My little blaster idea workshop.


Adeon Hawkwood

 

Posted

So blasters *will* be seeing some changes. How? We don't exactly know yet. The way I figure it, more ideas to look at is always better.

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Defiance 3.0 In addition to the current mechanics defiance now grants the user a +defense to range and AoE attacks. Each attack also gives an additional small buff to said defensive types and mez resistance (of some significant value). Once a foe enters say a 5 foot radius of the blaster, that defense disappears and turns into a scaling resistance buff (Similar to Melee Hybrid) along with scaling mez protection that caps out at say mag 6.

Both Melee and ranged playstyles are rewarded but in different ways. Blasters get "Defiant" about things based on their playstyle.

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Snipes - Elemental, Energy and Beam rifle snipes (someone else can figure out something for AR/Archery) Snipes have a 1.67 second cast and deal high damage at long range. If the caster remains rooted, the target takes extreme DoT for upwards of 5 seconds similar to an interruptable channeled ability. Each second/tic costs additional end but yeah, extreme damage. Would require animation tweaking, easiest for something like fire blast's snipe.

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Aim/BU mechanics - Making blasters more interesting.

Fire - Aim : During the duration of Aim, attacks have a fiery embrace still chunk of damage added to them.
Build up : Melt Armor - During the duration, attacks have a - Res component attached to them that can cap out at 5 stacks.

Energy - Aim : Impact - Foes knocked back while aim is up take additional chunks of damage.
Build up - Each attack adds a 25% damage buff for 10 seconds in addition to the 100% base.

Dark - Aim : Drain Life - Each attack adds an additional DoT similar to interface, chance for negative energy, chance for -max HP
Soul Drain : Spirit Leech - For the 30 second duration, caster gains an aura that siphons additional damage off of defeated foes. 3% per minion, 10% per LT and 25% per boss.

Ice - Aim : Ice shards - Adds an "Icey Orb" effect to ST attacks that shatters and releases a small PBAoE of Cold/Lethal damage. AoE's have a chance to immob the target.
Build up : Deep Freeze - Attacks gain a chance to mini crit for 25% of their damage as well as incasing the target in ice for 3 seconds.

Electric - Aim : Arc lightning - Attacks gain a "Chain induction" style jump.
Build up - Tesla Coil - Attackers within a 10 foot radius have a chance to be stuck with moderate energy damage, each strike generates a charge, every three charges the next attack deals a 50% crit for ST attacks, 15% for AoE's

Psychic - Aim : Psychic backlash - Reduces targets (Boss and below) resistance to psy damage to 0% attacks gain a double hit of psy damage. For EB's AV's and GM's -30% res.
Build up - Psychic Echoes - All attacks have a 25% chance to "Double cast" an echo of the attack that deals 50% damage.

Beam Rifle - Aim : Plasma Cell - Adds an Energy orb to all ST attacks that explodes in a small PBAoE around the target, AoE's add high energy DoT during the duration.

Archery - Aim : Deadeye - All attacks gain a chance to minicrit for 25% damage.

Sonic - Aim : Resonant Frequency - Attacks gain scourge effect that is based on the stacks of sonic's -res.

Radiation - Aim : Meltdown - Attacks add a DoT to the target, each follow up attack on the target increases the strength of the DoT for the duration of Aim.

Devices - Cloaking Device - While hidden, gain a 100% damage buff and 50% chance for full crit on ST attacks, AoE's have a 25% chance for 50% crit. While not hidden 5% chance for 25% minicrit.

May add something for AR and Dual pistols later, just some idea's that would make blaster's burst powers much more interesting.


 

Posted

Let me suggest that if the devs are looking at Blasters, and have proceeded far enough along in their ideas that Synapse is actually hinting they've been playtesting them a bit, then players should be thinking in terms of flexible ideas that could be integrated with whatever the devs are thinking.

I can already tell you what will happen. At some point the devs will release a bunch of changes to beta for us to test. No matter what amazing idea any of us has for blaster changes, the devs will say "great idea, now please test ours." Their idea may be great, it may be bad, or it may be incomplete. It most likely will require some adjustments of some kind. The devs tend to like suggestions of the form "lets keep that, but lets add this to make it better" and tend to frown upon ideas like "that's ok, but here's my totally different idea that has nothing to do with yours: do mine and you can do yours also if you insist, devs."

Think in terms of what blasters need, what their specific pros and cons are, what their different playstyles are for different players. Think about which powers seem to have issues, and which you'd leave alone. But most of all, think in terms of general principles that could mesh with whatever the devs have come up with. If the devs figure out a way to make us more survivable, will it be in the right ways? What tests would you conduct to test survivability, and what deficit does each test suggest about a specific weakness about blasters. Suppose they make us more survivable by giving us a new power. Can we activate that power quickly enough, often enough, and at the right times? If they make our offense higher does it increase offense in the right way? Does it increase the gap between the high and low blasters, or does it reduce that gap?

We have hover blasters and blappers and all sorts of other blasters. No change will be perfect and help everyone perfectly equally and well. But what would you expect the change to do, and what do you hope it doesn't do, to all those players in general?

In other words, whatever you think you want, start thinking about the most flexible ways to get it, so that you can react to whatever the devs do. That's Arcana's Getting What You Want From the Devs rule #8.


I'm just tossing this out there; I'm not a dev, don't represent the devs, and don't speak for the devs. Having said that, my recommendations at this point in the brainstorming process is, for what its worth:

1. Avoid suggestions that require animation changes.

2. Avoid suggestions that require specific hand-tweaking of every single blaster powerset.

3. Avoid suggestions that require major tech (code) changes.

4. Focus on changes that would have the greatest impact on solo blasters operating between +0x1 and +2x5 and teamed blasters in all normal teaming situations.

5. Focus on changes that make small changes to offense and moderate changes to survivability.

6. Focus on changes that would be relatively easy to describe to new players.

7. Consider changes that have high gameplay benefits over and above pure numerical ones.

8. Think about Blasters' closest cousins: Dominators and Stalkers.


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Posted

Quote:
Originally Posted by Arcanaville View Post
I'm just tossing this out there; I'm not a dev, don't represent the devs, and don't speak for the devs. Having said that, my recommendations at this point in the brainstorming process is, for what its worth:

1. Avoid suggestions that require animation changes.

2. Avoid suggestions that require specific hand-tweaking of every single blaster powerset.

3. Avoid suggestions that require major tech (code) changes.

4. Focus on changes that would have the greatest impact on solo blasters operating between +0x1 and +2x5 and teamed blasters in all normal teaming situations.

5. Focus on changes that make small changes to offense and moderate changes to survivability.

6. Focus on changes that would be relatively easy to describe to new players.

7. Consider changes that have high gameplay benefits over and above pure numerical ones.

8. Think about Blasters' closest cousins: Dominators and Stalkers.
Good groundrules for suggestions.

When I read them, *sigh* the first answer that pops into my head is more damage. It has the most impact to the most sets, the most playstyles and its easy to explain to new players.

As to *how* more "damage" is added to blasters that is where the game design magic comes in.

It would probably require making blasters real "kings of damage" and powers that encroach on that as a problem. That means fixing a few of the odd powers such as voltaic sentinel and blizzard. Blaster versions of power should do the most damage (meaning the highest base damage to start)

Defiance 3.0 The bonus damage values of defiance 2.0 could remain the same but last longer instead or raise the bonus but keep duration the same.

Blasters do well early but have a harder time surviving later because of mobs HP scaling up as blasters level. So, an increase of blaster base damage as blasters level. 1-20 blasters are fine. 21-50 some tweaks needed.


H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
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Posted

Quote:
Originally Posted by newchemicals View Post
When I read them, *sigh* the first answer that pops into my head is more damage. It has the most impact to the most sets, the most playstyles and its easy to explain to new players.
The problem with "more damage" is that it doesn't really make a huge difference. Time-to-Kill for minions (and even LTs) is already so low that I just don't see increasing blaster damage as making a huge difference.

As Arcana said in her post what Blasters really need is a moderate survivability boost of some sort. One option would be to change Defiance to provide more comprehensive (but still limited) mez protection in some manner such as by adding a mez protection self buff to some/all Blaster attacks or giving a Domination-style full mez protection with limited up-time power.

As a side note, reading your thread title makes me think My Little Blaster: Friendship is Magic. Blasters get a new inherent power: The Power of Friendship. All nearby allies gain a bonus to damage and the Blaster gains a different buff based on the AT of all nearby allies (so basically a combination of Assault and Dark Sustenance).


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
As a side note, reading your thread title makes me think My Little Blaster: Friendship is Magic. Blasters get a new inherent power: The Power of Friendship. All nearby allies gain a bonus to damage and the Blaster gains a different buff based on the AT of all nearby allies (so basically a combination of Assault and Dark Sustenance).
A long time ago I thought all Blasters should have an inherent that when they got to 20% health all critters nearby would have to stop shooting and run up to the blaster to gloat, whereupon the blaster could shoot them in the face. I called it the Power of Stupid.


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Posted

Quote:
Time-to-Kill for minions (and even LTs) is already so low that I just don't see increasing blaster damage as making a huge difference.
Really. How many Brute powersets can, in the normal course of events[1], 2-shot groups of 5 minions every ten seconds?

How many Blasters? [2]

I know of at least one Brute power that can in the normal course of events 1-shot a minion, regardless of secondary. How many Blasters can do that with any power? [3]

[1] By which I mean "every time the power is up and the character is playing normally." That's typically about every 10 seconds and can be as low as 6 or 7. "Every time both Aim and Build Up are up" is not the normal course of events. You _might_ be able to make a case that "every time either Aim or Build Up is up" because, typically, that's about every 20 seconds.

[2] Trick question, sort of, because Blasters can do groups of 10 or none at all. The correct answer is probably "Fire/* Blasters, some */Mental blasters, and */*/Elec some of the time." But I failed to fry a group of even-con Nemesis minions with Fire/En at level 50. And that character had about 15% damage in set bonuses.

[3] None.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

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Posted

Quote:
Originally Posted by Arcanaville View Post
A long time ago I thought all Blasters should have an inherent that when they got to 20% health all critters nearby would have to stop shooting and run up to the blaster to gloat, whereupon the blaster could shoot them in the face. I called it the Power of Stupid.
Actually it is called Villain Monologue and any thing Boss level and higher should use it.

(You know where they stop attacking and all the blasters best powers get to recharge, the blaster gets to regen and recover while the villain stands there and chats the blaster up about how they are going to rule the world as soon as they dispatch the puny blaster yadda, yadda, yadda. It should have been cut scenes but alas no such luck.)


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by Fulmens View Post
[3] None.
The energy blaster "can" do it with a defiance buff + Assault + Aim + Build up + Total Focus. If they have a few damage set bonuses and provided they live through the animation time of all that.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by Fulmens View Post
Really. How many Brute powersets can, in the normal course of events[1], 2-shot groups of 5 minions every ten seconds?

How many Blasters? [2]

I know of at least one Brute power that can in the normal course of events 1-shot a minion, regardless of secondary. How many Blasters can do that with any power? [3]

[1] By which I mean "every time the power is up and the character is playing normally." That's typically about every 10 seconds and can be as low as 6 or 7. "Every time both Aim and Build Up are up" is not the normal course of events. You _might_ be able to make a case that "every time either Aim or Build Up is up" because, typically, that's about every 20 seconds.

[2] Trick question, sort of, because Blasters can do groups of 10 or none at all. The correct answer is probably "Fire/* Blasters, some */Mental blasters, and */*/Elec some of the time." But I failed to fry a group of even-con Nemesis minions with Fire/En at level 50. And that character had about 15% damage in set bonuses.

[3] None.
This isn't really the point I was making. What actually matters is can a blaster destroy a spawn's worth of minions in 5 seconds once every spawn? In general most Blasters can do that by cycling Aim/BU or just having high damage AoEs (for example AR can kill most minions in 5 seconds using Flamethrower + AR which can generally be done once per spawn). Once you can do that extra damage doesn't help survivability much unless it brings time to kill for Lts down to the same range.


 

Posted

Great suggestions, Arcanaville. Without sounding like I work for NCSoft (I don't), I would say that if we want to beta test these changes and have input, we have to be able to get on the beta server, and that pretty much means you have to be a VIP.


Ideally, the tank will die precisely as everyone else starts fighting, allowing aggro to be spread evenly among the blaster. -seebs, "How to Suck at CoH/CoV" Guide

 

Posted

Quote:
7. Consider changes that have high gameplay benefits over and above pure numerical ones.
All Blaster attacks now knock Scrapper targets just out of melee range.

(Oh come on, you know that would be fun!)


Ideally, the tank will die precisely as everyone else starts fighting, allowing aggro to be spread evenly among the blaster. -seebs, "How to Suck at CoH/CoV" Guide

 

Posted

Quote:
Originally Posted by Stealth_Bomber View Post
All Blaster attacks now knock Scrapper targets just out of melee range.

(Oh come on, you know that would be fun!)
That would be unfair to Scrappers. You would need to make all blaster attacks knock Scrappers just as far, so they land next to their targets. Then they couldn't complain they had to chase after them.


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Posted

Quote:
Originally Posted by Arcanaville View Post
That would be unfair to Scrappers. You would need to make all blaster attacks knock Scrappers just as far, so they land next to their targets. Then they couldn't complain they had to chase after them.
5% Chance of Scrapper knockdown.


Ideally, the tank will die precisely as everyone else starts fighting, allowing aggro to be spread evenly among the blaster. -seebs, "How to Suck at CoH/CoV" Guide

 

Posted

Workshop thread? Does this mean I can put my extremist blaster changes here or would it be better to leave this as Liberty's thread?


 

Posted

Quote:
Originally Posted by Garent View Post
Workshop thread? Does this mean I can put my extremist blaster changes here or would it be better to leave this as Liberty's thread?
I say do what you want! I was reading a post about Arcana saying how blaster "Build up" style powers are the most boring out of any AT, and she was right. So I had a few ideas based on mechanics that are mostly in game or supposedly coming in game that would add to them and figured "Hey why not."


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
The problem with "more damage" is that it doesn't really make a huge difference. Time-to-Kill for minions (and even LTs) is already so low that I just don't see increasing blaster damage as making a huge difference.

As Arcana said in her post what Blasters really need is a moderate survivability boost of some sort. One option would be to change Defiance to provide more comprehensive (but still limited) mez protection in some manner such as by adding a mez protection self buff to some/all Blaster attacks or giving a Domination-style full mez protection with limited up-time power.
Death is the 100% debuff. Works just fine at lower levels.

If damage is "ok" as you claim then I might as well just stick to using my elec/shield scrapper and love my double "ranged" nukes.

The other more time consuming solution is to have a GDN (Global Damage Nerf) a 20% across the board damage reduction except for blasters.

Even if you gave blasters full mez protection 100% of the time (and leave them as is), I don't believe that will fix things.


H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
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Posted

Quote:
Originally Posted by newchemicals View Post
Death is the 100% debuff. Works just fine at lower levels.

If damage is "ok" as you claim then I might as well just stick to using my elec/shield scrapper and love my double "ranged" nukes.
The issue I have with boosting Blaster damage (which may not have been as clear in my first post as I intended) is that I think Blasters are at or pretty close to a point where increasing damage doesn't really increase time-to-kill for a spawn enough to really impact survivability. Using my AR/Dev as an example his damage is already at the point where he can wipe the minions in a spawn in 2-3 attacks (Flamethrower + Full Auto + Buckshot) at which point I have to deal with the LTs and Bosses. Unless his damage is increased to the point where he's killing LTs as well as minions in his first attack I really don't see more damage making a real difference. If I can survive 10 seconds or so against a spawn's worth of LTs and Bosses then I'm generally able to survive long enough to kill them anyway (baring bad luck).

Quote:
Even if you gave blasters full mez protection 100% of the time (and leave them as is), I don't believe that will fix things.
I think it would help a lot. Most of the time when my Blaster dies the root cause was one of three things:
1. The RNG was against me (to many hits in to short a time for me to react)
2. I got mezzed and either didn't have a Break Free or got cocky and decided to save it
3. To many defense debuffs for me to counter (or a lack of purples to counter them with)

Given that the two things I see as really helping Blasters which they don't currently have access to are some form of mez protection and some Defense Debuff Resistance. I'm not going to say that would fix all of the problems with Blasters but I think that it would help a lot.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
The issue I have with boosting Blaster damage (which may not have been as clear in my first post as I intended) is that I think Blasters are at or pretty close to a point where increasing damage doesn't really increase time-to-kill for a spawn enough to really impact survivability.
My problem with that line of thought is that I don't believe damage increases actually increase survivability in the way people think.

I realize this is an extreme oversimplification to illustrate the concept, but consider this. Imagine two blasters, one of which kills one minion every ten seconds, and another which kills one minion every twenty seconds. Obviously, the first one is more survivable, right?

Not exactly. The first blaster faces three minions, then two, then one, then zero. The *average* amount of damage that blaster takes is the damage of two minion, assuming that when damage reaches zero, the blaster moves on to the next spawn. So that blaster sees three, then two, then one, then three, etc, assuming negligible travel between spawns.

The thing is, the second blaster faces the same average amount of damage: two minions. He faces three for longer, but he also faces one for longer. To a first order approximation, they face roughly the same amount of average damage per second. The second one will face more damage overall, because their missions will last twice as long, but that's an *offensive* deficit, not a *survival* one.

If we approximate the act of running a mission as facing a sequence of spawns, the survival of the blaster is going to be based in large part on the average damage *rate* they face, and killing faster doesn't automatically reduce that. Instead, it just causes them to face alpha strikes more often and that cancels out much of the benefit of killing faster.

The only way killing faster improves survivability in this case is if the faster blaster "spends" their increased offense by deliberately standing around after finishing off the spawn and regenerating. If both take sixty seconds to defeat a three minion spawn, the first killing everything in thirty seconds and then resting for thirty, and the second killing everything in sixty seconds flat, then the first would be obviously more survivable. But that's not how people play the game in general. They "spend" their offense by going faster instead of resting for more survivability, and those two benefits are mutually exclusive.

Increasing offense can help survivability - particularly when damage is frontloaded - but it is such a tricky thing to improve survivability by tweaking damage upward that to a first order approximation I believe you should assume damage doesn't improve survivability at all when it comes to archetype buffs.

And that means if you want blasters to be more survivable, you have to either directly make them more survivable, or give them offensive tools that ironically reduce incoming damage without increasing kill speed.

The saying that death is the best mitigation actually has a deep kernel of a lie. Because in a way, the faster you kill, the more survivable you have to be, to survive the accelerated rate at which you face full strength spawns.


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Posted

Quote:
Originally Posted by Arcanaville View Post
The saying that death is the best mitigation actually has a deep kernel of a lie. Because in a way, the faster you kill, the more survivable you have to be, to survive the accelerated rate at which you face full strength spawns.
That's a very good point. However there is one counter argument: Inspirations.

Inspirations make a major difference in the survivability of a Blaster but they have a fixed duration. Assume that the two blasters in your example use all inspiration drops in between each spawn. The first Blaster will have two spawns worth of inspirations on him at all times while the second will only have one.

In any case, I don't really think increasing Blaster damage is the way to go.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
That's a very good point. However there is one counter argument: Inspirations.

Inspirations make a major difference in the survivability of a Blaster but they have a fixed duration. Assume that the two blasters in your example use all inspiration drops in between each spawn. The first Blaster will have two spawns worth of inspirations on him at all times while the second will only have one.
That's true and there are other secondary effects such as alpha strike advantage dilution and lower critter regeneration. But I don't think that's what people are thinking when they say increasing blaster damage by, say, 15% would improve survivability by increasing the amount of inspiration stacking you get per spawn by some percent.

The secondary effects don't all lean one way. Critters deal less damage over time as they run out of endurance, and their attacks fall into cycles of recharge (initially, they can launch full volleys because all attacks are available). So facing a spawn for twice as long doesn't increase damage by twice as much. Its significantly less, which also means average damage over time goes down.

My suspicion is that this effect nets strongly against increased damage improving survivability, because its currently the best explanation for how blasters could be outperformed by non-debuffing defenders with presumably significantly lower damage. Not only do those types of defenders tend to have better defenses, but their slower offense ironically makes them more survivable overall. In the hands of the average player, that difference is significant, whereas in the hands of experienced players the damage differential is more important.


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Posted

As Adeon points out, that doesn't take into account inspiration use. The faster you kill stuff the faster you get insps and the more they stack. I run the AE "farm" thing all the time, when you use insps aggressively, you get more insps faster which can push you even faster.

The first blaster in your example can better leverage limited duration buffs like the hybrid slot and can better choose to fire off a BU or Aim when a fight starts. (Gotta get the first good shot in)

Is more damage the best solution? Not really, but is much easier to sell that to the playerbase than a global damage nerf. It not that blasters do not enough damage, its other ATs do too much.

As far as what I think the devs will do, short of speeding up animation times, would be to buff damage. We'll just have to disagree on the point Adeon.

We'll just have to see what appears on beta.


H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
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Posted

Quote:
Originally Posted by newchemicals View Post
As Adeon points out, that doesn't take into account inspiration use. The faster you kill stuff the faster you get insps and the more they stack. I run the AE "farm" thing all the time, when you use insps aggressively, you get more insps faster which can push you even faster.

The first blaster in your example can better leverage limited duration buffs like the hybrid slot and can better choose to fire off a BU or Aim when a fight starts. (Gotta get the first good shot in)

Is more damage the best solution? Not really, but is much easier to sell that to the playerbase than a global damage nerf. It not that blasters do not enough damage, its other ATs do too much.

As far as what I think the devs will do, short of speeding up animation times, would be to buff damage. We'll just have to disagree on the point Adeon.

We'll just have to see what appears on beta.
You need to qualify that some what. Once you hit the soft cap on defense with insps loading up more provides little benefit.

A damage buff from eating reds is the same. If the increased damage output doesn't allow you to defeat at least one class of mob in one less shot you still face the same amount of incoming damage.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by newchemicals View Post
Death is the 100% debuff. Works just fine at lower levels.
Mmmm, new mez: Shock or Life Passing (before eyes)

Attack any foe and by taking a certain % of their HP away within so-many attacks (I'd say maybe 2), they trigger the Shocked/Life Passing mez. This trigger is similar to the 1-shot code for players but works by % dmg taken which varies by rank (so maybe 75% or more of a minion's HP in dmg, 50% for Lts and 33% for Bosses...EBs and up are immune). This is a 1-time trigger that, after its duration, cannot be triggered again for the lifetime (which shouldn't be long) of the critter.

Shock/Life Passing = a momentary (3 sec) immobilize/no-act mez of infinite magnitude, a reverse Burn Out (putting all powers in the 'recharging' phase) and a chance to trigger an 8 second irresistible ToHit debuff or mag 6 confuse.

Function = Death is a 100% debuff while Near-Death is less so but helps you on your way to the 100% debuff. Anyone can use this tactic but higher dmg ATs would be capable of this on a grander scale, specifically, Blaster who often have high burst damage, wider AoEs and therefore a better chance of triggering this effect. Stalkers and Scrappers would mainly generate this on fewer/single targets. Corruptors and Defenders would be able to trigger this with empowered nukes. Coordinated strikes would be rewarded.


 

Posted

Arcanaville: Extra damage may not increase survivability per unit time. There are exceptions where you get to the next "step" (e.g. one-shotting minions, or two-shotting with AOEs where you start the second before the first lands.) But if we take your example as valid, I agree: it does not increase survivability per unit of time.

But, again using your example, it doubles the survivability PER UNIT OF XP. You spend less time in debt, you do more progressing between deaths, and I imagine you experience less frustration.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.