Should they revamp nukes?
I don't think removing the -rec penalty and reducing the end cost to 75% of your bar would make them overpowered at all.
Revmoing the penalties wouldn't impact team performance that much. For a team, there's essentially no penalty for using a nuke. The blaster's out of comission for a little while (maybe), but the team isn't likely to really notice, since they still have 7 players ready to go.
If a blaster's using a nuke to solo I guess it represents a slight buff, since you won't have quite as much downtime after you nuke. Even in a high recharge build nukes are up pretty infrequently, though, so I don't really think this is a big deal.
@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)
One alternative that might even be adapted for other AT's, is an alternative Tier 9 power for your primary.
For example, your an energy/x blaster, you can take either Nova or some sort of alternative power as your tier 9 if you don't like Nukes, but not both, it'd fuction like a mini-branching system sort of used with VEAT's. In this example, it could be some sort of powerful PBAE Energy mini-nuke, maybe a rain like enrgy attack, or even maybe some sort of pet or buff power.
The problem with this is that the -recovery can be dealt with. An empath can put AB on you, which negates the -recovery, or you can eat a stream of blue inspirations. The other balancing penalties -- the end crash and the long recharge time -- can also be negated or reduced. If you make the nukes stronger while leaving the same penalties they are in serious danger of becoming overpowered.
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More than for myself, I want to see more Blasters, Corrs and Defenders out there being played by the average joe (the one that likes to team but sometimes goes solo due to late hours or just for the heck of it). I'm noticing a trend where most teams count something like 6 scrappers and brutes amongst their numbers, and maybe a Dom or VEAT if we're lucky. Buffs, debuffs or big AoE beyond the occasional lvl 8 sidekick? Forget it!
Point is, if you're lobbying for Blaster, Corr or Defender QoL buffs, or anything really that might make more ppl want to play them (and me), well, more power to you
Crashing nukes + Defiance 1.0: Sometimes two wrongs do make a right.
I'm a fan of crashing nukes. I don't think they need a total overhaul. So if there's one little thing I'd change about crashing nukes, I'd make the extra overkill damage ticks based on the blaster's HP instead of random. Because a Fulcrum Shifted blaster at 10% hp should leave a crater. Maybe shake the desks at Paragon Studios a little.
If there were a second little thing I'd change about crashing nukes, I'd make them deal their damage even if the blaster dies during the windup. Just like the cheating NPCs. Or the cheating cyborg pack self-destruct.
-Raise or eliminate target cap
-Increase AoE range
-Increase damage
-Leave penalties in place
To make them better I would suggest eliminating the weakest penalty, which is the -recovery debuff. If you improved their stats then you'd have to introduce more penalties. At a minimum you'd want the recharge time to be unenhanceable and unbuffable, which isn't a bad idea. I don't think anyone is proposing that the nukes be available often.
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