Attention Blasters!


Adeon Hawkwood

 

Posted

Sounds like I can use snipe in my already awesome attack chain... Not a game changer but still an improvement to blasters IMHO.


 

Posted

Quote:
Originally Posted by Deathless View Post
Sounds like I can use snipe in my already awesome attack chain... Not a game changer but still an improvement to blasters IMHO.
It's an improvement for all ATs with snipes.

Of course snipes seriously needed an improvement so no problems there.


MA Arcs: Yarmouth 1509 and 58812

 

Posted

Quote:
Originally Posted by Micronian View Post
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....
Lol you're looking at the glass half empty.

Most of my Blasters don't need the regen/recovery/absorb...at their current difficulty setting. The way I see it, with these extra mechanics, I'll have to push my difficulty up more to make it as challenging.

And if you were already at +4/x8, then you don't need anything


 

Posted

The snipe buff is sweet for me. I'm the type to aim for Over kill ToHit buffs so mega snipe on my AR/Traps and what ever future blaster/Def/Corr i make.


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Posted

Quote:
Originally Posted by StratoNexus View Post
I have this weird feeling the devs are underestimating the strength of Absorb.
Maybe, but that's what testing is for. I think for most players, Absorb is going to offer comparable net benefit to regen and heal over time, because the devs are going to make absorb stronger to compensate for the fact that in normal play its much less efficient.

Now, a min/maxer that can focus on improving Absorb's efficiency (particularly its synergy with +res) will have opportunities there.


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Posted

I will say that it will make me think about respec'ing my main (Kin/Rad Def) so take the Radiation Blast's snipe power though...

I think EI has more than 22% ToHit with tactics and what not and I don't really use my nuke (atomic blast)....I always liked the Photon Torpedo sound (and animation) of Rad. Blast's snipe....

Hmm...


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Posted

Quote:
Originally Posted by Arcanaville View Post

Now, a min/maxer that can focus on improving Absorb's efficiency (particularly its synergy with +res) will have opportunities there.
What synergy does +res have with absorb? I always figured, if you can just avoid the damage, you save your absorb.


 

Posted

Quote:
Originally Posted by Energizing_Ion View Post
I will say that it will make me think about respec'ing my main (Kin/Rad Def) so take the Radiation Blast's snipe power though...

I think EI has more than 22% ToHit with tactics and what not and I don't really use my nuke (atomic blast)....I always liked the Photon Torpedo sound (and animation) of Rad. Blast's snipe....

Hmm...
Of course, as soon as you do that they'll end up announcing some sort of upcoming nuke changes.

...

On second thought go ahead and respec out of your nuke.


MA Arcs: Yarmouth 1509 and 58812

 

Posted

Quote:
Originally Posted by Seldom View Post
Kismet's "+6%" accuracy" is mislabeled, it is actually +6% tohit.
Ah thank you Seldom! When Hawk Mentioned the Kismet Proc I became confused.

Still with the Proc and Tactics I was only able to get +17% To Hit....hrmm. Even with Alpha Help I was only able to get it to 18%...



 

Posted

Seems to me like the snipe changes are basically a buff to team damage output that you can also leverage in a solo situation with some tactics, depending on your powersets.


 

Posted

Quote:
Originally Posted by Leo_G View Post
What synergy does +res have with absorb? I always figured, if you can just avoid the damage, you save your absorb.
Absorb works by basically putting up a shield in front of you, that the attack have to blast through before getting to the soft, chewy interior called you. If they can't penetrate that shield, you take no damage. If they can, once they blast through the shield you then start taking damage.

Absorb powers stick that shield up, and refresh it periodically. So the attackers have to break through the shield before its refreshed. So for absorb, there's a huge difference between 10 points of damage every second and 100 points of damage every 10 seconds. Both deal the same amount of damage on average, but if you have a 40 point absorb shield that refreshes every 3 seconds, in the first situation you'd take no damage. Your shield would take 30 points of damage every 3 seconds, and then refresh to full. But in the second case, you'd be taking 60 points of damage every 10 seconds as that 100 point attack blasts through your shields. In between those big shots your Absorb shield will be refreshing while already full, which means you aren't getting the full power of the Absorb shield.

So, for Absorb, the trick is to have lower damage more often rather than higher damage less often, so you get the maximum benefit from your shields. High resistance reduces the damage of each attack, making it less likely they will penetrate your shields. High defense, meanwhile, reduces how often you get hit but not how hard you get hit: full strength attacks while they hit less often will be more likely to penetrate the Absorb shield.

If you can put yourself into situations where the damage is less bursty and more continuous, Absorb will be more efficient. If the devs design Absorb on the presumption that the average player will see a certain efficiency, min/maxers who can beat that will get more out of Absorb.


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Posted

Straight from the source, with permission:

"If you get it from a toggle, that toggle will be considered "Defensive" and will therefore stay toggled while you are crowd controlled. If you get it from a click, of course, the buff's duration will continue to count down while you are held/stunned/slept/feared, so you will still have your regeneration as long as you're not locked down for more than 30 seconds."


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Posted

All this sounds great to me.
Makes snipes worth taking, adds an indeterminate amount of survivability, and /dev gets a much needed upgrade.

Looking forward to checking it out!


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Posted

We will def have to wait until this hits I24 BETA. Now for the Nuke Changes...



 

Posted

Quote:
Originally Posted by Arcanaville View Post
If you can put yourself into situations where the damage is less bursty and more continuous, Absorb will be more efficient. If the devs design Absorb on the presumption that the average player will see a certain efficiency, min/maxers who can beat that will get more out of Absorb.
So the absorbed damage is counted against the shield after your resistance modifies the damage received?


 

Posted

Quote:
Originally Posted by Tater Todd View Post
Ah thank you Seldom! When Hawk Mentioned the Kismet Proc I became confused.

Still with the Proc and Tactics I was only able to get +17% To Hit....hrmm. Even with Alpha Help I was only able to get it to 18%...
You are going to need an outside buff for almost all combinations. Either an insight or somebody on your team running tactics.

The nature of this makes it hard to see the value of even making a second build to use this. If you wanted to make a team build you would still be stuck every time the guy with tactics moved out of range unless you had several.


 

Posted

These are cool. I've always favored Sonic Blast as a utilitarian pool for the -resist it provides, but without a snipe I'd have to see what they wind up doing.

I still don't understand why they don't just drop the -1,000% recovery portion of the crash down to the -100% that Peacebringers and Warshades have on their nukes. It's effective at making it something to be careful about using without rendering you completely unable to defend yourself after using it.


 

Posted

Quote:
Originally Posted by Demon_Shell View Post
These are cool. I've always favored Sonic Blast as a utilitarian pool for the -resist it provides, but without a snipe I'd have to see what they wind up doing.

I still don't understand why they don't just drop the -1,000% recovery portion of the crash down to the -100% that Peacebringers and Warshades have on their nukes. It's effective at making it something to be careful about using without rendering you completely unable to defend yourself after using it.
Well if they went -100 everyone who wanted to take a PBAOE nuke would wind up taking mental and using drain psyche to negate it.


 

Posted

Quote:
Originally Posted by Another_Fan View Post
Well if they went -100 everyone who wanted to take a PBAOE nuke would wind up taking mental and using drain psyche to negate it.
Is that a problem with Nukes or a problem with Drain Psyche? Though I guess that does explain why it isn't so simple.


 

Posted

Quote:
Originally Posted by Leo_G View Post
So the absorbed damage is counted against the shield after your resistance modifies the damage received?
If I understand Arbiter Hawk's explanation of Absorb correctly (he himself has mentioned to me the special synergy with +res), yes.


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Posted

Quote:
Originally Posted by Demon_Shell View Post
Is that a problem with Nukes or a problem with Drain Psyche? Though I guess that does explain why it isn't so simple.
I guess it's all about intentions. Perhaps they wanted Kheledians to be able to buff out of the penalty. Either way, nukes may still be revised. I guess they won't touch them yet because they want to make sure they can measure survivability boosts caused by the new survivability tools.

If suddenly nukes can just be used left and right, well, that alone would increase survivability over what is now in production and would make it harder to quantify the impact of the new tools.


 

Posted

Quote:
Originally Posted by Tater Todd View Post
Ah thank you Seldom! When Hawk Mentioned the Kismet Proc I became confused.

Still with the Proc and Tactics I was only able to get +17% To Hit....hrmm. Even with Alpha Help I was only able to get it to 18%...
/Devices can make this perma. /Energy can, with the right build. For other blasters specifically, other secondaries will only be able to get this up maybe half the time (BU and Aim), which is still pretty good, but they can also take tactics and kismet, and let one small yellow put them over the top, much like many people build to 33% defense and let one small purple take them to the soft cap.


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Posted

Quote:
Originally Posted by Starsman View Post
I guess it's all about intentions. Perhaps they wanted Kheledians to be able to buff out of the penalty. Either way, nukes may still be revised. I guess they won't touch them yet because they want to make sure they can measure survivability boosts caused by the new survivability tools.

If suddenly nukes can just be used left and right, well, that alone would increase survivability over what is now in production and would make it harder to quantify the impact of the new tools.
I believe nukes are still on the drawing board. I think they knew what they wanted to do with snipes, and they knew they wanted to add more sustainable survivability to blasters, and they knew they wanted to add that feature to secondaries. All that had well-defined goals. I don't think they've decided what they want to do with nukes yet, and I think a big issue is how to maintain the distinction between the crashing and non-crashing nukes if they get rid of or greatly attenuate the crash itself.


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Posted

Quote:
Originally Posted by Another_Fan View Post
You are going to need an outside buff for almost all combinations. Either an insight or somebody on your team running tactics.

The nature of this makes it hard to see the value of even making a second build to use this. If you wanted to make a team build you would still be stuck every time the guy with tactics moved out of range unless you had several.
Yeah...I think +22 or was it 25? To Hit is a Tad to high. I think he needs to make it more accessible across the board.

+15% To Hit seems very reasonable even for non /Device and /Energy Blasters...and all the other ATs. You can reach +15 To Hit with just tactics and Kismet alone...depending on Aim or Yellows seems...It just doesn't seem as impressive and as handy as the Assassin's Strike Change. It might be just me though.

Quote:
Originally Posted by Arcanaville View Post
/Devices can make this perma. /Energy can, with the right build. For other blasters specifically, other secondaries will only be able to get this up maybe half the time (BU and Aim), which is still pretty good, but they can also take tactics and kismet, and let one small yellow put them over the top, much like many people build to 33% defense and let one small purple take them to the soft cap.
I don't know...I still don't think it would break anything if he lowered the To Hit requirements.



 

Posted

Quote:
Originally Posted by Arcanaville View Post
/Devices can make this (+20% toHit) perma.
I'm more casual than many on the boards and my Fire/Dev was my first to 50 many years ago. I went /dev for Targeting Device as it is unforgivable in my mind that a ranged dps somehow miss the target. I cried heroic, manly tears when ED made me unslot two of my +hit enhancements. I'm just hoping an actual blaster player can confirm that I've got the right idea about this statement.

The quote means that if my enhancement info tells me that I've put Targeting Drone at 20% or higher I have reached the target amount?

Second question, a bit greedy with the opportunity, will cloaking device retain the cloak now that it's named 'Field Operative'? I presume so, since Hawk felt we wouldn't need a respec to fix the gap.

Thanks in advance!


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