Why A Blaster?
I agree. If our observations match reality in general, I think that is a good thing and a sign that we may not want things messed with. I am concerned that if blasters do become more obviously better for damage dealing, people may be more insistent on making sure to have blasters on a team, rather than being content with brutes/scrappers/dominators. |
Since this thread started I have been wracking my brain on how to the AT could be improved without wrecking it. One of the things I like about it, is that it is without doubt harder to play solo at any given difficulty level than anything except possibly a defender.*
My first thought was that if the devs actually did try and put in a risk/reward system into the game and weighted xp rewards, and drops appropriately it would go along way fixing the lack of balance between the various ATs. For teams there could be an overall weight. The problem is of course people would optimize the heck out of that.
So I find myself thinking the blasters description should be changed to the solo challenge AT. The inherent should be changed to work the reverse of defenders so the larger the team the more mitigation they would get. A small measure of ranged defense and maybe some sort of actual mezz protection, mag 1 or mag 2, that kicked in when the team hit a certain size. This would help with the problem of blasters dieing because they were doing their thing while a defender decided to get a drink, or my favorite the defender that just pays attention to the tank.
There are some other needs that have been blaringly obvious for a long time. Fix snipes for all that have them, Fix devices, adjust the damage sonic does upward, it pays for its secondary effect with higher endurance costs. Then maybe as QoL change drop the recharge on Aim and Build Up to 60 seconds blasters only.
He mentioned ranged blaster, with hover. the epic shield doesnt cover range, so chances are, he gets most of his defenses from set bonuses. Which don't suppress.
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Id really have to look at the build. Building for ranged defense has always been expensive slot wise
* Defenders seem considerably improved post the vigilance change, I just haven't leveled that many up, post change, to be sure.
You just can't disregard the blaster's ability to control, even if the controller does it better, as the blaster has the damage to back up the little controls they have.
A dom most certainly could kill things that are soft/hold controlled, but a blaster would do it faster, due to access to AoEs, and such. Maybe not safer though.. |
Definitely not safer, you mean. And given the scaling in this game, there quickly comes a point after which more offense does almost nothing to save you -- and thus very little to improve practical kill speed. Rightly or wrongly, complaints like the one in this thread are based on high-end (and usually solo) capability, not on anyone's subjective idea of what is or isn't enough for them.
That said, Blaster control cannot be entirely ignored in practical gameplay, but it's difficult to gauge how meaningful it is in any survivability comparison. Just because Blasters rely on what control they have -- perhaps moreso than any other AT barring Controllers -- it doesn't follow that Blaster control is an advantage or even a worthwhile consolation prize for the AT relative to others.
It just means that Blasters have very little else going for them, from a defensive standpoint. Bringing up Controllers and Doms is an obvious loser; Controllers and Doms are orders of magnitude better than Blasters are at control. To say that both Controllers/Doms and Blasters use control is a little like saying that both Bill Gates and I have disposable income; the observation may be technically true (is, in fact, a truism), but it's so spectacularly misleading an over-simplification that it doesn't even satisfy the lowest standard of relevance.
In terms of by-the-numbers control abiility, Blasters are much closer to Defenders (who also have an entire Primary devoted to buff/debuff -- which is often very control-like in purpose), and even Scrappers/Tankers (who also have an entire powerset devoted to defensive abilities, which are effectively multiplied by any proactive mitigation you can layer on top of it).
Of the above ATs, Scrappers have the closest-to-Blaster levels of damage.
So with that in mind, we basically have two choices in pursuing this sidebar about control. We can either hash out endless comparisons between this-or-that Scrapper/Defender/Tanker build and this-or-that Blaster build, or we can stipulate that on the whole, the two parties are comparable if not exactly equal in terms of the control effects they can bring to bear, either selectively or as a natural consequence of attacking.
In other words, if Archetype A has X attribute going for it, and Archetype B has X and Y, then to compare them we simplify by eliminating X. It isn't disingenuous to disregard like terms in a comparison; it's just convenient.
There's one problem with all your math and calculations. This goes for both Another Fan and Arbegla.
Not all scrappers are Electric/Shield, and not all blasters are Fire/Fire. You can't look at the damage of one aberrent blaster combo and say it is proof that the entire AT is better. Fire/Fire is by far the best blaster for AoE burst damage, you can't use it as an example and say the results are typical of the entire AT. I bet the numbers look a whole lot different when you compare an spines/fire scrapper to an Psi/dev blaster. Or an Elec/Ice. There are a lot of Blaster combos that are blown away by the average scrapper's damage output, and you're completely discarding the fact that they even exist in your comparison. So, on that note, all your calculations are completely useless when comparing the 2 ATs as a whole. All they do is prove that an Electric/Shield can do comparable damage to a Fire/Fire blaster while being leagues more survivable. It does NOT prove that any random blaster is going to outdamage any random scrapper, far from it. |
Here is a thing I think about. Blasters seem like a popular AT (for now; I have concerns about what dominators may do in the long run). People invite blasters/scrappers/dominators seemingly equally (although doms likely get less attention right now, but as people see more of them and see how well they do, I think it will increase the desire for doms). I rarely see people purposely choosing scrappers over blasters and I rarely see people choosing blasters over scrappers.
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Fun and popularity are separate qualities from balanced. They can certainly intersect, but none of those qualities are necessarily causal of any of the others.
Just like with the tanker/brute/scrapper, I think the nebulous nature may be a good thing. If the extra mitigation tankers bring was clearly needed, that forces the game into the trinity role. If blasters were the clear winners in damage as you suggest, it could lead to people clearly wanting blasters for their higher damage and therefore clearly needing buff/debuff and aggro control to keep them standing. It is the fact that things are so close that may be what makes the game more interesting when it comes to team makeup, since so many options work. |
I really don't see the issue of blasters being the clear damage kings. They are blasters after all. The only AT that should be approaching blaster damage is maybe stalkers in terms of single target take down because that is sort of their gimmick. Of course stalkers being crushed by brutes and scrappers in single target damage is a different discussion for another time.
Lets back up and look at this from another angle. MM's are the best pet class. If controllers/doms could perform better than them at being a pet wrangler in a variety of scenarios then there would be a legitamate problem. Doms and controllers are the best crowd control AT's; if corrs or blasters could outcontrol them in various scenarios they'd have a legitimate complaint. Tanks are the toughest and aggro spongiest AT; if some other AT was more at home in that role they'd have a legitimate complaint (the legitamacy of this particular complaint was certainly put on the table in the GR beta when the brute max resistances were dropped down a notch in testing, additionally we saw a max hp increase go through for tankers helping clearly establish their dominance in this area).
Yet here we are saying it is ok that other AT's are capable of infringing well into blaster damage territory. It isn't just scrappers either, they just happen to do it with a lot of their combos. Doms, trollers, corrs, mm's, brutes and who knows who else all have combos that can get uncomfortably close to the damage a blaster can produce. In some cases they may well be able to surpass them. In all cases they bring far more than just 'damage', which blasters are largely restricted to doing.
You have the BU proc in Buildup, which is giving your mids another 100% damage. You also have 17.5% extra damage from set bonus. What i was using was an SO slotted build, with basically 3 damage SOs slotted in each attack, and no recharge at all, to show base values.
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Still your damage is tremendously low, because it'll still make it an 1161 damage Lightning Rod, for instance, while you are saying 856. Likewise Shield Charge is actually 607 to your 304. There's some very serious errors in your calculations.
Yet here we are saying it is ok that other AT's are capable of infringing well into blaster damage territory. It isn't just scrappers either, they just happen to do it with a lot of their combos. Doms, trollers, corrs, mm's, brutes and who knows who else all have combos that can get uncomfortably close to the damage a blaster can produce. In some cases they may well be able to surpass them. In all cases they bring far more than just 'damage', which blasters are largely restricted to doing.
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How I see this:
Scrappers DO have that extra mitigation at the outset and can improve on it, but their AoE capabilites come slowly and mature later. Even when they do mature, most powerset combinations are going to rely on single target damage to "mop-up" while their AoE attacks recharge. Additionally, most scrapper combinations have near "zero" control and range to capitalize on while they take down a spawn. Blasters are squishy as hell, especially early game. But their AoE abilities mature early and can generally be relied on every spawn with little effort to recharge them. Then, to top it all off, you can CHOOSE to limit your enemies ability to deal damage thru control powers and staying at range.
Just to remind myself that I am not crazy, after reading this thread I developed a concept character (who I just may keep) that derives his powers from the Sun. He is a Rad-Fire Blaster and he has access to multiple AoE powers prior to level 10. Not ONE, Not TWO, but FOUR AoEs by level 10. He can blow thru his blue bar and a spawn in an eye-blink. At level 10 my scrappers are sucking wind and trying to figure out how to survive when they accidentily aggro an extra spawn and taking at least 50% more time to down a spawn. My blaster (on a combination I have never played before) was looking for orange and red mobs while running around Galaxy between doors.
Obviously, at level 50 your builds will be matured and, hopefully, your character will do everything that you want and more. But the main argument of Scrappers stepping on the toes of the Blaster AT seems highly exaggerated to me. You play scrappers if you want an all-around Damage Dealer with decent Defense, or many other ATs (long list) if you want an all-around Defensive character with decent Damage. You play a Blaster when you want The Best Damage dealing in the Largest Area possible and dont care about defense, because speed is your defense.
Let's just call it for what it is. Blasters are hard to play well and may not appeal to everyone.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Ah thank you! I didn't realise that
Still your damage is tremendously low, because it'll still make it an 1161 damage Lightning Rod, for instance, while you are saying 856. Likewise Shield Charge is actually 607 to your 304. There's some very serious errors in your calculations. |
Originally Posted by Arbegla
elec/shield
LR = 290.28(base) + (290.28 * 1.95)(BU + enhancements) = 290.28 + 566.046 = 856.32 total damage SC = 113.44(base) + (113.44 * 1.95)(BU + Enhancements) = 113.44 + 221.208 = 334.64 total damage |
Take a clean elec/shield build from mids, and grab BU, LR and SC. then enable BU, and slot 3 SOs worth of damage into LR and SC. The numbers match up pretty closely (3 SOs worth of damage is actually 94.93%, i did a straight 95% in my math..)
Neither power is being affected by AAO, or any outside damage bonuses.
Look again.
Take a clean elec/shield build from mids, and grab BU, LR and SC. then enable BU, and slot 3 SOs worth of damage into LR and SC. The numbers match up pretty closely (3 SOs worth of damage is actually 94.93%, i did a straight 95% in my math..) Neither power is being affected by AAO, or any outside damage bonuses. |
Eh, its overkill, as already demostrated. LR has such a high base damage, that a SO slotted LR + BU will wipe out a spawn, without AAO fueling it.
SC benefits the most from AAO due to lower base damage (so you have less overkill)
IMO it'll be better to BU -> LR and use the remaining mobs(above the target cap, outta range, etc) to fuel a AAO->SC into a second group, then finish off everything else with a TS/JL/CI
Yet here we are saying it is ok that other AT's are capable of infringing well into blaster damage territory. It isn't just scrappers either, they just happen to do it with a lot of their combos. Doms, trollers, corrs, mm's, brutes and who knows who else all have combos that can get uncomfortably close to the damage a blaster can produce. In some cases they may well be able to surpass them. In all cases they bring far more than just 'damage', which blasters are largely restricted to doing.
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Big AoEs and strong single target attacks from range matter. This can be especially true when you do have an aggro soaker. We have all seen scrappers die because they were in melee and the AoEs and maybe a stray aggro takes them out, even though a tanker was doing a good job. We have all seen blasters live through the same situation because they are way over there shooting off attacks. Once again, I am not saying it is balanced in favor of the blaster here (after all, the scrapper usually survives that scenario, and a blaster who may try to get into melee at the wrong time often does not), I am just saying that the ability to have that gobs of damage from range is not negligible and cannot just be brushed off. It counts for something.
I say that despite the fact that my personal preference is to be in the center of the spawn with most of my blasters (I like /Fire Manip... a lot). Even I get significant benefit from the range factor.
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.
Obviously, at level 50 your builds will be matured and, hopefully, your character will do everything that you want and more. But the main argument of Scrappers stepping on the toes of the Blaster AT seems highly exaggerated to me. You play scrappers if you want an all-around Damage Dealer with decent Defense, or many other ATs (long list) if you want an all-around Defensive character with decent Damage. You play a Blaster when you want The Best Damage dealing in the Largest Area possible and dont care about defense, because speed is your defense.
Let's just call it for what it is. Blasters are hard to play well and may not appeal to everyone. |
The shift is not only in damage, but also other half of the battle which is surviving well enough to do damage. Most AT's have a fairly linear progression of both their damage and their survivability as they gain new abilities even though mobs get tougher both in their own skills, the hp scale relative to pc damage, and our tendency to increase +cons as we reach certain progressive milestones. Basically, even though the game gets tougher, most AT's accumulate power at a great rate.
Blasters however, spike up rapidly in early levels due to gaining so many offensive powers so quickly. As a result they are one of the more potent early game AT's. Sadly though, they tend to peak very early as well. And as the game shifts and mobs get more and more difficult (for the reasons above) blaster mitigation falls off rapidly relative to them. The early spike is actually followed not by a linear increase in power, but by a decline as their damage gets weaker relative to mobs and their survivability plummets both to what they are used to experiencing against lesser difficulty mobs and relative to the other AT's.
IO's can certainly do a lot for the AT, but that isn't really central to this particular discussion.
It's not so much that blasters are a more difficult AT to play well because for many levels they aren't. It's that they peak very early and tend to actually get worse as the game goes on whereas everyone else gets stronger and stronger*
*for clarity blasters DO get stronger as well, but the rate of their power increase is lower than the game gains power, whereas most other AT's gain power faster than the game.
They are more difficult than other AT's in late game, that is fairly certain, which unfortunately is compounded by the fact that their role as 'offensive juggernaut' is very viable through much of the earlier game and they clearly ARE the offensive kings in pretty much every capacity during that period.
Analogy time: blasters are like a short geared car. They accelerate quicker as a result, but hit their top speed much earlier. Everyone else has taller gearing. This causes blasters to blow them away during the beginning of the race (ie earlier levels), but by the mid point of the race the other cars start catching up (30-40's), and toward the end of the race their higher top speed leaves the blaster car in the dust.
Perhaps if there were more corners in the race the shorter gearing would be more beneficial, but in terms of CoX the raceway is pretty much as straight as an airplane runway.
The range factor is not insignificant. I don't really feel it makes up for the extra survivability of armored toons, but it is a point in blasters favor. Blasters are not totally eclipsed just because everyone can deal damage.
Big AoEs and strong single target attacks from range matter. This can be especially true when you do have an aggro soaker. We have all seen scrappers die because they were in melee and the AoEs and maybe a stray aggro takes them out, even though a tanker was doing a good job. We have all seen blasters live through the same situation because they are way over there shooting off attacks. Once again, I am not saying it is balanced in favor of the blaster here (after all, the scrapper usually survives that scenario, and a blaster who may try to get into melee at the wrong time often does not), I am just saying that the ability to have that gobs of damage from range is not negligible and cannot just be brushed off. It counts for something. I say that despite the fact that my personal preference is to be in the center of the spawn with most of my blasters (I like /Fire Manip... a lot). Even I get significant benefit from the range factor. |
Are blasters the most damaging AT from range? While the obvious answer is yes based solely upon their much higher damage modifier, the more accurate answer is sometimes and it depends. For burst ranged damage they are certainly tops. For ranged dps the long duration debuffs/buffs found on corrs and MM's can certainly surpass the short duration buffs that blasters posses. For actually surviving long enough to unload damage...well yes/no/maybe so.
I don't think the Dragon's Den would be impressed with the valuation this game attributes to ranged damage. It is an asset, but the tendency of mobs to collapse in upon themselves across almost every faction can quickly erase much of that advantage.
The shift tends to take place well before level 50. The toons that are capable of providing damage that can approach blaster levels tend to offensively mature in their early 30's. More pile on the bus in their 40's of course.
The shift is not only in damage, but also other half of the battle which is surviving well enough to do damage. Most AT's have a fairly linear progression of both their damage and their survivability as they gain new abilities even though mobs get tougher both in their own skills, the hp scale relative to pc damage, and our tendency to increase +cons as we reach certain progressive milestones. Basically, even though the game gets tougher, most AT's accumulate power at a great rate. Blasters however, spike up rapidly in early levels due to gaining so many offensive powers so quickly. As a result they are one of the more potent early game AT's. Sadly though, they tend to peak very early as well. And as the game shifts and mobs get more and more difficult (for the reasons above) blaster mitigation falls off rapidly relative to them. The early spike is actually followed not by a linear increase in power, but by a decline as their damage gets weaker relative to mobs and their survivability plummets both to what they are used to experiencing against lesser difficulty mobs and relative to the other AT's. IO's can certainly do a lot for the AT, but that isn't really central to this particular discussion. It's not so much that blasters are a more difficult AT to play well because for many levels they aren't. It's that they peak very early and tend to actually get worse as the game goes on whereas everyone else gets stronger and stronger* *for clarity blasters DO get stronger as well, but the rate of their power increase is lower than the game gains power, whereas most other AT's gain power faster than the game. They are more difficult than other AT's in late game, that is fairly certain, which unfortunately is compounded by the fact that their role as 'offensive juggernaut' is very viable through much of the earlier game and they clearly ARE the offensive kings in pretty much every capacity during that period. Analogy time: blasters are like a short geared car. They accelerate quicker as a result, but hit their top speed much earlier. Everyone else has taller gearing. This causes blasters to blow them away during the beginning of the race (ie earlier levels), but by the mid point of the race the other cars start catching up (30-40's), and toward the end of the race their higher top speed leaves the blaster car in the dust. Perhaps if there were more corners in the race the shorter gearing would be more beneficial, but in terms of CoX the raceway is pretty much as straight as an airplane runway. |
Anyway, on to my point.
My very first IOed toon was a Blaster. When I retired him, he was running with over 30% defense, nearly all of which came from IOs. If he did not have these bonuses, he MAYBE could have squeezed 10% defense out of pools. Maybe. There is a HUGE difference in survivability between 10% and 30%+. I realize that IOs may not be what powers are designed around, or that comparing SO-only Blasters to SO-only Scrappers could very well prove your point beyond a doubt. But you cannot discount them completely.
In 2004, when I first played CoH I tried Blasters and I really liked the idea of them, but they were waaaaay too breakable for me (back then). Nowadays, I still see them as "squishy", but if you really and truely care about your character, I think you will spend the time and effort to IO him out. And I would begin doing it as soon as influence permits.
My first high level blaster didn't start until his mid 30s on IOs, but within 10 levels and dozens of set bonuses, it was like a completely different character. He went from being a "flying glass cannon" to a "hi-tech jet fighter" that feared almost nothing ALL DUE to IOs.
Not saying your viewpoint is wrong, just that throwing IOs out of any AT discussion seems wrong to me.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
why a blaster?
well.. numbers aside... sometimes i just want things to go boom. hard.
most recent 50 - psy/mm blaster
I dont have ONE blaster IO'd for defense.. not ONE and I survive...
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
Not saying your viewpoint is wrong, just that throwing IOs out of any AT discussion seems wrong to me. |
FWIW blasters don't gain nearly as much from IO's as some other AT's though. I'd say trollers and dom's gain the most. Trollers because they gain the ability to enhance both damage and control without sacrifice resulting in them being pretty potent at both. Dom's because no other AT gains more from recharge.
Taking a blaster up to 30% is awesome (my own is at 34% ranged), but it isn't as powerful as taking an sr or shield up from 30% to softcap def. Because blasters have so many attacks they often gain less from +rech compared to many other AT's. And because they have no base defense they have to focus harder on mitigativie IO's to reach high levels of survivability, which other AT's (all of them) have to focus less IO's on defense, which still leaves them with the ability to add additional offensive IO'ing.
That said, sure IO'd blasters are awesome, but what IO'd AT isn't? Many of which go from being strong already to absolutely absurd power levels like cakewalking RWZ challenges, blazing through x8 content, or even running solo MOx TF's. Blasters aren't necessarily excluded from such crazy activities while pumped up on IO's, but no one is. IO's are just that good.
You can add a supercharger to a blaster (IO'ing), but their top speed is still lower due to their gearing. Whereas supercharging the other AT's allows them to retain their top speed, but they can also accelerate much faster than they could before.
IO'ing allows other AT's to close the damage gap, but IO'ing doesn't allow blasters to close the survivability gap. In fact the latter gets more cavernous. However, most encounters in the game don't allow for the additional survivability to come into play, but it is there. Like an invuln scrapper tanking 9 or so AV's at once without support. That is ultimately hundreds of times more survivable than they started out. A blaster can't gain that kind of increase in survivability through IO's, though they can indeed become survivable enough for a lot of content.
Which of course I didn't do. My exact words were that IO's are not central to this discussion, which they aren't. Blasters are central to this discussion. Their receptiveness to being IO'd is worthy of some discussion of course, but considering from what I've read this thread has ranged from solo, to teamed, to recharge+damage capped I feel that any special focus on IO's, or more heavily weighting them is probably unwarranted.....
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One thing that I have often felt about blasters is that as much as you CAN play them in melee range, they function so much better AT RANGE. What if their tier one power in the secondary was an AoE immobilize, and their version of AIM recharged fast enough to be near-perma with alot of slotting. Lets say bring the recharge down to 30-40 seconds base. I realize this does not address the concerns of some about their toughness in general, but by adding more ability to KEEP critters at range, it's a great way to point Blaster newbs in the right direction.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
I'd say giving them a chance for the tier 1 immbolize to be an AoE would probably make soloing much easier (say, 50% chance) but wouldn't make it extremely overpowered, even with defiance kicking in.
With just a few IOs, and 3 rec IOs in aim/Bu you can already cycle them pretty much back to back, so i wouldn't go for any changes to those powers.
If Blasters got an AoE immobilize they would probably become the next go to AT for farming.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
To be fair, they already have one, in the form of the patron power pools. Mace, and mu both give them an AoE immobilize, its just not until post level 41.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
He mentioned ranged blaster, with hover. the epic shield doesnt cover range, so chances are, he gets most of his defenses from set bonuses. Which don't suppress.