Natural Blasters need a new Secondary


Angelxman81

 

Posted

This has been particularly an issue for me when I've been rolling Archery and Dual Pistols blasters. There just really isn't a good option for a Natural training-based character. I was thinking of something that combines some of the utility Devices with some of the melee attacks from other Secondary power sets to build a set geared toward characters who are more equipment or training-based, like the many enemies who can fight in hand to hand. The powers could include:

- A few strong melee attacks, punches and kicks, probably including stun and knockback effects, perhaps based on the Fighting pool
- A Stealth effect
- Build Up and Aim effects
- A cone fear power
- Conserve energy, or something like it


 

Posted

To be honest, I don't play Blasters much (But when I do, I have a...Blast! Hahaha)

Puns aside, yes, this has been suggested many times and the devs have plenty of "Natural" melee sets to take from to make "Martial/Strength/Body/Chi/Whatever Manipulation"

Super Strength
Martial Arts
Street Justice coming soon
Fighting Pool

We'll probably see something like it at some point. It's certainly been suggested enough.


 

Posted

Since Blaster secondaries are manipulation based instead of straight up melee based it would have to be a mixed set.

2 straight up melee attacks
1 PBAoE
1 ST immob
Build Up (Aim comes from Primary)
1 buff power
1 Mez attack
Tier 9 power could be either another strong attack or a status effect ala Flash Freeze.


That said, I've been clamoring for a 'Natural' secondary for literal years!
I also fully expect we will get something in the store before this time next year.


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Posted

It kind of seems like you were describing energy manipulation there. Not precisely, but it covers most of the bases. Indeed, what's wrong with EM for a natural blaster? Just minimize the effects on the punches and they're fairly plausible apart from total focus, while any self buff can be explained in the same way an inspiration can. Heck, I'd actually say EM is a better natural set than devices.


 

Posted

It's been suggested. Just like it's been suggested that they fix the useless parts of Devices. >.>


 

Posted

I'm hoping for the option to just turn off power effects (no colors) then energy fits natural powers for the most part and is what you're looking for. Asking for martial arts or something wouldn't be much different.


 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
It kind of seems like you were describing energy manipulation there. Not precisely, but it covers most of the bases. Indeed, what's wrong with EM for a natural blaster? Just minimize the effects on the punches and they're fairly plausible apart from total focus, while any self buff can be explained in the same way an inspiration can. Heck, I'd actually say EM is a better natural set than devices.
Energy Manipulation is very glowy. Also, it has huge knockback effects. It also encourages a kind of in-your-face style that seems at odds with a Natural blaster fighting giant demons and robots. If you could just turn off the glowy, EM is probably what I would use as a default for the time being. Ideally, though, I think a stealth power (similar to Device's cloaking device) would be good, along with a greater emphasis on knockdown and disorients than flying KB. Mixing in a fear effect would be thematic, as with Mental Manipulation. It would be kind of mix-and-match, sort of a "Willpower" of Blaster Secondaries.


 

Posted

Quote:
Originally Posted by HighRoller View Post
Energy Manipulation is very glowy. Also, it has huge knockback effects. It also encourages a kind of in-your-face style that seems at odds with a Natural blaster fighting giant demons and robots. If you could just turn off the glowy, EM is probably what I would use as a default for the time being. Ideally, though, I think a stealth power (similar to Device's cloaking device) would be good, along with a greater emphasis on knockdown and disorients than flying KB. Mixing in a fear effect would be thematic, as with Mental Manipulation. It would be kind of mix-and-match, sort of a "Willpower" of Blaster Secondaries.
So combine the best parts of EM and Devices? I don't see how that makes a better "natural" blaster as I don't see devices as a natural set but rather a tech set. If you want a pure natural set do martial arts, and you don't get a cloaking device because that's tech.


 

Posted

I am waiting for a Martial Arts seconday, although they would have to come up with something to use for the ranged T1 immobilize.

It would mean that I have an argument to get Dual Pistols as an ancillary for Scrappers.


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Posted

Quote:
Originally Posted by B_Nix View Post
So combine the best parts of EM and Devices? I don't see how that makes a better "natural" blaster as I don't see devices as a natural set but rather a tech set. If you want a pure natural set do martial arts, and you don't get a cloaking device because that's tech.
It wouldn't be a cloaking device, it would be stealth. The cloaking device is a precedent.

Quote:
Originally Posted by ArchGemini
I am waiting for a Martial Arts seconday, although they would have to come up with something to use for the ranged T1 immobilize.
What about something like Scare from Mental Manipulation?


 

Posted

Quote:
Originally Posted by HighRoller View Post
What about something like Scare from Mental Manipulation?
I was thinking something like that, actually. Like the "showdown" stare that martial artists always give each other before they throw down.


11 months of all-nighters, messy feeding sessions, bath fighting and realizing just how good my son's lungs work, and I am still convinced he is the crowning accomplishment in my life. What in the blue HFIL is wrong with me?

 

Posted

I'd really like a martial arts themed Blaster secondary. Give it good solid melee attacks that don't glow or involve elemental damage plus a couple of gadgets and self buffs. Until we get that I find coloring bright Energy Melee a very dark color makes the glow almost invisible and works reasonably well for a natural attack set, but I'd rather have attacks that look like martial arts instead of big heavy "brick" style punches.


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Posted

Quote:
Originally Posted by HighRoller View Post
Energy Manipulation is very glowy. Also, it has huge knockback effects.
Really? Where? It IS very glowy, but the "huge knockback" just isn't true.

Energy Manipulation has exactly ONE power that has knockback. Power Thrust. There is not a single knockback effect anywhere else in the set.

I've been telling my wife the same thing for years. She hates Energy Manipulation because of knockback, and it has as much knockback as Martial Arts, and LESS knockback than Electricity Manipulation (Havoc Punch, Thunder Strike, and Lightning Clap all have KB)


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by B_Nix View Post
So combine the best parts of EM and Devices? I don't see how that makes a better "natural" blaster as I don't see devices as a natural set but rather a tech set. If you want a pure natural set do martial arts, and you don't get a cloaking device because that's tech.
Batman uses devices, and he's natural.

I look at it a little differently.

If the devices in question are beyond the scope of current technology in the world you live in, then they are Tech origin. If you could buy them off the shelf at an Army surplus store, they are Natural origin.

In a world where we have medical teleporting technology and the police force has regular access to power armor, the doodads in Devices are most definitely NOT beyond the scope of readily available technology for that world.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
In a world where we have medical teleporting technology and the police force has regular access to power armor, the doodads in Devices are most definitely NOT beyond the scope of readily available technology for that world.
In that case i would call tripmine and timebomb 'ancient', not even close to natural or tech (based on current tech-level ingame).

I would rather see they swap this more in line with /traps, Detonate of MM is far far far superiour to timebomb, in active battles i see no blaster just taking 4 seconds to lay down a tripmine (ok, its fun.. thats about it). The rest is passive-support, unlike majority of the other secondairy sets that give great benefits (cloaking is pre-fight usefull, targetdrone is only a bonus tohit, both have equal in the normal pools).

A weak version of acid mortar, maybe the healing triange, seeker drones, supportive abilities that give a bit more playstyle then a few passive abilities.

The only power i see usefull is gundrone, wich took them several patches before it became somewhat usefull (as to the issue 21 casttime reduction)


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Posted

Quote:
Originally Posted by ClawsandEffect View Post
Batman uses devices, and he's natural.

I look at it a little differently.

If the devices in question are beyond the scope of current technology in the world you live in, then they are Tech origin. If you could buy them off the shelf at an Army surplus store, they are Natural origin.

In a world where we have medical teleporting technology and the police force has regular access to power armor, the doodads in Devices are most definitely NOT beyond the scope of readily available technology for that world.
Cloaking devices, levitating laser drones, and similar powers do not fit the theme of a "natural" character at all. They come off as extremely high-tech, regardless of the gadgets the cops use to fight supervillains.


 

Posted

Street Justice could provide a few interesting options for a natural secondary. I don't know a ton about the set, but it seems like it'd have a few fun blaps. Throw in Caltrops and maybe smoke grenade, possibly a Focus Chi/Build Up style move,


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Really? Where? It IS very glowy, but the "huge knockback" just isn't true.
The first power, which you will take on your Secondary, no choice, hurls guys around the room. Since it constitutes a good bit of your damage potential the first few levels, it's not very convenient to just tuck it away to the back of your tray and forget about it.

Power Boost "Greatly boosts the secondary effects of your powers. Your powers effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes, Knockbacks and more, are all improved. The effects of Power Boost lasts a short while, and only the next couple of attacks will be boosted." ... In practical terms, it's a power that causes people to throw people even further with Power Thrust.

Although most of the attack powers Disorient, EM is a pretty poor choice if you don't like throwing people around the room.


 

Posted

Power boost's description is outdated. It no longer affects KB magnitude. Other than that, EM has one KB power, and it's a single target one. It hurls *a guy* across the room, which is only disruptive if you spend all your time using it on people and don't kill any of them. As a 'get out of my face' tool it's extremely useful, but there's certainly no requirement to use it enough to be disruptive (and it's not a damage tool, by level 4 you should have at least three other powers that are more useful as attacks).


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Posted

Quote:
Originally Posted by HighRoller View Post
Although most of the attack powers Disorient, EM is a pretty poor choice if you don't like throwing people around the room.
Really? Because one power caused knock back and another makes it go further? Wow, you really dislike knockback.

I found the KB in Power Thrust very useful at low levels as mitigation. A KB'd foe isn't causing damage, and as I'm ranged and they are currently targeted they aren't causing anyone any issues.


 

Posted

Quote:
Originally Posted by Diggis View Post
Really? Because one power caused knock back and another makes it go further? Wow, you really dislike knockback.

I found the KB in Power Thrust very useful at low levels as mitigation. A KB'd foe isn't causing damage, and as I'm ranged and they are currently targeted they aren't causing anyone any issues.
This.
I use Power Thrust a lot to throw annoying melee mobs off me.
Then in range I use my primary to defeat them. Its a mitigation tool.


 

Posted

I think Positron is not at home with the idea of Blasters getting /Dual Blades or /Martial Arts.

I'd rather see these sets get put to the vote.


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Posted

Quote:
Originally Posted by Diggis View Post
Really? Because one power caused knock back and another makes it go further? Wow, you really dislike knockback.

I found the KB in Power Thrust very useful at low levels as mitigation. A KB'd foe isn't causing damage, and as I'm ranged and they are currently targeted they aren't causing anyone any issues.
I like Power Thrust and I like knockback. "Knock the guy across the room with a glowing punch" just doesn't scream Natural origin to me. Energy Manipulation is great for my towering robot with Energy Blast, or my dual pistol wielding vigilante who wears energized gauntlets. It's not so hot for a Natural Archery character, whom I would rather not assign Trick Arrow because they are supposed to be a deadly archer, not some wacky gadget-based character who shoots nets or oil slick arrows.

Seriously, what is the natural choice for an Archery blaster? "I shoot arrows at bad guys, and also...

... "I can energize my fists. And I like shooting people with arrows. Because."
... "I have ranged elemental powers but no blasting attack. And I like bows."
... "I like to use advanced cloaking devices, grenades, and a robot targeting drone with my bow."


 

Posted

Then take EM and don't use power thrust? Or do use it and chalk it up to your powerful hands, a trait that would actually be quite useful for an archer. You could exercise some level of imagination and say that instead of doing the little power thrust shunt move, your character is doing some kind of throw. The engine will never support an actual throw animation so it's basically as close as you're going to get anyway. I'd also point out that if you set it to bright em and use a very dark color, or set it to dark em and use a very light color, the effects will be at least as minimal as those of either martial arts or street justice given the same treatment.


 

Posted

My 2 thoughts on the issue:

* Any new secondary needs to be put together from powers that are not stolen from blaster primaries. We've had enough of that. Umbral Torrent and Will Nerfination can kiss my grits.

* Melee damage powers are high on cool factor and high on fun factor. They are also highly redundant with any blaster primary, if they lack utility, and can lead newbies and casuals into bad builds.

These two issues shouldn't be huge obstacles to designing a new secondary, really, but they're important in my view.

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Re: Natural Archer

Is there any concept or gameplay reason you couldn't go another AT with Trick Arrow instead? Blasters aren't always the best idea for concept. Or gameplay.