Dark Blast/Dark Manipulation for Blasters
it looks interesting, but why change dark blast if they could directly port it from either defenders or corruptors?
General thoughts:
1. Every manipulation set has a knockback or immobolize as the T1. There is a practical reason for that since a low level Blaster really needs to stay out of melee. I don't know if the devs will say they HAVE to have one but I think it makes a lot of sense.
2. I'd prefer Soul Drain to a Build Up clone in Dark Manipulation. I don't think ti would be overpowered and it would give Dark Manipulation an interesting twist compared to other manipulation sets.
3. Personally I think a Dark/Dark blaster should have a self heal since to me that is a major theme of all of the dark sets. I'd prefer to leave Life Drain in Dark Blast since I'm of the opinion that Aim is overrated (I know, it's a minority opinion). Without Life Drain I'd put Siphon Life in the manipulation set. I think it goes without saying that I wouldn't make both available .
4. I'd leave the immobilization protection out of Cloak of Darkness. I don't think it would be overpowered (since you can always take CJ anyway) but one must keep up appearances. Besides if you leave it in you'll make all of the devices blaster jealous.
5. You're right, I don't like Chill of the Night, but not for your reason. My problem is the "lowers your damage" part. A blaster is all about damage, why would you want to lower it? I'm not sure what I'd offer in it's place though.
6. For Dark Blast I'd probably rearrange the powers a bit, maybe:
Dark Blast
Gloom
Night Fall
Torrent
Tenebrous Tentacles
Moonbeam
Dark Pit
Life Drain
Blackstar
Personally I think the set might also be a little low damage for Blasters. My suggestion would be to change Torrent to a clone of Energy Torrent or Buckshot (double the damage but not guaranteed knockback).
The only thing I changed was life drain. I figured that wouldn't be to balanced for blasters. Everything else is just moved around to match what tier of attack unlocks at what lvl for other blasters.
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they gave dual pistols to all 3 ATs the same way, even though it doesnt have a build up or aim power, so blasters just got to deal with it, it would be less work for the devs to just directly proliferate dark blast if they wanted to do such
Search Fu is your friend.
All of the balance issues concerning all that you're attempting to blindly address are actually quite well brought up in that thread.
A blaster is all about damage, why would you want to lower it?
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Search Fu is your friend.
All of the balance issues concerning all that you're attempting to blindly address are actually quite well brought up in that thread. |
That's pretty much blatantly false. Good job looking at what has happened with actual proliferations.
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elec melee directly ported to tankers while they just exchanged taunt for confront on scrappers (still using existing powers, but made it proper for the AT)
claws to brutes they just changed confront to taunt, again, taunt is another animation thats fairly generic between the sets
psi blast was directly ported from defenders to blasters
super reflexes ported directly from scrapper to brute, but they added a tiny taunt component to one of the toggles (again, a number thing, not having to do with making new power completely)
and i could go on with examples of no or very little difference in proliferation
i forsee the same thing happening with dark blast (the corruptor, defender, and blaster offensive sets ALL are essentially the same except for number values), the secondary for a dark blaster would probably be what they would have to make from scratch (like earth assault for dominators)
psi blast was directly ported from defenders to blasters
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Point is, each set is entirely separate in the database. There's nothing stopping them from changing a set upon proliferation, and there's no benefit to keeping sets 100% identical across ATs.
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i know they arent 100% identical, but if you look at power lists they are identical
super reflexes has the same power list on scrappers and brutes, but on brutes they changed the AOE defense toggle to have a taunt component on it, look it up in the game if you dont believe me
what im saying is the powersets have the same powers, yes the effects/numbers are tweaked to balance it for the AT its on, but i never said they were 100% identical in every way, shape, and form. its easier for them to tweak numbers/base stats of powers than to completely redo the whole thing animation and everything
i know they arent 100% identical, but if you look at power lists they are identical
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super reflexes has the same power list on scrappers and brutes, but on brutes they changed the AOE defense toggle to have a taunt component on it, look it up in the game if you dont believe me |
Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!
i dont really consider changing the order of the powers changing the powerset
what the OP was suggesting was a completely different list of powers than the current dark blast (nothing to do with the ordering, which again, is NOT creating a powerset with NEW powers in it)
if they changed the orders around, thats still the exact same power, just in a different slot on the list, again its background numbers (its not hard to change the order of sets, but it is A LOT more work to create brand spanking new powers)
Umbral;
You're really getting bent out of shape with these suggestions>_>
Either that or you're just always like that lol
NecroTech;
Just to clarify, the difference between Psi blast across defender/corruptor and blaster is not simply a power reordering. They literally removed 1 power from the set and added Aim (psychic focus).
Also, thinking of a new power as the tier1 for the secondary, we have immobilizes and a KB, but what about a semi-placate/avoid power?
Call it Destroy Moral (ST ranged, neg energy DoT, foe avoid (they'll run away from you, think burn but ST), decrease self-threat, 10% chance of placate per DoT) Why? Because I enjoy mixing it up with sets rather than carbon copies of sets.
Hey guys, I really want a D/D blaster and I wanted to give some input on how I would like the set to be structured if it is ever proliferated for blasters.
Dark Blast was the easy part but Dark Manipulation took a lil while longer to come up with.
Dark Blast
- Dark Blast: A long range blast of Dark Energy. Deals moderate Negative Energy damage and reduces the targets chance to hit. Available @ lvl 1
- Gloom: Gloom slowly drains a targets life while reducing their change to hit. Slower than Dark Blast but deals more damage over time. Available @ lvl 1
- Night Fall: Unleashes a cone burst shaped burst of particles from the Netherworld. All targets within the modest range of this power take Negative Energy Damage and have a reduced chance to hit. Available @ lvl 2
- Tenebrous Tentacles: You can create a cone shaped rift to the Netherworld that allows its native creatures to slip their oily Tentacles into our reality. These creatures will snare all foes within range, immobilizing them while the Tentacles drain their life and reduce their Accuracy. Available @ lvl 6
- Dark Pit: envelops a targeted foe and any nearby enemies in a pit of Negative Energy. The attack deals no damage, but Disorients all affected foes for a good while. Available @ lvl 8
- Dark Empowering: Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage. Available @ lvl 12
- Moonbeam: An extremely long range and accurate beam of Negative Energy that deals tremendous damage and reduces the target's Accuracy. This is a sniper attack, and like most sniper attacks, is best fired from a distance as it can be interrupted. Available at lvl 18
- Torrent: You summon a wave of mire that sweeps away foes within its arc. The attack deals minimal Negative Energy damage, but sends foes flying and reduces their chance to hit. Available @ lvl 26
- Blackstar: You can unleash a devastating blast of Negative Energy around yourself, dealing massive damage and severely reducing affected foes' chance to hit. This power leaves you drained of Endurance and unable to recover Endurance for a while. Available @ lvl 32
Figured if Dark Pit was a little to much control for blasters than simply replace it with [Petrifying Gaze]Now onto Dark Manipulation
- Shadow Punch: You wrap your fists with Negative Energy channeled from the Netherworlds, then perform a quick punch that deals minor damage. Shadow Punches cloud the target's vision, lowering his chance to hit for a short time. Available @ lvl 1
- Smite: You wrap your fists with Negative Energy channeled from the Netherworlds, then perform a Smite that deals more damage than Shadow Punch, but has a longer recharge time. Smite clouds the target's vision, lowering his chance to hit for a short time. Available @ lvl 2
- Death Shroud: You become a focus point for the Netherworld, allowing its Negative Energy to seep from your body. This will continuously damage all foes in melee range. Available @ lvl 4
- Dark Enchantment: Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your chance to hit. Available @ lvl 10
- Cloak of Darkness: A shroud of Netherworld darkness envelops you, making you difficult to spot at a distance. You can be seen only at close range, or if you attack a target. Even if seen, the Cloak of Darkness grants you a bonus to Defense to all attacks and some protection from Immobilization. This Netherworld Cloak also allows you to see things in a new light, allowing you to better see stealthy foes. Unlike some stealth powers, Cloak of Darkness has no movement penalty. Cloak of Darkness will not work with any other form of Concealment power such as Shadow Fall or Steamy Mist. Available @ lvl 16
- Dark Consumption: The dark power of the Netherworld allows you to tap the essence of your foe's soul and transfer it to yourself. This will drain the Hit Points of your enemy and add to your Endurance. Available @ lvl 20
- Touch of Fear: The Netherworld is one scary place, and with but a touch, you can give your enemy a glimpse into this dark world. This will cause them to helplessly tremble in Fear. Foes in this state of panic have reduced chance to hit. Available @ lvl 28
- Midnight Grasp: Mastery over the forces of the Netherworld allows you to create dark tentacles that can Immobilize a foe and continuously drain his life force. Available @ lvl 35
- Chill of the Night While active, this power channels negative energy to reduce all nearby foes' chance to hit while slowly dealing damage, but greatly reduces your damage output. Available @ lvl 38
I know, I know. Some of you may think that Chill of the Night would be way OP, but I hate that this power is for npcs only, so I added a damage debuff that would prolly be about 40-50% so a little below the buff of Aim. This would give it a relatively low end cost and could still be balanced for a blaster to have a 20-25% to-hit debuff. So its good to use if your within melee range of the enemies but it can be a liability if you have it activated at range. This would encourage the set to be more blapperish.Any thoughts or comments are welcome