Attention Blasters!
So, my initial question (after coming to terms with Electric getting their new benefits from Lightning Clap/Force Of Thunder):
How will the numbers of Click versions and Toggle versions compare? I would assume it'll be similar to the general rule of all toggle vs. click powers... I suppose i am just trying to find joy in Electric getting it in click form... |
I'm assuming toggles will give the buff as long as it hits a target. I'm guessing Hawk would talk about it if asked directly.
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EDIT: nvm, I got it
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So let me get this right...
If we have +20 ToHit our snipe attacks are instant and if we have +22 ToHit the snipe attacks are instant and we can move while firing?
But if we just have our normal 75% ToHit snipe attacks are what we have now?
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hmmm, the minimum range and snipe changes look good for corruptors. The lack of any changes to mez is disappointing. Survivability changes that focus on +regen over, say, actually making it through an alpha unmezzed and able to fight back.
Enough to make me want to play a new blaster. Not enough to convince me that it'll be fun after level 20.
119088 - Outcasts Overcharged. Heroic.
2:31: Last question - (creepy moment with Silence of Lambs voice): What's the next AT you would hit, Hawk?! Hawk - um.. ahhh... Tankers? Probably be Tankers. No promises.
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Certain Redname just got automatically subscribed to my Dev Spam List.
Arcanaville had her fun, now its MY TURN!
Oh great, Johnny Butane is going to go ape.
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"I was just the one with the most unsolicited sombrero." - Traegus
The change to snipes sounds interesting. I have a Fire/Elec blaster that might think about taking a snipe now. In general, the added bonus to the secondary is a nice addition. But added regen from hitting Lightning Clap? Nah, not picking up a power to give me a bit of regen, when I feel regen isn't that useful for a blaster (glass cannon and all). Extra range on the powerful short range blasts, sounds great to me.
Overall, I think the changes sound good. Shouldn't much affect those that thought blasters were fine, but gives the AT a little bump and we can play the 'see what happens' game.
hmmm, the minimum range and snipe changes look good for corruptors. The lack of any changes to mez is disappointing. Survivability changes that focus on +regen over, say, actually making it through an alpha unmezzed and able to fight back.
Enough to make me want to play a new blaster. Not enough to convince me that it'll be fun after level 20. |
...
Not that I in any way dislike those blast changes in the slightest mind you.
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Hawk is looking forward to feedback when BETA drops and he said that if needed be changes an be made to address Mezz issues or adding more to make Blasters more appealing.
He also spoke of Changing the way Mezz works with NPC's but that sounds like a lot of work and something that will have to be pushed to like I26 or something.
EDIT: I think that the new changes pushes you to not use your build up powers at the same time if you want to get more mileage out of your snipes.
Question. Is there another way of increasing your To Hit? Through enhancements or whatnot? I know Tactics adds around 10% Sorry, I normally don't focus on To Hit.
Yeah, I don't understand what is going to happen - he says it will sustain when mezzed, but is that because the buff is considered a click? Does that mean people will have to continuously toggle on and off to apply the buff? When you get mezzed will blazing aura get shut off like usual (since it affects enemies) and make you lose the buff? etc.
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Snipes will really need a great improvement if blasters are going to get some good damage (Which is the real reason I never play them). No change to the useless cone attacks in most primaries which is why blasters have weaker aoe than they should either.
Living a little bit longer seems generally meh, especially having to be in melee on certain sets by the look of it.
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The Snipe and ST-blast range standardization is good for Blasters, but I still wonder if it'll work out better for other ATs. I just wonder if this will give Blasters the boost they need to separate them from other ATs, or if is merely a rising tide, lifting all boats.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
EDIT: I think that the new changes pushes you to not use your build up powers at the same time if you want to get more mileage out of your snipes.
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This looks like an attempt to make blasters (apart from /dev) more bursty.
I really should do something about this signature.
Snipes will really need a great improvement if blasters are going to get some good damage (Which is the real reason I never play them). No change to the useless cone attacks in most primaries which is why blasters have weaker aoe than they should either.
Living a little bit longer seems generally meh, especially having to be in melee on certain sets by the look of it. |
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
The Snipe and ST-blast range standardization is good for Blasters, but I still wonder if it'll work out better for other ATs. I just wonder if this will give Blasters the boost they need to separate them from other ATs, or if is merely a rising tide, lifting all boats.
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So they actually made Blazing Bolt worthwhile and now I can drop the stinker I have kept in my build forever (Blazing Aura)... Oh wait.
I have this weird feeling the devs are underestimating the strength of Absorb.
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.
He also spoke about doing something with the sets that don't have snipes in them...he said that he will try to figure something out once I24 Beta Drops.
Overall they did squat to improve blasters....
They improved blast SETS with a Qol improvement, and gave blasters some regen/recovery, which NONE of my blasters have need of sadly. I can blast all day with a tanker in front of me.
I was sooo hopeful for some actual survivability. Arg!
Solo I still have the same 'ol issues....
Not too bad changes but I would agree with others that +regen isn't that helpful, I think, outside of power sets like Regeneration and/or Willpower (or sets that have high Def to take advantage of being alive for the +regen to help).
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Absorb might work with +Regen. I agree that, in general, +Regen by itself is too little too late. [In my beat-to-death example, a +1 Freak Tank takes three attacks to kill a L32 blaster, so unless you're regenning a couple hundred HP in three seconds that's still going to be a problem for you.]
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@Boltcutter in game.
Even today, at level 48, when Blasters are supposedly second-class citizens, this toon can defeat pretty much any even-con enemy simply by using Bone Smasher + Power Thrust on it, and for the few that don't fall over from that, a quick follow-up with Flares is enough to finish the job.
The commentary on the blaster changes makes it looks like the devs have decided to give Blasters some interesting new tricks without necessarily juicing up the DPS, which seems fine to me. Fears assuaged.
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