Blaster Mechanic that I'd like to see


Another_Fan

 

Posted

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.


 

Posted

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.


 

Posted

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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Posted

Quote:
Originally Posted by VKhaun View Post
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.
Just ranged.

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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Posted

Quote:
Originally Posted by ClawsandEffect View Post
It doesn't take much accuracy to lob a grenade in your general direction. You can do that without ever exposing yourself.
Character concept: The Flash Bomber. Horrifying. Especially since this game doesn't have any closed trench coats.

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?


 

Posted

Quote:
Originally Posted by VKhaun View Post
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.
What is the ATs intent ?

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.


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
It doesn't take much accuracy to lob a grenade in your general direction. You can do that without ever exposing yourself.
But why would you want to.


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Posted

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.


 

Posted

/signed

Makes sense, seems to fit the AT nicely


 

Posted

Quote:
Originally Posted by theduke24 View Post
/signed

Makes sense, seems to fit the AT nicely
It would be extremely difficult to balance. On the other hand, there's a new mechanic in the game that would theoretically allow the devs to make blasters' vulnerability hard hitters while making them far less vulnerable to smaller amount of burst damage. In other words, they could still be killed but they would be much harder to simply whittle down. Just a thought.


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Posted

Quote:
Originally Posted by Arcanaville View Post
It would be extremely difficult to balance. On the other hand, there's a new mechanic in the game that would theoretically allow the devs to make blasters' vulnerability hard hitters while making them far less vulnerable to smaller amount of burst damage. In other words, they could still be killed but they would be much harder to simply whittle down. Just a thought.

Do they actually want to improve blasters at this point ?


 

Posted

Quote:
Originally Posted by Another_Fan View Post
Do they actually want to improve blasters at this point ?
For some definition of "improve" I believe they do. Whether that matches either my definition or yours is not a question I can answer.


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Posted

Thats funny i was thinking the same thing yesterday when i was playing a newer blaster i made.

I was thinking....it might be interesting to have a bonus to defense while you are attacking with a mechanic that made it increase as you kept fighting and doing things....

I was thinking that becasue i was geting tired of hitting a group of enemies and one would shoot me and send me flying back on the ground...
And i thought of the term of the power inate ability of what the term defiance means...

And in this case i was thinking a blaster would be the one that would stand there and not get knocked down and would keep fighting...and then an image form a movie popped in my head...where this one person stood their ground and fired their weapon at the enmies...and the enmies shot back constantly missing.

oh well....good idea Berzerker i like it.