Should they revamp nukes?


Airhammer

 

Posted

I think they should lower the recharge of the crashing nukes and add a -HP crash to it so they can pull it off as much as HoB and RoA

Blasters should be all about the nuking.

But rather than revamping old nukes, I'd rather the devs put variety into the tier 9 of future sets. It's either crashing PBAoE, crashing Targeted AoE, crashless targeted AoE or crashless PBAoE. Something *new* please?


 

Posted

Rain of Arrows is a Location AoE and Full Auto is a cone.


 

Posted

I agree the crashless nukes are better than the usual nukes. It could use more balance here. Just let the other nukes as they are but remove the end recovery debuff and make them half a crash (like the recent T9 from Willpower and Shield).


 

Posted

Quote:
Originally Posted by Another_Fan View Post
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.
It was for the extreme high damage. Devs love the "trade off" -- they give you a power that does extreme damage but at a price of losing your end and having -recov for a bit.

I do like the idea previously suggested of getting rid of the -recov portion of the nuke.


 

Posted

I like the -recovery idea, actually, or at least to shorten the duration. Makes you give up something to do that much damage, but it doesn't keep you from getting back into the fight for too long.

Even popping a blue after using a nuke, you can easily use up that endurance (and want more) if you are on a team. I dunno, there has to be a better balance point between crashing and non-crashing nukes, especially with Lightning Rod and Shield Charge still out there (though the crashing nukes can do more).


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
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Posted

The problem, basically, is that once you've used your nuke, one of two things happens:

1) the team moves on to the next group, and the blaster waits/rests until the -recovery debuff expires, or

2) through some combination of inspirations and use of +end powers, the blaster is able to smoothly move on to the next group.

-------

It seems obvious to me that option #1 isn't very much fun. And if option #2 is the intended outcome, why have the crash at all?


@Dysc, on virtue:
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Posted

Balance-wise, crashless nukes are pretty obviously better. However, you can have my earth-shattering kabooms when you pry them from my cold, dead fingers (in the middle of the burning wasteland I just created with my nuke ). Crashy nukes are just so much FUN, *especially* nova and the kheld nukes thanks to the KB. So I'm definitely opposed to simply turning the crashy nukes into clones of the existing crashless ones.

However, that doesn't mean that the crashing nukes couldn't use some love. I would definitely be on board with removing the -end crash but leaving the -recov. The -recovery requires you to be careful to avoid bottoming out, but it doesn't completely stop you like the -end (and it doesn't drop toggles). Given how much risk you have to go through to use them (and the long recharge times), they really ought to nuke (hehe) the crash, or else significantly buff the damage.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

I'd rather have all the blaster nukes be unique but on a short timer and lower damage


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Well not to be a negative nelly but if you improve nukes that much without looking at a set like AR first is gonna have the AR blasters crying foul considering how "underperforming" that set is considered. I would even be willing to say that FA being "crashless" is one of the few saving graces of that set.


Wash: "I've been under fire before. Well ... I've been in a fire. Actually, I was fired. I can handle myself."

 

Posted

Quote:
Originally Posted by Last Post View Post
Well not to be a negative nelly but if you improve nukes that much without looking at a set like AR first is gonna have the AR blasters crying foul considering how "underperforming" that set is considered. I would even be willing to say that FA being "crashless" is one of the few saving graces of that set.
Up FA target cap to 16 to match other nukes, widen cone to 30 degrees. Add a minor fire DoT to m30 grenade. The set still would suck for ST, but I can't think of an easy way to fix that without breaking either the cottage or power balance rules.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

I like your FA cone and target cap suggestions and would like to raise you a faster hitting Flamethrower and Ignite.

As to the topic, I'm of the mindset that the crashing nukes are still a left-behind artifact of the pre-ED days. When everyone would just six slot them for damage it was understandable that the crash needs to be extra harsh.


 

Posted

Quote:
Originally Posted by Santorican View Post
I'd rather have all the blaster nukes be unique but on a short timer and lower damage
No thanks. That massive burst of damage is what makes them unique. I like RoA, Full Auto, and HoB, but that's because they're different from the big nukes. Similarly, I like the big nukes for what they can do. I like how Electric's nuke is ranged, but sends a huge group of enemies writhing, only to fall to the ground. Nova is great for how it drops so many around you and sends them flying (man, was that ever fun using that twice while we were partially clearing that final room of the Lady Grey TF).

Lower damage would really make those powers not shine as much. The long timer justifies the damage, and I would say removing the -recovery (or the end crash... but I think the -recovery is more realistic) would not overpower them, either.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

i would throw my vote in for getting rid of the end crash, the -recov portion is fine, and is basically how em pulse and emp arrow work

both of which use ONLY -recov and not and end crash for the awesome stuff that they can do (-1000% regen and hold are both really good)

if nukes got changed to only -recov, then i would actually think about taking nukes, but as is, they are not worth it in my book, very long rech and killing your end is just not worth it in the long run (it gets especially annoying if you run lots of toggles)


 

Posted

Quote:
Originally Posted by Muon_Neutrino View Post
Up FA target cap to 16 to match other nukes, widen cone to 30 degrees. Add a minor fire DoT to m30 grenade. The set still would suck for ST, but I can't think of an easy way to fix that without breaking either the cottage or power balance rules.
I guess my point is if you change nukes be prepared for a wholesale change to the entire tier in order to keep the "crashless" blasters from complaining.

Sounds like a bag of worms that the devs will avoid at all costs if you ask me.

Edit: thats not to say I don't like your idea. I do.


Wash: "I've been under fire before. Well ... I've been in a fire. Actually, I was fired. I can handle myself."

 

Posted

Would you consider adding a crash and -recovery to the crashless nukes like Rain of Arrows? Even if you upped their damage (and recharge) to match Nova? Would you say it would make Archery stronger or weaker? Would it make you want to play Archery or avoid the set like the plague? Did you even hesitate answering any of these questions?

Big nukes with a crash are nice too... on sets that OTHER people play, on hypotetical forum bragging or on memory lane for dusty old lvl 50 blasters you sometimes take for a spin. But gamewise?

In my experience it's a waste of a power and it's a waste of slots. My lvl 50 En/Dev is my first hero, my first 50 and my oldest, most played toon. While I always had Nova in my build, I can count on the fingers of both hands the number of times I actually pressed that button. It's meager, Buildup-less damage just isn't worth the crash and recovery penalty.

Me? I'd trade Nova for lil'nova with no crash and 1/3 recharge in a heartbeat, but it'll never happen in a million years.


 

Posted

Quote:
Originally Posted by Muon_Neutrino View Post
Up FA target cap to 16 to match other nukes, widen cone to 30 degrees. Add a minor fire DoT to m30 grenade. The set still would suck for ST, but I can't think of an easy way to fix that without breaking either the cottage or power balance rules.
Decrease the recharge on burst and slug.


 

Posted

Quote:
Originally Posted by Zemblanity View Post
It's meager, Buildup-less damage just isn't worth the crash and recovery penalty.
And with Aim and Build Up, I'm firing it every second it is up. The ability to knock out that many targets, that quickly, is worth a blue skittle.


 

Posted

Quote:
Originally Posted by Another_Fan View Post
Quote:
Originally Posted by Muon_Neutrino View Post
Up FA target cap to 16 to match other nukes, widen cone to 30 degrees. Add a minor fire DoT to m30 grenade. The set still would suck for ST, but I can't think of an easy way to fix that without breaking either the cottage or power balance rules.
Decrease the recharge on burst and slug.
Problem is, that breaks those power balance rules, unless you want to lower the damage at the same time. FA gets away with it because nukes and crashless nukes don't seem to abide by those rules in the first place, and a fire DoT would be a secondary effect and thus exempt, but for something that's just a bog standard straight-up attack it's hard to get around the rules.

Now, the *devs* could decide to just toss out those rules, but *I'm* not going to suggest it.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

If they change Nukes, I quit. There's a Nuke for everyone's tastes right now. Changing them would be the old fixing what's not broken, and going for a bland, every single one is same thing...

I don't want anyone touching my nuke... unless I'm afk, then feel free to wander by and pop it off for me. That's okay. I like that.


 

Posted

Quote:
Originally Posted by DanZero View Post
If they change Nukes, I quit. There's a Nuke for everyone's tastes right now. Changing them would be the old fixing what's not broken, and going for a bland, every single one is same thing...

I don't want anyone touching my nuke... unless I'm afk, then feel free to wander by and pop it off for me. That's okay. I like that.
This is the reason there's so little progress in this game, the overly vocal minority desperately searching for a reason to quit.

*Should* they revamp nukes? Hell yes! Will they? No, because Dan will quit if they do.


 

Posted

There are a bunch of things that need to be looked at with a fine tooth comb.

Why does sonic dispersion not protect from sleep?
Why does increased density only last for a minute?
Why is thaws animation so long?
Why does blizzard do blaster damage while most other defender nukes dont?
Why does glue arrow last so long in pvp?
Why does consume have such a long recharge?
Why doesn't liquefy do -res?


 

Posted

Quote:
Originally Posted by Zemblanity View Post
This is the reason there's so little progress in this game, the overly vocal minority desperately searching for a reason to quit.

*Should* they revamp nukes? Hell yes! Will they? No, because Dan will quit if they do.
You best be joking... just to be safe... *nukes Zemblanity*


 

Posted

Quote:
Originally Posted by DanZero View Post
You best be joking... just to be safe... *nukes Zemblanity*
*Zemblanity survives with 1 hp (no one-shot-kill rule) and safely beats the cr@p out of the endurance-drained Dan. That should teach him to use a useless nuke in a real, well, hypothetical, forum fight*


 

Posted

I'm gonna go the opposite way with this idea. People love their earth-shattering KABOOMS? Great! Give them more!

-Raise or eliminate target cap
-Increase AoE range
-Increase damage
-Leave penalties in place

Make the power match the penalties already in place. It will justify the crashes, as well making them feel more awesome.

Do I think this is needed or likely? Heck no, but it's fun to dream.


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Posted

Quote:
Originally Posted by Shortspark View Post
I'm gonna go the opposite way with this idea. People love their earth-shattering KABOOMS? Great! Give them more!

-Raise or eliminate target cap
-Increase AoE range
-Increase damage
-Leave penalties in place

Make the power match the penalties already in place. It will justify the crashes, as well making them feel more awesome.

Do I think this is needed or likely? Heck no, but it's fun to dream.
Heh, kneejerk reaction is that it is a good idea, and helps out against those melee nukes: LR and Shield Charge. Yet both of those do their heavy damage in a small area, and it gets more diffused over range, so it's kind of balanced this way already.

At any rate, if anything happens, it's important that we keep the current flavor of our nukes. A great strength of CoH is how diverse it is: we don't want it to go bland on us.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory