Gadget Secondaries?
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It really is a ridiculous power, and not one that you ever see in comic books, except as a plot hook, such as when a group of heroes are teleported up to an alien space ship to be used as pawns in a intergalactic gladiator game.
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LOL,... /QFT (JLU ftw!)
As for Device Blasters... Atleast you've got 100% Damage and trip-mine in the 20's.
Try playing a /Trap Corr that only has 75%, and no TripMine until 35.
I'll give ya a hint, the FF generator doesn't make up for it!
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Wow, two mindless trolls in one thread. We should bottle this and sell it for bait.
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The funny thing is how people compare a corrupters 75% damage (and other archtype) to a blaster's 100%. Corrupters do 75% of the damage a blaster, but a corrupter's attack does 100% within it's own archtype. A blaster hitting a non resisted target for 100 damage does 100% damage, a corrupter doing 75 damage to a non-resisted target is doing 100% damage, plus the possibility at Scourge and buffs/debuffs.
People need to realize a blaster does 100% damage and only 100% damage. Other archtypes do 45%, 66%, 75%, 80% and 112% of blasters, while also having things like 75% defenses of a tanker and 75% or 85% the capability of a defender. Damage is not the end-all be-all.
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What gameplay? Why doesnt one of the devs play a /dev blaster to 50 just using pugs, that way you can see just how crappy the set is now. (yes i know some people can adapt around and play it well but a secondary should have to be graded in terms of difficulty, /dev would certainly be in the expert category as it stands)
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Why do I now have the image of one of the devs screwing up and instead of being forced to cut off one of thier own fingers (ala the Yakuza) they'd forced to run a */Dev Blaster to lvl 50 in PuGatory?
:shiver:
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It really is a ridiculous power, and not one that you ever see in comic books, except as a plot hook, such as when a group of heroes are teleported up to an alien space ship to be used as pawns in a intergalactic gladiator game.
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LOL,... /QFT (JLU ftw!)
As for Device Blasters... Atleast you've got 100% Damage and trip-mine in the 20's.
Try playing a /Trap Corr that only has 75%, and no TripMine until 35.
I'll give ya a hint, the FF generator doesn't make up for it!
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Wow, two mindless trolls in one thread. We should bottle this and sell it for bait.
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The funny thing is how people compare a corrupters 75% damage (and other archtype) to a blaster's 100%. Corrupters do 75% of the damage a blaster, but a corrupter's attack does 100% within it's own archtype. A blaster hitting a non resisted target for 100 damage does 100% damage, a corrupter doing 75 damage to a non-resisted target is doing 100% damage, plus the possibility at Scourge and buffs/debuffs.
People need to realize a blaster does 100% damage and only 100% damage. Other archtypes do 45%, 66%, 75%, 80% and 112% of blasters, while also having things like 75% defenses of a tanker and 75% or 85% the capability of a defender. Damage is not the end-all be-all.
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Far too many people only see damage and have no friggin' clue what else is out there. The funny thing is, these folks normally aren't Blasters. More often than not they're not Blasters but are jealous of Blasters (our *snicker* vaunted damage levels and the fact that more often than not, these folks have found the lack of a safteynet far too frustrating for them and are cranky with folks who can pull it off without the 'net) and conveniently fail to factor in the rest of the tricks they have access to that Blasters do not. Sure, if they had all thier tricks and Blaster-level damage, they'd be pleased as punch. Why not? They'd have their tankmage.
Didn't I read something recently about the Devs having a new policy of giving the players what they want within reason? Is tp'ing a turret unreasonable? If so, why? What am I missing? It seems pretty obvious that this change is not what the players wanted (at least the players in this thread).
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Or is this somehow related to using TP Foe on the bunker turrets in RV?
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If this is the case, then Thorizdan may have to eat his words about it not being a PvP issue. Man would players howl, for just cause too.
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Yes, 'cause it couldn't also relate to TP Foe'ing all the other turrets in PvE zones...
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Well, if it is to keep players from circumventing the threat presented by Malta turrets, I'd like to know why a minion's pet needs to be such a threat.
Also, Concern responded to my comment asking if it related to the PVE turrets, or was it a matter of the turrets in a PVP zone, and said "If it is, then..."
Edit: If the problem is teleporting Malta turrets around low-level zones, the better answer is to just have them despawn after a period of time, or have them despawn when their owner dies - or both, to be consistent with the player version of the power. There's no good reason for them to hang around after the engineer dies, and never was. They're a nuisance item for players who are in the right level range to deal with them, and a needless hazard for low-level characters coming across ambush remnants.
Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)
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Not to mention when it goes off nothing well be dead, but they'll be mighty pissed.
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Odd, always wiped out full packs of minions up to yellow when I used it. Toe bombing isn't a tactic for use while teaming, no, but for street sweeping hazard zones it's rather effective.
Oh, and if the SG doesn't hit everything...throw another.
Like I said, /dev is not the godmode it used to be, but it's not as horribly weak as people make out.
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Not to mention when it goes off nothing well be dead, but they'll be mighty pissed.
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Odd, always wiped out full packs of minions up to yellow when I used it. Toe bombing isn't a tactic for use while teaming, no, but for street sweeping hazard zones it's rather effective.
Oh, and if the SG doesn't hit everything...throw another.
Like I said, /dev is not the godmode it used to be, but it's not as horribly weak as people make out.
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When was the last time you played a */Dev? TM hasn't wiped out even level minions since ED. Unless you get lucky with the extra damage tick now, the best you can do is -2s.
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Edit: If the problem is teleporting Malta turrets around low-level zones, the better answer is to just have them despawn after a period of time, or have them despawn when their owner dies - or both, to be consistent with the player version of the power. There's no good reason for them to hang around after the engineer dies, and never was. They're a nuisance item for players who are in the right level range to deal with them, and a needless hazard for low-level characters coming across ambush remnants.
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Totally agree here. Also true of DE eminators.
Let them last for 30 or 60 seconds after the caster dies and despawn.
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Blaster's Fire Manipulation secondary is quite excellent. It doesn't need any looking into.
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You're joking, right?
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Nope. I like it OK as is. I would prefer it if it didnt change.
The only change I would ever want to see is putting the Mez protection back into the set. Since this ain't gonna happen, I'll just have to keep hoping the defender or controllers on my team have a power that grants status protection and that they enjoy using it. When I solo only boss fights with mezzers are very dangerous, althought Lt Gunslingers are moderatley dangerous. Well, Rularuu (sp?) are pretty dangerous too, but I rarely choose to fight them solo (maybe they aren't that dangerous solo for my blaster, I can't recall ever soloing them with my blaster, but I think I am going to go try now) ; if I am going to the Shard, I want it to be crazy full of Rularuu with lots of baddies.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
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Odd, always wiped out full packs of minions up to yellow when I used it. Toe bombing isn't a tactic for use while teaming, no, but for street sweeping hazard zones it's rather effective.
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Currently, trip mine 3 slotted for damage, deals about 80-90% damage agaisnt a mob, even with all three ticks of damage. It's basically an aoe snipe level damage.
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Oh, and if the SG doesn't hit everything...throw another.
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See, there lies in the problem. Once is risky, two is risker. Personally, it seems like that one mob you missed with the first SG, even thou unaggroed, is more alert to your presence on the second throw.
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Like I said, /dev is not the godmode it used to be, but it's not as horribly weak as people make out.
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Name a power with the exception of web grenade, caltrops and taser, and I can point out it's flaws.
Gothbat's talking out his/her [censored]. This quote, "...and you can toe-bomb as normal" among others clearly demonstrates this. Just ignore him/her.
Kali... darn good point. If this was because of griefers 'porting Malta ATs around, a timer (like the players' version) or having it blow when the owner faceplants (like the players' version) would deal with it. As would it deal with the high level ambush leftovers that still show up in lowbie zones. Nevermind the longstanding question I've had about sending high-level players to low-level zones when there are plenty of zones out there. It was a running gag as our 45+ team was heading to Steel or Perez to mention that the mission should be in the Rikti Crash Site. When you go zipping around a corner in King's or around a tree in Perez and run smackdab into Malta or Rikti who have like 30 or 40 levels on you, something's out of whack.
I wonder if we should try to fix Gadgets and not Devices. :P
Dev 1: Hey, have you seen the Blaster Forums recently?
Dev 2: Yeah, they keep rallying to fix Devices.
Dev 1: There is a Devices Secondary?
Dev 2: No, but there is a Gadgets.
Dev 1: I wonder if they are talking about something else then...
Here's what I'm hoping happened:
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Some other dev: "Yo, Castle, folks are exploiting tport foe and porting turrets around. Fix it."
Castle: "Well, yea, I can do that, but I'd have to break /dev and /traps for the folks that use recall to port their toys around."
Some other Dev: "I don't care. It's an exploit. Plug it with I-8. No excuses."
Castle: <sigh> "Fine." -But now I'm gonna have to figure out a way to fix /dev and /traps so that they aren't hellish for solo players. And I probably won't get it in until Issue 9. Great, 6 months of folks like Bill Z Bubba screaming at me that he deleted his tries at /dev and /traps because he found it so idiotic that he can't port his toys around.
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That's what I HOPE happened.
Be well, people of CoH.
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Wouldn't it be funny if they made it a hover turret?
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I'd prefer a shoulder turret.
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that would rock
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When was the last time you played a */Dev? TM hasn't wiped out even level minions since ED. Unless you get lucky with the extra damage tick now, the best you can do is -2s.
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Before ED, but it was wiping packs of evens with only 2 SOs. Unless the base damage was reduced when ED went in, I see no reason why they shouldn't still be able to do so. If youre fire/*, toss in fire ball and follow up with a quick fire breath and you can take out up to +3.
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Gothbat's talking out his/her [censored]. This quote, "...and you can toe-bomb as normal" among others clearly demonstrates this. Just ignore him/her.
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Nevermind that I see people do it quite often. But, since I guess anything that counters your whining will be deemed "talking out my a**"...
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Like I said, /dev is not the godmode it used to be, but it's not as horribly weak as people make out.
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Name a power with the exception of web grenade, caltrops and taser, and I can point out it's flaws.
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But, then, there are few powersets that the same couldn't be said for. It is my belief that the majority of the griping comes from being too used to the set's previously overpowered status suddenly finding themselves knocked down to the status quo.
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Before ED, but it was wiping packs of evens with only 2 SOs.
[/ QUOTE ] Ok no. That's never happened to me, before or after ED. Not in the 2+ years I've had my /dev blaster.
I have gotten the mine to take out some even cons on occasion three slotted post ED however. It's when you get a lucky extra tic though, not a reliable method of taking out a pack of even cons.
MA Arcs: Yarmouth 1509 and 58812
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Like I said, /dev is not the godmode it used to be, but it's not as horribly weak as people make out.
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Name a power with the exception of web grenade, caltrops and taser, and I can point out it's flaws.
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But, then, there are few powersets that the same couldn't be said for. It is my belief that the majority of the griping comes from being too used to the set's previously overpowered status suddenly finding themselves knocked down to the status quo.
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Then you really don't know what the hell you're talking about. I mean, according to what you say above, you haven't used the set in over a year.
Heroes
Dysmal
Lumynous
Sam Steele
Pluck
Wile
Slagheap
Pressure Wave
Rhiannon Bel
Verified
Stellaric
Syd Mallorn
Villains
Jotunheim Skald
Saer Maen
Jen Corbae
Illuminance
Venator Arawn
Taiga Dryad
Tarranos
Also, now that I'm home from work.
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Trip mine's still effective even without toe-bombing (which is still possible, you just can't rush in immediately after throwing the SG). Never had a problem getting it to detonate with a handful of caltrops (which are another immensely useful power in the set) and pulling the mob straight over it. AOE snipe level damage more than makes up for missing BU. CD is a great stealth power. SG with its -perception and minor acc debuff is useful even without using it for toe-bombing purposes. TD may not allow you to 6 slot damage into attacks anymore, but it DOES open up another slot in your attacks for other enhancements. Go ahead and throw in recharges, end reducers, or whatnot. Might be surprised what one more slot in each power can do for you. I hear taser s a decent stun.
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Ok then. First, trim mines aren't terribly effective without toe-bombing. Without caltrops the mobs can run over the mines before they blow up. With caltrops mobs can oftentimes run over the mines before they blow up. With TP foe sometimes the mine doesn't go off at all.
Sure, you can SG the group of mobs to -per the guys and then go in and toe bomb them, but then you have to wait and make sure everyone's hit with the SG (since it's not a auto-hit power in PvE) and then you wait 10 seconds, and then you can start to lay the mine. This method is oh so hiiiighly useful in groups .... (And annoying solo as well)
If trip mines are supposed to make up for not having BU, then what do we get for not having any melee attacks, like bonesmasher, total focus, havoc punch, thunder strike, fire sword circle, frozen fists, and other assorted goodies? I always figured we got our mines, bomb and auto turret in place of those attacks myself. Silly me ....
CD is an ok power. It was great before when it actually provided worthwhile amounts of defense. Now it's just a pool power you can take at level 6 without the -speed effect.
SGs -acc ability is laughably small. I don't know about other folks, but I wouldn't bother throwing it as an AoE debuff. I tried it for a while, but quite frankly, a 3% accuracy debuff just doesn't do terribly much. Heck, fire controllers don't like their version of the power (smoke) and theirs is an auto hit power.
As to TD allowing you to slot something other than accuracy? No, no it doesn't. At least, not if you're fighting outside of the even con to +2 range of things. AKA if you group.
Taser's still a rather viable power. It's sad when one of the usefull and good powers in a set's basically the oft skiped 'stun' power (from energy melee/manipulation).
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In the end, it may not be on top anymore, but it's certainly not bottom of the barrel. That'd be fire manip.
[/ QUOTE ] Honestly, I'd put them around the same level or so myself. <shrug>
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All this griping about not being able to TP AT anymore, thing is, I've only ever seen one person using it at all before. Ever. You'd think they just crippled the best power in the set or something.
[/ QUOTE ] That's part of the issue. They took a power that was pretty much only taken by players in conjunction with recall friend, and generally considered only usefull if you port it around ... and got rid of what was considered the only usefull way to use the thing.
MA Arcs: Yarmouth 1509 and 58812
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Last time I checked, there is no Gadgets secondary. There is, however, one called Devices. Freudian slips like this and folks wonder why some hold the belief that the devs don't seem to know the Blaster AT all that much.
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Gadgets is the internal name of Devices. It's a Legacy issue and it was my mistake when adding the patch note.
As for the change itself, there was an exploit involving TFoe and various stationary entities (like Auto Turret.) In fixing this, the player versions of these entities were locked down as well. I do realise this impacts one of the tactics Devices players used to bypass the limitations of the set. I'll be keeping an eye on this to see if the change hampers the gameplay too severely.
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Why Castle didn't respond with a ban and a string of expletives to a snide remark like that, I don't know. If Castle wants to call it the "Hodge Podge of Mechanical Components" Secondary, I bet he could with little recourse from us. It is, after all, just a name.
*Sigh* Alright, I give up. Nothing I say will get anyone to waver. All I can say is that everything that supposedly makes /dev "worthless" are things that would have had zero effect on my play style before th changes went in. And I found it highly effective. Of course, the difference may be the perspective of soloer vs grouper. I primarily solo.
And, yes, I was dropping even cons with 2-slotted tripmines. *shrug* Dunno what you're doing wrong if it's not working for you....
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And, yes, I was dropping even cons with 2-slotted tripmines. *shrug* Dunno what you're doing wrong if it's not working for you....
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Now, perhaps you could take out even con mobs that were very weak against fire, I suppose that would work. Currently however, I can very rarely take out even cons with a full 3 +3 SOs of damage. There hasn't been any decrease in the power of the mines themselves, so I fail to see how taking out whole mobs with only 2 SOs in there on a regular basis is even remotely possible.
MA Arcs: Yarmouth 1509 and 58812
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Gothbat's talking out his/her [censored]. This quote, "...and you can toe-bomb as normal" among others clearly demonstrates this. Just ignore him/her.
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Oh, I wish that I could.
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Before ED, but it was wiping packs of evens with only 2 SOs. Unless the base damage was reduced when ED went in, I see no reason why they shouldn't still be able to do so. If youre fire/*, toss in fire ball and follow up with a quick fire breath and you can take out up to +3.
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Unfortunately, I'm AR/DEV. I have tried the SG + Toe Bomb right, unfortunately, I got tired of the endless miss 1 mob...try another SG...again miss 1 mob routine. I tried creating fields, unfortunately, they take too long to set up, are quite difficult to manuver ifoes nto the field, in dense patches a single mob will set everyone off due to the knock back, even after it's classifed as dead; in sparce patches mobs will walk past the majority of them, and in teams I will set them up when there is down time, even if it's quite close to the mob group, and the team simply rushs past the mobs and fight on the opposite side of where the mobs spawned initial.
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But, then, there are few powersets that the same couldn't be said for. It is my belief that the majority of the griping comes from being too used to the set's previously overpowered status suddenly finding themselves knocked down to the status quo.
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Have you even played Devices recently? There is absolutely no synergy in the set.
Smoke Grenade -what is it's basic function, -perception or debuff? If it was -perception, then it could at least be auto hit in pve when cloaking device is unstealthed. If it was debuff, it wouldn't be a paltry debuff maxing out at 9ish%...that's 3 slots..don't forget the accuarcy slot too.
TD won't help Smoke Grenade (which by the way can miss againt defense based mobs; how the frack does a puff of smoke miss?), because it has a paltry 13% base to hit buff, maxing out at 21%. Sure, it provides a constant tohit buff (provided it doesn't get mezzed off 6 times a fight), but 10 seconds of Aim or Build up with it's damage boost is more then enough to finish off most target(s). Newsflash: Focused Accuracy is 18% base! Why do they get more? I need my hits to land much more then they do since they have defense to rely on...but oh wait, I have Cloaking Device, a petance of 3.5% maxing out at 5.425% defense..WOW!...3 whole slots for a 1.925% boost, well worth the investment, provided again, it doesn't get mezed off 6 times a fight.
Time Bomb...Trip Mine....I only need one of these, either will function for the same purpose. Auto Turret, while great in concept, simply doesn't work....it has short range and immobility....oh hell, let's not forget mobs begin to outrange blasters way before Auto Turret is available.
Web Grenade, Taser, Caltrops, they work beautifully, but the other 2 thirds of the set are in dire need of work.
The set was never over powered, it did have the bug with Smoke Grenade, which was fixed, but a bug does not constitute over powering.
Edited for spelling.
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You'd think they just crippled the best power in the set or something.
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I think it's the feeling of being kicked while you're down that's the problem. And fire manipulation, while hinky, ain't so bad if you're into spectacular victories and spectacular failures.
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Fire manipulation can be great, you just need to ignore, blazing aura, burn, hotfeet (you know the powers that all other sets cant wait to get, the tier 8 and 9s) and team with half a dozen support classes to keep you alive. On the upshot, with so many crappy powers in the FM set you can fill up on pools. I love my fire/fire blastanker