Devs, for the love of...
But none of the above means that Devices couldn't use some improvements. Gun Drone is a prime candidate.
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I saw someone suggest changing Time Bomb into a clone of Omega Maneuver, either in this thread or another. YES. PLEASE. I will totally make room for that.
De minimis non curat Lex Luthor.
Well /shield isn't the best thing to compare it to even /fire isnt the best thing to compare it to. Both of those are offensive defensive sets that really don't penalize the characters that take them sufficiently in an IOed out world.
Anyway I was looking at overall set balance not a particular power. Just from the way you have that set up, You could stealth into the middle of a spawn hit Aim, drop time bomb and drop a trip mine on top of it while its counting down and then fire off your nuke all buffed by aim and or defiance. That is just a bit much looking at past behaviour. It might not even be wrong but its something that should be done in conjunction with correcting the overall AT. |
It takes planning, timing, and a bit of luck to do it. It also takes 25ish seconds to pull off (my Arch/Dev does this all the time). You place the time bomb behind the spawn, the trip mine in front of the spawn on a caltrop patch and then back away to 90 feet, hit Aim and RoA just as the Time Bomb starts flashing faster.
The Boom and RoA hit at the same time. The KB propels any still living mobs on to the Trip Mine for a spawn finishing Boom. Stragglers are easily finished off with Fistfull or Explosive.
Oh, that's too much you say? Strangely enough you can do that same amount of damage in 8.5 seconds with Aim, RoA, Fistfull, Explosive, Fistfull plus you get another 10%ish damage from defiance.
With the above set up for Time Bomb and Trip Mine the huge defiance buffs from those powers wear off long before Time Bomb explodes, essentially providing no benefit. If you fire off RoA before the defiance buff wears off none of the mobs will be in Time Bomb radius when it finally goes off or you'll have killed all the mobs. Numerically you are better off dropping Time Bomb at your feet and ignoring it, and using the 52% defiance buff on your AoE salvo (it lasts 15 seconds). You "might" catch a boss in the explosion if you (or it, depending on the boss) can survive the 15 seconds to detonation.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
You can all ready do this....... every ~180 seconds with SOs and Hasten.
It takes planning, timing, and a bit of luck to do it. It also takes 25ish seconds to pull off (my Arch/Dev does this all the time). You place the time bomb behind the spawn, the trip mine in front of the spawn on a caltrop patch and then back away to 90 feet, hit Aim and RoA just as the Time Bomb starts flashing faster. The Boom and RoA hit at the same time. The KB propels any still living mobs on to the Trip Mine for a spawn finishing Boom. Stragglers are easily finished off with Fistfull or Explosive. Oh, that's too much you say? Strangely enough you can do that same amount of damage in 8.5 seconds with Aim, RoA, Fistfull, Explosive, Fistfull plus you get another 10%ish damage from defiance. With the above set up for Time Bomb and Trip Mine the huge defiance buffs from those powers wear off long before Time Bomb explodes, essentially providing no benefit. If you fire off RoA before the defiance buff wears off none of the mobs will be in Time Bomb radius when it finally goes off or you'll have killed all the mobs. Numerically you are better off dropping Time Bomb at your feet and ignoring it, and using the 52% defiance buff on your AoE salvo (it lasts 15 seconds). You "might" catch a boss in the explosion if you (or it, depending on the boss) can survive the 15 seconds to detonation. |
Yes you can do all the above with primaries. If you have the secondary doing it as well you have the ability to do that X2. Its pretty obvious from where the devs placed the stops on blaster damage they don't want that kind of damage as mitigation available to the AT. Which is why I'd be willing to bet blasters dont get the ability to take out bosses with a sequenced attack that they dont get to reply to.
edit: Reread, think i see what is being missed.
If you decrease the cast time of time bomb it will be buffed by aim from sets that have it.
In the the toe bomb scenario you could hit aim drop time bomb have it explode while still buffed, drop trip mine have it explode while buffed, and finish with inferno, nova, psy wail etc all in that window.
That is more damage than build up+ any of the attacks from the other secondaries.
Should that be possible ? I think so but if you look at blaster performance its significantly above the rest of the AT.
I am not sure what the check twice part means. I thought the -perception was auto-hit, only the debuff portion rolls to-hit. |
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
I wonder if Time Bomb wouldn't be better received if it worked like Oil Slick Arrow and blew up on taking damage from the player. Then you could just shoot it to trigger it from wherever.
Alternative 2: It would also be hilarious to me if it just had a really strong taunt aura with a 40 ft radius and enemies would "hear" it after you've placed it nearby. They get draw to it, and on taking a swing... BAM. Might need to give it ranged and AoE defense to prevent them from just offing with ranged attacks.
Sorry I seem to not be conveying my point.
Yes you can do all the above with primaries. If you have the secondary doing it as well you have the ability to do that X2. Its pretty obvious from where the devs placed the stops on blaster damage they don't want that kind of damage as mitigation available to the AT. Which is why I'd be willing to bet blasters dont get the ability to take out bosses with a sequenced attack that they dont get to reply to. |
Also my Arch/Dev CAN take out a boss with a sequenced attack that they don't get to reply to. RoA is a non-targeted AoE. It can be fired around a corner without LoS. Trip Mine and Time Bomb don't require LoS either.
Even without criticals from Trip Mines, a stack of 4 with Time Bomb, and RoA + Aim will take out Bosses that aren't highly resistant to Lethal and Fire.
Oddly enough my Arch/Energy/Mace Blaster with Cardiac slotted can do it too...... but in about 1/4 the time it takes to set up the devices.
Edit
edit: Reread, think i see what is being missed. If you decrease the cast time of time bomb it will be buffed by aim from sets that have it. In the the toe bomb scenario you could hit aim drop time bomb have it explode while still buffed, drop trip mine have it explode while buffed, and finish with inferno, nova, psy wail etc all in that window. That is more damage than build up+ any of the attacks from the other secondaries. Should that be possible ? I think so but if you look at blaster performance its significantly above the rest of the AT. |
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
I like both options for cloaking device. Before VEATs came out as was mentioned they planned on giving cloaking device a critical hit bonus but then scrapped it in test as they seen some powers could have a chance of doing some crazy damage. Sadly they just never readdressed it and left it alone.
I would like to see some sort of damage increase giving to the initial attack coming out of cloaking device and a over all unsuppressed defense increase while it is active. Something along the lines of 8% to 10% unsuppressed defense increase.
If you look at the device set when combined with other primaries you will notice that you are somewhat limited in your choices for defense cap choices. Basically you will not be capping out 3 or 4 defenses with the use of the new improved cloaking device. But what will occur is it will be easier to obtain a certain defense cap which will probably free up a 2 or 3 slots.
With Archery EM I can gain Ranged defense cap much quicker and with better slotting choices. So I find it hard to understand the rational of what cloaking device offers at this time.
Smoke grenade should be auto hit all around and maybe last a bit longer then 60 seconds.
Gun Drone beyond the charging in to melee range I find if I am too far back it won't move at all. I have to step forward to get the darn thing into range for it to fire off. Then at the rate it fires for the amount of casting time and the duration it just does not seem right.
I have the set and I play it, but really only to get the incarnate tiers slotted and get the bonus merits. My Archer EM is much better because he has the same defense for less the effort so it allows me to slot up powers more effectively.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
What if they replaced Time Bomb with an oil slick type power that can be ignited with either Flamethrower or ignite?
-Largo
Founder of A.G.O.N.Y. Supergroup on Victory
Member of Thought Sanctum VG on Victory
Member of St0rm Batallion SG on Guardian
What if they replaced Time Bomb with an oil slick type power that can be ignited with either Flamethrower or ignite?
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Now they could add something to it like a second options assuming the original power was still there and available. EG if they allowed you to set the bomb off when you wanted earlier then the designated time. Lets say for a bit less damage by reclicking the power. Maybe it would have an orange ring around it similar to DW does with the chain attacks. Once you lay down trip mine it slowly fades until it goes off normally or you can fire it off premature.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
Ever play a Fire/Fire or a Rad/Fire? My Rad/Fire can put out about 50% more damage in 11 seconds of casting time than you can get with Trip Mine, Time Bomb, Aim and RoA and it can kick that kind of damage out every 30 seconds, and the lions share of that damage is from the secondary. Fire/Fire does it faster because Breath of Fire, Fireball, and Rain of Fire animate in less time than Iradiate, Electron Haze, and Neutron Bomb.
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Of course if it were a melee toon it would be able to stand in that spawn picking roses.
Also my Arch/Dev CAN take out a boss with a sequenced attack that they don't get to reply to. RoA is a non-targeted AoE. It can be fired around a corner without LoS. Trip Mine and Time Bomb don't require LoS either. |
Absolutely. The main problem is that only Caltrops and Taser really have any in-combat use. Good luck planting a Trip Mine at the AV's foot (and I prefer to stay at range too); you will get interrupted.
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But it is a singular lack. Simply tallying useful powers is rarely a good measure of inter-set balance.
This is usually where the discussion veers off into a heated debate about whether or not Blasters should be played as a ranged AT, which is a fine subject for another thread. The bottom line, though, for me, is that all Blaster Secondaries could use some revisiting -- not with an eye towards eliminating or invalidating the Blapper playstyle (though frankly it's always seemed a rather clumsy aspect of the AT's design), but with a view towards providing more general utility on an AT that seriously lacks for a proper role of any kind, at least at the high end:
Pure damage dealer is well and good in an MMO that incentivizes that sort of thing, but we don't play one of those (and by incentivizing I don't mean to suggest that CoH should enforce hard-and-fast team-composition requirements). In any encounter where damage output might actually be the difference between team success and team defeat, a debuffer is almost always a better option than a Blaster -- and not just a better option. A much better option. Likewise, few if any competent high-level teams have any issue clearing large spawns of normal opponents quickly, with or without so-called dedicated damage dealers.
And Blasters at the high end really aren't very good at soloing, comparatively speaking. Sure, they can kill stuff fast. Sure, any half-decent player can sleep walk through normal content at base or even slightly above-base difficulty levels with any build. That said, any melee build is miles better given equal amounts of investment. Most any well-IOed buff/debuff/control class is far better in terms of success-failure capability, too.
So the Blaster is an ersatz support AT, with no bona-fide (or if you prefer, uncommon and clearly defined) support capability. I guess the best term for the Blaster's role would be "artillery," but their practical damage advantage relative to their foot-soldier counterparts doesn't meet the analogy's standard. Heck, even the medics in our tortured metaphor can rival the Blaster with respect to their practical contribution to team damage output.
With all of that said, and with a mild cringe at the semi-derail and all that may come in response to it, I have never understood why the developers are so afraid of Blasters -- why non-IOed Blasters are basically required to use melee attacks to create a full attack chain, why their best ranged attacks have such short range (40' now was actually 20' at launch), why the craven AI actually penalizes AoE Blasters far more than AoE melee builds (when I do get the urge to blap, I see so many sliver-of-life runners on my Blaster that I'm half-tempted to ask for a freaking taunt aura), why Blaster nukes, which are only good for one spawn per several minutes, generally carry a massive crash with them, why the intersection of Primary and Secondary must always resolve into a false dilemma pitting overpowered control/debuff against a slew of largely redundant attack powers. For a more recent example, someone obviously took some pains to make Targeted AoE IO sets the red-headed step child of defensive bonuses -- an elegant move if taken in isolation, but all of the above applies all at once, turning Blasters into the closest thing we have to a hard-mode AT.
And if that's what people like, that's fine. I'd just like to see some more interesting build options than, "Take a zillion attacks." And I don't see the harm in buffing some of the AT's under-appreciated powers and sets, which in my opinion include nearly every Secondary. We've clearly reached (or nearly reached) the limit of the devs' inclination to boost our damage to differentiate us from other ATs. We've also clearly seen other ATs break the set of rules that are supposed to have restricted Blasters from receiving more (or better) utility powers for all of this time. (Play a Dominator or a Widow or any number of Controller builds if you haven't realized that already.)
If the concern is that adding more general utility to Blasters would make them as tank-magey as, or even more tank-magey than other ATs, then we've got a lot of room yet to work with.
Gun Drone can be summoned at range, but it's sometimes difficult to tell whether the damage the drone provides really makes up for the 7 seconds of damage you could have been doing when you were summoning the drone instead, and that's assuming the drone even lives for the full 90 seconds. I saw someone suggest changing Time Bomb into a clone of Omega Maneuver, either in this thread or another. YES. PLEASE. I will totally make room for that. |
Pure damage dealer is well and good in an MMO that incentivizes that sort of thing, but we don't play one of those (and by incentivizing I don't mean to suggest that CoH should enforce hard-and-fast team-composition requirements). In any encounter where damage output might actually be the difference between team success and team defeat, a debuffer is almost always a better option than a Blaster -- and not just a better option. A much better option. Likewise, few if any competent high-level teams have any issue clearing large spawns of normal opponents quickly, with or without so-called dedicated damage dealers.
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The issue with defining blasters aside from damage is that the AT is kind of all over the place when it comes to a secondary role. Control is mostly the secondary function, which is why Doms play similarly. However, that is not strictly the flavor behind the various blast and manipulation (devices) sets. Also, any improvements to the blaster AT that pushes more control at them just makes them more like dominators, which would be less than desirable, IMO.
And if that's what people like, that's fine. I'd just like to see some more interesting build options than, "Take a zillion attacks." And I don't see the harm in buffing some of the AT's under-appreciated powers and sets, which in my opinion include nearly every Secondary. We've clearly reached (or nearly reached) the limit of the devs' inclination to boost our damage to differentiate us from other ATs. We've also clearly seen other ATs break the set of rules that are supposed to have restricted Blasters from receiving more (or better) utility powers for all of this time. (Play a Dominator or a Widow or any number of Controller builds if you haven't realized that already.)
If the concern is that adding more general utility to Blasters would make them as tank-magey as, or even more tank-magey than other ATs, then we've got a lot of room yet to work with. |
But /Devices seems to have a special need, IME. I'd rather address that one set first and see how it goes. In other words, I'd buff the crap out of /devices and then assess its state after several months. If it is in a good state, I'd re-work all the other sets then. And all of that is aside from the fact that Gun Drone going into melee is a bug (or an unfortunate consequence of how some new code functions, but either way, it should be a priority fix).
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.
Obitus you've hit the nail directly on the head. This is, part and parcel, the entire problem with blasters.
Even with all the blaster problems it's one of the most played ATs mainly because of comic book fandom. All most all the coolest Heroes in the comic books were blasters.
Unfortunately our blasters don't live up to the comic book image and for a new player the blaster is the most difficult and frustrating AT to play. It's the one and only blue side AT where the primary, secondary, and epic don't give you all the tools that you need to both win and survive, hence the reliance on inspirations and set bonuses.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Played both. Its one thing to do that kind of damage over 11 seconds while the spawn is trying to kill you. Its another to do that kind of damage in the space of 4 seconds while the spawn either doesn't know you are there or they are being knocked around and can't do anything about it.
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Teamed I'm buffed, the enemy is debuffed and/or controlled, and the tank has them all in a neat pile for me to obliterate.
Devices doesn't work that way. It takes 3 times as long to do 75% of the damage for a safety trade off that isn't a good trade at all. Devices isn't a good set for teaming, its powers are all marginalized by the presence of teammates, and/or IO sets. Its an OK set for soloing it's very safe and very time consuming. The risk to reward ratio is very much out of kilter for /Devices. It's also the set that gets the very least out of defiance and the only one that didn't do well when defiance was updated.
Of course if it were a melee toon it would be able to stand in that spawn picking roses. |
Currently getting the boss on the time bomb when he needs to be is vaudeville. Laying down the 5-6 trip mines you need to make that work limits the rate at which it can be used. |
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Unfortunately our blasters don't live up to the comic book image and for a new player the blaster is the most difficult and frustrating AT to play. It's the one and only blue side AT where the primary, secondary, and epic don't give you all the tools that you need to both win and survive, hence the reliance on inspirations and set bonuses.
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To you, perhaps. Not everyone has the Go! Go! Go! mentality where speed is everything.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Against EBs, sure, and on higher +#/x# settings. At normal difficulties, though, against normal (plus Bosses) foes, they're just fine...
To you, perhaps. Not everyone has the Go! Go! Go! mentality where speed is everything. |
Further if you need Trip mine for normal setting, well lets just say I can't think of what you would need with Trip mine on regular setting. Running regular setting I could just use my primaries and maybe Caltrops. I just think Trip mine is over kill for regular setting. Unless your one of those guys that take all the travel powers and whirlwind, then I could understand the necessity.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
I just think Trip mine is over kill for regular setting. Unless your one of those guys that take all the travel powers and whirlwind, then I could understand the necessity.
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I think at one point I had SS/Fly/TP in order to help a friend get around the shard and then to see what all the hubbub was about whirlwind un-rooting the blast animations and the better stealth with SS. It really didn't impact my capabilities on a team in the slightest. Solo yea a little, but teaming not at all.
Edit: I misspoke slightly. Skippable isn't really the right word. It's more of a lack of "must-have" powers for me than much of anything being 'skippable' (other than time bomb and possibly smoke grenade if you have a stealth IO or use SS for a travel power).
MA Arcs: Yarmouth 1509 and 58812
Just let me strap my Time Bomb onto a willing teammate (Tank maybe) so he can run in and detonate, or let me throw it like a stachel charge. Also, if the Gun Drone wants to melee, let it explode with moderate AOE damage when it dies.
edited: sp
Masterminds annoy everybody, sooner or later. Heck, Masterminds annoy themselves.
-ShadowsBetween
Just let me strap my Time Bomb onto a willing teammate (Tank maybe) so he can run in and detonate, or let me throw it like a stachel charge. Also, if the Gun Drone wants to melee, let it explode with moderate AOE damage when it dies.
edited: sp |
Quote by Oliin: Well, to be fair, I've always found there's enough skippable powers in /dev that I could comfortably get away with taking two or three of the travel powers. I think at one point I had SS/Fly/TP in order to help a friend get around the shard and then to see what all the hubbub was about whirlwind un-rooting the blast animations and the better stealth with SS. It really didn't impact my capabilities on a team in the slightest. Solo yea a little, but teaming not at all. Edit: I misspoke slightly. Skippable isn't really the right word. It's more of a lack of "must-have" powers for me than much of anything being 'skippable' (other than time bomb and possibly smoke grenade if you have a stealth IO or use SS for a travel power). |
Gun Drone is obviously bugged. It going into melee all started when they made the changes to the Malta version several issues ago. It has been long enough for the devs to fix it and and I'm tired of /bugging it. They need to fix its AI, in the VERY least. I would only hope they will see this thread (and others) and realize that Gun Drone and /Devices on the whole need other major fixes as well.
/dev stinks on ice.
that said, I wouldn't mind Gun Drone if it would just stop bum rushing every spawn in aggro range.
Sure a buff would be great, but when it's not acting crazy it's cool looking, it draws a little aggro, and it provides a nice Defiance bump. The short recharge is its main failing.
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