If I could change /Devices...
I'd like more range on the turret to make up for its non transportability and no drastic changes to anything else as I can understand why they don't...well graphically a proper taser gun would be nice.
In teams I couldn't believe the levels of complete idiots who save the enemy from an already placed device rather than make use of it.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I agree with Shannon, about the poor range on the auto turret. I think even Full Auto goes further although I may be exaggerating a little here.
Either give it more range (90-100), let us move it around with recall friend (this got changed after I had picked recall friend but before I got the turret ) OR even better, change it to follow the blaster around - now that would be cool!
I don't mind that TD is a toggle. Lead Hose's web grenade recharges damn fast and lasts long enough to stack so I don't see a problem with it. I don't have the trip mines or time bomb in Lead's build partly for concept, but also because of the problems with using them in teams. Hell, I rarely use Auto Turret in teams because of the long cast time and the fact that it is usually very quickly left behind.
UNION @Flitz 50, Lead Hose 50, Red Rag 50
DEFIANT Rose Bloodthorn 34
VIGILANCE Captain Caledonia 20 - Yeah, I made toons on the French server coz we only had 4 back then (might have to transfer/recreate them on one of the US servers)
..and many more!
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(which was also made redundant by Stalkers using +Stealth IOs, we can't see them anyway when their stealth cap is higher than our perception cap).
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The Stalker Stealth cap is always ten feet LOWER than your perception cap.
That said, I agree that TD would be better as a clicky (say 20 secs recharge, 120 secs duration, non-stackable, or 120 secs recharge, 120 secs duration, stackable?) and that Auto Turret could use either wheels or wings.
Both those powers could benefit from some of the Force-Field-Generator code from the /traps set.
All /dev needs is giving TD about +20% dam buff, and allowing intrdx to be slotted in trip mines (possibly make them take snipe sets as well).
Leave TD alone, or add damage to it. TD rocks as it is.
Unless you go with the 20 secs recharge, 120 secs duration, that I would be fine with. But I like it as a toggle. So it makes you want to be careful not to let your toggle drop. Amazingly my defender has no status protection and runs 3 toggles during fights.
Blasters weren't under performing, the players were. Honestly they're simple enough to play as it is, don't hand every thing to them on a silver plate
"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"
I'm with Cynic on that one. I doubt an FFG-like Targetting Drone would be able to keep up with me in PvE or PvP.
As for the perception things, /Devices blasters can hit the perception cap on their own meaning you can see any stalker that comes withing 10ft.
Octavian Vanguard
@ohmsEU and @ohms 2
Badging character: Bimble on the Union server, Badgehunter.com and City Info Tracker.
I like the replacement for Smoke Grenade plus changes to CD/AT, making them both more useful during combat to make up for not having Buildup.
Everything else isn't needed, imho. Can lay mines fine as it is without them all going off without a single hit (the trick is to put them where the enemy stops ).
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
Personally I would like to see the following changes to devices:
cloaking device so that the first shot out of hide does +50% damage (taken from base damage), taking a leaf out of PPD ghosts.
targeting drone kept as a toggle but while active gives a 10% chance to critical.
time bomb changed so it can be targetted and shot at by single target attacks to activate it prematurely.
smoke grenade I just got this and am in fact finding it very useful, but I would not object to it being converted to flash bang grenade (again as used by PPD ghosts) which debuffs accuracy and defence.
@Moondog
Union:
CoH: Moondog (WS); V-Rock (Tnk, semi-retired); Pole-Star (Bla); Demon Dog (Scr).
CoV: Midnight Gunner (Corr); Operative John Doe (Ban); Day-Star (Dom); Commissar Jaeger (MM).
Web grenade.
Activation time could be faster or even better not dependent on Animation.
As it is now you start by tossing web grenade on a foe which naturally draws agro, so the foe immediately starts running towards you and when WG finally immob him he has reached you, which is exactly the thing you wanted to avoid by using web grenad in the first place.
Some interesting ideas here. I like the Stun Grenade and the change to Trip Mines. Most of the time I'm pretty good with Trip Mine placing, but it's silly that someone can just run over them without being damaged.
The Smoking Demon
Ash/Tar Corruptor
Union
@The Smoking Demon
Hey guys, thanks for the replies.
I just wanted to add my opinion on a few thoughs.
Regarding P114's suggestion of increasing damage via TD, and Moondog's mini-stealth crit ideas, of course I'd defend it like a rabid dog More damage for /Devices seems only fair, since it already loses out by lacking Melee attacks (it technically has none) and Build-Up (especially important for spike damage and nukes). It has been argued a million times already, and very few players would disagree with it. But I don't think the devs want it (probably related to their datamining detecting some very odd damage spikes from /Device blasters - 3 minutes spent setting a minefield before an EB fight). And since it had been covered before, I tried to stray away from suggesting anything related to a direct damage boost.
Regarding the more radical and controversial approach to TD, by making it a click instead of a toggle, I'd say it's not something easy to justify unless you soloed from 1 to 50 on difficulties greater than heroic. If you're below lvl 35, you probably don't think it's necessary at all, since the City of Stuns and Sleep darts hasn't reached you yet. If you're already 50, it's not necessary anymore since you're probably already covered by invention sets and the detoggling doesn't hurt as much (+acc in the damage powers, +knockback protection in karma, detoggling is an annoyance, not a real problem).
But between lvl 35 and 47, if you solo, detoggling TD is a killer. It was for me, since I tended to slot only 1 accuracy in my powers. When I started to get mezzed every fight against carnies, malta, and most importantly knifes (those not only detoggle but can spot you while invisible), I really got my xp progress held to a complete stop and seriously questioning whether I should just delete my /devices blaster. It does get better after you start slotting your sets, but it is a serious problem. Hence my suggestion.
Finally, regarding Cynic's comments about blasters not needing a buff, that it was the players underperforming...
It's a moot point, as the buff to blasters is already live, but what you said is very limited. The discussion that went on in US boards wasn't even about that, it was about the disparities between good blaster primaries/secondaries and bad ones, a fear that led to a very limited normalization of the primaries (activation times for tier 1 and 2 attacks, but not on the secondaries).
It becomes very hard to argue with any logic that starts with "Well, on my defender..." Yes, we all know of plenty of people who leveled their defenders from 1 to 50 just cycling their first 2 tier attacks - after ED - before I.O.s - before influence and keeping your toon optimally slotted ceased to be an issue. In fact, I'd not be surprised if the next Scrapper challenge was to level their toon 50 levels with just brawl and RPD.
Truth is, while their soloing issues (especially FF and Emps) are a real pain, their role in teams is very different from a blaster's. They're meant to support, not maximize their own damage output (coincidently risking much less exposure to return fire from mobs). Do you honestly want us to believe that if you brought a defender to a team and refused to use your primary (buff), stating you're just there to do damage with your medrioque secondary, you wouldn't get replaced at first opportunity? Or if that same brawl-only Scrapper I mentioned tried to squeaze into your team he wouldn't be kicked within a minute?
In essence, /Devices blasters, or /Gadgets as the devs cherishly named them, are more or less in the same situation. Their secondary doesn't help them much in teams, so they're carried by what they can do with their primary and pools. All I meant was that I have a problem with this.
That said, I rest my case.
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Targetting Drone, " Suggestion Change it from a toggle into a click"
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F*CKOFF !
** Bloody PvE mind set >.< **
Carlsberg don't do Farming,
But if they did..........
changing TD into a click power???NOOO!!!!!!!!
TD +chance for citical hit???YEEEEAAAAAHHHH
Trip Mine +reaction(AND activation?) time???Yes,PLEAASSEE!!
Mobile Autoturret? NOOO(takes away the fun) but make it last longer and have much more range!!!!!make it able to switch to an additional sniper attack.
Cloaking Device +50% damage ???? Well , WHY NOT
Personally, I love reminiscing about /Devices. I love the power selections, the potential to initiate the engagement minutes before everyone else, on my own terms. I had my moments. Madame of Mystery and the Clockwork King still regret not looking at where they stepped (and no, I don't mean something squishy and stinky). If anyone annoys me in a PvP Zone they better have Teleport Protection But overall, once I log in, I lag behind what I could accomplish with another, pardon, *any* other secondary. Many of those powers weren't specifically made weaker themselves, i.e. nerfed (well, some were), but the game itself evolved away from /Devices. It's still playable, but the ghost of "under-hero" is always hovering nearby.
This is never going to happen. I know. Because alot of people will see it differently. Because the Devs believe all Blasters to be "fixed" now. Because these are the European Forums. Because I'm not qualified to make this assessment. Because the sky is blue on Mondays (and Tuesdays too )You'll still feel the need to tell me, of course. Go ahead.
But this is how I see it, my opinion on the matter after extensive play (by my standards, I'm no CoX methuselah ) If only a single of these changes actually happened, I believe my experience with this secondary would improve dramatically. So bear with me, and go ahead and leave your views as well.
1) Web Grenade - This is a good power (similar to chillblain, trading damage for -jump). It suffers only from a delayed delivery, since it has to draw and thrown the distance with the speed of a badminton feather. Especially hurtful if we're mezzed and relying on it to immobilize a foe before he reaches melee range.
Suggestion Speed its activation up to Chillblain/fire ring/electric fence level, like you did for the primary 1st and 2nd tier attacks.
2) Taser - A decent power, but only at the higher levels when the stun duration becomes significant. The boost to range a few issues back did wonders to it. Since its recharge time is much longer than a traditional controller hold, it's hard to stack it on a boss short of combining it with a second stun.
Suggestion Keep it as it is
3) Caltrops - Very good power, very low on damage but an excellent way to prevent mob melee incursions. An example of how powers should be designed.
Suggestion Keep it as it is
4) Targetting Drone - I think this power is the fulcrum of the set, what makes or breaks it. Currently, it's pretty bad. It might be useful in the early levels, but a pain once you start getting mezzed every fight. You can't depend on it being on from levels 35+, especially since the new defiance is based around shooting while mezzed, making it redundant (you're already slotting your attacks to hit without TD). At the highest levels, once you reach sets and hamidon levels, it's completely useless for anything but the +per bonus (which was also made redundant by Stalkers using +Stealth IOs, we can't see them anyway when their stealth cap is higher than our perception cap). Changing it from a toggle to a click would do wonders to this set, enabling /Devices users to really depend on TD being on when they most need it (i.e, when they're mezzed).
Suggestion Change it from a toggle into a click
5) Smoke Grenade - The most amazing thing about this completely redundant power is that people still take it. A +Steath IO or Super-Speed combined with Cloaking Device does a better job at making the blaster stealthier. Something cool and flashier could go here. Change it into a Stun Grenade, similar to the Knives of Artemis power.
Suggestion Change it into a Stun Grenade
6) Cloaking Device - This power, when combined with another stealth power, enables the blaster to Toe-bomb when soloing. But Toe-bombing in teams is almost impossible once the fight begins, since enemy AoE fire tends to interrupt alot. If CD could have significantly increased AoE defense (surpressed during battle, of course), it would do wonders for /Devices performance in teams.
Suggestion Increase AoE defense (surpressed when attacking)
7) Trip Mine - These mines are balanced upon an often forgotten issue, that is, they don't respond to team buffs or inspirations. While they sound impressive on paper, try running in a team with Fulcrum Shift or the likes of it and the mines suddenly become much less impressive than a simple fireball. As it should be. Still, there is a problem that could be solved. This power seems to have 2 checks, one to trigger the mine, another to explode. The best thing that could happen to this power is twinking it an attempt to reduce the lag between detecting an enemy and the mine exploding. Even normal minions can just run past a minefield, detonating them all in perfect safety. But I don't know if this is possible, from a programmer's viewpoint.
Suggestion Twink around the delay between trigger and explosion
8) Time Bomb - A reviled power, often the leading to counter-arguments between actual /Device players and theorycrafters. From this player's perspective, it's bad. Bad. Since it can't have its damaged buffed, in large teams it's not worth waiting the long set time + 15 seconds till detonation to shave off 1/3 of an red lieutenant's health in a 10ft radius. And forget about it if the fight is already on. The best that could happen would be to make it a triggered mine (like a toggle that'd blow up when dropped), but even then it'd only be marginally more useful than an ordinary trip mine, making them overlap rather than complement each other. So just drop the timer to 5 seconds, more than enough time to set an extra trip mine and get out of Dogde.
Suggestion Reduce the timer to 5 seconds
9) Auto-Turret - I see the Malta engineers drop these babies instantaneously, yet when I try to use it, it takes forever to set one up. Why does a "pet" with so many limitations even have an interrupt time? Shave it off.
Suggestion Remove the interrupt time
What would these changes entail for the /Device Blaster's playstyle:
- When Soloing - The first and most important difference is that you can count on Targetting Drone even after a stun or sleep. You can actually hit things! And when you're mezzed, you feel a bit safer with the knowledge that you can root an enemy to the ground in a second. When facing a large group, you place a mine, and instead of stunning the Lieutenant with Taser, you prefer to toss a stun grenade to leave all enemies disoriented. If there's a boss you can even stack stuns now. And if things get really rough, you drop an Auto-Turret and run around the corner. It'll keep you safe for a moment.
- When in Teams - You can Toe-bomb in the midst of mayhem! Unless an enemy specifically targets you, until you reveal yourself you're much more elusive to AoE strayfire. People are actually taking you seriously now, not just as an amusing distraction, especially when you decide to add the extra carnage that comes with your pocket Auto-Turret If the tank crashes and things start to look rough, you can patch up a little stun grenade and buy a few seconds to regroup. And when you nuke, you're just one blue pill away from jumping right back into the fight.
One more suggestion: about IO sets. I'd like to see Interruptable Damage Sets, ones that would add -Interrup Time to the list of goodies in the normal damage sets. These would really improve Trip Mine, Time Bomb, Auto-Turret (and also Snipe and Assassin attacks). I wonder if there's anything planned on this.