Buff AR
They recently made a change to Midnight Grasp in Dark Melee so the DoT was more up front, so I do wonder why Flamethrower didn't get a similar look during the recent pass on it.
Looking at all the Blaster AOEs, Flamethrower is quite heavy damage for a non-nuke AOE, so that seems to be the balance point now: this is the same for DoT powers like Ball Lightning and some from Fire Blast (with the added benefit of Fire doing extra damage to make up for not having other mitigation). But seven seconds is really too long. I probably would not mind a reduction in overall damage if it meant more up front damage and a quicker DoT. I'll keep using Flamethrow from time to time no matter what, but it's going to be mostly ignored while I focus more on Buckshot and M80 for my routine AOE damage. Actually, this is making me wonder if I should dump Flamethrower for Sniper Rifle. Sure, they're both situational, but I've had plenty of times where I wanted a good start to a fight with big ST damage, and I don't miss the aoe from Flamethrower very often. I usually toss it in while something I'd rather be using is recharging (generally during a boss fight). Maybe I'll miss Flamethrower more than I think, but I don't think so. I'll still want Incinerate for AV fights. |
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
|
Here's another one that popped into my head.
Change ignite to be a far better fire based AoE, similar to my original suggestion.
Change flamethrower to be the sets extreme damage ST attack. Make it a really fast burst of fire that burns the enemy for good up front damage with like an 80% chance for extra DoT.
Here's another one that popped into my head.
Change ignite to be a far better fire based AoE, similar to my original suggestion. Change flamethrower to be the sets extreme damage ST attack. Make it a really fast burst of fire that burns the enemy for good up front damage with like an 80% chance for extra DoT. |
Adjust the two to be a bit more easy and usable as they are, and you have your needs answered, I should say. IF you can prove the changes are needed, of course.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
When did the Archetype and Powers board fully lay its claim as the whine board? Every thread anymore is whining about something.
Especially with things like S/L whining. Do you have any idea how many sets in this game are dominated by one or both?
The things that change are usually animation times and damage modifiers, both of which have already been addressed with AR and therefore unlikely to see anything more than minor tweaks.
Most of this thread is just whining because AR isn't the big dog. Its not that it is grossly underperforming, but whining because it isn't grossly dominating. If you're not doing the most damage, on +4/8 then the set is the sucks. That mentality has never gotten anyone anywhere with the devs, and for good reason.
Most of this whining is inaccurate, too. M30 Grenade and Buckshot are still well in line with the AOE and cone powers of other sets where outside a handful of clear outliers, there isn't a lot of difference. The cone and AOE powers in the Blaster sets are all very similar across the board. Many of the AOE powers in blaster sets also have knock effect (M30, Explosive Blast, Explosive Arrow, Psionic Tornado).
The animation times of AR were reduced from exceedingly long to just kinda long, but with the appropriate defiance modifiers on them. Ignite is still a ridiculous ST power that is easily leveraged due to the fact most of the Blaster secondaries have a mandatory Immob who themselves do very underrated damage. It is simply a matter of playing AR to its strengths rather than whining that you don't play it quite like you do the other sets.
The "problems" in the end game aren't with AR, it is with the other sets in the game and with IOs (a set like Archery who has its damage loaded primarily into one power is better off with the high recharge IOs/teams bring even though the set is in line balancewise with similar sets). AR isn't too slow, teams are too fast. Once you hit the 30s, particularly with the rampant overusage of Emps and Kins, the game becomes an absolute joke because teams move through content too fast. And if teams aren't blitzing through content like it is irrelevant then they whine. I've lost count how many perfectly good teams were advertising or breaking up because it they didn't have what they "need". They're whiners.
And so is this thread.
Spend your time showcasing how AR is grossly underperforming the bulk of blaster sets, and not just Archery post ROA slotting or Fire. That'll be a difficult task because most of ARs powers are shared throughout the various blaster sets. The blaster sets are well balanced around its metrics, but the game is in some sense fundamentally flawed in terms of min-max IO builds and lazy players who want trivial content they can steamroll.
I wasn't whining at all and neither is anyone else. I don't know why you came into this thread with so much negativity. Furthermore, if you've been reading the thread or even the original post you'd realize that many people have stated what they feel needs tweaking with AR. No one is asking for a major buff, or anything of the sort. Also, you need to extend your thinking of AR beyond that of just blasters, since that's all I saw you mention in your post.
As for using the immob+ignite, I've gone down that route on an AR/Traps, and it was a pretty awesome combo...SOLO and before the recharge got nerfed. Solo it's still a decent technique if you don't mind the 4 second long animation time but trying to use it on a team is a complete waste of time. You'd be better of using any other AoE attack and letting them + all of the rest of the teams AoE damage to kill everything.
Ignite is only decent for soloing and a total waste of time on a team unless you're fighting AVs. I agree with you on the point that IO'd out builds make this game trivial and make average sets that can't perform as well seem like weaksauce even if they are fine. However, that's not the point of this thread.
Adjust the two to be a bit more easy and usable as they are, and you have your needs answered, I should say. IF you can prove the changes are needed, of course. |
1. there's too much KB in the set to the point where it becomes counter-intuitive to use BS or M30 as opening attacks, or at all, depending on what AT/power combo you are and the nature of the powers you have to use. Like every chance to KB power, you can't really plan out how it's going to work because it's just totally random on what effect you're going to have on the spawn. Make em 100% chance to KB so they can be used intelligently or lower the mag so it's only KD.
2. Flamethrower does it's damage so slowly that more often than not targets die before the damage is fully dealt, especially on teams. It also creates an issue of finishing off your own targets with follow up AoEs in a Full Auto, Flamethrower, BS, M30 AoE chain before full damage is dealt, giving the power a terrible DPE, killing it's potential damage, and not really fitting into a good attack chain.
3. Ignite is so situational that using it on teams on anything other than an AV or something that can't/won't run is a waste. It's really only worth using on bosses when teaming since opening with your regular AoE chain plus everyone eles' opening salvo is enough to kill anything other than bosses at reasonable levels. Unfortunately bosses will take at least 2 shots from an Immob to make it stick, or you need some kind of containment power like Tar Patch, but even at capped -speed, enemies can still walk out of it in a matter of seconds. Solo you can't use it at all unless you have something to keep the enemies from moving out of the area the instant you cast it. It's got a ridiculously long animation time which steals time away from you that could be better spent doing almost anything else.
and I guess Full Auto would be my last thing. While not something that I consider a weakness that holds back the set as a whole, the 10 target cap just seems arbitrary. It's not an OMG amazing power. RoA is an OMG amazing power, and even if FA was giving 16 targets, it would still be doing less damage, which I honestly don't see as a huge problem. It just doesn't make sense to me that the flagship power in the set is so mediocre. In fact, that's the problem with all of the supposedly good powers in AR. It's a set full of poor/mediocre powers that as a whole add up to being a functional set. Hurray. No power in the set gives you that OMG THAT WAS AWESOME feeling. Burst, Slug and BS have very boring no mess animations. Just adding white hot tracer rounds to burst and some kind of streaking projectile to slug would be cool. Flamethrower's animation sucks and so does ignites and the fact that they are almost exactly the same is just double the suck and that's before we even get into the problems mentioned above with those two. Then you get to 32 and take full auto and it's got barely more damage than FT and only has yet again a 10 target cap. It's just not very inspiring. How about a massive spray of tracer rounds flying out of your gun, shooting all over the place?
Putting 6 more targets on FA wouldn't break anything. Actually, screw it. Just turn Full Auto into a summon that has 6 dudes show up and do this:
http://www.youtube.com/watch?v=GLKjcOehW_I
Ooh, I like that idea. Bump up Buckshot's chance to knockback, but reduce the mag to knockdown.
Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!
Ar needs (like some people have already said):
Faster DOT for FT.
Less kb and more kd.
Less End for FA and FT.
TRACER ROUND VISUALS!
Up the extremely lame target cap for FA.
As for the mediocre single target damage, I just forced myself to six slot snipe with an Acc, 2 Interrupts, 1 Recharge (plus Hasten) and 2 Damage and can use it in a brawl most times even. Slug gets 6 slots too: an Acc, 3 Damage and 2 recharge (+ Hasten).
Masterminds annoy everybody, sooner or later. Heck, Masterminds annoy themselves.
-ShadowsBetween
Why do we need to have KB changed to KD? We're Blasters, not Tankers: we can just nuke it from orbit, so to speak. This does make a difference, too... there are resistances to KB in the game, and I'd rather know that those powers are going to knockback, rather than wonder if they will or not.
It's not hard to leverage the KB, either... you can fire off an M30, than a Buckshot, and you'll hit the whole cone (as the mob just had to be in the cone when you activated). Same thing with M30 then Full Auto. You cut down on return fire and still hit everything.
I like the idea of tracers for Full Auto... it is an over the top power (hard not imagine Rambo while spraying those bullets), but that would be a fun addition. If you can convince BAB it would be worth it and it wasn't too time consuming. I think I'd rather the cone was a bit wider... even 5 degrees more would make it easier to line things up. I'm pretty good at it, but I'm still amazed at the times where a mob is out of the cone.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Looking at all the Blaster AOEs, Flamethrower is quite heavy damage for a non-nuke AOE, so that seems to be the balance point now: this is the same for DoT powers like Ball Lightning and some from Fire Blast (with the added benefit of Fire doing extra damage to make up for not having other mitigation).
But seven seconds is really too long. I probably would not mind a reduction in overall damage if it meant more up front damage and a quicker DoT. I'll keep using Flamethrow from time to time no matter what, but it's going to be mostly ignored while I focus more on Buckshot and M80 for my routine AOE damage.
Actually, this is making me wonder if I should dump Flamethrower for Sniper Rifle. Sure, they're both situational, but I've had plenty of times where I wanted a good start to a fight with big ST damage, and I don't miss the aoe from Flamethrower very often. I usually toss it in while something I'd rather be using is recharging (generally during a boss fight). Maybe I'll miss Flamethrower more than I think, but I don't think so.
I'll still want Incinerate for AV fights.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory