Blasters surpurflous?
I haven't really bothered with this thread for a while. But today I was on a mini BAF and a Speed Lambda that just made me think about all this talk of blaster being useless and not needed or even welcome on some teams. Okay we did the lambda first and of the 16 players involved 7 were blasters and 2 were corruptors ... we had a grand total of 1 defender (the league leader), 1 tank and 1 Brute. We added a SoA crab and the rest were scrappers. Yeah I am sure you are think OMG almost half the league is blasters and no control the death toll must have been horrid. Yeah it was .... I have never seen so many IDT drop so fast in my life. Even on the Glowie phase I visited the hospital once and we finished in near record time.
Unlike many recent Lambdas I have been on we did not leave every portal open for almlost 2 minutes (till 18:00) instead we closed all but two and amazingly still managed to wipe out 30 IDT for the extra Astral quickly and then dropped poor Maurader before he got to use his catch phrase "On the Ground again" twice. In short it was one of the best lambdas I have been on in recent days.
Okay we moved on the the mini BAF. Phase one was over so fast it barely seemed like I got to attack much at all. then, since our lone tank had quit, a blaster used snipe to get Northstar to the north wall and we tore her and her adds to pieces.
I dc'd for a moment with less than 1 minute left on the prisoner phase so I don't know exactly how that went but in over 4 minutes not a single prisoner had come close to escaping.. so I am guessing they got the added astral for no prisoners escaped.
I got back as Siege was lumbering into position and along with everyone else opened up on him. The big pile of steel dropped like a rock and then we tore him and his girl friend apart. Oh did I mention we had gotten a little larger between trials.. we had 20 in the league on the BAF and 10 were blaster, one corrupter woth our SoA crab adding his AoE attacks.
Aside from the brief crash, which cost me at least one Astral, it was a totally enjoyable experience for my Fire/Fire/Flame Blaster. Let's face facts any good group of players can succeed at anything in this game if they are willing to work together.. We have seen all Blaster ITFs, All Defenders STFs, ect, ect.
�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon
I haven't really bothered with this thread for a while. But today I was on a mini BAF and a Speed Lambda that just made me think about all this talk of blaster being useless and not needed or even welcome on some teams. Okay we did the lambda first and of the 16 players involved 7 were blasters and 2 were corruptors ... we had a grand total of 1 defender (the league leader), 1 tank and 1 Brute. We added a SoA crab and the rest were scrappers. Yeah I am sure you are think OMG almost half the league is blasters and no control the death toll must have been horrid. Yeah it was .... I have never seen so many IDT drop so fast in my life. Even on the Glowie phase I visited the hospital once and we finished in near record time.
Unlike many recent Lambdas I have been on we did not leave every portal open for almlost 2 minutes (till 18:00) instead we closed all but two and amazingly still managed to wipe out 30 IDT for the extra Astral quickly and then dropped poor Maurader before he got to use his catch phrase "On the Ground again" twice. In short it was one of the best lambdas I have been on in recent days. Okay we moved on the the mini BAF. Phase one was over so fast it barely seemed like I got to attack much at all. then, since our lone tank had quit, a blaster used snipe to get Northstar to the north wall and we tore her and her adds to pieces. I dc'd for a moment with less than 1 minute left on the prisoner phase so I don't know exactly how that went but in over 4 minutes not a single prisoner had come close to escaping.. so I am guessing they got the added astral for no prisoners escaped. I got back as Siege was lumbering into position and along with everyone else opened up on him. The big pile of steel dropped like a rock and then we tore him and his girl friend apart. Oh did I mention we had gotten a little larger between trials.. we had 20 in the league on the BAF and 10 were blaster, one corrupter woth our SoA crab adding his AoE attacks. Aside from the brief crash, which cost me at least one Astral, it was a totally enjoyable experience for my Fire/Fire/Flame Blaster. Let's face facts any good group of players can succeed at anything in this game if they are willing to work together.. We have seen all Blaster ITFs, All Defenders STFs, ect, ect. |
And I think everyone here agrees that every AT is adequate. The crux of the argument is, are blasters still underperforming in comparison to other ATs?
Sorry but I see this type of argument a lot so I thought I would add some input. Anecdotal experience is anecdotal experience. The majority of your league could have been level shifted with judgment, destiny and lore slots all filled up. If that's the case, any group can plow through the current iTrials without any issues. Now take a group of unlsotted characters, those same trials become much more difficult. In other words, it's just hard to conclude on anything with the information you provided.
And I think everyone here agrees that every AT is adequate. The crux of the argument is, are blasters still underperforming in comparison to other ATs? |
NO... I'm sorry but I am tired of discussions like these. Yeah I'd say every member of the league was level shifted with all 5 Incarnate powers available. The original point the OP made was that WITH incarnate powers Blasters were useless and several others here sade they didn't even like inviting them to their teams. I just gave you two examples of teams with half the members being BLASTERS that had absolutely no difficulty at all with either trial.. so exactly how are they under powered or useless.
You want an example where no incarnates were available.. I have that as well. A good while back I joined a Citadel TF with my AR/Dev blasterwhen the leader advertised on globals. I arrived in Talos and discovered I was on an 8 man team that consisted of 7 Blasters and 1 Defender. no Tanks, no Scrappers and no controllers to "Keep us poor defenseless blasters from harm". Even I was leery of how it would go to be honest. We did have some deaths, of course, and our Defender had his hand full healing and buffing but our damage oputput was so high we simply blew through missions. Now last time I checked Citadel's task forces was a 25-30 level affair so no incarnate powers operate.. besdies this was before they existed.
The bottom line is that none of the ATs are defective and you can have fun playing any of them. What you need for any team on any mission to succeed is good players that know how to make their characters work. With IO sets and purples anyone can produce high numbers.. heck I can't recall the players name but there is a guy out there somewhere with a maxed out blaster that solos GMs and takes on Rikti Pylons... throw enough money at anything and it will perform but at that point is it your skill as a player that is successful or the several billion in INF you went through that made the difference, [no disrespect intended to that blaster .. soloing a GM is quite a feat no matter how its accomplished ).
Too much attention is being paid to numbers in this game by some players.. Hey if your idea of fun is to spend hours pouring over columns of figures maybe you need to play the new MMO.. IRS Agent [no there is no such game. at least I HOPE not lol]. Numbers are fine but strategy and experience are better. My cute little Elf Maiden Arch/Ice blaster has saved many a team from a total wipe with her "point sticks" and on numerous occasions has been the only one left standing in a room, friend or foe, after a fight ended... and no not because I ran away and came back. my Fire/Fire/Flames Blaster is my Blapper and on trials when an MK Vickie is in her face she lets loose with her close ranged attacks and makes it wish it had picked on ANYONE else.
I'm sorry but I don't agree with your thinking.. Numbers do NOT win battles not in real life or in this game. I'll take a team of GOOD players with average characters over a team of complete morons with tricked out builds any day. Especially on these trials I have seen way too many times where all it takes is ONE jerk that can't or won't follow instructions to turn a trial into a miserable experience (and failure) for all.
�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
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NO... I'm sorry but I am tired of discussions like these. Yeah I'd say every member of the league was level shifted with all 5 Incarnate powers available. The original point the OP made was that WITH incarnate powers Blasters were useless and several others here sade they didn't even like inviting them to their teams. I just gave you two examples of teams with half the members being BLASTERS that had absolutely no difficulty at all with either trial.. so exactly how are they under powered or useless.
You want an example where no incarnates were available.. I have that as well. A good while back I joined a Citadel TF with my AR/Dev blasterwhen the leader advertised on globals. I arrived in Talos and discovered I was on an 8 man team that consisted of 7 Blasters and 1 Defender. no Tanks, no Scrappers and no controllers to "Keep us poor defenseless blasters from harm". Even I was leery of how it would go to be honest. We did have some deaths, of course, and our Defender had his hand full healing and buffing but our damage oputput was so high we simply blew through missions. Now last time I checked Citadel's task forces was a 25-30 level affair so no incarnate powers operate.. besdies this was before they existed. The bottom line is that none of the ATs are defective and you can have fun playing any of them. What you need for any team on any mission to succeed is good players that know how to make their characters work. With IO sets and purples anyone can produce high numbers.. heck I can't recall the players name but there is a guy out there somewhere with a maxed out blaster that solos GMs and takes on Rikti Pylons... throw enough money at anything and it will perform but at that point is it your skill as a player that is successful or the several billion in INF you went through that made the difference, [no disrespect intended to that blaster .. soloing a GM is quite a feat no matter how its accomplished ). Too much attention is being paid to numbers in this game by some players.. Hey if your idea of fun is to spend hours pouring over columns of figures maybe you need to play the new MMO.. IRS Agent [no there is no such game. at least I HOPE not lol]. Numbers are fine but strategy and experience are better. My cute little Elf Maiden Arch/Ice blaster has saved many a team from a total wipe with her "point sticks" and on numerous occasions has been the only one left standing in a room, friend or foe, after a fight ended... and no not because I ran away and came back. my Fire/Fire/Flames Blaster is my Blapper and on trials when an MK Vickie is in her face she lets loose with her close ranged attacks and makes it wish it had picked on ANYONE else. I'm sorry but I don't agree with your thinking.. Numbers do NOT win battles not in real life or in this game. I'll take a team of GOOD players with average characters over a team of complete morons with tricked out builds any day. Especially on these trials I have seen way too many times where all it takes is ONE jerk that can't or won't follow instructions to turn a trial into a miserable experience (and failure) for all. |
I actually don't like number crunching either but I understand the need for them. Numbers remove subjectivity. Everything you stated is subjective. Whether you are right or wrong isn't the issue. But the game cannot be balanced upon anectodal subjective data.
Again, no one is saying blasters are completely worthless. The argument is compared to the other ATs, they appear to be less valuable or a bit underpowered. Even in your 7 blaster and 1 defender group, I can presume the defender was significantly more valuable to the team than any of the blasters. That's my subjective perspective that happens to be the opposite observation from yours.
And also, my understanding is, the game before the incarnate system is balanced around SOs or am I wrong about this?
It's funny, the original premise of this thread was that with incarnates (essentially) everyone's a blaster, so who needs blasters? But I was on an ITF the other day (a truly stupendous run), and at the end of it, one of the other three people said "if the blaster didn't die, he wasn't trying hard enough." I just sort of giggled to myself (the only blaster on the team, and I didn't die), because with cardiac, lore, and rebirth, who needs . . . well, I won't go there. I'm just saying.
A blaster that knows what to do and manage his own aggro doesnt die a lot.. I dont die a lot on any of my blasters..
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-
I think the entire arguement comes down to what sort of blaster you are. Unlike melee damage sets which do differ.. the difference between ranged sets is far greater then it is between melee sets in terms of damage, and the secondary sets are so far more across the board then any other primary and secondary sets out there. Naming them support and then having a range from Devices to Fire Manipulation makes no sense.
This is the funny thing is that you may not even notice it because if someone spends a lot of time soloing/small grouping with Elec blast up to the level cap it will be pretty decent to them.. until they step on a team with a Fire, or rad, or duel pistols.. heaven forbid an archer.. let alone a group full of incarnates and suddenly you get that true sense of how abyssmal elec's overall performance is.
I think if you are playing a Fire/fire or a Fire/whatever you won't feel superflous even in the end game as Fire/ is just that good. but if you play an Elec/fire blaster or an Elec/whatever you will feel it. The performance differences between sets is just too great at times and needs to be brought closer into balance.
It's funny, the original premise of this thread was that with incarnates (essentially) everyone's a blaster, so who needs blasters? But I was on an ITF the other day (a truly stupendous run), and at the end of it, one of the other three people said "if the blaster didn't die, he wasn't trying hard enough." I just sort of giggled to myself (the only blaster on the team, and I didn't die), because with cardiac, lore, and rebirth, who needs . . . well, I won't go there. I'm just saying.
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A blaster that knows what to do and manage his own aggro doesnt die a lot.. I dont die a lot on any of my blasters..
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Not dying on a blaster is trivial, hang back let the team get the aggro, watch your buff bar be a pain in the rear to the buffers when the icons drop.
The question is are you contributing ?
I think it boils down to this whenever I go into the different forums:
'What kind of scrapper should I make?'
-Make whatever you want, there are no bad scrappers
'What kind of Brute should I make?'
-Make whatever you want, there are no bad brutes.
'What kind of blaster should I make?'
-Fire or you just arent going to deal damage. And dont play Devices. Or Elec blast. Or Dual Pistols. Or this and that.
(All numerically speaking, fun doesnt factor into numbers)
The simple answer is that everyone already kills almost as fast as can be balanced for, so blasters have limited headroom to buff damage.
To oversimplify greatly, the difference between two-shotting and one-shotting is that when you one-shot and you get to shoot first, you can reduce the amount of attacks you have to deal with to zero. One-shotting is a form of infinite damage mitigation. But there's no such thing as one and a half shotting. Its two shotting or one shotting. Anything that isn't one-shotting is two-shotting or higher. That's a huge oversimplification to illustrate the more complex and subtle problem: blasters kill pretty fast, and they take a certain amount of damage and other foe effects during that window of time. But that time isn't evenly and continuously reducible. When you have combat taking twenty shots to defeat a foe, going down to 19 or up to 21 is pretty fine control over offense. But when you're averaging 3 shots, going up to 4 or down to 2 are enormous jumps in effectiveness. It doesn't take very much of a push to turn blasters from being pinatas to being alpha strike obliterators that literally take no return fire. Case in point: way way back when I was leveling my main, back when dinosaurs walked the Earth, I fell into the content gap at 27. How did I crawl out of it? I hunted greens and blues in Talos. Why? Because green and blue minions could be defeated by the combo of Torrent + Explosive Blast, which meant I had a fairly reliable two-shot kill on them. *And* there were lots of big spawns of them in Talos, so I could create regular hunting loops through Talos (I used to orbit from the Natural Store west between the buildings and loop back up to about the Mutant Store). Even though I was attacking lots of Ink Men (and the occasional LT) who had lots of debuff and mez, they rarely got to use any of it on me. Bang Bang, I shot them down, Bang Bang, they hit the ground, and it was off to another spawn. And its not like Energy Blast is a particularly high damage or AoE-focused blaster primary. But how much buff would it have taken for me to graduate up to doing the same thing to whites and yellows? Not much: maybe 20-30% increase in damage. The original rate of combat, a feature many consider one of this game's more casual-friendly, superheroish, and MMO genre-breaking features when it was launched, also places blasters in a very tight corner between having so much damage they basically have unlimited damage mitigation through kill speed, and having so little protection that any damage they do take is potentially mortal. Where they are is actually not all that bad given the two very hot rails they are close to, its just that where they are isn't especially great either. |
If you take a look at the melee powers that are in the mitigation via damage category and compare them to the blaster equivalents, the blaster equivalents aren't doing all that much more damage
If you look at full auto as an example, it has a 20 degree arc, does 178 points of damage base to a max of 10 targets, its doing that as DoT for 4 seconds all the while the enemies can reply.
If you have a secondary with build up and max out the damage you are at roughly 520. That's enough to take out the minions by the third second if you have managed to get them in the cone.
You compare that to footstomp or shield charge, shield charge can do 113 base, It does it in a second and a half has an 80% chance to knock down. With buildup and saturated against all odds that is a little over 400 points of damage to as many targets as you can get in close, so from a practical both are killing all the minions, but the shield charge is also providing KD and is layered over shields incredible mitigation (easily exceeding 90%).
So in one case you have over 90% inherent mitigation, which then has enough damage to kill all the minions in a pulse, followed up by 80% mitigation of anything still standing. In the other you have have an attack that does a little over 100 dps for 4 and half seconds while it roots you and you have to deal with the return fire.
For full auto to have infinite mitigation from damage it would need to do 5 times the damage it does and not do it over time.
They decline in popularity relative to increasing combat level. But I don't think they are declining as a percentage of new characters being created. That number has been in the high 30ish percentage range since practically the day the game launched, and I've never seen a period of time from then to now when that was not true. Admittedly the last time I looked carefully was almost two years ago, so if they are in decline it would have to be within that time frame. And I don't think that is the case or Scrappers would have overtaken them in the devs own posted statistics more recently, unless *they* were also in significant decline, which I think is even less likely.
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If the devs are planning on new people playing the game and converting from free to sub or spending money on it, they might want to think about making a pick that 30% of the people choose (yes I know it could be 1 guy making all the blasters and deleting them) be something other than a hot potatoe they drop as fast as possible,
Blasters are great at one thing and that is damage.
I have several lvl 50's of various classes and have one of most every class at least in the low 30's and I can tell you that none of them are as damaging as my blaster.
That said I do feel blasters are pretty lacking for solo play even with epic shields.
As a comparison recently I leveled my old fire/em blaster sitting in the 20's to 50 and ran the ourorobos initiate missions and the incarnate alpha unlock missions. I died 3x on my fully io'd blaster when dealing with the hero, Holtz and the room packed with rikti.
A couple weeks before I had gotten my fire/cold corruptor to 50 and ran him through all the same missions and he never died once. Coming into the room full of rikti with the hero and Holtz he mopped up thanks to his crippling debuffs, sleet and oppressive gloom. And I had him set to +0/6 vs +0/1 on the blaster.
I generally feel way more usefull and have a much more enjoyable time solo'ing my corruptor, but even though he does excellent damage he doesn't even come close to my blaster unless he's sitting on one target and has that target fully debuffed and even then I'm pretty sure the blaster still does more damage.
A good comparison was when I checked fireball's damage on my corruptor at 107 damage with t3 musculature vs the blasters at 165 damage with t2 musculature. That's a big difference and a HUGE difference with aim+bu in the blaster's favor.
So when you need more damage you can never go wrong with a blaster imo.
Part of the problem when talking about Blaster damage is that people look at different things when they talk about it (or damage in general), usually boiling down to Single Target or AoE. As an AT, Blasters are the AoE king and when people talk about how Blasters have amazing damage, they are almost always thinking about multiple simultaneous orange numbers (Fire Ball, Rain of Arrows, etc.). When it comes to ST damage, though, Blasters are basically just Scrappers or Brutes who get the option of doing it at range (a benefit which isn't nearly as useful as it sounds in PvE) - their ST dps isn't actually all that amazing, but whenever somebody starts to talk about it, the usual response is "Yes, but Fire Ball".
There's really a lot of reasons for Blasters to underperform, in my opinion, and a lot of them are general design flaws to the game that just so happen to emphasize the things that Blasters are good or bad at:
1) Inconsistent modifiers, especially when applied to pool and epic powers. For whatever reason, when Blaster ranged damage was increased, their melee damage was not, even though it actually matters to them; in fact, they and Dominators are the only ones who have both ranged and melee attacks in their primary and secondary pools and have different ranged and melee modifiers, but Dominators are the ones who have a more reasonable layout of having a higher melee modifier (because it's "more dangerous" in melee). One of the amusing/annoying little facts of the game is that the melee ATs (those with higher melee modifiers than range) use their melee modifiers for every attack, including ranged ones in their epics, while the ranged ATs are stuck using their weaker melee modifiers on the melee powers. This has never really made sense to me and partly skews the abilities of the various damage ATs when epics come into play: Scrappers get Blaster mods on Fire Ball, so why do Defenders have to have crappy modifiers on Thunder Strike and why does my Blaster have terrible modifiers on Charged Armor?
2) Speaking of Fire Ball, when it comes to the Epic Pools, it seems to come down to "everybody whose normal drawback is lack of aoe gets amazing aoe powers" (see Scrappers, Brutes, Tankers, Controllers, Dominators) while the ATs that already have good aoe powers get pretty meh epic pools (Blasters, Defenders, Corruptors). Dark Obliteration and Darkest Night for Soul Mastery, Fire Ball and Fire Blast and so forth... And Blasters can dig into Epics to get a wimpy shield (most of which are Resist, of all things) and a couple crappy utility powers (Bonfire? Char? Melt Armor with terrible modifiers?). Why not Flashfires or Healing Flames or, say, Healing Aura? Most of the powers available in a Blaster epic are actually not all that different from the type of stuff you can find in Blaster secondaries; I thought epics were supposed to let you branch out and fill the gaps in your AT? It's kind of sad that the best thing a Blaster can nab in their epic pool is a self rez.
3) Speaking of Blaster secondaries, the Devs have kind of painted themselves into a wall on these things. They were seemingly built without any actual design theme - mostly a "let's just give them a smattering of random abilities" - and now they've got their hands tied when making new sets in that they have to follow a roughly similar idea; yet, it's too late to change the existing sets to have them be more relevant to a Blaster. I would really like to see statistics on things like the damage auras, the non/low-damaging mez powers, Lightning Clap, etc. to see how often they're taken, used, etc. And poor, poor Devices...
4) Ranged sets are often terrible DPS sets. The standard 4 second, 8 seconds, 10-12 second blaster setup has a big problem in that you can't build a chain with it unless you have (a) extreme amounts of recharge, and/or (b) a very long animating tier 3 blast. This is the primary reason that Blaster ST damage isn't all that great compared to their Scrapper and Brute counterparts. Sure, Blasters have great ranged damage modifiers and can start off with those, but then they have downtime that they need to fill in with AoE powers (usually poor DPA and certainly poor DPE when facing single targets) or melee powers from their secondary (which have a lower damage modifier and wind up with extra high recharge times to give them good damage) or power pools (which suck). This is part of the reason that Fire Blast is so great: its T1 and 2 powers recharge in only 2.18 seconds and 4 seconds, which makes it easier to make the T3>T1>T2>T1 chain work (with the bonus damage offsetting the lower base damage). Out of all the issues on my list, this is actually the easiest to fix, since many sets have minor damage ST mez powers that could be upgraded to have decent damage.
5) Speaking of, the mez powers are ridiculous. Why do they need to be 20 second recharging powers that do minor damage and have only a scale 10 duration (11.92 seconds for a Blaster at level 50)? This would save a lot of headache.
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Frankly, I'm of the opinion that since damage is all Blasters get, their damage should be the highest in the game.
I mean, literally. Tankers get crap damage, but they make up for it with the ability to create the unchallengeable, unapproachable best defense and resistance in the game, blowing Scrappers and Brutes (The two closest competitors) out of the water. Defenders get crap damage, but make up for it with Buff and Debuff modifiers that Controllers, Masterminds, and Corruptors (The three other buff/debuff classes) can only look at and cry. But Blasters, who literally get nothing in the world save damage, damage, a couple worthless Mez powers that are useless on teams, and more damage? Scrappers have exactly the same base damage, PLUS criticals, PLUS surviveability.
Blasters should be to damage what tankers are to HP/Defense/Resistance and what Defenders are to Buff/Debuff. They should be the unchallenged, unsurpassed, Best Damage In The Game.
Because that's all they get.
Ice/Ice Blaster. Dedication to concept is an ugly thing.
Claws/WP Brute. Sex without the angst.
Every CoX character lies somewhere on this spectrum.
Hmmmm, you know one thing I do wish Blasters would get? With these new archetype IO sets, they should not get a damage proc. If Brutes should get a proc that helps their Fury building, Blasters should get one for Defiance damage building (or retaining those bonuses for longer). That would be quite cool.
Outside of Brutes and Tankers, the rest just seemed to get a damage proc, rather than something cooly thematic (even if not everyone likes the +res for Tanks one).
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Because three Blasters, three Stalkers, or three Peacebringers would be absolutely screwed as a team.
Three of... well, anything else... would wreck shop. Easily. |
Teams of stalkers... Donno, I don't really enjoy stalkers too much personally.
Teams of 2 or 3 blasters? Those are FUN! Sure we might slow down a bit due to not being heavily armored. But we aren't in any real trouble. Not as long as we pay attention.
Teams of 3 tankers to me is the chore. Especially in the low 20's. Tanker damage output STINKS for the most part.
As for blasters dying all the time... Yes, my blaster died a lot today when I was teamed. But then again that's to be expected. We only had about twelve team wipes in one mission alone. The team was an 8 man team running level 30 missions. And half the team (including the controller who was our only 'support' type) were levels 10 through 15. Some of the other people who was in that level range and thus unable to hit +3 minions was our tank, and the brute.
That's right boys and girls, the people who could have kept things from noticing the storm of hot lead flying from my blaster's pistols couldn't hit anything. Nor could the person who was trying to lock down the enemies. Funnily enough, when the controller left and was replaced with one who COULD hit things... no one died the rest of the time we ran missions. Not even when we accidentally aggroed 3 groups at once.
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Outside of Brutes and Tankers, the rest just seemed to get a damage proc, rather than something cooly thematic (even if not everyone likes the +res for Tanks one).
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The way the set is designed ranged def + decent recharge is exactly what blasters can make good use of.
As for blasters dying all the time... Yes, my blaster died a lot today when I was teamed. But then again that's to be expected. We only had about twelve team wipes in one mission alone. The team was an 8 man team running level 30 missions. And half the team (including the controller who was our only 'support' type) were levels 10 through 15. Some of the other people who was in that level range and thus unable to hit +3 minions was our tank, and the brute. That's right boys and girls, the people who could have kept things from noticing the storm of hot lead flying from my blaster's pistols couldn't hit anything. Nor could the person who was trying to lock down the enemies. Funnily enough, when the controller left and was replaced with one who COULD hit things... no one died the rest of the time we ran missions. Not even when we accidentally aggroed 3 groups at once. |
The problem with blasters is having the most ridiculous secondaries in the game.
Having a primary of damage and a secondary of damage is so beyond comprehension its just amazing.
Violate the cottage rule and redo the secondaries to include some defensive and more auxiliary powers and get rid of the stupid melee attacks, take away the crash from nukes, and low and behold blasters might get useful.
Till then Im keeping my blasters shelved, blasters off my team and sticking to playing corruptors.
Let me just say this, if any other AT took 2 powers from their secondary they would be laughed off a team, but this is close to the standard for blasters, they often pass up nearly their entire secondary to stack defense from pool powers. No AT should be skipping big chunks of their secondaries for pool powers.
The days of defenders taking 1 attack are long gone
Boycott Ncsoft if they close down Coh.
The problem with blasters is having the most ridiculous secondaries in the game.
Having a primary of damage and a secondary of damage is so beyond comprehension its just amazing. Violate the cottage rule and redo the secondaries to include some defensive and more auxiliary powers and get rid of the stupid melee attacks, take away the crash from nukes, and low and behold blasters might get useful. |
I definitely think the crash should be removed from nukes.
If that playstyle is not for you, there is nothing wrong with your solution.
Till then Im keeping my blasters shelved, blasters off my team and sticking to playing corruptors.
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Let me just say this, if any other AT took 2 powers from their secondary they would be laughed off a team, but this is close to the standard for blasters, they often pass up nearly their entire secondary to stack defense from pool powers. No AT should be skipping big chunks of their secondaries for pool powers.
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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.
Your always better off taking defensive pool powers than melee attacks, taking melee attacks without having defense is a trip to a debt badge.
Again we arent talking level 50 blaster incarnates with purples coming out of every orifice.
No melee attacks itself is not the problem, dominators are fine.
The problem is 3/4 of blasters total powers are attacks.... what... wait.. and they still dont do that much more damage than scrappers, corruptors or dominators, Soa.
Im not saying they dont do any more, just not enough more for the fact that they do nothing else.
Nevermind the fact that what the heck does any character need more than 5 or 6 attacks for anyway, you dont have enough animation time for any more than that.
Recharge is hardly an issue later in the game.
Boycott Ncsoft if they close down Coh.
Theory + Facts = Conclusion
You have a Theory that blasters are not desirable. The Facts are some people play them and have zero issue.
This not fitting your Conclusion you then argue more with the same points over and over and again others don't agree. Your Conclusion is not valid - your Theory is fine and with added Facts you just need to change YOUR Conclusion.
Your Conclusion is for YOU - you don't find the trade off with being squishie worth the small added damage.
My Conclusion - playing a blaster is fun and I need to be attentive and cautious or I die. This means to get a blaster to higher level means no training wheels. This equals fun for me.
Theory + Facts = Conclusion
You have a Theory that blasters are not desirable. The Facts are some people play them and have zero issue. This not fitting your Conclusion you then argue more with the same points over and over and again others don't agree. Your Conclusion is not valid - your Theory is fine and with added Facts you just need to change YOUR Conclusion. Your Conclusion is for YOU - you don't find the trade off with being squishie worth the small added damage. My Conclusion - playing a blaster is fun and I need to be attentive and cautious or I die. This means to get a blaster to higher level means no training wheels. This equals fun for me. |
Opinion <> Fact
Just to redo your reasoning so it has greater contrast
Theory: world is round
Your facts
People don't sail over the horizon because they are happy with it being flat and have zero issue.
Theory: bathing is good for you
Your facts: Many people are happy washing themselves once a month and think bathing gives you diseases.
There are times I wish Castle's blaster thread had not been purged.
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.