Blasters suck, the movie.
And about Drain Psyche- I do not doubt that it is not WAI, but how it works is a bit over the top. You must remember that it is not just a Blaster power, it is also a Dominator power. And you would be hard pressed to say that Drain Psyche on a Dominator is not even more useful than Drain Psyche on a Blaster in 98% of situations. The last 2% is GMs, as a Blaster will probably out-damage a Dominator against a single large target.
DP is OP on a Dom for the following reason- they can lock down a fight. They can lock the entire fight down and then refill both bars in seconds. On a Dom it doesn't even need to be Perma- it is entirely effective right out of the box as a reset button. Then remember that you can pair it with something like Plant Control and you realize how absurd it really is. You cannot just nerf or remove it on one- that would cause an uproar. You must get rid of or nerf it on both to truly solve the problem.
And about Drain Psyche- I do not doubt that it is not WAI, but how it works is a bit over the top. You must remember that it is not just a Blaster power, it is also a Dominator power. And you would be hard pressed to say that Drain Psyche on a Dominator is not even more useful than Drain Psyche on a Blaster in 98% of situations. The last 2% is GMs, as a Blaster will probably out-damage a Dominator against a single large target.
DP is OP on a Dom for the following reason- they can lock down a fight. They can lock the entire fight down and then refill both bars in seconds. On a Dom it doesn't even need to be Perma- it is entirely effective right out of the box as a reset button. Then remember that you can pair it with something like Plant Control and you realize how absurd it really is. You cannot just nerf or remove it on one- that would cause an uproar. You must get rid of or nerf it on both to truly solve the problem. |
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
There are two theories on the severely underperform.
There is arcanvile's, which goes "Blasters were underperforming everything prior to defiance 2.0, defiance 2.0 couldn't have been enough so they still must be" There is mine which goes "Blasters in general under damage other direct damage ATs and if you multiply their survivability by their damage output they have a low figure of merit." @Twoheaded boy. Congratulations on taking down the GM. The problem is drain psyche is effectively a 3000+ point attack that only works against enemies with significant but not too much regen. |
Its also not a theory, just an assertion, until you put real numbers on it and attempt to actually prove it convincingly.
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To me, this doesn't prove that all Blasters are fine, so people should really stop shoving those words or that sentiment into my mouth (you guys are fond of that one.) It just proves to me that the archetype is able to perform at an expected standard- I know that not every set is perfect. |
Sorry, that dog still won't hunt.
Edit: FWIW i liked your video since it's an interesting demonstration, even if it isn't showing what you appear to think it does.
Dr. Todt's theme.
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Sorry about the off-topic, but would you mind sharing that performance testing AE arc?
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I've decided to combine that with Aeon's request for ideas on making scaling missions whose difficulty doesn't require throwing a bunch of AVs at the players: I'm using most of the scaling tricks I know (including with AVs, but also without) so the arc also works as a -1x1 through +4x8 scaling test.
I hope to have it ready for initial testing in a couple weekends.
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But that's not really a problem is it? Some powers in this game are just super awesome and I don't see why that's a bad thing. I don't think Eclipse or Light Form should be nerfed because the AT's have other limits in place and are balanced around those very strong powers. Same with Drain Psyche... Sure it's a great Dominator power, but other Dominator secondaries are very strong also. I believe /Fire is considered by many to be the strongest Dominator secondary. Different build strategies call for different things. Just because one power is good doesn't make it the only viable choice across all the powersets... Unfortunately the issue for Blasters is that really no sets besides /Dark offer any benefits worth not having Drain Psyche. The other sets need to be made more competitive. There are compelling reasons to make Dominators with non-Psi secondaries, Blasters need to have the same amount of viable options.
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Even giving all the sets powers like Drain Psyche doesn't fix the inherent problem of Blasters- That they are meant to have the highest damage, and yet do not. They gave up nearly all of their survivability, even in the case of /Mental, just so they could have a title that they no longer even possess. Giving them a tiny amount of utility and survivibility does not fix this problem- they still lack their title as Damage Kings.
And as has been so oft poitned out, you cannot simply increase their damage until it makes up for it, at that point you fall dangerously into the territory of oneshotting entire mobs constantly.
Rather, I am still like Arcana's suggestion of change Damage King to Offensive King, where each of their single target attacks has a small mez effect. In this way, they lose nothing, but gain the ability to hold down a small number of enemies- but only if they fire constantly, which is what Blasters are supposed to do anyhow.
And my next video will showcase my Blaster's AOE damage output, which is insanely good.. So the question becomes, is it balanced?
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Rain of Arrows isn't balanced as an offensive attack in the extreme recharge case because it was given to Blasters back when Archery really sucked. Archery's been buffed twice since then, but at one point Rain of Arrows was the consolation prize for having extremely slow and low offense outside of that. Whenever you trade single target for AoE, there will always be a point where given high enough recharge your AoE damage will outstrip any single target sacrifice you could have made, or in the case of archery not even made as much anymore.
The devs just don't care enough about the extreme recharge case to nerf that case if it would cause problems with the lower recharge cases.
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While that is true, it would not solve the Blaster problem in and of itself. Even if all the secondaries were as powerful as /Mental, how many players would be able to pick one up and play it well? Blasters are the most often created characters, and the most often abandoned. They are created by new players mostly due to them being so obviously Comic Book-like.
Even giving all the sets powers like Drain Psyche doesn't fix the inherent problem of Blasters- That they are meant to have the highest damage, and yet do not. They gave up nearly all of their survivability, even in the case of /Mental, just so they could have a title that they no longer even possess. Giving them a tiny amount of utility and survivibility does not fix this problem- they still lack their title as Damage Kings. |
I know that the ST argument is controversial, and it's just my opinion that temporary powers like daggers should not be considered, but adding something like Posion Trap to Devices and similar powers to other Blaster secondaries (like Drain Psyche already does) would give Blasters the potential to have more personal Single Target output than other damage oriented AT's also.
Now, none of this accounts for the level up process, and that's why I'm doing my experiment in the Blaster forums- To gauge for myself the level up discrepancies between a Blaster and a Melee oriented damage AT on an even playing field and without IO's or anything of the sort being taken into consideration. I haven't finished the experiment yet, so I really can't speak definitively about that until I do.
Well, Drain Psyche isn't "balanced" because the devs never get regeneration correct. If it was, Dominators wouldn't have a stronger one, given they have far more control to use to leverage it.
Rain of Arrows isn't balanced as an offensive attack in the extreme recharge case because it was given to Blasters back when Archery really sucked. Archery's been buffed twice since then, but at one point Rain of Arrows was the consolation prize for having extremely slow and low offense outside of that. Whenever you trade single target for AoE, there will always be a point where given high enough recharge your AoE damage will outstrip any single target sacrifice you could have made, or in the case of archery not even made as much anymore. The devs just don't care enough about the extreme recharge case to nerf that case if it would cause problems with the lower recharge cases. |
But do you feel that in the extreme recharge case, RoA is enough to give Blasters the "King of Damage" crown, and would normalizing other nukes around RoA for Blasters (same base recharge, damage and end cost) not be an effective way to make Blasters perform at a standard that you'd consider appropriate?
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Well that would depend on the build in question. My survivability is high enough on my Blaster that against 54x8 spawns I can generally use it comfortably every time it's up. Basically if you can survive the cast time of RoA, you can survive anything.
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Yeah.
I actually went and took a spin on my Ill/Rad, who has no incarnate or IOs whatsoever. I found the nearest GM (Ghost of Scrapyard), found that without perma PA I couldn't live, then found someone to taunt him for me while it was down. Basically the same effect as some good IOs. Anyhow, point is- I did it in about 5 minutes. I know this is a meaningless number, due to it not technically being 'solo', it not being a Quarry, and having to chew Blues, but I wanted to get back on him anyhow to see if he was worth IOing (I'm not rich, have to be selective).
Interested in seeing your actually relevant test. |
Its been a while since I tried this with an intrinsic level 50 GM (I've taken down the Jack/Eochai pair solo not that long ago, but those are far lower intrinsic level monsters) so I almost messed it up: I got greedy right at the end and thought I could finish off the Quarry without using one last PA. Mistake. Fortunately I deployed them fast enough to prevent a catastrophe.
Although it would have been less of a problem if I had been running my defense and resistance toggles. I deliberately attempted to do this using no insps and without using my Destiny (Ageless Partial - End/Rech). With unlimited endurance, I could have gone faster, but I wanted to see what the build could do intrinsically. You can see spamming fireball slowly drains end, not spamming it slowly recovers end, so there's a balancing act there. This might be a good place to consider using enhancement boosters: specifically targeting endurance reduction. Maybe I can get away with going full speed even without Destiny.
Also, with smart placement of the pets its actually more efficient to let the Phantasm die and recast him than try to keep healing the moron, which is why I let the fool die in the video. He has no melee attacks at all but he insists on standing almost directly under the Quarry. Maybe he's aiming for the Quarry's crotch or something: he did seem to knock the Quarry down often.
Incidentally, I really need to spend more time on Aurora. Not only did I not finish slotting her (I mostly finished that last night, although she's still missing some inventions I thought were not necessary for that test) I also have a gigaton of incarnate components and yet I haven't finished up her incarnate powers either. She only has Spiritual Total Radial (tier 3) and Reactive Interface (tier 1!), plus Lore pets that aren't used here and the aforementioned tier 3 Destiny. I really need to craft a tier 4 reactive and try again at full strength.
Its not that I don't play her, its that I keep forgetting to finish her because its normally hard to notice her build isn't finished in regular play. I can't believe I played this long with a bunch of placeholder SOs in Blind (that was rectified with Apocalypses before the attempt).
In any case, 8:42 implies about 136 DPS plus regeneration debuff (or 490 DPS if you prefer to count that way), which is so-so because it includes the enervating field debuff. I gotta believe that among regen debuffers that's probably just average. I'm thinking a soft-capped Fire/Psi dominator could beat both builds.
Another thought occurred to me last night. If we're going to consider -regen to be equivalent to damage in the single target case, then we have to consider another potential sideways challenger to the AoE case: mass confusion. Suppose we had a perma-dom mind dominator that could perma mass confuse (its possible). That could translate into huge kill speed and effective damage. You would not get 100% rewards for that, but if you tossed in your own damage enough you could get the majority of the rewards, at essentially zero risk.
If -regen on a GM counts as single target offense, shouldn't mass confusion count as a form of AoE? It kills the targets, and if used correctly you still get most of the rewards. If, say, you only get 75% of the rewards per kill but you kill 33% faster, shouldn't that essentially be a tie? (0.75 * 1.33 = 1.0).
Which then brings up this question: is a really odd but actually legitimate challenger to max recharge Archery/Mental Blasters a max recharge Mind/Psi/Fire dominator?
Edit: youtube link now working: http://www.youtube.com/watch?v=UDaUBCT_GM4
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2.) I don't think Drain Psyche is exploitative or not WAI, given the power description:
The idea that Drain Psyche is exploitative and only meant as a +Regen power and not a -Regen power is easily dismissed by the in game power description. I feel that the combination of these two attributes is a good recipe of "just the right amount of power" and similar steps should be taken to improve other Blaster secondaries. |
[EDIT] And my perspective is, Drain Psyche is awesome but only if you have mitigation to utilize the +regen. It's great on Doms *IF* you can lock down the foes to take advantage of it. DP on a Blaster is probably not as effective.
About the Phantasm- yes, he is stupid. Though I did find his Decoy supremely useful when PA was down. It is always up so long as it's 'anchor' isn't dead.
And yes- in my opinion confusion effects certainly count for AoE damage. The problem with quantifying said damage is that you almost never use it to the same effect. Even on two different mobs in the same mission, they will still vary in enemies and in what attacks said enemies use. I believe on average it should certainly offset the loss of potential xp.
But do you feel that in the extreme recharge case, RoA is enough to give Blasters the "King of Damage" crown, and would normalizing other nukes around RoA for Blasters (same base recharge, damage and end cost) not be an effective way to make Blasters perform at a standard that you'd consider appropriate?
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But I don't view Blasters that way. I think they should be represented by their average, not their highest possible options. The blaster archetype should have a set, or a set of sets of features that every powerset should contain and be able to leverage. Otherwise, assuming Archery and Mental didn't exist, you could say Blasters were not the king of damage, but if I buff just one powerset, well now they are.
In one sense, that's mostly a semantic difference in terms of describing the archetype: its either underperforming with some exceptions, or it performs fine except for all the exceptions where it doesn't. But that difference also contains an approach difference that is significant. I believe when an archetype underperforms, you should try to fix the archetype with archetype-wide solutions. In your approach, there's nothing wrong with Blasters that individually buffing every primary and every secondary wouldn't fix.
The problem is one of those is practical, and one is not. The devs are not going to attempt to solve an archetype-wide blaster problem by handcrafting solutions for each primary and secondary, nor are they going to add massive tier 9 aoe and a drain psyche equivalent to each secondary. But these are such extreme outliers that there's no *other* way to really approach what they can do. You can't emulate -regen with other effects: other effects would be stronger in some cases and weaker in the extreme ones - the very extreme situations you are using to demonstrate its power. Similarly the devs aren't going to just hand a Rain of Arrows equivalent to every blaster: even if they did that wouldn't address problems below level 32, and it would force blasters to build for ultrahigh recharge to see most of the benefit. And there's a huge difference between perma DP and non-perma DP: when its perma its up when you have to use it again. If its non-perma, using it exposes most blasters to extreme vulnerability. That's probably a large part of its intrinsic design tradeoff.
And even after all of that, that would only solve the problem of making maximum potential roughly equal across the board. It would leave behind the problem of addressing normal players' blaster problems during normal leveling, which have a higher priority to resolve. I think its pushing the limits of reasonableness to say that in exchange for blasters dying more often and giving up all other options besides damage, they *eventually* and *sometimes* become the king of damage. In my opinion, nothing is worth that particular prize.
We added containment to controllers, we didn't individually tweak each powerset's damage to solve that problem. *After* we added containment as part of the baseline, *then* we can look to tweak individual powersets, like Gravity was. We added gauntlet to tankers, we didn't tweak each tanker powerset to manage aggro. In keeping with the way we do this everywhere, *first* we should establish a baseline of features that all blasters should have, and *then* we tweak individual powersets if that becomes necessary once the average is more or less where we want.
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I don't have any experience playing confuse-heavy sets so I honestly can't comment on this. Something I do want to add in though is that I find the /Mu tacked on the end of Arch/Ment is invaluable, Fences allow you to get the most out of Explosive Arrow and by extension the Force Feedback proc. The best metric I can think of for measuring AOE damage is the amount of time it takes to cap AE tickets without red inspirations or accepting the 750 bonus (so don't hit the glowie, reach the ticket cap just by defeating enemies on the map.) I'm curious to see the impact the confusion would have on rewards earned, since like I said it's not an approach I'm familiar with. Do you have a Dom of this brand that we could compare times on?
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So, Build Up and Aim shouldn't work with powers outside of the power pools they come from either?
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But frankly, I never liked any of the Aim or BU powers. They're boring and don't have much of an effect besides burst damage. For an AT specialized in controlled burst damage (such as Blaster or Stalker), having a window of high damage can make a difference. For ATs focused around consistent damage, powers like Soul Drain, Power Siphon and Follow Up are more useful and interesting.
So, Build Up and Aim shouldn't work with powers outside of the power pools they come from either?
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Your logic is weak in this case. Super Strength is balanced around Rage and Rage with it. It wasn't spawned with shenanigans like Gloom and Burn in mind.
The problem is one of those is practical, and one is not. The devs are not going to attempt to solve an archetype-wide blaster problem by handcrafting solutions for each primary and secondary, nor are they going to add massive tier 9 aoe and a drain psyche equivalent to each secondary. But these are such extreme outliers that there's no *other* way to really approach what they can do. You can't emulate -regen with other effects: other effects would be stronger in some cases and weaker in the extreme ones - the very extreme situations you are using to demonstrate its power. Similarly the devs aren't going to just hand a Rain of Arrows equivalent to every blaster: even if they did that wouldn't address problems below level 32, and it would force blasters to build for ultrahigh recharge to see most of the benefit. And there's a huge difference between perma DP and non-perma DP: when its perma its up when you have to use it again. If its non-perma, using it exposes most blasters to extreme vulnerability. That's probably a large part of its intrinsic design tradeoff.
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Would the devs hand every Blaster a Rain of Arrows equivalent? Well they handed every Stalkers an Energy Transfer equivalent. They handed every character the Fitness pool...
Forcing Blasters to aim for high recharge to gain high benefits? Take a look at the entire Dominator AT.
AT wide fixes, while nice, are sh*t in the long run. But then there are just some circumstances where nobody cares about qualitative differences and uniformity is just easier.
That said, I'd like Blasters to get the Controller inherent rolled into their's. Not Containment, but the Overpower (+mag mez) added to all their powers. Soloing my DP/Fire/Cold Blaster recently, I had thought to skip Suppressive Fire (DP's mez utility power) but slotted for hold (since I use either cryo or incendiary ammo) + the SBE Lockdown proc, I can 1-shot hold most bosses well enough that I can fight 2 bosses a spawn now. If I cold just do that naturally (high chance to 1-shot hold bosses) I wouldn't even need IOs.
http://boards.cityofheroes.com/showthread.php?t=200499