Originally Posted by Slashman
Here's something I've noticed. I can achieve very close to that effect with my archery/devices by leveraging Defiance before nuking.
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Blaster Nukes
i think the end crash is the only annoying part of the big nukes
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Blaster Nukes are HIGHLY situational powers when they really don't need to be. Yes, they're strong. Yes, they're impressive. But because of how they're designed, their use is limited not by timer, but by whenever the opportunity arises to use one of them, which tends to be rather less than once per six minutes, in my experience. To be honest, the only character I have who gets decent use of a nuke is my Energy/Energy/Force Blaster, who gets to herd things thanks to Personal Forcefield.
To me, simply removing the complete and total endurance drain from Nukes and leaving them at their current 20-endurance-point cost and 6 minute recharge would be sufficient to make large-scale nukes a LOT more fun without necessitating any large-scale changes.
As has been said, the only time when these nukes are a liability is when you're solo and have to be the one to clean up after the nuke. On a team, a Blaster who nukes can simply stand back and pop off to take out the laundry while the rest of the team mops up and no-one will even notice. There's no real reason that I can see for systems which more than anything punish solo play, especially when Blasters are facing so, SO many other unfair factors.
So I say: Let a Blaster nuke as part of his repertoire, and let the cost and timer take care of the rest.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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4 of the 6 blaster secondaries offer ways to mitigate the end crash to a certain extent (Power Sink, Conserve Power, Consume, Drain Psyche). Keep a few blues handy to chew on and it is no longer a problem at all apart from a few seconds re-toggling. I like to use Drain Psyche before a nuke on a nice big group and if you are lucky your toggles don't drop at all
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Anyway, I think the main reason the sets you point to (Archery, Dual Pistols and Assault Rifle) get non-crashing mini-nukes that recharge faster is because the sets consist primarily or wholly of a highly resisted damage type. The other sets, like psi blast, ice blast, fire blast, etc. have less resisted types of damage by comparison. Also, sets like Sonic Blast, Electric Blast and Dark Blast have particularly potent secondary effects that are also prevalent in their nukes while Archery and AR kind of don't have supreme secondary effect (more of a mix) and DP has watered down versions. |
It's like there is a price one must pay to get a mini-nuke (or depending how you see it, perks you get for taking a crashing set). I wouldn't expect any more sets with mini-nukes unless it's a weapon blasting set or the set does primarily smashing or lethal damage. Seriously, if the devs made a new set...like....toxic blast with great toxic damage mixed with fire damage. Would you expect a potent mini-non-crash-nuke on top of your -speed/-regen/holds secondary effect? Conversely, if a new toxic blast set *did* have a mini nuke, I'd expect it to do a mix of toxic and lethal damage with mainly just some -speed and immobilize thrown in... |
See the two words I bolded. You have to work hard to achieve a similar effect. Sure, you get it a little more often, but I have good recharge, build up, aim, mob drops. Can't use it every mob, because we're already at the second mob before the first hit the ground, but I can get it off 2 or 3 times a short mission with ease. A longer one like the ITF ones I use it probably 5 or 6 times. What you feel is useful clearly differs from what I do.
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For your last sentence, I'm not sure if you're saying that the smaller nukes aren't useful(that's laughable if you are), or if you're saying that big nukes are more useful (which is what I am questioning, since I haven't found that to be the case, personally.)
I didn't mention Dreadful Wail because I don't have a Sonic Blaster that high in level yet.
So Hail of Bullets, Rain of Arrows, and Full Auto are still my favorites. Nyaa~
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I didn't mention Dreadful Wail because I don't have a Sonic Blaster that high in level yet.
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So Hail of Bullets, Rain of Arrows, and Full Auto are still my favorites. Nyaa~ |
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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H
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While it's no more laughable than you saying the full nuke's aren't I meant personally I find them very useful. I found rain of arrows difficult to use in a team cos it's so slow animating by the time it's finished the mob's mostly dead and I feel cheated. |
When I team with my SG(which is who I team with almost exclusively anyway), we usually just say 'nuking' to let the team know that blaster x or y is going to scrag the spawn.
That can happen with ROA...but if its the case that the mob is dead by the time a single power needs to animate...then nuking probably isn't needed for that particular team in the first place. So no matter what nuke you choose in that situation...it would probably have been extraneous anyway.
When I team with my SG(which is who I team with almost exclusively anyway), we usually just say 'nuking' to let the team know that blaster x or y is going to scrag the spawn. |
I think that's also a tradeoff of the various nukes. Mini-nukes seem to always take a while to get the full effect and all work via DoT. The ranged AoE ones tend to take a few seconds to animate but are instantaneous damage (Thunderous Blast is the only one I think). The ones fired from complete safety tend to be escapable (Blizzard and Rain of Arrows). The ones that put you in the most danger are pure instant (I think) or buff you so you're in a little less danger.
I wonder what other types of nukes there could be with different perks and downfalls to counter-balance it. A mini-nuke without an endurance crash fired from range for instant damage but causes self-damage?
I use Thunderous Blast every time it is up. Not so much the PBAoE nukes, but the range on Thunderous Blast makes it quite powerful. Since my Electrics tend to be End light anyway, it never really takes me more than a couple of seconds to recover from the crash. Plus, if by chance I end up missing them all, there's no crash, so it's rare that I'll be stuck with a bunch of now angry foes and no End. (I think that's universal to all nukes that crash)
The whole point of the weaker nukes is that they ARE weaker. Yes, they're of more use solo, but they're of less use on a team, where you've got plenty of backup to buy you time while you recover. Every set is not the same, they all have their strengths and weaknesses.
That doesn't mean you have to take a set with a crashless nuke to solo. But making every set the same would just penalize those who would like to have the nukes with a crash when teaming.
Ahh but that's when I find a full nuke useful cos you can race to the spawn and fire it off instantly. Different strokes for different folks, which is why we have a good balance now.
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If full nuke usefulness means that I have to run to the spawn to get there before the team, who will proceed to deal with the spawn in short order anyway...what is the point?
That's like saying you fire off a nuke to try to prove to an already more than capable team that you can take a spawn by yourself. Correct me if I misinterpreted that. If I'm on a team that is already that efficient, then nuking is pointless. Its just a 'beat my chest' power to try to make myself seem more useful at that point.
Perhaps I'm missing something. I use my low yield nukes a lot both solo and on teams. On teams I'm either softening up the spawn to the point where a light breeze will finish the job(and taking out a lot of them outright), or I'm putting a lot of extra hurt on a tough spawn, or finishing up a spawn that the team has started on.
If full nuke usefulness means that I have to run to the spawn to get there before the team, who will proceed to deal with the spawn in short order anyway...what is the point? That's like saying you fire off a nuke to try to prove to an already more than capable team that you can take a spawn by yourself. Correct me if I misinterpreted that. If I'm on a team that is already that efficient, then nuking is pointless. Its just a 'beat my chest' power to try to make myself seem more useful at that point. |
Number 1, it's fun. All sortsa things falling over dead instantly from one power is fun, and the reason I play an AoE blaster is cause they're fun...and a bit reckless.
And Number 2, as far as usefulness goes, it's that much less time spent on a spawn.
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Ditto. MG and Korb frequently play nuking blasters, so on our teams we frequently have 2-3 blasters nuking in succession. Add in a good tank and some support (to venge and rez as needed) and what else do you really need? Everything dies!
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For my own part I play a lot solo and probably only ever team once or twice a week with my SG. Its usually a very mixed team as we switch between 3 or 4 servers. I'm frequently the only blaster...
I recently respecced and IOed my elec/elec/elec 50 that I haven't touched since before Inventions went live. Only played him solo so far and I get way more use out of Surge of Power than my nuke. Thunderous Blast is a blast when I do use it though. I just wish we could opt in for a different version of the power(basically have 2 choices). Oh well...
I think what bothers me about Blaster nukes the most is that they tend to be treated as the "skip spawn" button. I mean, I'm the last guy who'd complain about "too much power," but I actually feel they are indeed too much, when a lot of encounters can be reduced to a single use of a full-scale nuke. And they pretty much have to be, especially solo, because that single use more or less HAS to end the fight, or cause quite a bit of trouble.
What people find so alluring in mini-nukes is that mini-nukes are reliable tools that serve the Blaster, whereas Nukes tend to more resemble gimmicks with fairly limited use. They're great when you use them, make no mistake... But the opportunities to do so, especially if there is to be a POINT to them, are far too few, in my opinion. If they didn't drain, or didn't drain AS MUCH, maybe I could see them, but as they are they just pay too much, even for how awesome they are.
And here's another thing - we pretty much know the next Incarnate slot will be some kind of upgradable, large-scale AoE. So what does that do to Blaster Nukes? "We don't know," obviously, but this poses the very serious risk of other ATs stepping on Blasters' toes and, moreover, of providing sets that otherwise don't have proper nukes with something of the sort. And while one CAN argue that you just "double-nuke," there's very rarely any point to that, at least from what I've seen.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Isn't Thunderous Blast already a mild version of a true Nuke at least as far as the crash goes? It is listed as having just -40 endurance on self while other nukes are -100% endurance on self. This makes it one of the better nukes in the game.
I feel that this is a change that all true nukes should have. Bottom out recovery, fine, but don't drain all endurance as well.
Personally, I like the fact that my nuke feels like there should be 2 guys turning keys simultaneously in order to arm it. I've enough "use all the time" powers to murdalize spawns I think that the sets that have the mini-nukes need them the way they are (part of standard attack chain) to be balanced with the true nuke sets. .I like that the last power in my primary is a special ball o' death, Last Tactical Solution that can pull victory from the jaws of defeat
As far as the Incarnate AoE possibly stepping on Blasters toes...I *highly* doubt it'll be an issue. Between (possibly unenhancable?) recharge time, AT damage scales, and the Blaster's own Incarnate AoE...yeah, not likely to be an issue.
Double nuking does come in handy at times. I've *had* to nuke with no blues, got killed and used Rise, (granted, not a nuke, but between the damage and stun provides a temporary semblance of one) enough of the team'll survive to regroup. Also remember Incarnate content will be against purples. They tend to be less co-operative about falling down dead after a nuke.
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Megadeth--Lvl 50+3 Necro/DM/Soul MM, Virtue
Veriandros--Lvl 50+3 Crab Soldier, Virtue
"So come and get me! I'll be waiting for ye, with a whiff of the old brimstone. I'm a grim bloody fable, with an unhappy bloody end!" Demoman, TF2
Isn't Thunderous Blast already a mild version of a true Nuke at least as far as the crash goes? It is listed as having just -40 endurance on self while other nukes are -100% endurance on self. This makes it one of the better nukes in the game.
I feel that this is a change that all true nukes should have. Bottom out recovery, fine, but don't drain all endurance as well. |
Personally, I don't mind nukes in terms of function so much, and I have nothing against them being recharge-bound, but I still feel the crash is excessive. It's God Mode crash levels, for Pete's Sake! I don't really expect a nuke to be part of my attack chain, but I really don't want to be afraid to use one.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Meh, I don't see a downside to taking the -end off of Nukes. I mean, huge recharge anyway anyone? And, heck, if you miss you're still stood next to the mob who wants to stave your face in, so...it has its tradeoffs.
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Personally, I like the fact that my nuke feels like there should be 2 guys turning keys simultaneously in order to arm it. I've enough "use all the time" powers to murdalize spawns I think that the sets that have the mini-nukes need them the way they are (part of standard attack chain) to be balanced with the true nuke sets. .I like that the last power in my primary is a special ball o' death, Last Tactical Solution that can pull victory from the jaws of defeat
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This was kind of my point when I talked about them not matching up to the theme of how the game is played. These are powers that were put in the game during the 'dark ages' so to speak. They were supposed to get a team out of an impossible fight when you aggroed too many mobs etc.
Except that, from what people have been posting here, they don't get used in this fashion. They are used to insta-pwn a spawn so that the team can move forward that much faster. That's not a Last Tactical Solution. That's a preemptive strike solution so your team has one less speed bump on its steam roller route.
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1. A nuke needs Aim and/or Build Up to be truly effective, lest you're left with no endurance, no recovery and angry enemies you didn't do enough damage to kill.
2. Enemies need to be close together for all of them to be affected. Yes, nukes have a long range. It's not nearly as long as it might feel, however, and even an unaggroed spawn can often be too spread-out to affect. So when you blow up your endurance bar and are left with a bunch of enemies not dead, that's problematic.
3. You need to be capable of acting and not debuffed. If you fire this in the middle of a fight, those are not guaranteed. For instance, a good time to nuke would be when a Chielf Mentalist has held you and his lackeys are beating on you, but you CAN'T because you're held. Or when that Iron Strongman debffs your damage, a nuke is that much less useful.
4. You need to be lucky, because a nuke is a crapshot. Each nuke has three damage components: a 3.0 scale damage one guaranteed, a 1.5 scale damage one with a 75% chance to occur and another 1.5 scale one with a 50% chance to occur. A lucky nuke can wipe a spawn even with no damage buffs. An unlucky nuke can leave minions standing, with you out of end to respond.
I've tried using Nova and Inferno as last-resort solutions, usually when I'm just about to get my *** kicked. Most of the time I either die before the power animates, fire and miss half the spawn, or fire and don't kill everything. Nukes CAN be used as a last resort, in the same way that snipes CAN be used for pulling. They're just not very good for it. The best way to use a nuke is to head off a spawn before it scatters, activates shields and debuffs and before it attacks YOU, and, of course, when your self-buffs are still active.
That's why nukes are problematic - their huge cost means you have to save them and save them and save them because they're so dangerous to use, that they become largely impractical. Lowering their cost to something that's still high but not as complete would, in my opinion, solve almost all gripes people have with them.
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Just as a final note, I don't agree with powers designed so that you never want to use them. I don't care how good they are at that point.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I have a Blaster with Full Auto and I have a blaster wih RoA and they can barely take out a mob their level with a nuke unless I stack another attack
All of my other blasters can wipe a mob out their level with with ONE nuke..
With additional attacks I can easily wipe out a +2 mob with a Nuke on all my other blasters. The Nukes that have a crash do more damage per application. The crashless nukes while up more often do less damage.
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