Blaster Damage


50_Caliber

 

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You played the ONE scrapper primary that has no Cone AoE's to benefit from movement. The only movement MA has to do is to chase the guy who they just Crane kicked. Two scrappers have ...no..make that three scrappers are telling you that movement is critical for scrappers and you refuse to accept it.


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He is still up on you in that he has at least played both AT’s to this level. He may only have one scrapper at these levels but you have no blasters whatsoever.

To further deflate your argument, my mid 40’s scrapper is dark melee, and it does not need to move as much of my blaster. It can have some very precise movements and it’s easy to get caught in the trap of trying to maximize shadow maul, but ultimately this is generally counter productive because the other attacks DM has access to are so good.

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You've been told by two scrappers that knock backs can equal death,


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Playing on a team isn’t just soloing with people around you. If you do not leave yourself enough breathing space that missing one single move gets you killed then you have no one to blame but yourself. Rule number one about playing on any team is that sometimes your team mates will do something unexpected that changes your planes. A good player will be able to adapt to this and have a backup plan in place so they will not even put themselves in a position where a single unexpected event gets them killed.


 

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I am not sure why we are still talking about this scrapper VS. blaster movement question. It is very clear to anyone that has played both a scrapper and a blaster that blasters move more in combat. They just move more. Why?


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I know this question is rhetorical, but I wanted to include my own thoughts on the matter.

If you remember, the topic came up because some of the visiting scrappers seemed to think not needing to move was an advantage blasters hold. Any really good blaster is going to know this is ludicrous. Playing a blaster is all about position and timing, and the thing that ties these together and makes them possible is movement.

People from other AT’s often comment on the lack of “build threads” in the blaster forum, but in reality except for AoE vs single target attacks you can’t have a good blaster simply by following some canned build. There are a few good power and technique combinations to know about but ultimately the real difference between successful blaster and an unsuccessful one is how, when and where you move.

For scrappers movement is a minor inconvenience at best, sure there are some attacks that work better if you move, but for blasters movement your whole game. That being the case the original suggestion that “blasters don’t have to move and therefore have an advantage” simple makes zero sense.


 

Posted

I guess what they don't understand is that movement is our defense. If we don't move we die. Ignoring how much we move to attack because this varies by build as do scrappers, we move more just because of defense. Either retreating from an enemy and dragging him back to the tank or trying to move around the tank to make sure that anything you agro goes through the tanks aura. Of course if the tank is moving then so is the blaster. The scenarios go on and on about why blasters move more. At first brush it seems like blasters wouldn't have to move more but if you ever watch them you will find that they never seem to stop moving except to fire attacks.

There are scenarios where a blaster does not have to move much. Playing with a D3 in the early levels means that mobs won't be moving much due to fear and tentacles. This doesn't apply to some of the later levels but it works against early mobs. While the blaster is not moving much beyond positioning for AoEs the scrapper is not moving much either. If the mobs arn't moving for a scrapper they arn't moving for a blaster and nither AT is really moving much. Even in that scenario the blaster if he was trying to maximize damage would still move more.

To maximize damage a blaster must get in melee. Of course he can't stay in melee which means he will be darting back and forth attacking, retreating, attacking. If he has any Cones he will be darting backwards then going forwards to melee then darting back again.

I don't what it will take to cinvince someone who has not played a blaster to the upperlevels that blasters move more than scrappers but I think I have layed out the arguements pretty well.


 

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I guess what they don't understand is that movement is our defense. If we don't move we die. Ignoring how much we move to attack because this varies by build as do scrappers, we move more just because of defense. Either retreating from an enemy and dragging him back to the tank or trying to move around the tank to make sure that anything you agro goes through the tanks aura. Of course if the tank is moving then so is the blaster. The scenarios go on and on about why blasters move more. At first brush it seems like blasters wouldn't have to move more but if you ever watch them you will find that they never seem to stop moving except to fire attacks.

There are scenarios where a blaster does not have to move much. Playing with a D3 in the early levels means that mobs won't be moving much due to fear and tentacles. This doesn't apply to some of the later levels but it works against early mobs. While the blaster is not moving much beyond positioning for AoEs the scrapper is not moving much either. If the mobs arn't moving for a scrapper they arn't moving for a blaster and nither AT is really moving much. Even in that scenario the blaster if he was trying to maximize damage would still move more.

To maximize damage a blaster must get in melee. Of course he can't stay in melee which means he will be darting back and forth attacking, retreating, attacking. If he has any Cones he will be darting backwards then going forwards to melee then darting back again.

I don't what it will take to cinvince someone who has not played a blaster to the upperlevels that blasters move more than scrappers but I think I have layed out the arguements pretty well.

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Nah man they're just be stubborn to prove a point. a point that dosen't bear a whole lot of thought. and to top it off they're arguing with people who've been there when they have no point of refrence besides "speculation". The only way these people can envision blasters in combat is

A.) spamming AoE's while tankers maintain complete control (rare)

b.) Spamming AoE's while controllers maintain complete control

(rarer still)

c. Hovering and laying down massve destruction from on high while the mobs somehow ignore them.

(Very [censored] rare)

The truth? Mobs peel off tankers, high level mobs can't be held forever, blasters draw a lot of aggro, blaster have to avoid damage to the utmost of their ability in any situation. Many times when the melee types are scrapper-locked into opponents they don't see the blaster hopping about like a [censored] mad man in the back.


 

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Many times when the melee types are scrapper-locked into opponents they don't see the blaster hopping about like a [censored] mad man in the back.

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That is true of tanks and scraps. I can't tell you how many times my blaster was left alone with a boss that no one noticed (vahz usually) but I agroed with AoE while a scrapper or tank was locked on an Lt killing them.


 

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I don't what it will take to cinvince someone who has not played a blaster to the upperlevels that blasters move more than scrappers but I think I have layed out the arguements pretty well.


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You have but think its going to be hard for someone without a blaster background to get their minds around. To truly understand how to play a blaster requires knowledge that can only really be gained from first hand play with a blaster because there is no formula. Every situation is different and requires different movement which is why you can’t even explain it to a new blaster coming here looking for help because he is in debt.

The way defense scales and stacks encourage scrappers and tankers to do everything by formula. Until they go ahead and put the hours in on a blaster to learn how they are played they will be stuck in that formula mindset and in all likelihood will simply not get it.


 

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See, by not nerfing the two scrapper sets that could blow up at high lvl, they had to boost tanker damage. Now it's out of control. They'll never take Tankers alive.

Personally, I have no problem if they nerf our damage by 20%. I think they should leave our defenses (but not Perma-X) and nerf scrapper/tanker damage instead (even nerf Def dmg too). This way we can continue to hold aggro, and be happy we have trigger-happy blasters on the team.

I'd take the nerf in a heart beat. The slider only goes to Invinc..I can't turn it any higher. Defense is not what allows me to solo at that lvl.


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That's great! It's good to hear that you're ok with a Scrapper nerf. That's a brave admission, and I can tell that you care about game balance.

One question, though: when did you get permission to nerf all my Heroes too? I'd kinda rather you slotted TOs in all your powers; I must have missed the part where you decided my game should get harder?


Currently playing:
Infaerna Who knew Fire/Fire Brutes were fun to play?

 

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Not saying scrappers don't NEED to move in combat, but to compare the neccessity of movement between scrappers and blasters is ridiculous.

[/ QUOTE ] Well...it sure is. But I think the point for many of us non-MA scrappers is that when someone makes a blanket statement about blasters needing to move more....I can compare that to my own experience from playing various different AT's, an Ice/El blaster to 20 being one of them...and the statement is not universally true...not even close.

From playing both a D3 and Kin def to 28...when I covince the blasters on my team to sit their shizoid butts down in one place...their mortality goes down to zero and they do more blasting. So from my def's perspective, blasters do a lot of running around out of habit from soloing or teaming with bad def/tanks and it is unnecessary when teamed with competent teammates. So the biggest criticism I have is that the majority of the time they team with my defenders, the frentics is detrimental and wholly unnecessary. The best blasters I've teamed with have sat still. The worst..."Don't tell me how to play my toon!!!!"

From playing my Ice/El...I've hard far far far fewer deaths with that toon than I have had wth either my dm/sr at lvl 37 or my claws/regen at lvl 19. And I don't need to move 1/2 as much as my dm/sr. I move...but it's gross movements..full on retreats or constant back-pedaling.. My scrappers require a lot of precision...my blaster does not. Distance traveled goes to my blaster...number of keyboard inputs for movement, my DM/SR buy an order of magnitude. Until you play a DM/SR without Stamina...you literally have no clue how critical precision in combat is. Blasters dont' even come remotely close to it.

But the topic is silly. Blasters have convinced themselves that their life is by far the hardest. Maybe it is...

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Got myself a DM/SR scrapper without stamina. Names Shadumok, on Liberty server. Much smaller movements in combat to line foes up for Shadow Maul.


 

Posted

I posted this over in the Blaster Role Thread and it occurs to me that this might be the better place for it. --

What I would like to see for blasters is a power or powers changed to cause anti-agro. The power would cause the mobs to be confused about who shot them.

As an example a Fire Secondary would now cause a smoke screen effect. The effected mob cant tell that the following shots are coming from the blaster. Thus they dont react to the next 10-20 seconds worth of shots. It would be a ranged AoE power that has a seperate to-hit role on each mob effected.

Another example for the Ice secondary would be short pillars springing up. Powers shot after that power reflect off of one of them in a random fashion. So now the Mob cant tell which direction the attacks are coming from.

With good use of powers a blaster could neutralize their agro in both solo and team situations. The mobs would still react to any other agro causing event as normal. Its not like invis or phase shift in that there is risk that you can fail to effect the mob with a single shot anti-agro power or members of a group with AoE anti-agro power.

Maybe changing one of the less used secondary melee powers would be a good choice for an upgrade.


 

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I can only extrapolate from playing my Kheldian in nova form.

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Nova Form is much better and easier to line up then a blaster AoE, speaking as a Fire Blaster that had a Nova for Kheld, my Fire Blaster had to be much closer, and had (especially in the early levels) less manuverability then the Kheld. The Kheld AoEs are generally wider and farther reaching then Blaster ones, which means, even though they have more manuverability, they don't need to use it.

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But novas are squishier than blasters, and have far fewer tools to handle attention directed at them. Sometimes they need to move quickly to escape damage. Shifting isn't always the best answer because human form without shields is even squishier than the nova, and I have been defeated trying to shapeshift and activate shields. I have a keybind that shifts to human, activates combat flight, shining shield, and quantum shield...and often, the bind doesn't even work properly. I've fallen out of the air (despite combat flight being the first toggle to activate) to get one-shotted because of falling damage. I've had shields turn themselves off. It's almost a lottery at times.


Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)

 

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Kali you are going to make me cry if you don't look at my arguements and at least acknowledge them. I mean are my arguements that off base?


 

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I don't what it will take to cinvince someone who has not played a blaster to the upperlevels that blasters move more than scrappers but I think I have layed out the arguements pretty well.

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From your descriptions, my DM/DA has moved at least that much in many fights, and sometimes for similar reasons (it's a lot of fun to try to drag a boss that has latched onto you over a tanker's invincibility aura while the boss hits you for half to two-thirds of your hit points per shot and your only saving grace is a tray full of respites).

My Regen scrapper has had to move around a lot to line up AoEs and to avoid damage because she's taking too much.

I'm not saying that blasters don't move. I mean, given how much my DA and Regen have had to move to both avoid damage and line up attacks, it's clear that a blaster has damage avoidance even more keenly in mind. I just feel that the idea that a scrapper can just stand in one spot or hit tab-follow and fight effectively is not accurate.

As for ignoring the blaster when he has a boss... I've seen defenders ask that people type "Zzz" or something when held/slept/whatever so the defender knows to wake them up. When I'm playing a tanker, I keep an eye on the health bars and try to watch what's happening to everyone else. If I see a teammate's health drop, I'll target them and hit taunt in the hopes that whatever is hitting them is their target... but it helps when blasters who are caught by a stray boss yells "help" because no one - and I mean no one - can pay attention to everything happening in a fight.

And also, my melee peacebringer moves around more than any character I've played when she's in human form. She moves more than she does in Nova.


Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)

 

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Kali you are going to make me cry if you don't look at my arguements and at least acknowledge them. I mean are my arguements that off base?

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No, not at all. I've tried to make it clear that I'm only arguing from playing my scrappers and my peacebringer, and that I haven't played a blaster high enough to comment on how much they move.


Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)

 

Posted

When 5 Hamidon Enhancements does the exact same damage as 4 Hamidon Enhancements, the Blaster damage cap is too low!

* Sniper Rifle, using Dam/Rng HOs. Threw another Dam/Rng in Sniper Rifle without thinking and... whoops!... makes no difference.


 

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When 5 Hamidon Enhancements does the exact same damage as 4 Hamidon Enhancements, the Blaster damage cap is too low!

* Sniper Rifle, using Dam/Rng HOs. Threw another Dam/Rng in Sniper Rifle without thinking and... whoops!... makes no difference.

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Seriously? You should need six damage/* HOs to hit the damage cap.

But yeah, I agree it's too low. The reason for scrappers having higher just doesn't play out in the game.


Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)

 

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See, by not nerfing the two scrapper sets that could blow up at high lvl, they had to boost tanker damage. Now it's out of control. They'll never take Tankers alive.

Personally, I have no problem if they nerf our damage by 20%. I think they should leave our defenses (but not Perma-X) and nerf scrapper/tanker damage instead (even nerf Def dmg too). This way we can continue to hold aggro, and be happy we have trigger-happy blasters on the team.

I'd take the nerf in a heart beat. The slider only goes to Invinc..I can't turn it any higher. Defense is not what allows me to solo at that lvl.


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That's great! It's good to hear that you're ok with a Scrapper nerf. That's a brave admission, and I can tell that you care about game balance.

One question, though: when did you get permission to nerf all my Heroes too? I'd kinda rather you slotted TOs in all your powers; I must have missed the part where you decided my game should get harder?

[/ QUOTE ]If you are being serious:

People throw the "Well slot your powers with TO's then" argument around a lot. First off, any game that expects people to self-nerf for a challenge is doomed. That should be so obvious, you shouldn't have brough it up. Expecting people to self-nerf is ridiculous and a contemptous remark.

Secondly, as I've said before, you have to consider the effect on players when solo and when teamed...like teamed with some +2's so you're facing +5's. You can't sk in that situation. Obviously, tho, I don't expect the game to bend over backwards to deal with this...but..TF's are a different matter. TF's are probably seen as the crown jewel missions by the devs. These are the missions they spend the most time devising and probably play testing. As such, you need to consider the adversity players will face in this situation. This is the main reason why they should not nerf scrapper defense. Especially when they are testing the fights with inspirations....ridiculous. Nerf our damage....maybe raise our crit % by 5% so we are still boss killers.


 

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Slightly modifed SFCStaley's quote:
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The higher level villians all seem to have a great deal of smash/lethal resistance, as a Broadsword,claws, MA, or Katana scrapper, this limits my ability to be the damage king.

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See if you can spot the difference!

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Yeah, I see the difference: a Scrapper claiming that he is supposed to be the damage king. You cannot complain about enemy resistances when you can survive whatever they dish out. Now, if you died constantly, like Blasters do, you'd have every right to complain. Show me one unhappy Scrapper, and I'll show you the Blaster community as a whole.


@Demobot

Also on Steam

 

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If you are being serious:

People throw the "Well slot your powers with TO's then" argument around a lot. First off, any game that expects people to self-nerf for a challenge is doomed. That should be so obvious, you shouldn't have brough it up. Expecting people to self-nerf is ridiculous and a contemptous remark.

Secondly, as I've said before, you have to consider the effect on players when solo and when teamed...like teamed with some +2's so you're facing +5's. You can't sk in that situation. Obviously, tho, I don't expect the game to bend over backwards to deal with this...but..TF's are a different matter. TF's are probably seen as the crown jewel missions by the devs. These are the missions they spend the most time devising and probably play testing. As such, you need to consider the adversity players will face in this situation. This is the main reason why they should not nerf scrapper defense. Especially when they are testing the fights with inspirations....ridiculous. Nerf our damage....maybe raise our crit % by 5% so we are still boss killers.

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Quite serious, sadly. I agree that reducing the damage that Scrappers do by one brawl or so per attack (~20%) is a great idea in theory. In practice, this means game imbalance on a grand scale.

For example, under this solution, should Tanks continue to do identical damage to Scrappers (80% of Blasters), or should they be nerfed as well?

If not, why do scrappers exist?
If so, how would Tanks solo?

Oh, and railing aginst the hypocracy of the common CoH player exhibits exactly the kind of cynicism you say you hate so much... I know a lot of players who self-nerf, and I'm among them.

EDIT: I'm going to go on a mini-rant here, for clarity . CoH is unique among MMO's - the game doesn't set the difficulty level, the players do.

This means that between the slotting system and the difficulty slider, min/maxxed Heroes and gimpy Heroes can team together and co-exist in the game, without really affecting each other.

Suggestions like 'Nerf That Power, It's Too Good' really boil down to 'Someone Is More Powerful Than Me, and I Got Envy'. There really isn't any excuse for nerf-herding - PvE play simply does not give players any valid reason to care.

All that Balancing does is push players into more and more similar builds, and allow less of a 'power level spread' that this game so desperately needs to keep.

So sure, give Blasters a damage boost so that they are equal in effectiveness to Scrappers, don't nerf Scrappers. Or Balance everyone into a sea of conformity. As long as one power is even slighty 'better' than any other, there will be The Build that everyone Must Respec Into. And that's a bad thing. Over Powered Abilities = More Choice.


Currently playing:
Infaerna Who knew Fire/Fire Brutes were fun to play?

 

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If you are being serious:

People throw the "Well slot your powers with TO's then" argument around a lot. First off, any game that expects people to self-nerf for a challenge is doomed. That should be so obvious, you shouldn't have brough it up. Expecting people to self-nerf is ridiculous and a contemptous remark.

Secondly, as I've said before, you have to consider the effect on players when solo and when teamed...like teamed with some +2's so you're facing +5's. You can't sk in that situation. Obviously, tho, I don't expect the game to bend over backwards to deal with this...but..TF's are a different matter. TF's are probably seen as the crown jewel missions by the devs. These are the missions they spend the most time devising and probably play testing. As such, you need to consider the adversity players will face in this situation. This is the main reason why they should not nerf scrapper defense. Especially when they are testing the fights with inspirations....ridiculous. Nerf our damage....maybe raise our crit % by 5% so we are still boss killers.

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Quite serious, sadly. I agree that reducing the damage that Scrappers do by one brawl or so per attack (~20%) is a great idea in theory. In practice, this means game imbalance on a grand scale.

For example, under this solution, should Tanks continue to do identical damage to Scrappers (80% of Blasters), or should they be nerfed as well?

If not, why do scrappers exist?
If so, how would Tanks solo?

Oh, and railing aginst the hypocracy of the common CoH player exhibits exactly the kind of cynicism you say you hate so much... I know a lot of players who self-nerf, and I'm among them.

[/ QUOTE ]Self-nering and telling others to self-nerf to enjoy a game are in a universe apart. That's like telling someone else they need to run marathons because you do. A game should encourage players to min/max to their hearts content, it should provide many options to do it, and it should make it impossible to conclusively determine which build is truely better in every situation, and still provide them with challenge when they do. That is a great game. That is a well thought out game. That is a game that will endure.

Yes, Tankers should have their damage reduced as well. By the mid 30's they are better than scrappers for teams: Better aggro control, virtually unkillable, very respectible kill rate. The easist respecs I have are with two or more tankers. It's a frickin cake walk.

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If so, how would Tanks solo?


[/ QUOTE ] Slow and ponderous. They should be encouraged to grap a blaster for fire support...just like blasters need them for protection. The problem is as many blasters have pointed out, Tankers/Def/Controllers don't need blasters. They do enough damage on their own.

What they could also do is increase the recharge of all tankers by say 75% and give them a 50% increase in damage...so their rate of killing will be slower, but just as lethal. Fighting things they can't one shot will be much much slower and again will encourage them to team.

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In practice, this means game imbalance on a grand scale.


[/ QUOTE ] I fail to see how? Scrappers have way more offense than they need. Our offense is so high, our defense is really not needed for soloing. Reduce my damage, but increase my crit% I still can get those "wow" kills...I still am rewarded for boss. Give me 5% on minions, 15% on Lt's...25% on bosses and AV's. This preserves our roll and returns blasters to feeling like they are top dog.

But returning to tankers...yes...they are the show-stoppers. Their damage is so good...especially with Hasten...wannabe scrappers will resort to making Tankers instead.

The real problem is the primacy of damage. That's all this game amounts to in 90% of the missions. Give the other AT's a way to make xp that doesn't require damage and you will probably see less people slotting for damage.


 

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Suggestions like 'Nerf That Power, It's Too Good' really boil down to 'Someone Is More Powerful Than Me, and I Got Envy'.

[/ QUOTE ] GS, you're overlooking a very important reality. The toons, the powers have to be balanced against the mobs. The reason they have "nerf" is because the game is too easy. The 30's game is too easy. You can't just keep upping people's powers. This is the fundamental disconnect everyone has when they piss and moan about "why not just bring the weaker sets up??!!!"

Nerfing as opposed to boosting is even more obvious when there is one power or set of powers that is out of whack. Which is easier, nerf one power, or boost six?

Now grant it, I am advocating something that is in violation. I am saying nerf 5 AT's and leave one AT where it is. The reason goes back to my first point about toons vs mobs. If you boost blaster damage, then you need increase the mob hit points, the game will become even more trivial in the 30's.

Remember, right or wrong, the Jack himself believes in a risk v reward element. Right now, blasters are probably right where that needs to be. Don't tell me you guys can't blow through missions on Heroic solo. Scrappers have too little risk, and Tankers and pet controllers have like zero.


 

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But returning to tankers...yes...they are the show-stoppers. Their damage is so good...especially with Hasten...wannabe scrappers will resort to making Tankers instead.

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I kind of agree. Tank damage is really high for the defense they get. They'll probably get nerfed again....right after they got boosted. But not all Tank AT Heroes are "Tanks".

So you believe that I shouldn't be able to slot a Stone/Stone Tanks as a "regen scrapper"? Interesting.

I guess you don't think that cool concepts are a good thing. I've always kinda wanted to make a Elemental Scrapper, but you're right, for game balance purposes I guess I shouldn't be allowed to...

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The real problem is the primacy of damage. That's all this game amounts to in 90% of the missions. Give the other AT's a way to make xp that doesn't require damage and you will probably see less people slotting for damage.

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I agree completely. But we'll never see the SSOCS because we need to get the CoV Alpha, er meant Arena, sorry....balanced first.

But that can never happen, because the game was already balanced for PvE play only.


Currently playing:
Infaerna Who knew Fire/Fire Brutes were fun to play?

 

Posted

All I ask is a 15% innate resistance to your primary, and 10% to your secondary. e.g. Fire/Devices blaster= 15% resistance to fire damage, 10% resistance to smashing/lethal


 

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I think you can get to 10% with Tough? Also, the Fire EPP has a gimpy version of Fire Shield that gives a bonus to S/L/F as well...


Currently playing:
Infaerna Who knew Fire/Fire Brutes were fun to play?

 

Posted

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I've always kinda wanted to make a Elemental Scrapper

[/ QUOTE ] I thnk the game should support this. I mean...it kind of already does...you can make a stone tanker and just play him like a scrapper..which seems to be what a lot of tankers do.

But here's the thing the game strugges with.....Is CoH about teaming...or soloing?

....the answer is that we want both, how and when we want it. However, based on Jack's comments, it seems that CoH is/has decided that CoH is focused on making the teaming experience very very good. I like that. This is what has motivated me to play the game. I like teaming, I like coordinating efforts.

But as RPG paradigms stand now, there are some conflicting realities:
1) The logistics time expense in teaming are high...there has to be an opp to just go it alone every now and then.

2) The environment, the monsters, the missions, the xp, all have to be designed in direct response to the powers and roles you give the players. An analogy is football plays...

3) to the extent that your Running Backs want to play Quarterback, and your Receivers want to play linesman, the team suffers and the players blame the game. This is analogous to Tankers refusing to tank, Defenders refusing to defend, Blasters expecting to solo like scrappers or play any which way they choose, regardless of the team they are on or enemies they face.

4) People will not do what you expect..nor should you lock them into one path. Without choice and freedom to be the Hero you want to be...this game would suffer.

5) You can't account for all the variables, you can't make everyone happy, the people that scream the loudest are not the necessarily the ones most deserving or the ones who rightly should be changed. "Squeaky wheel gets the grease" right? What a noble and profound way to approach the game. Let's use up all the grease...never mind the cranks seizes because they used up all the grease on the left rear training wheel. The devs only have so many hours in a day. I'm sure they like to see movies, go on vacation, eat pizza, and maybe even play the game now and again.

Cutting myslef short....the game is designed...which means it that at the core, there is a model of how the game should work. Which is to say that it is not limitless..as much as we would like it to be. This game strives to make us feel like super heroes, but the comics are written not played. They are contrived stories which do not have to adhere the same consistency. And most importantly, the super heroes in the comics can't complain about "balance."

An interesting aside....it seems that we get to make choices in this game about what we have, that many players don't want to accept the consequences of those changes when things change. Blasters were great when they were dominating in the teens, but now that they are not in the 30's, that is unacceptable. I see the same thing on the scrapper boards. The complete lack of shame in using a power until x lvl and then respecing it out. It's like eating the icing off of a cake or the topping off of a pizza and then tossing it.

..yeah..yeah...I know..it has to be fun 100% of the time...99% fun is not acceptable.