My little blaster idea workshop.


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Posted

Quote:
Originally Posted by Garent View Post
1. New Blaster Inherent: Overcharge (isn't this the name of the beam rifle nuke? Should probably be something different)
Effect: Yes, I'm serious. I'm another one of those losers suggesting a different inherent for an archetype. Overcharge is a third bar that regenerates continually and goes down when an attack is used. The blaster receives a damage buff based on how full the bar is, and while the bar is full past a certain threshold the blaster has a certain level of status protection. The UI should have a mark on the bar that clearly shows where this threshold is. Many blaster powers interact with the bar in unique ways (more on that later). Potentially, the bar regenerates at an increased rate while mezzed. The bar begins at zero when the blaster is rezzed.
Not a damage buff. One of the problems with Defiance is that it simply doesn't scale well with other buffs, whereas Scourge and Crits increase your total damage by some percentage (and don't count against the cap). I'd rather use the Magnitude Expression thing of Doublehit, and give every Blaster power an extra damage effect that deals damage based on a formula using Overcharge (or Defiance whatever).


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Posted

Quote:
Originally Posted by Miladys_Knight View Post
That would suggest that the blaster primary and secondary powers are inferior to pools in some (or multiple) way(s) an "upside down" situation that should be remedied.
I can agree with that in the general sense, but I would not want to "fix" that by encouraging taking primary or secondary powers that are poor, just to get the other bonus you suggest. I'd rather those primary and secondary powers not be poor.

That way you can choose to take pool powers for theme and be losing out on a few good powers from your primary/secondary, but not also losing out on some bonus you get for taking as many primary/secondary powers as possible.


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What the hell? Let's buff defenders.
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Posted

Quote:
Originally Posted by Fulmens View Post
I think the new "Absorb" mechanic might be a possible durability solution for Blasters; BU or Aim each come with 50% of base Blaster HP of Absorb? It may or may not be a perfect solution, but it requires no new code and it's really easy to implement. AR and Dev would require ... some other solution. Poor AR and Dev.
Let me suggest that if you were going to add something like Absorb to Blasters, adding it to long-recharge powers is something the devs would likely avoid. The problem is that for the absorb to be meaningful when it can only be recharged every 90s (or however long based on slotting) requires it be very high. But then its acting like a huge health bar reserve that allows Blasters to take much larger alpha strikes than they could before. That's likely to be unpalatable to the devs.

Its very likely the devs would want to improve general survivability without adding tanking ability, of which absorbing large alpha strikes is a significant component. Something more ... sustainable without being burst-resistant would probably be more likely to meet with the devs' general approval.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Its very likely the devs would want to improve general survivability without adding tanking ability, of which absorbing large alpha strikes is a significant component. Something more ... sustainable without being burst-resistant would probably be more likely to meet with the devs' general approval.
Well, regeneration is already like that, but can't they do absorb as a periodic smaller buff?

Something like 200 HPs that lasts 5 seconds, but refreshes every 5 seconds and then refreshes 3 or 4 times?


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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.

 

Posted

If we are simply looking for how to improve blaster survivability without giving mez protection, increasing damage or increasing HP then the next best method is just giving defiance a +def vs all (typed and positional).

(they could fix other things like melee hybrid slot, why oh why does the +defense one have the taunt aura and the +res one does not)


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
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Posted

Quote:
Originally Posted by StratoNexus View Post
Well, regeneration is already like that, but can't they do absorb as a periodic smaller buff?

Something like 200 HPs that lasts 5 seconds, but refreshes every 5 seconds and then refreshes 3 or 4 times?
Theoretically, yes they can. Not sure they would want to do that in Build Up, though, for a variety of reasons.

What would you do with Devices? And would you add it to Soul Drain, which actually has to hit a target to get any benefit? And would you add it to Concentration over and above Drain Psyche?


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Posted

Well for Devices you could theoretically add a refreshing Absorb mechanic to one of the two toggles in the set (Cloaking Device would fit slightly better from a logic point of view but Targeting Drone would be more consistent if the Absorb were being added to Build Up in other sets).

That being said I think that if I were tasked with adding an Absorb feature to Blasters I'd do it more like the current defiance and just have every power give a small Absorb bonus.


 

Posted

Devices?

Well the first thing I would change is make gun drone move faster.

The second thing I would do is blow up the cottage and replace Time Bomb with something else that is useful.

Edit: since synapse brought out the ice/dev blaster, he should team with viridian, arbiter hawk, positron and the others and try and use time bomb as much as he can.


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

I'm not married to any particular Absorb mechanic- I'm hoping someone comes up with a better one than I did.

My goal with Absorb was to make Blasters 2-3 times tougher than they are, without opening them up to "I stacked this with four random powers and now I never die" mechanicking. Maybe I'm too conservative in my goals, but I'm happy with Blasters being the least tough of all the AT's, and doing the most damage. How, you may ask, does that differ? I'm not happy with blasters being "The least tough" by a factor of 3-5 and doing "the most damage" by a factor of 1.2 or thereabouts.

It's very hard to manage a game where a so-so Scrapper can live 30 seconds and a so-so Blaster can live 5. That's an awful wide spread.

My changes to Devices would involve Targeting Drone be +tohit AND + damage, for one thing. Maybe Fortitude-level or a little less. And replacing Time Bomb with anything else. And maybe some sort of arcane Smoke Grenade "only stacks twice" trick. If (Blinded) and not (Blinded2), apply (Blinded2), something like that. Then you'd have something that gave up quick kills for a legitimate longer lifetime.

It would probably be a lot of coding to build something into Time Bomb that put a new button on the character's bar in the same spot, labelled "Detonate early".


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Posted

WHAT IF:

The Aim power in Blasters primary set was changed to be both Aim and Buildup in strength and Cut the recharge in Half. I.E. +ToHit equal to Aim, +Dmg equal to Buildup.

THEN :

Change the Buildup power in the secondary to an appropriate Absorb/Dmg shield that worked as follows: Any attack that effects the Blaster has 'X' Hit Points absorbed by this toggle effect. If the attack is a melee attack, not only is the dmg absorbed by the shield, but deals the same amount of damage (of the appropriate type : Ex: Fire dmg for Fire Manipulation, Energy for Energy manipulation, etc...) to the attacker as was absorbed.

*The absorb amount would be enhanceable and since it is a toggle, would require the blaster to manage the cost of the shield*

I realize this is the same as, say, a resist toggle, but the absorb effect would be low enough to not turn a blaster into a Tank, because the % of protection would vary on the amount of damage. Example, if the shield Absorbed 10 points from each attack, a 50hp attack would deal 40, equating to a 20% resistance. OTOH a large melee attack which dealt 200 damage would still deal 190 damage, which equals only the equivalent of 5% resist.

Another thought is to do away with the absorb altogether and focus on the "backdraft" effect. What if, this toggle instead gave a small chance to deal full damage back to the attacker and block the blow. This would be un-enhanceable since you cannot deal more damage back to the source than was originally recieved. I would find it very enjoyable to watch a minion try to smack my Blaster, and see the "Backdraft" proc protect me from ANY damage from that hit, but instead "defeat" the enemy trying to attack me in a "fiery" burst. ...."That had to hurt. I guess I should have warned you about getting too close to my rocket boots.... Muahhuahhuah"


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Posted

Hehe

You know I will never change Arcana

What I really hope the devs will do one day is a 10th power to each powerset which is REALLY well thought out and focused on what the particular powerset lacks. In this way the Cottage rule can stand right where they left it.


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Posted

Quote:
Originally Posted by Biospark View Post
Hehe

You know I will never change Arcana
Nor am I hoping you do. Still:

Quote:
What I really hope the devs will do one day is a 10th power to each powerset which is REALLY well thought out and focused on what the particular powerset lacks. In this way the Cottage rule can stand right where they left it.
I'd certainly have no problem with that, because adding things doesn't hurt anyone that was currently leveraging any of the existing things. Deleting Aim and boosting BU hurts the players that liked cycling both powers in alternating fashion for a longer net buff. If there was no other way to do what you described, maybe. But there should be other ways, because sets without BU and Aim would have to have this effect also.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Nor am I hoping you do. Still:

I'd certainly have no problem with that, because adding things doesn't hurt anyone that was currently leveraging any of the existing things. Deleting Aim and boosting BU hurts the players that liked cycling both powers in alternating fashion for a longer net buff. If there was no other way to do what you described, maybe. But there should be other ways, because sets without BU and Aim would have to have this effect also.
Maybe you missed that I suggested cutting the recharge in half. I realize you could not use both at once that way, but you would have the effect twice as often.

Be that as it may, Blasters seem fine to me. Perhaps their inherent could be similar to Super Reflexes, where instead of gaining a scaling Resist when their HPs are reduced, they could get a scaling Defense boost. They were already given more HPs (acts somewhat like inherent resistance). They re-vamped their Inherent and it is much better IMO than the previous version, and scales their damage up with action.

I also like the Idea of Buildup acting like a Break-free in addition to its other effects, and have the Protection buff last 30-40 seconds. The only problem with this would be the powersets without a Buildup power.


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Posted

I posted in the S&I section with an idea for a blaster Defiance tweak.

My idea was to leave it pretty much unchanged, but add a small amount of mez protection to the most crippling mez types (Hold, Stun, maybe Sleep) that is determined by the number of Defiance stacks you currently have, up to 7.

Each attack you make gives you mag .5 protection to those types, and if it stacks up to 7 you can gain mag 3.5 protection, provided you can consistently keep attacking. Leave the ability to fire the first 3 attacks while mezzed as well, so you can maybe break a mez that lands by attacking through it.

It works with the "offense is defense" idea, in that while you are actively laying down damage you are more difficult to mez, but if you let up at all you give your enemy an opening.

The majority of my blaster deaths occur toward the beginning of a fight, when an inconveniently timed mez reduces me down to only being able to use my first 3 attacks against a full spawn. This idea would reduce the frequency of that happening, probably by a not-insignificant amount.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by MrLiberty View Post

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.
Id be very happy if the Aim just added the Disintergration status onto every power. Having to use disintergrate before any other combat is annoying!


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Posted

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Originally Posted by StratoNexus View Post
I can agree with that in the general sense, but I would not want to "fix" that by encouraging taking primary or secondary powers that are poor, just to get the other bonus you suggest. I'd rather those primary and secondary powers not be poor.

That way you can choose to take pool powers for theme and be losing out on a few good powers from your primary/secondary, but not also losing out on some bonus you get for taking as many primary/secondary powers as possible.
Except we do have precedent for this. The extra defense debuff resistance that Shield Defense needed, and was given, was placed in a power no one was taking precisely to force players to take that power.

Honestly if a preponderance of players are taking all the same pool powers (fighting for mitigation and a +rech IO, speed for hasten's +rech, leaping for unsuppressed movement, mitigation, Immob protection and +rech IO, Concealment for alpha survival, mitigation, +rech IOs, and a rescue power pre-Epic powers) these effects should be added to existing powers in the Secondary (the secondaries contain the powers that are most often skipped) that solves several blaster issues:

1) You don't have to take a non-thematic pool power to shore up your weakness.
2) You get to have the things your AT/power set is lacking AND you get to have the situational secondary power you would regularly skip so that you have it to use in those very rare situations that it would be useful.
3) It gives you the opportunity to choose pool powers that are thematic rather than feeling locked into the same old (and far too many) pool powers.


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Posted

Quote:
Originally Posted by Miladys_Knight View Post
Except we do have precedent for this. The extra defense debuff resistance that Shield Defense needed, and was given, was placed in a power no one was taking precisely to force players to take that power.

Honestly if a preponderance of players are taking all the same pool powers (fighting for mitigation and a +rech IO, speed for hasten's +rech, leaping for unsuppressed movement, mitigation, Immob protection and +rech IO, Concealment for alpha survival, mitigation, +rech IOs, and a rescue power pre-Epic powers) these effects should be added to existing powers in the Secondary (the secondaries contain the powers that are most often skipped) that solves several blaster issues:

1) You don't have to take a non-thematic pool power to shore up your weakness.
2) You get to have the things your AT/power set is lacking AND you get to have the situational secondary power you would regularly skip so that you have it to use in those very rare situations that it would be useful.
3) It gives you the opportunity to choose pool powers that are thematic rather than feeling locked into the same old (and far too many) pool powers.
I am fine with that idea, as I said, make the powers better, do not add a gimmick that just adds some bonus for taking more primary/secondary powers. Adding defense debuff resistance to Grant Cover is not the same as suggesting that 4% defense debuff resistance be granted for every shield power taken.

Adding 15% Sm/Le/Fire resists to Blazing Aura, is not the same as suggesting blasters get mag 1 mez protection and 2% ranged defense for each primary and secondary power that is recharged and ready to use.


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.

 

Posted

I may have posted in the wrong place so if this shows up twice im sorry


My idea to fix this at.


Make BU and/or Aim a toggle.

that is all


 

Posted

Arcanaville, whatever is comming is comming but suddenly crossed my mind your note to the OP:

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

This makes me think... stalkers have been called a lot "melee blasters", at least in the old days.

Dominators have a huge overlap with blasters in feel too...

So... how about combining them a bit...

Blasters get a Domination bar!!! As it fills, blaster gains what Stalkers get in their secondary: mitigation and mez protection!


 

Posted

Quote:
Originally Posted by graystar_blaster View Post
I may have posted in the wrong place so if this shows up twice im sorry


My idea to fix this at.


Make BU and/or Aim a toggle.

that is all
It's called Targeting Drone.


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Posted

Quote:
Originally Posted by Starsman View Post
Arcanaville, whatever is comming is comming but suddenly crossed my mind your note to the OP:

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

This makes me think... stalkers have been called a lot "melee blasters", at least in the old days.

Dominators have a huge overlap with blasters in feel too...

So... how about combining them a bit...

Blasters get a Domination bar!!! As it fills, blaster gains what Stalkers get in their secondary: mitigation and mez protection!
The domination bar is really only a gate to trigger the domination power, it does nothing on its own. What you're describing is closer to a defensive Fury bar. While its an interesting idea in general, defensive fury doesn't seem to match the blaster concept to me.


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Posted

Quote:
Originally Posted by Arcanaville View Post
The domination bar is really only a gate to trigger the domination power, it does nothing on its own. What you're describing is closer to a defensive Fury bar. While its an interesting idea in general, defensive fury doesn't seem to match the blaster concept to me.
Im just stirring up elements of different things in a melting pot. But what about literal domination equivalent though? Build it up just like dominators: attacking. Be able to activate it for similar benefit: mez prot + ... damage?

At this point I'm just going crazy and having fun with the ideas since I figure the direction is already decided (unless we playing "guess whats actually happening" )


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
I posted in the S&I section with an idea for a blaster Defiance tweak.

My idea was to leave it pretty much unchanged, but add a small amount of mez protection to the most crippling mez types (Hold, Stun, maybe Sleep) that is determined by the number of Defiance stacks you currently have, up to 7.

Each attack you make gives you mag .5 protection to those types, and if it stacks up to 7 you can gain mag 3.5 protection, provided you can consistently keep attacking. Leave the ability to fire the first 3 attacks while mezzed as well, so you can maybe break a mez that lands by attacking through it.

It works with the "offense is defense" idea, in that while you are actively laying down damage you are more difficult to mez, but if you let up at all you give your enemy an opening.

The majority of my blaster deaths occur toward the beginning of a fight, when an inconveniently timed mez reduces me down to only being able to use my first 3 attacks against a full spawn. This idea would reduce the frequency of that happening, probably by a not-insignificant amount.
Good idea with helping with the mez problem certainly less complicated than some of the ideas here. You think that is really enough though?


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 Starsman View Post
Im just stirring up elements of different things in a melting pot. But what about literal domination equivalent though? Build it up just like dominators: attacking. Be able to activate it for similar benefit: mez prot + ... damage?

At this point I'm just going crazy and having fun with the ideas since I figure the direction is already decided (unless we playing "guess whats actually happening" )
Maybe call it "tunnel vision" and just say the more focused the blaster gets on their target, the less the rest of the world matters? :P