Martial Arts as Blaster Secondary?
IMO, people suggesting the set are putting too much melee in it.
It doesn't have to be a straight port of a melee set. Throw in some shuriken. Some already exist for Scrappers.
New one:
"Munitions"
Net(like Entangling arrow)
Ranged stun gun
AOE grenades: poison gas(sleep), toxic gas(choking cloud hold/puke), stun, glue(like glue arrow), flash bang
Last power can be a robot or something.
Though, I guess this is more a "Tech" thing.
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Over the years, just about everything has been proposed as potential new powersets. I think an MA based secondary has a lot of possibilities.
If you want to go with a first power immob, then there's all kinds of ways to do it. You could go with a something mystic like "Rooting Chi" or for the more natural approach, say "Paralytic Dart" and borrow one of the origin power animations.
Alternatively, copy Energy Manip and give it a Power Thrust clone. Hell, just copy power thrust and remove the glow.
The rest of a set would be pretty easy to fill out with various MA powers.
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If I could get something like the below, I'd be inclined to come back to CoH (which I most likely will have left for greener pastures by then).
1. Driving Blow: Minor DMG, Foe Knockback (Power Thrust).
2. Caltrops: Ranged (Location AoE), Minor DoT, Foe -Speed.
3. Physical Perfection: Auto: Self, +Regeneration, +Recovery.
4. Dragon's Tail: PbAoE Melee, Moderate DMG, Foe Knockdown. 15' radius.
5. Focused Chi: Self +DMG, +ToHit (Build Up).
6. Shadow Step: Toggle: Self Stealth, +DEF (All).
7. Smoke Flash: PbAoE Foe Placate.
8. Quickness: Auto: Self +Recharge, +SPD, Res (Slow).
9. Eagle's Claw: Melee, Superior DMG, Foe Disorient.
AMEN! Blaster secondaries are flawed and the source of the issues Blasters have. Sadly, it seems like a lot of people lack the imagination to think of something better for the archtype.
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IMO, people suggesting the set are putting too much melee in it.
It doesn't have to be a straight port of a melee set. Throw in some shuriken. Some already exist for Scrappers. New one: "Munitions" Net(like Entangling arrow) Ranged stun gun AOE grenades: poison gas(sleep), toxic gas(choking cloud hold/puke), stun, glue(like glue arrow), flash bang Last power can be a robot or something. Though, I guess this is more a "Tech" thing. |
I suggested shuriken's actually as part of a MA/Nin hybrid set. I don't think a Tech Munitions control set would match up well with an MA set, particularly if it involves throwing sharp bits of metal after you just summoned up your robot. I think munitions would do well to be as low key as possible given the fact that Tech controler can just take things like fire and adjust their costume to look like it has flame throwers built into it or something.
That might be part of the issue but the source is that blaster are a pure damage class in a game where most AT's can do pretty good damage and bring at least little something extra to the table, made worse now that you can smuggle the Red Side ATs across the boarder.
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/rant off
It's been suggested, and shot down, multiple times because it's a horrible idea made by players that don't have the first clue about what the blaster secondary sets are designed for.
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Blaster AT description: The Blaster is an offensive juggernaut. This hero can deal a ton of damage from either a distance or up-close, but he must be careful because he's somewhat fragile compared to other heroes. The Blaster can't stand toe to toe with most opponents for long. His best defense is a great offense!
Nowhere in that description does it say anything about ranged vs. melee. It simply says DAMAGE.
They have, however, expressed the opinion that the melee heavy Energy Manipulation is an aberration within the blaster secondary sets and, and that any future manipulation sets will be based more on the Psionic Manipulation model with limited straight melee attacks, more ranged attacks, and a greater focus on soft-controls. It has been stated that due to the cottage rule, Energy Manipulation won't likely be revamped to make it into more of a manipulation set. |
So, if you can come up with a manipulation set that only has at most three straight damage attacks |
at least one ranged attack |
maybe a weak stun / damage pbaoe |
some soft control, has an immobilize for the first power that has to be taken, and includes build-up, then hey, feel free to pitch something that features a punch and a kick at it's base. |
On a side note, and keep in mind I have no bone to pick here, I've never seen a poster that tries so hard to sound like they know what they're talking about, but is so completely wrong on so many topics. Using the 'devs said this' argument from authority to try and make silly statements sound better is just the icing on the cake...
Well they are still probably better of then stalkers but that isn't saying much.
Really I think a lack of indentity is half the problem. All the CoH ATs were made to be basic appealing to the normal RPG mold with little more to them, they've tried to fix that but they what they are and probably always will be. The CoV classes on the other hand were all designed around a mechanic to give them a different play style for their counter parts. It isn't so noticable in the corruptor's case as they play pretty much like a blaster/defender hybrid but Brutes, Dominators, Stalker and Masterminds all force you to play them very differently. Brutes need rage and must be build around that, Dom play different in domination mode, stalker must hide and use assassin's strike, masterminds are well masterminds. Brutes, Scrappers, Controlers all still do exactly the same thing they did before (just a little better thanks ot their inherents now) but since their counterparts play differently they will always have some appeal just for a different experience.
Blasters on the other hand (along with defends to some extend but defenders are so good at what they do it doesn't matter as much) play pretty much like a gimped version of any class with a ranged power set. I really think the blaster's need an inherent which changes how you play them like the CoV classes in order to give them identity. Right now defiance is pretty much designed to ensure you don't need to do anything differently just blast away under all conditions which is what people always did with blasters.
Blasters have a problem?
I hadn't noticed. Seriously, since Castle fixed Defiance, the AT is pretty great.
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lol i have been "barking up this tree" for the last 2 years , because i really dont understand the blaster secondary . is it, or isnt it, a mele set . if so why does it have all the " meh sets" if blasters would have at least got a port of km I would have been overjoyed . I vote for any thing that gives blasters more secondary options lets see some SS,MA,DM,KM ports
Blaster secondaries aren't that hard to understand. They give you a little control, some attacks, and a self buff.
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The problem with Blaster Secondaries are how the game has changed.
1: +Recharge builds mean that you don't have use for as many attacks. So having extra attacks in the secondary is superfluous.
2: +Defense builds are a lot easier if you only focus on Rng and maybe AoE, so it makes more sense now to actually use range as a defense.
Those two reasons together kind of work against Blapping nowadays, which means that the strong secondary attacks don't have as much use as they did some issues ago when doing Moar Damage Now was the Blaster's main defense. Now a Blaster can actually get defense at range, fire from range when mezzed, and get a complete attack chain at range.
However, the secondary design was valid for quite a long time, and while I think future secondaries are going to be a little more tilted towards utility and range than as melee-heavy as Fire, Electric, and Energy, I doubt that they are going to go too far away from normal "several melee powers" design.
However, the secondary design was valid for quite a long time, and while I think future secondaries are going to be a little more tilted towards utility and range than as melee-heavy as Fire, Electric, and Energy, I doubt that they are going to go too far away from normal "several melee powers" design.
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Mental Manipulation is a slight step in the right direction, but has a few flaws that mar the set and enforces cookie cutter designs. The melee attacks are too weak and should be given at least the same numbers Dominator benefit from. Again, the single target control is much too weak. A debuff similar to Touch of Death would make Scare viable. World of Confusion is nearly useless without IO-sets.
In my opinion Ice Manipulation is closes to how the secondaries should perform with the caveat that the developers fix the nearly useless tier 9 minion level pbaoe sleep like they did the Tanker version, increase the damage of the pure melee attacks somewhat, and front load the damage of the immobilize. Even as is, the set is much more fun to level up with than any other in my opinion. It provides single target control/mitigation which doubles as damage, other soft controls are AoE. The toggle provide a little extra mitigation.
Having played the game on and off since US beta and stayed with the AT when very few did prior to the defiance changes, these things stick out like sore thumbs.
The problem with Blaster Secondaries are how the game has changed.
1: +Recharge builds mean that you don't have use for as many attacks. So having extra attacks in the secondary is superfluous. 2: +Defense builds are a lot easier if you only focus on Rng and maybe AoE, so it makes more sense now to actually use range as a defense. Those two reasons together kind of work against Blapping nowadays, which means that the strong secondary attacks don't have as much use as they did some issues ago when doing Moar Damage Now was the Blaster's main defense. Now a Blaster can actually get defense at range, fire from range when mezzed, and get a complete attack chain at range. However, the secondary design was valid for quite a long time, and while I think future secondaries are going to be a little more tilted towards utility and range than as melee-heavy as Fire, Electric, and Energy, I doubt that they are going to go too far away from normal "several melee powers" design. |
I mean, sure, my AR Blaster is moderately IO'ed because being able to slot five sets of Positron's Blast is a walk in the park with that Primary, but I don't think Castle is going to re-balance the set based on that possibility.
It is kind of hard to predict any design trends with Blaster secondaries, since we've only ever had one added, in Mental Manip. And I think most of us were a little baffled that it included a ranged cone.
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Blasters on the other hand (along with defends to some extend but defenders are so good at what they do it doesn't matter as much) play pretty much like a gimped version of any class with a ranged power set. I really think the blaster's need an inherent which changes how you play them like the CoV classes in order to give them identity. Right now defiance is pretty much designed to ensure you don't need to do anything differently just blast away under all conditions which is what people always did with blasters.
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Blaster's have an identity, and it's the same as it's always been: damage till someone drops. Defiance 1.0 was introduced because data mining showed that it was too often the Blaster. Now it's in favor of the Blaster.
Blasters rely on terrain, LoS, and geometry to stay alive, making them more active and more fun than many other classes. The reward is more out of the box damage, both AoE and ST.
The drawback? There's a few. They make the bad reputation that Blasters have now.
ONE, they are not "force multipliers." There's so little debuffing that on a full team you're better off taking a Corruptor with less damage but say -30% resist because they will boost the rest of the team's damage as well. Sonic/ and DP's -regen are the small exceptions.
TWO, their inherent is mostly helpful in prolonged battles. For many people, (particular red-siders) the ideal in this game is steam rolling through everything. This is largely because of Brutes and how Fury works. Without the prolonged attack chains, Blaster's damage doesn't triumph over other ATs as much.
THREE, with IOs you can make other high damage ATs even more survivable, like Stalkers and Scrappers. Making the Damage vs Survivability scale look more appealing on the melee end.
FOUR, the AT fix has for so long been to just increase the damage. Defiance 1.0 and 2.0 did this, but the Stalker revamp uped their damage modifier, Controllers got containment, Defenders go the "soloing buff," and most recently Dominators got their damage modifier uped as well. That's just off the top of my head.
The more damage gets added to ATs that were supposed to fill other roles, the less important the Blaster becomes, because they aren't fulfilling anyone else's role.
With shrinking player bases, you can't expect the damage to be reduced though, because small teams and soloing are important on some of our servers. If they were going to do it, it should have been done with GR's release.
The answer has been stated here, that you make the Blaster's control powers (and debuffs) more effective, at least in their secondaries. I'd like to see Defiance tweaked as well. I'm thinking increase the duration, either just slightly OR by a lot, but make it so the same powers will not stack on themselves more than once or twice. The latter would help the steam rolling teams.
Well, that long slightly off topic diatribe had nothing to do with MA.
So in regards to that, I still agree it's a great idea. Some MA/SS and Ninjitsu powers and a throwing star would really do it.
@Gilia1
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I think a "Jujutsu" (as in Japanese jujutsu and not that brazilian jiu-jitsu junk) set would be more appropriate secondary for Blasters and Dominators. Locks, throws, and joint manipulations make a pretty nifty canvas for a manipulation based secondary that fits nicely into a Natural origin context. Certainly, the Devs would have some animations to tweak and build but it'd add a lot to the game
Jujutsu [spell how you like] would be interesting to see. If Air Superiority can knock down a giant robot, so could this...
As far as what Blasters bring to the table that other AT's do not? I took down 20 enemies in 10 seconds once with a Fire/Elec. That was when I decided that having Firebreath, Fireball, and Static Discharge didn't mean I could take Inferno out of my build.
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I think you are just over complicating the issue. The blaster identity of "Kill things till they are dead"
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"Blaster's have an identity, and it's the same as it's always been: damage till someone drops."
Someone, not always the enemy. The fact that blasters die "too much", is part of their charm. The very fact that they are "dwarfed by the company they keep" must be an element of their design and one that is probably pretty entertaining to a lot of people.
If you want to tank team sized spawns at +2 solo, the blaster AT may not be your cup of tea. If you want to rely on others and work in a team to make dead things and know that if you or an ally messes up, it can go south real fast, then you might be a blaster.
The mix of ranged damage and melee damage is pretty cool too.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
The mix of ranged damage and melee damage is pretty cool too.
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I would settle for a few weak Vet Reward style powers with martial arts looking animations for character concepts.
This is, along with the paragraph I didn't quote, is a horrendous over simplification.
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With shrinking player bases, |
WHAT shrinking player base?
Your credibility is...low.
For my part I feel the VEAT SoAs fill a similar nitch of all range damage but fragil AT but do it somewhat better since they at least have group friendly powers (or at least they would it you were not shoe horned into being a storm trooper) which further takes away from the Blaster now that Redside ATs are open but we're really off the topic of how sweet an MA secondary would be on a blaster.
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First, to the task at hand:
Bolas: ST ranged immob, no damage, 50% chance for knockdown
Storm Kick: Damage upped to that of Energy Punch
Focused Chi: Focus Chi/Build Up clone, but also gives melee attacks a 5-10% chance to crit so it has an altered name
Crane Kick: Damage upped to that of Bone Smasher
Caltrops
Cobra Strike: Damage put back to pre-buff
Quickness
Distract: ST foe placate, -def
Nerve Strike: Shocking Grasp clone, karate chop animation
On the topic of Blaster balance:
I think either their damage cap should increase to the Brute's or HP increased to the Scrapper's, or maybe some +recharge and +tohit added to Defiance?
I've been playing for over 4 years now and my first real character was a Blaster (Energy/Devices), fell in love with them then and I still play them now (currently Fire/Devices and Archery/Mental going through the levels). A part of the real fun to me is that, yes, Blasters are squishy, but their damage really does make up for it.. Sometimes. They're tricky to play, very active, very quick but rewarding as they're not about the raw numbers, but rather playing with the enemy AI to best effect to minimise the damage you take. On the other hand, it's also about nuking them into next week before they can do anything.
With a Brute-level damage cap, or at least a raised one, they'd be a better buff choice in teams and can really make a difference with the damage when compared to, say, a damage capped Corruptor, it's a case of working out the balance points between self +damage vs buffs/debuffs.
With the Scrapper level of HP, hopefully combined with an HP cap increase aswell, it'd give Blasters more oppertunities for IOs other than just slapping on 30%+ defense and be done with it. I for one know that if Beet had 1800 or so HP (and I ran out of excess inf IOing out) he'd be almost as hard to kill as my Katana/DA Scrapper, while still throwing out just as much, if not more damage.
And finally, if given additional benefits with Defiance (I really did prefer the old defiance tbh..) then it'd make them the building avalanche of damage that their counterparts can be. If I throw out a Fire Blast, it currently gives an 11% damage buff (if Mids is to be believed), but what if it also gave an 11% recharge and 5.5% tohit buff? Or let's up the numbers, increase all Defiance damage buffs by 50% on top of the additional buffs. The highest damage buff I've been able to get when testing out Defiance is about 30-40%, maybe 50% if I've got Hasten or a few outside recharge buffs going. Alternatively, I could have just used a couple red insp, killed a group and got them back without having to constantly use the quicker, lower damaging attacks meaning that enemies are alive longer anyway for the damage buff to not really matter because I've been planted before the buff was meaningfull.
Meanwhile, Brutes can tank x4 missions easily and get a 150-170% damage buff in about 10 seconds, which is about how long a Blaster's small Defiance buff will last.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
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Blaster typical good melee attack (Havoc Punch, for instance): damage scale 2.6, 1.5 seconds, available at level 10.
Eagle's Claw: DS 2.65, 2.67 seconds, available at level 32. It has a 100% of large stun and increased critical, true, but that's the top of the freakin' line for MA scrappers.
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