Rad Blast problems...
I always like waiting to try out the new shinies when they come out rather than get my hopes up or down (depending on your outlook). There will be a Beta, testers will do their thing, Devs will adjust what they feel is right, and we get what we get. Changes may occur at some point, but like I said, I like to use the "wait and see" method. I find myself disappointed much less.
I think you overstate this issue. |
Also, some undercurrents of telling people how to play their blasters in your post. Tread carefully. Some people like to debuff with their blasters.
Just pure speculation on what will happen with Castle's inconsistent tier 1 & 2 balancing scheme. No need to clarify the details, since the details are probably wrong. |
Ignoring debuff duration times on powers while other aspects of the powers are toyed with is a significant issue reaching well beyond one AT's version of one power. |
Also, some undercurrents of telling people how to play their blasters in your post. Tread carefully. Some people like to debuff with their blasters. |
If someone desires to kill slowly with a blaster in order to debuff, that is fine. That does not mean the devs should design blaster powers with that in mind. They should probably design blaster powers with the idea that "enemies are not going to be living as long vs. a blaster as they will vs. a defender, so the debuffs do not need to be as long lasting."
Back when Castle asked for a discussion about Defiance and blaster performance, I argued quite a bit that blaster damage level was fine and that extra mitigation (through debuffs, controls, and/or self-buffs) was what was really needed to improve the AT. Instead of that, blasters were given more damage. I think that states pretty strongly the design intention of blasters is about eliminating enemies as fast as possible.
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.
Just so everyone is on the same page here:
-Neutrino Bolt is already a 1 sec cast
-X-ray is already a 1.67 cast
That is part of what makes rad blast such an easy port.
I see no reason to push the recharges (and DS values) beyond what archery has with:
2 sec and 6 sec.
However, fire has:
2.18 sec and 4 sec.
I'd be satisfied with 2 sec and 5 sec for Neut and X-ray respectively.
AT modifiers should take care of the debuff values and the stun in CB
Neutrino = 7% (def version is 12.5%)
X-ray = 14% (def version is 25%)
Irradiate = 21% (def version is 37.5%)
and so forth.
Stun in CB = 9.54 sec (def version is 11.9 sec)
Hopefully Castle lets it retain what makes it rad blast, unlike some other changes he's done.
Just so everyone is on the same page here:
-Neutrino Bolt is already a 1 sec cast -X-ray is already a 1.67 cast That is part of what makes rad blast such an easy port. |
Playing with the damage, recharge times and endurance costs is still a possibility, though.
Perfect consistency in the tier 1 & 2 blasts may have been big back when the new Defiance was supposed to be a new and crucial part of the blaster strategy. But it never needed to happen in PvE, and since the PvP changes to mez powers, doesn't need to happen there either. All the tier 1 & 2 consistency scheme has accomplished so far is breaking the debuff on blaster Psi->Mental Blast, and speeding up a few animations for defenders, dominators and corruptors.
I'd be satisfied with 2 sec and 5 sec for Neut and X-ray respectively. |
I'd rather they stay right where they are: 1.5 and 4. ATs are subtly stronger when they can make meaningful choices between very different options, and subtly weaker when they're stuck with choices between very similar options. Some corruptors and defenders whip out their calculators and pick the powers with the highest DPAT; some corruptors and defenders take an alternative approach, taking advantage of the fast recharge angle with procs and the like. Having the option to go either way is nice.
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While I do not want the blasts to be changed to the standard 4 and 8 second recharges, I do not mind 2 and 6 (or even better, 2 and 5 as Frosticus suggests).
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.
Huh. Fancy that.
Playing with the damage, recharge times and endurance costs is still a possibility, though. Perfect consistency in the tier 1 & 2 blasts may have been big back when the new Defiance was supposed to be a new and crucial part of the blaster strategy. But it never needed to happen in PvE, and since the PvP changes to mez powers, doesn't need to happen there either. All the tier 1 & 2 consistency scheme has accomplished so far is breaking the debuff on blaster Psi->Mental Blast, and speeding up a few animations for defenders, dominators and corruptors. I'd rather they stay right where they are: 1.5 and 4. ATs are subtly stronger when they can make meaningful choices between very different options, and subtly weaker when they're stuck with choices between very similar options. Some corruptors and defenders whip out their calculators and pick the powers with the highest DPAT; some corruptors and defenders take an alternative approach, taking advantage of the fast recharge angle with procs and the like. Having the option to go either way is nice. |
The reason I'd be more than willing to accept a bump up to 2 seconds on Neutrino is because at 1.5 seconds it already recharges faster than any other attack (except irradiate) casts. So if you do bolt-xray-bolt you were already waiting on xray to finish cause bolt was already recharged.
Unless you just sit there spamming Neutrino the difference would be negligible (heck even if you do just spam Neutrino the difference is still tiny), but the damage increase would be welcome.
At any rate, my preference is to keep the set very very fast. If for w/e reason a change is deemed necessary I hope it stays really fast like arch's t1 and fire's t2
This really isn't a problem, more of a technicality issue.
But seriously, why is Radiation Blast doing energy damage? Shouldn't it be doing something like toxic damage?
"Yes, winning all the time can be boring."
-Knight_Chill
"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."
-Spiritchaser speaking on Dom Revamp
One reason I'm so excited about Rad Blast is because of Neutrino Bolt's lightning quick recharge... Got a tentative build planned where I don't even take X-Ray Beam.
Too bad that's not likely to stay the same. |
"fire blast is all damage you say" Just look at rad, its only mitigation is the stun in CB, and if you even consider the inconsistent knockback and slow animation of electron haze worthy in any sense.
I think Rad blast will easily remain exactly the same, outside of neutrino bolt and laser beam eyes being normalized to 1/1.67 activation times. And of course, the AT modifier which will naturally reduce the -defense from the rad blast attacks.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
[ QUOTE ]
I can't tell you how jazzed I am about Rad blast becoming a Blaster primary... but I'm also getting myself ready for disappointment, because I was equally jazzed about Psy blast and was disappointed. That disappointment was due in part because I loved the fast recharge rate of Psionic Dart over on redside, and I really like power sets that play differently rather than falling into generic 'tier 1, tier 2' blast settings. I feel that powers sets should be (relatively) balanced overall rather than individual powers. Having said that, I just can't see them keeping Neutrino Bolt as is, and what's more I can't see the entire set not getting hit with a nerf bat before it comes over for oen reason and one reason only... the Achilles Heel proc. -Defense ranged attacks that recharge that quickly piling on the defiance AND having the awesome potential of a few Achilles heel procs just seems a bit overpowered - and while I absolutely believe that you should balance a set based on the powers themselves and not how they might be slotted with expensive IO's, I don't have faith in the Devs to put those kinds of blinders on... I just don't want to get excited about Rad blast and have it come out as Energy Blast without knock-back. Thoughts? [/ QUOTE ] You can count on the animation/rooting times on Neutrino Bolt and X-Ray Beam being 1 second and 1.67 seconds respectively. Defiance requires that. The Devs can play with the rech/end/damage values (to a point) as long as the ratios remain the same. I would also count on the -def values on all the rad powers being greatly reduced but with damage being increased to compensate and the Hold magnitude and/or duration on Atomic Blast being reduced as well. |
Oh yes, the usefulness of a secondary effect on a nuke being a mag 2 hold, when simple slotting ensures that all minnions will be dead by it without using aim or build up anyways, brilliant!
I think the hold mag will, well who are we kidding unless its mag 4 its not going to mean anything anyways really. I think the hold mag/duration of atomic blast will remain the same simply for that reason. I'd much prefer actually if atomic blast got a lingering radiation/fallout effect to it instead of the hold and cause -speed/-recharge on any surviving enemies.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
This really isn't a problem, more of a technicality issue.
But seriously, why is Radiation Blast doing energy damage? Shouldn't it be doing something like toxic damage? |
It would also make up for the fact as someone pointed out earlier- radiation blast has always been considered underwhelming.
Indigo, leader of the City of Gaymers
City of Gaymers on Guildportal.com
http://www.guildportal.com/Guild.asp...3&TabID=295104
For me the main problem with Rad Blast is the lack of Rad Manipulation to pair it with. No new animations would be required (both melee attacks are used by shivans).
1. Electron Thrust (Melee, Minor Energy/Smash DMG, Foe Knockback)
2. Contaminated Strike (Melee, Moderate Energy/Smash DMG, Foe Knockdown) Foe -Defense
3. Accelerate Metabolism (Self Only version scaled to Blasters)
4. Radioactive Smash (Melee, High Energy/Smash, Foe Knockdown) Foe Disorient, -Defense, -Fly
5. Build Up
6. Choking Cloud (PbAoE Hold, scaled to Blasters similar to WoC in power)
7. Lingering Radiation (Ranged AoE -Slow, -Rech, -Regen scaled to Blasters)
8. Radiation Infection (Melee, Single Target version scaled to Blaster)
9. Fallout Mutation (Self Rez Fallout/Mutation hybrid, secondary effects scaled to Blasters)
Without its (or something similar) inclusion, the issue is "meh" for this blaster fanatic. Too little considering a certain other superhero game is being released.
As for Rad Blast being overpowered as a straight port? Not really. Rads -Def secondary effect is not very effective considering one at higher levels rarely miss anything anyway. Superfast recharge on NB would also hurt DPS as it won't benefit from high recarge. Including Achilles Heel procs in attacks is expensive and also precludes making use of Thunderstrikes which are about the only way Blasters can get some measure of survivability in the high level game.
It would make it so awesome if they would change it to toxic/energy damage. This would be great as for example energy blast's damage is energy/smashing.
It would also make up for the fact as someone pointed out earlier- radiation blast has always been considered underwhelming. Indigo, leader of the City of Gaymers |
Rad blast -def effect is gonna be great against mako or even against AVs in general
the -def component is a good thing for everyone in the team so a good thing for big challenge, Giant monsters ...
paired with a sonic it's gonna be awesome ^^
1. Electron Thrust (Melee, Minor Energy/Smash DMG, Foe Knockback) 2. Contaminated Strike (Melee, Moderate Energy/Smash DMG, Foe Knockdown) Foe -Defense 3. Accelerate Metabolism (Self Only version scaled to Blasters) 4. Radioactive Smash (Melee, High Energy/Smash, Foe Knockdown) Foe Disorient, -Defense, -Fly 5. Build Up 6. Choking Cloud (PbAoE Hold, scaled to Blasters similar to WoC in power) 7. Lingering Radiation (Ranged AoE -Slow, -Rech, -Regen scaled to Blasters) 8. Radiation Infection (Melee, Single Target version scaled to Blaster) 9. Fallout Mutation (Self Rez Fallout/Mutation hybrid, secondary effects scaled to Blasters) |
Rad blast -def effect is gonna be great against mako or even against AVs in general
the -def component is a good thing for everyone in the team so a good thing for big challenge, Giant monsters ... paired with a sonic it's gonna be awesome ^^ OVERPOWERED !!! but nice |
"Yes, winning all the time can be boring."
-Knight_Chill
"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."
-Spiritchaser speaking on Dom Revamp
The -def component is not enough to do anything to an AV solo, you would probably get better milage from bosses and below. For like regular paper mishes, you will probably be a big asset to the team as far as AV's go, if you want to debuff them defenders and maybe trollers are the way to go.
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The debuff is gonna be useless against boss and below because they'll be dead so fast they would not even feel debuffed ^^
And thank you but I know the purpose of defenders and controllers (big majority of powersets at least) is to debuff, i play the game FYI
Anyway, I think the -def is one of the best secondary effect for blasters (fire has none, slow is useless, end drain=LOL, kb is fun but can be a pain in the *** outdoor, ...)
I don't doubt that it is possible that a Rad Blaster would be able to do it, it will just be a bit more difficult, because I am certain that the values are going to be reduced.
As for the comment on bosses and below, it will help when you are fighting +2 and +3 mobs, it will help your team hit them easier because an enemy can't die if they don't get hit.
"Yes, winning all the time can be boring."
-Knight_Chill
"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."
-Spiritchaser speaking on Dom Revamp
Myself, perhaps being optimistic, but don't think they'll tone down Rad Blast for Blasters outside of perhaps upping Neutron Bolt recharge slightly for tier-1/2 standardisation.
Main reason I want Rad Blast on Blasters, though, is because it'd just feel right on a Blaster, with Blaster modifiers and +Damage. Irradiate looks great along with Electron Haze and Neutron Bomb feels powerful, what with it's creation of a mushroom cloud. It'd be nice to finally have them doing the damage they look like they're doing.
Slotting-wise, Irradiate'd be awesome with Achilles': Chance for -Res and the PvP PBAoE set's other 20% chance for 20% -Res proc, being DoT.