What can you do with a problem like a Blaster?
Doesn't Dark/, /Dark or /Mental qualify? [Or are you referring to Primaries/Secondaries as sets?]
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Of Dark Blast, Dark Manipulation, and Mental Manipulation, which is explicitly designed to provide survival? At best, I think you could say that Mental Manipulation was designed to do so. If any scrapper, tanker, brute, controller, dominator, defender, or stalker got their damage mitigation reset to what is included within Dark Manipulation they would scream bloody murder.
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I am referring to the sets in general, but as to those specific powersets I would say Dark Blast is a mitigation set in the same sense Dark Melee is a control set.
Of Dark Blast, Dark Manipulation, and Mental Manipulation, which is explicitly designed to provide survival? At best, I think you could say that Mental Manipulation was designed to do so. If any scrapper, tanker, brute, controller, dominator, defender, or stalker got their damage mitigation reset to what is included within Dark Manipulation they would scream bloody murder. |
The secondary, not so much, but it does have an AoE stun, an immob and a soft control in addition to the tohit debuff (also as to have immediate damage and denial).
All in all, these are both limited control sets (moreso when combined) and I was being led to believe that control = mitigation = survival (ie. Dominators)?
I know its nowhere in the league of the Melee ATs but at the risk of homogenization; that's what we're trying to avoid, right?
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
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
Bill. Bill Bill. Sadly this is no longer Issue 5 its Issue 23 and in issue 23 only new players use a +0/x1 setting. For long time players there is absolutely no challenge in that setting for any AT let alone the dev ignored blaster. Any arguments based on that setting are essentially specious.
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I have to say that this is rubbish. Ive played the game for a fair few years (6ish I think) and almost all of my toons play at +0/x1.
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I do not, however, agree with the basis of which many people are using to judge this and I do not agree with the demand that all should cater to this mindset that the default difficulty of the game is pathetic and has no bearing on balance.
Unfortunately, the power creep has led to the mainstream mindset/playstyle (true majority or not) to playing cranked up difficulty, AoE and speed through.
The mainstream playstyle used to be different. Now that people have adopted this and it has become more and more prevalent, we've reached the point where those that see the game that way, believe it needs to be balanced more for that style (that all powersets should fit into that playstyle... even though some powers' balancing factors were designed around a very different pace and approach).
Whether or not the developers agree and/or decide to... That's up to them.
And I'm no longer going to argue with people clamoring for it.
We'll see what happens.
In the end, I don't imagine that the developers are going to do anything to ruin my fun, so I'm okay with it.
and round up everyone that knows more than they do"-Dylan
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I know /Dark/ is kind of a stretch but the primary does have an AoE immob, a heal and a hold in addition to the tohit debuff (as to have immediate damage mitigation/denial and recovery).
The secondary, not so much, but it does have an AoE stun, an immob and a soft control in addition to the tohit debuff (also as to have immediate damage and denial). All in all, these are both limited control sets (moreso when combined) and I was being led to believe that control = mitigation = survival (ie. Dominators)? I know its nowhere in the league of the Melee ATs but at the risk of homogenization; that's what we're trying to avoid, right? |
I can acknowledge the heal and to-hit debuffs... but you can't use either if you are mezzed.
The hold for sure is mitigation... but Electric Blast has one as well... and Ice Blast has two. Single target holds, however, don't help much when you meet packs where every single member of the group can mez in some way or the raw damage of just a few is enough to wreck you even if you manage to hold one or two of the mobs before the alpha hits you.
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
I don't think there's any compelling reason to avoid homogenization of capability. Scrappers and Controllers can both be amazingly survivable, but they go about it very, very differently. I'm quite certain that almost no one (and certainly not Arcanaville) is proposing giving Blasters armor secondaries. But they could still, in theory, be made a lot more survivable, a little more damaging, and not really that much more like the other ATs than they already are.
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However, there are some who do suggest what you've said there, hehe. Alas, there are always a few, aren't there?
And, to be honest, I don't even mean to put down the notion of having armored blaster-types in this game. That could totally work, I'm quite sure.
It just would be far too radical a departure of what the Blaster is. And there are many of us who love Blasters as they are (improvements needed or not).
Anyway, I think the problem does come in balancing around a completely different playstyle and risking losing the successful playstyle they do currently have.
I very much would like to see more people enjoy playing Blasters and doing so successfully. I just think it is a tricky business of balancing to figure out how to capture the excitement of the Blaster without keeping the inherent difficulty.
Hopefully, worst case scenario... increasing the mission difficulty will bring along that same excitement for those of us who enjoy it with current Blasters.
Again, I do have faith in the team to improve them without ruining things.
and round up everyone that knows more than they do"-Dylan
It is rubbish. And I've learned that this is the basis of many people's argument. I don't disagree that Blasters deserve some improvements (and I think that improvements made do not have to be anything close to wholesale changes).
I do not, however, agree with the basis of which many people are using to judge this and I do not agree with the demand that all should cater to this mindset that the default difficulty of the game is pathetic and has no bearing on balance. Unfortunately, the power creep has led to the mainstream mindset/playstyle (true majority or not) to playing cranked up difficulty, AoE and speed through. The mainstream playstyle used to be different. Now that people have adopted this and it has become more and more prevalent, we've reached the point where those that see the game that way, believe it needs to be balanced more for that style (that all powersets should fit into that playstyle... even though some powers' balancing factors were designed around a very different pace and approach). Whether or not the developers agree and/or decide to... That's up to them. And I'm no longer going to argue with people clamoring for it. We'll see what happens. In the end, I don't imagine that the developers are going to do anything to ruin my fun, so I'm okay with it. |
Ultimately the reason I tend to avoid playing blasters is because it feels like they have only ONE powerset... their damage. They have very little (varies from set combo to set combo) to support that damage with by keeping them alive however. That coupled with very low base numbers from pool/app/ppp defensive abilities means a veritable fortune in IO gymnastics has to be undertaken to even approach (but never match) what every other AT can do MUCH MUCH easier.
Ultimately I don't think its about letting every run rampant speedy aoe fests but more along the lines of letting that power creep that has benefitted everyone else actually TOUCH blasters cause on the whole it seems to have largely missed them.
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
I don't think the populace at large is clamoring for that kind of pace/play. However I believe the people who play blasters want some parity. They want to be able to stand at the same height as the other AT's (when built and IO'd out just so). Right now they currently don't.
Ultimately the reason I tend to avoid playing blasters is because it feels like they have only ONE powerset... their damage. They have very little (varies from set combo to set combo) to support that damage with by keeping them alive however. That coupled with very low base numbers from pool/app/ppp defensive abilities means a veritable fortune in IO gymnastics has to be undertaken to even approach (but never match) what every other AT can do MUCH MUCH easier. Ultimately I don't think its about letting every run rampant speedy aoe fests but more along the lines of letting that power creep that has benefitted everyone else actually TOUCH blasters cause on the whole it seems to have largely missed them. |
And I do want to see greater parity. The thing with the greater difficulty and that playstyle is that there are only so many ways to tackle those gaming scenarios.
We have the ATs with the different scales of tough and brawls the foes to defeat, we have the debuff and keep-alive while plinking away, we have hold and control and then wipe them out... The difficulty is making a damage/damage AT fit into that scenario...
Outside of that playstyle... there are tons of ways to handle it. However, they are not optimal. Whether it is wasting time or having to use tactics that are less than stand there, defeat them and run to the next group.
Anyway, definitely not saying it is impossible, but it seems rather difficult and many people just seem to want Blasters to just be able to do it.
Where as, so far, the Blasters have always been a bit more twitchy. And some people are questioning if it is really wrong to have one AT that is like that. I think that's where the real differences of opinions are coming from... I think anyway...
and round up everyone that knows more than they do"-Dylan
So... my blasters are a Fire/Fire and an Elec/Elec. I solo fine and I team very well. I take pride in the fact that I don't die. Yes... on teams we may have a team wipe, but I'm not face planted like I hear about.
Now with the Elec/Elec I know why I live. Tesla Cage (a hold), Shocking Grasp (a hold). If you target the right baddies you can even the playing field. Then DPS like crazy. Of course now that I'm 50 I have ranged def softcap'd and a lot of recharge and ACC. So I can perma hold 2 toons.
Fire/Fire is a bit diff. I DPS like made before they kill me. Rain of Fire makes some of the baddies run (running = no attacking). The damage output is crazy. Two builds: S/L S cap and a Ranged S. Cap. Both with godlike recharge and ACC.
So my point? There are tools in the game that can keep you alive. Regen Scrappers and Ninjitsu Stalkers know this. Using what you have and learning your limitations IS the point. I just started playing Doms and have found that they are a lot like blasters. They have more of these tools, but still need to use what they have to get by.
Blasters damage isn't broken IMO. Best ranged damage in the game. Defense is easy to get with IOs and they shouldn't (but can) survive as well as a scrapper. YOU CAN ATTACK while mez'd. That's something the others can't boast.
I have one of every type of blaster. Most are level 30ish. Not all are great, but they shouldn't be. The need for this game to be balanced is the need for this game to be pointless. If I roll a trick arrow/arrow fender (who solos) it is for a challenge. Balance reduces the challenge.
There is the same thread on fixing Tankers. And MMs. And Defenders. And... ext. I say we let the dev make us new power sets and maybe some new content (if it isn't the same zone, but with diff baddies in it =P ). If they don't want to waste time on PvP, gladiators, AE, ext.... Then why fix the weak link (if blasters are a weak link).
I'd rant further, but I gotta get back to work
Last
Check out this!!!! http://www.youtube.com/user/LastRoninCoH/featured
Blasters damage isn't broken IMO. Best ranged damage in the game.
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Defense is easy to get with IOs and they shouldn't (but can) survive as well as a scrapper. YOU CAN ATTACK while mez'd. That's something the others can't boast. |
Ultimately the point is not that Blasters are unplayable. It's that everything else is significantly easier to play (or, said another way, can more readily turn up its difficulty), and or has much higher plateaus to which it can be built, with some notable exceptions such as */Mental. The discussion is about closing those gaps.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Not first hand experience but I recall you used to say Sonic was the blaster's "slow but safe" primary, no? Have not studied the set enough to tell if it's anywhere near another AT's "survivable" attack set.
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In any case, for Siren's Song to be a good counter-example to the more general statement that Blasters don't get mitigation powersets, it should be valid to say that any primary blast set that doesn't have mitigation comparable to Siren's Song is broken, in terms of not fulfilling its design obligation.
No one says that.
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IMO, it seems that many are trying to convert Blasters into a different AT:
Asking for Armors is turning them into Khelds.
Asking for Control is turning them into Doms.
Asking for Mez defense beyond what they have is turning them into Blasters with Domination.
Asking for 'armors' and Mez defense is turning them into SoAs.
It also seems that many are outright ignoring that some of those gaps get covered by EPP/PPPs.
Don't get me wrong, I'm not saying that Blasters don't need anything; I just don't agree with how some are approaching the issue.
[And, personally, I view Blasters as an advanced player AT because it doesn't have many of the perks that other ATs have.]
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Progressively increasing the damage modifier against targets advancing within predetermined range points of a player (up to 'point blank' range).
Give all ranged attacks the 'lucky shot' mechanic.
Applying any added Control options to all melee attacks and/or damage auras (Hard Mez, Soft Mez, Debuffs, etc).
Increasing the range of all ranged attacks. (so they get more rounds off before the target can actually close the gap; which would progressively increase as recharge is applied)
Increasing the duration of Blaster BU powers (and/or reducing their recharge).
A bonus modifier added to any Inspirations used.
Reintegrating the old Defiance (combining it with the current model) but modded so that the protections kick in and is maxed sooner and with smoother progression; the trade-off being that the cap is lower.
Extending Blaster's mez mechanic to include all toggles.
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
Blasters damage isn't broken IMO. Best ranged damage in the game.
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There is the same thread on fixing Tankers. And MMs. And Defenders. And... ext. I say we let the dev make us new power sets and maybe some new content (if it isn't the same zone, but with diff baddies in it =P ). |
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Siren's Song is theoretically massive mitigation, but I wouldn't say Sonic Blast is explicitly designed to be a mitigation set. Oil Slick Arrow deals a ton of damage but Trick Arrow isn't explicitly designed to be an offensive powerset. Ditto Lightning Rod. These are interesting (and sometimes powerful) extras.
In any case, for Siren's Song to be a good counter-example to the more general statement that Blasters don't get mitigation powersets, it should be valid to say that any primary blast set that doesn't have mitigation comparable to Siren's Song is broken, in terms of not fulfilling its design obligation. No one says that. |
BTW it crossed my mind it may be sort of thematic if all blaster attacks had a strong chance to "sleep" (with delay, on non-dot powers) with custom animations. Call them "breakable holds", with this chance to sleep being of opposite proportion to the DPA of the attack (the lower the DPA the higher sleep chance.)
If it was all sleeps with custom animations, your idea of splash mez may be even more "acceptable" as it would bring additional solo safety without turning all foes into target dummies.
I don't disagree with what you say, but... as far as I know... no set was designed (until recently) with any such specific goals. They were almost all accidents (other than balances brought in huge part due to your own intervention.)
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BTW it crossed my mind it may be sort of thematic if all blaster attacks had a strong chance to "sleep" (with delay, on non-dot powers) with custom animations. Call them "breakable holds", with this chance to sleep being of opposite proportion to the DPA of the attack (the lower the DPA the higher sleep chance.) If it was all sleeps with custom animations, your idea of splash mez may be even more "acceptable" as it would bring additional solo safety without turning all foes into target dummies. |
Apparently they thought that wasn't a completely bad idea.
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Also, my name is Harcourt Fenton Mudd.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
At the beginning of time both Defensive sets (obviously) and Control sets were designed explicitly to mitigate damage. Buff/Debuff was explicitly designed to do multiple things, but basically increase your offense, increase your defense, decrease enemy offense, and decrease enemy defense.
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Apparently they thought that wasn't a completely bad idea. |
Check out Control Radial Embodiment.
The in-game detailed info is pretty useless, but the qualitative description is pretty decent.
Adds a Chance for Fear and a Chance for Immobilize to most damaging powers. This ability gives a 70% chance for its effects to occur on each hit. If your target is already Immobilized and Feared, you have an additional 100% chance to stun that target. |
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Thats the hybrid thingy? (Incarnate abilities have been the lesser point of interest for me since I returned, for me the fun is lvl 1 to 50, that MAY someday change.)
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Okay, its not supposed to look like that. My game client glitched and I played the entire trial in the Negative Zone. In actuality, the trials are not usually obscured by antimatter. They are normally obscured by buff effects.
(Half-kidding: I don't mind them, but its a common complaint by some players).
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
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If you haven't played the Magisterium trial yet, here's a preview.
Okay, its not supposed to look like that. My game client glitched and I played the entire trial in the Negative Zone. In actuality, the trials are not usually obscured by antimatter. They are normally obscured by buff effects. (Half-kidding: I don't mind them, but its a common complaint by some players). |
Thank goodness for tab targeting.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
For example, Mental Manip and Darkness Manip are still both saddled with a number of melee attacks that don't really provide more offense or mitigation. But because all blaster secondaries were originally designed like that the devs have tried to keep within that formula while at the same time improving the lack of mitigation as best they can.
The problem is that being unwilling to simply change the formula is what is keeping blasters from being fixed.
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30