And the Blaster Community Representative is...


AmericanSteel

 

Posted

[ QUOTE ]
...yet another unkept promise.

The Devs haven't said boo about getting Community Representatives for Archetypes other than Stalkers. Oh, and before you mention that _Castle_ picked up the Defender issues--he dumped them a few weeks later.

[/ QUOTE ]

I did? Funny, I still read them every day.

Oh, and I'm going to look at Blasters now that I've gone through the consolidated Defenders bug list. You guys got one?


 

Posted

[ QUOTE ]
[ QUOTE ]
...yet another unkept promise.

The Devs haven't said boo about getting Community Representatives for Archetypes other than Stalkers. Oh, and before you mention that _Castle_ picked up the Defender issues--he dumped them a few weeks later.

[/ QUOTE ]

I did? Funny, I still read them every day.

Oh, and I'm going to look at Blasters now that I've gone through the consolidated Defenders bug list. You guys got one?

[/ QUOTE ]

SFCStaley had one going, but it looks like it was eaten by the forums.

If you want a more recent free-form list of complaints, look here.

And at the AR/DEV thread by Revolver Law here.


Arc Salvo: Okay hold one sec guys, we can't just rush in blindly vs these Nemesis, they've got these ranged aoe's tha-
Teammate1(charging in): Shut up, Arc Salvo, you lame*$% Viewtiful Joe wannabe! What do you know?!
Teammate2(also charging): yeah, ST#& arc salvo u PWR RANGR U!
Arc Salvo: *sigh*

 

Posted

[ QUOTE ]
[ QUOTE ]
...yet another unkept promise.
The Devs haven't said boo about getting Community Representatives for Archetypes other than Stalkers. Oh, and before you mention that _Castle_ picked up the Defender issues--he dumped them a few weeks later.

[/ QUOTE ]
I did? Funny, I still read them every day.
Oh, and I'm going to look at Blasters now that I've gone through the consolidated Defenders bug list. You guys got one?

[/ QUOTE ]

I think it can now be said that while _Castle_ started as the Stalker Rep, he has now graduated to the Global AT Rep.

Or it at least seems that way.


Head of TRICK, the all Trick Arrow and Traps SG
Part of the
Repeat Offenders

Still waiting for his Official BackAlleyBrawler No-Prize

 

Posted

_Castle_, you are the man.


 

Posted

[ QUOTE ]

I think it can now be said that while _Castle_ started as the Stalker Rep, he has now graduated to the Global AT Rep.

Or it at least seems that way.

[/ QUOTE ]


Kinda like most companies, if you think about it. Why hire someone else when you can have your existing employees just do more work. I can empathize with Castle. Poor guy.

I guess the dream of one rep per AT who'd be able to focus on it was just a pipe dream.


 

Posted

[ QUOTE ]
[ QUOTE ]
...yet another unkept promise.

The Devs haven't said boo about getting Community Representatives for Archetypes other than Stalkers. Oh, and before you mention that _Castle_ picked up the Defender issues--he dumped them a few weeks later.

[/ QUOTE ]

I did? Funny, I still read them every day.

Oh, and I'm going to look at Blasters now that I've gone through the consolidated Defenders bug list. You guys got one?

[/ QUOTE ]
tanks?


 

Posted

_Castle_, you're my new hero.


 

Posted

[ QUOTE ]

I did? Funny, I still read them every day.

Oh, and I'm going to look at Blasters now that I've gone through the consolidated Defenders bug list. You guys got one?

[/ QUOTE ]

First off, it's really cool to like meet a red lettered name guy, I mean not that I'm meeting you, but never seen one in a thread I read before, I mean ya *giddy like a school girl meeting the Bakcstreet boys* eherm anyways, blasters do need help heer and there *caugh fire secondary caugh caugh* wow something in my *caugh secondary* *caugh fire* wow, eherm my B.

But again honor to see you

/end kissing up


 

Posted

Anyhow, forgot to say this, but thanks for looking into our issues, Castle!

I don't know how long it'll take you to make any progress, but if you even make half the effort you did for Stalkers and Scrappers, and now Defenders... whoa man, we're going to see some good stuff!

You have been my favorite redname ever since I casually browsed the Stalker forums in COV beta out of curiosity. When I came across the Stalker consolidated issues and then read your, frequent, detailed, and knowledgeable responses to the thread I would've spit out my coffee had I been drinking any.

My eyes especially bugged out when I saw that you agreed that Claws was subpar and needed buffing, and in the exact same way so many of us have said it! FINALLY, a dev that gets it, I thought. A dev that thinks the way we do!

Anyhow, I haven't been disappointed by anything you've done yet, Castle. And I'm looking forward to whatever changes you and the rest of the team will be bringing about... well not any time soon... but eventually.


Arc Salvo: Okay hold one sec guys, we can't just rush in blindly vs these Nemesis, they've got these ranged aoe's tha-
Teammate1(charging in): Shut up, Arc Salvo, you lame*$% Viewtiful Joe wannabe! What do you know?!
Teammate2(also charging): yeah, ST#& arc salvo u PWR RANGR U!
Arc Salvo: *sigh*

 

Posted

Hurrah! _Castle_ is on the case!

I think we should nominate _Castle_ for Dev of the Year, with all of the work he puts into the Stalker, Scrapper, Defender, and now apparently Blaster's issues.


BM3 - 50 Claws/Regenation Scrapper
Base Medic - 50 Gravity/Empathy Controller
Numerous others...
- The Earthguard -

 

Posted

I'll celebrate when things get fixed. Been down this road before.

EDIT: Nothing personal Castle.


 

Posted

[ QUOTE ]

Oh, and I'm going to look at Blasters now that I've gone through the consolidated Defenders bug list. You guys got one?

[/ QUOTE ]

I saved this from a while back, I don't know how currently applicable is but not much has ever changed with blaster so here goes.. (The following is a quote but the quote box messes with the format)


Given the change to enhancements upcoming, not sure how relevant some of this is. Having said that, I am still going to follow through updating this as much as possible.

Please add your feedback!

I will update again soon!

Hey all Blasters.. I thought it might be good to put our thoughts down on what are issues are as of right now.

You can enter a Bug, Balance issue, or Wishlist item for any of the powersets.

Please, enter all of your Blaster issues in this post.

Thanks!


General bugs affecting Blasters - unresolved

Bug: The Defiance meter does not seem to be working properly. It goes up regardless of your current health at times.

Bug: Defiance itself seems to kick in when your health is at 100%. You also seem to lose Defiance too soon, even when your health is in the red.

Balance: Quality of life issues are important and have been addressed by the developers in the past. While dramatically increasing the range of an attack like Blaze (20') would not be realistic without some other change to the power, there are other powers where the range equalization would not be such a drastic change.

For example: Charge Bolt is 70', Lightning Bolt 80', Ball Lightning 80'. I ask you what is the purpose of Charge Bolt having 10' less of range and would it really be game breaking to increase it to 80' to match Lightning Bolt and Ball Lightning?

Second Example: Take Assault Rifle, Burst 90', Slug 100', Buckshot 40', M30 Grenade 80', Bean Bag 60', Sniper Rifle 150', Flame Thrower 40', Ignite 30', Full Auto 80'. That's a huge mess of ranges and it servers very little purpose. It would be better playwise to have ranges fall into the same catagories like so: Burst 90', Slug 90', Buckshot 40', M30 Grenade 90', Bean Bag 90', Sniper Rifle 150', Flame Thrower 40', Ignite 40', Full Auto 90'. (submitted by Red_Zero)

Balance: Leadership Pool: Maneuvers seems to have no effect whatsoever when used by a blaster. It does not appear to boost either blaster defense OR the defense of teammates in the AoE. Further testing is probably needed, but "within the margin of error" for 200 attacks would still put maneuvers 4-slotted with white +DEF enhancements at under 3% Defense, which is completely worthless. (submitted by Orinn)

Balance: Leadership Pool - Blasters should get bonuses at least equal to Defenders for Assault and Tactics as these are qualities that define Blasters. It seems to be preferental treatment that any Archtype should benifit more from a Power Pool power than other Archtypes. If this is to be the case then what Power Pool powers do Blasters benifit more from then other Archtypes? (submitted by Red_Zero)

Balance: Range - At even base level, all blaster powers seem to be easily outranged, outshot, and outdamaged by controllers and defenders. Blasters are supposed to be the strongest damage period (defiance not included), and, keeping with the "range is a best defense" theory, should have the best range and better accuracy. Boosting bases on all three parts of the blaster poolsets would make a blaster comparable to the other ranged poolsets. (submitted by Shylar)

Wishlist: It would be nice if Defiance would kick in earlier. The way it works now seems to promote poor gameplay of new blasters. It is also the only inherent power based on the AT's health, and Blasters are one of the most squishy AT.
Wishlist: Range - If we are going to be a ranged AT, no attack should be less than 60 or 80 feet. PbAoE in the primary is an anathema to the entire concept of a "ranged" blaster. (Submitted by Concern)

Wishlist: Range - Statesman has said our defense is range, yet range means nothing to an AT that can be outranged by the enemy & self-roots with our attacks. Make range mean something! And if we are ranged, why do so many secondaries have so many melee attacks? (submitted by LaughingBoy)

Wishlist: Defiance - Defiance needs a lot of work. For a lot of Blasters, we're already near the cap. And to get any benefit from it, we need to be nearly dead. This does not promote good game play. An inherent that wasn't tied to our health like most of the other inherents would be better. (submitted by LaughingBoy)

Wishlist: Secondaries (General): Secondary powers should support the blasters ranged concept either by helping keep enemies at range, or destroying enemies that venture close enough to hurt the blaster in melee. (submitted by Concern)

Wishlist: Movement: Movement is paramount to blasters. The blaster should not have long animation times on attacks or should not be rooted by attacks that do have long animation times. (submitted by Concern)

Wishlist: Blaster issue PvP: Why are blaster's toggle droppers melee oriented. Since we are blasters we should have a few toggle droppers that are not melee based for every power set. (submitted by DarkLordTrilogy)



General Blaster Primaries - unresolved



Assault Rifle - unresolved

Balance: Unnerf Full Auto. This was the one power that made AR nearly on par with Fire Blast. With it it in its current state, AR is a poor man's Fire blaster. (submitted by Pseudotron)

Balance: Ignite is just bad mobs run from it like burn and since the patch is so small they only take 2-3 ticks of damage- fix ad a slow component to it so they run out slower and actually take some damage from it. (submitted by Saint_O_Killers)

Wishlist: Smashing/Lethal resists are very high throughout the game, since most of AR's attacks are S/L we are not able to do the amount of damage other powersets can do.

Wishlist: It's an incredibly difficult animation process but one wonders if you can't design animations so that the weapon doesn't disappear. The big problem is also the long animations, particularly the ones that root. (submitted by Siberian_Gale)

Wishlist: Ignite: This was once an impossibly useful power and now seems much less useful. If it's meant to be a teamwork power (controller immobolizes), a little more area would be nice. (submitted by Siberian_Gale)



Ice Blast- unresolved

Bug: Blizzard: Every primary has a nuke, they drain all end and leave you unable to recover end for a short time (10 seconds). Blizzard drains and doesn't allow you to recover for the duartion of the blizzard + 10 seconds. blizzard's duration is 20 seconds so that is like 30 seconds we have to go without end recovery. (submitted by Icerian) NOTE: THIS MAY BE FIXED NOW.

Bug: Bitter Freeze Ray: The Foe freezes before the animation is done. (submitted by MageStorm)
Balance: Blizzard doesn't stack up with Nova or Inferno. If you are defeated before Blizzard ends, Blizzard stops (which is very easy to do because you don't have any endurance). (submitted by Sockem)

Balance: Blizzard doesn't get any bonus from Aim and Build Up making it less effective then other Nuke-type attacks. (submitted by Icerian)


Fire Blast - Unresolved

Bug: When a Storm Def used freezing rain and Snow storm, then I used Rain of Fire, the mobs regained their full running speed to flee the radius of FR. (submitted by Orochi)
Balance: The animation for Flares is far too long for its damage. (submitted by Steel_Inferno)

Balance: Blazing Bolt: Many players find sniper attacks too situational and bypass them--they are difficult to fit into a normal attack chain. (submitted by Siberian_Gale)

Balance: The range of Blaze is practically in melee. While its understandable that it might be slightly overpowered if it had the standard base range of 80 ft., increasing its range to 40 ft or so would make it an actual ranged attack. (submitted by Siberian_Gale)

Balance: INFERNO takes FAR too long to activate (animation time). Seeing it's a PBAoE, one cannot hope to fire it off if there's any aggro going on. (submitted by Fyreblast)

Wishlist: Rain of Fire should either do more damage, or do its damage faster. As it currently stands, this power really only useful for area denial and attracting more than your share of aggro. (submitted by Steel_Inferno)



Electrical Blast – Unresolved

Bug: When I use Short Circuit while invisible, mobs notice me when I begin the attack animation instead of when it actually goes off.

Bug: Voltaic Sentinel does the same damage for blasters as it does for defenders. (submitted by Axterix)

Balance: This set was supposed to be killer in PvP but we understand that isn't the case. The damage seems to be lacking. Most notably, it has only two single target attacks and a snipe. (submitted by Siberian_Gale)

Balance: Weak melee attacks in the secondaries without a useful secondary effect serve no purpose and should be replaced with something better. (submitted by Axterix)

Wishlist: /elec: the %chance of sleep needs to be raised to be on par with /energy. also the end drain portion needs to be raised as well. with a higher s/l to energy damage split on our attacks, our secondary effects should be boosted in order to balance the set. s/l is the most resisted damage type in the game, and our energy damage output isnt that high. (submitted by Macron)

Wishlist: I'd like to see Charged Bolts' animation changed to that of Neutrino Bolt's. It would be kinda entertaining to quickly zap a mob, and would help increase Electric's overall ability for ranged combat. Also increase range to 80'. (submitted by Angry_Citizen)

Wishlist: Post ED wishlist: An enhancement that would increase the amount of time that a certain end drain power stops end recovery. (submitted by DarkLordTrilogy)

Wishlist: Post ED wishlist: Add either a higher base end drain to various elec blaster powers, or add an end recovery to some of elec blaster powers. (submitted by DarkLordTrilogy)

Wishlist: keep the -endurance drain on elctric blasters the same as/elec defenders. I know they added the increased -end on defenders to help "augment their defencive capabilites", but -end is also crucial to the elec blaster (especially since the ED adjustment and it's effect on our number one -end power Short Circuit) (submitted by colorichard)



Energy Blast - Unresolved

Balance: Power Burst: very short (20') range forces near melee out of a blaster. (submitted by Siberian_Gale)

Balance: Energy Blasts are too slow compared to Fire and Ice blasts doing the same amount or even less damage. Knockback is not 100% so that advantage is hit or miss at best. (submitted by MageStorm)

Balance: Power Bursts Range and Damage are both less than a faster activating Bitter Ice Blast. (submitted by MageStorm)

Wishlist: Power Push have a disorient added to it. It would increase the synergy of the Energy Primary and Secondary. (submitted by MageStorm)

Wishlist: Explosive Blasts damage increased and the scatter knockback be changed to knockdown. This is the most unfriendly team power short of a peacebringer. (submitted by MageStorm)

Wishlist: Energy Torrent: an AoE that throws everything back is team unfriendly. Energy blasters work around this but many would prefer knockdown instead of knockback. (submitted by Siberian_Gale)

Wishlist: Explosive Blast: a low damage, high knockback attack is about as team-unfriendly as you can get. Wishlist: this attack should do knockdown and not knockback. (submitted by Siberian_Gale)



Archery - Unresolved

Bug: If the power isn't recharged and you try to use it, it does the animation anyway. (submitted by Mister Weekly)

Bug: When missing an attack, the word "miss" will appear above the mobs head before the arrow leaves the bow. This causes instant aggro from the mob before the shot is fired. (submitted by Dingly_Dang)

Bug: Archery's snipe: After the animation, there is a non-trivial "dead zone" of time when you cannot activate another power. This time is so extensive that, unlike other blasters, buffs like AIM will wear off before a second attack can be made. (submitted by Predicant)

Balance: The endurance usage for the damage done is too high. This set underperforms other blaster sets in terms of being able to deal damage efficiently. (submitted by Dingly_Dang)

Wishlist: Animation times of attacks needs to be shortened. Especially since no secondary uses a bow, the redraw times are terrible. (submitted by Dingly_Dang)



Sonic Blast - unresolved

Balance: Shout: very short (20') range forces melee type ranges. (submitted by Siberian_Gale)




General Blaster Secondaries - unresolved

Bug:

Balance: Although difficult to do now and implement a
Balance of Blaster secondaries in terms of powers / magnitude / effect. The 9th Tier power is a single target Boss Class mez effect. Offer Buildup at level 4 in every secondary not just Energy. (submitted by deadboy_champion)

Wishlist:



Devices - unresolved

Bug: Trip Mines in Devices do not work all the time, sometimes enemies walk right over them without them going off.

Bug: When laying trip mines sometimes you stay in the kneeling stance even after you have laid the mine.

Bug: Smoke Grenade counts as an attack. While it does not add aggro by itself, it does suppress all other forms of stealth and itself, severely limiting its usefulness. It is non-sensical for a stealth power to eliminate stealth. (submitted by Steel_Inferno)

Bug: Web Grenade. Graphics bug. Causes the avatars neck to extend like a turtle. (submitted by Dr_Rockstar)
Balance: Each other secondary get their toggle knocks at 4 and 10 devices gets theirs at 28 and 35. every other one knocks off multiple togges and is easy to use mines and time bombs knock one toggle and you have to get your opponent to stand in the right place at the right time while being vulnerable while setting it. fix take toggle knock from time bomb and put it in tazer. (submitted by Saint_O_Killers)
Balance: Auto turret does low damage has terrible range , is immobile lasts very short time and costs 50 end. fixing any of these would be nice what i would like to see is a jagger like device that has the unlimited lifespan of other pets. honestly what kind of shoddy device maker builds things that explode after 2 min of use. (submitted by Saint_O_Killers)

Balance: Tripmine/Timebomb - Every other Blaster secondary has NON-Interruptible Toggle dropper - consider reducing the animation time and/or making them non-interruptible? Again would this make Devices Blasters too powerful in both PvP and PvE? (submitted by deadboy_champion)

Wishlist: Taser is the only melee attack in Devices, and is widely considered to be sub-par unless you have Beanbag from the AR primary. Perhaps increasing its damage to higher than 1 brawl might increasse its utility without making it overpowering. (submitted by Steel_Inferno)

Wishlist: Make taser drain endo. the ONLY reason anyone takes taser is to stack with beanbag (which is pretty cool in it's own right). i say give it that same kind of synergy with electric blast. besides...it's a taser. think about it. (submitted by dropped_dee)

Wishlist: Please, for the love of Satan, change the looping sound for Targeting Drone already! (submitted by Steel_Inferno) NOTE: THIS IS NOW FIXED.

Wishlist: Allow Auto Turret to be slotted with Taunt enhancements. (submitted by Steel_Inferno)
Wishlist: how about granting Targeting Drone a boost to perception (similar to Focused Accuracy) (submitted by deadboy_champion)

Wishlist: Wish list: Devices Blaster uses a combination of Smoke Grenade and Cloaking Device to achieve invisiblity in the ring. How about granting CD the same level of Invisiblity as say Superior Invisibility at an increased Endurance Cost. Smoke Grenade is often too hard to use in the Arena especially when one is busy setting traps. However would that make Devices Blasters too powerful in the Arena? (submitted by deadboy_champion)



Ice Manipulation - unresolved

Wishlist: Frozen Aura: a melee AoE sleep as an ultimate secondary power? At the very least make this ranged. (submitted by Siberian_Gale)

Balance: Ice Patch: long animation which, admittedly, is shorter than it's big brother attack Ice slick. But comared with
Caltrops--an power that seems to be of equal utility--it is an issue. Wishlist: a short range for this power so it can help tank frieds out without putting the blaster in AoE hell.(submitted by Siberian_Gale)

Balance: Freezing Touch: Pointblank hold defeats the "keep the enemy back" nature of this secondary. Wishlist (possible): make this a total focus kind of power with a potent hold added instead of a disorient. Ideally the hold would start before the attack, making this a very nice 0-range freeze. (submitted by Siberian_Gale)



Fire Manipulation - unresolved

Bug: Fire Sword Circle has a long (2 seconds?) pause after its animation, during which the blaster cannot attack. (submitted by Steel_Inferno)

Balance: Balance: This entire set really needs to be reworked. Many of the powers are designed for use by tanks, and are nearly suicidal when used by blasters. (submitted by Steel_Inferno)

Balance: Hot feet this 38 power is a joke give them greater fire sword or something useful. (submitted by Saint_O_Killers)




Energy Manipulation - unresolved

Bug: Power Thrust accepts Knockback enhancements, but they do not enhance knockback at all. (submitted by Pulsewave)



Electrical Manipulation - unresolved

Balance: Increase Shocking Grasp's damage slightly, by a Brawl point or two. At least on par with Charged Brawl, a level two attack. Also give it an 80% chance to add another magnitude of hold, like with Total Focus' disorient. These changes would help make Shocking Grasp worth the 20 point endurance cost. (submitted by Angry_citizen)


For Discussion

Questions: Defiance: it was told to us that it would kick in sooner than 40% but that was never implemented. (Submitted by Magestorm)


 

Posted

Careful what you guys wish for, you're likely to learn things you were happier not knowing...

Especially you Electric and Sonic blasters.

As for "Archery" Blasters...
Yeah, you're my favorite hero group to farm in CoV. Seriously, Wyverns are even easier-meat than Family -- and the -ACC debuffs on my dark blasts are often enough to totally ignore most of those so called "armor peircing arrows". ...Pathetic.


 

Posted

[ QUOTE ]
I did? Funny, I still read them every day.

Oh, and I'm going to look at Blasters now that I've gone through the consolidated Defenders bug list. You guys got one?

[/ QUOTE ]

<.< well... when I stand in one place to long... my left ear twitches a bit...

o.o I went to the doc, but he told me that I didn't have a bug, I just need more rest


I am Sleepy! Hear me Yawn!!
Veni, Vidi, Dormivi!
-Alpha Kitty of the Guardian chapter of the Legion of Catgirls
Never forget--Sleepy could conquer the world, if she could just stay awake long enough. =) -Llanwe

 

Posted

Circuit = pwnd


This space is intentionally left blank.

 

Posted

[ QUOTE ]
I did? Funny, I still read them every day.

Oh, and I'm going to look at Blasters now that I've gone through the consolidated Defenders bug list. You guys got one?

[/ QUOTE ]
Burn!

(Oh, wait, forgot where I am...)

Pwnt!


 

Posted

<<I'll celebrate when things get fixed. Been down this road before.

EDIT: Nothing personal Castle. >>

This bears repeating.


Nerf Blaster Controllers!!!!

 

Posted

Sure! ... Um, i dont know. But here 's mine!

1) blasters too squishy!
2) defiance needs to be more like domination. heck even more like fury. Heck lets just try something else.
3) how about more damage from AOEs, for the ones it can still hit?


 

Posted

Wow, Redzero's reposting of the old consolidated Blaster issues thread is alot more comprehensive that I remembered it being.

Maybe because I've studied/played more primaries/secondaries more thoroughly since I last read it.

Anyhow, many of those issues are valid ones, and they're good ones to start with imho, although since ED, we obviously can't almost reach the cap on our own anymore. Man, I miss my 6-slotted full auto... bit I digress!

My issue (and it's a grievance shared by many) with the Blaster AT in general is that for an AT that's supposed to be the "ranged" damage dealer, but has precious little range for all that, and must give up range completely to actually be the king of damage, and actually to not be a worse damage AT than Scrappers in some cases! See Blacksly's post and mine in mistformsquirrel's thread for futher details.

A big issue I think is that every set should be reworked to be good at dealing out aoe's. If there's one thing I've noticed is that not all primaries are created equal in terms of aoe damage. Energy/ in particular is extremely aoe-unfriendly for reasons listed in the consolidated issues thread, and mistformsquirrel's thread. I mean, consider the huge amount of scatter it's aoe's cause, and the late level you get the second one (explosive blast) the damage is pitiful!

And Elec/ should get a looking at. Voltaic sentinel's kind of deadweight-y, and is short circuit's end drain/ock so great an advantage that it has to be melee AND have low damage?

And Archery? 'nuff said.


Arc Salvo: Okay hold one sec guys, we can't just rush in blindly vs these Nemesis, they've got these ranged aoe's tha-
Teammate1(charging in): Shut up, Arc Salvo, you lame*$% Viewtiful Joe wannabe! What do you know?!
Teammate2(also charging): yeah, ST#& arc salvo u PWR RANGR U!
Arc Salvo: *sigh*

 

Posted

Ack, no please don't take Hot Feet from /Fire!


 

Posted

[ QUOTE ]
Energy/ in particular is extremely aoe-unfriendly for reasons listed in the consolidated issues thread, and mistformsquirrel's thread. I mean, consider the huge amount of scatter it's aoe's cause, and the late level you get the second one (explosive blast) the damage is pitiful!

[/ QUOTE ]
Energy Torrent is all right as is, I think, but Explosive Blast is very lackluster. If EB were just shored up, we'd be good to go.


 

Posted

[ QUOTE ]
<<I'll celebrate when things get fixed. Been down this road before.

EDIT: Nothing personal Castle. >>

This bears repeating.

[/ QUOTE ]
It also bears repeating that _Castle_ gets [censored] done. Some people deserve a certain level of faith given their track record for hard work and results.


"His Imperial Majesty's Minister of Restraints and Leather" -LHF

Two naughty acronym teams / Ascension / Convenient / Artic and the Chillz / Fap / Other teams I can't remember (sorry.. mind is goin')

 

Posted

[ QUOTE ]
[ QUOTE ]
<<I'll celebrate when things get fixed. Been down this road before.

EDIT: Nothing personal Castle. >>

This bears repeating.

[/ QUOTE ]
It also bears repeating that _Castle_ gets [censored] done. Some people deserve a certain level of faith given their track record for hard work and results.

[/ QUOTE ]

Gets things done in regards to what? I can tell you that neither the kinetics concerns or the TA concerns are currently getting done. In fact, defenders having been looked over by Castle and having been told that it is by design that controllers can use defender primaries better as controller secondaries that defenders probably won't have anything changed for awhile since they are on a back burner.

Castle, gives great responses and generaly lets us know when we are wasting our time. When it comes to fixing problems, there isn't a whole lot he can do.

So, I'll believe blaster changes when I see them. Till then it is all pie in the sky. I know that Castle was PMed with links to some of the Concerns that blasters have had over their ranged primary powers but I have this feeling that we will be told to suck it up like many of the defenders were.

So, I will not blindly assume that Castle even thinking about looking at Blaster issues will result in any Blaster buffs.


 

Posted

Cross-posting to this thread something I recently wrote, since the repost of the old issues thread didn't hit on all the things I'd like highlighted, especially in regards to electric blast, which I don't think was stressed quite enough how far it lags for damage per animation as a single-target set:

[ QUOTE ]
Shameless plug for electric blast -- longest animations overall, fewest chainable attacks (2! Back before I gave up and focussed on blapping, it was so bad that even permahastened, I resorted to slotting interrupt in my snipe!), an all-or-nothing secondary effect, no short-and-heavy blast, and the worst AE alpha set (DoTs *and* PBAE!).


We used to get told that this was all because endurance drain would be scary awesome in PvP. My power boosted, 3-endmod-slotted short circuit drains 40 endurance in PvP. Hell, if power boost isn't up, I use more endurance to fire it off than I drain from the other guy. Basically, SC got double-dinged -- ED halved the end drain slotting you could throw at it, and PvP threw an additional penalty on. Between the two, it's not living up in PvP, and ED alone means that heaven help you if you're not electric or energy manipulation to synergize with it. For the power that the entire set's secondary effects hinges on, this is a sorry state.


And, of course, I feel a bit betrayed after finding, despite my perseverance and struggling, that the carrot of PvP mayhem to balance all that has turned out to be illusionary.


As for seconary sets? My primary blaster uses energy manipulation, which I'll admit does what it's meant to well. If blast sets as a whole were more effective as a means of ranged damage output, perhaps non-melee oriented secondaries wouldn't feel cheated and envious of the excellent blapping offered. It feels to me, that the control offered by ice manip, the AE damage of fire manip, the utilitarianness of devices... all these things could be very good for a build -- but a few things make them very difficult. FSC's animation is one. Ice slick as a point blank cast is another. The base to-hit on targetting drone after the blow ED dealt the set's another, probably. I would urge that developer attention to blaster secondaries resist the urge to just clone what blasters say works in energy manipulation.


And finally, even though I'm highly satisfied with energy manipulation's ability to make up for my very poor primary output, I've got a long-standing gripe. Conserve power is in an utterly sorry state. 10 minute recharge, 90 second duration. Halves endurance cost (to unslotted powers, I suppose). It's a nice idea, but a poor execution. Even when you could 6-slot recharge (the only slot option available to it) and permahasten it, stamina proved to allow a better sustained rate of endurance use. Yes, a pool power has been better than a secondary power since release. Now, of course, we can't permahasten it, and we can't do more than 3 slot it. Yet the duration and recharge remain the same. The percentage uptime on this power is abysmal now. As a personal suggestion, I think it would be an excellent option to make it a low-cost toggle with a smaller discount to your powers -- say discount a quarter instead of half. This makes it susceptible to toggle dropping and mez effects (where presumably the recharge on it would take it out of commission for a while), and it would become better than stamina, provided you could keep it up.

[/ QUOTE ]


 

Posted

[ QUOTE ]
[ QUOTE ]
Has anyone thought of pm'ing Castle and seeing if he would look into some of our concerns?

Things like:
archery
/devices
electric end drain
defiance
and others I haven't listed?

Maybe we could trick ..er... coerce ...er... persuade him to look into a few things for us.

[/ QUOTE ]

I PM'd him about AR/Dev and he's been keeping me updated when QA may be able to start testing. They're swamped with I7 right now.

[/ QUOTE ]

Also keep in mind they're dealing with the loss of Lord Recluse (and it seems Mako as well) so they're going to be up to their neck just trying to keep up with the schedule.