Blaster Balance
You make some valid points. I've always felt that Fire's AOE potential was overstated when compared to Archery or AR. I have yet to see a Scrapper that can keep up with my AR/EM Blaster running the wall in Cimerora.
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My Fire/Mental clears the wall in Cimerora in record time too. Most spawns don't survive past Concentration + Breath + Scream. A Fireball usually mops up whatever's left, and if not, I hit Shockwave.
It goes very fast. In fact, just earlier today I was amused to watch another group of players (three, among them a hovering ranged Blaster and a PB) struggle to clear a single spawn on the top of the wall in about he time it took me to sweep the bottom shelf by myself.
That said, AoE Blasters will typically deliver a much better (faster) alpha -- which is part of the reason I tried to give the Blaster the benefit of the doubt in my napkin comparison -- but the subject of sustainable AoE output is slightly different. Probably the clearest in-game indicator of that is in the boss farms that have become so popular of late; no build can clear a spawn of level 52 bosses in one salvo, or even two or three, and it's there that the relative speed of Spines really becomes apparent.
I can kill a spawn of 52 bosses relatively quickly on my Fire/Ment, but I need someone else to keep them clumped together. Otherwise, they scatter to the four winds, eventually. Even Snow Storm is very little help here.
You left out a couple important factors however. Scrapper melee PbAOE's affect a maximum of 10 targets. Scrapper melee cones affect a maximum of 5 targets. |
The intent behind my haphazard comparison, as you know, wasn't to predict with any kind of accuracy in-game performance; it was simply to draw a rough comparison to show that the disparity is actually pretty small.
Smaller, at the very least, than it might at first appear.
Aside from all the other points made by other posters (the blaster AoEs can hit more targets, the cones are generally wider and longer ranged, etc.)
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That said, a 90-degree melee cone (like Ripper) is pretty darn easy to use, too.
having ranged attacks is an inherent advantage whose importance is underestimated. Spines is a very poor blaster set and was nerfed several issues ago to underscore that fact. |
And at range, a Blaster (if not /Devices) sacrifices a large portion of his damage potential.
A blaster with Force of Nature and fast-recharge Build Up and Aim can easily outdamage a scrapper while having roughly comparable damage resistance. |
Literally nothing a Blaster does will give him "roughly comparable" survivability except in isolated circumstances. Do you really want to compare a Blaster under Force of Nature with a Scrapper under Unstoppable and Invincibility?
Many blaster sets have secondary mitigation effects or control-like powers that make up for the lack of defense/damage resistance before the epics. |
This isn't subjective. It isn't a point of contention. It's a self-evident fact. Doesn't mean that Blasters suck or that people need to lrn2play or any other such nonsense; it just is what it is.
With defiance blasters can always deliver ranged damage, even when held. That ability is often more important than having the scrapper's status protection. Most scrappers can do nothing when they're mired in Quicksand, immobilizes or similar effects. |
Quicksand and Caltrops can be a PITA for Scrappers, but they really rarely get immobilized. Hell, all you need is Combat Jumping to be virtually immune to immobs.
If you're having a hard time making it as a blaster, your playing style is likely the cause. They're not scrappers and you can't normally play them like scrappers. Even blappers can't play like scrappers -- you have to lead with mitigating attacks, pay more attention to what the mobs are all doing. Scrappers have to use active offense for protection rather than static defenses. |
This isn't a matter of comparing epeens; no amount of skill or the lack thereof can prove or disprove anything, here. Anyone who wishes to deny that Scrappers have vastly more survivability than Blasters across the full range of in-game content isn't just contrarian. He's delusional.
Blasters are fun to play. If played well, they can succeed at most anything. But in general, any well-built Scrapper can do the same things with half the effort and probably less than half the risk. It just might take a little longer.
Defenders, Controllers, and Masterminds can get defense and status protection from Force Field. Defenders, Controllers, and Corruptors can get resistance and status protection from Sonic Resonance. Controllers also have access to status protection from Indomitable Will in Psionic Mastery.
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I currently have 3 Corrs at 50, lets list which have mez protection with an asterisk.
AR/Rad
Rad/Pain
Sonic/Traps (*)
I have 4 MMs at 50, again like above listing those w/ mez protection.
Thug/FF (*)
Merc/Pain
Necro/Storm
Necro/Traps (*)
None of my lvl 50 controllers have mez protection, neither do any of my lvl 50 defenders.
Blasters however remain the only AT that can attack while mez'd.
That said, if you are just looking at damage output versus survivability, it's pretty clear that Scrappers are far closer to Blasters in terms of the former than Blasters are to Scrappers in terms of the latter. By orders of magnitude, in many cases. This should come as no surprise; it's always been this way, and in fact, before the Defiance buffs and accompanying buff to the Blaster damage scalar, the balance was even more skewed in favor of Scrappers.
It's not debatable. What is debatable is whether you think anything should be done about it. Except for maybe some very minor tweaking here and there, I don't; I personally enjoy playing both ATs, and a marked survivability boost for Blasters in the name of balance would also make them less distinctive. A marked offensive boost would make them ludicrously powerful. |
Some of my detractors indicate that I might not be playing Blasters very well. I beg to differ. I know full well what the AT can and cannot do having played the game on and (mostly) off since US beta. I just feel that the glass cannon design that some people talk about has, to an extent, been made redundant. Tankers have been given damage boost to make them more fun to solo (their damage output can be rather impressive while the survivability is so good it borders on broken). Controllers have been given their cake and get to eat it too and does everything in this game excellently.
Compared to VEATs the amount of survivability a Blaster gives up just makes no sense. Generally speaking, VEATs have access to more AoE firepower than most Blasters, especially if including epics. They have superb survivability, all have access to two or more damage output increasing/force multiplying powers (Aim, BU, Follow Up, huge radius Blaster level damage and -res, permanent +rech). They can also bring good control and excellent team buffs. +30% damage anyone (TT+pool assault)? How about a quadruple strength (compared to the best Blasters can do) aura defense? Multiple pets that can be made close to permanent. Solo VEATs have little difficulty completing the RWZ challenge with SOs only. With IOs they easily can do AVs.
It's this disparity I find hard to live with. Especially now that Going Rogue will bring villain ATs in direct PVE contention. I'd also like to see the weaker power sets within the AT be boosted somehow. I am a Blaster at heart and consider the AT fun, most other ATs is easy mode and/or requires less finesse or tactics to succeed. For them the game content is rendered so easy it, for me at least, becomes boring. I appreciate the allure of little risk and high reward is attractive to a lot of players though. I'm not asking for universal buffs for Blasters here (though on grounds of balance they are warranted). I'm just asking for at least a little developer TLC. Boosting nukes and snipes and a few underperforming powers (Frozen Aura, the worst tier 9 in the game for instance), would go a long way to alleviate my concerns.
This is the point I was trying to make. I wish I had your eloquence (english is not my native tongue) and factual knowhow. I was basing this mostly on anecdotal experience.
Some of my detractors indicate that I might not be playing Blasters very well. I beg to differ. I know full well what the AT can and cannot do having played the game on and (mostly) off since US beta. I just feel that the glass cannon design that some people talk about has, to an extent, been made redundant. Tankers have been given damage boost to make them more fun to solo (their damage output can be rather impressive while the survivability is so good it borders on broken). Controllers have been given their cake and get to eat it too and does everything in this game excellently. Compared to VEATs the amount of survivability a Blaster gives up just makes no sense. Generally speaking, VEATs have access to more AoE firepower than most Blasters, especially if including epics. They have superb survivability, all have access to two or more damage output increasing/force multiplying powers (Aim, BU, Follow Up, huge radius Blaster level damage and -res, permanent +rech). They can also bring good control and excellent team buffs. +30% damage anyone (TT+pool assault)? How about a quadruple strength (compared to the best Blasters can do) aura defense? Multiple pets that can be made close to permanent. Solo VEATs have little difficulty completing the RWZ challenge with SOs only. With IOs they easily can do AVs. It's this disparity I find hard to live with. Especially now that Going Rogue will bring villain ATs in direct PVE contention. I'd also like to see the weaker power sets within the AT be boosted somehow. I am a Blaster at heart and consider the AT fun, most other ATs is easy mode and/or requires less finesse or tactics to succeed. For them the game content is rendered so easy it, for me at least, becomes boring. I appreciate the allure of little risk and high reward is attractive to a lot of players though. I'm not asking for universal buffs for Blasters here (though on grounds of balance they are warranted). I'm just asking for at least a little developer TLC. Boosting nukes and snipes and a few underperforming powers (Frozen Aura, the worst tier 9 in the game for instance), would go a long way to alleviate my concerns. |
The only AT that will be brought over in large numbers is mastermind as heroside has nothing similar. Also remember we know very little about GR, lets have the "doom" wait a while longer.
Obitus: I agree with most of your content but have somehow come to different conclusions.
My Blasters (admittedly most of my Blasters are fire/*) are much more delicate than my Scrappers, and seem to do much more damage.
It may be observer bias. Here are some other possible explanations:
It may be "area covered"- it's a lot easier to hit eight guys with Blaster firebreath than with,for instance, Scrapper fire breath.
It may come down to the "degree of overkill": on a Fire/en/elec, I often have to tab a couple times to find a target for my third AOE. I go to knife range in a hurry and generally by the time I get to my melee attacks it doesn't take many of them to drop the survivors. I certainly feel like I'm getting through a lot more enemies a lot faster on a Blaster. Blaze/havoc punch/charged brawl is a lot of pain in a hurry. [I realize I'm mixing blasters; I have fire/ice, fire/elec and fire/energy, as well as sonic/mental, en/fire and a couple of lowbies. ]
It may come down to liberal use of nukes; my personal record being around 20 Crey in 12 seconds (bu/aim/fireball/fire breath/ "oops, other spawn aggroed"/jump/Inferno) followed closely by 28 Praetorian Banished Pantheon in 32 seconds (using careful herding in order to determine whether Blizzard was disproportionately "overkilly". Sadly, the overkill doesn't turn out to be easily useful due to the aggro cap.)
It may come down to "time between fights"- Spine Burst doesn't help between fights, while that downtime doesn't hurt the "waiting for recharge" time on Fireball and Firebreath.
Basically my feeling is that the balance for Blasters is still "Do they dare use their full potential on a team?" And if they do, and they survive, they do a LOT of damage in a HUGE hurry. I got on a team where I had Speed Boost and Adrenaline Boost most of the time, once... I figured I'd just keep speeding up until I died, and I didn't die. I was throwing a Nova about every 75 seconds. Bless that Empath, and bless that Kin.
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So you think you're a hero, huh.
@Boltcutter in game.
I hate nuke end crash. To compensate, I either play AR/Arc/Ice (all which dont have end crash), or I don't take the nuke. I would rather be a steady fast paced damage machine that keeps scrappers in the party to play cleanup, over taking the nuke and dealing with all that down time. Oddly I have never thought to complain about it.
I just feel that the glass cannon design that some people talk about has, to an extent, been made redundant. Tankers have been given damage boost to make them more fun to solo (their damage output can be rather impressive while the survivability is so good it borders on broken). Controllers have been given their cake and get to eat it too and does everything in this game excellently.
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Yes, other ATs got buffed, but Blasters have improved a lot from the time of "we are looking at Blasters because they underperform at all levels". They are now a solid class, with the best AoE damage in the game (especially if you properly take into account area of coverage and target limits), and while they still have the worst defenses, they at least now can be called "the weakest defenses" as opposed to "defenses? You mean, killing the enemies first?"
I, honestly, don't think blasters need any more changes. Tweaks maybe, but changes? Not really. I've never used a snipe for any blaster I've played and they're meant to be straight up damage ATs. They're the best at what they do (to quote Wolverine) and my blaster (without IOs) was outperforming any scrapper on a team.
And, because of slows, she doesn't usually take many hits. If you want to have damage resistance and defense AND high damage output, you're looking at the wrong AT. Blasters mitigate damage through mezzes and status effects, not through damage resistance and defense.
Being ice/ice/force, my blaster can hold a boss indefinately and keeps a couple LTs held while she mops up the minions, finishes off the LT then works the boss over. It doesn't take much for a blaster to clear mobs if you know how.
I love blasters and when I play any scrapper, I don't feel the same damage potential as a blaster. Don't get me wrong, they still hit hard and they have cool sets, but if I had a choice between an AoE scrapper and an AoE blaster, I'd go with the blaster.
So no, no other AT therefore should come close to their damage.
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And they don't.
How that's recharge of the controller's Fireball doing?
I just thought I'd make a tangential, anecdotal observation based on reading the AT forums:
- All three of the Holy Trinity ATs (Blasters, Defenders, Tankers) consider themselves to be underperforming.
- Each one thinks the other two are better off.
- Each one thinks the other two get more dev love.
- None of them ever mention that a trinity team is easy mode for 100% of the game's content.
From level 1 to 50.
From TOs to purples.
For newbies and veterans alike.
Because when they are actually able to leverage their specialization, they are fricking ubar.
I16 has the biggest buff to Blasters, Defenders, and Tankers that the game has ever seen, and it's called Super SK. The only possible bigger buff would be a server merge and an auto-LFT flag that automatically teams your trinity AT character with the next two complementary AT characters to become available.
(And by the way, every trinity AT can also solo, albeit at reduced efficiency and/or greater risk. Which is more than you can say for some other games.)
Tangent over. Carry on!
@SPTrashcan
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BlackSly said
Yes, other ATs got buffed, |
Compare an I4 tank with seven powers from Invulnerability -no Tough Hide or Resist Physical (90% smash/lethal, 88% "Exotic", and floored enemy ToHit with 5+ people in melee range) and compare to an I15 tank , SO'd out with all nine from Invulnerability, plus Tough and Weave... and the I4 tank is still something like twelve times tougher.
Or let's cast our mind back on the days when Fire/Kin controllers had fifteen imps. Shall we?
Sorry to be picking on you here, but I remember the days when Defenders used to not want Blasters on the team because "it was too much trouble to babysit them." (I was arguing that Blasters were "good enough" back then. I was wrong.)
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Obitus: I agree with most of your content but have somehow come to different conclusions.
My Blasters (admittedly most of my Blasters are fire/*) are much more delicate than my Scrappers, and seem to do much more damage. It may be observer bias. Here are some other possible explanations: |
Scrappers as an AT, by the way, have enjoyed massive buffs too. Perhaps it's my own observer bias kicking in here, because Martial Arts at release was a far, far cry from Martial Arts now. The animation buffs alone, on that set, probably outstrip any of the AT-wide buffs Scrappers have received for those who were playing an MA character.
In any case, back to Fulmens.
The only point I was trying to make was that there is a legitimate case to be made that the damage vs survivability equation is off. There is also a legitimate case to be made that it doesn't really matter, after all these years -- and after the considerable buffs Blasters have enjoyed, as Blacksly noted, since their inception. After all, the defense-vs-damage equation is only relevant on an inter-AT basis if you're looking at each AT, each build, as a self-contained unit -- in other words, in a soloing context.
I'm not in the slightest bit surprised that you feel your Blasters, speciically your Fire Blasters, deliver far more damage than your Scrappers. On the whole, Blasters have greater access to AoE attacks, and their attacks cover wider areas. Spines is a bit of an outlier.
Ranged damage is also generally at an advantage in team situations. All you have to do is target and let fly, whereas the meleer has to run from target to target.
You seem to acknowledge that Blasters are fragile, which I would have thought was self-evident, and really half the reason I posted was simply to argue against the knee-jerk, lrn2play and blasters-are-uber-survivalist posts that seemed to have arisen all over the thread. To be fair, I also see the same sort of thing in reverse on other AT boards; I believe I alluded to one such post on the Scrapper forum which intimated that somehow Blasters with soft-capped ranged DEF were more overpowered than Scrappers with similarly tricked out builds.
And honestly, I think that uber tricked out IO builds are among the main reasons we're even having this conversation. If a player has invested so much time and influence on a single build, it's only natural for his/her mind to examine the build's strengths and weaknesses, and moreover, to wonder at and investigate what other builds can do with similar investment.
Uber builds, in other words, tend to encourage the player to think in terms of self-sufficiency, or solo ability.
In that context, Blasters don't do very well, IMO. You can definitely shore up some of the Blaster's inherent survivability issues with IOs, but you will always have glaring (defensive) weaknesses, or else risk compromising the very purpose for which anyone would want to roll a Blaster in the first place, huge offense. Almost any other AT, due to the way that IO +DEF bonuses were assigned, will require less sacrifice vis-a-vis their traditional, primary role in order to make a defensive beast, too.
And that's fine. Blasters are a high-risk, high-reward AT. IOs don't, and shouldn't, change that, relatively speaking. They've never been billed as a particularly self-sufficient AT, and I don't believe the devs will ever allow them to claim that label.
Which isn't to say that Blasters don't solo well; many of them do. It just takes a little more finesse than it might on another AT. The main difference, when I discuss self-sufficiency, is that many of the challenges the uberized melee characters are routinely sent to meet would be absurdly difficult, if not impossible, on most any Blaster.
None of the above strikes me as a terribly good reason to go off half-cocked about Blaster buffs or Scrapper nerfs, or whatever. I just thought the topic was interesting, and I didn't feel that some of the things that were being said about it were entirely accurate.
I just thought I'd make a tangential, anecdotal observation based on reading the AT forums:
- All three of the Holy Trinity ATs (Blasters, Defenders, Tankers) consider themselves to be underperforming. - Each one thinks the other two are better off. - Each one thinks the other two get more dev love. - None of them ever mention that a trinity team is easy mode for 100% of the game's content. From level 1 to 50. From TOs to purples. For newbies and veterans alike. Because when they are actually able to leverage their specialization, they are fricking ubar. |
Actually, I just meant that underperforming ATs got buffed. Tanks were hardly underperforming up through I4, and Controllers soloing were considered underperforming until level 32, and they got buffed pre-pets and nerfed post-pets. Khelds received several buffs from their original designs.
And the point was simply that Blasters weren't the only ATs to get buffed, although they are the ones that have so far received the biggest buffs.
Lastly, I don't consider the GDN to be a nerf to any particular AT, though it was a nerf to every AT. It just changed the game in terms of how much defense was available to everyone, rather than being a rebalance to specific ATs.
I don't think you can say that the GDN was a universal nerf and leave it at that.
Consider the behaviour of Invuln and SR scrappers, for instance. In issue 4 Invuln had "75% S/L res, 66% E/N/F/C res, AND capped Def except against the last couple guys, and 60% more HP with an occasional huge heal" and SR had "Capped defense, maybe, if they weren't too much tougher than you." So Invuln was about 3 times as tough on resistance, 1.6 times as tough on HP... 4.8 times as tough, period.
Invuln lost a lot more than SR; I don't know if they had equal performance in issue 6, but it was a lot closer.
Likewise, Invuln scrappers got a lot closer to Blasters in defensive strength. Blasters lost... the ability to use AOE's on spawns far too large to survive. That was their main loss.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
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.
24% Defense- so half the even con minions missed you, and an even con AV (except the ones with Accuracy, like Chimaera or Battle Maiden or whatever) missed you 40% of the time instead of 15%. Yeah, that's going to make a difference on Headsplitter.
... And something like 18% smash/lethal resistance.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
24% Defense- so half the even con minions missed you, and an even con AV (except the ones with Accuracy, like Chimaera or Battle Maiden or whatever) missed you 40% of the time instead of 15%. Yeah, that's going to make a difference on Headsplitter.
... And something like 18% smash/lethal resistance. |
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.
I like my blasters as is really. As far as Im concerned they are one of this games best classes. Im not sure why some one would compair the damage of a scrapper (a melee class who is always in the thick of it) to a Ranged class (Stand way back and shoot!). They dont have the survivability of a Scrapper/Tank because simply they are NOT either of those classes, even so a Blaster has some nice survivability considering. I dont think this game was intended for every class to solo every aspect of this game, if you want that dont play the games 'Glass cannon"
Note: this is also coming from a guy who's mains are a blaster and a brute if that lends itself to anything.
... is this the time to mention that,on any of my 3 favorite blasters, probably 40% of my single-target damage is done at point blank range?
Right then, moving along.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
I don't think blasters are quite as bad off as the OP thinks, so my suggested buffs are a bit more modest, focusing not so much on the blaster AT itself, but on individual weak powers, which are often shared with other ATs and equally weak for those other ATs. Not that I don't like the OP's ideas, just that I'd still be happy with baby step buffs.
Nukes |
Flame Mastery |
Force Mastery |
Voltanic Sentinel |
Frozen Aura |
Scare |
==========
Additions:
* Mental Blast's debuff duration needs to be boosted to match its lengthened recharge time. Or, along with Psionic Dart, returned to its faster-firing original version, of course.
* Will Domination. Nuff said.
* Electric Blast's low-probability super-short-duration recovery debuffs are pointless. Tesla Cage, Short Circuit, and Thunderous Blast excepted, of course. The rest should be improved to slightly longer duration debuffs in line with Ice Blast and Sonic Attack, even if it means the debuffs need to be reduced from 100%. Endmod enhancements can bring them up again, whereas currently enhancing a debuff that's already 100% base isn't much use. (Defenders and corruptors and elec melee'ers too.)
* Web Grenade's slows need to stack, otherwise enemies get a huge burst of recharge and movement speed every time you reuse it. (Same for all weirdly non-stacking slows, like Infrigidate.)
* Combustion, Lightning Field, Consume, and Hot Feet have large radiuses for PBAoEs, at least as large as Fire Ball. Their target caps should be 16 accordingly; there's no reason they should hit fewer targets just because you have to be a little closer.
* Blaster melee and PBAoE attacks and toggles should reduce their threat level. Getting into melee with that "glass cannon" that's been plinking you from a distance should become a lot less desirable to the AI if the "glass cannon" suddenly busts out a Total Focus. Getting in the scrapper's face instead doesn't sound like such a bad idea now does it? (Same for all "squishy" AT melee attacks.)
Good points. I have to say, though, that the complaints on the Tanker boards have always been the most amusing to me.
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It's the same thing with this thread. Blasters are ridiculously good at damage. They're not going to be outdone on teams in that role, especially by melee fighters. And solo, they are a bit trickier, but they can handle anything they face. It's the tradeoff of being able to do all that damage up close and at range. My Scrappers and Tankers are very survivable and can defeat stuff, too. But not with the ease and speed that my Blasters can. Actually, in comparing those three, Blasters are more fun solo, as they take a bit more thought... my MA/Regen Scrapper just races in and kicks the crap out of stuff, only pausing to heal once in awhile.
The change to Defiance was pretty much all the AT needed... some powersets for Blasters may need a tweak or two, but the AT is fine.
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Grey Pilgrim: Fire/Fire Tanker (50), Victory
i think the whining comes from not that we actually do more damage, but by how much we do more damage:
take a brute compared to a tank for example of what Im talking about.
Say we assign % values for their attributes:
Brute= 100% damage, 70% survival
tanker= 70% damage, 100% survival
In this regard, it is balanced in that while the tanker survives better, the brute clearly outshines it in damage, while being weaker survival wise.
now take a blaster and a scrapper
Blaster= 110% damage, 40% survival
Scrapper= 90% damage, 75% survival
Again, the blaster does outdo the scrapper in damage, but its the fact that the scrapper approaches the blaster level, while blowing the blaster out of the water in survival that warrants the whining.
I think the OP is way off base. Blasters are doing plenty of damage, and their defenses and mitigation are not too shabby.
Aside from all the other points made by other posters (the blaster AoEs can hit more targets, the cones are generally wider and longer ranged, etc.), having ranged attacks is an inherent advantage whose importance is underestimated. Spines is a very poor blaster set and was nerfed several issues ago to underscore that fact.
A blaster with Force of Nature and fast-recharge Build Up and Aim can easily outdamage a scrapper while having roughly comparable damage resistance. Many blaster sets have secondary mitigation effects or control-like powers that make up for the lack of defense/damage resistance before the epics.
Some sets (Electrical Blast, Fire) are light on mitigation, but I've personally found it easier to level my blasters than my scrappers. And that was before the change to Defiance.
With defiance blasters can always deliver ranged damage, even when held. That ability is often more important than having the scrapper's status protection. Most scrappers can do nothing when they're mired in Quicksand, immobilizes or similar effects.
If you're having a hard time making it as a blaster, your playing style is likely the cause. They're not scrappers and you can't normally play them like scrappers. Even blappers can't play like scrappers -- you have to lead with mitigating attacks, pay more attention to what the mobs are all doing. Scrappers have to use active offense for protection rather than static defenses.