-
Posts
3183 -
Joined
-
Yeah, as I explained earlier in this thread, my build is AOE centric and not planned around optimizing a single target attack chain. You'll read more about this in other posts throughout the thread, but the main strength of choosing Archery as a primary is the AOE damage output. While something like Fire Blast will see much higher single target damage, leading to much faster kill times against single targets like GM's, I felt that the direction I'd rather go in was settling for the *ability* to solo some of the toughest single enemies in the game, whilst retaining the best AOE output that I am personally aware of existing in the game. Now, nothing about this implies that Drain Psyche is overpowered. Read my last couple of posts if you'd like to see the elaboration on that point, and thanks for watching.
-
Quote:Do you not think that Blasters reasonably deserve a self +regen power that is contingent upon a tohit check and x enemies present, and on a long cooldown? Do you really not think that an AT who knowingly sacrifices survivability for damage is not deserving of a power that helps boost their single target damage levels to points that other damage-centric AT's cannot reach, once again contingent upon a tohit check and long cooldown? To me, everything about it seems quite reasonable.Right. And that is why you're against Drain Psyche being nerfed. This is what I wanted to expose. The problem is; Drain Psyche is an outlier power, and if we want global performance buffs on Blasters to bring them in line with the other AT's, Outliers WILL need to be addressed, or else we fall into a situation where everything performs well, and then something just breaks the game.
-
Quote:I am well aware of how powerful my powers are on all of my characters that I care about. I use them all to get the most power out of them that I can. I do not feel that it is abusive to strive for the most from your build and try to use all of your powers to their full potential. The only exception to this would be if something was an exploit, such as Ion Judgement when it first launched. People used a ridiculously OP, damage buffed version of Ion. The devs said it was a bug and not WAI, and so using it was a bug exploit. That is the only type of scenario where I feel there is a valid argument against not getting the most out of a power that is available to you.Abuse =/= Exploit. You're not getting this through your head, and I've now pointed it out twice. Abusing something is not the same as Exploiting something. You, for example, clearly abuse the power of Drain Psyche, because you are well aware of how powerful it is. It is also why you've said in the past that all other Blasters are gimpy if they aren't, at least, /Mental.
-
I'm not looking for a fight. Saying that I'm abusing a power that, as far as we know is WAI just doesn't seem fair to me, that's all. I'm trying to be very civil with you... I just feel you are accusing me of abusing something as if I am doing something underhanded, when I am just using a tool that the game provided me with that as far as I know is functioning properly. This goes for anyone who uses Drain Psyche, but as you put, "abuses" it. The negative connotation just isn't justified or appreciated.
-
Quote:Well that's not necessarily true. Psychic Shockwave is a great AOE attack, and provides a chance for AOE stun. World of Confusion on top of that means a good chance for very decent soft control against even level enemies. Mind Probe is a fast animating and good damage single target attack. Concentration is a second +tohit and +damage buff to be alternated with a similar power from your primary if you have one, and invaluable tool if you don't. Telekinetic Thrust is noteworthy for soft control during the level up process and a Kinetic Combat mule for end game purposes, plus it can be very useful at points during end game content such as the Minds of Mayhem trial.Although Mental Manipulation is only note-worthy for Drain Psyche.
Quote:There is nothing balanced about Drain Psyche. Drain Psyche is an obscenely powerful power. The ONLY way to buff the other Blaster secondaries to Mental's level is to give them Drain Psyche, which would be a HUGE error in balance.
Like I've mentioned already, giving Devices a couple of Traps powers or a hybrid of two (Triage Beacon, only affecting self, and Acid Trap) already bridges the gap to making Devices competitive with /Mental, plus it already gets a self +Defense power, something /Mental does not have. The lack of mobility on the traps is just as much a balancing limitation as the target cap requirement for full benefit from Drain Psyche. I'm sure there are equally plausible solutions for other sets.
Quote:Nothing else in Mental is remotely note-worthy aside from Drain Psyche. How would you balance the other sets WITH OUT giving them Drain Psyche? Healing Flames in Fire would not be equal to Drain Psyche. I know, your previous statements and how aggressive they were doesn't want Drain Psyche nerfed, but let's face it
Quote:There is nothing balanced about permanent 1500% Regen. Superior to Regeneration the Set and Willpower with fully saturated Rise to the Challenge. Not to mention it has a broken (literally) aspect of having enhanceable -Regen, which needs to be fixed because -500% Regen is a little ludicrous on an AT that shouldn't have that level of debuffing prowess.
Quote:If the Blaster AT is ever addressed, I'd hope to see Drain Psyche have all of it's values cut by at least 50% (750% Regen would still be very, very powerful), and the -Regen locked like every other power. It doesn't not need to be an exception.
Quote:Disagree as you like, but a single power in an offensive archetype beating out the niche of a COMBINED POWERSET and a core survivability power in another? Needs a nerf. And a lot of people agree. It's odd that the only people who disagree... abuse the hell out of it.
It would be one thing if Drain Psyche was a bug that was being exploited, but as far as we know the power is WAI and we have no word from the Devs that it is not. They've had plenty of time to address such a concern if they had one, and they have done no such thing. Even with the Hami-o exploits getting fixed, the Devs stated very far in advance that they were not WAI but they simply didn't have the resources to fix them. That is not the case for Drain Psyche, so please do not use your personal gripes and confuse them with bug exploiting. It's just not fair. -
OP: Perma Drain Psyche, layer a resistance APP/PPP shield with softcapped s/l defense via set bonuses/pool toggles, use the Nicti and Rommy to saturate your Drain Psyche, get decent ST DPS chain, laugh at them while they try to kill you through your layered def/res/regen, and laugh at them while they try to out-heal your perma-regen debuff on Rommy. I guess you could use your primary set too if you really wanted to.
-
Quote:Against a single target, Drain Psyche is making up a very minor part of my survivability- Its primary use in a 1v1 GM scenario is regen debuff. I have softcapped s/l defense layered with ~50% s/l resistance (and other stuff that's not relevant to this case as the GM in question is purely smashing damage.) Drain Psyche is only a large credit to survivability when at the target cap, where I'll regenerate 112 Hp per second. Against a ST it helps but not nearly as much as my layered def/res does.I was thinking again about my dominator again and a few serious questions since again I don't play a blaster.
How much of your survivability is drain pysche and how much is defense? I assume your running capped ranged and or sl.
Quote:For a blaster I don't imagine you get that benefit and still have a chance of being alpha'ed to death. I guess my point is, have you tried mental without softcapped defenses? Is mental really that good or does it just benefit really well from io's, kind of like fire armor, willpower, dark, etc?
Fences, Drain Psyche, Ion Judgement and my Polar Light Lore pets all do -end or -recovery, not that I use the Lore pets outside of I-Trials, but that's all available to me as a form of mitigation also.
Quote:I know one of the things that can frustrate my controller/dominator are spread out pulls. I was just imagining a blaster trying to jump into a pull, waiting for it to gather into dp short range and getting toasted right as it goes off.
There are many plausible tactics to use, my personal favorite is locating the largest pre-formed cluster in the room, buffing on it, and going to town on everything as quickly as possible. This stems from my Warshade being my main and being very used to optimizing self buffs based on enemies surrounding you- My Warshade is obviously better at surviving the burst damage, but my Blaster melts the spawns so fast that he's just as enjoyable to play. -
Quote:Awesome job! Soloing a GM is just that!
Now question time
Can you do this with a Blaster who isn't /Mental?
Can you do this with a Blaster that's Assault Rifle or Dual Pistols with and without using Mental Manipulation?
What about Electrical Blast?
Can I do that with the use of /Devices, /Ice, basically anything that isn't /Mental, or are people limited to picking one secondary to be awesome?
We're picking one secondary to be awesome, and I'm suggesting that the performance of this one secondary is the standard that other Blaster secondaries should be buffed to the performance level of, in a nutshell. Details can be found within my last few posts. Theoretically speaking as of now, any blast primary can accomplish this same feat assuming perma Drain psyche. -
Looking back, I hated them too. Once again, sorry to everyone. I felt like I was being attacked and my accomplishment was being written off, but I realize that my attitude in the first place is what lead people to come at me from the POV they did.
-
Quote:i don't deny that, but just pointing out that ill/Rad is not the highest DPS Controller combo ST or AoE. Hell, in a GM fight it doesn't get any containment damage at all and still defeated the GM in less than half the time. Reslotting to focus on ST damage is still unlikely to halve the time to defeat the GM since the only thing that allowed even that speed was the -regen which can't be doubled beyond what you currently have and i don't think you could more than double your ST DPS with a different build.
Also, i have to ask if this means that you want to redefine the Blaster AT as the kings of both damage and debuffing? It's really only the debuff in a single power from a single set that allowed you to defeat the GM, so the only way to make that possible across all Blasters would be to add strong enemy defense debuffs to all Blaster secondaries in either the form of -regen and/or -res. Otherwise optimally built Blasters are still doing barely greater damage than other damage oriented ATs with far, far less survivability, and still far below the performance of lower DPS ATs with stronger debuffs against hard targets. Which makes them barely better than other ATs at a few things and worse, often by a large margin, at everything else.
Your Archery/Mental build is impressive. The problem is that the immediate thought that comes to mind whenever i say that is "For a Blaster."
Well for me, I wouldn't say that Blasters necessarily even deserve to beat debuffers as it is now. I feel that normalizing all blaster Nukes around RoA and implementing methods of comparable or equally useful powers to Drain Psyche would be good enough- It would mean that Blasters had enough single target power to potentially solo the hardest ST spawn class in the game, while having the potential to pump out AOE damage that would *generally speaking* surpass all others on comparable budgets- I'm not saying it would or should be perfect, but I do feel that it would be "good enough" to reasonably reclaim the crown in a general sense.
Now, as for survivability, Shadow Meld going into a Blaster epic pool would be a huge step in the right direction IMO. For me, it would make my obviously special case Blaster- Purpled and PVP'd to the gills- Essentially uncontested in his role. If all nukes in blaster primaries were normalized around RoA, access to Shadow Meld would mean that the threat of defeat during the cast time was alleviated. As it is now, soloing 54x8's, I can Clarion>Aim>Toggleonfly$$(get to the spawn)$$toggleonhover>Drain Psyche>RoA>que Psychic Shockwave while casting>Concentration>Mop-up. When I'm on a farm or for some other reason past the aggro cap, I'll que Fences before shockwave to make up for my lack of taunt aura and set up a cluster for max FF chances from Explosive Arrow.
Now, sometimes the burst damage from certain enemy groups is enough to take me out during the ROA cast, but if I can get through it the spawn is doomed guaranteed. This is where Shadow Meld would come in, as close to a guarantee as would be reasonable that I survive the case time. If Blaster Nukes were normalized around this standard, and Shadow Meld was granted in EPP's, the high end Blaster performance could be replicated at least every third spawn even on a SO budget.
Of course, this is really only addressing high level performance and is a very situational example. It's by no means a "be all, end all" fix for all Blaster discrepancies. I do think it would be a step in the right direction though.
I know Arcana already pointed out the time and resources things like this would take VS. buffing the whole AT somehow and then doing tweaks after, but there are so many folks screaming "Nerf!" at Drain psyche when, personally I feel it is granting Blasters a set of skills that *all* sets should have access to, and nerfing it would be in the wrong direction. I know Arcanaville isn't one of the people suggesting this, but the line of thinking being tied in by most people with the "Buff the whole AT" sentiment seems to be tied to "And nerf Drain Psyche" to an extent that it makes me uncomfortable, moving in the completely opposite direction than it should be moving in. -
Look. I know I was being a jerk earlier in the thread, and I feel bad about it. I wrote an apology on the previous page but I'll say again that I was out of line with a lot of my comments.
-
Quote:A Fire/Ment or anything else that deliberately optimized a ST chain would probably have a competitive time with the Ill/Rad, but that doesn't make it any less impressive. I only worried enough about my ST output to be able to down big game, period, not aim for fast times. For the way I play and utilize my Blaster, having enough ST to down a GM is icing on the cake- Archery is primarily an AOE set. I feel that the AOE output I gain by playing Archery is worth the slower times on big game, once again just being able to do it without outside help is good enough for me. I'm sure eventually I'll optimize my Fire/Ment for the sake of being more competitive for things like this, but for now he collects dust on Virtue while I Rain my Arrows.i call h4x! Your lower DPS Controller defeated it in less than half the time of the top damage dealing AT!</totallymissingthepoint>
Nice video, much easier on the eyes.
And hey, don't make fun of my graphics. My computer is old and sensitive, and he can hear you. (You should've seen how they looked before the card upgrade... ick.) -
Quote:Well Explosive Arrow, RoF, Fireball, that DP tAOE, etc. are all very potent powers to have at the low levels and useful as "band aids" to stand in for a nuke IMO. The question becomes the survivability balance: Personally, as I level the Blaster in my experiment, I plan on picking my attacks conservatively, focusing on end redux and stamina slotting and picking up my pool toggles early on in the build.But those things get *better* as they add tools, they *start* off pretty good.
Quote:Also youtube finally did its thing: Ill/Rad vs Quarry. And in not-too-terrible-on-the-eyes 720HD (the original is about 1040). Gonna see what happens with a proper interface power next. -
Quote:I've been trying to think of things that would also raise the average though, such as my idea of including Triage beacon and Acid Trap in Devices (or a variation self affecting hybrid of the two using appropriate scales.) I see what you're saying, but applying these would raise the average along with the highest possible options for all Blaster sets.No, but I don't think we're going to come to agreement on this. You view the blaster archetype as containing powerset options for the players. The decision is to play a Blaster, and then its up to the player to pick the "right" powersets to deliver the performance they want. If even one single powerset combination delivers a particular desired performance level, you view Blasters as an entity to be "fine" overall, and the only problem really is the diversity of options available.
But I don't view Blasters that way. I think they should be represented by their average, not their highest possible options. The blaster archetype should have a set, or a set of sets of features that every powerset should contain and be able to leverage. Otherwise, assuming Archery and Mental didn't exist, you could say Blasters were not the king of damage, but if I buff just one powerset, well now they are.
Quote:In one sense, that's mostly a semantic difference in terms of describing the archetype: its either underperforming with some exceptions, or it performs fine except for all the exceptions where it doesn't. But that difference also contains an approach difference that is significant. I believe when an archetype underperforms, you should try to fix the archetype with archetype-wide solutions. In your approach, there's nothing wrong with Blasters that individually buffing every primary and every secondary wouldn't fix.
The problem is one of those is practical, and one is not. The devs are not going to attempt to solve an archetype-wide blaster problem by handcrafting solutions for each primary and secondary, nor are they going to add massive tier 9 aoe and a drain psyche equivalent to each secondary. But these are such extreme outliers that there's no *other* way to really approach what they can do. You can't emulate -regen with other effects: other effects would be stronger in some cases and weaker in the extreme ones - the very extreme situations you are using to demonstrate its power. Similarly the devs aren't going to just hand a Rain of Arrows equivalent to every blaster: even if they did that wouldn't address problems below level 32, and it would force blasters to build for ultrahigh recharge to see most of the benefit. And there's a huge difference between perma DP and non-perma DP: when its perma its up when you have to use it again. If its non-perma, using it exposes most blasters to extreme vulnerability. That's probably a large part of its intrinsic design tradeoff.
Quote:And even after all of that, that would only solve the problem of making maximum potential roughly equal across the board. It would leave behind the problem of addressing normal players' blaster problems during normal leveling, which have a higher priority to resolve. I think its pushing the limits of reasonableness to say that in exchange for blasters dying more often and giving up all other options besides damage, they *eventually* and *sometimes* become the king of damage. In my opinion, nothing is worth that particular prize. -
I don't have any experience playing confuse-heavy sets so I honestly can't comment on this. Something I do want to add in though is that I find the /Mu tacked on the end of Arch/Ment is invaluable, Fences allow you to get the most out of Explosive Arrow and by extension the Force Feedback proc. The best metric I can think of for measuring AOE damage is the amount of time it takes to cap AE tickets without red inspirations or accepting the 750 bonus (so don't hit the glowie, reach the ticket cap just by defeating enemies on the map.) I'm curious to see the impact the confusion would have on rewards earned, since like I said it's not an approach I'm familiar with. Do you have a Dom of this brand that we could compare times on?
-
-
Well that would depend on the build in question. My survivability is high enough on my Blaster that against 54x8 spawns I can generally use it comfortably every time it's up. Basically if you can survive the cast time of RoA, you can survive anything.
-
Quote:But do you feel that in the extreme recharge case, RoA is enough to give Blasters the "King of Damage" crown, and would normalizing other nukes around RoA for Blasters (same base recharge, damage and end cost) not be an effective way to make Blasters perform at a standard that you'd consider appropriate?Well, Drain Psyche isn't "balanced" because the devs never get regeneration correct. If it was, Dominators wouldn't have a stronger one, given they have far more control to use to leverage it.
Rain of Arrows isn't balanced as an offensive attack in the extreme recharge case because it was given to Blasters back when Archery really sucked. Archery's been buffed twice since then, but at one point Rain of Arrows was the consolation prize for having extremely slow and low offense outside of that. Whenever you trade single target for AoE, there will always be a point where given high enough recharge your AoE damage will outstrip any single target sacrifice you could have made, or in the case of archery not even made as much anymore.
The devs just don't care enough about the extreme recharge case to nerf that case if it would cause problems with the lower recharge cases. -
Quote:I know I haven't demonstrated this yet, and it's not a "blanket observation," but a "max potential" observation, I am willing to record AOE spawn melting times of 54x8 enemies on my Blaster vs. my SS/Fire Brute. The Blaster kills noticeably faster without inspirations, the Brute pulls ahead at the damage cap but is evened out to around even overall killing time due to the downtime from stacked Rage crashes. To me, this shows that Blasters do in fact retain the potential to hold the damage king crown.While that is true, it would not solve the Blaster problem in and of itself. Even if all the secondaries were as powerful as /Mental, how many players would be able to pick one up and play it well? Blasters are the most often created characters, and the most often abandoned. They are created by new players mostly due to them being so obviously Comic Book-like.
Even giving all the sets powers like Drain Psyche doesn't fix the inherent problem of Blasters- That they are meant to have the highest damage, and yet do not. They gave up nearly all of their survivability, even in the case of /Mental, just so they could have a title that they no longer even possess. Giving them a tiny amount of utility and survivibility does not fix this problem- they still lack their title as Damage Kings.
I know that the ST argument is controversial, and it's just my opinion that temporary powers like daggers should not be considered, but adding something like Posion Trap to Devices and similar powers to other Blaster secondaries (like Drain Psyche already does) would give Blasters the potential to have more personal Single Target output than other damage oriented AT's also.
Now, none of this accounts for the level up process, and that's why I'm doing my experiment in the Blaster forums- To gauge for myself the level up discrepancies between a Blaster and a Melee oriented damage AT on an even playing field and without IO's or anything of the sort being taken into consideration. I haven't finished the experiment yet, so I really can't speak definitively about that until I do. -
Am I allowed to say /Mental without having riot gear on?
Mostly Umbral Blast and Umbral Aura. Nothing will ever be as fun to me as my Warshade is. I also really like Fiery Aura. -
Quote:But that's not really a problem is it? Some powers in this game are just super awesome and I don't see why that's a bad thing. I don't think Eclipse or Light Form should be nerfed because the AT's have other limits in place and are balanced around those very strong powers. Same with Drain Psyche... Sure it's a great Dominator power, but other Dominator secondaries are very strong also. I believe /Fire is considered by many to be the strongest Dominator secondary. Different build strategies call for different things. Just because one power is good doesn't make it the only viable choice across all the powersets... Unfortunately the issue for Blasters is that really no sets besides /Dark offer any benefits worth not having Drain Psyche. The other sets need to be made more competitive. There are compelling reasons to make Dominators with non-Psi secondaries, Blasters need to have the same amount of viable options.And about Drain Psyche- I do not doubt that it is not WAI, but how it works is a bit over the top. You must remember that it is not just a Blaster power, it is also a Dominator power. And you would be hard pressed to say that Drain Psyche on a Dominator is not even more useful than Drain Psyche on a Blaster in 98% of situations. The last 2% is GMs, as a Blaster will probably out-damage a Dominator against a single large target.
DP is OP on a Dom for the following reason- they can lock down a fight. They can lock the entire fight down and then refill both bars in seconds. On a Dom it doesn't even need to be Perma- it is entirely effective right out of the box as a reset button. Then remember that you can pair it with something like Plant Control and you realize how absurd it really is. You cannot just nerf or remove it on one- that would cause an uproar. You must get rid of or nerf it on both to truly solve the problem. -
Quote:I was speaking generally, not about any specific case. Definitely a neat thread, I looked it over earlier. Fire is a much better choice than Archery for ST damage and compared to todays game I would say that the liberal use of small inspirations (I'm assuming reds? Haven't read too much into it) is totally fair given the absence of Alpha and Interface. I know Fire/Ment has better ST potential than Archery/Ment, I just chose Archery due to the superb nuke and knowing that the -regen from Drain Psyche would be enough to cover my ST anyways, so it is perfect for my purposes.Well it was kind of done before alpha even existed. That's why no one is really surprised. Congratulations are due, however note that even back then everyone knew it was dp that was doing the psuedo-dps, and mitigation, heavy lifting there.
http://boards.cityofheroes.com/showthread.php?t=200499 -
By the way, for anyone who thinks PVP is dead in this game, you obviously don't know about the hardcore "Forum PVP" crowd.
I've been re-reading this thread and in hindsight I feel I owe quite a few of you an apology. I lashed out and got snarky because I don't like things I put time into being dismissed or written off like they're nothing. Now that I'm thinking about it, I probably got the reaction I did because of how I've presented my views. I think a lot of people have misunderstood how I feel about Blasters, and rightfully so. I haven't done a good job of being clear and it's lead to a series of misunderstandings, so let me take a minute to clarify.
1.) I don't think that other Blaster sets should have to suffer because Mental is so powerful. I just feel that Mental sets a good standard for how other sets should be performing. In my last post I highlighted several theoretical steps that could be taken to help with this issue.
2.) I don't think Drain Psyche is exploitative or not WAI, given the power description:
Quote:The idea that Drain Psyche is exploitative and only meant as a +Regen power and not a -Regen power is easily dismissed by the in game power description. I feel that the combination of these two attributes is a good recipe of "just the right amount of power" and similar steps should be taken to improve other Blaster secondaries.You Drain the Psyche of you nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own. Recharge: Very Long
3.) I'm sorry for being rude and snippy. -
Quote:I don't agree with your perspective on this issue we've been discussing but I will agree with you here. I feel like you've presented your opinion in a way that is open for constructive discussion ("aggressive negotiations" might be a better term) and I don't think you've broken any rules or said/done anything inappropriate.I believe you are misunderstanding, my posts about it needing a nerf are entirely constructive and warranted. It is an overpowered power. It lets you never have end problems and gives you more regen than a regen tank. One power should not be able to do this.
That is not saying that asking for a nerf is against the rules, that would be ridiculous. It is saying that asking for a nerf with no good reason is against the rules. Like, for instance-
"A stalker killed me in PvP! You should nerf stalkers!"
That would be against the rules for being stupid. -
Quote:
What does any of that have to do with Blasters? It was mainly to highlight what you're showcasing. Soloing that GM had little to do with Drain Psyche shoring up your survivability problems with +regen and probably only marginally aided your endurance...and *THAT* is what Drain Psyche is *FOR*, giving a Blaster/Dom lots of Regen and Recovery, *NOT* dropping regen. Basically, you're heralding a limitation on the game's engine (to be able to slot the +regen of he power, the -regen is affected too) and not the true intended potential of a set.
I'm not even commenting on what Blasters themselves can do or what you did in the video (I didn't even watch it...like I want to sit and watch some 20+ min video of boredom), I'm commenting on game balance itself. The reason you posted the video is to demonstrate that some Blasters are great so don't touch yours, and I say bollocks. You're only trying to grasp a hold on your -regen, just like Plant Control holds onto its Seeds and SSers hold onto their Rage. The difference between them and you is, you're trying to hold back an AT with you.
That's not true at all. I've said it a million times, and I've quoted myself saying it, but I'll repeat it again: I 100% support other Blaster secondaries being buffed to work as well as Mental Manipulation. I would be totally in favor of adding Triage Beacon and Poison Trap to Devices, or a sort of hybrid power of the two that provides less potent benefits (I haven't worked out how to balance it properly, but you get the idea.) I'd be all for adding Shadow Meld or Soul Absorption (a caster only version) to /Dark. The list could go on and on. I personally don't think Mental is OP (in an exploitative or not WAI sense,) I think it does a lot to address the survivability issues present in other Blaster sets, and I think the presence of one potent debuff is totally appropriate for Blasters. I don't want to hold any other sets back at all, I think using /Mental as a model for Blaster performance would be totally appropriate and helpful for the AT.