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Quote:Interestingly, Super Strength Taunt is one of the primary reasons I bought the game. I was at a friend's house watching him play, and he taunted. I was like, OMG, what was that?I get that the point is to leave it vague in terms of exactly what we're doing, but I'd still like to see Taunt/Confront take on the aspects of the powerset that it's in visually. Weapon sets have the advantage here, as the taunt animation makes use of the weapon, most notably with a right-handed weapon and a shield where you bang the weapon on the shield. That's always cool. But non-weapon Taunts are just... A beckon.
I do understand though. After that initial joy, the bloom has worn off some (although first impressions are not easy to shake, the beckon and groan still make me smile). I'll never tire of pointing my katana at someone, but non-weapon taunts are less cool.
I will admit, I expected we would have more alternate animations for a variety of powers than we currently do. It wouldn't take all new animations either, the game has a variety of animations in it already that could be spread around. -
Quote:Taunt? I have never skipped it. I once put it off until the late 20s (an experiment I will never repeat based on that one experience). Confront is more situational. I almost never take it, but I have it on two scrappers. The wife has it on at least one, but she usually skips it too.What I do want to say, however, is that I do take Taunt/Confront on all of my characters and I... Kind of want to feel less silly for doing so.
Most tankers and brutes I have ever played with have it. There are some that skip it, but it is uncommon. -
He is gonna GOUGE OUT HIS OWN EYES! Save the eyes!
It bothers me to see people misrepresenting the thread. Most responders to this thread are in strong support of the dev changes. The few that responded in a negative way did so in a way I would not represent as whining.
Quote:which even spurred Arcanaville to do the calculations and post a separate thread just to prove the point.
That is different than incorrectly dismissing people as whiners. -
The PBAoE nukes are 145 seconds. I thought I heard the range nukes were 3 minutes, but I don't have a reference for that.
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Quote:So you are whining about perceived whining. I still disagree, this thread is almost entirely positive or thoughtful. There is very little complaining, mostly people expressing a positive view of the changes with a very few expressing mild concern about the very slight lowering of damage.Eh, I was gonna post in some other examples, but ya know, that one's plenty for me.
Quit whining about hugely positive changes. It's not productive.
I swear some people would complain about having a money tree in their back yard because raking up all the cash was hard work....
I am pretty sure I know why you did not post some other examples. -
I read it. I am pretty sure people who are suggesting the need to gouge out their eyes have not. I am definitely sure people who suggest this is worse than the comments about the Dominator changes have not read this thread.
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Quote:Indeed. Obviously, /Elec and /Nrg have a very good value for X, but I didn't think it was fair to analyze Elec blast based on them.I'm curious what your secondary is. I'm guessing it's not energy or electric, because those paired with electric blast can drain even level enemies extremely quickly.
My main Elec blaster is Elec/Fire, but I have only made it into the 20s (I wanted to test to see how well Tesla Cage worked compared to, say, Blaze, so once I got a few levels past 18, I learned what I wanted). At these early levels, with blaster level damage, Lts are almost always dead before drain really kicks in. I think Arcanaville's suggestion might frequently prevent them from being able to get a second use of their big hitters (they do often live long enough for that, although they are also usually mezzed when I am solo). Bosses often end up running around a few seconds unable to do anything, but even they are close to dead before the drain has much of an effect.
Of course, at higher levels, enemy HPs outpace the damage we can deal and drain becomes stronger, especially for bosses. A long time ago I had an Elec/Elec blaster on test that was 50 and fully SOd, perma-hasten (hey, it was a very long time ago). Obviously, drain worked very well on him.
My primary Elec blast characters are a Kin/Elec/Mace and an Emp/Elec/Power defender. I realize the lower damage of those characters makes the drain more viable, however, I find the statement that enemies die so fast the drain is not useful to be less than compelling when you can make the drain very strong in 12 seconds.
I am looking forward to the nuke changes very much, but a power with a base 3 minutes recharge is not an every spawn power. -
Quote:I need to know how long X is for Elec control and armor. Because in my experience, X on Elec blast is ~10-12 seconds. That doesn't seem terribly long to me and it usually isn't a problem living that long. It certainly is enough time to take significant damage, but combined with the ability to heal once X is reached (something all blasters will have after I24), I think the end drain will be even more useful even if no other changes are made (and I would like to see other changes, but I just don't believe the end drain on Elec blast is as bad as is being stated)."If the fight lasts longer than X amount of time, I automatically win as the enemies can no longer attack effectively". Exactly how long X is depends on slotting and the opponent, but reaching X time is not a rare feat for the sets both because of other forms of mitigation in the set and because the archetypes they are available to have no problem with protracted engagements.
Indeed, but that is the idea behind -max end and the end discount penalty. Using those you can make the big attacks cost too much to use, while still allowing the smaller attacks to work. End drain ceases to be all or nothing, instead providing levels of mitigation even before you totally disable the spawn. -
That is amazing. I never knew that my ally's toggle buffs ceased working on me when I got mezzed. Thanks all for the edumacation.
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Quote:The time "lost" up front would almost certainly be paid back with interest very quickly, since less guess, test, guess, test would be necessary. Oh, you would still need to test, but if it was done right, there should be less iterations needed and rework is the bane of meeting schedules, usually much worse than process development.There are so many small things that can wreck an RPG (action or not). I don't blame him for not running complicated models beyond basic assumptions about stat distribution, because in the end it won't matter if you find out one class can consistently use skill to dodge the monsters completely, because of the distribution of the monsters or gear, not because of the mathematical model underpinning the game. This specific scenario has played out in most games in one form or another.
I have had bad experiences with process development, but that doesn't mean it should be avoided or minimized. -
Quote:Most of the people who would care to go to the lengths to get the most out of the snipe change won't have a problem figuring it out. Most of the people who will be affected by the snipe change will be happy just knowing:My suggestion is just easier on everyone. Many people are not going to understand how to get the most out of that change. Many people are not going to be happy about the lengths they have to go to to get the most out of that change once they DO figure it out. It's undoubtedly a can of worms, and I think it's best left unopened.
Quote:-"Hit Aim, Snipe becomes instant."
-"Pop 3 small yellows, Snipe becomes instant."
-"Get a big team with people running leadership, Snipe becomes instant."
Or, most simply, "If you get a yellow ring around your Snipe attack, you can click it and use it in combat."Quote:But it's not something that can be fixed. Fixing something implies that it once worked properly. It NEVER worked the way I mentioned earlier. The -end aspect of ELB attacks were never substantial enough to make any worthwhile difference on their own.
I do not agree with your position that end drain is impossible to make useful (I should say more useful, because I find it useful now). -
Quote:It doesn't even warrant a decrease in power, if I am remembering the numbers correctly. There is, of course, no hidden/unhidden state with which to gate the variance.Why can't snipes be like Assassin Strike? Normal snipe outside of fight, quicker inside. Would warrant a small decrease in power, but would be worth it to actually be able to use it.
Out of a fight/in a fight are not very good as gating mechanic, though, so soemthing would need to be added.
The proposed sniper change already is this, by the way. In one circumstance (hidden/less than 22% to-hit) it behaves way A. In the other circumstance (unhidden/22% or more to-hit) it behaves way B. It is arguable that the to-hit gate is somewhat more onerous than the hidden one, but there are advantages the to-hit gate has over hidden. -
Quote:It is an AI change and requires behavior pets are not particularly good at modeling. Go into the center of a spawn (and wiggle around as the spawn alters), while also using its range attacks.Does anyone have further thoughts on giving Voltaic Sentinel a version of Conductive Aura like I mentioned above (the toggle power in Electric Control that slowly saps endurance)? Too powerful? I don't know what the pet modifier for -Endurance is offhand, but the power has a target cap of 10 rather than 16 and IMO could really help Electric out... maybe a little too much tho.
I think it is an interesting idea to help with drain, but I am partial to the -max end idea, myself. -
Yes you do. It is currently weak when it comes to making a solely ranged chain, instead having a pet and a PBAoE attack. You want to change that. You want Electric to play different than it currently does. Own it and move on.
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I do not believe that is true, but I haven't specifically paid attention. I do not recall my defense plummeting when I get mezzed but am still in the area of ally Maneuvers and Dispersion Bubble, but I also haven't specifically watched for it.
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I wonder what Blizzard will become. It is currently a "guaranteed" scale 9 (4.5 cold, 4.5 lethal).
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Quote:Actually, even in game that happens a lot. Sometimes I can easily solo Marauder; other times it takes me and 7 to 15 allies.Face it Johnny, NO character in comics is properly analogous to in-game ATs. It just isn't possible because in comics powers and power levels change to fit the needs of a story, in a game that simply can't happen... it would be unbalancing (hint hint).
Sometimes I can stop a cosmic level threat like Rularuu-Wade solo. Other times I am not strong enough to defeat an aspect of Rularuu solo. -
Quote:OK. I should have figured that, but I had to make sure. I agree with the general premise.So bringing Blasters up to the "middle of the pack" doesn't even necessarily mean that they'll be obviously and holistically better than any other AT. It just means that they should be in the same general area occupying the middle of the range, with clear areas of strength and clear areas of weakness relative to their peers.
Quote:The last statement means that if you pick any AT out of a hat, no matter how strong or weak, you should be able to compare it to a Blaster and find that the Blaster has a clear advantage somewhere. Because of the underlying design, it's most likely that that advantage should be damage.
Quote:And without comparing numbers, I'm just going to go ahead and disagree with your assertion about Scrappers. It is my experience that the average single-target damage of Blasters is heavily overrated both on the forum and in the game.
Quote:And yes, I also mean that blast-set DPS should be competitive, all else being equal, with melee-set damage. Ranged attackers have been saddled with too many disadvantages for too long. In the case of Blasters specifically, you should be able to pick any powersets and make of them a ranged build capable of putting out elite DPS.
Quote:I know you're big into Blappers, and therefore you're unlikely to agree with me here, but think of it this way: melee ATs have one attack set, from which they derive all of their offensive clout (with some small exceptions like damage auras or Burn). Why shouldn't a Blaster (or any other blast-set AT) be able to achieve to do the same thing with just their ranged attack set? Why should the presumption be that Blasters, if they're capable of competing with a given Scrapper at all, should have to use two attack sets to the Scrapper's one?
Also, the best scrapper/brute damage numbers come from also using secondary powers like AAO and FE and damage auras. So while their attacks do mostly come from the primary, a significant portion of their offensive strength actually does come from utilizing both primary and secondary.
The big problem with my position is that the very times you want to focus on single target damage are also usually the times where the range advantage could be very useful. Standing next to the AV with a blaster in order to gain my dreamworld better DPS is not always a good plan and the new sustain powers are not likely to change that fact. It is the one thing I wrestle with as a blaster lover, my best damage comes from melee (generally), but melee is dangerous.
The trend in the last few years to buff blaster range strength is not wrong, but it is marginalizing the original design and making the trade-off to use the melee powers worse. We are already pretty close to the point where taking and using the melee powers is actually a bad decision thanks to buffs to range as well as how NPC powers function (go ahead and be a blaster with two damage auras who likes to stand in the middle of a spawn when the Talons of Vengeance are dropping their doom patches).
Quote:Are we simply to ignore that the Scrapper's Secondary gives him many times the survivability of the Blaster? In any case, the Rikti Pylon thread in the Scrapper forum demonstrates quite well that even the best Blaster builds, using optimized attack chains combining Primary and Secondary powers, are only in the conversation for best single-target damage. They're not the winners, not even by a slight margin.
I can only hope you are wrong and continue to add my opinion that this shouldn't be the case and advocate changes that make it clearly not the case. -
Quote:What if the changes leave them at the "bottom", but bring them closer? Do blasters have to become obviously better than two or three ATs after I24 or else the changes are a failure?Yes, this is a matter on which we have an irreconcilable difference. You either disagree with the premise that Blasters are worst off now, or you believe (seemingly) that the sum total of the I-24 changes, other than or in addition to the Snipe change, will be enough to bring Blasters back into the middle of the pack, balance-wise.
Quote:And since I doubt very much that the devs have any interest in giving Blasters significantly more survivability than they've already hinted, the obvious solution is to buff Blaster damage. Not by a huge amount, but by enough that the worst Blaster's single-target damage is at least on par with the average of a hat-picked other AT's.
Quote:The nuke change is great, but it's not enough on its own to address the offensive side of the equation. It's strictly an AoE damage buff. So what's left, as far as we know right now? The snipe buff, and a few as-yet-undescribed tweaks to blast sets that don't have a snipe.
That last sentence is the critical point here. If the snipe buff is being used as the catch-all single-target buff to every set that has a snipe, then it is idiotic to make the buff conditional or uneven. Keep in mind here that I'm talking about blast sets here, and not just Blasters; Cosmic Burst's activation time is just as bad on a Defender as it is on a Blaster. Cosmic Burst matters more to the Blaster, but that's incidental. -
Quote:It is possible, if the snipe changes are as strong as originally presented, the devs may be hesitant to add other damage increases as a whole. My own desire to tone the snipe buff down stems partly from that (but more from the fact that I prefer a less powerful snipe and also from the fact that I fear the animations will look goofy).However, I believe the problem isn't that the disparity in the snipe buff is "substantial;" my problem is that the Snipe buff (as we understand it right now) represents a "substantial" theoretical boost to single-target damage. And if the snipe buff is irregularly applied, it could therefore stand in the way of more generalized (less conditional) single-target buffs to sets or ATs or builds for which the fast snipe isn't even all that much help, practically.
That's why I can't entirely divorce the snipe buff from the Blaster balance pass. Yes, blast sets generally need help. Many of us have written pages and pages on that subject. Yes, snipes could use a boost to make them more attractive. But no boost occurs in a vacuum; it seems needless to add a convoluted context-dependent single-target-damage buff to blast sets in the midst of the long-awaited Blaster balance pass.
Quote:In any case, if I-24 fast snipes are intended to be the catch-all single-target buff for snipe sets, as I suspect they are, then there's no reason that buff shouldn't apply more or less evenly for all ATs and all builds. There will always be special cases, unusually good synergies, but this binary, usable-or-not-in-the-midst-of-combat change to Snipes is a whole nother beast. -
But, but... You are the one who accused him of looking at the snipe change as part of the whole suite of blaster changes and then later accused him of looking at the snipe changes in a vacuum.
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Ha! Its even better than that. The recharge is only 50% higher, not 100%. Poor, poor Melt Armor.
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