the time things like the developers being more likely in fixing issues with idle time than with numeric power balance... or perhaps that was about players perception... was long ago I forget.

    Other example of actual balance-targeted animation change would be Broadsword having a few power animations swapped, even that received some negative reactions from players that just liked X power with X damage and X animation, although accepted by many due to the low performance of Broadsword I don't think we will ever see animation swaps again.

    The only intentional nerf I recall using animation time was Energy Transfer from Energy Melee.
  24. Quote:
    Originally Posted by StratoNexus View Post
    Ironically, a large number of the powers I listed for animation changes in 2007 have already been altered, most of them falling in line with my suggestions. Knowing that animation changes can be problematic, I did also include the, "If the animation changes are not possible, then try this."
    There was a small window of time where many powers had animation times adjusted, but this was not due to a suggestion or balance reason, but instead as a "bug fix". It was BABs removing extra dead rooted time many powers suffered off, in some cases the cast times actually increased (see Stone Melee.)

    I think only one power was intentionally bypassed during that process and it was Spine's Barb Swipe, due to fear of buffing that set's damage capabilities.

    Quote:
    (but I am likely prone to thinking that what I have to say is more interesting than it really is ).
    Everyone has interesting stuff to say and you are no exception.

    I'm just noting the issue with the idea of animation time changes. I saw that list and feared this would derail into suggesting different arbitrary cast times for different powers.
  25. StratoNexus, I don't think animation changes are an option based on all we have learned about the animation system over the years.

    Also, I would never trust, animation time changes that are not recommended by Arcanaville (or myself after a lot of homework) much less would I even consider old animation change requests based on arbitrary desires to optimize specific attack chains.