Blaster role


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Maybe I make sammies faster than some, but I think I could make one before my friends old /Invuln died, as long as DP was on.

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And there's the key phrase: "my friends old /invuln". Because everyone- me included- remembers their OWN deaths so much more clearly.

I'm not taking any sandwich-making bets.

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Well, I did play him a time or too. That said, I could make a hundred sammies and return to find my own regen unharmed.


 

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Maybe I make sammies faster than some, but I think I could make one before my friends old /Invuln died, as long as DP was on.

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I should point out that /Inv is significantly more powerful that /Regen except against Psi/Toxic opponents. I think it works out to something like 20 even con minions will, on a good day, match the regeneration of the /Inv if Def and Resist are both capped.

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I won't say your a liar, but that hasn't been my experience with the sets. Perhaps thats one of the things that works better on paper.

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Its becuase most people dont slot invincibility for +def, which makes it a very very very good power now that there is aparently a cap on the number of enemies.

And for fixing blasters, ill say it again...

1. All activation times on all secondary powers be set to 1
2. All control powers be set to ranged(short)
3. I4 FR type Fear be added to hot feat and Chilling Embrace
4. Some sort of +def(ranged) be added to each or at least one of the APP's


 

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I have a few things to say...

Being an elec/elec blaster I have (as many consider) the worst secondary...

1. Electric Fence...holds for abit with some damage...Ranged.
2.Charged Brawl-Melee
3.Elec Field-Melee Range
4.Havok Punch-Melee
5.Build Up-Not Really an attack
6.THunder Clap-Melee attack that does no damage
7.Thunder Strike- Melee attack that does same damage as Havok Punch
8.Power Sink-melee range power that drains enemys end and gives you it
9.Shocking Grasp-Melee range hold.

7 Melee Range Powers 1 Ranged Hold and Build Up.
You may ask What was states smoking when he did this?"

Well heres my opinion. In conjuction with the Electricity primary this set is well done. I have had all of these powers through the course of my career as my main, I have respeced many of them but still used them all. The powers work well because the main function of an Elec blaster is to drain endurance. You must drain end at melee range with short circuit and once your there they cant attack you. I keep a steady flow of my 2 end drain powers and they are all useless, even bosses higher then me. I can now use Havok Punch which is a one hit kill attack for even conned enemies. All of my secondary powers become highly efficient. In fact when Im in melee range I am better than ranged. I never run out of endurance, with and without stamina because I use power sink frequently. So after a few minutes I have taken out a large mob of +1s without a scratch and without using my alpha.

Right now..the 40s are the funnest and easiest part of the game for my blaster, I never team unless Im fighting an AV or have run out of missions. Especially now that he has Temp Invulnerability which enables more risky draining runs.

So basically..for this power set I dont think the melee secondary issue is a problem. Sure I only have 4 powers from the set now, and its nowhere near as usefull as devices is but it works well with the Elec primary.

BUT as for a blasters role...I still think we are threatened by Scrappers.


 

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I went away from the computer to check on some CoV stuff and *wham* I received 5 or so PM's asking "what is the Blaster's role?"

Answer - Ranged damage. Now, the issue is more specifically - what does a Blaster do that a Scrapper can't already do? Or, even worse, is a Scrapper inherently "stronger" than a Blaster. We want each Archetype to have a well defined role, and part of our Scrapper testing is aimed directly at this.

Secondly, I have no intention of removing melee attacks - it's just a "perception" by some Blasters that some of the Secondary Sets aren't as useful as Devices or Energy Manipulation. This is a rather frequent refrain in PM's (and the occasional forum post). This is something that we should also explore...we want all the Secondary sets to be fun.

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and they are all fun States, the min/maxers are the ones that dont find any fun with certain things....
Blasters are currently balanced even against scrappers. The only issue is the rooting on alot of the powers or long activation times.
Im sure the min/maxers or wanna be tankmages want status protection, higher damage, the ability to turn on god mode and just level like mad....but lets be real, Blasters are glass cannons...They dont need all those melee attacks, and ranged people do avoid them like the plague, but hey not every set has ultra 'teh uber' powers....look at force field to find that.
Blasters currently have the highest damage output in the game, do they really need more? How much more damage do they need? Why not give them so much damage they always one shot even con minions with thier lowest level aoe.....and scale it up from there.....oh that would be awesome....no risk/ lots of reward....woot


 

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I have a few things to say...

Being an elec/elec blaster I have (as many consider) the worst secondary...

1. Electric Fence...holds for abit with some damage...Ranged.
2.Charged Brawl-Melee
3.Elec Field-Melee Range
4.Havok Punch-Melee
5.Build Up-Not Really an attack
6.THunder Clap-Melee attack that does no damage
7.Thunder Strike- Melee attack that does same damage as Havok Punch
8.Power Sink-melee range power that drains enemys end and gives you it
9.Shocking Grasp-Melee range hold.

7 Melee Range Powers 1 Ranged Hold and Build Up.
You may ask What was states smoking when he did this?"

Well heres my opinion. In conjuction with the Electricity primary this set is well done. I have had all of these powers through the course of my career as my main, I have respeced many of them but still used them all. The powers work well because the main function of an Elec blaster is to drain endurance. You must drain end at melee range with short circuit and once your there they cant attack you. I keep a steady flow of my 2 end drain powers and they are all useless, even bosses higher then me. I can now use Havok Punch which is a one hit kill attack for even conned enemies. All of my secondary powers become highly efficient. In fact when Im in melee range I am better than ranged. I never run out of endurance, with and without stamina because I use power sink frequently. So after a few minutes I have taken out a large mob of +1s without a scratch and without using my alpha.

Right now..the 40s are the funnest and easiest part of the game for my blaster, I never team unless Im fighting an AV or have run out of missions. Especially now that he has Temp Invulnerability which enables more risky draining runs.

So basically..for this power set I dont think the melee secondary issue is a problem. Sure I only have 4 powers from the set now, and its nowhere near as usefull as devices is but it works well with the Elec primary.

BUT as for a blasters role...I still think we are threatened by Scrappers.

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/elec is actually probably the 3rd best blaster secondary, and I actually think most will agree with me. True you have to use elec primary to really take advantage, but /fire and /ice are seen as just generally bad, much more than /elec.


 

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Why do mobs have so much more range than my Blaster? It makes staying at range seem pretty weak.


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This where I have my beef. Every mob in the 40+ game has a ranged attack. Look at the carnies, the Attendants and Jugglers have ranged attacks that are longer than mine. The Strongmen, who I think of as tanks, can hurl rocks a very long distance AND lay down a hit that can knock me down.

How can blasters compete with everything having a ranged attack? What it looks like is blasters = minions.

I have always seen AT rolls as:

Defenders= assisting team members (buff/debuff)/dmg when able
Controllers = Enemy confusion/ assisting team members
Tanks = Keeping enemy occupied /moderate damage
Scrappers = Heavy hitter killers (lts/bosses) attacking with speed and dmg
Blasters = Big Damage/Minion Killers but not attacking with speed

As a blaster, I can one shot a white con minion with my snipe, most of the time. Any minion I can one shot with snipe, I can two shot with my other heavy hitting powers. A scrapper (without a crit) can not two shot a minion.

I also have a lvl 23 regen scrapper and I love playing him as much as I love playing my lvl 48 blaster. Here's a suggestion I have to help "level" the playing field, if that's what you feel you must do.

A critical hit to me, has always seemed like a lucky swing that knicked an artery. Theoretically, blasters have practiced their accuracy because they have ranged attack. I think blasters should have a version of the critical attack as well. Call it a "Bullseye" shot if you wish, but as ranged attackers, our accuracy should be our strength. Especially on a snipe attack when we have to concentrate that much harder and not be interrupted.

Just my thoughts.


You don't hit smiling monsters - Sister Flame

 

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Blasters have better final powers in each powerset (Primary and Secondary) than Scraps do. Although I guess some of those perma-MoGers and perma-Unstoppablers might argue with me. But have you guys seen Nova? Wish I could do that with my Scrapper.


 

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Ranged damage. Now, the issue is more specifically - what does a Blaster do that a Scrapper can't already do?

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Thats a damn good question. But saying: "Ranged damage" and then saying: "I have no intention of removing melee attacks" Raises even more questions from everyone else I'm sure, and they're Not going to be the good kind either.




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yeah umm yeah could not say it better myself. States 2ndary's for blasters just suck. I mean BURN for a blaster??? Blazeing Aura???? haha yeah real fun for a blaster! Your crazy states.


 

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As a blaster, I can one shot a white con minion with my snipe, most of the time. Any minion I can one shot with snipe, I can two shot with my other heavy hitting powers. A scrapper (without a crit) can not two shot a minion.

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My MA scrapper can two shot a minion, and with a crit I've one-shotted oranges. And the Oranges I've one shotted are DE Fungi, and MA does not have the most damaging attacks.


 

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Blasters have better final powers in each powerset (Primary and Secondary) than Scraps do. Although I guess some of those perma-MoGers and perma-Unstoppablers might argue with me. But have you guys seen Nova? Wish I could do that with my Scrapper.

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Sigh, how often to I have to explain to scrappers they wouldn't really like Nova.

Look, against the kinds of enemies most scrappers fight, it wouldn't do that heavy damage, but would drop all of your toggles getting you killed.

And MoG and Elude are so much better than Hot Feet, Frozen Aura, Blizzard, Full Auto, Nova, Inferno, Total Focus, Thunderous Blast, Shocking Grasp, and Auto-Turrent it isn't funny. Even unstoppably is better the Hot Feet, Frozen Aura, and Auto-Turrent. Soul Transfer is bad, but I'd say Hot Feet is worse.


 

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As a blaster, I can one shot a white con minion with my snipe, most of the time. Any minion I can one shot with snipe, I can two shot with my other heavy hitting powers. A scrapper (without a crit) can not two shot a minion.

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My MA scrapper can two shot a minion, and with a crit I've one-shotted oranges. And the Oranges I've one shotted are DE Fungi, and MA does not have the most damaging attacks.

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My DA scrapper can 1 shot a yellow minion. Crits can 1 shot a red minion. This is without using Soul Drain. With, enemies fear, as Smite 1 shots whites.


 

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Why do mobs have so much more range than my Blaster? It makes staying at range seem pretty weak.


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This where I have my beef. Every mob in the 40+ game has a ranged attack. Look at the carnies, the Attendants and Jugglers have ranged attacks that are longer than mine. The Strongmen, who I think of as tanks, can hurl rocks a very long distance AND lay down a hit that can knock me down.

How can blasters compete with everything having a ranged attack? What it looks like is blasters = minions.

I have always seen AT rolls as:

Defenders= assisting team members (buff/debuff)/dmg when able
Controllers = Enemy confusion/ assisting team members
Tanks = Keeping enemy occupied /moderate damage
Scrappers = Heavy hitter killers (lts/bosses) attacking with speed and dmg
Blasters = Big Damage/Minion Killers but not attacking with speed

As a blaster, I can one shot a white con minion with my snipe, most of the time. Any minion I can one shot with snipe, I can two shot with my other heavy hitting powers. A scrapper (without a crit) can not two shot a minion.

I also have a lvl 23 regen scrapper and I love playing him as much as I love playing my lvl 48 blaster. Here's a suggestion I have to help "level" the playing field, if that's what you feel you must do.

A critical hit to me, has always seemed like a lucky swing that knicked an artery. Theoretically, blasters have practiced their accuracy because they have ranged attack. I think blasters should have a version of the critical attack as well. Call it a "Bullseye" shot if you wish, but as ranged attackers, our accuracy should be our strength. Especially on a snipe attack when we have to concentrate that much harder and not be interrupted.

Just my thoughts.

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You know, changing minions to do 1/4 damage ranged, and LTs at 1/2 damage range and bosses to 3/4 damage ranged would go a long way to making this work.


 

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Blasters have better final powers in each powerset (Primary and Secondary) than Scraps do. Although I guess some of those perma-MoGers and perma-Unstoppablers might argue with me. But have you guys seen Nova? Wish I could do that with my Scrapper.

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Blizzard, Frozen Aura, Hot Feet and Auto Turret are not better then the scrapper 9th teir powers. And the usefulness of the Nukes (Full Auto is a very nice power, and not including in this meaning of "Nukes") is debatable, it's a horrible DPS attack that leaves you defenceless in the middle of a group, or very close to said group, and assuming anything survives (most I've taken out are red minions) you WILL have the aggro and Alpha strike of anything left standing, and we don't have the extra HP and Autos that Scrappers get, and only two power pools gives us an Auto Resist (which after personal testing I was not a fan of) and one that is unstoppable like, but cannot be made perma.

I personally would prefer a generally more useable power then something that without stamina, conserve Power and/or a cab renders me unable to attack.

That said, Full Auto, Total Focus and Shocking Grasp (I think that's the TF for elec), are very good power.


 

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That said, Full Auto, Total Focus and Shocking Grasp (I think that's the TF for elec), are very good power.

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Shocking Grasp is a single-target melee hold. The Ice PbAoE Sleep is probably quite good for solo play with the Ice primary - I would guess it's actually better than the nukes.


 

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Bullhockery! Comparing them isn't weak. (BTW, I'm not calling for them to be nerfed either) Ideally, Tankers have better defensive capacity than Scrappers, but Scrappers have a better offensive capacity than Tankers. Scrappers have a better defensive capacity than Blaster, but Blasters have a better offensive capacity than Scrappers. How the hell is this setup not fair? Furthermore, how the hell is this not balance for that matter?

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well, the fact that scrappers even come close to, and surpass blaster damage, pretty much negates any small semblance of balance there is between blasters and scrappers.

statesman said it himself. scrappers have the capability to do more damage than blasters do. why? because they have to be in melee range which is supposed to be risky for them. nevermind the entire secondary powerset they have that is dedicated to making it less risky for them to be in melee.

rememeber, way back before smoke grenades got nerfed, and everybody was whining about how */dev blasters were tankmages, because they had awesome defense and awesome damage?

where is that outcry now? scrappers have awesome defense, and awesome damage. tankers have simply astounding defense (as they should) and some pretty damn respectable damage. there are two AT's in this game that could be classified as tankmages.

the reason i said not to look for balance between blasters and scrappers is because that balance went out the window a long, long time ago. when statesman made the damage increase cap for scrappers 100% more than blasters, gave them several attacks, including late level ones that can be used all the time (compared to blaster 9th powers, which are purely situational), and very good defenses, there was no balance between the two.


 

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That said, Full Auto, Total Focus and Shocking Grasp (I think that's the TF for elec), are very good power.

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Shocking Grasp is a single-target melee hold. The Ice PbAoE Sleep is probably quite good for solo play with the Ice primary - I would guess it's actually better than the nukes.

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It would be better if it slept things stronger than minions. As is, it is just terrible.


 

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Answer - Ranged damage.
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I think it's important for people to realize that no blaster is gimped in their ability to deal ranged damage because of secondary power set selection. All blaster primaries have a plethora of powers to blast anyone from range.

I suspect if you ask Statesman for a similar definition of the role of a Controller, he'll say "crowd control" and make no mention of their buff/debuff secondaries. Doesn't mean they're not there. Doesn't mean you shouldn't use them.

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Now, the issue is more specifically - what does a Blaster do that a Scrapper can't already do?
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In the few pages I've read, I think most were covered except for one. Blasters have the option to vary their damage. Many scrapper builds do only one damage type (e.g., lethal) or combination type (e.g., ne/smash from dark melee). And many player builds simply cycle three or four attacks (often with hasten).

My elec/fire blaster has eight enhanced attacks with the ability to do straight electric, straight fire and combination fire/lethal damages. I have a terrible time trying to take out Rikti Improved Drones with my electric blasts. My accuracy is horrible (presumably they have either ranged defense or energy defense). But my /fire secondary attacks easily hit them despite having only one accuracy enh (same as the electric blasts which whiff) and easily burn them down.

Conversely, Ring of Fire on a Behemoth and I don't care if he has Invincibilty up. Yes he can shoot me, but he doesn't get to melee range to get his bonus +def. Range does have its advantages.

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Secondly, I have no intention of removing melee attacks - it's just a "perception" by some Blasters that some of the Secondary Sets aren't as useful as Devices or Energy Manipulation. This is a rather frequent refrain in PM's (and the occasional forum post). This is something that we should also explore...we want all the Secondary sets to be fun.


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Personally, I think it's only a perceived difference. A couple of the sets have benefits and applications that are very straight-forward and apparent to all, so they're viewed as superior to the others. It can be likened to peoples' views of the different defender primaries. How an empath contributes to the group is apparent to all. So you still hear "we need a healer" when really any other defender powerset is capable of contributing to a team victory as well as a healer.

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Don't get me wrong, I don't have a single blaster build that I feel is gimped or anything, but I do often have to hold back when I am in a group, simply because I can't handle all of the aggro. Something I rarely have to worry about with my scrappers.

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Well I think part of what would help describe balance between blasters and scrappers would be if blasters were as survivable at range as scrappers are in melee. The problem is, in my opinion, scrappers are currently far too durable in melee range. It's far too easy to build a scrapper who can run into the fray without any care or consideration and still easily come out the winner. I personally would like to see the game be such that even the toughest tankers would have to be thoughtful before rushing into a large-team invincible mission spawn.

I think blaster survivability is right where it needs to be. Being a good blaster is a lot like being a good boxer:

    [*]Amateurs throw one punch at a time. Champions throw combinations[*]Amateurs carry the same tactics into every fight. Champions develop a strategy to fight each specific opponent.[/list]I think the best move the Devs could make to improve the survivability of blasters (and all squishies) would be to improve the villain descriptions to provide better indications of their specific abilities. I suspect most players don't know how the powers of the various Crey minions stack up. Or the Nemesis? I'd be stunned if half the player population of the requisite level knew what the flashing around their heads signified or how it go there. And how many know what each of the DE eminators do and which lieutenants plant them? Malta? Everyone knows what the sapper can do. But what about the rest?

    People lose because they go in without knowing how to win. These are challenges that are meant to be overcome. All blaster secondaries can do it, even at melee range. Some builds simply require a bit of creativity in their application.


 

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I think the best move the Devs could make to improve the survivability of blasters (and all squishies) would be to improve the villain descriptions to provide better indications of their specific abilities. I suspect most players don't know how the powers of the various Crey minions stack up. Or the Nemesis? I'd be stunned if half the player population of the requisite level knew what the flashing around their heads signified or how it go there. And how many know what each of the DE eminators do and which lieutenants plant them? Malta? Everyone knows what the sapper can do. But what about the rest?

People lose because they go in without knowing how to win. These are challenges that are meant to be overcome. All blaster secondaries can do it, even at melee range. Some builds simply require a bit of creativity in their application.

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Rubbish. Knowing that a Sapper is going to sap you, and operative are going to web grenade you where you stand and stun you until death don't make you anymore able to instantly kill three at once. Each of them equally deadly.

Sometimes enemies simply have more HP and abilities than you can deal with. Carnie bosses have ridiclous amounts of cheapness. Blasters need mez protection and they need more useful secondaries. More info won't help.


 

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That said, Full Auto, Total Focus and Shocking Grasp (I think that's the TF for elec), are very good power.

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Shocking Grasp is a single-target melee hold. The Ice PbAoE Sleep is probably quite good for solo play with the Ice primary - I would guess it's actually better than the nukes.

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It would be better if it slept things stronger than minions. As is, it is just terrible.

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It only sleeps Minions?

Still usefull, but less so, Sleep the minions, hold (1 sec activation) the Lt's (especialy if ice) and... Well, if it got the Lt's then you would just have to hold the bosses.

That kinda stinks, it should hit Lt's.

Imho, blaster control power should be "stonger" than defender control powers.

As blasters have no defense, they need to be out ahead of the enemy in order to survive, if it takes two applications of the sleep to get an LT, then its just not strong enough.

Again, because i like repeating myself and havent had a comment on it.

1. One second activation time on all secondary powres
2. All control powers are ranged (short) (melee attacks still melee)
3. FR tpye fear on Chilling Embrace and Hot Feet.
4. Some sort of +Def(ranged) in all or one of the APP's.

Now, a question. My ice blaster is planning on slotting up the AoE sleep in the ice APP, is that mag 3 or 2?


 

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As far as Blaster secondaries, they're mostly useless for a RANGED attacker.

Statesman, you said yourself at the beginning of this thread that a Blaster is supposed to be a Ranged Damage AT. I can agree with you, but that was supposed to be because of their damage output at range. In Character Creation ITSELF, blasters are called Offensive Juggernauts. Perhaps an oversight, but I think it describes how they're presently designed better than saying Ranged Attacker.

Blaster secondary is listed as being Support, not Melee. Now, melee attacks like Power Thrust, which knock enemies back out of melee range, are conducive to both range AND reducing the threat of the AT's frailties, while supporting a ranged battle. If you want the AT to focus on range, shouldn't the secondary powers follow similar suit? Perhaps adding a knockback to Fire Sword Circle would make it more attractive, and still keep in the theme of the power. It supports Range with a PBmelee knockback, instant damage & effect, although the following animation would still leave the defender open to those who weren't so close, adding a strategic element.

Since Scrappers have both a defense increase AND secondary power pools dedicated to either reducing damage, avoiding it, or recovering from it, it seems as if they're getting a double advantage, which we can understand with Melee being higher damage and higher mez. But giving an increased damage cap over Blasters knocks away the core of the AT. Anybody who dies less than a blaster has a good chance of outdoing them in DPS. But Blasters are supposed to be fragile, to keep them from "overdoing". Alot of people, myself included, sometimes get the feeling that Blasters are too fragile to simply "do." This perception will limit the AT in groups as much as a dev-spawned nerf.

Melee is more dangerous, I will concede. However, every AT is sucked into melee after the first few volleys at most. There are at minimum, 2 villians at a time per group that will close in specifically to melee range against you, while the others herd around and use ranged attacks. As I said before about FSC, a PBmelee knockback attack would kick back any who got too close, and return it all to range. Those who say a Blaster can fly and avoid melee are ignoring flying foes, Range-based foes, or the fact that this is requiring a Power Pool for standard AT job functionability. On a same token, to make a Blaster a specialist at range and a weakling at melee, they should at least have a little more Ranged-specific innate defense, perhaps a natural defense that will kick in for any attack made from over 50% of the blaster's longest non-snipe attack (range arbitrarily selected for the sake of introducing the concept). I understand it would take quite a bit of coding and probably some gutting and reworking, but it would mean that a blaster's range means something. Or maybe tossing a limit on the range of enemy range attacks would work.

I've played a blaster, not past the teens. It was too much work for it to be fun. I then tried a scrapper, and actually had fun with the game, but my mind wandered.

Playing as a controller, I've met with much less death, debt, and in-game cost for just standard gameplay than a Blaster. I've had more fun with the variability offered in each battle, with the mix of pets, holds, and agro-swapping. I have not been FORCED to party past the teens just to get through an hour, and I can solo most missions merely for being able to avoid most trouble, vice plowing through.

However, Blasters don't have the option of sneaking, unless they resort to 1-2 power pools. Blasters don't have the option of damage resistance without 1 power pool sucking up slots they should be using for damage.

- if being at ranged is supposed to mean they're getting hit or damaged less, while not loosing out accuracy or damage, then make it mean they're getting hit or damaged less without loosing out on accuracy or damage.

-If their secondary is supposed to be support, then make it support them/others. Make it support the job.

You don't have to unbalance the game to make Blasters into Ranged Attackers, or Offensive Juggernauts, or both. You can make all of that true, but it will take a bit of work, and probably some heavy retooling. From the posts I've seen, I think it's safe to say that there's plenty of people who still love being a Blaster who would love to give you a live show of just what they think is wrong. Maybe what's needed is some spare time for you guys to sit on test server together, just you and the Blaster community, to have a cup of coffee or a smoke, and work things out.


 

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/elec is actually probably the 3rd best blaster secondary, and I actually think most will agree with me. True you have to use elec primary to really take advantage, but /fire and /ice are seen as just generally bad, much more than /elec.

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I dont really see /Ice being seen as bad. In fact, its a very powerful secondary. The control abilities from Shiver(reduces mob attack rate, makes it hard for them to get close), Ice Patch(mobs on Ice Patch almost never get a shot at you) and Frozen Touch(Holds a boss in two applications) are very handy. They'd be much easier to use if the last two were ranged instead of melee though. Ice Sword is a nice melee attack as well. I can even see how the sleep would be good for a single target blaster, but since I'm AR, its useless.

Fire is really the only widely hated secondary.


Heroes
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Pluck
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Villains
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Posted

It's not my opinion that the immobilize is nearly 100%, that's what alot of testing showed. I kept mobs locked in place for a long time with it just letting them try to hit me, follow me, etc.

Regarding Heph, you're going to have to build a better case against him than that. He's argued for modest defense and in particular in the Blaster Update thread he's argued against status protection. He went to great lengths to argue against scrapper-level durabilty.

Now, I generally disagree with Heph on alot if things, but you're out of your mind if you think he wants a) Godmode or b) scrapper-level defenses.

I defy you to find a quote from him saying he wants just that.


 

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It's not my opinion that the immobilize is nearly 100%, that's what alot of testing showed. I kept mobs locked in place for a long time with it just letting them try to hit me, follow me, etc.

Regarding Heph, you're going to have to build a better case against him than that. He's argued for modest defense and in particular in the Blaster Update thread he's argued against status protection. He went to great lengths to argue against scrapper-level durabilty.

Now, I generally disagree with Heph on alot if things, but you're out of your mind if you think he wants a) Godmode or b) scrapper-level defenses.

I defy you to find a quote from him saying he wants just that.

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Forget it RR. ILR came to these threads with an agenda. That's why he's on my ignore list. ILR is a nutjob anyhow. I ask for a ranged mass slow on the order of caltrops for the fire secondary and he asks like I just asked for instant healing and unyelding with unlimited endurance.

Laff...it's sad really. I think blasters need some tweaks. and Minor survival tools in their secondary. some thought put into them. I never once asked to be god. He's just doing what he does best. flapping his gums... and since the only thing he has coming out of them is garbage I have to invoke the idiot screen.


 

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Blasters have better final powers in each powerset (Primary and Secondary) than Scraps do. Although I guess some of those perma-MoGers and perma-Unstoppablers might argue with me. But have you guys seen Nova? Wish I could do that with my Scrapper.

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Take it. Seriously. You take nova or inferno, we'll take your headsplitter or divine avalanche instead and get some range on it.

Actually, all our points about those things not being NEARLY as "great" as you meleers think they are will either get proven outright:
"Hey, half of them are still standing and my toggles just went dow... why isn't my end recovering?"

or turn out to be a complete blessing for you guys "hey, I can actually survive and not get slaughtered by the large mass of icons which appear as I jump in!"

Either way, I'd have no issues with the switch [headsplitter is FAR, FAR more versatile and useful in combat, in my eyes], and it's probably actually for the better.


 

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I still maintain that, say, %80 of the aggrivation with Blasters could be dealt with by the following two changes:

1) Ranged attacks in the primary power sets no longer root while activating. Don't even need to change the actual activation times, simply make it so you can continue to dodge/run while firing. This can't be impossible to implement, as you can already do so with a proper leap-joust. And even Ice, with its fast animations, needs to hold still for the second they take to fire. With this, you'd actually be able to keep enemies at range, and thus have range be a viable defense.
2) Scale Blaster damage upwards as they level so that net effectiveness remains the same. Post SOs, Blasters actually decrease in effectiveness, as mob HP and resistances continue to rise, while there's no further way to self-improve damage. This leads to being able to obliterate yellows with a snipe at 22, but only being able to one-shot whites with a snipe at 50. Since offense=defense for blasters (more or less), this steady decrease in objective effectiveness is a big harm.

Boom. These two changes alone don't seem that hard to implement, but they'd go a long way to improving the 'feel' of the AT without (presumably) requiring drastic code rewrites.