Blaster Changes? (I Fear)


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Posted

I love blasters (and I mean LOVE blasters) despite having the limited choice of secondaries they get. I've been playing my namesake (eng/eng) for eight years now and I just can't imagine how this AT could possibly change...

Have folks been clamoring for blaster improvements all these years? Or is there something else driving the changes to come in I24?


 

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Aren't they just taking a long overdue reworking of the old-style full drain, long recharge Nuke attacks, and maybe overhauling gimpy old /Devices?


 

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Quote:
Originally Posted by Rubberlad View Post
Have folks been clamoring for blaster improvements all these years?


Really?


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Quote:
Originally Posted by Iannis View Post
Aren't they just taking a long overdue reworking of the old-style full drain, long recharge Nuke attacks, and maybe overhauling gimpy old /Devices?
That would be the most obvious improvements.

I doubt they're going to make any major changes.


 

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Quote:
Originally Posted by Rubberlad View Post

Have folks been clamoring for blaster improvements all these years?
yes, they have, largely in regard with blasters percieved role as major damag dealers with little mitigation but actually not being quite as damaging.

also, id expect snipes to get the once over, they really dont come up much in play, and I'm pretty sure they are heavily skipped.


 

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Originally Posted by EvilGeko View Post
Really?
To be fair, I hadn't realized that the level of blaster-related angst was as high as it is until last week, when I chanced to visit the Archetypes and Powers subsection. From my reading there, it was obvious it'd been building up to a high level, high enough for developer attention, for a long time. (Having been around for quite a few years now, I know it's always been there; it ebbs and flows.)

Put more simply, if you don't frequent the archetype boards, it's easy to miss this sort of thing.


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Quote:
Originally Posted by Iannis View Post
Aren't they just taking a long overdue reworking of the old-style full drain, long recharge Nuke attacks, and maybe overhauling gimpy old /Devices?
Straight from the speedster's mouth:

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Originally Posted by Synapse View Post
I will dispel this rumor now. THERE ARE NO PLANS FOR CHANGES BEING MADE TO NUKES IN I24!

*ahem*

Anyhow, carry on with your speculation.

*steeples fingers*

It amuses me.

*sips tea*

Synapse
So whatever changes are being made to Blasters in i24, it does not involve T9 nukes.

I can't wait to find out, and can only hope for the best.


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There are guesses as to what will be announced, that's why I'm going to watch the stream and listen


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Quote:
Originally Posted by Winterminal View Post
Straight from the speedster's mouth:



So whatever changes are being made to Blasters in i24, it does not involve T9 nukes.

I can't wait to find out, and can only hope for the best.
I..don't...understand...


"Okay, we know T9 nukes suck, the last two blaster set had crash-less nukes, and we're trying to improve our old gameplay decisions to make playing blasters more fun.


But change the old nukes to be better? AHAHAHAHA YEAH RIGHT."


 

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Originally Posted by Vyver View Post
I..don't...understand...


"Okay, we know T9 nukes suck, the last two blaster set had crash-less nukes, and we're trying to improve our old gameplay decisions to make playing blasters more fun.


But change the old nukes to be better? AHAHAHAHA YEAH RIGHT."
Changing the nukes would do jack for those that don't take nukes.

I just don't think powers that root you for any amount of time are all that impressive, soooooo fixing nukes while nice, wouldn't really do much.

Keep in mind for many blasters there are 31 levels in which they don't have nukes.

Whatever adjustments they make need to be made to the AT as a whole, not just one or two powers. I don't think the devs fixing nukes and snipes and saying "okay to get the full benefit of the AT improvements you also MUST now pick these to mandatory powers" would go over well with most of the blaster community.

With that said I hope that they one day DO look at nukes and fix them, especially since we have that little beast called JUDGEMENT.

Also snipes.

EDIT: I say this because I don't think they'd fix the "standing still for a few secs while looking constipated" pre-nuke animation is going any where even if they do remove the crash, etc. Just a person issue of mine with the way nukes look. Unlike Judgement which you can fire on the go.

/shrug.

EDIT2: and they are talking about snipe fixes, RIGHT NOW!!! http://www.twitch.tv/paragonstudios


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Quote:
Originally Posted by Aura_Familia View Post
Changing the nukes would do jack for those that don't take nukes.

I just don't think powers that root you for any amount of time are all that impressive, soooooo fixing nukes while nice, wouldn't really do much.

Keep in mind for many blasters there are 31 levels in which they don't have nukes.

Whatever adjustments they make need to be made to the AT as a whole, not just one or two powers. I don't think the devs fixing nukes and snipes and saying "okay to get the full benefit of the AT improvements you also MUST now pick these to mandatory powers" would go over well with most of the blaster community.

With that said I hope that they one day DO look at nukes and fix them, especially since we have that little beast called JUDGEMENT.

Also snipes.
Yeah, I never meant that fixing the nukes would be the only improvement, I just hoped at least it would be a part of it. Even if it was as simple as removing the crash to bring them up to the recent blaster sets.


 

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Quote:
Originally Posted by Vyver View Post
Yeah, I never meant that fixing the nukes would be the only improvement, I just hoped at least it would be a part of it. Even if it was as simple as removing the crash to bring them up to the recent blaster sets.

Understood, btw:
they are talking about snipe fixes, RIGHT NOW!!! http://www.twitch.tv/paragonstudios


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Quote:
Originally Posted by Nalrok_AthZim View Post
Please relay information!
increased range on blasts

and to hit buffs decrease the firing speed of snipes!!!

improvements to blaster secondaries.

cloaking device adds regen and recovery. (ENHANCE-ABLE)

many blaster secondaries now give similar sustained abilities. they are still going over the others.


go to run to a meeting now. someone else will need to relay the rest. AWESOME SO FAR!!!


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Quote:
Originally Posted by Olantern View Post
Put more simply, if you don't frequent the archetype boards, it's easy to miss this sort of thing.
That's exactly right.

I don't read the AT forums, I don't crunch numbers, and I don't optimize my build every single time I roll a new toon. I'm a casual player with a *very* busy work schedule so I leave it to the brainiac forumites like Arcanaville to help make sure everything works right. That said, I know what feels comfortable when I play without mapping out the exact magic numbers involved, and I've never had any real issues with my blaster builds (even at cap level Incarnate content).

So if anyone said, told or otherwise misled the Devs to consider Blaster AT changes that weren't merited, I'm going to collect some ******* heads... (and I mean old school O-Ren Ishii style).

Do NOT touch the blaster AT unless its a really awesome change...

(bows and walks away with his Hatori Honzo sword sheathed - for now...)


 

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Quote:
Originally Posted by Vyver View Post
I..don't...understand...

"Okay, we know T9 nukes suck, the last two blaster set had crash-less nukes, and we're trying to improve our old gameplay decisions to make playing blasters more fun.

But change the old nukes to be better? AHAHAHAHA YEAH RIGHT."
t9's are not very good for most powersets. Granite and TA are the only 2 sets made by their T9.

blasters needs a lot of help that fixing the nukes won't solve.


 

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Quote:
Originally Posted by Aura_Familia View Post
increased range on blasts

and to hit buffs decrease the firing speed of snipes!!!

improvements to blaster secondaries.

cloaking device adds regen and recovery. (ENHANCE-ABLE)

many blaster secondaries now give similar sustained abilities. they are still going over the others.


go to run to a meeting now. someone else will need to relay the rest. AWESOME SO FAR!!!
I'm okay with these so far...


 

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Quote:
Originally Posted by Rubberlad View Post
I love blasters (and I mean LOVE blasters) despite having the limited choice of secondaries they get. I've been playing my namesake (eng/eng) for eight years now and I just can't imagine how this AT could possibly change...

Have folks been clamoring for blaster improvements all these years? Or is there something else driving the changes to come in I24?
They just talked about it now, Snipe Attacks going get a buff with using Aim, giving you a quick Recharge. using Targeting Drone, Tactics or anything that increase Acc or whatever will Perma it.

40 Foot Attacks will be able to fire at longer Range always form Melee Range.

There Secondary powers will have a toggle, buff or heal that can keep them alive longer and lasting in a battle.


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Quote:
Originally Posted by GreenFIame View Post
They just talked about it now, Snipe Attacks going get a buff with using Aim, giving you a quick Recharge. using Targeting Drone, Tactics or anything that increase Acc or whatever will Perma it.
Correction- the "quick recharge" was just the dev-hack for the demo- not the actual bonus.

Snipe is changed to have a short activation time (like fast assassin strike) when you have a tohit buff of (I think) +22%. So if you use build-up, aim, your team has stacks of Tactics, or eat 3 little yellow inspirations, you'll snipe with practically no interrupt time.

Depending on your situation, this could let you add the high-damage snipe into your regular attack chain.

This also applies to Corruptors and Defenders.

Quote:

40 Foot Attacks will be able to fire at longer Range always form Melee Range.
Many 40-foot range heavy hitters are now 80foot, matching many of the other powers ("because with our travel speeds, 40 feet is effectively melee range"). This also affects defenders and corruptors.

Quote:
There Secondary powers will have a toggle, buff or heal that can keep them alive longer and lasting in a battle.
All secondary sets have a power that's been modified (not a new power) to have additional effects... usually +regen +recovery, but at least one (ice) has the new 'absorb' mechanic to give blasters less downtime between battles. Only the Psi secondary remains unchanged because, let's face it, Drain Psyche already did this for that set.


 

Posted

Quote:
Originally Posted by GreenFIame View Post
They just talked about it now, Snipe Attacks going get a buff with using Aim, giving you a quick Recharge. using Targeting Drone, Tactics or anything that increase Acc or whatever will Perma it.
That's incorrect. The Recharge was done by Dev cheating. The actually change is that when you have 22% +To Hit or higher a Snipe will be instant cast. This change effects all ATs with access to Sniper powers.

Quote:
40 Foot Attacks will be able to fire at longer Range always form Melee Range.
40 foot ranged attacks now have an 80ft range.

Quote:
There Secondary powers will have a toggle, buff or heal that can keep them alive longer and lasting in a battle.
All Blaster secondaries are getting 1 power changed for sustainability. This varies from set to set but includes +regen,+recovery,+absorb and in the case of fire an effective heal overtime. The powers changed are not loosing anything


 

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Originally Posted by Chase_Arcanum View Post
This also applies to Corruptors and Defenders.
Also applies to any Scrappers or Stalkers who have a PPP snipe.

Beam Rifle also has a 100% chance for disintegration spread with their snipe, so that should be fun too.


 

Posted

In short, there has been a consistent and very longstanding complaint about Blaster performance, and this has only grown louder and louder as the gap between Blaster performance and that of virtually everyone else becomes more and more obvious. Since the beginning of time, their design has been all over the place - snipes, nukes, damage auras, "death" built into their class balance, the notion of range as defence and so forth. Occasionally when playing anything, you'll run into an "old" power that seems weak or out of place, but exists because it hasn't been messed with. For Blasters, their whole set of signature powers is exactly this.

I fear at this point there's nothing that can get me to play Blasters again. I put my money where my mouth was and removed three level 50 Blasters and two level 42 Blasters (one just last night), so there's no going back, but it still makes me happy that the AT is getting an improvement.

As far as I'm concerned, the whole "snipe" mechanic is garbage, and with so many Blaster primaries having that as one of only three single-target attacks, making snipes not suck will be a MAJOR victory. Giving Blasters some degree of survivability, or at the very least downtime recovery, is also a good call, since my Blasters tend to spend more time waiting on health to recover than all my other characters combined.

Blasters have always been able to achieve the same tasks as anyone else. My ultimate hope for their new changes is that they will no longer have to work twice as hard as the least potent anything else to do so.


Quote:
Originally Posted by Arcanaville View Post
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Interesting but I'm not sure how much difference these will really make. The snipe change still won't be a big help with mid-combat use unless folks are walking around with signifacant To-Hit buffs. Buffing the range on short attacks is nice, but hardly a game changer. So it really comes down to the strength of the defensive buffs and where they fall.