Blasters and mez - Are we going about it wrong?
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? |
Dark/, Storm/, Traps/, Force Field/, Radiation Emission/, Time/ and sometimes TA (lol) all have ways of significantly reducing or stopping incoming Mez on a LARGE SCALE. What blaster secondary can do this? What's the point of playing an Archery/MM Blaster when my Archery/Dark Corr can fight a mob that's twice the Blaster's size and level and live to tell the tale!
I'm not asking for Blasters to become Corrs I'm just saying that there's not enough incentive to Play a Blaster over the other Squishy ATs. The AT needs a little help and we all know it.
I'm waiting for someone to say that Dominators and Stalkers were just fine before their improvements oy lol.
Best solution: Grant mezz protection/resistance to certain Blaster secondary powers, particularly those sets (looking at you Devices) that are considered to be underperformers. |
You later mention the fact that the support sets that grant mez protection for the ATs that get it don't all flock to it primarily because there are other sets that provide other means to avoid mez. It may not be direct mitigation from mez, but Dark Miasma, Storm, Time and the like have *strong* self-mitigation effects that can extend to avoiding mez...at least enough to patch over other mezzing situations with inspirations easily.
It's arguable FF, Sonic and Traps is superior for their mez protection (or at all in a lot of cases), but it proves that if some sets for Blasters granted some utility in the form of right out protection, it works on precedence. The problem that arises, though, is mez and self protection in secondaries is different proportionally to Blasters. For Defenders, their primary is full of mitigation for themselves or teams to varying degrees...For Blasters? Healing, Mez protection, Def/Res and comprehensive defensive debuffs (-ToHit, -dmg, -rech) are a premium, especially healing and mez protection.
All that aside, and fixating on the actual effect mez has, another idea: What if mez actually affected each AT differently?
ATs like Scrappers, Brutes, Stalkers and Doms, if they suffer from mez, they'd gain a kind of temporary 'lock' that would occur for x.x seconds after escaping the mez. This 'lock' would suppress their ability to use their full offensive might, perhaps locking out a certain number of primary (secondary for Doms) powers but leaving the tier 1,2 and 3 (or whatever) powers.
ATs like Corruptors or Masterminds gain a temporary 'fizzle' power that occurs for x.x seconds after escaping mez which basically creates a chance for their secondary powers to have no effect if cast during that period.
The Controller AT gains a temp power of 'suppressed' which only causes a period (notably longer than the other 'lock' and 'fizzle' power) where Overpower and Containment will not go off.
For Tanker, it's just like now. If one manages to get mezzed, the universal 'toggle suppression' and 'offensive toggle drop' occurs, after which they receive no negative consequences.
For Defenders, having Vigilance grant some kind of rolling mez resistance would mean, for ever tic of time they're under the effects of a mez, they get some stacking mez resistance to all. Beyond that, they suffer exactly like Tankers.
Finally, for Blasters, and if all of the above is out of the realm of possibility then just do this part and leave everyone else alone...Blaster's Defiance not only allows them to use some of their powers while mezzed (tier 1s and tier 2) but their offensive toggles do not drop...and none of their toggles suppress...basically, if a Blaster gets mezzed (and they most likely will in the face of), the only effect they recieve is limited movement/function while mezzed. Their armor or offensive toggles stay on and after they escape the mez, they receive no negative consequence.
Frankly, if many of the other damage ATs get a pass to ignore mez in most situations, I think it's fair if Blasters are only somewhat inconvenienced by it and not completely shut down. Along with giving their attacks some means of building resistance to mez through Defiance and I, personally, wouldn't even mind being mezzed on my Blasters.
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?
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That's not a conjecture, that's a proven theory. Since its the only theory that explains the facts, which are that prior to D2.0 Blaster performance was lower than any other archetype, and that major underperformance correlated with higher than average mezzed, higher than average deaths and debt, and higher than average death while in the mezzed state, that proves unambiguously that the net strength of the tools provided to blasters provides far less survivability than any other archetype, and that the lack of survivability is not compensated for by an increase in offensive prowess that translates into higher kill speed and higher reward earning speed.
Those are facts. Those facts allow us to reject speculation, guesswork, and anecdotes that fail to match the facts. Are defenders more vulnerable to mez than blasters? Answer: unambiguously not. Does controller mez do a better job of countering both mez and damage than blaster damage and secondary effects? Answer: yes, unambiguously.
We know - not guess, but know - that for the players of this game on average, having some offense and either lots of control or lots of defense or lots of buff/debuff is vastly superior to having some offense and some more offense, and we know why: being dead neutralizes all other advantages.
So when the archetype that gets no defense, and no control, and no buff/debuff, also has no mez protection, we know what happens: it underperforms. And we also know that even taking the dramatic step of allowing that archetype to shoot three powers when mezzed doesn't overpower the archetype: in fact it doesn't appear to do enough to balance it against its peers. Because being mezzed is just a secondary issue: the real issue is that it makes the blaster more vulnerable to being defeated by actual damage, for which the blaster has the least amount of ability to respond.
Other archetypes are protected from mez, or they act to prevent mezzers from acting, or they react to the deleterious effects of mez by impairing the ability for attackers to kill them, or they recover from the deleterious effects of mez by healing. Blasters can only try to reengage offense after mez wears off. And we know that's not enough, so we can discard that as being a valid option.
That's how easy it is to reason the answer to this question from the facts, rather than from guessing what does and doesn't work. Put simply, the answer to the question "who should be vulnerable to mez" is "no one except blasters are as critically vulnerable to mez, and NO ONE should be so critically vulnerable to mez." Eliminating that critical vulnerability does not eliminate the threat of mez, it simply softens it to the point of not being game-breaking for just one archetype.
And the underperformance datamined prior to the D2.0 changes was literally game-breaking. As in "high enough to violate the limits of the game design." As I stated at the time and as Castle communicated to me, Blaster underperformance was datamined to be so high, the devs were essentially compelled to address it, because it lay outside the tolerable range of performance.
And incidentally, that thing you bolded? Meaningless to this game's design. Meaningless in the on-paper sense of happening too late to matter, and meaningless in the in-game sense of even at the levels where it is accessible blasters still underperformed everyone else. Reality trumps theory. If blasters *actually* underperform I frankly don't care if they *could* avoid underperforming. That they underperform is reason enough to reexamine them: its the canary in the cage that says that even people who have no problem with them are likely being penalized, just not in a way they can detect because their playing skill masks that underperformance. Even I thought that at least solo not-debuffing defenders would underperform blasters on average. They did not, which means my skill at playing blasters masked the fact that on average blasters perform so poorly they can't outdo empathy defenders crawling along with unbuffed defender ranged attacks.
That is *nightmarishly* bad performance. And all because in all probability empathy defenders have a heal, and that alone means they live when most blasters die.
The only reason I don't support mez protection for blasters is because its too binary, and because its too passive in terms of simply nullifying mez. Rather than existing near melee archetypes in terms of protection, I believe blasters should exist out past where controllers and defenders exist: where Defenders have tools to deal with mez and damage with buff/debuff and Controllers with less buff/debuff and more offensive control, Blasters should go all the way and deal with mez and damage by neutralizing the attackers with offense. Its just that that offense cannot be all damage, because the only way to nullify targets with damage is to kill them. Offensive effects that can neutralize attackers without killing them are easier to balance, while retaining a unique gameplay option encapsulated within blasters. But its not because I think mez protection for blasters is game breaking, and the notion that if blasters aren't vulnerable to mez to the degree they currently are then mez becomes a worthless game mechanic is not supported by the facts or an objective analysis of the design of the archetypes of this game, and neglects to factor in the information we now have about how the archetypes perform, or at least performed, relative to each other.
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One thing I think should be given some thought is to include one ranged mez attack in every primary. Not all sets have this and I think that could allow you to " get them before they get you "
I just dont see the devs giving blaster a more complete mez protection than they have now, but something needs to be done to balance the AT...
oh and Fix Nukes and Snipes.. and more damage.
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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.
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And in terms of whole archetypes, Kheldians have Cosmic Balance has mez protection scaling with team members.
Also, Resilience has both mez resistance and mez protection in a passive and it has existed in that state for almost as long as the game has existed, which means the devs "broke" that rule practically from the beginning of time.
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I have asked that same question myself many times over the years, so I'm well qualified to now answer it. This is actually a very easy question to answer given the current state of the art of City of Heroes game balance. The answer is that whoever is affected by mez, the archetype designed to have the absolute least amount of protection should not be it, because doing so makes them too vulnerable to being defeated compared to other archetypes which have either vastly superior protection, vastly superior countermez, or vastly superior buff/debuff.
That's not a conjecture, that's a proven theory. Since its the only theory that explains the facts, which are that prior to D2.0 Blaster performance was lower than any other archetype, and that major underperformance correlated with higher than average mezzed, higher than average deaths and debt, and higher than average death while in the mezzed state, that proves unambiguously that the net strength of the tools provided to blasters provides far less survivability than any other archetype, and that the lack of survivability is not compensated for by an increase in offensive prowess that translates into higher kill speed and higher reward earning speed. |
Defiance 1.0 encouraged blasters to be suicidal. It rewarded players for being near death. Defiance 2.0 changed that entirely around. While your conclusion may or may not be correct, the way you are trying to get there isn't even close to being correct.
I raised this idea in a different thread a while back.
Defiance 2.5.
In addition to the extra +Dam that each attack grants also give x%Mez Resistance that stacks.
This means that Baslters WILL still get Mezzed - they are not immune to it - but it will be for a much shorter duration.
I did some rough math on it in my other post - ill try and find it later on.
Also maybe cap the +MezRes to 50% or 75%?
Very nice post, Arcanaville.
I do wonder if there's too much focus on mez protection though. I mean, I understand it from the standpoint of what you said in your post, a few responses back, but my problem with mez protection is this... Blasters can get their butts beaten easily with or without being mez'd. I know that every time I fail as a Blaster, it is not always because I got mez'd. It's usually because I am taking too much heat from too many enemies at once and failed to nullify them well enough (either through missing or doing something stupid... or just too many enemies, period).
I am curious what you think about giving them more Health/hit points.
Or just some other way to make them tougher. Not even close to Scrapper levels... but something to keep them standing a little longer (hopefully long enough to dish out enough offense to win the battle, or at least for the chance to turn the tide).
If we can give Blasters some more damage (via some increase in the modifier, some changes to Snipes and Nukes and possibly making a few more powers, through the tiers, deliver a little better punch as the Blaster levels) and we increase their Health, that seems like it could make a very fun AT that keeps the same feel (toss as much as possible at the enemy without being able to avoid much at all) but with more survivability.
Unfortunately, looking at the Hit Point numbers for the ATs... I see that it would likely require Blasters to have more Hit Points than Scrappers and possibly Brutes.
While I think the idea could be fun (and not over-powered), I really doubt that is the way they'd go (and fear the forum outrage over that... even if they have NO defenses compared to the other ATs... argh, plus IO set bonuses could destroy that balance... why am I continuing to post this?).
Eh, I'll post my above comments anyway (I just looked at the Hit Point numbers in the middle of typing that)...
I just am not positive that their inability to prevent mez is the real culprit.
I see what you're saying, using that as the difference between them and defenders and corruptors, but can we give the Blaster enough effects through their attacks to compare to the buffs and debuffs that accomplish their better survivability?
I'm not saying we can't... the Hit Points just seems to be a straight-up approach that fits the Blaster.
And, again, I do like your idea of active protection mez-countering. So, maybe that accomplishes the same thing without the mess I mentioned above.
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I also applaud Arcana's post and agree with it. Blasters need something to help them...but not just blatant Mez protection. For one thing, it's dull. For another, most of the other squishy forms of countering Mez are active...they require the character to DO something. Mez protection is uninteresting and Blasters are nothing if not interesting.
So I'd like Arcana to break down some of the other ideas being thrown around on the boards lately and tell us whether she thinks they'd be worth the effort or not:
Stacking levels of Mez protection based on team size. I'm assuming that this would be inverted meaning that solo Blasters would have more and teamed Blasters would have less.
More powers unlocked if the character is mezzed. Change the base to the T2 Primary AND Secondary for mez up to Mag 2. At Mag 3 the T3s are unlocked and so on. This way if a Blaster REALLY gets hosed he can essentially fire anything he just can't move.
More damage coupled with one of the two ideas above. Some method of stacking damage bonuses based on team size maybe?
Any other thoughts? Sorry for putting all of this on Arcana but she seems to have the clearest thought process on this so far. If the above ideas are not viable I'd like to know why so we can move on or argue our personal favorites.
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Well Of course she's the clearest lol. She made an entire thread discussing the Data that the Devs shared about the Popularity of all the ATs.
It's in her Sig.
http://boards.cityofheroes.com/showthread.php?t=143811
Would a -range mechanic work? Or would that be too overpowered? Basically, when a blaster attacks a Mob, it reduces its range. Forcing it to move closer to be a able to attack. Therefore if the blaster keeps enough distance it could reduce a large amount of incoming attacks, either mez or damage.Obviously, certain Mobs (AVs and GMs) would need some kind of resistance to this. Just an idea.
Not true. Foresight has mez resistance in a passive. Wolf Spider Armor, Crab Spider Armor Upgrade, and Bane Spider Armor Upgrade have mez protection in passive powers.
Also, Resilience has both mez resistance and mez protection in a passive and it has existed in that state for almost as long as the game has existed, which means the devs "broke" that rule practically from the beginning of time. |
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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Having read some of your responses since, I do not think it means what I thought it meant. Here is how I read it:
Blasters get resistance shields. There are ATs that do not get resistance shields. Why should blasters get mez protection while those other ATs do not?
And my definition of resistance shields are powers that resist damage.
I look at this in the opposite fashion. Blasters were once found so weak it was felt they needed some form of inherent mez protection. Since that was the goal, the only real question now is did they give blasters enough mez protection? It is already an intent that blasters get some form of inherent mez protection. That, in my opinion, strengthens the argument for adding true 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.
Would a -range mechanic work? Or would that be too overpowered? Basically, when a blaster attacks a Mob, it reduces its range. Forcing it to move closer to be a able to attack. Therefore if the blaster keeps enough distance it could reduce a large amount of incoming attacks, either mez or damage.Obviously, certain Mobs (AVs and GMs) would need some kind of resistance to this. Just an idea.
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The only time when -Range would be useful is if you had a way of AOE Sniping them ...the debuff needs to be a lot like Flash Arrow because you don't want to alert them before you get the first attack off.
I am going to have to ask that you clarify this.
Having read some of your responses since, I do not think it means what I thought it meant. Here is how I read it: Blasters get resistance shields. There are ATs that do not get resistance shields. Why should blasters get mez protection while those other ATs do not? And my definition of resistance shields are powers that resist damage. |
Blasters do not currently get mez protection/resistance shields in any set. Other non-melee oriented ATs do get some specific power sets that offer mezz protection/resistance through resistance shields, the caveat being they must take and use those shields which some people consider to be less than optimal. My question is why should Blasters get free mezz protection/resistance as an inherent power, which is what many have been asking for, when those other ATs do not. In fact no other AT gets free unconditional mez protection/resistance. My preference would be for any mezz protection/resistance that is granted be done by adding it to existing powers.
Blasters do not currently get mez protection/resistance shields in any set. Other non-melee oriented ATs do get some specific power sets that offer mezz protection/resistance through resistance shields, the caveat being they must take and use those shields which some people consider to be less than optimal. My question is why should Blasters get free mezz protection/resistance as an inherent power, which is what many have been asking for, when those other ATs do not. In fact no other AT gets free unconditional mez protection/resistance. My preference would be for any mezz protection/resistance that is granted be done by adding it to existing powers.
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If you want an option that impacts actual builds the least then here is one off the cuff thought:
What if build up powers like Aim and, well, Build Up had mez protection as part of their effect, and they could be activated while mezzed?
Of course you would also have to do some special case fixes for primaries and secondaries that lack those abilities. You'd have to add a special case for Dual Pistols, for example, and /Devices. But I feel that adding fixing up those special cases wouldn't be that hard.
If you want a more annoying solution, then make snipe powers give 20 seconds of mez protection. I don't like that as much either from a thematic or functional perspective, but it would certainly make snipes useful.
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If you want a more annoying solution, then make snipe powers give 20 seconds of mez protection. I don't like that as much either from a thematic or functional perspective, but it would certainly make snipes useful.
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There's a very nice variety in the makeup of both blaster primaries and secondaries. Unfortunately I think that might also be part of the problem since there can be a large disparity between the capabilities of the 'good' builds and the not so good ones.
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I admit I haven't read the whole thread, so excuse me if this has been suggested before.
My suggestion to Blaster mezz protection would be to add a "struggle" mechanic that builds up on the current Defiance. When mezzed, every time you use one of those 3 powers that we're currently allowed to use, you'd be granted two points of mez protection for the next 20 seconds (maybe 2 points for the primary, 1 for the secondary). Chaining those attacks would eventually allow you to break free from mezz effects. As a Blaster, you'd still get mezzed (which I honestly find thematic), but you can shake it off in a short time through sheer Defiance and will to attack.
I also applaud Arcana's post and agree with it. Blasters need something to help them...but not just blatant Mez protection. For one thing, it's dull. For another, most of the other squishy forms of countering Mez are active...they require the character to DO something. Mez protection is uninteresting and Blasters are nothing if not interesting.
So I'd like Arcana to break down some of the other ideas being thrown around on the boards lately and tell us whether she thinks they'd be worth the effort or not: Stacking levels of Mez protection based on team size. I'm assuming that this would be inverted meaning that solo Blasters would have more and teamed Blasters would have less. |
More powers unlocked if the character is mezzed. Change the base to the T2 Primary AND Secondary for mez up to Mag 2. At Mag 3 the T3s are unlocked and so on. This way if a Blaster REALLY gets hosed he can essentially fire anything he just can't move. |
Second, the three powers that Defiance 2.0 allows the usage of were carefully considered. Opening that up beyond that starts to create both balance issues within the archetype and outside the archetype. There's a huge difference, for example, betweeen unlocking Energy Torrent at tier 3 and Telekinetic Blast at tier 3 and Irradiate at tier 3. Blaster primaries aren't balanced around primaries being structurally identical at every single tier.
Third, given their previous experience with D1.0, the devs are unlikely to want to experiment with a blaster change that in any way encourages building threat against the blaster.
More damage coupled with one of the two ideas above. Some method of stacking damage bonuses based on team size maybe? |
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No that isn't even a particularly well thought out conjecture.
Defiance 1.0 encouraged blasters to be suicidal. It rewarded players for being near death. Defiance 2.0 changed that entirely around. While your conclusion may or may not be correct, the way you are trying to get there isn't even close to being correct. |
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And yet those are still powers that must be taken to be used, and as such not "free".
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The other powers contradict your other statement:
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. |
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Blasters do not currently get mez protection/resistance shields in any set. Other non-melee oriented ATs do get some specific power sets that offer mezz protection/resistance through resistance shields, the caveat being they must take and use those shields which some people consider to be less than optimal. My question is why should Blasters get free mezz protection/resistance as an inherent power, which is what many have been asking for, when those other ATs do not. In fact no other AT gets free unconditional mez protection/resistance. My preference would be for any mezz protection/resistance that is granted be done by adding it to existing powers.
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Blasters can shoot with limited attacks while mezzed. No other archetype can do that. Why are they allowed to do that if no one else is? Because they needed something, and the devs wanted to give them something unique.
Let me repeat: the devs wanted to give them something unique. Why does anything get to do something no one else does? That's usually the reason why. Whatever we do to Blasters, being something unique to them is very high on the list of things that should happen. If its something anyone else can do, or everyone else can do, its probably not worth doing for Blasters.
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Why do Brutes get an inherent damage buff power. No other archetype gets to have such a huge damage buff without having to take a power.
Blasters can shoot with limited attacks while mezzed. No other archetype can do that. Why are they allowed to do that if no one else is? Because they needed something, and the devs wanted to give them something unique. Let me repeat: the devs wanted to give them something unique. Why does anything get to do something no one else does? That's usually the reason why. Whatever we do to Blasters, being something unique to them is very high on the list of things that should happen. If its something anyone else can do, or everyone else can do, its probably not worth doing for Blasters. |
Sure, though. A Defender, Controller, and Corruptor are just sitting ducks when mezzed, but... in the case of the Controller and Corruptor at least, their inherents are just so beyond superior.
And yet Cosmic Balance which I mention and you conveniently clip from you quote doesn't have to be "taken" and thus is "free."
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Why do Brutes get an inherent damage buff power. No other archetype gets to have such a huge damage buff without having to take a power. Blasters can shoot with limited attacks while mezzed. No other archetype can do that. Why are they allowed to do that if no one else is? Because they needed something, and the devs wanted to give them something unique. |
Well see I'm trying to get across that something should be done beyond simply piling more inherents on top of the heap that Blasters have become. I mean really, how many inherent abilities are they going to get? How well has that worked so far? But sure, instead of fixing the real issues, lets just keep throwing inherents at Blasters and see what sticks. Then we can listen to the other ATs complain that they only get one inherent ability and it's not fair blah blah powercreep.
Yes, my bad. I was looking up the power descriptions on ParagonWiki which shows them as resistance, and not protection. I should have checked Mids first.