Should they revamp nukes?


Airhammer

 

Posted

With topics about how Rain of Arrows is such a great power, it got me thinking... Is there any reason to have the other nukes have a crash? Couldn't they tone down the power a bit, up the recharge and make all the other nukes crashless? It seems to me that Blasters suffer from overkill a lot with their nukes which make them very situational at best.

Heck, you could even keep their recharge time high and just eliminate the crash and keep damage nearly the same, especially in the case of say... Blizzard.

I don't know, I think it's one relatively simple fix that might give Blasters a bit more mileage.


 

Posted

I like my nuke with the crash they way it it thank you. Very strong, Very Powerful. Crashes dont bother me.. Thats what inspirations are for.


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-

 

Posted

I don't especially care for crashy nukes but given how often my blaster, corruptor and even defender teammates tend to use them I can't imagine that developer datamining would find them to be underused or underperforming. Would it be nice if they were crashless? Well, maybe? As that situation is a counterfactual, it's up to your own whims to guess whether the devs would simply be content to remove the crash or whether the nukes, or the sets as a whole, would pay for it in some other way.


 

Posted

I don't even think about the crash anymore.

On my Main it's Aim+BU= NOVA!
Blue inspiration + Conserve Power= keep on truckin!


Maestro Mavius - Infinity
Capt. Biohazrd - PCSAR
Talsor Tech - Talsorian Guard
Keep Calm & Chive On!

 

Posted

I think it would be nice if the -recovery portion were removed.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

Quote:
Originally Posted by BlackBellatrix View Post
With topics about how Rain of Arrows is such a great power, it got me thinking... Is there any reason to have the other nukes have a crash? Couldn't they tone down the power a bit, up the recharge and make all the other nukes crashless? It seems to me that Blasters suffer from overkill a lot with their nukes which make them very situational at best.

Heck, you could even keep their recharge time high and just eliminate the crash and keep damage nearly the same, especially in the case of say... Blizzard.

I don't know, I think it's one relatively simple fix that might give Blasters a bit more mileage.
Not a big deal, imo. That crash is acceptable to me and easily overcome with teammates buffs, blue insps, or powers like consume and power sink. And i like that some nukes are high damaging with an end crash and others are slightly less damaging with high rech and no crash.

And nobody better change my Blizzard!! It's perfect for getting my end back from the same mob with Consume while the DoT is ticking away!


 

Posted

Nukes are awesome and there's no need to buff them. You have teammate buffs and blue insps to deal with the crash, and you often spend most of the zero recovery time re-applying your dropped toggles(after using a blue) and/or moving towards the next mob.

Also, if you remove a part of the crash then it would serve as a nerf to the powers that help mitigate it(Transference, Adrenalin Boost, Painbringer, Drain Psyche, Heat Loss).


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

I think the long recharges and recovery debuffs are enough balance and the end crashes should be removed.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

At the very least, the end crash should be removed. I would remove the end crash and recovery loss. Take nukes out of blasters and there are many other at's that put out similar damage, with lots of other advantages blasters lack. Corruptors have massive buff/debuffs, scrappers have massive survivability advantages. By improving nukes, you actually make blasters the damage kings they should be.


 

Posted

I think the crashless 'nuke' T9 powers are a lot better than the nukes that have a crash.

That the crash is so easily overcome basically tells you that it isn't necessary other than to be an annoyance for inexperienced or solo players. At least, the -recovery portion ought to be removed.

My fort's psychic wail is a lot more fun to use than my blasters' crashing nukes.


@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)

 

Posted

Psychic wail is AWESOME.
I think they should revamp electric blast thunderous blast, that one and Blizzard are the worst nukes. Also thunderous blast is Targeted AoE, it affects less mobs and is harder to fire than the other nukes.


 

Posted

I actually liked thunderous blast because it was ranged. If I am in the middle of mobs and then fire the nuke, if anything survives I am gonna go down very fast. with TB I can atleast have a min to get my shield back up


 

Posted

The great thing about Thunderous Blast is that it can be slotted for endurance drain. That makes it into a ranged AoE power sink that saps all the endurance out of an entire spawn...which means they can't hit back, at least not for a few seconds. TB and Blizzard (which can shoot around corners) are the safest nukes a blaster can use.

But I agree that the -recovery should be removed from most or all blaster nukes. They're already balanced by the endurance crash and the very long recharge time.


...
New Webcomic -- Genocide Man
Life is funny. Death is funnier. Mass slaughter can be hilarious.

 

Posted

-End recovery is fine. I hate nuking because of the retoggling. Granted, most blasters have fewer toggles running than the average toon, but if we could just keep a sliver of blue, say crash to 2%, so that we can pop a blue or 3 and actually keep on trucking, that would be awesome. Far more awesome on my defenders, in fact, who hardly even take nukes for exactly this reason.


An Offensive Guide to Ice Melee

 

Posted

I'm fine with nukes the way they are. Sometimes teams forget that a blaster isn't just your everyday DPS AT, for those moments I like to charge in to a mob alone after a couple of purple pills (team goes crap, blasters gonna get murdered as usual) and blow the entire spawn to kingdom come. I've never successfully pulled off a nuke (Aim+BU+LIVE+Full Spawn) without someone making some sort of remark (be it a lol, a face, a wow, etc)

That makes the AT shine to me. Crashless nukes are great mind you, but they aren't Glorious, They sometimes make up for this with sweet long *** animations (like AR's firing for 25 minutes).


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

Posted

Agreed with removing the end crash without changing anything else. In today's game (shield charge, lightning rod, and who knows what else in I20 with the new Incarnate AoE) I don't see much balance reasons, if any, to keep the crash on old blaster nukes.

Many argue the crash isn't a big deal - to which I say, if it isn't a big deal, surely that works both ways and we can remove it as a small QoL improvement without the need to change anything else about the power.


 

Posted

I certainly wouldn't be against removing the crash entirely, but I think the -recovery should definitely be removed to start things off.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

Posted

My opinion is that the -recovery portion lasts too long. Also, considering the downside to ranged AT nukes, they need to really outperform all other AoEs. As it stands, my Fire Blast Corrupter would be slowed down considerably by nuking for not much gain in damage. My Fire Ball -> Rain of Fire -> Fire Ball AoE chain will kill the mob just as dead as the nuke, but I don't have to reactivate 8 toggles, carry blue insps, or wait 20 seconds before I have endurance again.

From where I am, I can't give exact examples, but I feel that nukes under-perform in the area of DPS and DPA[ctivation time] (again, considering the crash). I find this to be especially true considering the amount of AoE DPS a scrapper can put out with out having to worry about personal safety (e.g. Shield Charge).


I think I need to either not lose my toggles or do considerably more damage than would have been possible without the nuke. I wouldn't mind toggle dropping if it was a trade for a huge(more than any other attack) amount of damage.


 

Posted

the crash should go or the -recov should go. one or the other. for all nukes. khelds, defenders, corrs and blasters. keep the recharge and damage the same and probably increase the end cost.


Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.

 

Posted

I used to only use crashing nukes for fun or in emergencies (Nova's knockback is great for buying a few seconds' time even if it doesn't kill things), but then I made my Fire/Fire Blaster. Inferno + small blue pill + Consume is a thing of beauty, and I can do it every few spawns on a team. Likewise, Drain Psyche can potentially overcome the -recovery and let you start getting more endurance right after you nuke, so there are certainly builds that can use standard nukes frequently. And anyone can just pop a medium blue or a couple small ones and fight through the recovery crash.

Would I mind a shorter -recovery time or a reduced crash? Not at all. But I wouldn't want to give up one bit of damage to get it... eliminating an entire spawn is the whole point to using a nuke.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636

 

Posted

Does anyone have information on why nukes were made crashing in the first place ?

If it was something related to the original target caps or aggro caps, it might not be at all relevant anymore. It could well be something that should have been corrected but just never got corrected because there was no way to bring it to the proper attention.


 

Posted

Quote:
Originally Posted by Angelxman81 View Post
Also thunderous blast is Targeted AoE, it affects less mobs and is harder to fire than the other nukes.
I find it easy to fire. Especially with my perma Range Boost. Large groups of enemies stand and writhe, dead before they know I'm in the vicinity.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

If they do get rid of the -recov they'd better give us a freespec, as I've got both an AB user and a Drain Psyche user as my mains. Not saying i'll respec out of the powers, but some endmod slots will lose their meaning.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster