Hurricane and Melee ATs


Ankyo

 

Posted

Yeah blaster wasn't meant to be your only source of attack as a blaster. Heck you may in the future find blasppers extinct because they will finally retune the secondaries to be like devices.

You were meant to be blapper. You were meant to be blaster.

Stop whining. You went against the design and intention of the AT so you don't have right to complain if that bites you in the butt.


 

Posted

Actually, not being able to pick up a car has a lot more to do with the need to NOT have objects in non-instanced zones be destructible, which would leave them in a near-permanent state of destruction...

... after all, Propel lets gravity controllers throw cars. Well, appear to throw cars. And forklifts. Etc etc.

I would see no balance issue with changing the *animation* on Hurl, for instance, to make it into the car from Propel.

It wouldn't make a lot of SENSE to throw a car while you're in a cave, but how much sense does it make to toss a boulder at someone while you're in a lab map?

So... yeah.


Currently: 50s (5), 40s (3), 30s (5)
Red and blue side, mostly Infinity, Virtue, and Freedom.

 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
This is a great annoyance for my Blapper too - any chance to help out on that?

[/ QUOTE ]

Not likely. You have Ranged options. Many Scrapper, Stalker, Tanker and Brute builds do not have Ranged options. The exclusion to the Range debuff only applies to those AT's for that reason.

[/ QUOTE ]

I don't think that is fair.

From a design and coding perspective it seems easier to me to apply a range debuff cap, than apply a check that looks to see what the AT making the attack is.

Simply applying a minimum range that cannot be debuffed bast, say 5 feet since I think that is about the range of most/all melee attacks.

[/ QUOTE ]

This was suggested several times when the change was implemented for scrappers and tankers, and it was explained that, no, it's not actually easier from a coding perspective.


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

Is it just me or is this whole "it'd be hard to code" thing a hollow excuse?

Clearly, it's a broken mechanic. It's absolutely ridiculous that blaster melee attacks are debuffed while scrapper ranged attacks aren't. That makes NO sense.

So, logicially, the dev team should either take the time to make it work right, or just scrap the idea entirely and get rid of the range debuff until such a time that they're able to put forth the effort required to make it work correctly. There's no reason for us, the players, to be expected to tolerate mediocrity like this.


 

Posted

[ QUOTE ]
Is it just me or is this whole "it'd be hard to code" thing a hollow excuse?

Clearly, it's a broken mechanic. It's absolutely ridiculous that blaster melee attacks are debuffed while scrapper ranged attacks aren't. That makes NO sense.

So, logicially, the dev team should either take the time to make it work right, or just scrap the idea entirely and get rid of the range debuff until such a time that they're able to put forth the effort required to make it work correctly. There's no reason for us, the players, to be expected to tolerate mediocrity like this.

[/ QUOTE ]

I dunno, because

1) Blasters have alternatives if their melee attacks aren't working. Heck, their melee attacks are their alternatives in most situations.

2) Blasters aren't supposed to be the melee combatants. While they have good melee attacks, scrappers, stalkers, brutes, and tankers really should be better than blasters at melee. In that regard, the range debuff thing makes sense.


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

[ QUOTE ]
1) Blasters have alternatives if their melee attacks aren't working. Heck, their melee attacks are their alternatives in most situations.


[/ QUOTE ]

That's STILL settling for mediocrity. In my estimation, that argument amounts to "yeah it's stupid but hey, here's a work around." Not acceptable.

[ QUOTE ]
2) Blasters aren't supposed to be the melee combatants.

[/ QUOTE ]

This has always bothered me. I HATE being told what I'm "supposed to be" and I'm sure Blappers do too. The beauty of this game has always been its flexibility. Just look at the term... Blapper. Blaster/Scrapper. You also have deftrollers, scraptrollers, scrankers, etc. There's always been this amazing capacity to blur the lines between the ATs and do something unique and unexpected, and everytime we use the justification that someone is "supposed to be" doing something, we whittle away at that possibility.


 

Posted

Um, there is no "Blapper" AT to select from. There is Scrapper which is Melee, and Blaster which is Ranged. If you choose to play your ranged character in melee range, then you should deal with the consequences of that choice.


 

Posted

[ QUOTE ]
Why is this the conceptual solution? Wouldn't it make more sense to make MELEE attacks, regardless of source, immune from range debuffing?


[/ QUOTE ]

/agree

is this a coding issue?


 

Posted

[ QUOTE ]

This has always bothered me. I HATE being told what I'm "supposed to be" and I'm sure Blappers do too. The beauty of this game has always been its flexibility. Just look at the term... Blapper. Blaster/Scrapper. You also have deftrollers, scraptrollers, scrankers, etc. There's always been this amazing capacity to blur the lines between the ATs and do something unique and unexpected, and everytime we use the justification that someone is "supposed to be" doing something, we whittle away at that possibility.

[/ QUOTE ]

Tell me about it. I wanted to play a Tanker and now I'm being told by the Devs that I can only play a Scranker!


 

Posted

[ QUOTE ]
Um, there is no "Blapper" AT to select from.

[/ QUOTE ]

Oh wow gee, ya think?

Please re-read my post. You've apparently missed my point.


 

Posted

[ QUOTE ]
[ QUOTE ]


Why is this the conceptual solution? Wouldn't it make more sense to make MELEE attacks, regardless of source, immune from range debuffing?

[/ QUOTE ]

/agree

is this a coding issue?

[/ QUOTE ]

heh...I guess I should have read the rest of the thread


 

Posted

[ QUOTE ]
Is it just me or is this whole "it'd be hard to code" thing a hollow excuse?


[/ QUOTE ]

clearly you have never programed professionaly before. If you have you would have quite a bit more sympathy. I would be very suprised if this was just a hollow excuse. I speak from expierience.


 

Posted

[ QUOTE ]

This has always bothered me. I HATE being told what I'm "supposed to be" and I'm sure Blappers do too. The beauty of this game has always been its flexibility. Just look at the term... Blapper. Blaster/Scrapper. You also have deftrollers, scraptrollers, scrankers, etc. There's always been this amazing capacity to blur the lines between the ATs and do something unique and unexpected, and everytime we use the justification that someone is "supposed to be" doing something, we whittle away at that possibility.

[/ QUOTE ]


Sorry, a blaster's role is ranged damage. You get really good melee attacks because using them is very risky. However, in no way should you be as good at melee combat as the melee ATs, hence my lack of sympathy for this particular plight.

I used to have an Ice/Energy blaster (back in issue 2), and I found that when I came across a Hurricane-wielding villain, I could use Freeze Ray and have my way with him. Like I said, having your melee attacks reduced in range does not cripple your ability to function. Melee ATs have no choice but to suck up the to-hit debuff in Hurricane, and without the immunity to range debuffing, they can stand next to a Sorcerer and not be able to attack.

If Hurricanes were somehow preventing blappers from functioning at all, then there'd be a point here. However, they don't, and there isn't.


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

[ QUOTE ]
[ QUOTE ]
Is it just me or is this whole "it'd be hard to code" thing a hollow excuse?


[/ QUOTE ]

clearly you have never programed professionaly before. If you have you would have quite a bit more sympathy. I would be very suprised if this was just a hollow excuse. I speak from expierience.

[/ QUOTE ]

It's probably not unlike the reasons that toxic typed Def hasn't been implemented - the engine isn't really built for it.


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

[ QUOTE ]
[ QUOTE ]
2) Blasters aren't supposed to be the melee combatants.

[/ QUOTE ]

This has always bothered me. I HATE being told what I'm "supposed to be" and I'm sure Blappers do too. The beauty of this game has always been its flexibility. Just look at the term... Blapper. Blaster/Scrapper. You also have deftrollers, scraptrollers, scrankers, etc. There's always been this amazing capacity to blur the lines between the ATs and do something unique and unexpected, and everytime we use the justification that someone is "supposed to be" doing something, we whittle away at that possibility.

[/ QUOTE ]

What do you think MMOs are about? Why do you think they've made all the changes they have over the past year and a half? It's because players are not playing the way the devs WANT them to. Would you rather they just took away completely your option for melee combat (because they just might).

Look at it this way, the devs have a vision for how they want the ATs to work and how they want them played... They want blasters staying at long range as much as possible and being incredibly weak if someone gets into melee with them, and they want scrappers and tanks to be the melee users. THUS they changed the way the rules worked for Tanks and scrappers, while leaving blasters as is to encourage those who want to melee to go into those AT's. It's the devs vision and that is always why they change the game the way they change it. That's also the way it is with EVERY MMO.


 

Posted

[ QUOTE ]
Sorry, a blaster's role is ranged damage.

[/ QUOTE ]

Just out of curiosity, what do you base that on? Who decided that?


 

Posted

[ QUOTE ]
[ QUOTE ]
Sorry, a blaster's role is ranged damage.

[/ QUOTE ]

Just out of curiosity, what do you base that on? Who decided that?

[/ QUOTE ]

Why, Statesman did:

[ QUOTE ]
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.

[/ QUOTE ]

Anyway, you're not hindered much by hurricane unless you deliberately gimped yourself by skipping as many ranged attacks as possible. If a sorcerer pops Hurricane, hit him with freeze ray or beanbag or tesla cage or something.


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

*nod* Fair enough. I conceed the point.

(on a personal note, sweet jesus how far back did you have to reach for THAT one?)


 

Posted

It was back before issue 4 when he posted that, so I just stuck "1 year" into the search engine.

Also, back when the change first went in, I argued that only melee attacks should be immune, not melee ATs. At the time, someone explained why it was an engine limitation that couldn't be done otherwise. I realize it's a hindrance to blappers, scraptrollers, etc., but I think the solution that exists currently is probably the best available, even if not equally fair to all.

If that makes sense.


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

[ QUOTE ]
[ QUOTE ]
This is a great annoyance for my Blapper too - any chance to help out on that?

[/ QUOTE ]

Not likely. You have Ranged options. Many Scrapper, Stalker, Tanker and Brute builds do not have Ranged options. The exclusion to the Range debuff only applies to those AT's for that reason.

[/ QUOTE ]

While true, why then do any ranged attacks get immunity to the -range of Hurricane?


 

Posted

[ QUOTE ]
The reason is as he stated blasters, kelidens, defenders and controllers have options for ranged attacks that tankers and scrappers do not have.

It may not make "sense" but rarely does game balance make sense outside of game mechanics.

[/ QUOTE ]
I don't think this makes sense from a game balance perspective, either. It completely cuts out a Blaster's secondary (other than Devices).

[ QUOTE ]
Nearly all Blasters have access to a ranged Stun or Hold that will drop Hurricane. This gives Blappers a MASSIVE COLLOSAL advantage over all melee AT's when facing most kind of Storm users. I'm not ashamed to tell anyone My blapper in particular got the Tracer badge faster than any other build I've ever played.

[/ QUOTE ]
Fire/* doesn't....and Fire/* can't make a good single-target attack chain without the use of melee attacks from the secondary.


 

Posted

Since the blaster secondaries are not meant as a frontline attack why wouldn't it make sense?

Blaster Blaster!! Repeat blast not smack. You are a Blaster not a Smacker!

If you don't want to use range attacks for a range designed AT and primary powerset then pay the price.

Blaster melee powers were meant to be used as last ditch or tacticaly. Not as your first choice of weapons.

You are artillery. Meaning you stay back from combat.

Archers don't brawl with things unless it is a last resort.

Every role in life has reasons and pentalities for going against the role.

The blappers remind of those people that put on bullet proof vests thinking they will be protected from knives or being hit by blunt objects.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
This is a great annoyance for my Blapper too - any chance to help out on that?

[/ QUOTE ]

Not likely. You have Ranged options. Many Scrapper, Stalker, Tanker and Brute builds do not have Ranged options. The exclusion to the Range debuff only applies to those AT's for that reason.

[/ QUOTE ]

While true, why then do any ranged attacks get immunity to the -range of Hurricane?

[/ QUOTE ]

Because they can distinguish by AT, and not by attack type.


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

Fire can easily take out tsoo sorcereres. Seen them do it many times. And as a blaster without a stun or a ranged hold at those levels I easily dispatched sorceres. I often wonder what the hell the fuss is about them.

They port randomly. Heck they will port to the same place time after time.

It's easy to dispatch them.


 

Posted

I play a tanker. With good teams I never die and I keep the team alive. Invicible was meant for the best of the best. And I no longer fall asleep on invicible. It's actually exciting to be in danger.