Blaster Mechanic that I'd like to see
I like it as long as it goes along with the AT's intent instead of turning them into another melee character. It should only give Ranged/AoE defense in addition to the damage, not typed defense or any melee.
I would think thematically -tohit is more appropriate because the enemy are under fire and can't aim properly, but that would step on Dark Blast's toes too much.
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Just ranged.
I like it as long as it goes along with the AT's intent instead of turning them into another melee character. It should only give Ranged/AoE defense in addition to the damage, not typed defense or any melee.
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It doesn't take much accuracy to lob a grenade in your general direction. You can do that without ever exposing yourself.
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Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
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Character concept: The Flash Bomber. Horrifying. Especially since this game doesn't have any closed trench coats.
It doesn't take much accuracy to lob a grenade in your general direction. You can do that without ever exposing yourself.
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It's worth noting, though, that SR scrappers have from the beginning been able to dodge explosions with some regularity. How do they do it? I don't know. Who's to say that blasters couldn't get in on that action?
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What is the ATs intent ?
I like it as long as it goes along with the AT's intent instead of turning them into another melee character. It should only give Ranged/AoE defense in addition to the damage, not typed defense or any melee.
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The only thing you can say is defining for the at is low survivability. Anything that increases their survivability pretty much goes against that.
Anyway blasters don't need little tweaks that don't do very much for them either they need the damage they gave up for survivability and everything else for or they need the "Least survivable" taken out of their intent.
But why would you want to.
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@Boltcutter in game.
It also would make blasters into a good "opposite number" for brutes. One class starts with survivability and works its way up to damage in a fight. The other starts with damage and has to work its way up to survivability.
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I'm thinking it would be cool to change the damage bonus effect. Instead of just getting a damage bonus when you chain your attacks together, I think you should also get a defense bonus. Effectively you're laying down suppressive fire and so the enemy can't hardly get in a shot edgewise.
You'd still be vulnerable for your first few attacks, or if you run out of end, but it makes blasters viable in extended combat situations. Not every enemy in the game has few enough hit points to simply out damage them. Blasters have no recourse as things stand. I would think a def bonus that only kicks in when you're facing someone with too many hp to kill quickly would be a good compromise.
Also, when I think about it, that really is the way that comic book blasters survive. If someone like Cyclops of the X-Men (classic example of a guy with only one power - blasting) comes after you, he's going to keep laying on the eye blasters to keep you off balance and on the run. That's how he keeps himself safe in a battle. He's not super fast or super tough, but he stays alive. I can well imagine Flambeux (from the Atlas Arc) managing the same way. You're so busy dodging her fireballs you can't shoot back.