Honest Blaster Questions/Research


Another_Fan

 

Posted

Ok so obviously we have a lot of Blaster threads out there. Many Blaster players want a change to the AT. However the big debate is HOW to change it and WHAT really needs fixing.

I'd like to gather some data for this. Not theory, not third-hand stories or YouTube video but real data. However a single observer makes for poor data collection so I'd like to ask the Forum for help.

Make a new Blaster. Don't rely on information or memory from your lvl 50 uber guy who hated Malta 5 years ago. The game is different now. We need NEW information. I'd also like to add a few caveats in the interest of good observation:

1) Run solo first. Yes, this will often suck but please do it. Go through the tutorial, start at level 2 and run the content. Make note of which enemies are tougher, which are pushovers and so on.

2) NO SEWER RUNS! This single TF has done more to skew player opinion than anything. Imagine a new guy just starting the game. He makes a Blaster, emerges from the tutorial and is invited to a DFB. Not knowing what he's getting into he agrees. Over the next 90 minutes he rockets up 10 levels in the most raucous fun he's had in a while. Then the team breaks up and he has to solo. Wow...bummer. This is HARD! So please, stick with the basic content.

3) Team about half the time. I'm not trying to collect data on the extreme ends of the spectrum. I don't care if you never level up and use only your T1 and T2 blasts all the way to 50. By far most players won't do this and most data collected along in this way will be useless. Most players will team at least some of the time. Teaming is an inherent part of the game. Some content (like TFs) ONLY work for teams. So don't solo all the time or your numbers might be biased versus the norm.

4) NO PLs, AE FARMS or any other kind of rapid-leveling schemes. See #2 if you need to know why.

5) No sugar-daddying with a wealthy toon to buy great IOs at lower levels. I'm not saying that you need to work just off of your Blaster's income (because some players will help others out with cash) but the number of new players who will have access to a Numina's Unique or a Performance Shifter proc will be small.

6) You don't have to start from scratch to be helpful. If you have a Blaster in the 20s (or 30s or wherever) who isn't full of pricey IOs then any information you could give would be helpful. This would make collecting data across all levels much faster.

I'm not expecting everyone to studiously write down every encounter. That's too much like work. However posting a few short notes as things develop will be helpful. Something like 'three Hellion Minions aren't so bad but two Lts are killer' is great.

I'm going to ask for the Blaster's Power Sets and level for each post. I'll make the first posting myself later on today. Thank you all in advance for your help.


"Comics, you're not a Mastermind...you're an Overlord!"

 

Posted

This will likely yield the following:

1. Blasters are weak while solo but great when aggro is managed for them.

2. Outisde of IO's and Incarnate powers, Blaster's strength while solo depends on their Primary/Secondary.

Apologies for not taking part in this, good luck though.


Mains (Freedom) @Auroxis
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Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

No slight but I know how to do what you want and I know why I can level faster than most players solo. Solo at low levels knockback and mez slows your advance.

So I developed this strategy to level without defeats:

1. level 1-5 in Atlas street fighting Hellions
2. Head to The Hollows and level to 8.
3. Go to Perez Park and fight Hellions or Skulls (I usually go with Hellions) Collect all PP badges.
4. At level 12 do the Midnighters arc and collect all Steel badges.
5. Exit Midnighters arc at completion at 13-14ish and head to Boomtown.
6. Straight back from the Boomtown door you can find large groups of Lost without Bosses.
I level from 14-20 fighting these and collect all Boomtown badges.
7. At level 20 I finally team and usually do both Positrons and maybe a Synapse and in some cases I have never been defeated all the way to level 25-27ish.

This work especially well for those high AoE power sets. For Single hitters like Energy i instead run mission arcs at +1x1. Slower but safer than the large groups but also you can cruise Perez hunting solo/duo Hellion bosses.

I have played blasters since day one of this game and have seen the changes that caused the issue. Mezzing became so common it really permeates everything. Issue 1-2 I was godlike on my Fire/Fire blaster - I would get people sending me tells to please join them within 30 seconds of logging in. Now blasters are sort of in limbo - you will take one but its nto because you WANT one like a buffer/debuffewr or aggro magnet.


 

Posted

It sounds like it would collect great research data. Soloing to 50 the slow way on a Blaster with no cash? also sounds like someone needs to give me about 12 Purples at the end of it.


 

Posted

It's a good experiment, but you need a point of reference. Do the same thing with a stalker, then compare the results?


 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
Soloing to 50 the slow way on a Blaster with no cash? also sounds like someone needs to give me about 12 Purples at the end of it.
Bah. I did that more than half a decade ago and nobody gave me nothin'.


MA Arcs: Yarmouth 1509 and 58812

 

Posted

But purples have been starting to drop for me regular...(do not jinx me) gotten one last night on a ITF in the first 50 content I ran in almost a week, a Ragnarok. So, more 50 content please lol. I just cannot spend the time doing this, even though I see the validity of what the OP is asking for. Same reason I will not play on test. I already have cash problems from alting too much, i try not to compound the issues too much.


 

Posted

I've been playing a number of blasters lately and they follow a similar trend..

1-10 every AT is awesome. Heck brawl is awesome in these levels.

10-20 Blasters do very well here. No one really has any damage but the blaster. This is the heyday of blasters imo, a time when they are true damage dealers and make a difference when on a team.

20-30 issues start cropping up. People make the jump into SO. All but controllers start to become attackers. Solo most ATs increase their settings not just by the level of foes fought but by the number of foes fought when solo. Blasters depending on type can do one or the other but not both, my blasters will typically die at least one or twice a session in these levels. Because of the way exemplaring is done now other ATs have access to cool abilities from their secondary, typically blasters just get more attacks.

30-40 Blasters have capped out offensively and the mobs HP are greatly zipping past, this reduces the overall offensive advantage that blasters had.

40-50 Blaster have still capped out offensively but other ATs do to their epic pools have now caught up, while the blaster wasn't able to catch up defensively. Mob HP verse damage is still an issue as are the number of Mezzing foes. Harder targets are actually hard for a blaster but are not all that much harder for other ATs. A purple Lt for example end up doing more damage to a blaster then to any other AT most of the time.

Incarnate level play. Level Shifts make the blaster far more effective do to the nature of level shifts. Lack of defense isn't a hindrance, lots of offense especially AOE is a boon. Though no AT sucks.. its like being back at the start of the game where every AT is awesome.


 

Posted

I made a new blaster very recently. Level 13 Beam Rifle / Darkness Manipulation Blaster. Running him through the Warden Arc of Praetoria, and so far it is all soloing.


My initial thought can be summarized as the following: conflicting. Picked to be thematic and not to be any particular build, his power sets have more than just "no synergy" in them. That, I could handle, and have done so in the past. No, the problem is that his primary wants to do one thing, his secondary wants to do another, and both of their abilities are mutually exclusive to each other. Because of the inherent effectiveness of dealing with enemies using Beam Rifle, so far I have been choosing those powers over Darkness Manipulation, who's only role so far in my playthrough has been to use melee attacks when beam rifle is recharging and the enemy is in short range. Since this problem is fading fast as I level up, I plan to skip around half of the darkness manipulation powers.


Running solo through Praetoria at lower levels I have not encountered any problem with the AT itself. This run doesn't feel harder than my previous praetoria runs (stalker - guarding and mastermind - power). In fact, I think it is currently outpreforming both of those ATs in this playthrough. I do not expect this to last forever, however, because I have seen areas that are rare now but will become much more common in the future. Worst event was when I was knockdown-locked by several Seers.



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Posted

That's how I've been playing as an energy/energy blaster at +1/+1/no AV's difficulty using DO's and SO's. I'm at level 33 now, just recently made the jump to using mostly SO's, and have focused on solo story arcs with two task forces and a few teams (not for my own missions) along the way.

First Ward posed some difficulty with the D.U.S.T. troops doing a ridiculous amount of damage per hit, but otherwise regular enemies are consistently manageable so long as hit and run tactics are employed and the lieutenants/bosses taken down first. I was surprised to find that the Rascals in Croatoa were such a problem; they're no threat individually, but they appear in large groups, seem harder to hit than most enemies and can very quickly wear down a blaster's health. I died twice during the course of the Croatoa arcs, both times due to large Rascal ambushes rather than bosses or lieutenants.

The real challenge, though, seems to be with the Elite Bosses; Nocturne, for instance, must have killed me half a dozen times before I finally wore her down, Arbiter Sands took a few tries as well and both Diabolique and Sorceress Serene in FW were major headaches. The only Elite Boss who came across as a pushover was Dr. Vahzilok, probably because his attack range seemed to be lower than mine.

Mezzing isn't much a problem at this point due to defiance, AoE knockback attacks are proving invaluable for keeping charging mobs at bay, and Aim/Build Up are essential for taking down groups of enemies that include lieutenants. Her progress is certainly slower than most AT's, since a lot of time's spent darting around to lose aggro and setting up another round of attacks, but survivability is still high.


"Now, I'm not saying this guy at Microsoft sees gamers as a bunch of rats in a Skinner box. I'm just saying that he illustrates his theory of game design using pictures of rats in a Skinner box."

 

Posted

Even though I already have 3 lowbie blasters, I'll go ahead and do this experiment from scratch: it'll give me an excuse to try Ice Blast, since I've heard many good things about BIB.

I personally think Blasters are already fine, and I think the solo experience is better on Blasters than Corrs, Trollers, or Defs, but I also don't like Melee ATs too much, so I may be biased.

I'll keep posting here w/ observations and strategies.


 

Posted

Ive recently started to enjoy blasters.

My Ice/Ice blaster is great as most of his secondary attacks are holds, slow downs or other benifical effects. They work really well with each other, same as Energy/energy. As long as you skip the melee attacks, youll have enough slots to really bulk out the helpful powers.

Sadly, I think that melee attacks go against what the AT is supposed to be about. Ranged Damage. RANGED damage. We ARE squishy, so were supposed to stay back and lash out from afar. If a foe can punch you, then your too close!

Another gripe is that the second part os a bit out of whack. Ranged DAMAGE. Our power is awesome in the early to mid stages, but as we get into the higher levels, other AT's tend to do much more damage than we can dish out. Id like to see Blasters get a bit more bang for their buck, making them more valuable in a team than the evil corruptors that tend to steal our thunder!


Rockshock (Druid Tanker), Medicat (Combat Medic), Dwarf From the North (Ice Mage), Rocket Gal (Energy Blaster), Graveborn (Undead Mastermind), Streeker (Punching Speedster), Op. Sidewinder (Recluse's pet Spider)

 

Posted

Made my Ice/Ice Blaster, Tsumetai, last night, and played around for only 15 minutes or so: for the purpose of researching the experience of a free player, I've put some limitations on my normal build plans-

1) No Going Rogue IOs (this makes me really sad...)

2) No IOs

3) No Hover (this requirement actually will be used to test the validity of a non-Hover blaster moreso than the general freebie player)

4) I plan on living in Melee. This isn't actually different from my normal playstyle, but I'm emphasizing the fact that I won't be playing it safe- really going for No-Defense-Nelly (probably should've gone Fire/Fire for this, but if I don't try ice blast now, I never will lol)

I'm running HeroStats to track my progress on the character, which I think will also keep track of my defeats.


 

Posted

I have two 50 blasters. I love them.

For me, making the Novas attractive, Snipes useful and making sure ALL the Melee and PBAoE attacks have a strong control element (even soft control like end drain, but also high magnitude stuns, etc) would be grand. Up close, our attacks are literally overwhelmingly powerful.


OMG! How like, totally kewl are these characters?!1

 

Posted

Tsumetai reporting in: got to lvl10 not too long ago, took about 90 minutes in total. Not much to report: everything was easy, but it was only the first few levels, which is easy for every character.

I died once , during Mr. Bocor's "Kill Hellions" mission, only because I was a lvl6 taking on lvl8s, which wasn't a problem until, while at half health and almost killing an orange Hellion, a purple Family boss spawned on me...


 

Posted

Not too long ago, on my server's forum, I had suggested we try a thematic group called the Cheapskates - only slotting what was dropped, living off of the rng.

For me, it was like playing a free account. Pure torture, getting bounced around by CoT mages and their earthquakes. I think it's all a question of how close to the edge you play it - some folks will rest after each mob to get their green 100%, others just pop an inspiration and keep trucking.

I typically solo the whole way to 50, except for tfs - which, arguably provide more than half of my xp. Or at least it seems like it. I like not having to exemp down to get those pesky badges for the tfc accolade.

Personally, I would like to see some changes in the IO bonuses - give me some melee defenses for when the npc rushes into me and tries to hack my head off. Yes, we have mitigation such as kb and holds - but they don't always hit the target. I guess that's what lucks are for. (in case they don't hit. Maybe I should have gobbled a yellow first!)

Other than that - anyone who's having trouble playing a blaster should really play a defender first. You will see more and learn more. Then roll a blaster. (just my two inf)


"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese

@Ukase

 

Posted

I will participate in this experiment this coming week, but I have some things I'd like for others to do for me to avoid any "leet set" justifications of my results. Please pick a melee AT and powerset combinations for me. Please pick Blaster powerset combinations for me. Please pick difficulty settings for me. I will play both characters and do exactly the same things- I'll keep track of what content is run, leveling progress, amount of defeats suffered, and whatever other information would be found useful. The only condition I have is that neither character can be played blueside on principle, I refuse to associate with the do-gooders.


 

Posted

THB, I'd suggest a Rad/Dark Blaster. For comparison, try a ElM/(Nin or EA) stalker (since they just got a buff, but are often considered an 'inferior' melee AT). I'm bad at judging difficulty settings, as anyone who teams with me will be able to tell you.


 

Posted

Quote:
Originally Posted by Comicsluvr View Post
Ok so obviously we have a lot of Blaster threads out there. Many Blaster players want a change to the AT. However the big debate is HOW to change it and WHAT really needs fixing.

I'd like to gather some data for this. Not theory, not third-hand stories or YouTube video but real data. However a single observer makes for poor data collection so I'd like to ask the Forum for help.

Make a new Blaster. Don't rely on information or memory from your lvl 50 uber guy who hated Malta 5 years ago. The game is different now. We need NEW information. I'd also like to add a few caveats in the interest of good observation:

1) Run solo first. Yes, this will often suck but please do it. Go through the tutorial, start at level 2 and run the content. Make note of which enemies are tougher, which are pushovers and so on.

2) NO SEWER RUNS! This single TF has done more to skew player opinion than anything. Imagine a new guy just starting the game. He makes a Blaster, emerges from the tutorial and is invited to a DFB. Not knowing what he's getting into he agrees. Over the next 90 minutes he rockets up 10 levels in the most raucous fun he's had in a while. Then the team breaks up and he has to solo. Wow...bummer. This is HARD! So please, stick with the basic content.

3) Team about half the time. I'm not trying to collect data on the extreme ends of the spectrum. I don't care if you never level up and use only your T1 and T2 blasts all the way to 50. By far most players won't do this and most data collected along in this way will be useless. Most players will team at least some of the time. Teaming is an inherent part of the game. Some content (like TFs) ONLY work for teams. So don't solo all the time or your numbers might be biased versus the norm.

4) NO PLs, AE FARMS or any other kind of rapid-leveling schemes. See #2 if you need to know why.

5) No sugar-daddying with a wealthy toon to buy great IOs at lower levels. I'm not saying that you need to work just off of your Blaster's income (because some players will help others out with cash) but the number of new players who will have access to a Numina's Unique or a Performance Shifter proc will be small.

6) You don't have to start from scratch to be helpful. If you have a Blaster in the 20s (or 30s or wherever) who isn't full of pricey IOs then any information you could give would be helpful. This would make collecting data across all levels much faster.

I'm not expecting everyone to studiously write down every encounter. That's too much like work. However posting a few short notes as things develop will be helpful. Something like 'three Hellion Minions aren't so bad but two Lts are killer' is great.

I'm going to ask for the Blaster's Power Sets and level for each post. I'll make the first posting myself later on today. Thank you all in advance for your help.
No offense, but this sounds like the most boring idea I've ever heard. I play this game to have fun, not to do consumer research.

The problem with blasters is that they don't do enough damage to justify their lack of survivability.


 

Posted

Quote:
Originally Posted by firespray View Post
No offense, but this sounds like the most boring idea I've ever heard. I play this game to have fun, not to do consumer research.

The problem with blasters is that they don't do enough damage to justify their lack of survivability.
Actually the problem is the converse. Blasters don't have enough survivability to justify their lack of damage. If the devs approach it from the angle you are taking they would break the game.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by Miladys_Knight View Post
Actually the problem is the converse. Blasters don't have enough survivability to justify their lack of damage. If the devs approach it from the angle you are taking they would break the game.
It's really just the same problem stated the other way around. The idea behind blasters is that they give up survivability in return for damage. Currently, the amount of damage they do does not justify their lack of survivability. It can be fixed by increasing either one, or both, but something needs to change.


 

Posted

Quote:
Originally Posted by firespray View Post
The problem with blasters is that they don't do enough damage to justify their lack of survivability.
Yep. Two things I think should be done.

1) Double the base damage of all Primary/Secondary attacks.

2) Increase the Blaster damage cap significantly.


 

Posted

Quote:
Originally Posted by firespray View Post
It's really just the same problem stated the other way around. The idea behind blasters is that they give up survivability in return for damage. Currently, the amount of damage they do does not justify their lack of survivability. It can be fixed by increasing either one, or both, but something needs to change.
Not really, there is a glass ceiling for damage. Blasters are near it. Getting enough damage to make up for the lack of survivability would push us far over that ceiling. The amount of damage required to give the survivability comparable to other ATs would mean that we'd be one shotting minions, 2 shotting lieutenants, and 3 shotting Bosses.

The problem can't be solved by increasing blaster damage without breaking the game. That means that other things are needed instead.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Now here's the thing I don't get. I left the game in '06 and came back in '10. Maybe something changed. After ED, blasters were still the king of damage. They came out with CoV, and as far as I knew, blasters were still the king of damage.

Now, some are saying this is no longer true. Were blasters nerfed? or were other sets introduced? or other sets were tweaked? Or, did the playerbase get really creative and start to do things better with the non-blaster ATs?

Or, is all this in reference to level 50 content where anyone who does a few iTrials can get a nuke and bridge the gap on damage differentiation between ATs?

My blasters are all level 50, except for 1, who is level 35. I haven't made any more blasters because I was curious about the other ATs that I hadn't played before.
If the AT hasn't changed, is it the content that's changed?
Why the sudden perception that blasters aren't king of damage?

Because my blasters are awesome, every bit as competitive as my scrappers or controllers, and certainly better than my emp defender. Every bit as resilient as my warshade, too. My brute and tank will outshine in the long run because of holds or stuns and running out of break-frees. Clarion would help, but I generally use barrier when solo.
And my blaster makes my dom and corruptor look like feeble old ladies. Maybe it's me. I'm not seeing my blaster as no longer king of the damage mountain.


"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese

@Ukase

 

Posted

Quote:
Originally Posted by Ukaserex View Post
Now here's the thing I don't get. I left the game in '06 and came back in '10. Maybe something changed. After ED, blasters were still the king of damage. They came out with CoV, and as far as I knew, blasters were still the king of damage.

Now, some are saying this is no longer true. Were blasters nerfed? or were other sets introduced? or other sets were tweaked? Or, did the playerbase get really creative and start to do things better with the non-blaster ATs?

Or, is all this in reference to level 50 content where anyone who does a few iTrials can get a nuke and bridge the gap on damage differentiation between ATs?

My blasters are all level 50, except for 1, who is level 35. I haven't made any more blasters because I was curious about the other ATs that I hadn't played before.
If the AT hasn't changed, is it the content that's changed?
Why the sudden perception that blasters aren't king of damage?

Because my blasters are awesome, every bit as competitive as my scrappers or controllers, and certainly better than my emp defender. Every bit as resilient as my warshade, too. My brute and tank will outshine in the long run because of holds or stuns and running out of break-frees. Clarion would help, but I generally use barrier when solo.
And my blaster makes my dom and corruptor look like feeble old ladies. Maybe it's me. I'm not seeing my blaster as no longer king of the damage mountain.
For years the anecdotal evidence was all over the place. Some people said blasters were awesome, some said they were lagging. It was difficult to know what the truth actually was, on average. Were blasters high performing only because those players specifically played them that way, or was the blaster design itself conducive to being high performing and the low performance complaints were the anomaly.

Now we know: in Issue 10 the devs collected performance data for all players playing all archetypes at all level ranges and under all teaming conditions, and discovered that all blaster powerset combinations performed, on average, lower than average by a significant amount. That prompted them to change Defiance from the version you knew before you left to the version that is in here now.

Even at the time, people were still saying that they just *knew* blasters were high performing and the devs must be wrong, but that doesn't seem likely given the data they collected and the way they looked at it: there were few ways they could have screwed that up because these are statistics the game keeps as part of its normal operations, going all the way back to launch. They form the basis of many balancing decisions over the years, most generally in the favor of the players like XP leveling.

Defiance used to grant an exponentially scaling damage buff as you got lower in health, until it maxed out at the damage cap (when you were practically dead). Now, all blaster attacks have a short-duration stacking damage buff, kind of like a follow up buff, and the first two blaster primary attacks and the first blaster secondary attack are all usable while mezzed.

Those changes were made because the data indicated that part of the cause of blaster underperformance was that they died far more often than other archetypes, and when they died very often they were mezzed when they died. The conclusion was that Blasters were a little too fragile, and mez was making them so. So allowing Blasters to shoot a couple attacks while mezzed was seen as a compromise to prevent them from becoming too vulnerable while mezzed. The devs also suspected that Defiance 1.0 was encouraging players to enter melee range and become more vulnerable than they should be for their skill level just to try to boost the Defiance bar.

In either case, given how low we now know Blaster survivability was, relative to the anecdotal evidence, we now know that Blasters are much weaker intrinsicly, and its only the skill level of advanced players that make them look much better than they are. For advanced players, blasters are playable while things like scrappers are trivial. For the average player, its scrappers that are playable while blasters are difficult. The gap is just much harder to see when player skill is high, but its still there.

And given that, there's now an increased awareness that whether Blaster damage is preeminent or not, its definitely not so high that its unambiguously higher than everyone elses. And everyone else's has continued to go up. Tankers got bruising which increases their damage somewhat, and significantly against single hard targets. Dominators got their damage smoothed out by removing the damage buff from Domination but then having their modifiers permanently boosted to damage-dealer levels (Dominator modifiers are now 0.95 and 1.05 for ranged, and melee). Even Brutes had Fury rebalanced so that it decays much slower: while its harder now to reach levels of fury significantly above 80% (+160% damage) its much easier to reach and maintain high levels of fury because it decays slower: *average* Fury has gone up overall, and its all but certain that average Brute damage is higher now.

More recently, Stalkers have had their damage looked at; in the past their critical chance was made to scale with the team, but more recently their single target offense was completely overhauled so that their reliance on the hidden state is much lower and assassin's strikes were made much less situational. The net result is a very large increase in single target offensive output.

Blaster damage, on the other hand, is probably not that much higher than it was when Defiance 1.0 was added years ago: D2.0 probably adds some damage relative to D1.0, but it keeps blasters alive more than it actually buffs damage. The buff isn't insignificant, but that's offset by the fact Blasters were getting substantial buffs from D1.0 - they had to be, because they were dying more often than normal, and therefore at low health more often than expected.


A lot of people say their blaster is awesome, tanks for teams and wipes out spawns in seconds. Some of them are telling the truth, some are exaggerating, but what's certain is that none of them accurately represent the intrinsic value of the blaster archetype. Some people are doing fantastic things with the tools in the toolbox, but there's now unambiguous evidence that the tools in the toolbox are subpar.

And that begs the question: is blaster offense *really* as good as it is *supposed to be* - whether some people think its fantastic or not? And is blaster survivability too low given what small advantage if any they have in offense?

Here's an experiment I did myself a while back. Write down all the damage self-buff powers that damage dealers have. Not fulcrum shift or anything like that: damage dealer damage self buffs. Build Up. Aim. Rage. Follow Up. That sort of thing. Now how many do blasters get? Now rank them in order of strength. How many of the top ones do blasters get?

If they are supposed to be the preeminent damage dealers, does that result seem appropriate?


Why are people talking about it more now? In the past, people would mention these things and no one would say anything and then the line of thought would die. Its been like that for maybe five years now. Recently, I've taken an interest, and tried to spark discussion whenever this topic comes up. I like to think that I've helped matters, but less by instigating the conversation and more keeping it alive so those that were already interested in it feel more encouraged to contribute to it, rather than simply see it die like it has always done in the past.

Also, this time I'm taking my concerns to the devs, and they've at least agreed to hear them out and think about them.


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