Crashless Nukes *Might* Happen


Airhammer

 

Posted

Assuming the devs agree with Arcanaville's theory that current crashing nukes are grossly underpowered (I was convinced), I see 3 possible solutions:

A) Giving a massive increase to a nuke's damage (at least doubling it), increasing the target cap from 16 to 24, keeping the endurance crash and the 360 second recharge, making a crashing nuke much more powerful and reliable than it currently is.

B) Keeping the damage and the crash, but lowering the recharge to 60 seconds like RoA and Full Auto, so that blasters can nuke once per spawn as long as they have blue inspirations.

C) Lowering the damage, removing the crash and lowering the recharge to 60/90/120 seconds, turning them into clones of RoA, Full Auto and HoB.

IMO, any of these options would offer interesting options in a blaster's playstyle. A) would let a nuke keep its status as a panic button, while B) and C) would help a blaster raise his value as a damage dealer in teams, and likely increase the BOOM-SHAKALAKA fun factor as well.

Good news, I think. Wait and see?


 

Posted

Stupid question, whats the actualy use of the T9 nukes (crash ones) if you have a Incarnate version that recharges way faster, does avarage more dmg (due hitcap) and has no penalty?

If they would put them all on 1 line, i rather see Full Auto being AoE also, in terms of efficiency it will become the most weakest (cone-target based).

Pulling them down on damage will nearly make them par with mini-nukes such as Omega movement (no drain), shieldcharge and lightning rod. What once used to be 'unique' and 'GO DOWN NOW!' power, will become some mediocre power that nearly everyone already has.

I rather see them pick up the sniper powers first (specialy AR with LRM mission and sniper), they have little to no value anymore.


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Posted

I think the current "crashing" nukes are pretty useless on Corruptors/Defenders. They drop your toggles (buffs, debuffs) and without finding a way to recover your end you can't provide any support for some time. I would be in total support of those version of the nukes being given the Fortunata treatment of Psychic Wail. I really find it to be counter-productive for a tier 9 power to hamstring all the other power choices that make up an AT. It really feels like how MoG used to be, when it was up, it made the rest of regen useless rather than synergizing with it.

Now on blasters I think this is less of an issue since with the higher damage mod, dmg cap and BU+Aim the nukes are at their peak. Also, a blasters main focus is to deal damage, so the crash doesn't have the same potential to hurt a team like it does on the support ATs.

Even though it's less of an issue for blaster, I still think the current state of the game doesn't favor the old nukes. I think the Devs understand this by the changes to their design philosophy. If you aren't making new sets with "crashing" nukes ,because you understand they aren't efficient, then it only makes sense that the old ones are due for a re-design.


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Posted

Quote:
Originally Posted by Lucky666 View Post
best option make 2 options, one crashes the other doesn't. Once you pick one the other is greyed out like how some SOA powers currently works tech is already there why not.
This, since this is the age of CoH Freedom, let's give options and let the players choose which one they want for the individual character.


 

Posted

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Originally Posted by Leo_G View Post
Could always do something crazy and give each AT their own version of the nuke:

Defenders = Vigilance makes it so nukes don't crash, only costs a lot of endurance to cast (45-60 END) and has longer lingering debuffs. Same recharge and damage.

Corruptor = Nuke does same damage and recharge and full crash. Gives user the 'Going All Out' buff that reduces all Corr blasts to 0 END cost for 10 sec. Take advantage of scourge here.

Blaster = Slight improvement to damage, lower recharge, full crash. Increase the range and target caps of these powers to be competative with Judgement.
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Posted

Quote:
Originally Posted by Zemblanity View Post
Assuming the devs agree with Arcanaville's theory that current crashing nukes are grossly underpowered (I was convinced), I see 3 possible solutions:

A) Giving a massive increase to a nuke's damage (at least doubling it), increasing the target cap from 16 to 24, keeping the endurance crash and the 360 second recharge, making a crashing nuke much more powerful and reliable than it currently is.

B) Keeping the damage and the crash, but lowering the recharge to 60 seconds like RoA and Full Auto, so that blasters can nuke once per spawn as long as they have blue inspirations.

C) Lowering the damage, removing the crash and lowering the recharge to 60/90/120 seconds, turning them into clones of RoA, Full Auto and HoB.

IMO, any of these options would offer interesting options in a blaster's playstyle. A) would let a nuke keep its status as a panic button, while B) and C) would help a blaster raise his value as a damage dealer in teams, and likely increase the BOOM-SHAKALAKA fun factor as well.

Good news, I think. Wait and see?
You could also modify the crash in various ways: see Burnout.

I honestly think, though, that in a game that allows Elude and Unstoppable, the tier 9s could do a lot more for blasters. But to do more, without breaking the unspoken rule that blaster offense cannot be allowed to be too powerful, irrespective of how powerful anything else already is, and without altering the powers in a way that would take enjoyment away from the people currently using them, would require some innovative design trickery.


For example, take Nova. Suppose I were to say that I had a way, without adding any code at all, to redefine Nova so that the longer you don't use it, the stronger it gets. So lets say you log in, and use Nova (just to make the discussion simple). Nova takes 360 seconds to recharge without recharge buffs: lets go with that number for now. After 360 seconds, Nova is fully recharged and can be used again. But suppose 360 seconds later, if you don't use it, Nova becomes twice as strong. And suppose 360 seconds later, Nova became three times as strong. The less you use it, the stronger it gets. If you try to use it too often, though, like as a farming tool, it doesn't hit as hard.

In all other respects Nova would work the same, so people who like Nova now would like the new Nova in all likelihood: it would work the same but occasionally hit harder. Those using it as a panic button and not a normal offensive weapon would get better panic button performance.

That sort of thing is actually doable, I believe, within the current game engine. I think ultimately it will take some radical outside the box thinking to make the crashing nukes worthwhile without detracting too much from their current usage for existing players.


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Posted

My first character that I created when this game came out was an Energy/Energy Blaster, he will forever hold a special place in my heart.

That being said, I don't care what changes the folks over at Paragon Studios decide to make except for one:

When I run up to an AV and I summon all of my power and strength and let loose with a Nova, I EXPECT the knock back to make him go flying. The same goes for Giant Monsters.

I can't remember ever seeing an AV get knocked back from any of my Novas, nor do I think that could in any way be gamed to keep an AV from fighting back, the recharge is simply too long to make that happen, even on a team of 8 blasters you couldn't do it.


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Originally Posted by Brynstar View Post
I think the current "crashing" nukes are pretty useless on Corruptors/Defenders. They drop your toggles (buffs, debuffs) and without finding a way to recover your end you can't provide any support for some time. I would be in total support of those version of the nukes being given the Fortunata treatment of Psychic Wail. I really find it to be counter-productive for a tier 9 power to hamstring all the other power choices that make up an AT. It really feels like how MoG used to be, when it was up, it made the rest of regen useless rather than synergizing with it.
The 'uselessness' of the nuke vary per set, a elec/kin or /ice has little to no problems with a crash, they can get their endurance back up in seconds, alike the dark mastery wich i beleive has the end-drain ability.

But if they remove the crash from T9, shouldnt they also remove them from Inv and elec armor? They crash in a extremely dangerous situation (specialy Inv), what blaster has as final moment, inv and elec tanks have it as defense.

Then what? We generalise all 'nuke' and 'panic' powers to no-recharge-affected powers that grant only a blink of what the original power was, like Shield (one with the shield) or willpower (dont know the name)?


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Posted

I'm 100% against it.

Nukes are supposed to leave a Blaster exhausted.

Everytime I think of a Nuke power, I picture a Blaster with his outfit all rip apart, bleeding all over, gathering energy for one last devastating attack. Heck, I'd even argue a big slice of the HP bar should also be gone after the nuke.

If I were to change crash nukes, I'd go with something like this:

- End crash and -endrecovery (just as it is now)
- 80% of the HP would be gone after the nuke
- While the power is activating, the hero should either have a huge resistance boost or be phased. Why? Because it makes sense that a Blaster willing to gather all his energy for one last strike should be more resilient and have the willpower to resist all incoming damage in order to fulfill his purpose.

This is how a nuke should work, imo.


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Posted

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Originally Posted by PleaseRecycle View Post
Really the main case for crashy nukes seems to be their strong thematic tie to comic books. Who doesn't love it when the hero, in his direst need, summons forth the strength to overcome the odds while being left drained? Very dramatic and all that. One cannot make an objective case against crashy nukes if the reason a player likes them is something like this, but one can point out that in the comic book it's perfectly plausible that the hero will have defeated all of the villains with his mighty attack, whereas in CoH chances are good that there are going to be some villains left, probably within spitting distance.
This, and more: the villains left alive after the crash are the most powerful ones - the ones who will beat the hero to a paste by the time he gets his powers working again.

Crashing nukes works for story purposes. It does NOT work for gameplay purposes, especially in a game that tends to move a lot faster than any comic book.


 

Posted

Six or half-dozen. If it changes, I'd simply adjust my playstyle accordingly and move on.

On a purely selfish, dev-centered angle, I'd say "no" just so they don't have to deal with the inevitable fallout from the swarms of obnoxiously vocal players who aren't as adaptable.


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Posted

The main thing I'd like to see changed about all powers that reduce you to zero End is for your toggles to say on. I can't stand being detoggled. I love the change they made to being mezzed so that you don't detoggle. It's easy enough to pop a blue after nuking but it's the 10 seconds of retoggling after that that annoys the heck out of me. If they made that single change, I'd nuke whenever it was recharged. As it is, I rarely use nukes.


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Posted

Quote:
Originally Posted by Sardan View Post
The main thing I'd like to see changed about all powers that reduce you to zero End is for your toggles to say on. I can't stand being detoggled. I love the change they made to being mezzed so that you don't detoggle. It's easy enough to pop a blue after nuking but it's the 10 seconds of retoggling after that that annoys the heck out of me. If they made that single change, I'd nuke whenever it was recharged. As it is, I rarely use nukes.
Well that'd pretty much kill the purpose of toggle powers being toggles.


@False Fiction - Virtue / Defiant

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Posted

Quote:
Originally Posted by False_Fiction_EU View Post
I'm 100% against it.

Nukes are supposed to leave a Blaster exhausted.

Everytime I think of a Nuke power, I picture a Blaster with his outfit all rip apart, bleeding all over, gathering energy for one last devastating attack. Heck, I'd even argue a big slice of the HP bar should also be gone after the nuke.

If I were to change crash nukes, I'd go with something like this:

- End crash and -endrecovery (just as it is now)
- 80% of the HP would be gone after the nuke
- While the power is activating, the hero should either have a huge resistance boost or be phased. Why? Because it makes sense that a Blaster willing to gather all his energy for one last strike should be more resilient and have the willpower to resist all incoming damage in order to fulfill his purpose.

This is how a nuke should work, imo.
Anything that takes away 80% of my health and can't even guarantee taking away 80% of an Lts health is being a bit generous with the "nuke" moniker.

If you're going to take away 80% of my health I expect to be taking away 120% of my target's health, even if my target is Jurassik.


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Posted

My primary complaint is the retoggling. Make that automatic or just reduce the crash to MOST of the stamina.


A game is not supposed to be some kind of... place where people enjoy themselves!

 

Posted

I don't have anything salient to add to this discussion (I should preface every post with that line, but anyway)...


I thought of a power gimmick that we don't currently see in CoH. We have PBAoE powers that teleport us into the mobs to deal damage such as Shield Charge and Lightning Rod. We don't have any powers that deal their effects then TP us out of danger. Imagine a PBAoE attack such as a nuke that drains all endurance but then TPs us to a targeted location far away and out of danger.

You jump in and click the power giving you a targeting reticule, you select an area and click. BOOM! You explode, then instantly TP out of dodge. Or the power works like a double TP. You TP into the spawn, blow up, then TP back to your starting location automatically.

Just a random thought.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
If you're going to take away 80% of my health I expect to be taking away 120% of my target's health, even if my target is Jurassik.
Oh yea. If an attack was going to drain 80% of my life and 100% of my endurance then everything around me that isn't a GM or AV had better dang well have been defeated by it.


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Posted

Quote:
Originally Posted by Miladys_Knight View Post
I'll just throw this out there. Just like changing APPs this is a BAD idea. If the devs are going to do this they need to give us a branching tier 9 and let us choose our tier 9.

Guidelines that "should" be followed.

Crashing nukes should be fast activating PBAoEs that do massive damage and they should be on long timers.

Non-crashing nukes should be (non)/TAoEs/cones that do about 1/4 the damage by comparison and recharge 4 times faster.

Doing that means that no-one loses their playstyle.
Doesnt work....

Crashing nukes leave you too vulnerable afterwards, kill your dps, and wind up being sat on waiting for a situation desperate enough to need them.

Meanwhile I spam Rain of arrows every time its up, need it or not, just because it costs me nothing to do so.


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Posted

Quote:
Originally Posted by False_Fiction_EU View Post
I'm 100% against it.

Nukes are supposed to leave a Blaster exhausted.

Everytime I think of a Nuke power, I picture a Blaster with his outfit all rip apart, bleeding all over, gathering energy for one last devastating attack. Heck, I'd even argue a big slice of the HP bar should also be gone after the nuke.

If I were to change crash nukes, I'd go with something like this:

- End crash and -endrecovery (just as it is now)
- 80% of the HP would be gone after the nuke
- While the power is activating, the hero should either have a huge resistance boost or be phased. Why? Because it makes sense that a Blaster willing to gather all his energy for one last strike should be more resilient and have the willpower to resist all incoming damage in order to fulfill his purpose.

This is how a nuke should work, imo.
Posts like this just reinforce to me that Arcanaville is the only player who can be trusted with numbers.


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Posted

Quote:
Originally Posted by Arcanaville View Post
You could also modify the crash in various ways: see Burnout.

I honestly think, though, that in a game that allows Elude and Unstoppable, the tier 9s could do a lot more for blasters. But to do more, without breaking the unspoken rule that blaster offense cannot be allowed to be too powerful, irrespective of how powerful anything else already is, and without altering the powers in a way that would take enjoyment away from the people currently using them, would require some innovative design trickery.


For example, take Nova. Suppose I were to say that I had a way, without adding any code at all, to redefine Nova so that the longer you don't use it, the stronger it gets. So lets say you log in, and use Nova (just to make the discussion simple). Nova takes 360 seconds to recharge without recharge buffs: lets go with that number for now. After 360 seconds, Nova is fully recharged and can be used again. But suppose 360 seconds later, if you don't use it, Nova becomes twice as strong. And suppose 360 seconds later, Nova became three times as strong. The less you use it, the stronger it gets. If you try to use it too often, though, like as a farming tool, it doesn't hit as hard.

In all other respects Nova would work the same, so people who like Nova now would like the new Nova in all likelihood: it would work the same but occasionally hit harder. Those using it as a panic button and not a normal offensive weapon would get better panic button performance.

That sort of thing is actually doable, I believe, within the current game engine. I think ultimately it will take some radical outside the box thinking to make the crashing nukes worthwhile without detracting too much from their current usage for existing players.


Yeps, I would sign onto that


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Posted

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Originally Posted by Arcanaville View Post
Y

I honestly think, though, that in a game that allows Elude and Unstoppable, the tier 9s could do a lot more for blasters. But to do more, without breaking the unspoken rule that blaster offense cannot be allowed to be too powerful, irrespective of how powerful anything else already is, and without altering the powers in a way that would take enjoyment away from the people currently using them, would require some innovative design trickery.
Oh just call that the unspoken rule that blasters are meant to suck and be done with it.

Edit: I don't know which is more humorous to me, the lengths you go to spin things, or the fact that so many just let them pass unquestioned.


 

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Quote:
Originally Posted by Another_Fan View Post
Oh just call that the unspoken rule that blasters are meant to suck and be done with it.

Edit: I don't know which is more humorous to me, the lengths you go to spin things, or the fact that so many just let them pass unquestioned.
I don't know what is funnier, people who rage at Arcanaville for simply stating things in a dispassionate manner, or that some people think that if you're not going out of your way to use the most inflammatory wording possible then you're trying to 'spin things'.


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Posted

Quote:
Originally Posted by Shubbie View Post
Doesnt work....

Crashing nukes leave you too vulnerable afterwards, kill your dps, and wind up being sat on waiting for a situation desperate enough to need them.

Meanwhile I spam Rain of arrows every time its up, need it or not, just because it costs me nothing to do so.
This. Except I don't use it as a panic button; I sit on it waiting for a group big enough to be worthwhile that won't be destroyed by the team in the time it takes me to BU/Aim+Nuke.

I've been planning a ranged softcap build for my fire/nrg and realized that I didn't want Inferno because it isn't worth using. Sure the damage is great, but only 16 targets, no end and 20 seconds of -recov? It just doesn't do enough to be worth sitting out the next spawn or two while I recover.

That said, I ended up taking it as a set mule.


 

Posted

Quote:
Originally Posted by Another_Fan View Post
Oh just call that the unspoken rule that blasters are meant to suck and be done with it.

Edit: I don't know which is more humorous to me, the lengths you go to spin things, or the fact that so many just let them pass unquestioned.
Arcana actually presented valid numbers to prove nukes are underpowered, not just the abstract whining the rest of us tend to do in chorus. Be graceful and offer a thank you rather than a flame, will you?


 

Posted

Quote:
Originally Posted by Another_Fan View Post
Oh just call that the unspoken rule that blasters are meant to suck and be done with it.

Edit: I don't know which is more humorous to me, the lengths you go to spin things, or the fact that so many just let them pass unquestioned.
You know, a lot of people are rereading this, and wondering what spin you're talking about, or what thing they are supposed to be questioning, even with the highlighting you're hoping is helpful.

This isn't a unique observation of your posts, but I often wonder if you don't know that you're crazy, or just enjoy looking crazy, or if this is a cry for help. Unfortunately, psychosis is not a diagnostic specialty of mine, so I would recommend crying for help from someone else.


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