Blaster role


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Posted

Looks like it was a good thing that I bound my SS to an easy to hit key because I am going to be turning it on and off alot in combat.

I rather enjoyed being able to quickly place myself on the field of battle where my cones would do the most damage. I guess now I will have to quickly move, position, turn off the power, attack, then turn it back on again to move. Seems fair to me because I get all this range.

I am not against the change but I do hope that they would do something to blasters to compensate for the lack or frustration that comes from the lack of mobility. Allowing us to shoot on the move would be a good start.


 

Posted

Just a note about your suggestions for /fire. Old fear sucks for an AoE blaster.I Say AoE blaster because I'm going with the theory that the secondaries should be interchangable but synergize the BEST with the related primary. Which is why you never see a fire/ using Rain unless things are held or as a panic button. I'd want the new fear (see sig )

That being said, however, they'd have to recode fear. Ya see, all of fire has a DoT...mostly useless, but it's there. Actually, now that I think about it, with a fear effect added, it'd be less than useless. Each tic would break the fear, allowing the mob to retaliate, leaving us at square one. It'd have to be a new effect...Stop drop and roll. For the duration of the DoT, the mob has to roll around trying to put out the fire...just the secondary powers' DoT though.

Hot feet has the "run away" fear in it. You can't slot it currently, and mobs will still get close enough to you to whack ya good before turning tail and running slowly away. And again, not something I want as a fire blaster ....scattered mobs.


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Posted

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Smite doesn't one-shot white minions. Shadow Maul might with HOs, and Midnight Grasp can, but it's not really a one-shot as it takes several seconds.

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Your experience meshes with mine but I would add that Full-Auto and Flamethrower both take several seconds to "one shot". Several Seconds that can lead to death.

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Completely agree. I also dislike how, when hitting things with holds/sleeps they seem to launch a counterattack before the control takes hold.


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Posted

If you put somebody in a sleeper hold.....or use some form of gas...whatever....don't they usually have a few seconds before the effect takes place where they try to struggle?


 

Posted

Probably.

Now extend that to "I am trapping you in a field of crushing gravity/shutting down your reflexes with my mind/overwhelming your senses/freezing you in a block of ice/entombing you in a block of stone..."


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Posted

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Statesman I applaud your efforts. I know you are crazy busy and I appreciate the fact that you will take a good hard look at blasters for the future.

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You do realize that everything States takes a good hard look at get's put on the nerf block, right? Be careful what you wish for.


-Junction Boy

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Posted

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Batman has no powers and is therefor not a SUPERhero, he is just a hero. So naturaly he couldn't make it in a town where everyone else is SUPER. But Spidey can make it anywhere, he's proven it many times.

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Except when he tried to join the Avengers awhile back and Capt. told him he wasn't in the same league as the Avengers, this is Captain America mind you, a guy qwho is peak human at best. At least he's in the Avengers now, hehe!


Be a hero!!

 

Posted

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Statesman I applaud your efforts. I know you are crazy busy and I appreciate the fact that you will take a good hard look at blasters for the future.

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You do realize that everything States takes a good hard look at get's put on the nerf block, right? Be careful what you wish for.

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Well, it would be more accurate to say that everything States takes a good hard look at gets nerfed, buffed, or left alone.

Tanker damage? Super reflexes? Martial arts? Katana? Dark Miasma?


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Posted

This suggestion may be too radical, but I've often thought blaster primaries should come with a slight -move and -acc debuff for the target, representing the comic book image of a blaster fending off attackers with firepower. It would also be a nice team thing. This would basically help keep distance between blasters and their foes, and also keep them from getting pasted when they do stand still and take a shot. This would help blasters be blasters.

I love blasters, but Fu Manchu doesn't have to do as much planning ahead as a blaster, and the debt is just driving me nuts.


 

Posted

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Statesman I applaud your efforts. I know you are crazy busy and I appreciate the fact that you will take a good hard look at blasters for the future.

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You do realize that everything States takes a good hard look at get's put on the nerf block, right? Be careful what you wish for.

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Well, it would be more accurate to say that everything States takes a good hard look at gets nerfed, buffed, or left alone.

Tanker damage? Super reflexes? Martial arts? Katana? Dark Miasma?

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I dunno if States had anything to do with Dark Miasma changes actually, though I suppose as head honcho, he must approve all changes. THe only dev post we ever got on the matter was, I think, from Geko. Mostly, the devs said nothing, but have provided fix after fix for Dark Miasma, though it took months of us showing how bugged, broken, and poorly balanced parts of the set were.

I'd add defender blast end costs to the list of things the devs looked at and buffed.


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Posted

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And guess what, folks! Check the current training room patch notes. Super Speed and Super Leap have a -%50 accuracy, in PvP and PvE, the same as Flight.

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It's my understanding that Fly only has a 15% ACC penalty.

edit: Ah, I found Vyvyanne's post where she said it's 50%.


 

Posted

Closes the gap a little but we're still the slowest and most expensive.

But could we get back to talking about BLASTERS?


 

Posted

for the 10000 post in this forum come on down to ocodas used body bag sale . every blaster should have at least a dozen body bags for every mission. as they still have the the damge kings and agro kings built wrong


 

Posted

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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.

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I think the question should be, "Why would we want to do damage at range?"

We don't do any *additional* damage at range. Scrappers do more damage than Blasters.

We don't do damage any more *safely* at range. At high level, most villain attacks can outrange the ranged attacks of heroes, and blasters are still often one-shotted at range.

Give people a reason to do damage at range. I think the problem really is that simple.

My vote? Give blaster ranged attacks a decreased aggro. So that blasters in a team don't have to worry as much about the bad guys turning and splatting them.


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Posted

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I dunno if States had anything to do with Dark Miasma changes actually, though I suppose as head honcho, he must approve all changes. THe only dev post we ever got on the matter was, I think, from Geko.

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Yeah, I don't think States ever touches defenders for some reason. That is left to Geko, unfortunately, who responds with crap like "it's realistic" that your power is useless in team situations.

I mean, if a thread as large as the storm summoning thread were in the tanker forum, it would have been addressed by States several months ago.

Anyway, here is hoping they finally fix blasters, and without relying on gimmicks like Super Speed. I really, really wish they would take the "root" off of blaster powers. I think that would be an excellent start!


 

Posted

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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.

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I think the question should be, "Why would we want to do damage at range?"

We don't do any *additional* damage at range. Scrappers do more damage than Blasters.

We don't do damage any more *safely* at range. At high level, most villain attacks can outrange the ranged attacks of heroes, and blasters are still often one-shotted at range.

Give people a reason to do damage at range. I think the problem really is that simple.

My vote? Give blaster ranged attacks a decreased aggro. So that blasters in a team don't have to worry as much about the bad guys turning and splatting them.

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Well put. our role is ranged damage. How and why is this an advantage that justifies zero defenses?


 

Posted

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And guess what, folks! Check the current training room patch notes. Super Speed and Super Leap have a -%50 accuracy, in PvP and PvE, the same as Flight.

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Hover doesn't have that large a penalty, and Hover gives the same vertical capability as does Flight.


 

Posted

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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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These are the parts that bother me, "Blaster's Role...Ranged damage...no intention of removing melee attacks"

If a blaster's role is ranged damage, then melee attacks are not part of their role, right? How about we get a set of secondaries that help blasters deal ranged damage?

Personally, I think that Energy and Devices are popular because they help Blasters perform their ranged damage role. Here are a few things that I think should be included in Blaster secondaries:

-Ranged movement limiters for enemies. This will help keep Blasters at range so they can do their job. This could be slows, immobilization, (like most of the current 1st tier secondaries) and maybe some knockback/down powers.

-Status Protection. A held/sleeping/disoriented/immobilized Blaster can't keep the enemies away, so their ranged damage role is compromised. Many enemies have status effects that they can activate at range, some of them at very long range, and if a Blaster is to operate in that envelope, they need to have the tools to survive there.

-Detection alterations. Things that make it easier to operate at a distance like stealth effects, or reducing the enemies vision are a boon to Blasters.

-Aggro-bait pets. What's the best way to keep enemies away? Give them something else to do. They could do damage, or not, and still do their job, but having a pet out there to let the blaster stay at range would be very useful and in keeping with their role.

Statesman, I hope you reconsider removing melee attacks from the Blaster secondaries, and think about some alternatives that are more appropriate for their "ranged damage" role.

OracleTX


 

Posted

Well, as I said to Pilcrow said a while back, if States think we do ranged damage well, and that scrappers are at more risk in melee, I think that we should have equivalent defenses (of what ever kind, I prefer active defenses like holds over passive ones like toggle debuffs and strait resists/def/regen) against ranged attacks. Or in other words, we should be as good at ranged defense as scrappers are at melee defense.

This wouldn't be my favorite change, but based on State's quotes, they would seem the kind that his world view would inspire.

Of course State's real world view now seems to be tanks should be better than every other AT at nearly every role.


 

Posted

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And guess what, folks! Check the current training room patch notes. Super Speed and Super Leap have a -%50 accuracy, in PvP and PvE, the same as Flight.

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Hover doesn't have that large a penalty, and Hover gives the same vertical capability as does Flight.

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Hover may give the ability to reach the same vertical capactiy as Flight, but I don't think anyone will be escaping melee combat by hovering out of range...

(Note: You could six slot it, but that's a lot of slots to spend on Hover)


 

Posted

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And guess what, folks! Check the current training room patch notes. Super Speed and Super Leap have a -%50 accuracy, in PvP and PvE, the same as Flight.

[/ QUOTE ]


Hover doesn't have that large a penalty, and Hover gives the same vertical capability as does Flight.

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Hover may give the ability to reach the same vertical capactiy as Flight, but I don't think anyone will be escaping melee combat by hovering out of range...

(Note: You could six slot it, but that's a lot of slots to spend on Hover)

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And yet its reasonable for someone to say "Super Speed has an accuracy penalty? Then six-slot sprint!"?


 

Posted

I don't think either is reasonable, but I understand the argument. Right now (on test) you have:

Move->Fly/Super Speed
Fight->Hover/Sprint

You can six slot the Fight power to get some decent speed out of it, but that's a waste for most people. I don't think you SHOULD but you CAN.

I still think the SS/SJ nerf is an attempt to boost ranged combat. Being able to close to melee range and attack faster than a ranged shot basically removed the few meak benefits ranged attacks enjoyed.


 

Posted

Well once you have SO's you only need to 3-4 slot Fly. 4 slots puts you at the speed cap for Fly.

To OracleTX, I think it's great we have melee options in our secondaries. Alot of us built Blasters to be able to just smack mobs upside the head in melee as well as range. I think the better solution is to make the ranged attacks better.

Let's all be realistic here. The most dramatic changes to power sets, like the animation times and name changes of Martial Arts and Katana, still left the core powers the same. I don't think we're going to see a dramatic restructuring of our powers, only an improvement or reduction in quality of them.

I don't think we'll see our melee attacks turned into range attacks. I don't think we'll see Volt Sentinel moved anywhere or changed. I don't think Freeze Ray is going to be replaced with an ice snipe power, etc.


 

Posted

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Hover may give the ability to reach the same vertical capactiy as Flight, but I don't think anyone will be escaping melee combat by hovering out of range...

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I escape melee combat all the time with 1-slotted Hover. Jump, then at the apex of your jump turn Hover on. Bang, you're instantly out of melee range.

That's not a reliable defense, though. At high level you can be splattered against the wall by ranged attacks as easily as you can in melee.


...
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Posted

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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.

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Seems to me, in almost every group I'm in, that Blasters easily get 3 times the number of defeat messages that Scrappers do. The ability to change targets without moving adds so much more to Blasters offensive output than people seem to realize.

Blasters need to have their survivability tweaked. Blasters do not need one single bit of extra offense. That is not their problem.