How many times must I die to ambushes before I can re-complain?
Here are some additional issues that I think the average player has working against them:
1) They don't slot very well. They may not even slot with SOs. If they do, they may slot over the ED cap because they either don't know about it, or think (and I quote, when I explained it to one such person) "every little bit helps", when slotting some other effect or moving that slot to another power would help them more. They may even refuse to change when they do learn how ED works.
2) They don't use inspirations very well, or every often (my old roommate's insps were not in any order, and he'd just tap the F keys until he got something that helped).
3) They don't use powers tactically-- they just tap them in order as they come up against whichever target they picked first. They don't use their stun/hold on dangerous targets ASAP, they don't save Nemesis LTs for last, they don't attempt to knock down Paragon Protectors before they pop MoG, etc.
4) They don't use positioning tactically-- they stand in debuffs and sometimes even damage patches while fighting.
5) They think a power does something it doesn't do (or does it for longer, or some variation of this), and continue to use it in a very sub-optimal way. I still run into people that are otherwise capable of using their powers properly, but have Build Up on Auto.
I know multiple people that fall in one or more of these categories. I know some people that do one or more of them some of the time, but not all of the time. All of these people are awesome people, and great fun to team with. Most of them would probably have quit if the game had been as hard as Praetoria is at release, and never played any other MMO, and never would play any other MMO. CoH originally drew a new group of people to it that were not MMO players, and I think it was specifically because of how it differs from other MMOs.
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High level mobs can be completely avoided in the Hollows. The Hollows haven't been dangerous since War Witch herself went in a few years ago and made the aggro range based on mob placement waaaay better than it used to be.
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That said, I have to admit I didn't really die a lot in the Hollows back then but I did learn a lot. Particularly, how I was able to jump up walls and surfaces, how fences can block LoS, how to zoom in/out my camera quickly for safer travel, how to use SJ/Teleport without dying, etc.
As you said, dying a lot isn't the problem. Not for new players or threatening their subscription.
With all of that, I perhaps died once out of every two or three missions, but particularly against mezzers like Carnies.
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I have managed to work through a 0x8 (or possibly 0x6) mission of Longbow with the level shift, but even then I died about 3 times in each room.
De minimis non curat Lex Luthor.
I don't have time for a full reply but I just wanted to hit this:
What happens when you become an all-range blaster without air superiority and aid self? You die. |
My 45 DP/Dev is on +0x2 (should probably raise it) and my 34 Elec/Dev is on +1x2 (does have AirSup). My other Blasters are all below 22 and are still on base difficulty. I suppose someone will cry foul because the older ones are all Devices, but for my money, if your Blasters are dying on base difficulty I don't know what you're doing but you're doing it wrong.
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This is why I think everyone should level a blaster. The game's not quite as easy as some of those raised on melee seem to think.
Also, I don't think I've seen a full insp tray on my blaster while solo in 6 years
Furio--Lvl 50+3 Fire/Fire/Fire Blaster, Virtue
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
Blasters, at all levels, under all solo and teaming conditions were vastly underperforming the average performance of the average player for all powerset combinations, primarily because they were being defeated far more often. |
The question is whether blasters are the sole exception. And I believe anyone that doesn't logically conclude that blasters are the exception without having to have it demonstrated may be overestimating the skill level of the average MMO player, or at least the average City of Heroes player. Which means blasters may not be the weird exception to that statement. |
"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."
I don't have time for a full reply but I just wanted to hit this:
My AR/Dev, now level 50, played on +0x2 starting in the 30s (when the capability became available) and with her current build runs at +1x2. She only just got Aid Self in i19 and has never had AirSup. She has never had any option to be anything but an "all-range Blaster". My 45 DP/Dev is on +0x2 (should probably raise it) and my 34 Elec/Dev is on +1x2 (does have AirSup). My other Blasters are all below 22 and are still on base difficulty. I suppose someone will cry foul because the older ones are all Devices, but for my money, if your Blasters are dying on base difficulty I don't know what you're doing but you're doing it wrong. |
If we're all doing it wrong, we're all doing it wrong. I can accept that, but that just means this game cannot be balanced around the extremely few that are capable of doing it right, because they are in the very small minority that doesn't even include me as an edge case. And I'm already way out past the edge of where the devs are supposed to be balancing around.
PS: If I want to creep around and pull each spawn apart, and never engage with less than near full health, I can pretty much guarantee not dying. But if I do that, I find my rate of progress in the game drops below what I believe the devs have as their target for average game progress. Which would mean by their definition I would still be broken and requiring corrective action.
If you think the devs just have too high expectations of progress rate, that's your prerogative. However, I'm not arguing that issue at all: I'm just examining the issue of *what* causes Blasters to die, not *if* they die or *if* its all their fault.
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Correct me if I'm wrong (it was some time) but isn't blasters also among the most popular archetypes? That would certainly skew the numbers.
One would immediately figure solo defenders (or even corruptors) would fare similarily (depending on powerset). (this is probably offset by the fact that defenders, by and large, do not solo unlike blasters) |
And defenders and corrs each have an entire powerset dedicated to buff/debuff. It's enough to keep them up more consistently. Blasters just get more damage 'cept for those /dev weirdos
Furio--Lvl 50+3 Fire/Fire/Fire Blaster, Virtue
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
I remember when they said that... they're talking per capita, not just raw numbers of defeats.
And defenders and corrs each have an entire powerset dedicated to buff/debuff. It's enough to keep them up more consistently. Blasters just get more damage 'cept for those /dev weirdos |
Sure, Blasters have better hitty numbers, but thats not much use if you're dead, now is it?
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Correct me if I'm wrong (it was some time) but isn't blasters also among the most popular archetypes? That would certainly skew the numbers.
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One would immediately figure solo defenders (or even corruptors) would fare similarily (depending on powerset). (this is probably offset by the fact that defenders, by and large, do not solo unlike blasters) |
Also, when the devs did their datamining, they specifically looked at solo vs teamed performance, not just aggregate averages. So they could compare solo blasters vs solo defenders when they soloed, across all powerset combinations.
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Furio--Lvl 50+3 Fire/Fire/Fire Blaster, Virtue
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
Here are some additional issues that I think the average player has working against them:
1) They don't slot very well. They may not even slot with SOs. If they do, they may slot over the ED cap because they either don't know about it, or think (and I quote, when I explained it to one such person) "every little bit helps", when slotting some other effect or moving that slot to another power would help them more. They may even refuse to change when they do learn how ED works. |
2) They don't use inspirations very well, or every often (my old roommate's insps were not in any order, and he'd just tap the F keys until he got something that helped).
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3) They don't use powers tactically-- they just tap them in order as they come up against whichever target they picked first. They don't use their stun/hold on dangerous targets ASAP, they don't save Nemesis LTs for last, they don't attempt to knock down Paragon Protectors before they pop MoG, etc.
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To be honest, I don't really know large sections of the enemy groups very well, or what powers they can leverage. Mostly because I can't tell what they're doing most of the time, and I'd have to go look at an outside source and try to correlate it with the in-game entities. I think it would be helpful if the game had more feedback about what enemies were doing, especially when it's significant like tier 9s.
4) They don't use positioning tactically-- they stand in debuffs and sometimes even damage patches while fighting.
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5) They think a power does something it doesn't do (or does it for longer, or some variation of this), and continue to use it in a very sub-optimal way. I still run into people that are otherwise capable of using their powers properly, but have Build Up on Auto.
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Of course, this goes both ways.. I still occasionally come across players that still seem to believe that confuse completely steals kills (and thus XP/inf) from players. About four or five months ago, I saw a mind control character get booted from a pug for "wrecking our rewards". My attempts to clarify what was happening were met with 'yeah, whatever'.
I know multiple people that fall in one or more of these categories. I know some people that do one or more of them some of the time, but not all of the time. All of these people are awesome people, and great fun to team with. Most of them would probably have quit if the game had been as hard as Praetoria is at release, and never played any other MMO, and never would play any other MMO. CoH originally drew a new group of people to it that were not MMO players, and I think it was specifically because of how it differs from other MMOs.
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Before the devs said what the datamining was telling them, the smart money on the forums was that non-debuffing defenders would solo the slowest of all heroside powerset combinations. Turns out that was false. I would *guess* non-debuffing defenders would start to edge into the same territory at high enough difficulty, but I'm not certain. Also, when the devs did their datamining, they specifically looked at solo vs teamed performance, not just aggregate averages. So they could compare solo blasters vs solo defenders when they soloed, across all powerset combinations. |
(Which again, I'm not saying is the case, but this is one of those tricky bits you have to keep an eye on when doing statistics)
"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."
My AR/Dev, now level 50, played on +0x2 starting in the 30s (when the capability became available) and with her current build runs at +1x2. She only just got Aid Self in i19 and has never had AirSup. She has never had any option to be anything but an "all-range Blaster".
My 45 DP/Dev is on +0x2 (should probably raise it) and my 34 Elec/Dev is on +1x2 (does have AirSup). My other Blasters are all below 22 and are still on base difficulty. I suppose someone will cry foul because the older ones are all Devices, but for my money, if your Blasters are dying on base difficulty I don't know what you're doing but you're doing it wrong. |
Although the more I think about it, the more I realize that people can and do indeed die horribly, painfully, and repeatedly playing Blasters. I remember one friend of mine taking down a single Nemesis minion in the time it took my Elec/Elec Blaster to take down a Warhulk, with a build that was nearly identical to mine. I remember back in the day watching my husband play his perma-debt Fire/Fire Blaster on a small SG team...I remember seeing him launch a Fireball into a swarm of DE who were merrily trying and failing to kill the Spines Scrapper while a single minion in melee range killed him (that was the precise moment I told him to move over and let me drive. He's gotten much better, but he still tries to play them like Scrappers sometimes.)
People dying with full inspiration trays. People who glue themselves to the tank's butt. People who seem to not know what "line of sight" means. People who stand in one spot and refuse to move until the spawn is dead. People who don't take Aim or Build Up, or just never seem to use them. People who "look out for the rest of the team" while not looking out for themselves. Bad habits that people develop, that are especially lethal to a Blaster.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
From the stance of "absolute XP earned" - or even "XP earned per mission", it does. Confuse does not steal XP from "rate of earned XP", but it does "steal XP".
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Which is decidedly not how it works.
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People dying with full inspiration trays. People who glue themselves to the tank's butt. People who seem to not know what "line of sight" means. People who stand in one spot and refuse to move until the spawn is dead. People who don't take Aim or Build Up, or just never seem to use them. People who "look out for the rest of the team" while not looking out for themselves.
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I run my AR/Fire on +0/x3, with no defenses besides Maneuvers, Combat Jumping and Acrobatics, and no APP armor, although I do have Aid Self and a boatload of recharge. I have nothing from my secondary except Ring of Fire, Build Up, and Fire Sword Circle although I should probably swap it out for Burn.
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1. Air Superiority
2. Stealth
3. Aid Self
These were originally put in there to support a blapper lifestyle, particularly leveraging Defiance 1.0. I believe the difference between having them in combination and not having them is an order of magnitude in difficulty. This gets to Venture's claim about a well designed game not having wild differences in potential power level. I'm not sure how you do that with a power system that allows for relative freedom in picking powers and has heals anywhere near the strength CoH allows. Most CoH heals swamp even the resting rate of out of combat healing on games that support that mechanic.
That, and combat is designed to be far faster in pace, which means bosses become critical to take out quickly. You usually can't kill them quickly, so effective counter-mez becomes important if you don't have high personal defenses. Stealth plus AS used to guarantee me an almost 100% chance of nullifying a boss or mezzing LT within the first few seconds of the fight, long enough to stack stuns on him.
A game that was designed to be slower would have greater latitude to tweak power levels and effective offense and defense. But speed forces the devs hands in many ways that are not trivial to solve. Even if they do it wrong, there's no obvious way to do it right without eliminating the specific characteristic of combat speed in the game, something that cannot be changed at this point in its lifetime. At least not I think in the standard game.
Nor do I think it was necessarily a mistake, it was just one of those decisions we will have to live with. One of the very first posts I ever made discussed my concern about combat being so fast in this game, a concern most people believed ran counter to the very reason the game was liked by its players. They were probably right, but so was I.
So far, I'm only learning things I already suspected to be true. Defense and resistance are not worth much without mez protection. Blapping is as much about mez as damage. Enemy mez kills. The insp tray works like a ram jet. All these things work against ranged blasters. I'm hoping for a non-obvious revelation at some point.
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I'm trying to think of something non-obvious, but I may be AT-blind, since Furio is the main way I learned the game.
Furio--Lvl 50+3 Fire/Fire/Fire Blaster, Virtue
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
One thing I'm curious about, since you mentioned needing to wait for Rest to recharge: How did you handle inspiration usage? Did you ask yourself "what would the average player do?" (die with a full tray, from my experience) or just do what made sense to you?
I ask because my first Blaster was pretty much all ranged. Granted, I had Beanbag and later Cryo Freeze Ray, but my melee attacks most certainly didn't have mezzes attached and were as likely to get me killed as not. There was no defiance and Blasters had fewer HP back then, AR had ridiculously long animations and I was suicidally addicted to the longest one of all, and I don't remember it being nearly as bad as what you describe.
With all of that, I perhaps died once out of every two or three missions, but particularly against mezzers like Carnies. One out of two missions for me translates into a lot of deaths for the average player I believe, that does not have my experience playing a blaster, nor a nine billion inf build backing them up. My build has combat jumping, tough, weave, temp invuln (all of which become worthless while mezzed), virtually unlimited endurance, practically non-stop firing ability while mezzed, and I can engage targets from outside their range initially with range boost.
Knowing my build, in theory I could buy a full tray of breaks and just keep them active throughout each mission, buying a new tray at the start of every mission, which would make me permanently mez protected, and that would then keep all of my defenses up continuously which would help a lot. But I don't think that's anything but a degenerate playstyle. If I'm trying to find out what the upper limits of what a typical player might ever expect to see, I can only do what they do as well as humanly possible, not do things few would ever think of doing.
Every time two illusionists home in on a blaster that does not have hard mez, I find that its a matter of luck or lots of insps that allows you to survive. Or rather, a matter of not getting unlucky. Between blind and phase, if you can't mez them, and they get you, you have to decide whether to take out the other minions that are likely to run up to you and attack from melee range or take out the illusionists first to break the mez and allow you to use things like respites (assuming you're out of break frees at this point). In my experience, you only get unlucky about one time in ten or twenty under these circumstances, but they come up a lot in a Carnie mission set to 0x2.
And incidentally, keep in mind I'm testing at 0x2 not 0x1 because I'm not testing the theory that 0x1 is too easy, but 0x2 is just right. Because if 0x2 is too hard, then it doesn't matter if 0x1 is too easy, because you can't jump up (theoretically speaking you could go to -1x2, but when I first thought about doing this sort of testing long ago -1 didn't exist, and -1 has other issues that make it an option, but not an option to balance around).
And as I said, even *I* can't figure out how you die with a combo like Ice/Ice, or if you have epic holds like Cryo from Munitions. But people do, which means I just don't understand what they lack in terms of using those powers to maximum effect.
Also, I seem to be getting better at it. The death rate drops slowly over time as my twitch instincts take hold and start doing things automatically, like rapidly rotating targets to spread knock around while mezzed. When mez locks out all my other attacks, particularly AoEs, I'm now simply rotating bolt, blast, and thrust while cycling targets, making sure to match the cycle to have thrust coincide with a melee range target. I really don't think the average player does that. I also have to deslot Alpha or shift up to +1x2 while testing, because level shift is just too powerful an effect in my experience to just factor out while testing. Even so, I'm not ashamed to admit 0x2 is not easy for me on a ranged blaster, and I don't think I'm on the low end of performance in that regard. I think the soft control that Energy has is average for a blaster: it isn't as effective as the hard controls some sets have, but its not completely lacking in mitigation like Fire. Its probably in the same ballpark as AR actually: maybe a little better in mitigation, a little worse in absolute kill speed. At least at the skill levels and difficulty settings we're talking about (I would probably do a little better with AR because I know how to manipulate Afraid).
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