Devices: Behind the times?


Adeon Hawkwood

 

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Originally Posted by Umbral View Post
-Rech and -run are actually useful? Especially at high levels? What?
While recharge doesn't normally stop enemies from attacking it does slow down the rate at which they can use their most powerful powers. Solo against bosses this is actually pretty handy. It's less useful in a team environment but even there it can be handy against AVs, if you have other people present who also have -recharge powers to stack on it. In any case my main point was that at high levels a powerful debuff (even if it's not a great one) is IMHO more useful than the minor damage done by the other blaster immobilizes. I wouldn't mind seeing Web Grenade get a small boost (my suggestion is actually to give it an endurance discount to make it more useful at lower levels) but overall I'm actually pretty content with the power.


 

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Originally Posted by Adeon Hawkwood View Post
I didn't play CoX back then so this is coming from what I've heard not personal experience. However my understanding is that it's not that Devices was to good but that Targeting Drone was to good (primarily pre-ED). Even back in it's hayday the rest of the set wasn't considered stellar. It was mostly that pre-ED TD allowed you to 6-slot attacks for damage and still hit reliably.


Well they left Trip Mine and Time Bomb in Traps . But other than that I agree, Traps is an example of how a "Gadgeteer" set should have been designed. Obviously most of the Traps specific powers aren't really suitable for Blasters but the general design philosophy of powers that are themselves stationary but can still be used effectively in combat is a lot better.

Actually in the beginning it was smoke grenades that were too good. There was a decimal error and the pretty much became the best defensive power in the game.



As far as IOs and TD, I don't include them. The game is based on SO's, so if they have to balance one power because of IO's the whole game needs to be. Which they won't do because IO's are optional. Also with IO's they have some +tohit, but most of it is +acc which is inferior to tohit.


Dirges

 

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+acc can still add up to essentilly do TD's job however, and even if the game is based on IOs, dont tell me there arent some powers that are just made silly by them (perma stuff that was designed NOT to be permanent)


anyways, I think we as the blaster community need to come to a consensus as to what Devices needs in order to be up to par in terms of effectivness as the other secondaries, while keeping it's style...

So far we seem to be on the same page when it comes to time Bomb needing an overhaul, CD and TD beign a source or more damage either through + dam or +crit, and possible tweaking of smke grenade?


 

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Originally Posted by Player99 View Post
So far we seem to be on the same page when it comes to time Bomb needing an overhaul, CD and TD beign a source or more damage either through + dam or +crit, and possible tweaking of smke grenade?
Well Time Bomb is the biggy, it's a virtually useless power on it's own and needs to be changed. It's important to remember that any change made will (probably) get proliferated to Traps as well (baring the possibility of an outright replacement with a completely different power).

I'm not entirely convinced that adding more damage to TD and CD is the best fix. I think they both need changes to make them more appealing than pool powers available to all blasters and adding some damage would be a way of doing it but it isn't necessarily the best way.

Smoke Grenade I actually think is ok as is. It's not awesome but the power is inline with other similar powers and while those get complained about as well the reason smoke grenade gets flack is that devices as a whole is considered to be under-performing so it draws attention to the fact that it's not a great power. Personally I wouldn't mind seeing all the similar powers adjusted to be more useful but I don't think that Smoke Grenade itself needs special treatment compared to them.

Other than I think the cast times for Trip Mine and Gun Drone need to be revisited. I am not convinced that the powers are good enough to justify the extreme cast times (in particular compare Gun Drone to Voltaic Sentinel).


 

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Hmn, what else could be done to TD and CD then? Keep in mind that Dev is also the only secondary with no form of +damage....


 

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Originally Posted by Player99 View Post
Hmn, what else could be done to TD and CD then? Keep in mind that Dev is also the only secondary with no form of +damage....
True, and in many ways adding +dam would be the simplest solution. My issue is more that it seems like a cop-out, I feel like there should be a better option that helps differentiate Devices from the other sets. But maybe I'm overthinking it.


 

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Which is why what i proposed was to have a good damage bonus, while stealthed, and a moderate bonus while you have TD toggled. it differs from the other secondaries while making Devices still have it's stealthy set-up playstyle


 

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Hn. I would say to add make the -ToHit from SG 7.5% instead of 5%, reduce the END usage for CD and TD, and to replace Time Bomb with Seeker Drones. This may sounds weird, but that's my opinion.


Ware ni tatenu mono mashi!!
[There are none before me who have not been cleaved!!]

 

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Originally Posted by ChiosuBlues View Post
Hn. I would say to add make the -ToHit from SG 7.5% instead of 5%, reduce the END usage for CD and TD, and to replace Time Bomb with Seeker Drones. This may sounds weird, but that's my opinion.
I'm not sure I'd give Blasters seekers to be honest, they are a VERY good debuff power. If the devs did give devices seekers they'd pretty much have to remove smoke grenade. Being able to stack that much to hit debuff is probably not a good idea for a blaster.


 

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that, and traps would still be left with the time bomb as they allready have seekers


 

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My opinions -

Web Grenade - Okay for what it is, but it does hurt the set, especially early on. In the low levels, the added bits of damage in these tier 1 secondaries help tremendously... the lack of it in Devices shows. Now, if that was it, then I'd say suck it up and move on... but unlike in Traps, where an immobilized target is ideal for both the Acid Mortar and the Poison Gas Trap, there is nothing in Devices that can be helped by immobilizing a target. In short, a power that is, at best, moderately useful, and never gets better.

Caltrops - Can't complain about this one. It works fine as is, as an area of denial power. I can be somewhat counter-intuitive in the set, as the inclination is to use it around mines, which can quite often lead to the enemies running away from the catrops without setting off the mines. Still, a very good deterrent for a lot of enemies that like to melee.

Taser - I suppose its good if you have something to stack it with. Otherwise... it's rather lackluster. Yeah, with the right slotting, you can stun a boss with this alone, but it still seems... lacking. My suggestion: bring the damage up to make it in line with the Tier 1 immobilizes/knockbacks of the other sets. Another source of direct damage, with the stun attached... that would be more attractive.

Targeting Drone - Once a defining power of the set, the Drone now languishes behind. As has been mentioned, the Leadership power Tactics can be just as effective, and buff your teammates at the same time. Alas, there aren't many ways this could be improved without breaking its theme. First (and primarily) the bonus damage it applies to the Sniper Rifle should be extended to all Sniper attacks. Second, perhaps a general boost to range would be a nice bonus? A 20% increase to the effective range of all the character's attacks? If nothing else, it would be something different that Targeting Drone could offer that Tactics could not.

Smoke Grenade - This one I am unsure of. The Perception debuff is nice... if you are stealthing a mission. The -To Hit is negligible without something else to stack on it... of which there is nothing. Again, I can't really see many ways to shore up this power without defeating the purpose.

Cloaking Devise - Ooh... stealth. That's it. Stealth. Again, good for what it is... but that is all that it is. I like the concept of giving the character using this the 'Stealth Strike' ability, as seen in PPD Ghosts, but I can understand if that can't be coded into such an old set anymore. Still, it would be ideal, as a way to give the set the added damage boost it so desperately needs.

Trip Mine - Not universally useful, but far from unworkable. While I would LIKE to see this get a faster cast time, it's fine as is.

Time Bomb - Here it is. The stinking pile of dog droppings that has plagued this set since its creation. The fact that it got ported over to Traps AS IS makes me wonder sometimes if the designers really know how awful this power is. This power needs a complete overhaul - as complete a one as was done to Electric Armor's Conserve Power, when it was changed into Energize. What I would like to see is another proximity bomb, but one that sets down a large burn patch instead of a traditional explosion. This would work on two levels for Devices - first, it would be far more useful than the current Time Bomb. Second, it would make Web Grenade have an actual reason to be in the set - to trap a hard target in the burn patch. The only problem I see with this... is that if it got ported to Traps, it would likely make that set overpowered...

Gun Drone - I boggle at this power. What does this pet do that justifies it huge endurance cost and its lengthy, interruptable, cast time? As near as I can tell... the ability to screw up a trap for you by attacking the enemies before they hit the mine field? It doesn't last long enough or do enough damage to warrant the cost or cast time. And, being interruptable, it can be very hard to call it out in the middle of a battle, which is when it would be useful. The Drone needs to be brought into line with other pets... no more than 20-26 points on endurance to cast, reduce the cast time to between 3 and 3.5 seconds, and chuck the interrupt time. Then summoning this as a mini-Tank in battle would be a much more viable option.

These are just my opinions, of course...


-This Space Intentionally Left Blank.-

 

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Im very interested in you taser suggestion...making it replace the tier 1 immob damage-wise would be neat...


 

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Originally Posted by Player99 View Post
Im very interested in you taser suggestion...making it replace the tier 1 immob damage-wise would be neat...
I'd prefer to see its range increased. Stun is okay for what it is with Energy Melee, but Devices is set up for its user to stay out of melee range. They upped its range a long while back, but it's still far too short: you can use it safely if you're hovering, but you still have to get in a lot closer than you should.

I think that's probably the biggest thing with Devices, it just doesn't match how CoX plays. Long activating powers, short ranges, and low damage boosts. I think if they could just tweak those things enough, the set would be okay and still different from other secondaries.


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Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

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Originally Posted by OneWhoBinds View Post
My opinions -



Targeting Drone - Once a defining power of the set, the Drone now languishes behind. As has been mentioned, the Leadership power Tactics can be just as effective, and buff your teammates at the same time. Alas, there aren't many ways this could be improved without breaking its theme. First (and primarily) the bonus damage it applies to the Sniper Rifle should be extended to all Sniper attacks. Second, perhaps ******a general boost to range would be a nice bonus*********? A 20% increase to the effective range of all the character's attacks? If nothing else, it would be something different that Targeting Drone could offer that Tactics could not.



These are just my opinions, of course...
I'd be HUGELY in favor of a general range boost--great idea, and certainly not game-breaking as a change.


 

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range boost would be kinda neat...but it'd really kinda be flavor wouldnt it?


 

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Originally Posted by Player99 View Post
range boost would be kinda neat...but it'd really kinda be flavor wouldnt it?
It depends a lot on the magnitude of the boost and which blast set it's paired with. In general the range of a power is not particularly critical, most blasts have a range of 80ft and since range is of very limited utility as a defense anyway this is more than sufficient. The main exception is cone attacks where extra range makes it easier to target saturate the cone. For example, one of the reasons AR/Energy is a popular combo is that it has two 40ft cone powers and boost range turns them into 63.8ft cones (it also turns Full Auto into a 127.7ft cone which is convenient but less of an enhancement). Sonic also has three cones (with slightly longer and narrower arcs) but these are outliers, most blast sets have one or none (and before someone jumps in with Dual Pistols, for the purposes of this discussion Piercing Rounds doesn't count since it's long range and narrow arc mean it doesn't really benefit from the increase range in the way that other sets do).

Now a 20% range bonus is equivalent to a single SO and would turn a 40ft cone into a 48ft cone. It would be a nice bonus, not really game changing even for the cone-heavy sets (AR, Sonic and Dark if it ever gets ported). Speaking from experience I found that when I used the Damage/Range enhancement form Positron's Blast (which gives a 16% range bonus) I didn't really notice the difference and ended up switching it for the proc to get more damage.


 

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so yeah, +range is out unless it'd be ridiculous, and then it would be..... ridiculous

anyways, lets take a different look here:

what primaries work best/worst with the current devices?

with the suggested changes, what would change about the pairings?


 

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IMHO

Web Grenade - Since it does no damage, this is inferior to the other tier 1 immobs all the other secondaries get. I think it should have a small damage componant or be a pure hold(with no damage). There are some PvP uses here. 2/5 stars

Caltrops - Great power. I like it. 4/5 stars

Taser - Power sucks. It can be used for stacking, but as a blaster, I would rather stack two serious attacks. This power should be removed and reworked completely. 0/5 stars

Targeting Drone - I think this is a good power still. Not what it used to be since IO's, but it is still pretty good. Perception is good too, and for the rare /dev who pvp's, it is a bonus. I would not skip on a /dev blaster still. 3/5 stars

Smoke Grenade - This power is helpful, but also skippable. Others may disagree. I would rather have this replaced with tear gas or sleeping gas even. 2/5 stars

Cloaking Device - Sadly, a once set defining power has been replaced by an IO. So this power used to get 4 or 5 stars, but now I give it zero. For a brand new player who can't afford a celerity IO, this is fine choice, but for many, it's very outdated. The defense is negligible, however I have not tried to soft-cap a devices blaster, so perhaps someone has a use for it. This power would be better if it had defense increased to 10%-ish range and/or offered full invisibility and it did not require endurance. Replace with FFG from traps is my recommendation. 0/5 stars

Trip Mine - Set defining power. It is situational, but excellent in the right situation. I would probably leave as is. 3/5 stars

Time Bomb - Great idea, but complete fail. This power needs to be revamped. If left alone, I think the damage should be extreme extreme to compensate for the suck factor it brings (in other words, make it the most powerful attack in the game, but good luck getting it off and getting a team to wait for you to set it). Better to have a sticky bomb (time bomb you stick on an enemy) or to have a grenade. Personally, I would just drop the power and add something totally new like (thinking off the top of my head), electrical field (this would be an electrical aura with Pbaoe stun for any melee that gets too close. Good damage mitigation at least. I am sure someone could do better than this though. 0/5 stars

Gun Drone - So this is a huge improvement over its predecessor. Its a blaster pet. End to summon is high. This power should not require re-summoning to justify the endurance cost. I would also like it to function more like a typical pet with more than one attack. I like the concept of it however. 2/5 stars.


So interestingly enough, I usually would not pick any power that I give less than 3 stars, so if I was building a devices blaster today, my power choices would only include the following: Caltrops, TD and Trip Mine. I would also choose webnade, because I have no choice. So with 4 powers from the secondary, this would allow a lot of choices from the primary or lots of power pool choices which is the only real positive factor I find in /dev builds. The builds are not tight at all. I might pick Gun Drone becuase it is neat, and a pet to take aggro and alphas has it's uses.

Overall, Devices comes out as the weakest secondary with lots of situational powers. So I would still play it however because it is different, and I like to play non-uber combos sometimes. I would consider it an advanced secondary not for newbies (sadly it attracts newbies due to it's uniqueness). Last comment, the obvious one is the lack of build up just hurts to much. Once you have had a blaster with build up, it is hard to go back to not having it.


 

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Originally Posted by NightSable View Post
Cloaking Device - Sadly, a once set defining power has been replaced by an IO. So this power used to get 4 or 5 stars, but now I give it zero. For a brand new player who can't afford a celerity IO, this is fine choice, but for many, it's very outdated. The defense is negligible, however I have not tried to soft-cap a devices blaster, so perhaps someone has a use for it. This power would be better if it had defense increased to 10%-ish range and/or offered full invisibility and it did not require endurance. Replace with FFG from traps is my recommendation. 0/5 stars
While I would love to have FFG on a devices Blaster it would be so horribly broken Castle would need to get amnesia to even consider it. Upping the ranged defense on CD to a noticeable level (say 7% unenhanced and unsuppressable) would probably not be unbalanced but also probably is not going to happen. From comments the devs have made I don't think they're happy with people soft capping blasters as is so I don't see them making it easier.


 

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Originally Posted by NightSable View Post
IMHO

Web Grenade - Since it does no damage, this is inferior to the other tier 1 immobs all the other secondaries get. I think it should have a small damage componant or be a pure hold(with no damage). There are some PvP uses here. 2/5 stars
I think I like the Web Grenade better. Most of the tier one immobilize powers do damage over time that spans a whopping 9 seconds. Sometimes I will shoot someone with the tier 1 immobilize when they are near dead and move on to the next target fully expecting them to die, only the damage takes so long to complete that they regenerate a tick of health and I end up needing to shoot them again. Otherwise I simply get bored waiting for the damage to finish them off and I end up shooting them with another power anyway. No minion or lieutenant should take 9 seconds to kill. The only thing the power is actually useful for is immobilizing or damaging bosses or higher. If you were to look at the tier 1 immobilize damage contribution in "Herostats" you may find that you are getting far less damage out of it than advertised. At least the immobilize from Devices doesn't try to trick you into thinking that you are actually doing some real damage.


 

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Originally Posted by NightSable View Post
So interestingly enough, I usually would not pick any power that I give less than 3 stars, so if I was building a devices blaster today, my power choices would only include the following: Caltrops, TD and Trip Mine. I would also choose webnade, because I have no choice. So with 4 powers from the secondary, this would allow a lot of choices from the primary or lots of power pool choices which is the only real positive factor I find in /dev builds. The builds are not tight at all. I might pick Gun Drone becuase it is neat, and a pet to take aggro and alphas has it's uses.
ok, you DONT see this as a major problem that only 4/9 powers are worth taking, with 1 of those being a forced power?


 

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Originally Posted by Adeon Hawkwood View Post
While I would love to have FFG on a devices Blaster it would be so horribly broken Castle would need to get amnesia to even consider it. Upping the ranged defense on CD to a noticeable level (say 7% unenhanced and unsuppressable) would probably not be unbalanced but also probably is not going to happen. From comments the devs have made I don't think they're happy with people soft capping blasters as is so I don't see them making it easier.
Amnesia, a giant mallet, something. You have to wonder why an AT that can and regularly will wind up with all the aggro on it shouldn't be able to build for moderate levels of survivability. Not saying other ATs can't grab the aggro but they usually have either neutralized it before they grab it (Defenders, Controllers) or the can easily deal with it once they have it (Controllers, Khelds(Hey need a tank ? Be the tank).

Of the powers were deemed pick worthy, about the only ones you are going to get good use of on a fast moving team are Caltrops, Webnade and gun drone. Trip mine may be used but most of the time they will be left behind unused.


 

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Originally Posted by Another_Fan View Post
You have to wonder why an AT that can and regularly will wind up with all the aggro on it shouldn't be able to build for moderate levels of survivability.
Because the game was originally designed around the trinity of Tank - DPS - Support. Over time the balance has shifted and Blasters are basically being left behind.


 

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So, time to drag out the old Targeting Drone versus Tactics discussion again.

I was tweaking my AR/Dev's build a bit and decided to look at what would happen if I did this. Obviously I needed to drop something somewhere to pick up Maneuvers as a prerequisite for Tactics. I chose M30 Grenade since I mostly only use it for cleaning up a bit after an LRM anyway (other options considered were Recall Friend and Trip Mine).

I also added a Kismet +6% to hit IO to combat jumping. The net result is that I lost about 5% to hit, a large amount of to hit debuff resistance, and an attack I don't use a lot but picked up about 2% defense, (wow!), 12.5% global recharge and the ability to buff my allies at least a little.

The loss of to hit isn't a huge issue for an IO'd build. Even if I exemplar down I've got a +15% accuracy from a purple set that will keep me at the to hit cap against +4s even for my least accurate attacks and even for a non-IO'd build +9.8% to hit (representing Tactics with 2 SOs) will hit cap you against +1s with a single accuracy SO (or +2s with a level 50 common IO).

What I think I will miss is the to hit debuff resistance. I'm going to fight some carnies on the test server before making the build official and see how bad it hurts me. I'll also miss the little guy buzzing around my head .


 

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Cloaking Device - Sadly, a once set defining power has been replaced by an IO. So this power used to get 4 or 5 stars, but now I give it zero. For a brand new player who can't afford a celerity IO, this is fine choice, but for many, it's very outdated. The defense is negligible, however I have not tried to soft-cap a devices blaster, so perhaps someone has a use for it. This power would be better if it had defense increased to 10%-ish range and/or offered full invisibility and it did not require endurance. Replace with FFG from traps is my recommendation. 0/5 stars
See, I have to disagree with this completely.

A +Stealth IO gives you the same amount of stealth as Cloaking Device, that much is true. But, if you skip Claoking Device and want full invisibility you are forced into taking Super Speed. What if you don't want to take Super Speed? My Sonic/Devices is a hoverblaster, so Super Speed A) makes no sense, and B) is a wasted power pick for him because he spends 99% of the time in the air. If I were to take your advice, I would be left without any ability to toe-bomb because I'd lack the amount of stealth necessary to pull it off.

Taser is also extremely useful for me. I use Siren's Song on a spawn, and stun any bosses with a combination of Screech+Taser. When there aren't any bosses I wake up the spawn one at a time alternating between Screech and Taser to kill it in perfect safety.

Not everyone looks at Devices the same way. I find powers useful beyond "situational" that you gave 0 stars to. I'd be willing to bet that my Devices build would be just as survivable as yours, and would kill just as fast. In fact it may even be MORE survivable, because I have gone several missions in a row without even being attacked, much less killed.

I also hate Caltrops with a passion. It constantly damages the spawn, making it completely useless for my playstyle. Since I use an AoE sleep to open fights (from stealth, so they don't agro on me before I sleep them) Caltrops would just sit in my tray and never be used, because I don't need to slow them down, they aren't going anywhere in the first place.

I love Webnade. It keeps those damn flying Freakshow out of melee with me.

I like Time Bomb, it's a fun power, but I don't use it enough to justify keeping it.

Any Devices blaster can do the same by going with Munitions and taking Sleep Grenade, I just happen to have an AoE sleep in my primary, so I can take any APP I see fit (I went with Force for added AoE when teaming via Repulsion Bomb)


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Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.