Honest Blaster Questions/Research


Another_Fan

 

Posted

Quote:
Originally Posted by firespray View Post
Strawman. I never said they shouldn't make sure blasters can solo more effectively. I said I want them to team more effectively as well, and that because teaming is (probably) a lot more common than soloing, fixing teaming problems should be higher priority than fixing soloing problems. I'll state again though, that I DO want blasters to be able to solo effectively. I just want them to be effective on teams MORE.
That's calling the strawman yellow. Any needed fixes for soloing will be just as valuable while teamed. What you really want is for the blaster to be a damage deity and AT balance is getting in the way of your desire.


-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 Arcanaville View Post
Depending on what you mean by "anywhere near" I believe its extremely likely that solo play is about as common as teamed play, on a player-hour basis.

It cannot be exceptionally uncommon, that much I'm certain of, or certain things would not be true that are true about the way the devs manage and balance the game.
For a quick snap shot, check your friends list. Typically about 1/2 of my friends are solo while the rest are in teams that average about 4 members.

My friends on Freedom are teamed more often than solo. My friends on Triumph are solo more often than teamed. My friends on Justice are split about evenly between solo and teamed.


-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 StratoNexus View Post
Of course, blasters do have something that is pretty unique in team play. Not everyone likes that thing and it may cause some issues in reward metrics, but it does exist. And it is not even all negative, IMO.
Ok, so my first joke thought is that blaster's are great at being vengeance bait. I'm drawing somewhat of a blank as to what you really mean though.


MA Arcs: Yarmouth 1509 and 58812

 

Posted

Quote:
Originally Posted by Oliin View Post
Ok, so my first joke thought is that blaster's are great at being vengeance bait. I'm drawing somewhat of a blank as to what you really mean though.
Lol, was just getting ready to post that and saw you beat me to it.


-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

I wish this was simple...but it's not.

I wish we could just say 'Screw it...give Blasters a scaling damage buff. 10% for Minions, 25% for Lts and 50% for Bosses.' and that would fix everything. It won't but the damage buff would be nice

I like the idea of the Blaster taking an active role in his damage mitigation instead of it being some passive inherent ability or toggle. This is why Arcana's 'splash mitigation' things appeals to me.

But I think we're putting the cart before the horse. First we need the Devs to even acknowledge there IS a problem. THEN we can try to help them figure it out.


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

 

Posted

Quote:
Originally Posted by Oliin View Post
Ok, so my first joke thought is that blaster's are great at being vengeance bait. I'm drawing somewhat of a blank as to what you really mean though.
That is kind of what I was getting at actually. Not vengeance bait, but their fragility. The need to be protected by others. No other AT is truly as weak as a blaster while also generating large amounts of aggro.

Obviously on a team everyone should be watching each other, but blasters just have that heightened sense of need. Whenever I play a tank or buff/debuff set I default to watching the blasters more (although HEATs also get some extra attention). When I play a blaster, I seem to see many people pay extra attention to me (or they don't and I get in trouble a lot).

Since I enjoy the interplay of teammates, I actually quite enjoy this aspect of the AT, both when I play a blaster and when I play with blasters. That doesn't mean I am opposed to changes or buffs, just that I am content with the current situation.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Eldagore said

Quote:
the "AT XXXY" can replace a blaster on a team without really anyone noticing.
"Without really anyone noticing" is a weird statement, variations of which appear frequently in this and similar conversations.

A lot of people don't have much situational awareness. The team that "is really rocking" and then kicks the Force Field defender for being a leech is a classic from the old Defender boards.

If people can overlook being five times as tough, it's no surprise if they don't notice someone else's character doing 1.3 times as much damage. (From a few years back, when I was that force field defender, I estimate a blaster playing full offense is about 1.3 scrappers worth of damage through at least the low 40's. )

... in other news, I'm DYING to know how StratoNexus is finding a scrapper. It was you, right, first winner of the Blaster RWZ challenge?


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

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@Boltcutter in game.

 

Posted

Quote:
Originally Posted by Miladys_Knight View Post
That's calling the strawman yellow. Any needed fixes for soloing will be just as valuable while teamed.
And any fixes for teaming will be just as valuable while soloing, what's your point?

Quote:
Originally Posted by Miladys_Knight View Post
What you really want is for the blaster to be a damage deity and AT balance is getting in the way of your desire.
Yes, I do want blasters to be the best at damage. That's what blasters are supposed to be. It always has been. AT balance doesn't get in the way of that. AT balance happens with that as the goal.


 

Posted

Quote:
Originally Posted by Fulmens View Post
Eldagore said


"Without really anyone noticing" is a weird statement, variations of which appear frequently in this and similar conversations.

A lot of people don't have much situational awareness. The team that "is really rocking" and then kicks the Force Field defender for being a leech is a classic from the old Defender boards.

If people can overlook being five times as tough, it's no surprise if they don't notice someone else's character doing 1.3 times as much damage. (From a few years back, when I was that force field defender, I estimate a blaster playing full offense is about 1.3 scrappers worth of damage through at least the low 40's. )

The problem is that many players wouldn't notice the difference if the Blaster had to bail and were replaced by virtually ANY OTHER AT. Wait...they might notice

1) New guy is a Tank. Good, don't have to babysit him
2) Good, new guy is a Scrapper. Does damage and I don't have to babysit him
3) New guy is a Brute. Good, read Scrapper above.
4) Good, new guy is a Controller. We get some buffs and controls. Not quite as much damage but MUCH safer now.

and so on and so on...

The ONLY time I've noticed the absence of a Blaster was on a lowbie dream team I was PUG'd into one night. My Tanker, 4 Controllers, a Defender and 2 Blasters, all pre-17 before Stamina was inherent and Inventions was just getting started. It was a typical situation...I ran in and herded, the Controllers locked down the room, the Defender kept me alive and buffed the Blasters and they dropped Rain of Fire on everything. Spawn melts like butter...move on. The blasters had to go and we kept going...at a much slower pace.

Now, nobody seems to spend more than a day or two below SO levels. By the 30s players are beginning to get into Inventions. Teams in the 40s, led by a 50, can steamroll the ITF in less than an hour. I have a buddy with a Brute that stays at the damage cap pretty much all the time except for Rage crash. He can do this with defenses and Mez protection.

If Blasters are supposed to be kings of damage then they NEED a change to regain that title. Either that or they need something else...a NEW title to hold.


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

 

Posted

Quote:
Originally Posted by Comicsluvr View Post
If Blasters are supposed to be kings of damage then they NEED a change to regain that title. Either that or they need something else...a NEW title to hold.
Yes please.



http://www.virtueverse.net/wiki/Shadow_Mokadara

 

Posted

Quote:
Originally Posted by firespray View Post
And any fixes for teaming will be just as valuable while soloing, what's your point?
My point is that this is not the case. On a team the aggro goes to the tank (if its a good tank) solo the blaster gets it all. A team fix may still not solve the solo problems. The converse is not true.

Quote:
Yes, I do want blasters to be the best at damage. That's what blasters are supposed to be. It always has been. AT balance doesn't get in the way of that. AT balance happens with that as the goal.
Have to keep the horse in front of the cart.


-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
My point is that this is not the case.
It is as much the case as the ridiculous assertion that ANY fix that improves soloing will improve teaming as well.

Quote:
Originally Posted by Miladys_Knight View Post
On a team the aggro goes to the tank (if its a good tank) solo the blaster gets it all.
Well, the tank gets the aggro IF there's a tank on the team, and IF the tank is in the same place as the rest of the team, and IF the tank is playing intelligently, and IF the tank's taunts overcome the threat generated by the blaster's damage, and IF there aren't more enemies present than the aggro cap. There are plenty of opportunities for a blaster to get plenty of aggro even on a team, and a lot of those if's are out of the blaster's control.

Quote:
Originally Posted by Miladys_Knight View Post
A team fix may still not solve the solo problems. The converse is not true.
This is a ridiculous assertion. There are absolutely things that would benefit solo players that wouldn't benefit team players, or wouldn't benefit them as much I know this because I've thought of some. Just like there are things that would benefit team players but not solo players. I consider both these cases unlikely though. I think it's far more likely that any changes that benefit one playstyle will benefit the other roughly as much, and these are the sorts of changes that should be pursued.

Pursuing changes only with the end goal of improving soloing and just assuming that they'll fix teaming problems too is a terrible idea though.


 

Posted

Quote:
Originally Posted by Fulmens View Post
... in other news, I'm DYING to know how StratoNexus is finding a scrapper. It was you, right, first winner of the Blaster RWZ challenge?
That was me, yes. I do not understand your scrapper query, but I want to know what it is you want to know.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by firespray View Post
It is as much the case as the ridiculous assertion that ANY fix that improves soloing will improve teaming as well.
Can you construct a performance improvement that helps soloing, doesn't help teaming and is actually active and behaving the same way both solo and teamed ?

I can't think how anyone would manage it.


 

Posted

Quote:
Originally Posted by Another_Fan View Post
Can you construct a performance improvement that helps soloing, doesn't help teaming and is actually active and behaving the same way both solo and teamed ?

I can't think how anyone would manage it.
At first, I thought that was impossible. But after thinking about it, I think it might be possible. But it it would not be likely to be stumbled upon either way: it would have to be engineered that way.


Edit: the game mechanic that occurred to me could theoretically be manipulated in this way is phasing.


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Posted

Quote:
Originally Posted by Fulmens View Post
Eldagore said


"Without really anyone noticing" is a weird statement, variations of which appear frequently in this and similar conversations.

A lot of people don't have much situational awareness. The team that "is really rocking" and then kicks the Force Field defender for being a leech is a classic from the old Defender boards.

If people can overlook being five times as tough, it's no surprise if they don't notice someone else's character doing 1.3 times as much damage. (From a few years back, when I was that force field defender, I estimate a blaster playing full offense is about 1.3 scrappers worth of damage through at least the low 40's. )

... in other news, I'm DYING to know how StratoNexus is finding a scrapper. It was you, right, first winner of the Blaster RWZ challenge?
Not so weird when taken in context with the rest of my post.

Comicsluvr elaborates a bit 2 posts after yours so i dont feel the need to. Suffice to say, I find the "not noticing" concept as a whole to be a good thing- but you should still notice, just a little, that the team dynamic has changed.


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Posted

Quote:
Originally Posted by Arcanaville View Post
At first, I thought that was impossible. But after thinking about it, I think it might be possible. But it it would not be likely to be stumbled upon either way: it would have to be engineered that way.


Edit: the game mechanic that occurred to me could theoretically be manipulated in this way is phasing.

Well if it was personal phasing it should help in both. KB might be a better candidate because if you use it, it might annoy people enough to kick you off the team.

Edit: Thinking about it both are cheats. They would have to be advantageously used solo, and detrimentally used on teams.


 

Posted

Quote:
Originally Posted by Another_Fan View Post
Can you construct a performance improvement that helps soloing, doesn't help teaming and is actually active and behaving the same way both solo and teamed ?

I can't think how anyone would manage it.
Vigilance...

You could increase the damage of AoE immobs by 30%.

Increase Trip Mine damage by 25%.

Create Stalkers as originally implemented...


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
Vigilance...

You could increase the damage of AoE immobs by 30%.

Increase Trip Mine damage by 25%.

Create Stalkers as originally implemented...
Vigilance stops working on teams. Well the +dam part. The end red still provides a benefit.


 

Posted

Quote:
Originally Posted by StratoNexus View Post
That is kind of what I was getting at actually. Not vengeance bait, but their fragility. The need to be protected by others. No other AT is truly as weak as a blaster while also generating large amounts of aggro.
Being that guy that gets hurt really easily isn't exactly what I'd call a positive team 'role'.

I agree that ideally there should be necessary interplay between the ATs in a team. Fragility however is a fairly negative thing in terms of game mechanics and should really be offset with a reason the rest of the team would actively want to keep them alive. The problem being that some people (myself included) don't really feel that blasters don't really have enough extra to counterbalance their fragility.

But yea, the whole thing is in debate obviously. Still if the thing an AT brings to a team that's different from everyone else is that they tend to die a lot; then that's probably something that needs looking into.


MA Arcs: Yarmouth 1509 and 58812

 

Posted

Quote:
Originally Posted by firespray View Post
It is as much the case as the ridiculous assertion that ANY fix that improves soloing will improve teaming as well.
Hyperbole much? Strawman much?


Quote:
Well, the tank gets the aggro IF there's a tank on the team, and IF the tank is in the same place as the rest of the team, and IF the tank is playing intelligently, and IF the tank's taunts overcome the threat generated by the blaster's damage, and IF there aren't more enemies present than the aggro cap. There are plenty of opportunities for a blaster to get plenty of aggro even on a team, and a lot of those if's are out of the blaster's control.
So tell me exactly how adding damage as you want helps the blaster teamed in these situations? These are the EXACT teaming situations that the solo performance buffs we've been talking about will be useful on a team. Right now blaster damage is almost high enough to steal aggro even from a good tank. Buff the damage as you want and it very well could mean that the blaster could steal the aggro even from a good tank on a consistent basis (I'll trust Arcanaville to run the numbers on that I don't have her gift where that is concerned) this makes survivability buffs even more important than any damage buffs especially of the level that you are contemplating

Quote:
This is a ridiculous assertion. There are absolutely things that would benefit solo players that wouldn't benefit team players, or wouldn't benefit them as much I know this because I've thought of some. Just like there are things that would benefit team players but not solo players. I consider both these cases unlikely though. I think it's far more likely that any changes that benefit one playstyle will benefit the other roughly as much, and these are the sorts of changes that should be pursued.
I notice that you didn't deign to share. Perhaps because they are trivial or not germaine to the real issues?

Quote:
Pursuing changes only with the end goal of improving soloing and just assuming that they'll fix teaming problems too is a terrible idea though.
You mean like adding damage will fix them? You can pour gallons and gallons of water into a 16 ounce container.... it will still only hold a pint no matter how hard you wish for it to hold more.

Since blaster problems on teams and solo boil down to being mezzed too much and being defeated too much I don't see how you could even spout such nonsense. Any fix that addresses these 2 issues will provide benefit solo and teamed.

There is a difference between a fix and a buff. I want the broken parts of the AT fixed. You just want a damage buff.


-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 Another_Fan View Post
Well if it was personal phasing it should help in both. KB might be a better candidate because if you use it, it might annoy people enough to kick you off the team.

Edit: Thinking about it both are cheats. They would have to be advantageously used solo, and detrimentally used on teams.
A power that simultaneously phased the player and the target(s), like a combo dimension shift, would help the player solo by eliminating all the other targets from being able to shoot at him or her, but in teams that would be counterproductive because the team couldn't help you kill your target, you couldn't help them kill anything else, and they couldn't otherwise buff or heal you.

In effect, its making the teamed player effectively solo. But it does not explicitly require using it badly to generate that result.


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Posted

Quote:
Originally Posted by Arcanaville View Post
A power that simultaneously phased the player and the target(s), like a combo dimension shift, would help the player solo by eliminating all the other targets from being able to shoot at him or her, but in teams that would be counterproductive because the team couldn't help you kill your target, you couldn't help them kill anything else, and they couldn't otherwise buff or heal you.

In effect, its making the teamed player effectively solo. But it does not explicitly require using it badly to generate that result.
Immediately made me think of a bunch of hitbox sounds followed by this:


Maybe that's something stalkers should get instead...


 

Posted

Quote:
Originally Posted by Arcanaville View Post
A power that simultaneously phased the player and the target(s), like a combo dimension shift, would help the player solo by eliminating all the other targets from being able to shoot at him or her, but in teams that would be counterproductive because the team couldn't help you kill your target, you couldn't help them kill anything else, and they couldn't otherwise buff or heal you.

In effect, its making the teamed player effectively solo. But it does not explicitly require using it badly to generate that result.
I think that would still be beneficial . It would allow the blaster to take out problem targets without incurring added agro. They would be able to isolate any target with AoE buffs and take them out before they were able to buff the spawn.


 

Posted

Quote:
Originally Posted by Another_Fan View Post
I think that would still be beneficial . It would allow the blaster to take out problem targets without incurring added agro. They would be able to isolate any target with AoE buffs and take them out before they were able to buff the spawn.
True, there are circumstances when it would be useful. I was thinking it would overall hurt more than help in most teams though.

I suppose in a strict logical sense anything that helps you solo and has the same effect on a team will by definition help sometimes, even if that sometimes is when the team otherwise wouldn't be helpful to you. I think the loophole though is that without explicitly stating so there might be effects which benefit the solo player and hurt his team mates, which in the degenerate case of having no team mates is a net plus and in most teams is a net minus. Either way, though, as I said previously it seems unlikely the devs would stumble into one by accident, it would have to be deliberately engineered that way.


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