Unanswered Pummit Questions
Random thought regarding Blasters...
100% + 2% per level mez resistance (essentially, 1/3 duration on mez at level 50).
0.1 point of mez protection against Stun, Sleep, Hold, or Fear for each +dam% in the Defiance line item for their powers, for the same duration as the damage buff.
This means that you have to build up mez protection, but you can do that with your lower tier attacks (t1 primary is +.66 protection, t2 primary is +1.1) if the mobs start with a mez - and the resistance is there to shorten how long your other powers aren't usable. This makes stacked mezzes still an issue due to low magnitude, and the duration on the protection isn't long but you can literally blast your way out of a mez (making Defiance actually mean defiant!) and the resistance means that you're less affected than other squishies regardless.
Immobilize, Knockback, and Confuse are issues that you can build or adjust to play around (Combat Jumping, IOs, killing teammates for giggles).
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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City of Blasters was down primarily to the broken Smoke Grenade, actually, and to pre-I3 Tankers being able to handle all aggro with infinite aggro and target caps, at least as I remember it. That, and people hadn't figured out how to break Scrappers yet and make them overpowered.
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Also, it's not so much that nobody had figured out how to break Scrappers, but that in that level range, needing to split powers and slots between offense and defense, nobody could break Scrappers. It took SOs, Stamina, a full attack chain, and the level 28 defensive powers for them to start really performing.
Also, it's pre-I5 tankers that took all the aggro with infinite target caps. Herding wasn't the wildly popular thing that it became among Tankers until after I3, when they got full mobile status protection.
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The thing that I personally really dislike about CoH's Mez System is its excessively boolean nature. You're either Mezzed ... or you're not. You're Sleeping ... or not Sleeping. You're Held ... or not Held. That "purity" of boolean conditionals means that there really no way to "degrade performance" through application of Mez in a way that isn't *JUST* a complete On/Off switch.
This winds up causing really weird game mechanics ... or making obvious a lack of complimentary game mechanics. Things like Sleep ought to debuff recharge, even if the target isn't Slept by sufficient Mag. Holds ought to debuff recovery, even if the target isn't Held by sufficient Mag. And so on and so forth. Sometimes we'll see things like Immobilizes will also have recharge and/or movement speed debuffs ... but never in the sizes and quantity to be able to synergize these things together in the event that the combined Mag is insufficient so as to create a very noticeable "degrading of performance" effect when the primary Mez is inadequate to overcome Mez Protection.
And then sometimes you get really off-the-wall "what were they thinking" sorts of things, like Trick Arrow's Flash Arrow ... which has an Unresistable ToHit Debuff ... that is comparatively "powerful" against AVs, and pretty much completely worthless in the remaining 99% of the game. Suffice it to say, that Flash Arrow is no Hurricane when it comes to debuffing potential!
I just wish that the Mez System used by CoH wasn't quite so ... simplistic ... and boolean in nature. As it is, it's almost impossible to represent "partial effectiveness" with Mez powers, and even with Debuffs, it's often difficult to determine (in gameplay, by FEEL) what effects your Debuffs are having (if any at all). Debuffs tend to be better at dealing with "partial" effectiveness, unlike Mez effects, but that's often only because Debuffs tend to NOT be all-or-nothing boolean styled effects on gameplay.
I think the entire mez system should be based on the idea behind Defiance- a gradual loss of powers, instead of all or nothing. Every power could be labelled Level 1, 2 or 3, Level 1 being their most basic attacks. Most holds and stuns would have a good chance of cancelling use of the Level 3 powers (depending on Archetype), stacked or more powerful mezzed would cancel Level 2 powers, and only the most powerful would completely cancel every power.
...we started wondering why "heavies" in comics and movies seem to always be the hardest hitters, yet in this game they can't be,
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This is why a certain super guy can be on the same "team" as a guy who dresses like a bat.
The running suggestion at the time was to make the tanking AT not so much an "aggro magnet" as a direct, immediate threat to anything not paying attention to it. How could you, for instance, make it so enemies can't just walk around the very slow Granite tank and attack the Defender behind him? By making the Tanker deal enormous amounts of damage to enemies who aren't fighting him.
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For starters, what happens when you have 2 or 3 tankers?
Now do the "off tankers" get to do tons of damage as if they were scrappers? Is this fair in a scenario like an AV fight in a trial that is filled with PBAoEs, adds, etc? (in essence, the mitigation continues to serve a purpose)
The Tankers get to keep their mitigation correct?
Alternatively you could have a "stance" where the Tanker drops their own guard to go on the offensive to gain the bonus as you described.
Now they are making a trade.
The problem with that is that this game already has a Hybrid (Brutes) that sort of exists in that role, and that Hybrid (as an AT) has no ability to switch a stance as well to increase its mitigation.
"This is why a certain super guy can be on the same "team" as a guy who dresses like a bat."
This is a bit of a red herring. Batman uses trick to achieve the same goals that Superman accomplishes with brute force.
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
the stacks of assassin buff like sounds kind of like stj combo shenigans.
The thing that I personally really dislike about CoH's Mez System is its excessively boolean nature. You're either Mezzed ... or you're not. You're Sleeping ... or not Sleeping. You're Held ... or not Held. That "purity" of boolean conditionals means that there really no way to "degrade performance" through application of Mez in a way that isn't *JUST* a complete On/Off switch.
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Status effects have their own magnitudes, but these are themselves stuck to an integer between 2 and 4 and it's very rarely possible to stack them. Think of something like a Blaster or a Scrapper - this character's primary effect is "damage," and any damage dealt by any power "stacks" with any damage dealt by any other powers because all of them work together to deplete the same one health bar that the enemy has. Not so with status effects. You can't, for instance, stack a hold with a sleep or a stun and you can barely stack knockback with itself. Moreover, while comic books, movies and even D&D allows you to defeat an enemy purely through control effects, this game does not.
In one of his latest Countery Monkey episodes, the Spoony One tells of how a Lich used Prismatic Ray on his party, causing one party member to be turned to stone. Permanently. "I didn't have anything to return him with." In most any story, being turned to stone is the same as defeat, in the sense that unless someone else does something to turn you back, you won't get better on your own.
I feel that the biggest problem with status effects - and that's in most games, not just this one - is that they're treated as supplementary tools. You may be able to control people's minds, but the only thing that's good for is incapacitating them for a few seconds. But can you control someone's mind and essentially erase all of his memories so he becomes unable to do anything at all? No. You can control plants and envelop your enemies in plants, but can you encase someone inside a tree for all time? No. Fergully's Christa did this to Nexus, the evil spirit of pollution, but we can't. In fact... What game ever let you do that?
I've often heard people wonder how status effects could scale, but I have to wonder... Exactly what effect does damage have on an enemy before you defeat said enemy? We can't wound our foes, we can't make them limp, we can't knock them out, we can't cause them to be winded. Well, some powers come with debuffs attached, but damage itself does not cause these effects, because an enemy at 1% health is exactly as limber and dangerous as an enemy at 100% health.
I'm honestly not sure what could be done to make status effects less binary in THIS game. There are a few ideas, of course, but none that are trivial to implement and none that won't cause a massive uproar irrespective of which way they change things. There is, however, at least one thing that might be doable. Have all status effects able to stack their mag with new effects for around a minute after they expire. The actual "active" effects would expire as they do now, but their "mag" would linger for a long time so that it's easier to stack more holds thereafter. For instance, if I hit a boss with Total Focus, that boss won't be stunned and Total Focus' stun will expire in around 8 seconds. However, say 30 seconds later I use Stun. Though Total Focus' active component has expired, its passive component is still there and it WILL stack with Stun, stunning the boss. What this means is that enemies can be given much higher protection magnitude while still letting most people stack up to meet it.
Or, as I like it, just have "status" be another health bar that gets depleted by status effects and recovers over time. Deplete it below 50% and the enemy is held. Deplete it to 0% and the enemy is defeated. It won't happen, but it's how I'd like to see it work.
Comic books don't have classes, they don't require any kind of internal balance so one type of character is preferred above all.
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But think about it - someone like Marvel's Thing is a big, heavy, tough brawler, but he's not particularly fast, and he's still just one guy. It should be fairly trivial for a fast enemy to simply run past him and punch Sue Richards in the face, or for a bunch of small guys to distract him while a big guy grabs Johnny Storm by his scrawny neck or, much more realistically, for an enemy with a rifle to shoot past him and hit Mr. Fantastic square in the chest.
In comic books, "bricks" don't end up taking most of the punishment because they grunt at their enemies and beckon. They get much of the punishment because they constitute much of the threat. Because if fast guy ran past the Thing and hit Sue Richards, he has just turned his back on the strongest guy in the group, who's going to grab him by the back of the head and smash his face on the ground. You don't turn your back on the Thing, that's why you want to fight him first - because he's the guy you can't ignore.
Classes notwithstanding, I'm talking about a means of giving critters actual logical motivation to attack the tank, as opposed to making them look like idiots for attacking what they can't kill and what can't kill them while ignoring the actually much more important targets. Again - why would you EVER attack a Granite Tanker? What reason could you possibly have to do that? You can walk faster than he runs! He'll never catch up to you, and even if he does, he'll never do all that much damage to you. And besides, you can't really kill him. Why would you attack him? Why would you not simply ignore him and simply walk around where he's rooted to the ground?
It's illogical and irrational and made possible solely through the deus ex machina mechanic that is taunt. We accept it because it makes the game work, but in terms of suspension of disbelief and even basic logic, it just makes no sense. Personally, I'd prefer if there were an actual compelling reason for enemies to attack the tank above and beyond "they just don't know any better."
Could be some problems with this.
For starters, what happens when you have 2 or 3 tankers? |
Hmm... You know, I actually like this. If enemies aren't attacking a Tanker, then he can afford to drop his defences and simply wail on the guys. They are, therefore, given good reason to attack him and keep him pinned down. I like it!
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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On Status:
As Samuel Tow touched on, 'defeat' is a binary status effect in this game. Either an enemy is defeated, or they are just as dangerous as when they were fresh as a daisy (fleeing bosses nothwithstanding).
The only thing that isn't binary in this game is debuffs.
Now I could imagine changing things so that enemies (and of course players) debuff themselves as they become damaged or as mezzes stack below the effect threshold, but that would also require rebalancing all of the combat in the game.
I also agree that it is thematic to be able to defeat an opponent with a mez. I actually see that as something you could implement here without much problem. The game already knows whether you have 0 or 50 stacks of mez beyond your threshold anyway. As to whether it could be implemented in a way that impacted the average fight without the gamewide rebalancing? That's more of a conundrum.
On Tanks:
Well, of course, the reason that the bad guy doesn't just shoot the squishy standing next to the tank is just story drama, but I also see lots of stories where the tank explicitly stands between the team and incoming fire. Somehow, the hail of bullets finds the tanker's chest instead of slipping by (unless of course that is the point of the story). Taunting is supposed to emulate the tanker being in the way of the shot, as well as being targeted due to seeming like a priority threat.
I'd love to see tankers emit a melee-ranged +def zone/aura for their allies. It would simulate the tank interposing themselves between the ally and the incoming damage. Just an idea I trot out every once in awhile. I'd love to see a team clustering around the tank rather than giving them wide berth when the AoEs start flying.
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I'd love to see tankers emit a melee-ranged +def zone/aura for their allies. It would simulate the tank interposing themselves between the ally and the incoming damage. Just an idea I trot out every once in awhile. I'd love to see a team clustering around the tank rather than giving them wide berth when the AoEs start flying.
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Blue
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You would then see teams of tanks that basically ignore their armors because when they cluster up, they're softcapping anyway. No thank you.
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I have a few Tankers who have favored offense over defense ("Scrankers") and they do all right on teams and solo fine as well. I also have more traditionally-built tankers and I like them too.
I really don't think it would break anything, depending on the exact numbers.
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Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
Again - why would you EVER attack a Granite Tanker? What reason could you possibly have to do that? You can walk faster than he runs! He'll never catch up to you, and even if he does, he'll never do all that much damage to you. And besides, you can't really kill him. Why would you attack him? Why would you not simply ignore him and simply walk around where he's rooted to the ground?
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For Stalkers, they aren't 'stealthers' or ninjas, they're just *good* at what they do. A Stalker can be a ninja or an assassin or a hunter or a strategist or just a guy that's 'street smart'. But the thing they all have in common is they get the drop on their enemies and are good at ambushing the enemy. You don't have to specifically be a ninja for that...
For Tankers, their inherent is gauntlet ontop of their attacks. Dunno why I think the way I do (maybe because 'gauntlets' are larger than just your hands or regular gloves) but that makes me imagine Tankers as 'big'. Not in the size of their body, just in the size of what they do. They have to do things big to get the enemy's attention, after all.
So why why go after that granite despite him being slow? Why not walk around him and attack some other, softer target? Because he'll hit you anyway. Because, if you try to walk around him, you have to practically take an elevator, go a few stories around him, take the stairs and the side hallway behind him to literally 'get around' his aura of mud. His footstomp won't hurt as much as a Brute's but it'll knock your socks off from clear across the room!
...well, that's what I like to imagine when I play my Tankers. They're not as offensive oriented as other melee guys, but their moves are bigger and more noticable. And when things are bigger, they tend to be seen as more a threat, conceptually. Mechanically, no, that footstomp or shadow maul or sweeping Dragon's Tail isn't going to hurt more but you'd be tripped up more easily.
Lol yeah, I've always had the thought of 'longer range' and 'higher target cap' as being a conceptual buff to Tankers but since I don't play Tankers that often (only 2 of them and one of them barely got 50 a few weeks ago), I tend to keep my thoughts on the AT to myself
That's a pretty interesting way of thinking about it, actually. Please understand that what I say from this point on is in no way intended to invalidate your view point, as it really is one I hadn't thought of. This is just things that strike me about how Tankers are designed from a conceptual standpoint.
What you describe in terms of the threat a Tanker represents, while an impressive spin on the situation, still leaves them as more of an inconvenience than an actual threat. A Tanker will slow you, hamper you, stagger you and essentially bite at your ankles while the others on his team actually kill you. This works in practice, but in concept it transforms Tankers from a threat to an irritation. I suppose that's par for the course of Taunt, as the way the game mechanic is implemented, it seems like that's what a Tanker seems to do - he irritates people and they want to kill him. So rabid is their rage they don't notice they're not making much of a dent.
The reason I speak about more Tanker damage to enemies not engaging the Tanker (or ANY Tanker) is because I want them to be seen as a legitimate threat. Not "You can ignore him but he'll distract you" but rather "Go ahead and ignore him. I dare you."
To give you an example, a Tanker should be like a WW2 machinegun. Think back to WW1 trench warfare and the role machineguns played in that. If you charged a machinegun nest with basic infantry, you'd get shredded nearly immediately. However, the machinegun's biggest strength isn't that it kills so much that it keeps people pinned down. No-one is going to be dumb enough to charge a machine gun nest with infantry exactly BECAUSE they'd get cut up if they did. You try to flank it, you try to lob grenades into it or you hope for artillery.
Essentially, that's what I want the Tanker to be. I want the Tanker to keep enemies pinned down so they don't have a chance to attack his team-mates. If the enemies keep their heads down and keep attacking the Tanker, it's a stalemate - he can't kill them, they can't kill him. But the moment they turn around to fight someone else, it's their funeral. You do not turn your back on the Tanker.
This really isn't represented in-game. In-game, enemies really suffer no ill effects for ignoring the Tanker and only attack him because they're compelled to.
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Not that there's anything wrong with how you see things. If you can explain Tankers and play them, more power to you. I'm glad you can enjoy the AT.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Problem with that approach is, to make such a feature tangible to that concept, it'd most likely need to be drastic to be noticeable but even if it's not, it'd be exploitable.
Turning to the machine gun example: yeah, it's something you don't want to charge. It's there to make sure of that. Now give the WW2 soldiers a means to make that machine gun invisible or put controllable rockets on it so you can zip it around the enemy or just position a whole bunch everywhere or all of the above. You don't want to charge the machine gun but you don't know you are if it's invisible or if it's zipping around the battle field, it can just pop in and out of the equation to the opposing forces' disadvantage or if you turn your attention to one machine gun, you're turning your back on another.
I think the main problem is the enemy AI. There's too many ways to make the enemy 'turn their back to the Tanker' possibly even to the disadvantage of Stalkers who should have such a mechanic. Dunno what'd I'd say if Tankers get some offensive advantage when the foes' back is turned but Stalkers wouldn't.
Then it sort of goes against the grain of what a Tanker wants to do. You should want more aggro not less.
Now, I want a mechanic that rewards my Stalker for having less aggro and killing foes while drawing less attention
Not that I'm specifically asking for mez protection per se, but rather mentioning that giving blasters melee attacks without careful consideration of how they are supposed to use them, said consideration being consistent with the consideration given to all other archetypes, is part of the general problem of blaster secondaries not having a specific purpose. You look at Ice Manipulation and you think, ok, well that might make sense. Ice Patch and melee attacks; seems logical. Then you look at Fire Manipulation and you think, ok, six PBAoEs and no damage mitigation: that's suicide for most players. And it probably is.
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One of the things that I really think City of Heroes gets wrong is the prevalence and magnitude (using common meaning) of control effects. In most games I've played, a mez effect is something only a named or strong NPC would have (at least a Lt. here but usually a Boss or higher). And those mezzes last in the 2-5 second range. Here we have holds and stuns that last up to 30 seconds. That's just silly.
Sleeps make sense because the NPC can't kill you (absent a one-shot) without waking you up. The duration there makes sense. But otherwise, it's just loony how long mezzes last on both sides in this game.
I would take away every single minion mez in this game. Lt. mezzes would last at most 2 seconds, bosses 4, and higher perhaps 6. And it wouldn't be something that just about every high level villain group has access to either.
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Sounds like the simplest thing to do is to increase the Tanker's "Threat Multiplier" on everything they do. If it's currently 200% ... increase it to 300%. That sort of thing. If it's a Global Setting, adjust the Global.
To give you an example, a Tanker should be like a WW2 machinegun. Think back to WW1 trench warfare and the role machineguns played in that. If you charged a machinegun nest with basic infantry, you'd get shredded nearly immediately. However, the machinegun's biggest strength isn't that it kills so much that it keeps people pinned down. No-one is going to be dumb enough to charge a machine gun nest with infantry exactly BECAUSE they'd get cut up if they did. You try to flank it, you try to lob grenades into it or you hope for artillery.
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Had the game started with simply "Melee" for the AT concept - not "Tanker" and "Scrapper" and allowed you to choose on the fly via stance or some other method whether you were acting offensively or defensively and altered your damage and modifiers appropriately, then this is something that would be viable. You could also roll Stalkers into the AT through the means of your suggestion of higher damage for enemies not targeting you (and the Concealment pool). This late into the game, all I can say is that if that's what you want, play a Brute or Scrapper.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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On Status:I'd love to see tankers emit a melee-ranged +def zone/aura for their allies. It would simulate the tank interposing themselves between the ally and the incoming damage.
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Sure, it's not all Tankers, but it is out there.
Shield Defense tankers can get Grant Cover, which gives Defense to all three positional defenses.
Sure, it's not all Tankers, and sure, it's also available to Brutes and Scrappers, but it is out there. |
>.>
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Give all Tankers a Miniaturized version of Grant Cover, and a stronger, slower version of KO Blow and I will be a happy fox.
Yes, I am agreeing with Johnny Butane.
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I dont think mm as a whole need help, just ninjas. There is no reason for these guys to be like wet paper dolls all the time. They need higher survivability at this point. What good is having good damage if they do not survive long enough to do it? Also there needs to be some overall compensation for dealing with the headache you have for controlling them due to their wacky ai.
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The running suggestion at the time was to make the tanking AT not so much an "aggro magnet" as a direct, immediate threat to anything not paying attention to it. How could you, for instance, make it so enemies can't just walk around the very slow Granite tank and attack the Defender behind him? By making the Tanker deal enormous amounts of damage to enemies who aren't fighting him. If enemies turn to fight the Tanker, they are ready to defend against his attacks. Sure, he's hard to kill, but by keeping him "pinned down," he can't kill you. If, by contrast, you chose to turn your back on that Granite tank, you'd take a Seismic Smash to the back of the head and drop right on the spot.
What you suggest for Stalkers as weakness exploiting I suggested for Tankers as a way to make them dangerous yet not overpowered, and to move the impetus to fight the Tanker away from enemies being forced to attack to enemies having motivation to attack. Sure, with as basic as our AI is, they'd still probably have to be coerced to attack mechanically, but at least a Tanker COULD pose a serious danger to the enemies attacking him.
Of course, that's besides the point, but I wanted to put it our there.
You know what's even more fun? Technically, that means you can build up Assassin's Focus, hit Placate, hit Assassin's Strike and then score both a 7.0 Assassination critical AND a guaranteed 2.76 "Focus" critical on top of that for a total of 9.76. This doesn't even need any new tech. It just needs the status check taken out of Stalkers' out-of-hide criticals.
Now, that may be overpowered... But Leo wanted a reason to use Placate + Assassin's Strike, and this seems to be it.
I remember arguing this point with many people back then, possibly even with Jack Emmert himself at one point. The assertion was that critters pretty much universally had a higher melee damage mod than their ranged damage mod, thus you were safer at range. The argument that you sustain more attacks in melee was never made, as enemies of the time were prevented by their AI from mixing melee and ranged attacks. If they were stuck in their "ranged mentality," they'd only fire ranged attacks even if you fought them in melee (a variation on this made Gunslingers easy to kill as they wouldn't use any of their nastier powers if you were within about 10 feet of them) and if they were stuck in their "melee mentality," they'd ignore their ranged attacks and be completely incapable of affecting a hovering Blaster.
I saw this as a fallacy and still see it as a fallacy because it's not a strength of the character, it's a weakness of the enemies he faces, and the enemies he faces change and evolve. Blasters may have done well fighting Banished Pantheon and Warriors, but pretty soon after launch, they started fighting Rikti Mentalists, Malta Gunslingers and Tac Ops, Nemesis in general, Crey Tanks and Protectors and so on and so forth, and it's only gotten worse. If a primary strength of your AT is exploiting a weakness of your enemies, then what do you do when that weakness gets patched up? "Nor much" seems to be the answer.
Ironically enough, kiting enemies does far more for Scrappers than it does for Blasters, because a Scrapper has the tools to survive with and kiting just adds to that survival. Trying to kite as a Blaster just gets you held and slows you down in your search for killing enemies before they kill you. I've tried it. I went out of my way to explain why all my Blasters were fliers. It didn't work.
The greatest paradigm of the Blaster AT and the straw that broke the camel's back for me was a simple realisation: Blasters very much CAN deal the most damage of any AT in the game, but they very rarely live long enough to do so. Yes, if your team has all aggro handled and you're essentially shooting at things with zero danger... Yeah, you can pump out your full damage potential, but at this point your contribution has been reduced from crucial to a matter of convenience and expediency. Blasters have amazing potential, but they are almost never able to fulfil it, having to forego much of their damage output and trade it for second-hand survivability powers in a very uneven trade.
As cool as they are, I find Blaster nukes to be the greatest offender in this case, and used to be EVEN WORSE before. Many people have referred to nukes as the "skip spawn" button because that's essentially what Blasters use them for. You walk into a spawn, you click a button and once every six minutes, you can just opt to not fight that spawn. Sure, it's cool to watch, but once more, this is still an expediency power. I've seen it used in combat a few times, but rarely to turn the tide. Mostly, a Blaster will nuke and save us the trouble of fighting THIS spawn, so we can move on and fight the identical one further down the corridor.
The "all or nothing" design that Blasters seem to have been written after was never realistic. It never is in any game. No player at any point in a game can be allowed to achieve "all" as that simply breaks the game and renders it pointless. And once you realise you can never have "all," the "all or nothing" trade takes on a very unfortunate reality.