Blasters and mez - Are we going about it wrong?
Hyperbolic lack of reason, Nether. I expect better from you.
The only thing I'll add is that the suggestions and observations I mentioned are a far far cry from LRN 2 Play. |
here's the quote again:
One of the biggest problems people have with Blaster Secondaries is... they don't use them. Usually because they want to stay at range. And they claim something is wrong with Blasters because either a) they're not benefiting from their secondaries or b) their secondaries force them into range (and they don't seem to be able to handle being in and out of range). |
THEY can't "handle" close range.
If it walks like a duck, etc.
In any case blasters need help and people will continue playing other, better engineered ATs in preference until they get it. What shape it takes is irrelevant provided their survivability and playability issues are addressed.
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The secondaries aren't the sole problem for Blasters, IMO. Like I said, it's a lot of little points that add up but secondaries is one of those points.
It's not that the secondaries aren't good, they're just not good enough (IMO). I'd think the closest analog to secondary effectiveness that ranks as good as Blasters is Tankers. Tankers' secondary (melee) while not great, it's still very good and it's hard to argue they're less than that. Not only that, they actually *have* a wide variety of them so if one doesn't suit you, there's most likely another that will do so better.
Blaster Secondaries:
So the first point of issue, is the number of them. There's only 7. Even Doms have more secondaries (1 more). It's less likely that, if one secondary doesn't fit, that another one will barring conceptual element. A mini-point within this point is that the secondaries vary in their application. Some are melee or damage focused, others are mitigation focused and others some mix of utility with something like control, some are ranged some are PBAoE, buff and/or damage with the extreme outlier being /devices as it's a tangent to straight damage.
I don't feel there should be anything to fix this except add more secondaries. Go ahead and vary them, make a secondary that focuses primarily on buff and control, one on utility only, another on purely damage, etc. But there definitely should be more of a focus on secondaries for Blasters as well as Dominators.
I think the second and main point of issue with the secondaries is they don't go far enough. Compared, again, to Tankers who aren't particularly savvy with their melee secondary compared to other damage focused ATs, they still get good aggro management from their secondaries (Taunt is tailor made for Tankers + Gauntlet shoots their aggro above others on a straight-by-the-numbers standpoint) and they still get things awesome like Arc of Destruction, Rage+Footstomp, Martial Arts Storm Kick adds defense to all for them, Power Siphon buffs damage a lot, Fault is a horrendously good mitigation tool...there's highlights in practically all their secondaries. I guess there's also Defender's blast secondary not being that well off but that may have part to do with how blast sets are made-up. For Blaster secondaries, only some have premiere highlights and it usually amounts to sub-par or menial effects like Build Up, Drain Psyche on a moderately low HP scale, Power Boost on effects and defense that again is on a low scale, Hotfeet which is horrendously endurance intensive, etc.
To minimize the need to formulate secondaries, just go through every secondary and when you'd say "Eeeehh, I think that's good enough for them" go in and bump it a little more anyway. Blasters ain't got much else choice so why not make what rag-tag powers they do get into something *really* nice?
Devices...
-I'd say Web Grenade, Targeting Drone, Taser (if you buff Blaster's control mod) and Caltrops are fine.
-Smoke Grenade could use some boosts. Make it into a Blinding Powder Clone, except not a cone and probably without the confuse.
-Trip Mine, speed up its animation. Not going to talk about Time Bomb...
-Gun Drone...why is this thing so clunky? Why is it so expensive and take so much time for a pet with a limited duration? Is it equivalent to some of the tier 9s others get?
Dark Manipulation...
-I have no experience with it, but I it has one flaw I can see that is shared by ever secondary with a certain kind of power...Why is Death Shroud 8ft radius? It should be 15-20ft radius. I don't care, cap it at 10 foes but you should need to be standing right next to something.
Energy Manipulation...
-I think EM is fine, frankly. Not because it's melee focused or utility focused but because it's versatile. If you want to do melee, you can tailor choose which powers emphasize that, or if you want range, you can keep to powers that benefit you better. If anything were changed, I'd probably change one of the powers into a pseudo-ranged power like Stun or Power Thrust so that it keeps to that versatility.
Electric Manipulation...
-The best secondary for Blasters, IMO. For straight up content, it's got melee dmg, it's got debuff and control, and Lightning Field is 20ft radius. If blaster control mods were upped, I feel the secondary would be fine with perhaps some adjustments to utility...adding some +End to self would add variety.
Fire Manipulation...
-It tries. If Blasters weren't plauged by other little problems, this secondary would probably be the best overall for damage...but Burn is slow and close ranged, Consume is long recharging for its utility, Blazing aura is pitiful for damage, and auras as a whole shut off from being mezzed. There's no way around that unless you have mez protection...or if the devs changed it so toggles specifically don't drop for blasters (only suppress).
-The set itself is probably enough to deal damage...you probably wouldn't even need a primary. I could see 1 or 2 powers being modified to add either utility or buff instead of damage to vary this set but it doesn't quite need it.
Ice Manipulation...
-One of my favorite secondaries because it gives Blasters what they need, control and mitigation. It doesn't, however, provide a lot of damage, just Frozen Fist, Ice Sword and Freezing Touch.
-Either add more damage or add more utility or add more control.
-Several of the powers animate too slow...Ice Patch, Shiver, Chilling Embrace, Frozen Aura...for doing no damage and having limited utility and control, it's hard to justify their speed of use.
Mental Manipulation...
-Another I have limited experience with. Drain Psyche is probably too powerful. Fix the debuff on it and perhaps add boost other effects like the stun chance on Psi Shockwave, buff Scare, along with boosting World of Confusion to 15-20ft and I'd think you'd have a better balance vs the set leaning heavily on Psy Scream, Drain Psyche and Psi Shockwave.
Just a few comments on the two secondaries I'm well versed in-
Devices...
-I'd say Web Grenade, Targeting Drone, Taser (if you buff Blaster's control mod) and Caltrops are fine. -Smoke Grenade could use some boosts. Make it into a Blinding Powder Clone, except not a cone and probably without the confuse. -Trip Mine, speed up its animation. Not going to talk about Time Bomb... -Gun Drone...why is this thing so clunky? Why is it so expensive and take so much time for a pet with a limited duration? Is it equivalent to some of the tier 9s others get? |
Targeting Drone's big draw back in the day was allowing you to go crazy slotting damage, which made it great for the binary world of SOs. ED & IOs have seriously eroded its utility. The +per is nice, but.....
Taser stinks, but for an ar/dev like me it's useful for stacking with Beanbag.
Trip Mines are okay for people who don't mind the playstyle they impose. The fact that they don't benefit from Targeting Drone's +acc is shameful.
Smoke Grenade is junk, Time Bomb is junk, Gun Drone is SUPER junk, although it gives a decent bump to Defiance- still not worth the interminable activation time.
Ice Manipulation... -One of my favorite secondaries because it gives Blasters what they need, control and mitigation. It doesn't, however, provide a lot of damage, just Frozen Fist, Ice Sword and Freezing Touch. -Either add more damage or add more utility or add more control. -Several of the powers animate too slow...Ice Patch, Shiver, Chilling Embrace, Frozen Aura...for doing no damage and having limited utility and control, it's hard to justify their speed of use. |
A couple powers could use tweaks, but for the most part it keeps you safe while you lay waste with your primary.
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I'll let others debate about the effectiveness of the secondary but it seems silly to me to proclaim that every secondary except Ice sucks and that if you are good with other secondaries or enjoy them its because you like to play things that are crap.
I just find that comment distasteful and insulting.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
I'll let others debate about the effectiveness of the secondary but it seems silly to me to proclaim that every secondary except Ice sucks and that if you are good with other secondaries or enjoy them its because you like to play things that are crap.
I just find that comment distasteful and insulting. |
Blaster secondaries, on another hand, vary a lot and maybe as much as Corruptors...but in a different way. Corruptors' secondaries vary a lot but are tailor built to work in conjunction to blast sets because that is what they are more often paired with.
Blaster secondaries have one specific counter-point in how they work with primaries and that generally lends to melee range or long range. That's a difference I feel should remain, which may not mesh with some primaries or playstyles but it's *going* to cause problems overall. You can just look at the auras and already tell it's a major problem because they're so close range, they don't do all that much damage *AND* they shut off if you get mezzed which is more likely to happen in melee.
But yeah, this isn't a thread about Blaster secondaries (is it?). It's about mez. I feel Blasters (and Defenders and Controllers and Corruptors) should have an answer to mez. It doesn't have to be melee protection worthy, but there has to be *something* there they can take advantage of. It'd be like, if Melee ATs were all short-range and all could *NOT* choose flight, super speed, super jump or teleport and could only rely on sprint and combat jumping so if foes decide to fly and plink at them or run, they have *no* answer except to sprint. That'd certainly be a weakness to melees but even *then* they have other avenues to exploit like AI, LoS or moderate range in their attack sets.
Basically, point to a situation where melees have *no* answer to at all. I honestly can't think of one.
Arcana's idea about the triggering mez resistance with attacks should probably translate to all blasts. Being able to basically shoot at foes and build up mez resistance (probably have to adjust mez resistance caps if needed) wouldn't make mez a non-issue, but if it'd make getting mezzed mid-combat only a moderate annoyance instead of a death sentence, I feel that'd be enough...and with Blaster's ability to shoot while mezzed, it'd give them a more pronounced advantage for relying on offensive tactics (as they should).
I'll let others debate about the effectiveness of the secondary but it seems silly to me to proclaim that every secondary except Ice sucks and that if you are good with other secondaries or enjoy them its because you like to play things that are crap.
I just find that comment distasteful and insulting. |
Feel free to sprinkle a handful of IMHO's over my posts in this thread if that helps your indigestion.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
Something I think would help blasters:
1. Whats been said before: more secondaries, taking inspiration from Mental and Ice manipulation. Actually have useful utility/auras/minor defenses
2. Enhance Blaster mods: Controls to defender levels, debuffs to corruptor levels Possibly also increase Melee mods.
(and also defender controls buffed to controller mods but thats a different issue(: )
3. Maybe add to defiance a stacking mez resist, have it work similar to the damage buff it gives. Longer animations give more resist. (not protection, leave that to the leaked ATO proc if it does come through to live)
I feel like these 3 things would balance out blasters as a whole.
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My City Was Gone
After much thought I had an idea: Give Blasters a boost while solo that they don't get while teamed.
A team is supposed to help its members. If a team doesn't do that then it's a bad team. This is no fault on the AT at all. However it's solo that most Blasters have trouble IMHO.
Alter Defiance (yes...again) so that the FEWER members on the team the more damage a Blaster does and the more powers he can use while mezzed. At 5+ he gains no benefit (I think ALL Blasters need a damage boost but that's for another thread). At 4 on a team he gets +5% damage and can use T3 Powers while mezzed. 3 on the team means +10% damage and T4 can be used and so on. Solo he gets +20% damage and can use up to T6 Powers from both his Primary and Secondary.
The idea is that the more people on the team, the less any one member should NEED something like self-mez protection and such. The TEAM helps to provide it. But on smaller teams there is less chance of support from the team. Solo of course there is NO support available and the Blaster knows this. He tries harder...digs deeper for that extra something to help him overcome.
"Comics, you're not a Mastermind...you're an Overlord!"
Here's my more rational line of thought. I don't think blasters need mez protection any more. Before IOs, yes. After, no. With well thought out slotting, the duration of mez can be seriously reduced to the point that it's merely an annoyance. And really - that's what it is - the longer the duration, the more annoying. Way back in issue 4, it's what got me to roll a tank instead of another blaster.
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Earlier today, just to clarify to myself what I was going for, I got on mids and took one of my Blaster builds to task on this issue. I managed to get 39% S/L defense, all other types close to 30 and had mez resistance in the 90s, and I was only about 3/4ths through slotting it and hadn't gotten to Incarnates yet. My attempt on this was to get as much defense as I could manage while still getting respectable mez resistance, and I'd say it worked out fairly well. A few changes toward more defense or more resistance and I think a nice balance could be managed.
I can't imagine that removing inherent mez resistance from all ATs would be as dramatic as you want to believe. If there was no inherent mez protection for any AT, people would adapt to the methods that are available because they wouldn't really have a choice. Take it or die. As it stands now, they have the option to take it but choose not to because they feel it presents them with less optimal builds. They don't want to have to take two pre-requisite powers just to get Acrobatics (even though many of the high defense builds I've seen already take CJ). |
For myself, having never really had a problem with my squishies and mez, removing all mez protection wouldn't change how I play at all. I'm a PvPer and have gotten very used to always being held by all mezzs, and have learned how to take advantage of the tools provided to us by the Devs. |
99.9% of all the people who play this game are neither and the game is designed primarily for them. Because the other 0.1% don't buy enough superpacks to sustain the title.
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I wish Blasters would stop acting like they are the only AT that has to deal with mez..Corruptors, Defenders, Masterminds, Controllers depending on power choices all deal with mez...
They are not giving blasters mez protection.. they havent gotten it in EIGHT YEARS.. they aint gonna get it now.. Play smarter.. learn your enemies.. learn who mezzes and how.. Develop techniques to deal with mezzers.. Mez them FIRST.. Stun em.. Hold em.. knock them down.. Take them down before they take you down.. |
Build Up as leaping in, FSC, Ball, Hot Feet is ticking, start single targets attacks; that often works well enough to avoid mez. Not on x8, but x3 to x5 it works well.
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.
I just want to add my two cents - I'd have absolutely no problem with blasters turning into tankmages even though I don't play them. That's what basically all the other classes turned into anyway. The only place it might matter is PVP but they have different rules there anyway so I'm sure they could adjust for it.
Honestly I see no difference in someone fireblasting a mob from 60 feet vs someone sprinting the last 60 feet at 60 mph or however fast we all move and punching them in the face really freaking hard .2 seconds slower.
When is the last time a mob got away from a melee character? That's what we should be asking.
-Hesh
38 FF/Sonic Def
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Build Up before aggro, engage into melee, Blaze, Fire Sword? That is usually good for a Lt.
Build Up as leaping in, FSC, Ball, Hot Feet is ticking, start single targets attacks; that often works well enough to avoid mez. Not on x8, but x3 to x5 it works well. |
To prevent dying at least once per mission, your tactics generally have to work at least 97% of the time per spawn.
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It generally has to work at least 95% of the time for that to be a viable tactic, even if Return to Battle is considered a reasonable backup plan.
To prevent dying at least once per mission, your tactics generally have to work at least 97% of the time per spawn. |
That said, even if the tactic fails to prevent mez 50% of the time, it still has had a significant impact on the number of mezzes. Not that I am saying it is enough of an impact, just that it is not impossible to stretch out the break frees, even on a non-mezzing blaster.
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.
It generally has to work at least 95% of the time for that to be a viable tactic, even if Return to Battle is considered a reasonable backup plan.
To prevent dying at least once per mission, your tactics generally have to work at least 97% of the time per spawn. |
If you didnt use you nuke you can use it now...since you softened the main enemy target.
If you must....then you can always self destruct...followed by you rise of the phoenix.
Thats how you defeat enemy targets...fast...not slow...not sitting there relying on 6% defense from weave....but relying on the enemy AI to not want to stay if you take over 75% of their health in 2 seconds.
As a fire/fire...you dont need the fighting pool....you dont need acrobatics....what you need is to become the fire you are playing with.
If you are on a team...find the team tank...stick with them like glue...use your powers while standing next to them....ie wait till they get enough agro and get in there.
If you have no tank...then get them with range....fire ball rain of fire....burn....do enemies like burn....no its the power with the fright effect...not hot feet.
If you are dealing with superior ranged foes and numbers.....file bug report about enemy attacks out ranging your sniper shot...and run and hide.
Oh and dont forget to file bug reports for enemies retaliating while dead...and also if you do use a power and die before it goes off....how it in no way shape or form calculated damage as you fired....also I highly suggest making videos with snappy music and showing the bugs....over and over...
With hot feet and fire aura going also you have fire armor and most likly stealth and a celerity.....you go into a group....while traveling to the group you want to target the biggest enemy.....use aim and build up....once in the group use burn and proceed to use your high level crashing nuke only if you think it will kill everything.....once it has gone off...use one endurence inspiration and then use your area of effect drain power but only if you are nuking.....no matter the choice you should always follow up with your blaze, and flares and fireball.....forget melee fire swords the redraw is too slow and animation isntmuch better....and forget consume its build up animation is too slow....too slow to take advantage of the defiance bonus damage...which builds by using differing attacks.
If you didnt use you nuke you can use it now...since you softened the main enemy target. If you must....then you can always self destruct...followed by you rise of the phoenix. Thats how you defeat enemy targets...fast...not slow...not sitting there relying on 6% defense from weave....but relying on the enemy AI to not want to stay if you take over 75% of their health in 2 seconds. As a fire/fire...you dont need the fighting pool....you dont need acrobatics....what you need is to become the fire you are playing with. If you are on a team...find the team tank...stick with them like glue...use your powers while standing next to them....ie wait till they get enough agro and get in there. If you have no tank...then get them with range....fire ball rain of fire....burn....do enemies like burn....no its the power with the fright effect...not hot feet. If you are dealing with superior ranged foes and numbers.....file bug report about enemy attacks out ranging your sniper shot...and run and hide. Oh and dont forget to file bug reports for enemies retaliating while dead...and also if you do use a power and die before it goes off....how it in no way shape or form calculated damage as you fired....also I highly suggest making videos with snappy music and showing the bugs....over and over... |
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A person who gets all A's is either one of the smartest people in the world, or only taking classes they know they can pass. 99.9% of all the people who play this game are neither and the game is designed primarily for them. Because the other 0.1% don't buy enough superpacks to sustain the title. |
My question to you then would be, what purpose would mezz serve in the game if nobody were effected by it? Your hyperbolic suggestion to remove all mezz protection could just as easily be reality. If every AT gets mezz protection, why even have NPCs with mezz? It seems to me that if the devs are going to keep mezz as a threat, it would, by necessity require that somebody be effected by it. What argument is there that is so compelling that Blasters, as an AT, should not worry about mezz when other ATs that do not have access to resistance shields should?
I bold the part about shields because I think it is important in this discussion. Every melee-centric AT has 1 or 2 shield powers that grant mezz protection/resistance. They must take and use the shield in order to gain that advantage. If they choose not to take or use it, they gain no protection. No AT has mezz resistance inherent in the AT itself, and Blasters should be no different.
Best solution: Grant mezz protection/resistance to certain Blaster secondary powers, particularly those sets (looking at you Devices) that are considered to be underperformers.
Even the other fellow squishy AT's have ways of stopping or greatly reducing incoming Mezz (there are exceptions like Team buff sets that are not meant for solo play anyway). Blasters for the most part do not UNLESS they find a way to free up their build and take 2-4 power pools to make up for the loss.
Granting Mezz protection to only certain secondaries or primaries makes no sense at all. Why would you play any other set besides the set that grants mezz protection/resistance?
My question to you then would be, what purpose would mezz serve in the game if nobody were effected by it? Your hyperbolic suggestion to remove all mezz protection could just as easily be reality. If every AT gets mezz protection, why even have NPCs with mezz? It seems to me that if the devs are going to keep mezz as a threat, it would, by necessity require that somebody be effected by it.
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What argument is there that is so compelling that Blasters, as an AT, should not worry about mezz when other ATs that do not have access to resistance shields should?
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No AT has mezz resistance inherent in the AT itself, and Blasters should be no different.
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While I have gone to preferring just leaving blasters alone again (I go in cycles it seems), I always liked the idea of 12 seconds of mag 6 mez protection after Aim, Build Up, Soul Drain, and Hail of Bullets, (and they can be used while mezzed), and 8 seconds after Full Auto (also usable while mezzed). And Targeting Drone would get mag 3 mez protection.
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.
Even the other fellow squishy AT's have ways of stopping or greatly reducing incoming Mezz (there are exceptions like Team buff sets that are not meant for solo play anyway). Blasters for the most part do not UNLESS they find a way to free up their build and take 2-4 power pools to make up for the loss.
Granting Mezz protection to only certain secondaries or primaries makes no sense at all. Why would you play any other set besides the set that grants mezz protection/resistance? |
No other AT has mez protection/resistance that is free. None. Every resistance power comes in the form of a power that must be activated, either as a click power or a toggle. Even the other fellow squishy ATs follow this rule. It seems to be one of the few hard rules the devs have in regards to powers.
Granting only certain sets mez protection makes complete sense. For instance, as has been mentioned, there are only 4 primaries for Defenders (Force Field, Sonic Resonance, Traps and Radiation) that offer some kind of self mez protection/resistance. I think it's safe to say that 3 of those 4 are some of the least played Defender primaries. It's no different for Corruptors, Controllers or Master Minds. So, what makes you think that it would be different for Blasters? If mez resistance were added to Cloaking Device for instance, do you really think people would suddenly be clamoring to play Devices Blasters over everything else? If mez resistance were added to 4 of the 7 Blaster secondaries in which it made the most thematic sense, what makes you believe that people would just stop playing the other 3 sets, based on how other ATs have fared in the same position?
If Blasters are granted mez resistance as a free inherent power that requires no activation and no endurance cost, why not do the same for every other AT? At that point, why even have mez?
Your point makes no sense because the latter creature is non-existent. |
Ah, but it does exist, although rarely seen in it's natural habitat.
Dispersion Bubble is a toggle "shield" that grants mez resistance.
Sonic Dispersion is a toggle "shield" that grants mez resistance.
Forces Field Generator is a click power that grants a mez resistance "shield".
There are a few others, but you get the point.
Except blasters and dominators both have forms of mez protection inherent in the AT itself (and I guess Khelds too, worthless as it is). |
Ah, but it does exist, although rarely seen in it's natural habitat.
Dispersion Bubble is a toggle "shield" that grants mez resistance. Sonic Dispersion is a toggle "shield" that grants mez resistance. Forces Field Generator is a click power that grants a mez resistance "shield". |
-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
A lot of the Blaster secondaries are pretty bad. They don't offer enough mitigation or protection for you to feel confident when you jump into melee.
I think there's only a few Blaster Secondaries that actually mix well with the AT or the Primary of Blasters.