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Quote:I think you're arguing two extremes. I think Chaos' understands exactly what you're saying, with the caveat being that we're talking about the secondary effect of the set's attack chain. Your points all hold up perfectly as long as you concede that what you're proposing still requires a shot of a major -END power (SC/TV/PS/EMP) for a blaster to leverage their secondary effects in quick fashion.Because, and I already demonstrated this more than once, in actual combat the damage mitigation of endurance effects is not based on the instant by instant state of whether the critter has non-zero endurance. Endurance is not a binary switch that if its on the critter can attack at full strength or its off and the critter cannot attack at all. In fact, that assertion is trivially easy to prove false. That it continues to be asserted as if its supposed to be self-evidently true is one of the longest running combat mechanical myths that exists in City of Heroes.
Starting from this presumption, no solution to the endurance drain problem is possible. However, since its false, anyone starting from this presumption has effectively voluntarily opted out of practical discussion of endurance drain.
He's not saying they have to be out of END completely, but rather that to get them to a point where their ability to attack is meaningfully limited would require several applications of a secondary effect, regardless of the type of endurance debuff.
In other words, without SC or TB, the -END component of the other ELB powers will never, and should never, be enough to drastically curtail critter END before the DMG of those powers kills them outright. Making that so would be a drastic, overpowered change to -END for blasters.
ELB's up-every-fight-unenhanced attack chain already has a power that leverages the effects of -END very well, and you can take it very early on. The nuke change will add to that very nicely and make it ranged, to boot.
So I don't think the devs need to reinvent the -END wheel to address the shortcomings of Electricity Blast. The -END amount of its most-used attacks could be cranked up some, but that's really all that's needed, in my opinion. -
This whole post was terrific, Garent. I just want to comment on a few things...
Quote:I couldn't agree more. A lot of what we're discussing here, especially regarding -END, presumes that fights are lasting longer than blaster encounters typically should. I'm iffy about enhancing those effects to enable players to better leverage the results because I think it takes the AT away from its design.What we have in electric blast is another example of a set that fails because its tools are ones that the blaster archetype is often incapable of leveraging. It's the same reason why overcharge is a very questionable mechanic on blasters. They're mechanics that work in a prolonged fight, which is something that blasters are conceptually supposed to avoid. This particular aspect of the problem is something that should be addressed through blasters, not the powerset.
In other words, some of the suggestions mentioned here for boosting the effects of -END would make Electricity Blast the only blaster primary that could reasonably be built around its secondary effect. And while I find the notion of that VERY interesting, it doesn't really suit what a Blaster should be.
Quote:-Attach other defensive secondary effects to electric blast powers. The effects in and of themselves, combined with the set's greater ability to reach point X in time would result in a set with appropriate defensive strength for a blast set.
But even if it's just the mini-hold, I like this idea more than getting into the very involved and complicated effects of -END being bandied about recently. I would LOVE to play a toon that had those abilities, but adequately explaining their actual affects in the short power descriptions would be very challenging.
Keep the -END that the powers have. Those effects can still be leveraged to profound effect with SC/TB/PS/EMP for players that want to go that route. But adding other defensive affects adds some diversity and versatility, which I think fits well into the design of ELB.
Quote:-Increase the set's damage until it is of similar strength to other blast sets with weak, situational, or nonexistent defensive power
Quote:-Attach a chance to chain hit a second target to charged bolts and lightning bolt. Chance should be low enough that it should be a small help to area damage performance but high enough that it's a cool regular occurrence.
Quote:-Reduce lightning bolt's recharge/damage/endurance ratio down to a 6 second attack and reduce the animation time (1-1.5).
Or they can stay as-is in accordance with an additional attack you can rely on, which brings me to...
Quote:-Reduce tesla cage's animation time (1.5-2) and give it the damage of a standard attack appropriate for its recharge.
Quote:-Allow voltaic sentinel to stack and attach some sort of gimmick to it to make it a more attractive and fun power. I like the conductive aura idea, but some measure would have to be taken to deal with the stacking of it on ultra high recharge builds.
So for me, I would just crank up its duration (no overlap/stack) to at least 2 minutes, preferably 4, and maybe dial up the damage a little or give it another worthwhile attack.
Quote:-Add upcoming nuke and snipe changes on top of that. -
Quote:I can't say that I recall definitively, but I'm pretty sure that wasn't the case. If you fired Short Circuit, yes, absolutely. But on their own, blasts wouldn't drain an opponent before they killed them. Maybe bosses, but I don't think so. I'm getting old, but I'm pretty sure.
This is not how I recall Electric blast. I recall the drain being very useful even early in a character's career (and the early levels used to last a lot longer, so it mattered).
Quote: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).
What I'm saying is that making the -end secondary effect of blasts so powerful that they become so useful that they could stop even a minion from attacking BEFORE the blasts themselves killed the minion... That would probably be overpowered.
Minions are an extreme case, but even doing so with an LT might be too much. It would go from being the most worthless secondary effect to being the best, in my opinion, and by a pretty huge margin in most cases.
Now, if the set had a more plentiful and efficient attack chain, the individual effects might stack up enough to yield those types of results in a more gradual fashion. As it is, you've only got 3 blasts and 2 of them are on long timers. They would have to have A LOT of -end to have the level of drain that would be useful.
Otherwise, they must be coupled with a large-draining power to yield those types of worthwhile results. With TB on a shorter timer and no crash, that's certainly one way to go (assuming the DMG isn't dropping spawns outright). Otherwise it's just SC and PS (if you're EL2). Either way, having to pair it with other powers (especially point-blank ones) isn't exactly in keeping with the design of the set and AT. -
Thanks for that. That's VERY interesting, and I can see why you'd want to explore that as a more active gameplay mechanic.
But still, doesn't this rely on getting them down to zero to begin with? I understand everything you wrote, but whether they give us more access to the other types of endurance debuffs or not, it still relies on the core concept of critters not having enough endurance to attack with.
In other words, I can easily see that this could have profound utility versus bosses, but the fact still remains that -- without first using SC/TB/PS -- you'd still be killing minions and LTs faster than you'd be gimping their ability to fight back. You would have to give the -end component a very large drain (i.e. a blast doing more -end than DMG) to have it make a different versus anything sub-Boss. And most things larger than Bosses either have huge pools of END or are very resistant to drain, so this effect would be pretty Boss-specific, wouldn't it?
I don't think that's necessarily a bad thing and there's certainly no reason NOT to pair attacks with SC/TB/PS, but it does raise a lot of questions about how complementary effects like these would be to the spirit of the AT (eschewing damage in favor of something else).
Again, I'm not saying that's a bad thing, but it would make it the only Blaster set to put such emphasis on its secondary effect.
Also, I fail to see how a fixed -end system wouldn't also benefit from another attack in the chain. As you said, there are 4 (?) types of endurance debuffs that feed off of one another, and almost every power in the set has a -end component. So what if different attacks debuffed in different ways or in multiple ways? Woudn't an extra attack -- one that didn't require the checks Fast Snipe does to fire or relied on a simpler metric (like stacks of Defiance) -- add to the # of ways and options you would have to debuff END and keep it that way?
It just seems to me that what you're suggesting (and let me reiterate that I LOVE it) would require a tactical approach to use to maximum effect, one that would be better served by a number of attacks stacking debuffs (and possibly differing types of -end debuffs as you described). In other words, that my suggestion and yours don't have to be so mutually exclusive.
I might feel differently if snipes had profound utility in the game, but they don't. And the proposed change increases their value by having them behave as though they're not snipes. So again, what's the big deal in removing the snipe outright and making it a blast? With the amount of brainspace it might take to keep track of all these different types of -end and how best do use them, do we also need to simultaneously be figuring out what we have to do to get Zapp to fire?
Wouldn't you rather have an attack you could just use to, you know, attack stuff? -
Quote:I think I've been clear. I thought you meant you wanted to fix endurance drain.I reiterate the question: what do you think I mean when I say "make endurance drain work?"
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. And to be honest, if they did go that far with it, it might make ELB overpowered, but would more likely just be redundant.
It's never going to be so powerful that the -end will drain an opponent before the corresponding attacks kill them. So at best it'll simply be a better iteration of what we have now; that the -end component of attacks will only be worth a squat once you've drained your opponents with other powers. And while that sounds awesome for Defenders, it's really only a worthwhile playstyle for Blasters if they're looking to amuse themselves with a personal character concept. It'll only VERY rarely be an approach that will be more efficient than straight damage or using holds.
If you're suggesting something other than that, then it's going to be something more along the lines of a complete re-working of how -end has always worked in this game, which I find more far-fetched than your assertion that the devs might pull a snipe change if it's not well-received or does not sufficiently address the problem they were looking to fix.
So instead of asking me what you mean and leaving me to assume all of the above, why not share? -
Quote:I'm not supporting that, either. Again, I feel like I have to point you to the title of the thread. I'm specifying Zapp because we're talking about Electricity Blast. I think it would be fun to discuss what we might replace snipes with in the other sets, but that's not the point of the thread.I also wouldn't support changing just Zapp from a snipe to a single target attack because I feel that would be unfair to those people who like snipes and happen to play electrical blast. So yeah, changing all snipes to single target attacks is fine and something I'd support, changing Zapp alone is not. I don't think either will happen though so I'm looking at alternatives.
Again, it's not that I don't care about other sets or that I feel ELB is the worst-ever set that needs a lot of specific dev attention. I'm addressing the set in particular because it's the topic of the post. I think other Blaster sets could also use some attention, and I'd be happy to share those thoughts in a thread titled "Blaster Changes Don't Fix [INSERT SET HERE]."
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Quote:Hold that thought.
The following Electric Blast powers have endurance drain effects in them and have more than melee or PBAoE range and are available prior to level 31.
Charged Bolts
Lightning Bolt
Ball Lightning
Zapp
Tesla Cage
Voltaic Sentinel
Quote:When I say make endurance drain work properly, do you actually believe I mean "make short circuit work properly, because if I'm going to make endurance drain work effectively, I'm only going to improve it for powers that are already effective."
Quote:Meaningful endurance drain only happens point-blank until lvl 32.
Aside from the powers that are specifically designed to drain large amounts of endurance, the -end component of ELB's attacks was never something that would shut an opponent down before the DMG component killed them outright.
So again, meaningful endurance drain only exists point-blank prior to level 32. If you want to make that no longer true, I would LOVE to have that discussion. That sounds like it could be a lot of fun, but it's also something that would benefit from having a more efficient attack chain.
Quote:Because you've shown a cavalier attitude towards eliminating powers other players actually use.
My original post (my first in years) assumed that that would continue to be the case; that -end had been busted for so long that it didn't feel like something anyone was interested in fixing. And whether I like it or not, that makes Short Circuit and Power Sink far less useful than they had been in the past.
So yeah, if that was going to remain the case, I would possibly be okay with them making some sweeping changes to Short Circuit, so I tossed that idea out there to see what people thought. They didn't like it, had some suggestions of their own (including making Zapp a regular blast), and I heard what they said, realized that there were some things I hadn't considered, and suggested something else.
That's the point of discussion, no? I didn't dig in and refuse to acknowledge other points of view, did I? No, I listened and came around to a suggestion that I think works a lot better...
Quote:People actually use short circuit.
Quote:There are players actually looking forward to the fast snipe
Quote:Some people like the unique aspect of Voltaic Sentinel and want only minor adjustments to the power to improve its effectiveness without altering what it does fundamentally.
Quote:Short Circuit to Dehydrate -
Thanks for the thoughtful post, and my apologies for the Aim/Buildup/Charge Up debate that cropped up. I was just illustrating that as a particular theme of the AT that I wish they'd focus less on going forward. Instead they're focusing more on it by adding another (seemingly odd) type of self buff. Anyway, I didn't mean for that part of the discussion to become a big deal.
Quote:Change. Not changes. One change. They are already changing Zapp to function more along the way that I'd like it to function. All I'm saying is make it an outright change instead of the new snipe mechanic they're proposing. I find it unnecessarily complicated.That doesn't necessarily make you wrong but it does mean people are disinclined to support your changes since a buff in that direction would move it away from the paradigm that they wanted it balanced around.
Furthermore, making this change to ELB's snipe opens the door to address the shortcomings in other sets that have snipes, too. Some of those sets could use another straightforward attack. Others could use something else entirely, regardless of what it is.
Yes, I also mentioned that I think it would be nice if they revisited the DMG/END/RECH balance, too. With fewer powers to choose from, it would help if they were up a little faster to give the ranged chain more flexibility. It would be nice if they did this, but I would absolutely settle for Zapp functioning as a standard blast (I don't even care if it's a full-blown Tier 3 or something somewhere in the middle -- just something I can make a ranged chain with).
So again, my suggestion is really just the one change. I'm trying to keep it simple because I AGREE with you guys about the other stuff, too. End Drain needs attention, SC's animation needs to be reduced, VS needs a longer duration, TC might need a tweak or two, and so on.
As a whole, the set could use a lot of work. But prior to them announcing i24 changes, I never spoke out about ELB needing specific attention at all. I just figured now that they ARE making some changes, why not discuss which changes might benefit the set the most.
And really, given the change they're already making to Zapp, why is what I'm suggesting so outrageous? Why do you feel that my request means that I want the set balanced around some other paradigm? -
Meaningful endurance drain only happens point-blank until lvl 32. So unless you're talking about making Short Circuit a ranged, targeted AoE, I find it odd that you think the most important issue for a ranged set is a secondary effect that is melee-range for the first 31 levels of the game.
Someone that wants to make endurance drain a mainstay aspect of their game has 2 great options that currently function well in tandem, and can take a 3rd and 4th depending on their secondary and epic pool. A minor fix to the amount of drain present in their attacks is arguably all that's needed to further this aspect of Electricity.
And you're making it sound like only one change is possible. Drain may need some love, but it blows my mind that no one here can even concede that ELB's ranged attack chain is even an issue to begin with.
It's like everyone here has their pet peeve with the set and can't see any others. I agree with you on the endurance drain problems. I agree with Adeon that his Charge Up idea is a cool one. I agree that the SC animation should be shorter, and that VS needs a duration tweak. I see all of your points.
So why is it that all I'm hearing is that my point is ridiculous, that I should play another set or my idea of balance is wrong or that I want to totally change the way the set plays? Seriously, why is my very simple request met with such steadfast refusal from you guys? Is it completely insane to want to play an Electricity Blaster with a focus on ranged powers; to just want a decent, functional chain to allow that approach?
Sorry to sound so frustrated, but I'm getting a little tired of very clearly stating my points and having you guys twist them into something else entirely. -
Quote:I do not want that. The changes that the devs are making are doing that already. They're making Zapp more of a straight-ahead blast that can be used at 80ft (and beyond). I'm just saying make it an 80ft blast, period. No tricky prereqs or complicated mechanics. Just an 80ft blast.
You want Electric to play different than it currently does. Own it and move on.
Given the i24 changes, what I'm advocating isn't much different.
Prior to the proposed i24 changes, I never suggested any changes to this set. Now that they're making changes, I'm just saying make them ones that serve the set well based on its shortcomings. -
Quote:I don't think it's been specifically ignored. This is a thread about Electric, so I'm arguing from the perspective of someone playing this particular set. If this was a thread about another Blaster set that could use some individual attention, I would have different suggestions with the same goal in mind -- addressing unnecessary weaknesses.
But tell me: if electric has been ignored specifically all these years, then which blaster primaries and secondaries haven't been ignored?
The thing about Electric that always frustrated me was the lack of a decent ranged attack chain, so that's what my suggestions are aimed at. There might be other ideas that accomplish the same result, but the proposed change to snipes or changes to powers that don't affect the ranged chain (SC, VS), don't cut it for me.
"Blaster Changes Don't Fix Electric" seemed like a good place to talk about the things Electric needs that aren't included in the upcoming blaster changes.
Quote:1. Power Burst is an attack I don't even take, because its DPA is only trivially higher than Power Blast and Power Blast can be used while mezzed. Increasing its range has extremely limited benefit unless you're taking the power already.
2. I might take the power anyway if I didn't have an ultrahigh recharge build
You're right about its comparison to Power Blast. But you know what's cool? Having 2 powers like that to compare to each other, that you can use back-to-back to blow stuff up. Does it matter to me that the DPA of one is less efficient than the other? No, because it's another attack in my chain that makes me that much more free to choose the power I want to use next or NEED to use next.
NOT having a decent attack chain means I don't even have the choice. I'm just stuck recycling the same busted chain over and over.
Quote:In most cases, playing Energy/Anything will be able to have fast snipe a very high percentage of the time if they take tactics and Kismet.
I totally see what you're saying and don't disagree, but think of the lower level blasters. They count, too. The game is not and should not be balanced around the powers and builds and slots that you MIGHT have late in the game. Think of the new player or, God forbid, any player that decides to play through the game as intended instead of powerleveling to 50. An endurance-heavy toggle is a big deal to those players. New players have very little hope of even understanding how to get the most out of their post-i24 snipe.
Quote:And the snipe doesn't have to be perma fast to be better than Power Burst.
There are blaster sets that do not have that choice. And that would be okay if the choices they DID have resulted in a good ranged attack chain. Electricity has neither.
Quote:Energy gets an extra benefit of having an attack that is questionable to take except as a filler
And I'm also betting that many of the people that have skipped Tier 3's will go back and pick them up once their range is extended to 80ft. With super-high recharge and little concern for endurance late in the game, I think a lot of the people looking to drop a post-i24 ranged attack (and I still doubt that number is huge) would be just as likely to drop their Tier 1 blast than their Tier 3. Still, I think most would take them all and get full-on blast-happy.
Quote:I think I24 is a pretty good start. Does it fix everything? I'm not even sure its supposed to "fix" *anything*. Rather, its supposed to make snipes more attractive, its supposed to normalize blaster range, and its supposed to make nukes functional in continuous combat. It fixes those powers globally, but that may not "fix" any one particular set specifically, for some definition of broken.
I agree with you on the snipe change and it's potential upside. But I loathe the mechanics of the change and think it will be misunderstood/off-putting to newer players and players that don't focus on the numbers-side of the game or obsess over the nitty-gritty specifics of their builds.
I say just make it an 80ft blast. I don't care if it's classified as a Tier 3 or something more akin to whatever the hell Dehydrate is supposed to be. That's how I feel from an ELB perspective.
In general, I still say drop snipes altogether and retool/replace them with something each set that has one needs. ELB needs another attack. For Energy and Fire it could be something else entirely to make them more unique. Or heck, maybe it IS another attack. I don't care if their chain is better than ELB's as long as ELB's is good. Right now it's NOT good. CB/LB/BL is a crappy ranged chain and you can't fix that by tweaking Short Circuit or Voltaic Sentinel.
Those powers may need some love, too, but it doesn't fix ELB's substandard ranged chain. -
I don't want the set to play differently. I love its versatility and, like you, enjoy the different playstyles that each set allows. I'm not talking about a thematic change to ELB or the way it plays. I'm talking about having a better ranged attack chain. Nothing else has to change -- just give me a ranged chain that doesn't suck. Doing so would add more versatility to the set, as we could choose the power we want or need versus having to choose whichever attack recharges next.
Also, the clicky nature of blaster buffs isn't the same as the sets you compare it to. A regen Scrapper doesn't have to click a buff or heal every 30 seconds. Those buffs/heals are needed much less often in general, and arguably even less in most team environments and situations.
For Empathy Defenders, at least what they're doing fits thematically with their powers and roles, and they can deploy their buffs the same way they do their AoE heal (as opposed to the bad/micromanaging Defenders that insist everyone "Gather for buffs!" all the time). The mechanic of their buffs is identical to deployment of their most-used heal. It's not the same thing.
With Blasters, it's non-stop silly animations all the time, now with the random clap thrown in to make it even sillier. And none of it makes sense, and none of it fits into the playstyle of a blaster.
And lastly, I'm not asking for sympathy. All I want is another attack that doesn't have any silly prerequisites for its use or require that I burn power choices and slots to use regularly.
Just one attack. In lieu of that, yes, I have other ideas that apparently rub you all kinds of wrong. But let's not pretend that I'm asking for a total reworking of how this set works or plays. My suggestion is FAR less complicated than yours, in fact.
Convert Zapp to a Tier 3 attack, and MAYBE streamline recharge times for the chain to make it a bit more dynamic and tactical.
I'd settle for just the attack. That's it. That would make me happy.
What you suggest is far more complicated. I really like your ideas and would definitely prefer Charge Up to the current Aim/Buildup approach, but there's no question that this would require far more work for the devs than what I suggested. Mine is just re-jiggering one power and maybe revisiting the RECH/DMG/END balance of the chain to make it a bit more palatable.
How many people who play this set regularly wouldn't drop the snipe for a Tier 3? Especially given the unnecessary complexities of the upcoming snipe changes...
I don't see that that would make the set any less fun or unique -- a snipe is just as common as a tier 3, isn't it? -
Quote:Right, so we're now relying on 4 quick buffs/casts every minute or so: VS, Aim, Buildup, and now Clap.
The majority of Blasters are relying on using Aim and Build Up every 45 seconds to maximize their damage.
Imagine a superhero movie...
HeroGuy walks into a CoH warehouse. He does his little wavy-arm thing to summon Voltaic Sentinel. He walks around the corner and spots the first group of enemies. He does the Aim animation. He does the Buildup animation. He does the Lightning Clap animation. All 3 in a row, before he engages anyone.
Now imagine that from the beginning of that mission to the end, he stops roughly every 45 seconds to do ALL of those 4 animations over and over and over again, in AND out of battle.
Question: Does this make him appear more like a superhero or a spastic with SEVERE, uncontrollable ticks? -
Quote:That's a nice sentiment and it's true in a lot of cases, especially from a broad perspective. But for fans of Electricity Blast, this has certainly not been the case. The ranged deficiencies of its non-existent attack chain, the beating it took when End Drain was hit, the inherent imbalance of the efficiency of the set when compared to the majority of others... These are all problems that have been pointed to a lot and never addressed.Ultimately, a lot of people have come thinking they could fix the game with a magic wand, and ultimately all of them give up disappointed often having altered basically nothing of the game. The players that ultimately end up making a difference are not those that believe they can fix the game, but those that believe they can improve the game, and are willing to do so over the long haul.
To be clear, I love how connected and responsive the devs have been to their fan base since the launch of this game overall, but there are some glaring issues of imbalance and failures of game mechanics that have gone on for years, giving people concerned about them no reason whatsoever to believe that they'll ever be addressed.
With regard to Electricity Blast, those issues may be relatively minor, all things considered, but they're made to appear worse and worse with the advent of new sets and changes to others. And with things like the broken melee pet AI that have been big issues forever, one starts to wonder if the devs have just given up on certain things.
And I get that balance is subjective and that certain things can be explained away thematically, but certain things are just obvious. If other sets get 60% more ranged attacks AND faster recharge times, that is not balance. And if the upcoming slate of changes improve performance evenly for most sets but more for a handful, the sets receiving more love SHOULD NOT BE THE ONES THAT ARE ALREADY PERFORMING THE BEST IN THIS AREA. It should be the ones performing the worst.
In other words, it could easily be argued that sets like Fire and Water should benefit the least from these changes, or not at all. But not only are they benefiting from these changes, they're benefiting MORE than the sets that have fewer ranged options AND slower recharge times.
So it's taking the existing imbalance and making it worse.
Look at my Water vs. Electricity scenarios above. After the proposed changes, a level 20 Water Blaster will have their heaviest-hitting ST attack double in range, making it wildly effective and much safer to use. A level 20 Electricity Blaster could see no improvement at all. Yes, his snipe might be able to be used mid-fight under certain circumstances or in accordance with at least one other power, or as a result of a very specific build. To see that benefit all the time or most of the time, he's locked into making certain power, slotting, and enhancement choices.
Water gets a huge performance bump with zero consideration of any of the above.
Fire, Energy, and other sets will get the same bump Water did, PLUS the same bump Electricity gets, on top of already having more ranged powers to choose from and more efficient recharge times.
So the worst-performing sets benefit the least. Does that feel like balance to you?
And the "Well go play another set instead" argument gets old, too. "If you want X, Y, and Z go play the sets that have X, Y, and Z." This set should stay functionally inefficient and less attractive to players... why, exactly? -
Quote:Which gives Short Circuit situational utility on teams with no support. We can all sit here and fondly recall that one time, at band camp, when Short Circuit was an awesome power. And I get that it still has some utility now, but its actual utility for a Blaster is extremely situational at best.
But at the other end of the scale I've been on teams where a Blaster using Short Circuit was doing a LOT of the work at keeping the team alive
Quote:Solo Short Circuit is an excellent survival tool for a Blaster.
Situationally, yes, that pesky Elite Boss that's resistant to holds but susceptible to drain is a perfect candidate for SC. I get that, and like I said it DOES have some utility. But I can just as easily choose another power, save the slots, and pop a couple inspirations to drop that EB.
Again, this is a set with a perma-capable hold and access to many other nifty tools that can easily replace the utility of SC. And I'm not opposed to keeping SC around with some improvements. This was just one "what if" I had to increase the set's ranged attack chain.
Quote:The majority of Blasters are relying on using Aim and Build Up every 45 seconds to maximize their damage.
I think a lot of Blasters play in most situations without a lot of concern for those types of powers, and that it should not be a mechanic that the devs should focus on. I'm sorry, but I think it's silly that very soon we might have a situation where every blaster is stopping every 30 seconds to do the Aim/Buildup dance and/or randomly clap their hands for a survival buff. It's going to look like a gaggle of Tourrette sufferers.
It's silly.
Quote:Pretty much every Blast set has three single target attacks with 4/8/10 second recharge.
I want a ranged attack chain that does not suck. ELB's current attack chain sucks, and it can only be called an attack chain if you include a 16-second AoE that MUST be used almost constantly as a single-target attack.
I've been playing Water Blast over the last few days, and with i24 it'll have 5 80ft ranged attacks in its chain (with 3/7/8/10/16 recharge), plus a short-range cone for giggles. And that's before you figure the nuke in. Fire will have 4 80-footers plus the snipe tweak, with a 2/4/10/16 cycle.
ELB will have its same crappy 4/8/16 chain, along with a snipe that you can maybe use mid-combat if it's a full moon and there are two or more runners on base.
I want a ranged attack chain. It doesn't have to be as cool and flashy as a 3/7/8/10/16 chain with a built-in heal and a stacking mechanic that adds extra damage and effects. I just want another attack to form an actual, working ranged chain that isn't horrible.
And the recharge times could use a little love, as well. Since you're confused about what I want, I'll elaborate on this a bit, too.
I'm a lvl 15 Water Blaster looking at a standard solo spawn. I might open with my AoE for the knockdown to open things up. Depending on who falls down, I might polish off a minion real quick or focus on dropping the LT. As this unfolds, because I have more powers to choose from AND quicker recharge times, I'm able to choose the power I want next, or the one I need to drop the next target. I'm able to think a move or two ahead, adding a little tactical/strategic fun to the mix, and I can heal myself without skipping a beat. And none of this factors in the Tidal Power mechanic, which also adds to the fun and tactics.
I'm a lvl 15 Electricity Blaster looking at a standard solo spawn. Every encounter is the same. I have to open with my Snipe because otherwise I'll never use it. Then I'll chase it with my AoE just to get its recharge started since I only have 3 attacks to choose from. My ranged attacks don't have secondary effects that help me, and my point blank power forces me to take damage I have no heal for. So after the AoE, I have to always choose the guy who poses the largest threat, fire my next two blasts, which won't drop him because he's a LT, so I kite for a moment to wait for something to recharge. And that's how the fight ends, hitting whichever power recharges next. No real tactics, just a repetitive sequence of events that gets old quick.
If the recharge times were a bit more palatable, that would help some. It wouldn't be a solution, but it sure as hell wouldn't hurt. What I really need is another attack in addition to the streamlined recharges so that I can choose powers strategically and efficiently.
Again, this is strictly looking at it as a ranged set. I know I can factor in punches and stuff from my secondary, but so can the blasters that have awesome ranged attack chains. That isn't balance. That's ignoring the long-standing problems of existing sets while fixing other sets AND rolling out new sets that make these problems seem worse.
My Electricity Blaster was my first toon 8+ years ago and I still enjoy playing him at times. But now that I've played all the Blaster sets a bunch, most to 50, I'm at a point where I look at Electricity and simply cannot explain away its deficiencies anymore. I have a soft spot for it, but I'd never recommend it to a new player because it is literally one of the very worst blaster primaries, and its ranged attack chain is far and away its most glaring issue, especially when compared to those of the vast majority of other sets.
Sorry for the novel, but I'm trying my best to explain myself... -
That's a neat idea. I guess the one problem I have with that is having a Blaster set that relies on a steady stream of self-buffs to maximize its effectiveness. In other words, I see a reality where every 30-60 seconds I'm having to cycle a short-duration power to make my ranged powers more worthwhile.
Those types of game mechanics irk me a bit. I've never read a comic where the hero stopped every 45 seconds to pump himself up, y'know? Or a super-strong hero that paused every 2 minutes to catch his breath.
I agree with you on the snipe change. Just give us another attack and scrap the snipe. Having to check an obscure statistic before knowing how a power will behave seems similarly distracting/frustrating.
As for Short Circuit, I disagree on its utility for Blasters. On teams, even at the lowest levels, fights are over so fast that it really has no utility. It does something useful, but that something is glossed over by the fact that it happened 5 seconds into a 12-second fight where the enemies' endurance was never a factor to begin with.
It wasn't like that when the game was first released. Short Circuit had great utility back then because we weren't so overpowered and its effect was more powerful. I absolutely overlooked its current utility to Defenders, so maybe it's not the power to tinker with. But in its current iteration (and especially if something is done to fix ELB's attack chain problem) I think it ends up being a power many Blasters skip.
Again, I really like the your idea in general, I just don't want a high-maintenance Blaster that I have to constantly self-buff. I love the idea of attacks jumping to other targets on occasion, and maybe a little of that can offset the current uselessness of the secondary effect.
But in general, I'm just looking for a decent attack chain. The 4/8/16 chain is horrible, predictable, and repetitive. I want to be able to actually be a Blaster, not a guy who occasionally blasts as he's running in and out of mobs to sap and punch stuff.
I don't mind sapping and punching. It's kinda fun. But the set is called "Blaster." I don't think it's out of the question to have a ranged chain that embraces that concept. -
Okay, so how about converting Zapp to a standard 80ft ST blast? All I'm looking for from the set is a ranged attack chain that doesn't suck.
You're right. Short Circuit still has utility for Defenders. I overlooked that. This is a Blaster forum. Look at it as a Blaster set. What would you suggest to fix its shortcomings? -
Alternatively, since there are a few sets that don't have a snipe, why not just turn Zapp into a regular 80ft ST blast? Use the Power Blast animation with the beam from Shocking Bolt. I don't even care if it's a true Tier 3-level blast. The set just needs another ranged attack to form a solid ranged attack chain.
Keep the recharge of the other attacks balanced as they are, give Zapp a 10-second timer (or less if the DMG isn't Tier 3), and leave everything else as-is. -
That's not the point. I know how the numbers work, and I'm fine with all that. The difference is that the pacing of ELB's attack chain is bad and Fire's is not.
Think of it from the perspective of a new player. Without veteran powers, a level 10 Fire Blaster has an array of ranged powers up all the time. More blast powers to choose from AND balanced with faster recharge times so that an attack is always up.
A level 10 Electricity Blaster has his 4-second blast and 8-second blast. Figure in the 16-second AoE and that's a pretty crappy attack chain. And aside from adding enhancements, that chain never really changes. The proposed snipe change -- forcing a glance to see if it's okay to fire it in combat -- isn't really a solution.
No one wants to be running around waiting for attacks to recycle all the time, especially when there are 9 sets where this isn't a problem (or is much less of a problem). It adds to frustration, makes misses worse, and serves no useful purpose whatsoever.
So, like I said, BALANCE the recharge times. If the damage and endurance levels need to be tweaked to accommodate that, fine. But don't have me standing next to another blaster twiddling my thumbs while he's always got attacks up for no reason. This is a game, and that is not fun. And there are other sets that could use this type of attention, too.
This is also part of the reason I advocate turning Short Circuit into an 80ft ST blast. Play Water Blast for a while at low levels. You have a viable, fast, effective attack chain pretty early on. You have attacks to choose from, instead of slower recharges that leave you fewer choices. So not only do you have attacks up, but you can cycle them tactically to be more efficient.
It adds diversity to the gameplay, making it more entertaining.
With Electric Blast, your ranged cycle is so small and slow that you have no choice which to use next -- It's always whichever one recharges first. You have no options in a ranged build because there are only 3 ranged attacks to choose from.
ELB basically forces you to use melee powers like SC and your secondary attacks because the ranged chain is 3 powers that are all the slowest-recharging of their ranks. And I get that the END and DMG are balanced along with those times. I'm saying reconfigure the balance so that the ELB ranged attack chain doesn't suck out loud. -
The advantage of Electricity Blast (ELB) has always been its versatility, and I don't think that should change. But the truth is that Endurance Drain -- and the powers in the set that favor it -- has lost a lot of its power and utility.
Put simply, even in the low-level game, fights don't last all that long anymore. And even when they do, the potency of End Drain has dropped dramatically, requiring multiple hits to get the old results. So even if you have Short Circuit and Power Sink, the utility of using them has greatly diminished.
And balancing the set around the use of Voltaic Sentinel -- a "Love It or Hate It" power that many ELB players skip -- doesn't help, either.
Also, many of the suggestions would appear to require a lot of work on the part of the developers, in some cases an amount of work that seems prohibitive.
With all that in mind, I would...
* Balance Recharge Times. This is something that should be done across all Blaster sets. I don't mind if ELB does significantly less damage than Fire or whatever else, because you can explain that away thematically. Setting something on fire does kinda seem like it hurts more than zapping someone with a defibrillator.
But what you CAN'T explain away is why a Fire Blaster's Tier 1 and 2 blasts fire in half the time. 2 and 4 seconds versus 4 and 8? That's insane. Getting more attacks overall AND having the most-used ones recharge twice as fast is wacky.
Again, I'm not asking for more damage and I don't need Charged Bolts and Lightning Bolt to recharge in 2 and 4 seconds, respectively. But 3 and 6 would be nice. ELB's attack chain is piecemeal at best. If you must crank the DMG down a bit for balance, fine. But the attack chain is very bad for low-level ELB builds as-is.
* Overhaul Short Circuit. Again, the utility of this power has diminished tremendously over the years, and re-jiggering the way End Drain works sounds like a big job. Given ELB's troublesome attack chain, why not change this to a single-target, 80ft blast? Hear me out...
Make it like Dehydrate in Water Blast. You're siphoning the electricity/energy out of your opponent, causing moderate damage in 4 ticks while also receiving a benefit of some sort over those 4 ticks. Dehydrate's heal is a game-changer, because not only is it a great attack, but it dramatically increases your survivability. And since you're an Electric guy absorbing electricity, a heal would make sense (though it could be endurance, or you could lose the benefit altogether, keep the Tier 2 damage, and make it a more powerful single-target end drain).
I like the idea of a heal because of the survivability, but the other ideas work well, too. Either way, you can keep the name of the power the same because it still fits, and the animation could still be cool (like the first half of the Thunderous Blast animation, before the BOOM).
This would fix the ELB attack chain problem, with the first 3 blasts, including this one, recharging in 3/6/10 or 3/7/8 like Water Blast.
I was once a huge, HUGE fan of Short Circuit, but it's not nearly the power it was. I'll miss it, but something more akin to Dehydrate is a better fit for today's faster-paced CoH.
* Speed Up Tesla Cage & Increase Range. I've been out of the game a while until very recently, so if the animation has already been decreased, ignore this. But definitely increase the range to 80ft like Shocking Bolt. Adding some damage like many have mentioned here would be great, too (especially if the Short Circuit revamp is shot down), but a faster animation would smooth it out quite a bit.
* Reconsider the Secondary Effect. If End Drain is going to remain a broken secondary effect for ELB, maybe just dial up the frequency of the mini-hold that sometimes occurs in the wake of an electric blast -- that quick couple seconds where a target stands there shaking -- a bit.
Basically just tweaking a couple recharge/animation times & overhauling Short Circuit would go a long way toward fixing the set as a whole, in my opinion. I like a lot of the other ideas mentioned here, but I think finding simple ways to address its shortcomings is more realistic for the devs. -
Now that you have it down to Dark or Storm, let me be the first to say that you can't really go wrong with either. Sitting here thinking about it, both sets have their strengths and few weaknesses. Having said that, I'll put my vote in the Storm column.
In my opinion, one of the knocks against MMs is the repetitive nature of the gameplay, where at each spawn you're doing almost the exact same thing every time.
What Storm offers that many other sets don't is versatility. You can approach each encounter with a mixed bag of tricks that are each as effective as the last. A rundown on the set...
Gale - Doesn't get much love on the forums because it's often misused. Put simply, it's a decent mitigator and soft control in the early game, with decent situation value later in the game. As a solo MM, it has added value early as a one-click "Get Away From Me!" power as your pets focus on killing other mobs.
O2 Boost - Run of the mill single-target heal. Once you get a couple slots with SOs, it'll heal an almost-dead demonling in one shot. Not a big heal, but quick enough to keep stuff alive most of the time.
Snow Storm - For all the talk about Freezing Rain, Snow Storm has the most real utility because it's a toggle that's up for every fight and its effect is 100% predictable. The slow is nice for keeping things away from you, but the -50% recharge is what'll have you fighting large spawns before you even hit level 10. Used in tandem with Freezing Rain you can drop any spawn in the game with little effort. Easily one of the most underrated powers in the game.
Steamy Mist - Its utility depends on your playstyle and how you're managing your endurance. You won't be ghosting much as a MM, so the point of this power for you is the +RES. If you find you want the RES boost and can afford the endurance hit, it's a great power. If not, it's easily skipped.
Freezing Rain - The only knock against this wonderful power is that since you'll be playing missions with large spawns (you'll want to set your difficulty to treat you as at least 2 players after you take Snow Storm), you'll wish it lasted longer. That said, once you have it slotted, it'll be up as soon as it wears off anyway. Excellent mitigator and debuff, arguably the best power in the set overall, if still a bit overrated.
Hurricane - As any other AT, Hurricane has only situational value. As an MM, if you like Hurricane and learn to use it well, you can get a ton of use from it. I wouldn't go as far as to say it'll be on all the time, but it certainly could be if you enjoy it. It basically gives you control over where your foes stand (and IF they stand in many cases) and provides a superb ToHit debuff. All good news, but tricky to use.
Thunder Clap - Another underrated power, so much so that I'll give you both sides of the argument. The down side is that it's only a Mag 2 disorient, so it only has a one-shot effect on minions and LTs. Many also dislike that disoriented foes wander and scatter. It also needs slotting (particularly ACC) to be reliable.
The up side? It's a long-duration disorient (30 seconds, slotted). This is a great "Oh $#!&!" power that can be used as a hard control on everything but bosses, like any other mass hold EXCEPT that it recharges in 45 seconds instead of several minutes. This is one of those powers that provides the aforementioned versatility. Certainly not an "every spawn" power, but an excellent utility power worth taking and slotting a bit. Cool animation, too.
Tornado - This is the one I never developed a taste for because it's SUPER situational. It's a love-it-or-hate-it power, so my advice is if you're curious about it, copy your MM over to Test when you hit 28 and take it for a spin. It can be a blast to use, but its actualy utility is questionable at best, especially on teams.
Lightning Storm - Nothing wrong with a little extra damage. It scatters a little and requires slots to fully appreciate, but it's another solid performer to add to a versatile bag of tricks.
Again, it's a versatile set and extremely powerful for a solo MM. In teams, there's a couple powers that you just need to be careful with or not use.
Personally, playing a mastermind, I don't think there's a better crowd-killing secondary. I have a Demon/Storm at 23 now set to x3 and he breezes through missions. I took him hero-side and went directly to Dark Astoria, killing large hazard zone spawns dropping nothing but magic loot. Fun, fast-paced, and versatile.
The only tedious thing about it is being careful not to kill your Snow Storm anchor. -
Assault is fine with the default slot (endurance reduction) since you can't enhance damage buffs.
Maneuvers and Tactics -- it pays to feels these out as you go to see if you want (or can afford) to burn slots adding ToHit and Defense enhancements. The degree to which you can actually modify their effectiveness is pretty small, but can be worth it if your build has slots to burn.
Vengeance might not be worth taking on your mastermind unless you plan to team a lot, as it can't be cast on a fallen pet. -
Quote:Agreed, but if we're vocal about it, I expect this to change before too long. We can mail stuff between our toons now, so we know they're open to doing these types of things. Given that this game is pretty much all about playing multiple characters, this seems like a no-brainer, especially now that SG/VG membership is more transient than ever with the alignment system.While it is wonderful that people are so often willing to assist each other with this, I can not for the life of me understand why the devs can't or haven't implemented offline group invites for characters on our own accounts.
How about an option when a character is without a SG to join any SG that our other characters have invite permissions to?
On a similar note, I'd also love to be able to set my personal SG to not have leadership roles expire (or at least longer possible duration), and to be able to promote/demote offline characters so that I don't have to log in so many toons to make organizational changes. -
The animations tend to feel long because of what's happening on the screen. All of the attacks have a wind up to a final, quick burst of damage -- wave, wave, wave, BAM!
In other words, it's a set a quick-executing Knockout Blows and Eagle's Claws, with long windups to a final shot of damage. It would *feel* as fast as it actually is if the damage were happening throughout the animation, like Shadow Maul and some of the multi-swipe Dual Blades attacks.
As it is, yes, it's kind of silly thematically because why would anyone sit there and watch you wave your hands around instead of using that awkward pause to kick you in the sack? Eagle's Claw -- why would I stand there when a ninja guy jumps in the air in slow motion with his foot cocked back like he's going to put a footprint on my brain? Knockout Blow -- We've all seen Popeye cartoons... when a dude winds up like that? Newsflash -- he's gonna hit you in the face!
So just like with Dual Pistols (though not nearly as bad), it's a set full of style over substance. I've enjoyed playing the set so far, but yeah, you don't wanna spend too much time thinking about it because the animations are silly in a melee set.
A Kinetic Blast set with the same exact animations would be pretty great. -
The ability to turn off the aura from powers like Rage and Soul Drain would be great.
A couple of the existing alternate animations that are supposed to look like punches really don't look like punches (some look like weapon animations minus the weapon). A couple more traditional punches would be nice -- the animations from Shadow Punch and Smite are great examples of solid punching animations that could be used as alternatives for other powers.
Alternatives for the Fire/Ice swords would be great, and could just use existing punching and PBAoE animations without the swords.
Thanks!