Ah blaster port butchered rad blast or is it better this way?


B_L_Angel

 

Posted

Hey guys, I recently returned to the game and been looking around to see what I wanted to roll up for a blaster. Ive never been able to stick with one so I thought I have always been a huge fan of my rad blaster corrutpors Ill give rad blast a try.

At first it took me a min to figure out what was wrong and why it was feeling so slow then I realized.

Neutrino Bolt 4 sec recharge when it is supposed to be a 1.5

X Ray Beam 8 sec recharge when it is supposed to be a 4

What the hell. Why would they do this? At first I thought maybe they thought it was op on a blaster with defiance 2.0 but if it is then why does flares still have its fast recharge time?

Im a bit puzzled and out of the loop on this one and was wondering if this is an intended change or accedental. If it was intentional was their any reason given for the change?

At this point I am rerolling the blaster since I noticed so early. I know its minor and at later levels with recharge I wont notice it very much but one of the appealing things about rad blast for me was always having an attack up. Even at low levels. Having 4 attacks and seeing all of them in the grey recharge phase just does not feel like the rad blast I know and love.

Im sure I will get flamed for this because it is better for late game and burst damage but meh. Just wanted to express my opinion, I felt pretty much they same way when they changed barrage on energy melee. Yuck a 6 second recharge tier one...... so much for low level fury on an em brute.

Anyway thats my rant. If anyone can fill me in on why this was done if it was intentional (which im guessing since rad was ported a long time ago it was) it would be appreciated.


*readies fire extinguisher*

 

Posted

Yes it was done intentionally. Kinda hard to make a change that big accidentally.

As for why, it's simply better for Blasters.

A Blaster lives by dealing large amounts of damage in small amounts of time. At 1.5s and 4s, Neutrino Bolt and X-Ray did not have enough punch to ensure a Blaster's survival. Thus, their damage was raised and Rech (and END) were raised to compensate.


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Posted

Yes, they changed it because of Defiance 2.0. Flares is on a faster timer because the bonus damage from Fire Blast makes the difference (so it does the same damage as other Tier 1 blasts).

Rad Blast is better this way, since these attacks now have significantly higher DPA values, which is what is most important for getting a good attack chain and dps. You now need some more recharge to keep the chain smooth, but you also have access to an entire secondary of great attacks to fill in (/Dev need not apply).


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Posted

Does not even feel like the same set to me and if thats the reasoning why didnt they change the recharge on flares *shrug* The damage really is not that much better for the heavy recharge. End game its a big improvement. Start game it sucks same as the barrage change.

Ah well back to the drawing board.


*readies fire extinguisher*

 

Posted

For reference, if they had left it at its original damage, Neutrino Bolt would have dealt:
6.15 damage at level 1 (compared to 10.25 now).
37.54 damage at level 50 (compared to 62.56 now).

As for in the start game, it's really not that bad. It shares the exact same rech numbers as Assault Rifle, Electric, Energy, Ice, and Psy.


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Posted

Quote:
Originally Posted by Rush_Bolt View Post
For reference, if they had left it at its original damage, Neutrino Bolt would have dealt:
6.15 damage at level 1 (compared to 10.25 now).
37.54 damage at level 50 (compared to 62.56 now).

As for in the start game, it's really not that bad. It shares the exact same rech numbers as Assault Rifle, Electric, Energy, Ice, and Psy.
Yep, thats probally why I have never been able to stick it out with a blaster. Fire is too fotm for my taste and at the low levels everything else feels the same with a different wrapper.

Also I would much rather do 4.1 dps at level 1 instead of the current 2.56 that might not be quite right. I didnt take animation times into account but since they are the same it shouldnt matter.

Just personal preferance. I would rather hit lightly more often, especially when every tag debuffs defense and ensures when the slower recharging heavy hit comes up it is more likely to hit. Not to mention that at low levels you do not have recharge in your attacks let alone IO's and the levels leading up to stamina are painful enough.


*readies fire extinguisher*

 

Posted

Quote:
Originally Posted by Vicar View Post
Just personal preferance. I would rather hit lightly more often, especially when every tag debuffs defense and ensures when the slower recharging heavy hit comes up it is more likely to hit. Not to mention that at low levels you do not have recharge in your attacks let alone IO's and the levels leading up to stamina are painful enough.
If it's any consolation, we did campaign quite a bit during beta for a 3s Rech on Neutrino. You can see how well that went though.

As for low levels being sorta sucky... yeah. That's kinda the point. You level so you can get better.


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Posted

Quote:
Originally Posted by Vicar View Post
Yep, thats probally why I have never been able to stick it out with a blaster. Fire is too fotm for my taste and at the low levels everything else feels the same with a different wrapper.
Try Archery. It's faster than most sets early on (2 and 6 seconds vs 4 and 8 for the two starting attacks) and has very good AoE capability later. It'n not going to match some of the other sets for single target damage once you get a high recharge build but it holds its own and being able to drop Rain of Arrows on every spawn more than makes up for that.


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Posted

Quote:
Originally Posted by Rush_Bolt View Post
For reference, if they had left it at its original damage, Neutrino Bolt would have dealt:
6.15 damage at level 1 (compared to 10.25 now).
37.54 damage at level 50 (compared to 62.56 now).

As for in the start game, it's really not that bad. It shares the exact same rech numbers as Assault Rifle, Electric, Energy, Ice, and Psy.
I love my blasters but this always hurts . Blasters are supposed to be the dps build but this just gets in the way.

Quote:
Originally Posted by StrykerX View Post
Try Archery. It's faster than most sets early on (2 and 6 seconds vs 4 and 8 for the two starting attacks) and has very good AoE capability later. It'n not going to match some of the other sets for single target damage once you get a high recharge build but it holds its own and being able to drop Rain of Arrows on every spawn more than makes up for that.
Archery is a positively great set and it pairs well.


 

Posted

Quote:
Originally Posted by Diellan_ View Post
Yes, they changed it because of Defiance 2.0. Flares is on a faster timer because the bonus damage from Fire Blast makes the difference (so it does the same damage as other Tier 1 blasts).

Rad Blast is better this way, since these attacks now have significantly higher DPA values, which is what is most important for getting a good attack chain and dps. You now need some more recharge to keep the chain smooth, but you also have access to an entire secondary of great attacks to fill in (/Dev need not apply).
I'm playing a rad/dev and I'll have you know it's tons of fun :P

But yes at lower lvls (just made him and got him to 9 yesterday) it can be slow with a lack of attacks but it's still tons of fun. Plus I find for teams I think I'll use him as more of a support toon due to the -def debuff all rad attacks have.


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Posted

Quote:
Originally Posted by B_L_Angel View Post
I love my blasters but this always hurts . Blasters are supposed to be the dps build but this just gets in the way.
No. Blasters are supposed to be the Damage AT. It doesn't specify if that means they excel at DPS or at Burst Damage. They do lots of damage. Period. But when a set does not allow a Blaster to do so in a reasonably survivable fashion, the set needs to be changed. Hence, it was.


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Posted

Quote:
Originally Posted by Rush_Bolt View Post
No. Blasters are supposed to be the Damage AT. It doesn't specify if that means they excel at DPS or at Burst Damage. They do lots of damage. Period. But when a set does not allow a Blaster to do so in a reasonably survivable fashion, the set needs to be changed. Hence, it was.
I dont see how making an attack recharge slower but hit harder makes a build more surviveable but *meh*. I would much rather have the fast spamming attack that builds defiance and debuffs defense.

Also saying they are a damage at not a dps at is a little odd considering their inherrent is more about attacking fast to get a damage buff. To me that suggests they are a dps build and that slowing down recharge times on attacks is counter productive to the inherrent.

As far as Archery, ive looked at it but redraw times have always bugged me. I know its minimal but thats just the way I am. Also I am an alt addict and I find that if I come up with a background and concept first I stick with my characters. I do up the background and name then pick the AT and powers to match the concept. Downside is sometimes like this case I do alot of background work and costume stuff to find out that the set is for me unplayable. Not saying its broken and terrible. I see how the changes are a good thing. Just for me it no longer feels like rad blast, it feels like Energy Blast without KB. The only differance in the sets other than KB vs -Def of course is Irradiate vs Power Push.

So my new concept came out as not even a blaster.


*readies fire extinguisher*

 

Posted

Quote:
Originally Posted by Vicar View Post
I dont see how making an attack recharge slower but hit harder makes a build more surviveable but *meh*. I would much rather have the fast spamming attack that builds defiance and debuffs defense.
Because when you have the ability to front-load your damage (via Aim and/or Build Up), and when enemies don't lower their damage output based on how hurt they are... it's a lot safer to get a foe down immediately rather than slowly over time.


Quote:
Also saying they are a damage at not a dps at is a little odd considering their inherrent is more about attacking fast to get a damage buff. To me that suggests they are a dps build and that slowing down recharge times on attacks is counter productive to the inherrent.
I didn't say they weren't DPS. I said they were Damage, whether that be DPS or Burst.

Let me repeat.
Blasters are not SOLELY DPS.
Blasters are not SOLELY Burst.

Blasters. Are. Damage.

You CAN build for DPS. You CAN build for Burst. But that does not mean the AT was specifically designed for that type. That flexibility is in the sets and is part of the strength of the AT.


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Posted

I'll take effective high-level play over better low-level play any day of the week and twice on Sunday. Blaster Rad Blast isn't significantly worse at low levels than a lot of attack sets, it's just not as comfortable as it would have been with Defender-style versions of its little blasts.

As someone who played the set on Test during beta, and someone who played a Rad/Rad Defender in the past, I much prefer the Blaster version. Sure, you can't make NB into a proc monster. I'm OK with that, because I don't think a power's value should revolve around whether you can do something like that with it. At mid-to-high levels, even at Blaster damage scales, NB felt anemic. I didn't care if I could spam it faster, I cared that I felt like I had to spam it to kill things. Now I don't, and that makes me happy.

I too think 3s recharge would have been a nice compromise, but the devs apparently didn't agree. That's a shame, but I still think what we got was an improvement.


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Posted

Without using mids,or any other type of program,and stepping back,looking at the Blaster AT its self,i can pretty much tell you "Why" recharge times where slowed down for a whole 2 powers in the Rad Blast set made for Blasters.

#1 - Blasters have the highest ranged damage modifier in the game.

#2 - Blasters with the majority of there sets get Build Up,and Aim,giving a huge bonus to there damage,without the aid of a buffer.

#3 - Blasters can be buffed for added damage on top of there damage modifier,to obseenly high levels.

With just those 3 reasons,they slowed down 2 of the fastest firing attacks in the game,just so a blaster wouldnt be over powered,atleast not without having to take steps like Hasten,or Recharge Enhancers.

Allowing a Blaster to fire of Rad Blasts as fast as a Defender can causes a problem that i can visually see,and thats prolly why when they gave it to Blasters,they slowed it down.

A Defender doesnt hit very hard with Rad Blasts...AT ALL..(Speaking from experiance,had a lvl 39 Rad/Rad defender on old account).They did however fire very fast,which was one of the pulls that lead me to play a Rad/Rad,that and the green color that couldnt be changed.

Just a example,a Blaster can do a dual self buff cycle,raising its damage over 150%,now if you put into account the high damage modifier...Bosses wouldnt stand a chance,nore would most mobs if you where firing off rapid fire Neutreno Bolts as fast as a defender could...causing a massive amount of damage just with your teir 1 power....Some EBs and AVs would be taken down and be a utter joke if you nailed it with 10 hits of 1 second recharge Neutreno Bolt that did say,150 damage each shot,not to mention if you hit with the first one,the rest wouldnt miss due to its def % debuff,which would make it even stronger,because even with Aim + Build Up,you can still miss a target.Now lets add a team...someones Buffing your damage output,say a EMP Defender just Fort'd you,then say theres a /Rad Controller or Defender on this same team,and say they are going after a AV,or a EB,Bank Mission,TF,whatever,and they just Debuffed the Big Bad,and the tanker runs up to hold the agro...ok...those 10 shots of 150 damage now become say...250 each blast using Neutreno Bolt,that would mean 2,500 damage from a single 1 teir power using the Defenders Verion of Rad Blasts,from 1 Build Up + Aim Cycle.Then if you wanna get more technical,you could actually boost that damage to around 3000 if you still had 1.5 recharge for the N. Bolt,and the 4 seconds recharge defender version eye beams(forget the name of that power,been a while.)Making that Boss,EB,or AV,a complete joke,and the Blaster wouldnt have to take more then 1 or 2 Blast powers...mainly the teir 1 and 2 powers,and would be safe from most mob agro,because he is dropping everything he ST attacks to quickly to really harm him,hence why i say it would be over powered.

Its not hard to understand,its just that people dont "Want" to understand.


 

Posted

I was hoping the Devs would've boosted/changed Electric Haze or whatever the name of that 4th tier cone is. I had it as a defender years ago and hated it, rolled a Rad blaster and hated the fact that cone hadn't been changed.

It's got this wacky animation, and the percentage for knockback is so low it should just be removed.


 

Posted

Quote:
Originally Posted by Fire_Minded View Post
Without using mids,or any other type of program,and stepping back,looking at the Blaster AT its self,i can pretty much tell you "Why" recharge times where slowed down for a whole 2 powers in the Rad Blast set made for Blasters.

#1 - Blasters have the highest ranged damage modifier in the game.

#2 - Blasters with the majority of there sets get Build Up,and Aim,giving a huge bonus to there damage,without the aid of a buffer.

#3 - Blasters can be buffed for added damage on top of there damage modifier,to obseenly high levels.

With just those 3 reasons,they slowed down 2 of the fastest firing attacks in the game,just so a blaster wouldnt be over powered,atleast not without having to take steps like Hasten,or Recharge Enhancers.

Allowing a Blaster to fire of Rad Blasts as fast as a Defender can causes a problem that i can visually see,and thats prolly why when they gave it to Blasters,they slowed it down.

A Defender doesnt hit very hard with Rad Blasts...AT ALL..(Speaking from experiance,had a lvl 39 Rad/Rad defender on old account).They did however fire very fast,which was one of the pulls that lead me to play a Rad/Rad,that and the green color that couldnt be changed.

Just a example,a Blaster can do a dual self buff cycle,raising its damage over 150%,now if you put into account the high damage modifier...Bosses wouldnt stand a chance,nore would most mobs if you where firing off rapid fire Neutreno Bolts as fast as a defender could...causing a massive amount of damage just with your teir 1 power....Some EBs and AVs would be taken down and be a utter joke if you nailed it with 10 hits of 1 second recharge Neutreno Bolt that did say,150 damage each shot,not to mention if you hit with the first one,the rest wouldnt miss due to its def % debuff,which would make it even stronger,because even with Aim + Build Up,you can still miss a target.Now lets add a team...someones Buffing your damage output,say a EMP Defender just Fort'd you,then say theres a /Rad Controller or Defender on this same team,and say they are going after a AV,or a EB,Bank Mission,TF,whatever,and they just Debuffed the Big Bad,and the tanker runs up to hold the agro...ok...those 10 shots of 150 damage now become say...250 each blast using Neutreno Bolt,that would mean 2,500 damage from a single 1 teir power using the Defenders Verion of Rad Blasts,from 1 Build Up + Aim Cycle.Then if you wanna get more technical,you could actually boost that damage to around 3000 if you still had 1.5 recharge for the N. Bolt,and the 4 seconds recharge defender version eye beams(forget the name of that power,been a while.)Making that Boss,EB,or AV,a complete joke,and the Blaster wouldnt have to take more then 1 or 2 Blast powers...mainly the teir 1 and 2 powers,and would be safe from most mob agro,because he is dropping everything he ST attacks to quickly to really harm him,hence why i say it would be over powered.

Its not hard to understand,its just that people dont "Want" to understand.
except as pointed out in previous posts, Nutrino boxt and eyeball lasers had their damage improved to compensate for the rech nerf. If the recharge wasnt toned down, these skills wouldnt do as much damage as you are making claim of.

Its better this way, free damage. there's enough global recharge availiable to really close the gap in our recharge speed differences, but adding global damage only widens the line for you.

at first the trade off between recharge and damage seems to be more for less (or less for more), but that is before you considder animation time, which is like recharge that ignores buffs and enhancements.


 

Posted

Quote:
Originally Posted by Vicar View Post
Hey guys, I recently returned to the game and been looking around to see what I wanted to roll up for a blaster. Ive never been able to stick with one so I thought I have always been a huge fan of my rad blaster corrutpors Ill give rad blast a try.

At first it took me a min to figure out what was wrong and why it was feeling so slow then I realized.

Neutrino Bolt 4 sec recharge when it is supposed to be a 1.5

X Ray Beam 8 sec recharge when it is supposed to be a 4

What the hell. Why would they do this? At first I thought maybe they thought it was op on a blaster with defiance 2.0 but if it is then why does flares still have its fast recharge time?

Im a bit puzzled and out of the loop on this one and was wondering if this is an intended change or accedental. If it was intentional was their any reason given for the change?

At this point I am rerolling the blaster since I noticed so early. I know its minor and at later levels with recharge I wont notice it very much but one of the appealing things about rad blast for me was always having an attack up. Even at low levels. Having 4 attacks and seeing all of them in the grey recharge phase just does not feel like the rad blast I know and love.

Im sure I will get flamed for this because it is better for late game and burst damage but meh. Just wanted to express my opinion, I felt pretty much they same way when they changed barrage on energy melee. Yuck a 6 second recharge tier one...... so much for low level fury on an em brute.

Anyway thats my rant. If anyone can fill me in on why this was done if it was intentional (which im guessing since rad was ported a long time ago it was) it would be appreciated.
The set is still good, but it's most certainly not Rad Blast anymore. I loved it in closed beta before they messed with the recharge times, now I'll stick with Fire, Psi, or Sonic. Having a nice fluid attack chain right at the beginning was nice, and the promise of sticking tons of damage procs into Neutrino Bolt was just icing on the cake. I requested several times to have the recharge times adjusted to 3 and 6 seconds once they were upped, but nothing ever came of that.


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