Originally Posted by Arcanaville
Next on my list to think about after we see what happens to Blasters. Its a non-trivial problem to just make go away, because its left an enormous footprint on a huge number of powers that can't just all be changed now, and a lot of things have been subsequently balanced around a world where that happens to be true.
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What can you do with a problem like a Blaster?
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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.
No, that is not at all what I am saying. What I am saying is the AT should not be 'broken' by turning it into something else after all this time. In other words, no I don't agree with a complete overhaul of the secondaries, I don't agree with turning a blaster into a reverse dominator, I don't agree with having a blaster inherently having the survivability of a melee class. Really, what needs to be done here, would have to be a fresh idea. That would allow blasters to remain blasters. I am speaking for myself, I don't want to lose that style of play.
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I'm not a huge fan of all of the suggestions myself either, but at this point I'm more willing to take any improvement to the AT so long as its primary goal in the game is to blast things.
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Really, what needs to be done here, would have to be a fresh idea. That would allow blasters to remain blasters. I am speaking for myself, I don't want to lose that style of play.
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Would blasters stop being blasters if they did that?
Mez still pertains to the survivability aspect that I was excluding for this particular line of questioning (and it is a pitfall shared, to some extent, by Controllers, Doms, Defenders, Corrs and Khelds; ie almost all the ranged sets... which would make that point largely non-applicable anyhow)
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Most of the other ATs you mentioned can avoid mez much more easily than can a blaster (and have a better chance of living through it but that's an aside in this discussion). While mezzed the blaster can't activate Aim or Build up. The benefit from assault is lost and the blaster's defiance buff is greatly diminished.
ALL of that while alive and still able to fire the tier 1 and 2 primary and the tier 1 secondary (provided the target is in range of the primary powers but notably the secondary power). Which are often the lowest DPA attacks available.
That defeat frequently results shortly thereafter you can factor in or out as you wish.
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Needless to say I have been disapointed I still have not seen a single balance discussion/argument in the Tanker forums since I returned. Every single thread is about X/Y builds.
I ponder if all tankers are content these days, the ones that were discontent just rolled brutes, or it was me that was always starting the fights...
I think it's the only thing I do in these forums...
Needless to say I have been disapointed I still have not seen a single balance discussion/argument in the Tanker forums since I returned. Every single thread is about X/Y builds. I ponder if all tankers are content these days, the ones that were discontent just rolled brutes, or it was me that was always starting the fights... |
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My City Was Gone
I think it's the only thing I do in these forums...
Needless to say I have been disapointed I still have not seen a single balance discussion/argument in the Tanker forums since I returned. Every single thread is about X/Y builds. I ponder if all tankers are content these days, the ones that were discontent just rolled brutes, or it was me that was always starting the fights... |
However, a lot of the new incarnate stuff really muddies the issue because now tankers can get "enough" damage to take out current content in a more reasonable amount of time. It doesn't mean that tankers don't still have stackability and damage issues when compared to brutes. In fact, looking right now at my SS tanker vs my SS brute, the brute does almost twice as much AoE damage while also not dying on most +4 x8 groups. But when the damage difference isn't completely in your face all of the time like it was before interface et al it's much less frustrating, and so you have less of a reason to post about it.
The focus is definitely on blasters right now, though, which may also be drawing interest away from tankers. As it should, since their balance issues are far more serious. Tanker issues start in the endgame, but blaster issues seem to start in the 20s-30s.
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I think it's the only thing I do in these forums...
Needless to say I have been disapointed I still have not seen a single balance discussion/argument in the Tanker forums since I returned. Every single thread is about X/Y builds. I ponder if all tankers are content these days, the ones that were discontent just rolled brutes, or it was me that was always starting the fights... |
We've basically come up with a lot of ideas for the Devs to explore, but now it's just a waiting game to see when Tankers get a balance pass. I think that most Tankers understand that Stalkers and Blasters are worse off. But once Blasters get their look, Tankers will probably scream for their chance next.
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Under current conditions, maybe.
If I said Scrappers have a higher melee damage modifier than Blasters, cheat and use it for their primary and secondary ranged attacks where its equal to the Blaster ranged modifier, and have even higher average base damage due to crits, have the same damage strength cap, have a higher number of AoEs on average, have stronger self damage buffing powers on average, *and* have higher DPA on average by design** on top of having vastly superior damage mitigation on average, would you say its more likely they might encroach on Blaster offense? |
That is: Despite Scrappers having slightly higher damage per DS, I think Blasters with a reasonable melee set, at melee range, will outdamage Scrappers in single target. Scrappers turn out to have more AOE (and all the new sets look dramatically better than all the old sets, especially in AOE; how did that happen? ) but Blasters can apply that AOE to more targets more easily. And all Scrappers get is six-plus times the survivability.
I did a quick look at a most/many blaster* vs a BS/most in City of Data, in single target damage, and the blaster looked like about 10-20% more DPS over the first few seconds of the fight because it has fast, heavy hitters in both the primary and the secondary.
I'm a little surprised by the claim that Scrappers have stronger self damage buffs: care to elaborate?
* typical tier-3 having primary, /elec or /en or /ice secondary.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
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I completely agree with what you are saying here. Personally, I don't need blaster changes, as I am very happy how my old broken down blaster plays. But, I conceded to some changes back on ... eh, the 4th page or so of this thread. Chances are, I'll adapt and be fine with them, who knows maybe I'll like them better. But, there have been some exaggerated claims made in this thread, both on the side of blaster weaknesses. And, on the side of what that fix could or should be. I think whatever this change is, it should remain very close to what the blaster playstyle has been for years now.
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I did a quick look at a most/many blaster* vs a BS/most in City of Data, in single target damage, and the blaster looked like about 10-20% more DPS over the first few seconds of the fight because it has fast, heavy hitters in both the primary and the secondary.
I'm a little surprised by the claim that Scrappers have stronger self damage buffs: care to elaborate? * typical tier-3 having primary, /elec or /en or /ice secondary. |
That's what I'm trying to figure out myself:
Arcana is applying crit damage as part of the base which I don't agree with because the crit is a bonus variable dependent on other variables.
There's gotta be an (average activation/bonus over time vs. Rank<=Minions and and average activation/bonus over time vs. Rank>Minions)/average spawn [rank] (some kind of ratio equation?)?
Which then should be leveraged against the average Defiance bonus over time.
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The (favored) melee damage scale for Scrappers is equivalent to the (favored) ranged damage scale for Blasters but the Blaster melee scale is more than double that of the Scrapper ranged scale. [relevant?]
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For AoEs; Blasters average a bit over 2 per Primary (not counting Nukes or Beam Rifle Disintegration spread) and almost 3 per Secondary; while Scrappers average a bit over 2 per Primary and less than 1 per Secondary. (I haven't done any damage averages for the AoEs)
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Except in 3 cases; Blasters can better leverage their 'BU' buffs over time than Scrappers
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So, at a glance...
Blasters seem to have the higher base damage...
Blasters have more AoE (although I do not have the info to state which AT actually puts out more AoE damage on average)
At this time, I don't have the info to make a judgement call on Inherent bonuses over time...
Blasters have more set based [damage] buff powers and can utilize them better over time than Scrappers
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Yogi :
Blaster melee damage multiplier is 1.0 . Blaster range multiplier and scrapper "melee" multiplier (as Arcanaville points out, which is used for all their range attacks) is 1.125 . Not "twice". While Blaster melee attacks may tend to be harder-hitting, that's a higher damage scale on the individual attack. (damage scale * damage multiplier * a level-based number = total damage.)
Crit damage is between 5% and 10% of the total (I used 8% but it's not like 7% or even 6% is going to change the numbers that much.) Pick a number in the middle and it's going to be plenty close for our purposes.
For AoEs, you can't say an AOE is an AOE is an AOE. Fire Breath is something like 60% more damage than, say, Energy Torrent. Scrappers have a LOT of high damage PBAOE's and cones. I'm also not sure how you're coming up with the high number of "AOEs" per secondary; the only ones I get any leverage out of, and this may be my playstyle, are Fire Sword Circle and Psychic Scream and Psychic Shockwave.
EDIT: Do Scrappers have a really terrible ranged scale [that they never use]? I failed to keep that piece of data in my mind.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
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On the subject of mid-to-high level survivability (abandoning Blasters in the 30 level range); did the earlier access change to EPPs impact that in any way?
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
I'd say "Yes, yes, yes, yes, maybe, no, no, on top of absolutely, yes."
That is: Despite Scrappers having slightly higher damage per DS, I think Blasters with a reasonable melee set, at melee range, will outdamage Scrappers in single target. Scrappers turn out to have more AOE (and all the new sets look dramatically better than all the old sets, especially in AOE; how did that happen? ) but Blasters can apply that AOE to more targets more easily. And all Scrappers get is six-plus times the survivability. |
And while lots of people have, over the years, opined that blaster aoe was somehow better tactically, that blaster damage was somehow stronger visually, that blaster offense was superior apparently, the fact that those conjectures have to be true against the fact that practically every base number the devs have control over do *not* grant blasters those advantages is telling.
I'm a little surprised by the claim that Scrappers have stronger self damage buffs: care to elaborate? |
Build Up (and its clones)
Aim (and its clones)
Soul Drain
And for Scrappers:
Build Up (and its clones)
Follow Up (and its clones)
Soul Drain
Power Siphon
Fiery Embrace
Against All Odds
That doesn't count things like Form of the Body, and if you throw Brutes in there you also have Rage. So Blasters get Aim which Scrappers don't get. Scrappers get Follow Up, Power Siphon, Fiery Embrace, and Against All Odds which Blasters don't get. I'd say Scrappers get a much more diverse, much more interesting, and numerically much stronger set of damage self buff powers.
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Yogi :
Blaster melee damage multiplier is 1.0 . Blaster range multiplier and scrapper "melee" multiplier (as Arcanaville points out, which is used for all their range attacks) is 1.125 . Not "twice". While Blaster melee attacks may tend to be harder-hitting, that's a higher damage scale on the individual attack. (damage scale * damage multiplier * a level-based number = total damage.) |
Crit damage is between 5% and 10% of the total (I used 8% but it's not like 7% or even 6% is going to change the numbers that much.) Pick a number in the middle and it's going to be plenty close for our purposes. |
For AoEs, you can't say an AOE is an AOE is an AOE. Fire Breath is something like 60% more damage than, say, Energy Torrent. Scrappers have a LOT of high damage PBAOE's and cones. I'm also not sure how you're coming up with the high number of "AOEs" per secondary; the only ones I get any leverage out of, and this may be my playstyle, are Fire Sword Circle and Psychic Scream and Psychic Shockwave. |
EDIT: Do Scrappers have a really terrible ranged scale [that they never use]? I failed to keep that piece of data in my mind. |
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
These are the damage self buffs available to Blasters:
Build Up (and its clones) Aim (and its clones) Soul Drain And for Scrappers: Build Up (and its clones) Follow Up (and its clones) Soul Drain Power Siphon Fiery Embrace Against All Odds That doesn't count things like Form of the Body, and if you throw Brutes in there you also have Rage. So Blasters get Aim which Scrappers don't get. Scrappers get Follow Up, Power Siphon, Fiery Embrace, and Against All Odds which Blasters don't get. I'd say Scrappers get a much more diverse, much more interesting, and numerically much stronger set of damage self buff powers. |
I'm looking at it as:
on average (in a majority of cases) Blasters have a damage buffer in their primary (which is comparable to most ATs (including melee) that have sets that provide damage buff powers (with 3 notable set exceptions (one of which can be dependent on RNG) and one notable AT exception; Stalkers (technically having two damage buff powers)
on average (in a majority of cases) Blasters also have a damage buff power in their secondaries (which outstrips whats available in most melee ATs; even where secondary buffs are available (Fiery Embrace's longer recharge and Against All Odds' dependence on targets). Dominators also have this leverage in about half of their sets while the debuff AT classes have methods that allow them to leverage a better buff over time in their secondaries than what is provided in the melee secondaries.
Question is, IMO, who does the law of averages favor, over time, (AT wise; set wise) when it comes to powers based damage buffs by rank?
[Edit: flip flop Blaster Secondary damage buff vs. melee Primary/Blaster Primary vs. melee Secondary (except bass-ackwards Tankers)]
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
I'm with Yogi Bare on this one. The median Scrapper has one 100% Build Up; the median Blaster has one 100% Build Up and one 65% [from memory] Aim.
The Scrapper outliers may be much stronger and/or more common than I realize.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
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All this talk about scrapper's and ranged modifiers got me tinkering in Mid's with a ranged scrapper build...
It's pretty decent from the look of it... nothing eye popping mind you but:
Kinetic/EA/Body Scrapper
soft capped to s/l/e and almost soft capped to f/c 35% vs negative 17% vs psi
Has comprehensive status protection
Regenerates about 52 HP per sec
Primary ranged attacks:
Focused Burst - 68 yd range, 327 damage, 2.46s recharge
Laser Beam Eyes - 96 yd range, 256 damage, 1.76s recharge
Repulsing Torrent - 67 yd range, 237 damage, 4.34s recharge
Energy Torrent - 67 yd range, 240 damage, 8.68s recharge
Melee attacks:
Body Blow - 239 damage, 1.69s recharge
Concentrated Strike - 592 damage, 6.78s recharge
Seems interesting enough that I may need to try and build it >_>
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