StratoNexus

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  1. So you honestly think Invuln needs to be buffed?

    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. But that is a non-real scenario. Too bad you didn't use a WP tanker, you likely would have had to stop at some point and declare him unkillable.

    High regen is very good in a mission environment in order to facilitate moving from spawn to spawn quickly, but even there Willpower has a strong limiter, as its regen rate isn't nearly so high most of the time since it needs to be powered by enemies.

    The Invuln was missed a great deal more. Although there was also likely a fair amount of lethal (and maybe some smashing) damage as well, which should favor the Invuln. A shame you didn't show the sm/le stats and the damage taken log (maybe the to-hit log as well). It might be interesting to see how both fare against higher than +1s as well.

    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.

    I miss my 66% resistance to Fire/Cold/Nrg/Neg too (on my scrapper). I use Unstoppable when I want that again. I do not think it is likely Invuln will be buffed, but I am interested in hearing more of your thoughts on it.
  2. Quote:
    Originally Posted by Jabbrwock View Post
    Sometimes you *ARE* in the middle of a mob. Having sustain in a power that you really shouldn't be using in that situation is not the greatest idea, IMHO.
    If I am in the middle of a mob and feel I need to use my sustain power RTFN, I don't think I would mind if they got knocked back.
  3. Quote:
    Originally Posted by Kirsten View Post
    Wow. That's some good defense there...Should power boost be slotted with IOs?
    Power Boost doesn't take any sets. You could use SOs, but level 50 common IOs are better (my build all has level 40s, because I have my default set to 40 and didn't bother changing it, but I'd use 50s for the commons once I could (and I use whatever is available for sets, although I usually try to stay level 35 or higher).

    You will still likely want to eat inspires pretty often, I'd consider one of those binds to convert inspires into purples. Hit PB before eating each Alpha and you only need one luck, although I'd be prepared to drop a second one if things get rough (although that is what Personal Force Field is for too).

    The difficult thing will be holding aggro. This build does not generate enough hate. I am not sure how to rectify that. Spamming Explosive Blast as much as possible was my main idea, but I don't know if that would be enough.
  4. Quote:
    Originally Posted by PRAF68_EU View Post
    Rad and Time are the best debuff sets, then Dark, then Cold and Traps and Poison, then TA comes puffing up the rear like a fat schoolboy. I thought everyone knew that.
    Everyone knew an order you made up? Seems doubtful. Time is a fabulous set, but it is because it mixes buff and debuff. It is not near the top when you talk about debuffs alone.

    I thought everyone knew this about the relative ranking of buff/debuff!
  5. Quote:
    Originally Posted by Kirsten View Post
    ...on a Blanker build. Yes, I am insane enough to want to pursue a Tanking build for my Energy/Energy Blaster. Are there any recommendations as far as power choice/slotting? Or am I pretty much PANCAKE outta luck with that powerset combo?
    I've always preferred /Fire for tanking because it has two auras, one of which has an auto-hit component. But /Nrg will have some strong survivability options with Power Boost and a defense build. I'd also consider Aid Self, which also works very well combined with Power Boost.

    I think I'd try to build using a resistance APP and get as much defense from other places as possible. I'd strongly consider Force or Flame for the APP with a small consideration for Electric.

    Below is an idea. I'd strongly consider Spiritual Radial, but I used Agility Radial for now. I'd likely slot Energize (Conserve Power) with the 3 Miracles that include recharge and then any cheap Heal/Rech IO. I'd lean towards Void or Vorpal for Judgement, Diamagnetic Core Interface, Storm Radial for Lore, and the Clarion Radial for Destiny.

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Nrg-Nrg-blanker: Level 50 Magic Blaster
    Primary Power Set: Energy Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(39)
    Level 1: Power Thrust -- Acc-I(A)
    Level 2: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(3), Posi-Dmg/Rng(3), Posi-Acc/Dmg/EndRdx(5), Posi-Dam%(5)
    Level 4: Energy Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Dam%(11)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(43)
    Level 8: Sniper Blast -- ExtrmM-Acc/Dmg(A), ExtrmM-Dmg/EndRdx(25), ExtrmM-Acc/ActRdx/Rng(33), ExtrmM-Dmg/ActRdx/Rchg(33), ExtrmM-Dmg/EndRdx/Rchg(33), ExtrmM-Acc/Rng/Rchg(48)
    Level 10: Bone Smasher -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(15)
    Level 12: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(19)
    Level 14: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(21)
    Level 16: Conserve Power -- Empty(A), Empty(17), Empty(17), Empty(19)
    Level 18: Stimulant -- IntRdx-I(A)
    Level 20: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(40)
    Level 22: Aid Self -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(40), Numna-Heal/Rchg(40), Numna-Heal/EndRdx/Rchg(43), IntRdx-I(43)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Explosive Blast -- OvForce-Acc/Dmg(A), OvForce-Acc/Dmg/End(27), OvForce-Dmg/End/Rech(27), OvForce-Acc/Dmg/End/Rech(29), OvForce-Dam/KB(29)
    Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(45)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31), RctvArm-ResDam/EndRdx(31), RctvArm-EndRdx(31), RctvArm-ResDam(46), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 32: Nova -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 35: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def(50)
    Level 41: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
    Level 44: Force of Nature -- RctvArm-ResDam/Rchg(A), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(46)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48)
    Level 49: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(50), HO:Cyto(50)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Defiance
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(39)
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 50: Agility Radial Paragon
    ------------



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  6. Quote:
    Originally Posted by Issen View Post
    As for specific question I want to know:

    How is it that UN somehow recognizes the Rogue Isles as a sovereign nation and yet after numerous invasion attempts the US just hasn't declared open war?
    Well, they could invade the RI, but it's cheaper to let Statesman send 8 superpowered heroes to invade instead. It also gives them deniability.
  7. Quote:
    Originally Posted by Mad Grim View Post
    Gotta side with Kirsten here. It is, in fact, 42.
    Blasters, they shoot things.
    13.
    It is undeniable. Those of you trying for 36, or even more overblown at 42 are reaching too much.
    13. Enjoy the simplicity and truth. I hear there is freedom in it.
  8. Quote:
    Originally Posted by Mad Grim View Post
    Great, now we need a politically correct term for blasters who act like scrappers.
    LOL. Don't mind me. I think I just went off the deep end for a little. And scrappers don't jump in and out of melee like a blaster who uses both sets.

    Quote:
    Originally Posted by Arcanaville View Post
    The fact that you're conceding any advantage at all implies that blapping will still have a place. We don't generally stop doing things that are better because they become less better.
    This is not necessarily true in a scenario with multiple variables. Using the melee attacks may be better in some ways, added damage and possible control, for example. But they have build costs as well as the obvious exposure to extra risk.

    It is possible for the added damage and control to be better, but still not worth those costs. Not enough better?

    I am figuring we are not at that point though, so I will cease belaboring the concern.
  9. Quote:
    Originally Posted by Leo_G View Post
    Hey, I'm not opposed to improving powers but don't see it as fair to practically strip the use of another power instead just because you don't like it. Putting damage into Frozen Aura just morphs it into a weaker damage tool at the cost of its control. As is, you can take any of the sleep powers and stack it with Frozen Aura to sleep bosses and practically any Blaster can pick up one of those powers for superior solo control.
    Adding damage to FA does not invalidate its use as a control tool. It limits its ability to stack because the other sleeps blaster can access have damage. Why aren't you complaining about that? If Flash Freeze and Sleep Grenade did not do damage, FA could pull double duty (Siren's Song would suffer, but I have trouble weeping for Sonic, its control is awesome without stacking sleeps).

    But I don't really want to stop those 5 people who are stacking sleeps, I'd prefer something else be done (just like I would have preferred something else for tankers). (while I am being snarky here, I do mean it, I'd prefer they not add damage to FA, I typed too fast in my previous post and said something that I don't really believe).

    Quote:
    Originally Posted by Leo_G View Post
    Shiver? All it does is slow. Why not 'add damage' to that? It doesn't invalidate its purpose (slowing stuff) and they already have a power that does something similar: [Arctic Breath].
    I wouldn't mind that. But shiver's -recharge is massive. Saying all it does is slow is like saying all Rain of Arrows does is damage.
  10. Quote:
    Originally Posted by Arcanaville View Post
    The fact that you're conceding any advantage at all implies that blapping will still have a place. We don't generally stop doing things that are better because they become less better.
    Alright. I am probably being paranoid. It does look like I am pretty much guaranteed to lose our bet.

    Quote:
    Originally Posted by Obitus View Post
    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.
    Alright. I am convinced to wait and see. I do like using HoB precisely because it meshes so well with blaster melee powers.
  11. I have and use shiver on my Ice/Ice blaster. I would miss it. If they add damage to Frozen Aura, now that would be good.
  12. Quote:
    Originally Posted by Obitus View Post
    I find this quote amusing, because it hangs a lamp shade on the flaw with ranged attack sets. You're wrong; 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.
    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.

    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:
    Originally Posted by Obitus View Post
    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).
    I don't think they are superfluous, I think they are getting close. The advantages they bring are already tenuous, and I24 further reduces them. I admit

    Quote:
    Originally Posted by Obitus View Post
    At least you're open about not wanting Blasters to be equal, 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.
    The first sentence is incorrect. I am guessing (hoping) you intended it to be funny, I smiled a bit.

    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.

    Finally, however or whatever the original design for blasters was, if you are going to abandon the melee portion, then abandon it. If the design has issues, but you want to keep the melee portion, fix both range and melee. Unless, of course, the melee attacks and powers are already good enough? I could be convinced of that, although I think some sets would still fall short.
  13. Quote:
    Originally Posted by Obitus View Post
    There's a huge, gaping chasm between the premise that balance isn't everything, and your apparent position, which is that the existence of a singularly disadvantaged AT makes the game more fun.
    No, but I have 8 years of CoH being a fun game and blasters being a popular AT to support the idea that balance isn't everything and that a disadvantaged AT makes the game more fun.

    However, this is fruitless, blasters are getting buffed and I am fully on board in supporting the changes and trying to make sure blasters get the best possible buff to make them more competitive and balanced. I was never against AT-wide blaster buffs, beyond the fact that I didn't think it was necessary and that time would be better spent elsewhere (new villain groups, fixing outliers like snipes, nukes, barb swipe, the Presence pool, APP Melt Armor (hey, I24 is looking really good!)).

    Quote:
    Originally Posted by Obitus View Post
    To be a little less flippant, I agree with your reading of the situation; it's doubtful that Blasters will ever be truly equal to Doms, Brutes, Scrappers, et al. I think if you pumped the devs with truth serum, they'd tell you that a good number of Dom/Brute/Scrapper builds are overpowered, and that the current dev team would never have allowed them in the first place. But even if the developers have no intention of making Blasters truly equal with their peers, it doesn't follow that the developers aren't concerned about the balance of Blasters versus other ATs.
    So what is fun and exciting about "sustainable ranged attackers"? Defenders and corruptors already fulfill that role and are among the least popular ATs (I can't prove that, but I believe it).

    The essence of the blaster AT is attacks from anywhere. VEATs and HEATs get to be sustained attackers. Why is this denied the AT originally designed to be that? What is the purpose in only improving 5/8ths of the blaster?

    Quote:
    Originally Posted by Obitus View Post
    Ranged-attack sets shouldn't be intrinsically inferior to melee-attack sets simply because the Blaster AT has poorly designed secondaries with a surfeit of melee powers. That goes for all ranged-set users; given equal AT-damage scalars, a ranged-set user should be on par with a melee-set user, because the design of the game already gives melee-set users (generally) massive benefits in return for the superficial disadvantage of melee range.
    I simply disagree. Range has advantages. Oh, those advantages are not strong enough to deny every semblance of survivability, but they are not also hand-wave dismissible.

    Quote:
    Originally Posted by Obitus View Post
    Your (offensive) advantage as a Blapper is that you have a wider selection of attacks from which to cherry-pick the most heavy-hitting repetoire, both single-target and AoE.
    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.

    Quote:
    Originally Posted by Obitus View Post
    And a pure Blapper will certainly benefit, perhaps moreso than a ranged Blaster, from a survivability boost to the AT.
    On the one hand, you could say that those who engage in a lot of melee need more of a survivability boost, so naturally this will help them more. However, the nature of this boost actually favors the lower damage rangers face. The mechanics being used to help blasters do not favor taking the kind of big hits one can face in melee. It will still be very useful, my own experience with a high regen blaster tells me that, but they will not favor blasters over rangers.

    Quote:
    Originally Posted by Obitus View Post
    If your problem is that content development has increasingly disincentivized blapping, then you should direct your complaints toward the power creep of melee ATs, not at any proposal to make ranged Blasters competitive damage dealers.
    No, I should direct my complaints to all facets that weaken the relative use and strength of blaster melee powers and I will continue to do so. The I11 buff to range, content development, the I24 buff to range, and the emphasis that I24 sustain powers do not require melee (even when attached to powers that were previously melee). None of them are bad decisions and I support every one, but together they weaken the relative use of blaster melee powers.

    If that is the direction we are heading, that is fine with me. But it is undeniable that the value of entering melee has dropped a large amount for blasters and we may be at or close to the point where it doesn't make a lot of sense to build for melee when you could focus on range and get better mileage.
  14. Quote:
    Originally Posted by Arcanaville View Post
    The problem is that you want blapping to work by making ranged offense not work.
    I guess that is sort of true. Obviously I don't want ranged offense to not work, but I do want melee offense to have an advantage of some kind. It has mostly lost its damage advantage. The counter mez thing still works to a decent extent, so maybe that is where I should focus my attention. I am not suggesting the devs should change course, but I also want to fully consider how the changes will affect the entire AT.

    Quote:
    Originally Posted by Arcanaville View Post
    There was never a moment during the glory days of blappers that they were not, even by self-identification, called marginal. I think it's fair to call them that because even when my main was configured for blapping (from about issue 1 to issue 19), I was calling blapping that on the forums with virtually no challenge, a time scale that includes essentially the entire range of time when blapping was popular.
    I disagree. Pure blapping, sure, that was marginal. But being a blaster was significantly more productive than being a ranger. I won't deny the danger, which means it may have been less productive for rewards if you died a lot. However, blasters that mixed in the melee attacks were, in the past, significantly more potent than pure rangers (both with control and damage). I do not think that advantage is as large now as it was in the past.

    Quote:
    Originally Posted by Arcanaville View Post
    The same reasons to do it before will still exist in I24. And the option will work better in I24. I will still have bonesmasher and total focus in I24, and I will still likely use them about as much as I do now, and for similar reasons (to deal with the critter that manages to get into melee, and to take on a tough mezzer).
    True, but better options will also exist from range, making the choice to enter and use melee less wise. As an extreme example to illustrate the point, if we make it so that every tanker gained a passive 10% resistance all and 4% defense all for every secondary power they take, there is not a lot of advantage to picking up some of their primary powers.

    Obviously, the I24 blaster changes do not trivialize the melee attacks that much and maybe I am worrying over nothing. However, I am concerned that outside of the sustain type powers, we have not seen anything that addresses improving the melee powers and that you, who have always maintained blasters were damage dealers at any range, are now defining blasters as sustained ranged attackers.
  15. Quote:
    Originally Posted by Obitus View Post
    The bottom line is that if you're going to have a game without enforced team roles, then you can't single out any particular AT as team-dependent. I grok that you like Blasters as a hardmode AT; it's understandable that you would enjoy the extra challenge or the seat-of-your-pants play style of the average Blaster build -- but you must realize that your arguing against Blaster buffs on the basis that you like weak Blasters isn't very compelling from a balance perspective, yes?
    I don't like that blasters are hard mode specifically, I am not enamored with getting pasted while solo (I have a high tolerance for it, but I don't particularly want it). I like that they make other people pay attention to them when teamed (and I think that will still be true even after I24). I absolutely agree it is not compelling from a balance perspective, but I am not positive that matters. Balance is not always required to make a fun, popular AT, if it has enough interesting features.

    That isn't to say I don't think balance is a good goal, I just don't find it to be a necessary goal. I don't think that is truly the goal with what I have seen from the I24 changes. They want to buff blasters, but I don't believe they want them to be balanced against scrappers, dominators, brutes, or contollers. Maybe I am wrong, but from what we have seen so far, I think the target is a bit lower than balance.

    I think the changes I have seen so far will make blasters more fun, more survivable, and more damaging. But I also see them abandoning the melee nature, which is sad to me, but a choice that could make sense. A fair number of people seem to prefer blasters as rangers. And while melee still seems an option, it is fast becoming a weaker option, where in the past you got value from entering melee, now it will be done just for style. Risk for no reward other than the joy of doing it, which is fine, but I think it will make even more people skip the melee attacks, which will give more impetus 2 years from now to marginalize the melee even more.

    I do not normally have a slippery-slope mentality, but I feel like I am reacting not to one incident, but a series of incidents, so I do feel like we are moving down a slope.
  16. Quote:
    Originally Posted by Arcanaville View Post
    Our purpose used to be to die. That's not a joke. We were meant to be protected by the other archetypes, and death was just what happened when they occasionally failed. And we couldn't need protecting if we were self sufficient, so we were not, by intentional design.
    You certainly won't get an argument from me on that score. I used that same reasoning to discuss why blasters did not necessarily need a survivability buff. Isn't there room in the game for an AT heavily dependent on teammates? The proposed changes coming in I24 tell us the answer to that question is NO.

    Quote:
    Originally Posted by Arcanaville View Post
    They were always marginalized and always will be marginalized because blasters lack intrinsic mez protection. But melee attacks aren't getting more marginalized in I24 than they are now, ranged attacks are just getting as effective as they were always supposed to be. Blapping was a way to make the less effective work more effectively. It'll be a partial casualty of the fact that Blasters will actually become the effective ranged attackers they were always supposed to be.
    I'd say that prior to I11 they had significantly more benefit. Enemy and encounter design has also significantly altered their benefit. I do not think it is fair to say they were always marginalized (unless you allow for big margins). While I agree the melee attacks always had issues, the margins for their use have been shrinking even further, on top of the old issues.

    Quote:
    Originally Posted by Arcanaville View Post
    But the melee option will still be there, and due to the radically higher survivability it will be a better option in I24 than it is now. If you wanted to make and play a blapper, I'm guessing +400% regen is something that would be of some use to you.
    Indeed, but why do it? Shouldn't there be a benefit to entering melee? Or is that old school thinking? Is it enough that the concept of a mixed range and melee blaster is mostly as functional as a pure ranger? Sure the pure ranger is better, but going into melee looks pretty?

    Quote:
    Originally Posted by Arcanaville View Post
    You could argue I24 opens the door to more blapper options. Realistically, any secondary could be a blapper but the two best blappers by lightyears were electric and energy, both with very strong melee attacks with mez. But while Ice Manipulation doesn't have those same powerful melee attacks, it might become the strongest melee ranged blaster by stacking ice patch, the improved frigid's debuffs, and frigid's massive absorb shield. Stack tough, weave, and temporary invuln on the absorb shield and you could have an extremely hard to kill blapper.
    Obviously, the mitigation powers help any blaster survive longer and may open people up to the possibility of using the melee powers, but why should they use them? If you can get the same damage level and mitigation from range, why waste power choices and slots on melee attacks?

    Quote:
    Originally Posted by Arcanaville View Post
    In fact, now that /Fire is actually getting real survivability, someone might put all that damage to some actual use. Electric/Fire has enormous blapper potential that is marred by the fact its also suicidal. But above some critical level of survivability Elec/Fire should become a PBAoE powerhouse. The only question is whether 2-3x better than we normally can get now is enough.
    It's certainly not a bad PBAoE unit, but is it a powerhouse? It seems it, without looking too close, so maybe I am fretting over nothing. But I think about Fire/Fire/Blaze scrappers or Fire/Fire/Soul Brutes, and I am not sure an Elec/Fire/Force blaster is competitive. Is it worth 6 plus seconds in melee range for SC and FSC, considering the improved ranged options? When we had to close to 40 feet for Blaze, jumping the rest of the way for FSC seemed more appealing.
  17. Quote:
    Originally Posted by Arcanaville View Post
    they are supposed to be sustained ranged attackers
    Is that a good AT definition? Does that give blasters a purpose beyond what they can do now? While I agree it may be slightly better than the current, "they deal damage", it certainly doesn't seem much more expansive.

    Or perhaps I should say it doesn't seem clear enough. I can think of definite ways of designing around that definition, but it still seems a bit too vague.

    Not surprisingly, I also can't let go of the concern of how this might affect the melee attacks and other melee oriented powers. They are already somewhat marginalized and if they get marginalized even further in I24, then they ought to be abandoned and the AT should truly be designed as sustained ranged attackers.
  18. Quote:
    Originally Posted by Arcanaville View Post
    Another possibility is to consider making the power stronger the closer it gets to expiration. The logic behind that is that since the last 90 seconds will be stronger than the first 90 seconds, you're more likely to not guess wrong if you try to take on one more spawn. The power will always be a little better than you might guess. By the time you get to having only 20 seconds left, its much more obvious that you should start looking for cover. When there's only ten seconds to go it should be really obvious if you can't kill it now, you should bug out.
    If it seems necessary to buff the defensive tier 9s with a crash, I love your idea, adding offense to the tier 9s seems a good idea. Most people seem to take and enjoy the tier 9s as they are, despite the presence of some who dislike them.

    When I had my idea for a Storm Armor set, I designed the tier 9 as follows (this was pre-ED and I have learned a lot since then, but I still love the concept of a more offensive tier 9, (I think the damage number listed might be brawl index)):

    Storm's Fury - (Toggle) You stand in the eye, channeling the fury of the storm. Channeling increases your hitpoint and endurance recovery while your foes are blasted by bolts of lightning. Channeling the Storm's Fury is very taxing and you will be drained of nearly all hitpoints and endurance, as well as be unable to regenerate or recover hitpoints and endurance for some time. +100% regen/+.32 end recovery, 0/sec cost, deals minor DoT Energy (.6111) in a 20' radius, will shut off automatically after 120 seconds, 880 second recharge, [heal, end recov, acc, dam, rec reduc]
  19. Quote:
    Originally Posted by Blue_Centurion View Post
    I hope the Devs come up with a solution neither of us "Hate" even if neither of us gets "everything we want"
    I want to be sure people understand, I want the crash. I mean that. I want Unstoppable to crash and I want it to be significant. I prefer the current Unstoppable with a crash to an Unstoppable without a crash even if they do not lower the benefits.

    I would not mind if the crash was moderated a bit, but if they totally take the teeth out of it, I will be sad.
  20. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Powers like Blizzard aren't considered as problematic to overall game balance so they tend to get left alone but nothing I've ever seen shows that the devs consider that to be WAI. It's just not a big enough problem to warrant the effort required to fix it.
    Indeed, at 6 minute base recharge and a horrific crash, not a big deal (obviously some builds can leverage it exceedingly well, and teamed it can get very good). Ice Storm's damage is low enough to also not be a big deal.

    With the coming changes to nukes, Blizzard being incorrect becomes more of a concern. I also see no reason why Ice Storm and Rain of Fire should remain incorrect, once you decide to fix Blizzard.

    Ice Storm, IMO, could easily leave the defender version as is and increase the corruptor and blaster version.
  21. Quote:
    Originally Posted by Garent View Post
    Your faith in an MMO community's ability to adapt to any sort of change is much higher than mine.
    Oh, I think people will freak if they fix corruptor Rain of Fire (as well as Ice Storm and Blizzard for corruptors and defenders), but they can't claim the cheese was moved. Numerical errors and balance issues are always up for change. Cheese moving should be avoided as much as possible.
  22. Quote:
    Originally Posted by Garent View Post
    Cheese
    Except changing the values to be correct still leaves it cheese and still leaves the cheese in the same place. I don't see people suggesting changing Rain of Fire into a targeted AoE or into a debuff patch.
  23. Quote:
    Originally Posted by Aett_Thorn View Post
    I agree with you for the most part. The problem is, where do you look at the balance of a set? Do you look at high-recharge cases, or do you use more "standard" recharge areas (such as a single recharge SO only, maybe with Hasten)? Also, remember that this is all just theoretical damage, too. If the EM hits total focus, and the team takes the target down before the hit lands, that is wasted damage that you can't account for. I'd love to see actual in-game numbers for the sets, but I don't think I'll ever get that.
    EM is still better than most at nominal levels of recharge for single target DPS (the results are in take 2 used very low recharge and has EM as number 2 just below Fiery). And lots of sets have long animation powers. Corpse blasting is not a solid argument, it happens to everyone, it is just more visible with TF, but it happen with GFS, MG, KoB, etc.; how much of Fiery's DoT never actually happens (Fiery's on paper damage is always going to be higher than actual in game performance)?

    I am 99% sure Arcanatime is used, Bill used it for the first results are in thread. It is worth noting that high recharge actually favors some other sets (at least according to Bill's results). Bill's first thread had high levels of recharge which does push Stone up above EM (EM maintains a good endurance advantage, naturally). Dark can also rise above depending on how good a Soul Drain it gets.

    Quote:
    Originally Posted by Aett_Thorn View Post
    The problem with that is that we can't show for or against EM in practice, because there's no way to gather data on it. So it may be horribly broken in actual gameplay, but we wouldn't be able to show that because we don't have the data.
    It seems unlikely the set has major issues, otherwise the devs would prioritize it instead of shrugging whenever it is brought up. They seem to have the same general feeling I do, something seems off, but yet it isn't a bad set.
  24. Quote:
    Originally Posted by Dr Harmony View Post
    And like Biospark says, keeping track of a 30 second buff and who last got it is not a whole lot of fun.
    They already took the joy of managing Speed Boost away from me, might as well kick my Empathy joy into the dirt as well.

    Managing the buff cycles is why I play Empathy (and I miss it on my kins and bubblers). YOU may not find it fun, but I do.
  25. Quote:
    Originally Posted by Rakeeb View Post
    If the devs don't take IO balance into account, then they're deliberately being bad at their jobs.
    But there is a difference between taking it into account and using IO builds as the primary balance concern.