Has Hybrid fixed blaster problems?


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Posted

Well has it?


 

Posted

Quote:
Originally Posted by Dz131 View Post
Well has it?
Unless they changed it at the last minute to be earnable at level 2, this would be impossible.


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Posted

Incarnate powers have never been there to "fix" any single AT's issues perceived or not and Hybrid is no different.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Of course it hasn't fixed blaster problems. I'm not even really sure it's done much to shore up issues on level 50 blasters.


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Posted

Pretty much nothing.

If anything its opened up a wider gap between melee ATs with fast animating powers and blasters. Being able to cycle your powers faster now, gets you even more stacks of interface and hybrid.


 

Posted

Quote:
Originally Posted by Darth_Khasei View Post
Incarnate powers have never been there to "fix" any single AT's issues perceived or not and Hybrid is no different.
Nor should they. Every time a blaster takes an incarnate power because they think it will "fix" something that's broken, they are just falling behind every other archetype that takes an incarnate power just because its awesome.

When my blaster takes clarion to prevent getting mezzed, that is not remotely balanced against my scrapper taking rebirth and becoming virtually indestructible.

For the incarnate powers to be fair in the first place, every archetype has to be able to approach them on a roughly even footing, so every archetype can then attempt to benefit them to the best extent possible. To the extent that something is wrong with blasters, blasters must get a fix to that problem over and above what anything else gets.

To put it another way, if Blasters have a problem because they are the only achetype in debt, then allowing every archetype to win the lottery doesn't fix their problem. What it does is allow them to eliminate their debt while everyone else gets rich. It just changes the problem from being behind everyone else by being in debt, to being behind everyone else by being just broke.


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Posted

Whatever issues any AT may have are not to be solved by the incarnate powers. The issues they may have need to stand on their own and be solved within the structure of the AT just like any other AT has in the game.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

No not at all.

I love the idea of a blaster its just gotten worse.

My main and badger is naturally a blaster. So i did hybrid immediatly on him. T4 now assult. Its ok. Sure its more dmg.

But when i get Double hit on a maxed out brute filled with fury and bonuses im am almost always pegged on my fury in farms so i am 2 and 3 hitting mobs.

Now i get double hit chance and 10% more dmg on all attacks its so out of control now.


Blasters have turned into something i am sure was never the intent when the original game came out.

Its sad i have 2 favorite toons both blasters and its pointless to play with them. its more fun setting to +2/3/4 x8 and romping through missons. You just feel more super.

Of course blasters are fun still and they are "different" but the gulf of dmg output just got wider.

Full fury lightning bolt aggro cap of 18 or 18 i forget. Double hitting is stronger than a blaster nuke now and you get to keep all your end and bounce to the next mob.

What does a double hit lightning strike on a scrapper that gets a crit plus double hit do. I cant even imagine its like 3000 points of dmg.


 

Posted

Quote:
Originally Posted by graystar_blaster View Post
Blasters have turned into something i am sure was never the intent when the original game came out.
Quite the opposite, actually. Blasters are exactly what they were intended to be when the original game came out. Its the rest of the game that turned into something that was not intended when the original game came out.


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I'm going to say "no" by virtue of the fact that all ATs can get them. If you add something to one, it closes the gap. Adding it to all only raises the ceiling. The relative difference still exists.


 

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Quote:
Originally Posted by Arcanaville View Post
Quite the opposite, actually. Blasters are exactly what they were intended to be when the original game came out. Its the rest of the game that turned into something that was not intended when the original game came out.
This is truth right here.


Im sure this has been discussed more than anything else in terms of blasters but honestly they need to get around to that AT revamp they used to talk about. SURE it will go against the castle rule but lets face it, blaster secondaries are complete garbage. Ive been playing my fire blaster since beta and all it took for me to realize how inferior he was compared to my other toons was for me to play them. Its rediculous. Incarnate powers only made it that much worse.

Nukes need revamped, snipes need revamped, and the secondaries themselves need a MAJOR overhaul. We arent the best at our job anymore. ANYONE can deal nearly the same DPS as us.


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Posted

Quote:
Originally Posted by Psynder13 View Post

Nukes need revamped, snipes need revamped, and the secondaries themselves need a MAJOR overhaul. We arent the best at our job anymore. ANYONE can deal nearly the same DPS as us.
Agreed


 

Posted

Quote:
Originally Posted by Psynder13 View Post
This is truth right here.


Im sure this has been discussed more than anything else in terms of blasters but honestly they need to get around to that AT revamp they used to talk about. SURE it will go against the castle rule but lets face it, blaster secondaries are complete garbage. Ive been playing my fire blaster since beta and all it took for me to realize how inferior he was compared to my other toons was for me to play them. Its rediculous. Incarnate powers only made it that much worse.

Nukes need revamped, snipes need revamped, and the secondaries themselves need a MAJOR overhaul. We arent the best at our job anymore. ANYONE can deal nearly the same DPS as us.
I think it has got to the point that this particular game engine and the coding is just not able to deliver what they need without some major work.

I think all this stuff is just so intertwined that making major changes just has too many cascading affects on everything else. Again that is just my assumptions and feels since the Developers really cannot express this, which is understandable. I'm pretty sure they are looking at new technology and software going if we only had that what we can do.

Personally I would pay for a life time sub if they just made a COH 2.0 and allow lifetime members to port over a few toons on a slow gradual basis. Or microtransaction transfers over, 10 dollars per toon.

I know I went out to left field with this all but I think at this point that is the only thing that will fix some of the old issues in this game.

Though Arcanaville hit it right on the head. I just think we are just way too far down this rabbit hole now to go back.


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Quote:
Originally Posted by plainguy View Post
Though Arcanaville hit it right on the head. I just think we are just way too far down this rabbit hole now to go back.
Arcana is right about "this" issue and you have a good point about the rabbit hole. It would not matter if the dev team had the "will" to deal with the blaster issues, but it is more than clear they "LACK" the will and that is why nothing is going to be done.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Well, lets see. Did Hybrid:
Give me a reason to use a crashing nuke?- nope
Make my snipe a worthwhile power?- nope
Give me enough damage to make the tradeoff of survivability worth it?-nope


I could go on, but I am just restating what others have already said.


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Posted

Quote:
Originally Posted by Arcanaville View Post
For the incarnate powers to be fair in the first place, every archetype has to be able to approach them on a roughly even footing, so every archetype can then attempt to benefit them to the best extent possible.
In a game so full of mezzes, I don't think this is possible when some AT's have full mez protection and some have none. I did go with clarion in my blaster, like most people. But I also did the same thing on a fire/rad controller (because getting my toggles dropped can be dangerous) and a thugs/dark MM (because mezzed henchmen are useless). All 3 toons are clearly stronger because of it. The point is, blasters aren't the only AT negatively affected by mezzes. So in that sense, you could say that only melee AT's are really on that "roughly even footing".

As far as the OP, only a redesign will fix blaster problems. A single power will not.


 

Posted

Quote:
Originally Posted by Supermax View Post
In a game so full of mezzes, I don't think this is possible when some AT's have full mez protection and some have none. I did go with clarion in my blaster, like most people. But I also did the same thing on a fire/rad controller (because getting my toggles dropped can be dangerous) and a thugs/dark MM (because mezzed henchmen are useless). All 3 toons are clearly stronger because of it. The point is, blasters aren't the only AT negatively affected by mezzes. So in that sense, you could say that only melee AT's are really on that "roughly even footing".
Except I don't think that's true. I think both Controllers and Masterminds prove that you can lack mez protection in general, and not be a second-class archetype. Controllers in particular more than make up for that lack by having powerful control, and powerful buff/debuff, and of course they also get reasonably strong offense. While your example proves lots of archetypes can benefit from mez protection, I contend that Controller prove you can excel without it.


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Quote:
Originally Posted by Arcanaville View Post
Except I don't think that's true. I think both Controllers and Masterminds prove that you can lack mez protection in general, and not be a second-class archetype. Controllers in particular more than make up for that lack by having powerful control, and powerful buff/debuff, and of course they also get reasonably strong offense. While your example proves lots of archetypes can benefit from mez protection, I contend that Controller prove you can excel without it.
I think it's fair to note that many Controller and Mastermind builds can get personal mez protection, in addition the mastermind pets take most the hits (mez included) for the mastermind while the controller gets to mez first (with my doms, I find mezzing them first is way more valuable than being able to use domination the rare cases I manage to get mezzed.)

So, perhaps that is part of the key: giving blasters more mezzing power can offset things, and after Doms got that buff, why the heck no?

Edit to add:

I undusted my fire/fire blaster this weekend. Mind you, fire/fire is the worse survivability blaster due to near total lack of mitigation effects and relying nearly entirely on killing fast. The experience was worse than I remembered. Sure, I may be rusty but I guess there is a reason I have hover in the build. Using it was the only way I managed to get any decent survivability.


 

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Quote:
Originally Posted by Starsman View Post
I think it's fair to note that many Controller and Mastermind builds can get personal mez protection, in addition the mastermind pets take most the hits (mez included) for the mastermind while the controller gets to mez first (with my doms, I find mezzing them first is way more valuable than being able to use domination the rare cases I manage to get mezzed.)
How they deal with mez suggests *why* its not impossible to blaster problems to be addressed without the need to give them mez protection directly. How they deal with mez is not relevant to the question of whether its possible, because neither Controllers nor Masterminds deal with mez in a way that is absolutely impossible for Blasters to leverage, Controllers more obviously so than Masterminds.


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Quote:
Originally Posted by Arcanaville View Post
How they deal with mez suggests *why* its not impossible to blaster problems to be addressed without the need to give them mez protection directly. How they deal with mez is not relevant to the question of whether its possible, because neither Controllers nor Masterminds deal with mez in a way that is absolutely impossible for Blasters to leverage, Controllers more obviously so than Masterminds.
If we follow that trail of crumbs, though, we fall back forced to re-balance individual sets, though.

There are some simple things like turning the ST immob into AoE but even that gets into issues with IOs (turning them into targeted AoE instead of ST damage.)

If we give control tools to attacks over the sets, we may push some sets that had low damage but strong control into a corner.

Granting a potential universal mez proc of some sort may sound appealing off the top of my head (we have the tech now) but may again be redundant for some sets. Not sure though.

It does sound more natural than building up mez resistances or status protection via attacking, though. At least from where I stand.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
Except I don't think that's true. I think both Controllers and Masterminds prove that you can lack mez protection in general, and not be a second-class archetype. Controllers in particular more than make up for that lack by having powerful control, and powerful buff/debuff, and of course they also get reasonably strong offense. While your example proves lots of archetypes can benefit from mez protection, I contend that Controller prove you can excel without it.
I will definitely agree with you that blasters are the most susceptible to mezzes because they lack the tools other AT's have to minimize them. But again, they aren't the only AT affected by it. And it also depends on the specific build. For example, for my fire/rad, getting mezzed means RI+EF+CC+hot feet all drop. That's dangerous, more so than for many other controllers.

And let's face it. Nobody truly lacks mez protection in general. You can still carry a full tray of break free's, and run to buy more in between every mission. It's annoying, but it works.

But you do have a point. With my controller and MM, I actually debated going with different destiny's. It was a choice. With my blaster, there was no debate. It was obvious from the 1st time I read what all the destiny's did


 

Posted

Quote:
Originally Posted by Starsman View Post
I undusted my fire/fire blaster this weekend. Mind you, fire/fire is the worse survivability blaster due to near total lack of mitigation effects and relying nearly entirely on killing fast. The experience was worse than I remembered. Sure, I may be rusty but I guess there is a reason I have hover in the build. Using it was the only way I managed to get any decent survivability.
*blinks*

My Fire/Fire is a lot of fun. I destroy stuff. I have melee and ranged and I can survive... sure not the best, but it works.

As far as Destiny goes, my blasters grab Rebirth and then if I feel I need it comes Clarion.

Hybrid I went with melee radial and assault radial - both work great



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Quote:
Originally Posted by Arkyaeon View Post
*blinks*

My Fire/Fire is a lot of fun. I destroy stuff. I have melee and ranged and I can survive... sure not the best, but it works.

As far as Destiny goes, my blasters grab Rebirth and then if I feel I need it comes Clarion.

Hybrid I went with melee radial and assault radial - both work great
2 important things:

1) The blaster is level 40. No incarnate abilities, just generic IOs. Part of the goal was precisely to reality check some high end yet close to middle ground build.

2) It may be important to note I very often play Tankers with Dominators as a second most common AT, then Scrappers. That may give a bit of perspective on what kind of survivability levels I'm used to. Although got to say... not sure what AT would be more vulnerable than a dominator if he fails to mez... Defenders or Corruptors maybe? Not played either considerably so can’t tell how survivable they can be solo.


 

Posted

In short, yes and no.

Incarnate abilities are designed to be an addition to what you already have. Regardless of what anyone tells you, all of the Incarnate abilities are *very* good and worth the effort to have.

But, they are only available at level 50 (exemplar as low as 45) and VIP only.

To some extent, Incarnates can allow you to gain abilities that make your character better either by shoring up weak areas or improving what you already have to a level that makes some characters insane.

However, we should remember that the incarnate powers were never intended to really fix anything. They were intended to be used to impact the end-game content.


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Posted

Quote:
Originally Posted by Starsman View Post
If we follow that trail of crumbs, though, we fall back forced to re-balance individual sets, though.
Following those breadcrumbs led me to my splash/concentration idea:

1. Add a splash counter-mez effect to all blaster single target attacks (at least the ranged attacks) similar to Impact. Effects would be designed to only affect the target for a very short amount of time, i.e. on a timescale of about 4 seconds at most, and generally affect targets a short radius away (about 8 feet or so). The effect would be customized to be thematically appropriate to the powerset. The concept is that Blaster single target attacks are powerful enough to "splash" effects on nearby targets which will interfere with their ability to return fire.

2. Add a second effect to those same attacks such that if there are no enemies nearby the target of the attack, the target of the attack is hit by bonus damage. The concept is that when a blaster is literally attacking only one target, they can focus their attack on that target, concentrating its effects and generating more damage.

In effect all blaster attacks become AoEs, its just that some of them will be AoE damage attacks, and some will be AoE mitigation attacks that deal damage only to the central target.


Quote:
There are some simple things like turning the ST immob into AoE but even that gets into issues with IOs (turning them into targeted AoE instead of ST damage.)
Propel provides some guidance here. It still takes single target ranged sets. Also, you don't really want short duration counter-mez effects to be slottable anyway: they are going to be designed to have a particular duration for balance purposes.

(Also, I have a sneaking suspicion the devs stole my splash idea for propel in the first place).


Quote:
If we give control tools to attacks over the sets, we may push some sets that had low damage but strong control into a corner.
In my case, every powerset would be getting more control, and every powerset would be getting more single target damage. No set would be getting worse in any way, and no set would have an AoE advantage. Since AoEs do not get splash/concentrate, sets with more AoEs get less of this mitigation effect. Sets with less get more. Single target attacks become more competitive with AoEs because they have stronger mitigation and deal more damage in the single target case. Its more likely the chance would compress the range of blaster performance, and not exaggerate deficiencies.


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