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Quote:I highly doubt it. Put in perspective the number of builds and players solo'ing AV's is already tiny compared to the number of players not doing it. The AT's you listed are generally the weakest at the task for various reasons, which is automatically going to make them less likely to be selected within the tiny subset of players attempting such tasks.Technically, I was speaking about any AT that makes it a habit to overpower the game 'loudly'. I'm pretty sure there's lots of Stalkers, Tankers, Khelds, Blasters and the like soloing GMs and hard AVs out there but it seems those aren't the ones you hear about all the time.
But no, I wouldn't say the game would be better off without those other ATs but perhaps without those players.
Put another way, there are way more fire/kins farming than ice/emps even if the latter can still technically do it. This is because people lean toward things that can successfully complete the task in the most befitting manner. In addition to that people converge closer and closer to a singular focal point with the dispersion of information.
So you have a small group of players solo'ing AV's, that by default tends to require a fair amount of game knowledge, which leads many of them to information hubs. The information hubs are all pushing forth a similar set of recommendations.
It's why you will always have more ill/rads solo'ing AV's than warshades. 1. They are better at it. 2. people disseminate the information so others pick ill/rads.
Anyway to the thread in general: there is a difference between obsolete and extinct. Saying (for instance) that tankers are obsolete now that brutes are available everywhere is not the same thing as saying tanks will never be played again.
Personally I don't think any AT is obsolete, but several are sitting on the fence and could go either way with just minor game changes. But again obsolete =! extinct. -
Quote:Very true. The thing that holds MM heavy teams back when it comes to speed of completion is their low movement speed. All else being equal they move at least twice as slow in a steamrolling scenario between mobs. They can kill as fast as anything really, and the power they have on tap tends to wipe everything in the blink of an eye just like other offensive powerhouse configurations. However, the disparity in time spent travelling to the next group certainly adds up.I have been on a few heavy MM teams. I was quite surprised that while most excellent, they really were not faster than other types of steamrollers. Blasters seem to work fine on steamrolling teams, IME. I have a preference for blasters over scrappers and brutes, but the preference is not strong, so I love having scrappers and brutes as well as blasters.
MMs. Well, they get in the way a lot...
Specifically though for my last post I was deviating away from reward rate and focusing solely upon damage delivery in the physical sense of just how much of a profound affect forcemultiplication can have.
There are certianly compelling factors that would prevent most teams from seeking a high number of MM's when they wouldn't shy away from a high number of defs/corrs/trollers.
edit: of course in many MM focused teams the pace ends up being set around the MM(s), especially if the other members are soft like blasters. So w/e advantage the faster movement rate the blaster brings ends up evaporating because they aren't strong enough to lead the charge in many situations. For clarity, that isn't necessarily the blasters fault, they get full points for being fast, but again hover at the bottom of the totem for survivability, which can sometimes be more of a factor than the ability to move rapidly. Just depends. -
Quote:Well yes and no. A second kin adds another speedboost to everyone. So now you need to compare everyone on the team with an additional 50% recharge and cycling all of their powers faster against the contribution of that single blaster. I personally wouldn't put my money on the blaster being the bigger net gain if we assume they both use the same attack set.When well used Fulcrum Shift can damage cap most ATs. On a team with a Kinetics defender, a damage capped blaster adds a lot more dead stuff than a second Kinetics defender.
That being said, caps come into play very rarely and probably aren't worth discussing.
But yes kins (and especially FF) can become fairly redundant pretty quickly simply because the values they bring individually are so very close to the max value a team needs.
The sets that improve team speed via -res (which in the case of MM's is all of them except FF) tend to keep stacking all the way up to a full team without petering out.
If we say that a defender does 40% of the damage of an individual blaster (bit generous to the blaster there) and we look at a very simplified case of everyone using an aoe attack (40 dam for def and 100 dam for blaster) and each defender with a -res power.
8 Blasters = 8*100 = 800
1 def+ 7 blasters = (40+(7*100))*1.3 = 962
4 def + 4 blasters = ((40*4)+(4*100))*2.2 = 1232
6 defs+ 2 blasters = ((6*40)+(2*100)*2.8 = 1232
7 defs + 1 blasters = ((7*40)+100))*3.1 = 1178
8 Defs = (40*8)*3.4 = 1088
So if we generously state that blasters do 2.5X as much damage with each attack than a defender (they are at ~1.75X base, so aim, bu, defiance may take it up to 2.5X...maybe). And we ignore everything else of value that the debuff set is likely bringing to the team the convergence point of when it becomes 'better' to add a blaster instead of a another defender is somewhere around the point that your team is looking to fill the last one or two spots.
In this case though, we haven't been making specific note of defenders doing too much damage relative to blasters. One can only hope that the lowest damage AT in the game doesn't infringe on what is supposed to be the highest damage class. However, MM's do a lot more damage than defenders (which hopefully no one will contest). MM's don't debuff quite as well as defs when it comes to -res, but at the same time they also aren't that far behind.
If we accept such a simplified model demonstrating that the point a pure damage toon like a blaster becomes of value is in the last spots on a forcemultiplying team of low damage AT's, that point of convergence is unlikely to every occur in the case of MM's and blasters. -
Plant and Earth.
I look at it this way. Plant is so strong it doesn't even take its aoe sleep which is identical to mass hypnosis including not doing any damage, except for the mob notify (which is really only an issue on the LRSF).
Earth is...well I don't even know what to say about earth, it just controls on a different level than anything else.
Mind is by far the best control set if you just want to pause the game. If you want to actually kill things both mass hyp and terrify have very large drawbacks which leave the set leaning more heavily on total dom and massconfuse. Both of which are 240 sec powers. Nothing wrong with that if you have high recharge, but neither plant nor earth need to cycle in their 240 sec uber aoe controls, so they both have them in the bank if things go wrong.
Additionally mind is parasitic to doing personal damage because you often need to layer the aoe controls to manage a single spawn (earth is a bit guilty of this by usually putting down the quicksand carpet, though it is not required of the set) that directly equates to less opportunity to use your own attacks. Also the lack of a pet(s) contributing damage. Yes confuse is a nice source of damage, but plant has better confuse, a pet, and carrion creepers resulting in heaps of damage.
Last but not least, all of minds control powers are nearly indecipherable in a busy team. You may well be making a difference, but no one will be able to visually confirm it on screen like they can with carrion creepers whipping about, or the whole spawn shaking from an earthquake.
Again, mind is a great set. I have a mind/fire, mind/thorn, and mind/kin all at 50 and I would never say any of them are weak, but my earth/fire is stronger in a team (excluding one single encounter), my plant/thorn controls better and does a lot more damage than the mind/thorn, and my plant/kin is just godlike while the mind/kin struggles to find the role it excels at.
Anyway, that's just my experiences with the various directly comparable combos that I've played. I know people revere mind on these forums, so I may well be doing it wrong, but at the same time I've taken the time to learn every crazy TK trick out there and the rest of the set is very straightforward. I also took the time to learn how to get contained damage on both terrify and fireball after using masshyp on the troller, which I haven't seen many other people capable of pulling off. I'm certainly willing to accept that I could improve with mind though, however with less practice and effort both earth and plant get more mileage for me. But ymmv. -
Roll an /em blaster and you can more or less have it running most of the time. Though it doesn't have quite the impact that it has for doms, corrs, and especially trollers.
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Quote:You are quite right. No one likes to feel trivialized and MM's are among the most egregious offenders when it comes to making other players feel unneeded. Many of them remind me of pre nerf shield in some ways. It's like, "hey you can follow me around while I do everything." "oh did you guys do something over there? I didn't notice while I killed all these multiple spawns by myself".One thing your rating system does not include is making your teammates feel needed. Blasters score an 11 on that whereas MMs score a 0 or 1. That is not a joke (OK. I am laughing too, but I do mean it seriously as well).
Fun enough when you are the one with the spotlight on you I suppose. Not so much fun when you are back in the shadows.
But like I said earlier, to fix blasters most people wouldn't like the results because I highly doubt it would be a pure buff scenario.
Quote:Range is often underrated, however it is also often overrated. Every AT has to run through the whole mission. The fact that you can kill a spawn from 40 feet away, but the scrapper has to run to it first becomes less important, since after the fight you will have to cover that distance anyway. It is also likely that you will spend time moving around anyway, kiting has been recommended as a blaster tactic in this very thread. -
Fair enough. I'm of the opinion that several other dom sets are top notch platinum, while mind is top notch gold.
Which if you adjust said scale where the platinum rating is the best then mind does indeed fall somewhere in the middle quality rating.
Taken in context my words were essentially that mind is middle of the pack, but that is still excellent. Just like how gold is still great, just not as good as platinum. -
There was nothing in that post that warranted a response, but if you really want me to get into it:
-He points out the large survivability disparity accompanied by a minor damage disparity.
-He says his blasters, scrappers, and brutes solo a bit faster. Which is fine considering brutes and scrappers have been dragged out in this thread already as doing too much damage relative to blasters
-He talks about the aoe damage of the blaster in a full team, but seems unaware that someone that casts a -res debuff is responsible for everyone's increase in damage. It only takes a tiny bit of forcemeultiplication to eclipse a single damage dealer's contribution in a team. (if you require a detailed explanation just ask, I'll happily explain).
-He points out that a fearless blaster is probably more destructive than a bots/traps, but a bots/traps is always fearless against virtually anything this game offers. I know my bots/traps and bots/storm can wipe out +2/8 mobs faster than the aoe missles can cycle (roughly 20 seconds). I've only seen the most pimped out arch blasters match that kind of speed and they crumble as difficulty increases, while both of those MM's can survive against just about anything the game has to offer.
Quote:And in regards to just 'goto aggressive' good luck doing it on anything post 0/1 and not having to resummon after each fight.
Quote:At which point its better to just add a PC controlled blaster to the mix, as the buff/debuff from the mastermind is also benefiting the blaster as much as the mastermind itself.
It's not "I'm awesome and some guy was using some funny looking rain power while I cleaned house". It's "I'm awesome BECAUSE of the funny looking rain"
I get that people that only look at the size of the orange numbers have trouble with understanding the difference. That isn't meant to be mean, lots of people still think broadsword is the ultimate because of the large orange numbers despite most sets surpassing its damage output.
Quote:Your completely disregarding any pros to blasters and only focusing on the negatives, which is entirely the wrong way to look at the situation. Blasters bring about ranged damage, with enough utility to keep themselves alive solo to accomplish that job, and enough pure damage on a team to steamroll just about anything in its way.
Quote:Forcemultipliers only go so far. Once you start hitting higher caps on things, its MUCH more efficient to add a pure damage class then it is to add any other form of debuff/buff.
Quote:Here's a pretty simple example for you. Say you have a minion 100ft away, and you have an SO slotted Scrapper, and an SO slotted blaster. Who kills the mob first?
Quote:Take that same minion, and put it 5ft away. Who kills the mob first?
Now change that minion to a LT, who kills it first at 100ft, and at 5ft.
Do the same with a boss.
Quote:Everytime that blaster will be able to kill said mob at 100ft more often then the scrapper, and that scrapper will be able to kill said mob at 5ft more then the the blaster.
Quote:That is the strength of the blaster AT, the ability to attack at range, and abuse that to his advantage, which you (both Thinkso and Another Fan) have completely disregarded.
Quote:First it was Scrapper > Blaster, now its MM > Blaster, yet with both arguments, the blaster has the upper hand. Blasters will out perform Scrappers at range, and out damage MMs all out.
Quote:Again, have you tried to farm with a Mastermind? Have you even heard of people doing it? The risk vs reward isn't work it, when a pure damage class can do it much faster, and without the hassle involved.
FWIW I pretty much copied Frosticus' bots/storm/mu build that sits at #2 for pylon kill speed and IME the single target damage is actually not the highlight of that toon. It wipes out entire spawns in mere seconds. I have a heavily pimped (multi-billion) fire/em/ice blaster that can kill spawns about as fast, but the difference is the MM build (which is way cheaper too) doesn't care about what faction the enemy is, what powers they have, or if there are any bosses. Heck anything short of an AV standing in the spawn generally doesn't cause a hiccup in pace. The blaster can't say the same. In fact I was able to turn my difficulty up to 0/8 at lvl 20 with that MM and never looked back. Not only that, but the MM can keep an entire team alive through a combination of tanking spawns/absorbing alphas as necessary, drastically reducing enemy capabilities with the storm debuffs, and greatly increase overall team kill speed through offensive debuffs.
That blaster is like a gocart with a rocket booster on the back. It can do one thing and one thing well. The MM is like a Bugatti Veyron and will do everything as well as the gocart and will also do just about everything else imaginable except tow your RV. And if in this analogy the 'RV' is the group of players around you it will also tow your RV... -
Meh sleeping AV's* is useful in all of one encounter and while it is likely the safest way to tackle it it is also one of the slowest. Most pugs I've done LRSF with have had no need to sleep them all anymore than most pugs need to pull romi away from the nictus. Which is to say you still see a fair number of teams relying on the method.
Not saying it doesn't work well, but unless you are specifically building a dom for MOLRSF runs (totally unnecessary for normal runs) then mind makes a pretty mediocre dominator compared to the other primaries.
Granted being a mediocre dominator is still pretty great, so if you like mind then go for it.
*I've seen other doms (including earth, ice, and plant) do a decent job at sleeping the AV's at the end. Not with 100% immunity like mind, but easily keeping the majority of them out of the picture for most of the time. The fight just ends up taking place within aggro range of them all as opposed to a half mile apart. But the results (safe albeit slow completion) are roughly the same. -
Sure if you micromanage your pets you can squeeze even more performance out of them, but it is entirely unnecessary to decimate content with a MM.
All you need is defensive goto. If any pet or you is attacked they will all go nuts killing everything in sight as long as something is attacking them/you every 5-8 seconds they will stay in kill mode. Once things get thin enough that they may go idle you just turn them on to aggressive and they will mop up the 1-2 things remaining.
IME playing buff/debuff across all available AT's extensively MM's are the easiest to utilize their secondary because their primary is so hands off. A few simple commands that don't interfere with your ability to cast your buff/debuffs makes them extremely effective. It is very similar to the illusion/emp (or therm) buffing combo in that you can still be an excellent controller with minimal time investment while dedicating the majority of your efforts into buffing because your control powers/pets are so self sufficient and effective when left to their own accord.
I know my bots/storm was the most indepth storm experience I've had yet (50 storm/sonic, 50 fire/storm troller, 50 ice/storm corr) because my bots needed so little attention allowing me to do excellent damage and devote almost all my efforts to stormy goodness.
Yes MM's are susceptible to aoe damage. Yet they have the ability to directly control where their pets go*. Problem solved with the exception of 'afraid patches'. Afraid patches are their one actual weakness. Thankfully it really isn't a very common effect (certainly not rare, but not common either). Comparatively blasters are weak to just about everything under the sun by design.
Yes if everything goes wrong and a MM is left petless they are very weak. Of course by that point a blaster would have died multiple times over.
The "right" conditions are very easy to meet and the 'wrong" conditions are generally very easy to avoid resulting in the MM's ability to outdamgae a blaster being a relatively easy and common occurrence all while being much tougher and possessing a forcemultiplying set.
*Ignoring the current pet bug that is causing most pets to rush into melee even when they don't possess any melee attacks. Hopefully it eventually gets fixed as it is not WAI.
EDIT: but really nitpicking this point to determine if a MM does almost as much, or a bit more damage than a blaster is totally irrelevant. The fact that it does ANYWHERE NEAR the damage of a blaster is a huge red flag because they are considerably more survivable and also have the ability to forcemultiply teams.
Even if a blaster does more damage than a MM (which IME isn't the case and testing to date supports MM's in this regard) and we say the blaster scores a 10; the MM scores at least an 8 or 9 for damage. The blaster scores a 0 for survivability (not saying they have zero survivability, this is just how proper scoring is done), and the MM scores an 8 or 9 in this area. A blaster scores a 0 to 1 for forcmultiplication and a MM scores a 6-8 (compared to a defender). Play with the values however you see fit, but the end result is Blasters get the short end of the stick vs MM's. You can then go through and do this for every AT and what you'll find if you objectively score things is that like I said in one of my first posts in this thread: Blasters are comparatively underpowered vs everything with the exception of stalkers. FWIW, that isn't the same statement as saying Blasters suck, and it isn't blaster hate. -
Quote:Nope. I don't really care that MM's can standup to AV's beyond the fact that it demonstrates their ability to easily handle most content similar to a toon that can kill a pylon.I am not sure MMs are really out-damaging blasters as you seem to imply. Are you just talking about vs. hard targets like AVs?
MM's rip through content. All MM's (well I haven't tried /ff, but I've done every primary and/or secondary besides that one to ~40). The only thing that used to slow MM's down was that you had to summon and individually buff all pets at the start of each mission. Both those factors are gone and as a result MMs can clear solo missions among the fastest and safest in the game.
Reward rate is a direct indicator of your ability to deliver damage. The ability to deliver damage is a function of several factors including, but not limited to: damage output, survivability, and movement speed.
We know MM's are the overall slowest moving AT. We know they are 10's or even 100's of times more survivable than blasters. Yet even in missions where survivability isn't stressed they can still clear enemies +/- as fast as a blaster*
*something like a merc/ta is probably slower than a fire/elec when survivability is not a factor, but a nin/storm is way faster than an elec/dev. When survivability enters the equation like the type of situation where a blaster would like to leverage their high target aoe's a MM is often considerably better at successfully delivering damage. Additionally the fastest MM (on SO's or IO's) is faster than the fastest blaster outside of cherrypicking the absolute easiest mobs available. -
Depends. For most applications the answer is fire imps.
In some specific configurations the answer is PA (with or without phantasm).
One pet all by itself the answer is stoney (Jack is still bugged and doesn't properly cycle all attacks, otherwise it would be him).
I haven't tested gremlins extensively, but they didn't strike me as high damage like imps or PA when I tried them in beta. I'm sure they do alright though.
If you include confuse as a 'pet' then my vote goes to illusion (with high uptime of PA). Although if you count carrion creepers as a pet then seeds+creepers+the plant pet is pretty darn high damage. -
Acid mortar while having no afraid component is well documented by players to frequently cause mobs to flee far and wide.
The afraid aspect of Caltrops typically ceases the moment they step off of the patch because it only has a 1 second duration (constantly reapplied while they are on the patch).
Mobs fleeing all the way to the door to the point they deaggro is something that lots of people have been complaining about since GR. It was even a focal point of one official third party review of the product. -
second the vote for earth/fire with a strong nod for plant/fire as well.
Both are phenomenal from a control standpoint and are easily able to turn a crappy team into a streamroller. Both are visual enough to ensure that people know you are doing great things. Both are still very strong with just SO's and extremely strong with IO's.
That and /fire just brings a heap of damage. A lot more than other secondaries. -
People that solo pylons generally don't ONLY solo pylons with the toon. What it is is a stress test of build ability that is extremely quantifiable and even for most combat configurations*
*Equal resistance to all but psy. Has a high degree of aoe damage that can be a bit unfair to some pet centric builds. Otherwise a very standardized test.
Being able to survive the onslaught of a pylon with just the power of your build is a solid accomplishment and a testament to the fortitude of your toon. If you can withstand that punishment you can be pretty confident handling most mob types. Being able to kill one is a testament of your ability to deliver single target damage. If you can kill one you can be confident you will be able to rapidly complete most solo content.
A toon that can rapidly defeat a pylon is able to rapidly defeat most pve content. Unless anyone wants to contest that the top 10 unique (ie non-repeating) builds absolutely decimate most content? I mean bots/dark (/storm, or /traps), fire (or ill)/rad, ill/cold, fire (or dark)/shield are all combos that are noted for their ability to crush content regardless of the difficulty setting.
So no it isn't necessarily true to state that a toon that can rapidly take down a pylon is great in most other pve content, but at the same time I've yet to see anyone show evidence that it isn't categorically true. About the only conclusion that can't be taken is that some toons that don't excel at pylon killing can still be great at plowing through content (like a traps/arch defender for instance, but that is more a result of pylons being a bit tougher on the traps summons than most pve content due to the aoe spam, which I noted in the *exceptions* section)
*I of course am strictly speaking about 'damage' oriented toons as that is what this discussion is focused around. We all know an Emp is great at what they specialize in even if they aren't a damage dealer in most situations. It may be worth noting that a number of the top contenders are also powerful team forcemultipliers, so not only are they capable of delivering very high damage themselves, they also make the rest of the team look better.
If we had some sort of easily quantifiable and repeatable aoe damage stress test I'm sure a number of blaster combos would score better. Although I think some people might be surprised at how well many other combos perform, while also retaining significant survivability and/or team multiplying advantages. If the test involved more difficulty than the equivalent of surviving against a pack of green mobs then I doubt blasters would actually dominate such a test.
IMO if a blaster can stay upright there should be no question that they are delivering the most damage in the game. Handwaving away situations where that isn't true doesn't actually make it all right.
ie. There should be no situation ever where a MM can outdamage a blaster that is attacking aggressively because in that situation the MM will 100% of the time be more survivable. Because this scenario not only exists, it is actually very easy to produce with SO's that clearly indicates that something is wrong with the inter AT balancing -
Archery is lacking?
lacking what? it is an awesome aoe set with solid st damage. It is by far the best 'long range' set corrs have access to with a full 80ft st attack chain and RoA with 90ft.
TA is a pure debuff set that doesn't debuff as well as several of the hybrid buff/debuff sets. -
Quote:I seriously doubt the intent of most posters is to belittle people that have made the choice to use FF. However, if a FF user wants to be stubborn and proclaim how awesome it is, I see nothing wrong with someone pointing out what cold does better.Most people I see as simply too bored to let it die, although there are one or two whom I think there might be an ounce of truth to my hyperbole, yes. It is good to see, that in some cases at least, the intent is to get FF buffed, although I think there would be better ways to do so than to keep going on about how they think cold is better, and think that buffing FF would be tricky, especialy with cottage rule in effect, and sticking to the theme of force fields.
Anyway, what better way would you suggest to get FF attention than comparing it to its closest analog and pointing out where it falls short and where it excels?
It worked great for Fire Armor in the thread comparing it to Shields. Not only was a serious multi-stage dev oversight corrected with shield charge, but fire was shown to be lacking in its role as an 'offensive armor set' and received a couple great buffs.
It is very difficult to demonstrate that anything is under performing to the point of needing dev attention as a standalone because players don't have access to the datamining that is needed (Not including the countless bugged powers that require fixing). What we can do however, is clearly compare and contrast similar sets and hope that raises a flag. -
Quote:Not even remotely what I was talking about, but ok.I'd actually like to point out that there are distance modifiers attached to ATs.. They are in the form of Damage Scale and they affect how much damage a certain AT does with a certain type of attack (be it ranged, or melee) Which are listed here. http://paragonwiki.com/wiki/Damage_Scale
Blasters are a DAMAGE AT, as denoted by the devs. Their role is to do damage and they are given various attacks that do such. Some are ranged, some are melee. They are also given some utility powers to help them achieve that role.
Quote:Scrappers on the other hand have a 1.125 Melee Damage Scale, and only a .5 range damage scale. Granted, there are some ranged attacks scrapper have access to that use the melee damage scale, but for the most part, they are not a ranged class.
Quote:So for a blaster to do the most damage, they have to use their ranged attacks, with a hint of Melee, which is exactly what I said. Stay at range, use your utility to your advantage, and only use melee when it won't get you killed (i/e on a mez'ed mob)
Quote:You wanted to compare */* Blasters to */* Scrappers and said that no matter what a */* blaster should out damage a */* Scrapper, and I just used an example of a AR/dev blaster vs. a elec/shield scrapper as why that wouldn't be possible.
Quote:I play my blasters from range, and have little issue with them. I know that if I venture into melee, with my lack of standard defenses, that I will face plant, as I'm not designed to stand toe to toe with melee mobs. The description for a blaster specifically states its a Ranged damage toon.
Quote:"The Blaster is an offensive juggernaut. This hero can deal a ton of damage from either a distance or up-close, but he must be careful because he's somewhat fragile compared to other heroes. The Blaster can't stand toe to toe with most opponents for long. His best defense is a great offense! -
Quote:I think what is happening is the hyperbolic statement you made as your first sentence is what people actually see Cold supporters as saying even though such a statement has not been made by anyone. I'm not necessarily saying you believe your own statement, but your final sentence suggests your 'hyperbole' may be what you are reading into the messages.I have a question that maybe someone can answer. Why does this pop up so often, and why are the colds almost always going on and on about how FF is useless and if they saw a FFer in game they'd tell them to re-roll as cold and mock them if they didn't comply? (using hyperbole here if you didn't notice)
Did a bubbler kill someone's parents? Are you (general you, not anyone specific), in your own way, trying to get FF improved? Are you (again, general) just bored?
It just doesn't make any sense to me, and would like to figure out if this debate being brought up again and again is anything more than trolling.
Basically there is nothing to debate/argue unless one casts the people supporting Cold as vehement, frothing at the mouth FF haters. Regardless of the fact that it isn't true in the least. -
Quote:You either didn't read what I said or didn't understand my statement. I at no point implied either directly or indirectly that redraw should be removed from the game or that it is a feasible request.While I agree with your premise, I disagree with this, If you don't know how much work it takes to make animations for powers. don't go around saying how 'easy' it is to fix something, especially when it comes to animations. (There is a reason why redraw is still in the game and its not because the devs hate us and want to keep it in.)
I did state that making a version of WAWG that shoots from the mace and is mutually exclusive from the version that shoots from the gun IS easy to do.
If a Bane (or huntsman) could pick versions of the powers that all use the same drawn weapon the amount of redraw they experience will decline drastically. -
Bane's have much higher damage potential than the other branches and they also have higher team offense boosting potential than the other branches.
All that they really need is for multiple branched versions of the powers that are mutually exclusive
In otherwords - a mace version of venom grenade, a mace version of surveillance, a mace version of WAWG, etc.
It works the other way too - a non mace version of buildup for instance.
That way you can pick the version you want which would make everyone happy regardless of the branch they select be it huntsman, bane or some configuration inbetween.
The amount of redraw on Bane's is ludicrous and entirely unnecessary with a bit of developer work.
Aside from that Banes are awesome. A bit faster casting ranged attacks would be welcome as they are currently slower than the awe inspiring power of the melee attacks and also do way less damage. -
Quote:If it is doing damage at a similar clip to any blaster then it is indeed infringing on the blasters territory. That would be fine if devices had some way of increasing passive defense to a similar degree as shields. Heck it might even be ok if devices had a way of increasing active defense to similar levels that shields obtains...but it doesn't.While i do agree with you that blasters need to be #1, it'll be really hard to balance anything that way. What you basically saying is a assault rifle/dev blaster should be able to out damage a elec/shield scrapper, due to the fact the blaster as no means to defend themselves the way a scrapper does.
But the blaster does. Cloaking device, trip mine, targetting drone basically negating the need to slot acc, etc. yes, that elec/shield can lightning rod/shield charge basically every group to death, and they can more or less do it from range, (due to the targetting nature of LR and SC) but they aren't stepping on blasters toes to do it.
It isn't at all difficult to balance. The difficulty arises because it has been allowed to persist for years. Invoking change is difficult, but balancing blasters isn't a challenge. Some people just wouldn't like the results because I highly doubt they would just increase blaster capability and call it a day.
Quote:Blasters offer ranged damage and utility. Sometimes the utility they offer isn't what the team can really use (a field of trip mines may kill that EB in one round, but the setup would take too long on a good team) But that ranged damage is what pulls them ahead.
A scraper is melee damage. A blaster is ranged. While the scrapper is having to actually run into a group to kill the boss, or wipe that spawn out, the blaster can do the same thing from range. Its to different damage 'types' and until scrappers can chain together a full ranged attack chain, they will need the defenses thier secondary gives them.
A blasters biggest 'defense' is range. Learn how to abuse it, Use it to your advantage, and love it.
Anyway, your example of a /dev mining a group to death is perfect to illustrate the problem a lot of people have when trying to understand this game.
The two main factors are risk vs reward and reward vs time. But it is more accurately described as Risk vs Reward vs Rate as opposed to two separate functions
A /dev dropping mines and pulling things in to them is the epitome of zero risk + full reward. It is countered by the fact that it is in all likelihood the single slowest method of earning reward in this game as long as we accept that actually completing the encounter via other methods can be accomplished (which it always can, but is important to understand the basic requirement for the statement).
As long as the reward rate is below that of methods that incur more risk then it doesn't matter if it is some risk or no risk really because it still plots lower than the other methods. Now if you had a scenario where the reward rate was being inflated like the old Boss farms in AE then you have an issue where the reward rate needs to be cut and/or the risk needs to be increased. In this case the devs opted to do both.
Expanding that back to /dev if the blaster could lay mines and then defeat spawns faster than other methods that incur more risk then your original point would hold true. However, that isn't the case. -
Quote:Personally I love doms, they are very flexible in their roles and bring much value to most teams. They have the best inherent in the game and they scale well in teams, in various situations, and with investment.Question: How do you feel about Doms? The Blaster-haters are usually also Dom-haters, and for similar reasons. Not trying to strawman, but I have noticed a correlation.*
If this was a thread petitioning for a slight damage buff for Blasters, I'd be on board. DPS is a legitimate concern, but most of these issues are between keyboard & chair. You don't need active defense when you're killing them first. Being mezzed is nothing. You can still attack!
*Yes, correlation != causation.
Blasters are a remnant of the 'holy trinity' design principle and as such they don't hold up as well under scrutiny in this game that drives hard to break that mold. Doms are how blasters should have been originally implemented in this game.
On the other hand I don't hate blasters and for clarity I haven't seen anyone say they hate blasters, so it would be nice if people stopped proclaiming that. I find blasters to be pretty fun, but I have the objective ability to discern between fun and quantifiable power. Blasters are fun, but not nearly as powerful as they should be relative to what other AT's are allowed to do with SO's all the way up to IO's and anywhere in between.
I try to prevent my subjective feelings from impacting my objective understanding of things. Not everyone can do that. -
FWIW blasters should never even have to consider the question "does some other AT do more damage than me?"
Every single blaster set/combo should do more raw damage than any other set/combo from another AT because every other AT has more survivability and/or team forcemultiplication.
The fact that there is even a discussion questioning the prowess of blaster damage (be it st or aoe) is evidence enough to put up a flag. The fact that these discussions go a lot further than questioning their dominance and go so far as to actually refute it should set off alarms.
Case in point. Every single blaster combo should be able to kill a boss faster than every single scrapper combo (assuming the blaster is alive). Every single blaster combo should be able to kill a spawn faster than every single scrapper combo (assuming the blaster is alive). This isn't the case and it is inappropriate as long as every scrapper combo is tougher than every blaster combo, which by default it is.
Overlap of roles and performance in this game is welcomed, but it is a two way street. If you can do as much damage as me then I should be able to survive as well as you (in the most simplified explanation possible).
Lots of toons can infringe on what blasters excel at, but blasters aren't permitted to infringe on what the other AT's excel at. As another example the most control based blaster doesn't hold a candle to the control a dominator can provide, but the most damage oriented dominator can certianly infringe on blaster territory. -
Quote:It's really that good. It lacks popularity because it matures so late and doesn't provide a much survivability to the caster as some other sets (especially rad and dark).I see some sentiment that Cold is above and beyond the best teaming set ever. Is that people just really liking Cold or is the set just that out of line? Though, I do suspect eight Colds (or FFs) couldn't hold a candle to what eight Empaths, Rads, or Darks could do together. Especially the Empaths.
It isn't out of line though.
Cold - squishy with little self protection, but you are able to make your team phenomenal defensively and offensively
Rad and Dark - huge amounts of personal protection/survivability and still make the team very strong offensively and defensively.
FF - unparalleled personal survivability, makes the team very mitigative, but lacks the ability to increase offense.
And so forth. Each buff/debuff set has a niche that it excels at (well except TA).
But if the specific question is what set makes a team shine under more scenarios, the answer is Cold > FF.
If the question were, what set makes a team very defensively strong while also ensure that I the caster never dies, the answer is FF > Cold.
8 of any buff/debuff sets in this game are crazy strong. It is more that Cold mixes in better with other buff/debuff sets than most others because it does everything well. It is strong enough to stand on it's own, but regardless of what the team is running with Cold will still bring a lot of value.