Squishy Blasters!!!


Ad Astra

 

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Originally Posted by Samuel_Tow View Post
Actually, as of... Some point in the recent past I can't place, you don't need to do the Patron arcs to get the Patron pools, and you can freely respec between them.
Actually....

I just recently (as in within this issue) had a character get to 41 without finishing the patron arc, and they weren't available. I had to put off leveling for another few missions until they were unlocked (or respec into them later, which I didn't want to do, being otherwise happy with the character.)

You're no longer tied to the choice, no - and I will never do Black Scorpion's arc with those blasted mole machines again, even though I like the arc in general - but you still have to finish *an* arc.


 

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Originally Posted by States View Post
nah Dark Sunstar is my lvl 50 Fire/Fire blaster, I've had her since Issue 3.. And for awhile I could solo missions on my own, and now it's like I can barely go through a nice mission on my own without getting killed once or twice in the mean while..
Issue 3 is before enhancement diversification. I think blasters had pretty high burst damage to kill things quickly in a solo mission. In particular for fire blasters, which lack some fancy tricks, they just have to kill fast. ED is probably a big hit to blasters who rely on killing things within one to two hits.

For the suggestion, while I think that it might be more fun if things were not designed this way, it's probably too late to change such things now.


 

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Originally Posted by Memphis_Bill View Post
Actually....

I just recently (as in within this issue) had a character get to 41 without finishing the patron arc, and they weren't available. I had to put off leveling for another few missions until they were unlocked (or respec into them later, which I didn't want to do, being otherwise happy with the character.)

You're no longer tied to the choice, no - and I will never do Black Scorpion's arc with those blasted mole machines again, even though I like the arc in general - but you still have to finish *an* arc.
Huh... Well, phoey! I would then, naturally, suggest that this restriction be lifted. Or, let's man up and give villains actual Epics already, and unlock those at 30.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by Memphis_Bill View Post
(1) Which powers would those be, and
(2) How much of a hit to damage are you willing to take? Defender-level?

The last time the devs tried to replace "powers nobody took," there were mobs with pitchforks, tar and feathers getting ready to gather outside the offices. You'll notice many of the PPPs (and some APPs) now have five powers instead of four.
Defender level?
Why would changes to the Secondary have that much of an affect on the Primary, just out of curiousity?

Blasters still have a higher damage scale. Something I realised when playing my AR/Ice after playing my AR/Pain corr for a long time. GODS the damage gap is HUGE, scarily so...


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Originally Posted by Zwillinger View Post
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.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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Originally Posted by Techbot Alpha View Post
Defender level?
Why would changes to the Secondary have that much of an affect on the Primary, just out of curiousity?

Blasters still have a higher damage scale. Something I realised when playing my AR/Ice after playing my AR/Pain corr for a long time. GODS the damage gap is HUGE, scarily so...
Because game balance involves both the primary and secondary of an AT.

Adding survivability to the "high-damage" AT means that they would have to lower the damage to compensate.

It would be like saying that you wouldn't need to adjust Tanker survivability levels if you increased their damage to Scrapper levels. If you did that, almost nobody would play Scrappers, since Tankers would do more damage, and have better survivability. Changes to the secondary can indeed impact the primary.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

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Originally Posted by Aett_Thorn View Post
Because game balance involves both the primary and secondary of an AT.

Adding survivability to the "high-damage" AT means that they would have to lower the damage to compensate.

It would be like saying that you wouldn't need to adjust Tanker survivability levels if you increased their damage to Scrapper levels. If you did that, almost nobody would play Scrappers, since Tankers would do more damage, and have better survivability. Changes to the secondary can indeed impact the primary.
True, but with Blasters both their sets are about damage, albeit with a bit of mitigation in the secondary. Effectively, you are already lowering their damage by changing the secondary.

VEATs are pretty much what you get when you have a Blaster with shields. Ok, some of their powers are AoE team based ones, such as Maneuvers, etc. But I dont see how it would be impossible to create an AT with blasts and shields that is not an EAT, and still have it balanced. I wouldnt advocate changing Blasters themselves, since they work fine as they are, and are fun and balanced. But more options and more variety is surely a good thing?


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Originally Posted by Zwillinger View Post
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.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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Originally Posted by Umbral View Post
Well, first thing, Blasters have already been made tougher than they originally were by having their base hit points increased to their current value from back when (I6? 7?), so it's not like they have never been made tougher than they were at release.

Secondly, Blasters' primary contributor to survivability is operating as an indirect reduction in damage by reducing the time exposed to danger. In simpler terms, killing stuff is how you survive. Your secondary survivability tool is mez effects, but you've sacrificed that option by going with a pure damage powerset combination. It's not the fault of the AT that you chose a powerset combination that doesn't mitigate incoming damage. I've seen a number of quite hardy blasters that could remain in a fight for quite a long time because of their powerset combination and the incredible control effects that it afforded them.
My 1st Blaster which I still play, has the Body Armor in the Munitions APP 6 slotted with Aegis, really helps her survivability.

-If you're really worried about survivability then take the Fighting power pool for Tough and Weave.


 

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Originally Posted by Techbot Alpha View Post
True, but with Blasters both their sets are about damage, albeit with a bit of mitigation in the secondary. Effectively, you are already lowering their damage by changing the secondary.
See, that's not actually true. Blaster secondaries are not "about damage, albeit with a bit of mitigation." They are labelled Support for a good reason. Outside of Energy Manipulation, you don't actually see much melee in them at all. Ice Manipulation has two attacks, Electrical Manipulation has two or three, Fire has one direct one and two AoEs and Devices has no actual direct-damage powers. It does have mines and bombs, but these are far from direct-damage.

That said, Blaster secondaries are a frikkin' mess. I'm not sure why that is, but they are both all over the place and stuffed with often completely pointless powers. For one, damage auras that tick slowly and require a Blaster to stand and fight in melee are almost as suicidal as the old Defiance, which immediately makes Fire Manipulation guilty as charged. Not only that, but it also has Burn of all things. Devices is outright laughable, with the almost completely useless Smoke Grenade, the almost completely useless Cloaking Device, the horribly eccentric Time Bomb, the hard-to-use Trip Mine and the badly imbalanced Auto Turret, which costs an arm and a leg, lasts barely any and does, to quote Yhatzee: "bugger all." And that's just off the top of my head.

Basically, I'm not sure what the original design for Blaster secondaries was, but they ended up padded up with garbage that I'd be willing to break the cottage rule for, and ended up not doing enough of anything. Not a lot of them are good for self-defence, few are good for self-buffing and none are really consistent. That's kind of like why I'd like to see Epics become available sooner, as they hold the powers a Blaster REALLY needs.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by States View Post
nah Dark Sunstar is my lvl 50 Fire/Fire blaster, I've had her since Issue 3.. And for awhile I could solo missions on my own, and now it's like I can barely go through a nice mission on my own without getting killed once or twice in the mean while..
This sounds like a playstyle/build issue - nothing to do with the underlying design of the Blaster AT. Try a better build, find some teammates, make better use of inspirations etc. There are many, many options open to you in this regard.

No change needed here.


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Posted

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Originally Posted by Samuel_Tow View Post
See, that's not actually true. Blaster secondaries are not "about damage, albeit with a bit of mitigation." They are labelled Support for a good reason. Outside of Energy Manipulation, you don't actually see much melee in them at all. Ice Manipulation has two attacks, Electrical Manipulation has two or three, Fire has one direct one and two AoEs and Devices has no actual direct-damage powers. It does have mines and bombs, but these are far from direct-damage.

That said, Blaster secondaries are a frikkin' mess. I'm not sure why that is, but they are both all over the place and stuffed with often completely pointless powers. For one, damage auras that tick slowly and require a Blaster to stand and fight in melee are almost as suicidal as the old Defiance, which immediately makes Fire Manipulation guilty as charged. Not only that, but it also has Burn of all things. Devices is outright laughable, with the almost completely useless Smoke Grenade, the almost completely useless Cloaking Device, the horribly eccentric Time Bomb, the hard-to-use Trip Mine and the badly imbalanced Auto Turret, which costs an arm and a leg, lasts barely any and does, to quote Yhatzee: "bugger all." And that's just off the top of my head.

Basically, I'm not sure what the original design for Blaster secondaries was, but they ended up padded up with garbage that I'd be willing to break the cottage rule for, and ended up not doing enough of anything. Not a lot of them are good for self-defence, few are good for self-buffing and none are really consistent. That's kind of like why I'd like to see Epics become available sooner, as they hold the powers a Blaster REALLY needs.
...
Yeah. Can't fault that, actually.
Fix Blaster Secondaries, please?


Quote:
Originally Posted by Zwillinger View Post
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.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.