What can you do with a problem like a Blaster?
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Ah I see it's the recharge times that make the melee abilities have higher damage. I guess I should have looked at more than just how hard they hit
Correct. It used to be the case that blaster melee attacks where just as good as ranged attacks (both had damage scale 1.0), but some time ago blaster ranged attack modifier was buffed, so now blaster ranged attacks are always better DPS. Which is what I have been saying: blaster melee attacks are pointless.
(where melee attacks appear to good damage, it is because they have longer recharge times). |
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
Probably because most of those classes can do as much or more damage as blasters do (and can do it at range in the case of SoAs)...
I really should do something about this signature.
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That makes no sense. You can play whatever you want. Why should anyone else have to play the game the way I like to ? Why should everyone have to play exactly the same way.
First of all turning my statement around like that doesn't actually make much sense. Secondly, I have no problem with there being challenge in the game. I do however think there's a problem when only ONE archetype has it to such an extreme compared to the rest. Blasters need parity... THEN we can see about making things more challenging for EVERYONE.
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It sounds like you want Baskin Robbins to have only one flavor.
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Maybe it's just a matter of perspective. You might be able to finish a mission but you wont do it as safe as another AT and in many cases not as fast either regardless of how many attacks you have. And seriously how many attacks does ANY AT really need? 3 to 4 single target for a full chain (2 in Arcanville's Blaster's case!)? 2 to 3 aoes? Doesn't it seem wasteful to have that glut of extra attacks in both primary and secondary? Don't the melee attacks seem a bit awkward for an AT that is supposed to be ranged and is quite fragile? |
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You mean the way YOU want it to. And no one is saying or even expecting the devs to rip everything out of the Blaster secondaries and give them toggle shields and mez protection. With that said however, Dominators can typically build for melee OR ranged OR both if they want to AND they have a control primary to boot! I'm sorry but to my point of view that's clearly better than "melee or ranged or both" with NOTHING but insps, pools and temp powers to back you up. Domy has all those too. |
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And you somehow think a few buffs here and there would lessen your enjoyment? |
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Melee types are traditionally the wade in and mess stuff up guys. They have survival directly packaged into them. But what about Defenders? Controllers? Everyone else? They ALL have better tools to deal with that mission's difficulty than you do. Sure you may succeed in clearing that mission but The rest of the pack (equally built for survival and IO'd out and using insps/pools/temps) are going to not only do it easier than you and safer than you... they are probably going to do it faster than you as well. And since the devs aren't likely to push your Blaster damage up to the point where you could do it faster than them even though they are safer, then it's time to accept that the only way to achieve parity is to really look at where the Blaster deficiencies lie and do something about them. |
Nobody is forcing you to play blasters. If you don't like them don't. There are 11 other ATs, you shouldn't expect let alone demand that they be all things to every player.
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If you're talking strictly damage, then sure... but that's not what the bulk of this thread is addressing.
So, basicly, you are saying that to judge the perfomance of a DPS toon, we shouldn't judge it by comparing it to the other DPS classes, but only to the support classes? Somehow that doesn't sound right to me.
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...then surely it falls to improving thier survivability, somehow, to make up for that lack of superior DPS that that are supposed to have but don't? |
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No-one is asking for that. No-one is saying turn blasters into Doms/corrs/brutes with range or anything of the sort. |
If you're asking for more control; then you're definitely infringing on Doms.
Asking for both could make Doms obsolete.
If you're asking for heavier debuffs that fall outside of the theme of their individual powersets then you run the risk of obsoleting Defenders (or Corrs).
If you're asking for parity through Defense and Resistance powers by adding Armors then you're pushing into Kheld territory (ie. if you want a Blaster with Armor; play a Kheld).
If you're asking for Armor and mez protection; then you're stepping over Khelds and into Tanker, Brute, Scrapper and Stalker turf... with the added benefit of range; Tankmage (or SoA; which can get pretty close to hat distinction). Throw more control into that same mix and it becomes a joke. (Like how my Plant/Storm would play against normal mobs if Hybrid Control didn't have downtime)
And yes... that's what some people are driving at; creating parity by giving Blasters what other ATs have (resistance, defense, mez protection, control).
The questions become how much of each of these aspects do you give before the desired parity is achieved? What are you willing to sacrifice to integrate any of these desired aspects?
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Yes, that would be very nice, but from the devs own comments in the past, we are unlikely to see the sort of changes needed to bring blasters up to that level through buffs to damage recharge or end cost alone. which is kinda the point of this thread. exploring whatelse can be done. |
[Or tradeoffs that involve giving Blasters Debuff powers]
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If i am understanding you correctly, that is a very interesting idea. Each attack having a scaling damage based on didtance to the target. so shot to closer targets deal more than shots to further away targets. Kind of how you would see in real life. Bullets, for example, losing velocity the further it travels thus giving less penetration, or fire cooling the longer is thrown, wave forms decaying the further they travel etc. makes perfect sence. if that is posible I cannot say, but I do like it! |
[If one of the other above suggestions (higher base range) were added... then the effect would be even better]
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
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Well excluding the epic ATs, they can have both a good ranged attack chain and a good melee chain at the same time.
This mentality has always confused me. I've seen it pop up in several threads, but never backed up. What can a Blaster do that cannot explicitly be done by another AT?
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Just as an example, fire/energy is a combo that has the longest ranged attacks in the game and can pick apart spawns with its snipe but also is devastatingly effective in melee.
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I'll take a look if its not too bad and doesn't seem to be passing out more information than I care to share, I may give it a try.
Here is a page documenting the demo record process
http://wiki.cohtitan.com/wiki/Demo_record You can just upload the generated file, no need to actually make a huge video file. |
When a power becomes dominant to the point where not taking significantly lowers your damage output you are forced to take it. I can't think of playing a tank now that isn't actively using that 1st level power.
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You mean like Dominators?
Well excluding the epic ATs, they can have both a good ranged attack chain and a good melee chain at the same time.
Just as an example, fire/energy is a combo that has the longest ranged attacks in the game and can pick apart spawns with its snipe but also is devastatingly effective in melee. |
So you contend that it's better to gimp an entire class so a few players can enjoy the difficulty than it is to boost the class so it's on par with the other classes and let the players who enjoy the difficulty add their own challenges? Do you realize how selfish that is?
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You should probably edit that first line to read "excluding epic ATs and Dominators". Or maybe simplify it to read "excluding five other ATs, Blasters are the only AT that can have a good ranged attack chain and a good melee chain at the same time."
Well excluding the epic ATs, they can have both a good ranged attack chain and a good melee chain at the same time.
Just as an example, fire/energy is a combo that has the longest ranged attacks in the game and can pick apart spawns with its snipe but also is devastatingly effective in melee. |
And here is something you don't seem to have noticed: you don't need a melee attack to attack a target in melee range, a ranged attack will do just as well.
I really should do something about this signature.
Doms are explicitly designed not to let you do that.
If you can't make your point name call.
What is worse you can't even get your facts straight. When you say a few people, you are talking about the number three most popular AT at 50, according to the numbers Paragon Studios released last year.
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So you contend that it's better to gimp an entire class so a few players can enjoy the difficulty than it is to boost the class so it's on par with the other classes and let the players who enjoy the difficulty add their own challenges? Do you realize how selfish that is? |
What is worse you can't even get your facts straight. When you say a few people, you are talking about the number three most popular AT at 50, according to the numbers Paragon Studios released last year.
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Believe me I am aware of that. The melee attacks just do a much better job in general. If I am not mistaken the highest DPS chain in the game still belongs to fire/electric thanks to shocking grasp.
You should probably edit that first line to read "excluding epic ATs and Dominators". Or maybe simplify it to read "excluding five other ATs, Blasters are the only AT that can have a good ranged attack chain and a good melee chain at the same time."
And here is something you don't seem to have noticed: you don't need a melee attack to attack a target in melee range, a ranged attack will do just as well. |
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Well, all that blasters get is damage.
If you're talking strictly damage, then sure... but that's not what the bulk of this thread is addressing.
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Then that survivability needs to fall within the parameters of the playstyle (especially since reconstructing seven Secondaries may involve a lot of resources that would be allocated elsewhere).
If you're asking for parity in mez defense (even if it's only short term), then you're asking Blasters to be molded in the likeness of their closest kin; Dominators. If you're asking for more control; then you're definitely infringing on Doms. Asking for both could make Doms obsolete. |
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If you're asking for heavier debuffs that fall outside of the theme of their individual powersets then you run the risk of obsoleting Defenders (or Corrs).
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If you're asking for parity through Defense and Resistance powers by adding Armors then you're pushing into Kheld territory (ie. if you want a Blaster with Armor; play a Kheld).
If you're asking for Armor and mez protection; then you're stepping over Khelds and into Tanker, Brute, Scrapper and Stalker turf... with the added benefit of range; Tankmage (or SoA; which can get pretty close to hat distinction). Throw more control into that same mix and it becomes a joke. (Like how my Plant/Storm would play against normal mobs if Hybrid Control didn't have downtime) |
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And yes... that's what some people are driving at; creating parity by giving Blasters what other ATs have (resistance, defense, mez protection, control).
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The questions become how much of each of these aspects do you give before the desired parity is achieved? What are you willing to sacrifice to integrate any of these desired aspects?
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Trust me, I get the brainstorming intent of the thread but there is a definite following to making tradeoffs that involve giving Blasters Armor powers that I'm not in full agreement with.
[Or tradeoffs that involve giving Blasters Debuff powers] |
I for one am not in favour of complete changes to Blaster secondaries. far too many of my blasters make use of some of the melee powers in them. yes, a lot of them, for my play style, are situational, but those situations come up often enough to be a lifeline most of the time.
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I don't [know how feasible it is] either but they seem to have done something that changed how proximity works when applied to location-based AoE damage vs. player's current position. It used to be that if you were in the damage radius when an AoE attack started you got pegged for the damage; even if you moved out of range... now you can avoid it. Fortunately they haven't allowed mobs to escape our damage in the same way. Something like this could actually change that so it could turn out to be a two-edged sword.
[If one of the other above suggestions (higher base range) were added... then the effect would be even better] |
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Then it's time for them to get off the cross, use the wood to build a bridge, and get over it.
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How did you go from what I said to what you said ? I can't imagine how you got that.
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Rather simple really
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If you can't make your point name call.
What is worse you can't even get your facts straight. When you say a few people, you are talking about the number three most popular AT at 50, according to the numbers Paragon Studios released last year. |
Just because you can solo a blaster at +4X8 doesn't mean that even 80% of the rest of the player base can. Hell, most of the player base cannot solo ANYTHING on +4X8. You asking for blasters to be left as they are JUST so you, and the other uber players CAN solo at that level and still have a challenge IS selfish as it disreguards the rest of the player base that might want to play blasters.
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Then it's time for them to get off the cross, use the wood to build a bridge, and get over it.
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That's why I say Dominators are a Blaster's closest kin; they have a similar offensive setup: Ranged/Melee Offense.
Sorry to speak for you PRAF, but he gets that from the fact that Doms CAN and DO have both Good Melee and Good Ranges attack chains, so if they were designed not to but have, then they are broken!
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Blasters tend to have a better ranged chain and damage buffs while Doms get better controls; they both have similar pitfalls as well.
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
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That was from a red name statement concerning dark assault.
Sorry to speak for you PRAF, but he gets that from the fact that Doms CAN and DO have both Good Melee and Good Ranges attack chains, so if they were designed not to but have, then they are broken!
Rather simple really |
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Not name calling, just observation. |
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And yes, blasters are the 3rd most popular at L50, but they are THE most popular a L20, does that not tell you anything? blasters, by the dev's own datamining, from the same scource as your figures are the most abandoned or deleted AT's. |
Do you actually have that or is it just wishful thinking on your part ? Do you have any idea why they are the most abandoned AT or is it just more wishful thinking ? For all you know its nothing more than the fact that description of the AT doesn't do an adequate job letting people know what they will be playing.
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Well, you could say Doms are part blaster - part controller. Which is basicly how I view them.
That's why I say Dominators are a Blaster's closest kin; they have a similar offensive setup: Ranged/Melee Offense.
Blasters tend to have a better ranged chain and damage buffs while Doms get better controls |
Personally I see Corrs as the closest kin to a blaster, as they are part blaster part fender, and fenders themselves are part blaster.
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Then it's time for them to get off the cross, use the wood to build a bridge, and get over it.
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How? They have a mix of melee and ranged attacks, and often built for high recharge to get perma-Domination. In one powerset, they have enough attacks to get a ranged, melee, and AoE chain set up, because those attacks recharge much faster than they do for most other AT's due to the Doms unique slotting requirements.
Perhaps I misunderstood, but it sounded like you were arguing that you can't buff Snipes because then you would be compelled to take them and you don't want that. That is the definition of selfishness, putting your own needs ahead of everyone else. If that wasn't what was being said, I apologize.
St_Angelius covered it much better than I could on the facts though.
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If you can't make your point name call. What is worse you can't even get your facts straight. When you say a few people, you are talking about the number three most popular AT at 50, according to the numbers Paragon Studios released last year. |
St_Angelius covered it much better than I could on the facts though.
A problem like a blaster? I turn my mez protection off and get real close to them at the doors the prisoners ecsape from, get confused, and "accidently" kill them, lol.
In all seriousness though, it seems like a power creep.
If "x" AT can do this, and "y" at can do this, then so should AT's "a" "c" "k" and "r".
Then you have to buff the enemies because theres no challenge. But then the game is too hard now, so 6 powersets need a buff.
At this rate, Frieza is going to enter his final form and we're going to need everyone to lend there power so I can make a spiritbomb big enough to kill him/her!!!!
Personally, I cannot point you to the exact post, but I am sure someone else can, Like Acanaville, who I have seen quote that very peice several times. And believe me, I'll trust her knowledge over things of this nature far more than anyone elses beyond the devs.
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Then it's time for them to get off the cross, use the wood to build a bridge, and get over it.
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IMO, Corr/Fenders are more kinfolk than Blaster/Corr. The only common denominator are ranged attacks. Blasters do more control than buff/debuff which puts them closer to the Dom camp than that of either Corrs or Fenders.
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
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Which makes Corrs Blasters with Buffs
IMO, Corr/Fenders are more kinfolk than Blaster/Corr. The only common denominator are ranged attacks. Blasters do more control than buff/debuff which puts them closer to the Dom camp than that of either Corrs or Fenders.
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Try it, look at the posers in common between a dark/dark blasty and a dark/dark corr
But in all seriousness, there are lots of corss overs between many AT's.
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Then it's time for them to get off the cross, use the wood to build a bridge, and get over it.
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Doms are designed to have to enter into melee you don't have to do that with blasters at all.
How? They have a mix of melee and ranged attacks, and often built for high recharge to get perma-Domination. In one powerset, they have enough attacks to get a ranged, melee, and AoE chain set up, because those attacks recharge much faster than they do for most other AT's due to the Doms unique slotting requirements.
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Perhaps I misunderstood, but it sounded like you were arguing that you can't buff Snipes because then you would be compelled to take them and you don't want that. That is the definition of selfishness, putting your own needs ahead of everyone else. If that wasn't what was being said, I apologize. |
I'd call it being protective of an enjoyable part of the game.
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St_Angelius covered it much better than I could on the facts though. |
(where melee attacks appear to good damage, it is because they have longer recharge times).
I really should do something about this signature.