Blaster Fixes: Survivability Side


Ad Astra

 

Posted

Quote:
Originally Posted by Kyriani View Post
In the case of survivability I think a good place one can begin (but not the only place!) is with what blasters already have.

Power Pool/APP/PPP values for all aspects of the powers should be reviewed. Some powers have excessively long cooldowns, low durations or low base values (or all of the above) in proportion to what they do relative to other AT's. The defensive toggles (hover, tough, weave, app/ppp, etc) should have their base values improved, The holds should have their base durations increased and base recharge times reduced.

EM Pulse from the Electrical Mastery pool should have a shorter recharge time and longer duration. Surge of Power and Force of Nature should have their base resistance values increased slightly.

The aoe sleeps should have their recharge times reduced. The debuff powers such as surveillance and melt armor should have their base values increased.

Many AT's find their APP/PPP's game changing when they open up but Blasters seem to get less overall from them compared to the other AT's with Scorpion Shield being the only real outlier.

APP/PPP powers are supposed to let AT's dip into skills outside their typical repertoire but when the base values are so very low they hardly qualify as worthwhile even when enhanced. Reviewing these powers could improve blaster overall performance.

As I said that's not the only place improvements can be made but it's not a bad place to start since it's simply a matter of letting blasters get higher base values from things they already have so it's not so painfully difficult (and expensive) to build up that lacking survivability.
I think whatever it is, it has to become available no later than level 22, when SOs become available and the game shifts into blaster mulch-gear.


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Posted

Quote:
Originally Posted by Arcanaville View Post
I think whatever it is, it has to become available no later than level 22, when SOs become available and the game shifts into blaster mulch-gear.
yeah- any fix that relies on hitting a high level doesn't cut it.

And I'd prefer it to bolster the full level range- it's not like lowbie blasters are exactly living the life of Reilly, it just sucks less than the rest of the game.


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Posted

Quote:
Originally Posted by Tormentoso View Post
Build Up and/or Aim: You charge yourself with energy and get half your HP worth of HP in the form of "Absorb" mechanic for 30 seconds or till you lose it. [On top of the +to hit / +dam it already gives.]
this at least


 

Posted

Quote:
Originally Posted by Arcanaville View Post
I think whatever it is, it has to become available no later than level 22, when SOs become available and the game shifts into blaster mulch-gear.
Is there anyway to gain traction on the counter-mez in the single target attacks idea?

Despite the hesitation against it, I still think some modest resists or defense is vital because the counter-mez plan is good and fits, but at the suggested radii I have seen, it will not be enough. Resists/defense give time to respond and alter course a bit. I also think every blaster secondary has powers that already make thematic sense to have some resists or defense added. (I guess absorb could work as well, and since these changes won't happen until I25 , that will give a fair amount of time for the devs to appraise absorb in live play).

+regen is also workable, but I do not think it will be as useful (alone) to the average player as it might be to stronger players.

Personally, I very much prefer adding abilities to current blaster powers and doing so in specific ways so each set retains different flavor. While some changes could be made AT wide, I'd rather see more variety. Obviously some things would need to be similar (i.e. if they added resists or defense, Sm/Le resists/defense would want to be included generally and range for defense), but after those then it should split thematically (Energy resist for Electric, Fire/Cold for Fire, etc).


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Posted

Quote:
Originally Posted by StratoNexus View Post
+regen is also workable, but I do not think it will be as useful (alone) to the average player as it might be to stronger players.
If regen has an advantage its that its proportional effect is stronger for weaker builds, and tends to dilute within stronger builds with higher regeneration and/or healing. When something starts off strong and descales with stronger player build skills, it can be made stronger for the players that need it most while not worrying about what the stronger players can do with it. Resistance and Defense operate in opposite fashion: they get commensurately stronger with more powerful builds due to stacking. You have to be a lot more careful with resistance and defense because of the way those stack in this game.

We want players to get stronger as they learn more and put more effort into the game, but we don't want that process to be accelerating. We want it to be diminishing (but not asymptotic) or at best flat returns, or we amplify the gap between the strongest and weakest players. Games should tend to compress that gap without eliminating it, not amplify and exaggerate it.

You also don't have to worry as much about outliers like Drain Psyche. If you give +regen to primary sets, Drain Psyche will significantly dilute that benefit when its up, but then again when its up you're already doing better than any other blaster. If you give +res/+def to blasters in primaries, that will magnify the power of Drain Psyche.


Quote:
Personally, I very much prefer adding abilities to current blaster powers and doing so in specific ways so each set retains different flavor. While some changes could be made AT wide, I'd rather see more variety.
In general, this is a core design principle of mine as well.


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I've recently been leveling up a new Blaster and I think one change that would be nice for Blasters as a general QoL feature at low levels is simply removing the recharge time on Rest. Compared to other ATs Blasters have the fewest for restoring hit points during/between fights (yes, not all other ATs have it in every powerset but most have some self healing as an option). This in turn leads to an annoying situation where you either have to burn inspirations (rather than saving for when you really need them), hang around for several minutes until you regen naturally or push on anyway (increasing the chance of death).

A lot of other games have very high out-of-combat regen and removing the recharge on Rest would serve the same basic purpose.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
You have to be a lot more careful with resistance and defense because of the way those stack in this game.
Sigh. So true and it still makes me sad they never fixed it (but it is understandable that they didn't change it too). There is one potential way to grant blasters a form of defense that avoids the stacking issue, Elusivity; abosrb avoids the stacking issue for resistance. So there is hope.

Quote:
Originally Posted by Arcanaville View Post
You also don't have to worry as much about outliers like Drain Psyche. If you give +regen to primary sets, Drain Psyche will significantly dilute that benefit when its up, but then again when its up you're already doing better than any other blaster. If you give +res/+def to blasters in primaries, that will magnify the power of Drain Psyche.
I'd likely do it in secondaries since they have powers that make sense for that and it avoids issues (although now two primary sets will have heal powers, so...).


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So, you want to be Mental?
What the hell? Let's buff defenders.
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Posted

Quote:
Originally Posted by Arcanaville View Post
If blaster survivability was boosted by adding +regen defiance buffs into attacks that could be fired while mezzed, would that not be technically a way to mitigate mez - in effect our survivability would not be as strongly affected by mez even if it takes hold. We could still shoot, albeit with less options, and still do something to try to recover health before getting killed.
I tried something similar to this with my Sonic/Ice/Elec Blaster.

I slotted the Entropic Chaos chance to heal in Shriek, Scream, and Chillblain and the Call of the Sandman chance to heal in Sirens Song and Frozen Aura.

The results were pretty negligible for additional survival. Though if I was mezzed with a sleep effect when Entropic Chaos procced it would break the sleep which did have some minor utility.


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Posted

Quote:
Originally Posted by Arcanaville View Post
I think whatever it is, it has to become available no later than level 22, when SOs become available and the game shifts into blaster mulch-gear.
Well upping those base values starts affecting things as early as level 4. I am NOT saying this is all they need. I am simply saying it's an easy place to start addressing things. It also has the added benefit of not requiring any significant mechanic changes. It is simply giving higher base values.

Blaster basic power pool base values:

Hover 1.75% enhanced to ED cap 2.74%
Combat Jumping 1.75% enhanced to ED cap 2.74%
Maneuvers 2.28% enhanced to ED cap 3.56%
Tough 10.5% enhanced to ED cap 16.44%
Weave 3.5% enhanced to ED cap 5.48%

Now what if they had Corruptor Base values instead?

Hover 2.13% enhanced to ED cap 3.33%
Combat Jumping 2.13% enhanced to ED cap 3.33%
Maneuvers 2.63% enhanced to ED cap 4.11%
Tough 11.25% enhanced to ED cap 17.61%
Weave 4.25% enhanced to ED cap 6.65%

That's not a huge change but it couldn't hurt and wouldn't upset balance all that much if at all. Now if you wanted to really get extreme...

Here's what they'd get with Defender level values:

Hover 2.50% enhanced to ED cap 3.91%
Combat Jumping 2.50% enhanced to ED cap 3.91%
Maneuvers 3.50% enhanced to ED cap 5.48%
Tough 15.00% enhanced to ED cap 23.48%
Weave 5.00% enhanced to ED cap 7.83%

I think defender levels might be too much to hope for... but even at corruptor levels it's a step up without stepping on too many toes. Now consider how this might play out with APP/PPP's. While I am aware the game before lvl 35 is important... just raising pool power values and whatever mechanic changes blasters get should be enough to get them to 35 easier.

With Corruptor values using just Hover, Maneuvers, Tough and Weave by lvl 22 when you get general access to SO's you'd have 14.2% defense to EVERYTHING and almost 18% resistance to s/l damage. And while it might be a bit intense endurance wise it is manageable with 3 SO's in stamina and 1 SO devoted to endurance reduction in each toggle. More end redux makes it easier to handle. Now couple something like that with whatever other ideas the devs are cooking up and it should provide all the survivability necessary to reach 35 and get the goodies awaiting them there.

Here's some examples of values changing for APP/PPP Shields:

Current Blaster Values:
Scorpion Shield 10.5% enhanced to ED cap 16.44%
Charged Armor 19.25% enhanced to ED cap 30.14%
Temporary Invulnerability 21.00% enhanced to ED cap 32.88%

If Blasters had Corruptor values instead:
Scorpion Shield 12.75% enhanced to ED cap 19.96%
Charged Armor 20.63% enhanced to ED cap 32.29%
Temporary Invulnerability 22.50% enhanced to ED cap 35.23%

It's only a few percentages higher but it gives at least some increase to Blasters without changing any mechanics AND it lets them get more out of enhancing them as well. As I've been saying over and over again this is NOT all that is needed. It is simply an easy way to shore up survivability without any major mechanic changes needed. It should work in UNISON with whatever other changes the devs are coming up with and may allow them to avoid some extreme design ideas they may not be entirely happy with. Add in other value changes like APP single target holds having shorter recharge times and longer durations and oddballs like em pulse getting the same treatment and Blasters end up with more reliable tools to ensure their survival.


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Posted

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Originally Posted by Miladys_Knight View Post
I tried something similar to this with my Sonic/Ice/Elec Blaster.

I slotted the Entropic Chaos chance to heal in Shriek, Scream, and Chillblain and the Call of the Sandman chance to heal in Sirens Song and Frozen Aura.

The results were pretty negligible for additional survival. Though if I was mezzed with a sleep effect when Entropic Chaos procced it would break the sleep which did have some minor utility.
Quite frankly, those heal procs suck, although in Siren's Song it might be at least halfway decent. Synapse stated during the PPM discussions that looking at edge case procs was on his todo list at some point: I believe this is one of those edge cases.

Its not that the effects are completely unnoticeable, but rather that they are not worth the slot cost in attacks. Devastation chance for hold would probably offer more mitigation.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Quite frankly, those heal procs suck, although in Siren's Song it might be at least halfway decent. Synapse stated during the PPM discussions that looking at edge case procs was on his todo list at some point: I believe this is one of those edge cases.

Its not that the effects are completely unnoticeable, but rather that they are not worth the slot cost in attacks. Devastation chance for hold would probably offer more mitigation.
I have the heal proc and it's just useless- when it does trigger I think it heals for something like 60 health on my level 50 blaster....and it doesn't trigger that often.

Same blaster has the Hold proc, which is great. It's my ice & it seems to trigger fairly often, including in conjunction with the ice hold in his secondary. Very handy.


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Posted

My solutions:

-Single target mezzes in blast sets given damage appropriate for single target attacks
-nukes usable while mezzed and have lighter penalties for use
-single target mezzes in manipulation sets are changed to area mezzes that hit 5-10 enemies
-mez suppression in pve so enemy mobs can no longer chain mez players
-increase blaster debuff and personal defense/resistance modifiers


 

Posted

Quote:
Originally Posted by Arcanaville View Post
I think whatever it is, it has to become available no later than level 22, when SOs become available and the game shifts into blaster mulch-gear.
Now this I agree with.


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Posted

Real fast before i run out the door for work...

What if they gave Defiance a +absorb mechanic. Maybe something like 10 AP (absorb points) per attack, that last either as long as that attack defiance buff is in place or until hit, whichever comes first. This applies to both primary and secondary powers (as per usual Defiance).


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Posted

Miladys' Knight offered this in his long list of suggestions:

Quote:
The Blaster is deadly at 40' and less. Make the MoB AI reflect that. Make the mobs reluctant to close with the blaster so that having a MoB close to melee is an uncommon occurrence instead of the usual PVE melee gank fest.
I thought this was a different way to look at things. A lot of the danger is when the blaster has melee brought to him/her - because the mobs close. What if the stupid AI were set to have mobs want to stand back. But I would also want to add a fix to the ridiculously long range attacks that the NPCs have that have longer ranges than my blasters.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Quite frankly, those heal procs suck, although in Siren's Song it might be at least halfway decent. Synapse stated during the PPM discussions that looking at edge case procs was on his todo list at some point: I believe this is one of those edge cases.

Its not that the effects are completely unnoticeable, but rather that they are not worth the slot cost in attacks. Devastation chance for hold would probably offer more mitigation.
Indeed. It was an experiment and iirc when I was figuring out the actual value of having done so from Hero Stat logs it wound up being something in the neighborhood of roughly equal to 2% more regen for all 5 procs total.

I tried it using Sirens as an opener but I was usually fully healed in that case and got no benefit.

I switched to opening with Shockwave to mitigate the alpha (which no longer works as well as it once did due to the KB bug) and following up with Sirens to heal a bit of the Alpha damage. Results were similar. I'm pretty sure the Goat is right. The proc heals about 60 HP and Sirens would proc once or twice against 10 targets.


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Posted

Quote:
Originally Posted by Ad Astra View Post
But I would also want to add a fix to the ridiculously long range attacks that the NPCs have that have longer ranges than my blasters..
Unfortunately that extra range NPCs have was added into the game (along with a lot of ranged attacks themselves) specifically to prevent hover blasters from fighting in complete and utter safety.


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Posted

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Originally Posted by Oliin View Post
Unfortunately that extra range NPCs have was added into the game (along with a lot of ranged attacks themselves) specifically to prevent hover blasters from fighting in complete and utter safety.
If you look at every other MMO its not like this. You can kite easier and the mobs usually die before they get to melee range. I can understand the concern of hover blasting but do you know how ineffective that is in terms of xp over time. Personally I say give all blasters something similar to what energy manipulation has for the first power. Immobilizes are for the most part worthless in this game unless you are a fire controller/dominator. Its really annoying to stop them only to just have them pick you off from range.


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Quote:
Originally Posted by EvilRyu View Post
Immobilizes are for the most part worthless in this game unless you are a fire controller/dominator. Its really annoying to stop them only to just have them pick you off from range.
Don't forget Assault Rifle. Mmmmm.... Ignite.


 

Posted

Quote:
Originally Posted by EvilRyu View Post
If you look at every other MMO its not like this. You can kite easier and the mobs usually die before they get to melee range.
Oh I know. I've played a lot of MMOs out there over the years. There's usually at least the chance that the enemy will get to you if you mess up kiting somehow though(small though the chance may be).

Mostly I'm just saying the addition of long range attacks to everyone was a design decision and I'm not sure it's one they're willing to revisit. I'd be rather happy if they did, especially since they don't seem to like giving ranged IO sets any range bonuses so it's far less likely to come up than in the past.


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Posted

I would like to try several different things and perhaps use an amalgam of the ideas suggested in this thread:

I like the idea of Blasters being more proactive in their defense. A frantic Blaster firing off Powers as soon as they recharge paints a better picture for me than someone with a bonus to Defense for standing around. Therefore I suggest a Def bonus as well as a - To Hit for Blaster attacks. These would be stackable much like the Damage bonus for Defiance. Thematically this would reflect the idea of a Blaster firing powers to keep the enemy's heads down as well as a 'scoot and shoot' mentality.

Remove the crashes from Nukes. They're out-dated and not at all called for these days.

I think that the Secondaries need to be addressed. Many are not easy to mesh with the Primaries, there are not enough of them and many powers are skipped often...to me the very definition of a power in need of change. I think that whatever the added survival mechanic is it should be strongly tied to the Secondary. Added Status attacks (or protection) and more utility would be good starts.

Pull the ED limits for Blaster offensive Powers. This would be an opportunity for Blasters to get a damage increase across the board.


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Posted

Quote:
Originally Posted by Oliin View Post
Unfortunately that extra range NPCs have was added into the game (along with a lot of ranged attacks themselves) specifically to prevent hover blasters from fighting in complete and utter safety.
Nevertheless, buffing Blaster ranges would be a direct buff to Blasters without adding anything at all to melee-centered ATs or the buffers/debuffers.


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Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
I've recently been leveling up a new Blaster and I think one change that would be nice for Blasters as a general QoL feature at low levels is simply removing the recharge time on Rest. Compared to other ATs Blasters have the fewest for restoring hit points during/between fights (yes, not all other ATs have it in every powerset but most have some self healing as an option). This in turn leads to an annoying situation where you either have to burn inspirations (rather than saving for when you really need them), hang around for several minutes until you regen naturally or push on anyway (increasing the chance of death).

A lot of other games have very high out-of-combat regen and removing the recharge on Rest would serve the same basic purpose.
I have this opinion as well. But the blaster changes may fix this. They add a self heal or +regen which should greatly reduce this downtime.

Arcanaville posted on another thread that what causes blasters to be defeated is primarily starting fights below full health. Given that, the blaster changes allowing them to quickly get back to full health between fights may be all that is needed to eliminate the blaster defeat disparity.

My suggestion for making blasters even better would be adding additional defiance effects.

Every power you attack with (or hit with, however the dmg bonus works) gives you +.5 mezz resist for 3 seconds. 4 attacks gets you resist 2, 6 attacks gets you resist 3. This makes using your fast tier 1 and 2 powers useful for this effect, and since you can use those while mezz'd would let you fight your way out of mezz. Get hit by a mezz, use your tier 1 and 2 to get resist 2 and break out of mezz so you can use your other attacks.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Don't forget Assault Rifle. Mmmmm.... Ignite.
pre-defense cap build my ar/dev made hay with caltrops three slotted with Slow + ignite.

It was the highlight of an otherwise unappealing build.


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Posted

Quote:
Originally Posted by dugfromthearth View Post
I have this opinion as well. But the blaster changes may fix this. They add a self heal or +regen which should greatly reduce this downtime.

Arcanaville posted on another thread that what causes blasters to be defeated is primarily starting fights below full health. Given that, the blaster changes allowing them to quickly get back to full health between fights may be all that is needed to eliminate the blaster defeat disparity.
I completely agree. My rest suggestion was made prior to that announcement and I think the existing Blaster changes will probably work out better than just decreasing the recharge on rest (although I wouldn't mind seeing rest get reduced recharge as well).