i24 Blaster Changes
...But you -DO- have the choice... you can choose to improve that Electric/Electric Blaster or you can choose to leave him as is... and not see an improvement. The fault does not lie with Arbiter Hawk's design decision.
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I see the same problem...
I dont think that because Blaster are finally being thrown a bone after 8 years they should accept that bone..
And for the record I dont have any problem with ANY of the blasters I play.. I enjoy them the way they are.. and I will tell you that all of my blasters except one..
Do not have Tough and Weave
Are not built for any defense whatsoever
Do not have Aid Self
and I dont die every ten seconds...
I just believe if you are going to improve something, dont do it half way.. The Stalker changes IMO were universally accepted as better by the Stalker community..
Blasters should get the same treatment.. not some stuff added onto powers that people may or may not take ever because it doesnt fit their build or playstyle
Certain choice.. huge advantage.. Other choices.. no advantage.....
I would like to see ALL choices gain at least SOME advantage...
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
Yes, It is definitely a wait and see at this point.
Your example of energize is a perfect example for what I am feeling on this whole snipe thing. If they want to MAKE Snipe attacks better, they should stand on their own without ANY other powers required. This makes more sense for the AT and for builds. As it stand now, and the changes went live as is, I would NOT respec and add snipe regardless of how badly I want a third attack in my standard chain. That may not be the intent of this change to snipes, but it WOULD fulfill one of electric blasts weaknesses if it were MADE to. |
But I'm not Arbiter Hawk and I'm not in charge and I can see where Arbiter Hawk is going with this, so I'm willing to give it the benefit of the doubt and see how it plays out on beta.
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Again.. I have that choice.. but one blaster didnt improve.. yet if I make choices on another build THAT Blaster can improve greatly..
I see the same problem... Certain choice.. huge advantage.. Other choices.. no advantage..... I would like to see ALL choices gain at least SOME advantage... |
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To be frank, if it was me I would have made all blaster sniper attacks interruptible but critical hit when the blaster was unaggroed (i.e. the alpha at the start of a fight) and uninterruptible and fast-firing when the blaster was on any critter's aggro list (i.e. basically in combat). But that might have required more tech than Arbiter Hawk's change, and it wouldn't address the problem of sniper blasts being sucky for anyone else.
But I'm not Arbiter Hawk and I'm not in charge and I can see where Arbiter Hawk is going with this, so I'm willing to give it the benefit of the doubt and see how it plays out on beta. |
Also, as you pointed out, this does nothing for non-blasters.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Oddly enough, my Elec^3 also has neither the snipe nor the clap. And while I'll likely change my build to take advantage of this, remember that I need to give up something else to get it. So it is definitely not a FREE boost.
The Bacon Compels You.
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Again.. I have that choice.. but one blaster didnt improve.. yet if I make choices on another build THAT Blaster can improve greatly..
I see the same problem... Certain choice.. huge advantage.. Other choices.. no advantage..... I would like to see ALL choices gain at least SOME advantage... |
Arbiter Hawk is giving you cake and saying you can eat it too, but you refuse because it's not the flavor you wanted...
...stubborn much?
*shrug*
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I feel similarly, Airhammer, except for your refusal to take the snipe and Survivability power (although, I already generally take snipes).
Some times there has to be a bit of a lock in a power that you're going to want (almost need) to take (within primaries and secondaries).
I think Assassin Strike is an excellent example.
However, I'd hope, if Snipes were turned into something more inherently worthwhile, you'd not be refusingto take them.
So, maybe that is the sensible reply to the questions about your comparison of the AT upgrades for Stalker and Blaster.
Although... I am also on the same page that this is entirely a wait and see point about all of this. This isn't really an AT upgrade for Blasters, as the Stalker upgrade was.
We'll see...
Still, I have been sitting and pondering the same frustration for my Elec/Elec Blaster. I am, honestly, hopeful that Electric Blast may be getting some love of its own, not yet mentioned.
I also like (and had thought the same thing) the idea about using our Defiance stacks to activate the quickfire snipe.
and round up everyone that knows more than they do"-Dylan
Oddly enough, my Elec^3 also has neither the snipe nor the clap.
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Does your /elec have the clap? Mine doesn't have the clap. I decided to go to Ms Liberty and get the clap. Do you have the clap? I just got the clap. What do you do with yours? I'll show you mine if you show me yours.
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The Bacon Compels You.
Does -heal resistance improve regen as well as healing?
Because you believe you need a lot of defense and resistance to get any benefit from regeneration. Which is false, but its your right to believe it.
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In the 20 to 40 game, I'm just not feeling it. Running a regen stalker (or scrapper or brute even) from 20 to 40 with just Integration, QR, Fast Healing, and whatever mitigation the primary can provide would not be acceptable and therefore I don't accept it on blasters either.
I have a blaster with 350% regen. Turning off Fire Shield and Tough makes a huge difference (vs most things). The +regen and resists are very good to me in normal mission running (but nothing like what a defense build can do, much to my chagrin). I can pace myself in a mission to take advantage of the +regen, know where the trouble points on maps are, know which enemies are the most problematic, and use inspires frequently. It does allow me to keep moving from spawn to spawn at my preferred difficulty settings. But, it really doesn't matter when things go south and I am guessing I avoid things going south far more than the average player.
My Emp/Elec blaster has almost no other mitigation besides regen and Healing Aura, from experience I am pretty sure it will not be enough (but it is still a good start) on its own.
The changes will make every blaster I've ever created more survivable: that's obvious. Whether it will make them survivable enough is a judgment call that will require actual testing to know for certain.
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An AT that can create hate quickly ought to generally have something to deal with the occasional high incoming damage. Regen scrappers can pop off MoG and tank a spawn, but no one confuses them with tankers. If blasters could occasionally prevent even 30% of what MoG can prevent without resorting to inspires on top of these other proposed changes, it would not be making them tankers/scrappers/brutes but it would be a noticeable help.
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.
Edit: I really should have kept reading before posting this since my point was already made by others well before this.
I just hope, should they decide this "is not enough" they don't cramp even more into these powers. I already don't love the idea that technically all blasters now will have one power in the secondary that is nearly mandatory unless you are suicidal. I would had liked to see this kind of buff be a bit more distributed.
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The only thing that makes this odd is that the powers getting this change are not ones that have been nearly mandatory since launch, but rather have been mostly skippable. Nearly mandatory powers have always been a reality. Radiation infection, Unyielding, Foresight, Blaze, Fulcrum Shift, Healing Aura, MM Pets; the list is huge and every AT has them.
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.
I'm going to be hearing this phrase for months now, aren't I?
Does your /elec have the clap? Mine doesn't have the clap. I decided to go to Ms Liberty and get the clap. Do you have the clap? I just got the clap. What do you do with yours? I'll show you mine if you show me yours. |
I'm going to be hearing this phrase for months now, aren't I?
Does your /elec have the clap? Mine doesn't have the clap. I decided to go to Ms Liberty and get the clap. Do you have the clap? I just got the clap. What do you do with yours? I'll show you mine if you show me yours. |
@Demobot
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Because no other AT has this issue? You know lots of armored builds that skip the mez protections and the basic Sm/Le mitigation power?
The only thing that makes this odd is that the powers getting this change are not ones that have been nearly mandatory since launch, but rather have been mostly skippable. Nearly mandatory powers have always been a reality. Radiation infection, Unyielding, Foresight, Blaze, Fulcrum Shift, Healing Aura, MM Pets; the list is huge and every AT has them. |
I think in many ways this is what is causing a lot of the complaints. Up until now Blasters have never really had any "must take" powers, especially not in their secondary (beyond the forced tier 1 pick anyway). Build Up comes VERY close but it's never been essential in the way that, for example, mez protection powers are for melee characters. This update changes that and now every Blaster secondary has one "essential" power choice.
Now if Blasters had had these powers from launch I doubt we'd have seen any complaints, it would be a standard part of the AT in the same way that mez protection is a standard part of a melee character's build. But since the bonus is being added in now the reaction we're seeing is "why am I forced to take power X, it's horrible".
In any case my response to people who are making that complaint is as follows. You aren't being forced to take power X. Power X is simply being replaced with a new regen/recovery buff (or something similar for some sets) power that also fulfills the old role of power X (for the handful of players who actually liked it). Take a step back and think about it as if the power is just being added to the sets as a 10th power. How do you feel about it now? Is it still bad or is it a nice power that enhances the capabilities of your blaster?
Somehow people keep missing the fact I keep pointing out once again. So let me try and lay it out...
I used TWO blasters as an example.. not one.. but people seem to be focusing on the one.. I used one that will have no improvement at all.. and one that will have great improvement.. in fact it would have IMO ridiculous improvement.. so I am not sitting here say waaaaaaaaaaaah my favorite blaster wont improve.. far from it.. my favorite blaster who is my name sake is built as a Ranged/Snipe specialist.. He will improve greatly with these changes... In fact when I am done changing his build slightly and getting those new IO that turn Knockback into Knockdown he will be quite a bit better than he is now.. and he is pretty darn good now..
My point was to show that that AT itself isnt improving across the board..
How do these issues solve the problem of Blasters spending more time mezzed than other AT's
How do these change the fact that the Blaster will still level slower that many other AT's
How do these change the fact that the one thing that the Blaster is supposed to bring to the team which is damage can be done as good or even better in some cases by other AT (who also get better HP or Mez protection and sometimes both )
How does this change the fact that in the end game where everyone gets a Nuke that recharges in 90 secs ( if i remember correctly ) which further affects the blasters role.
It addresses none of these Core issues IMO..
Also keep in mind that the average forum person is not the average or casual player. Many of us here have excellent knowledge of the game.. the ability to easily make a soft capped to several positions or type build.. etc etc..
My Elec/Elec wouldnt take those things because they dont fit the playstyle of building a sapper.. I dont need to take a snipe when I can drain a mob to zero end and keep them there.. Now if the Elec/Elec Blaster is built with powers that drain foes in melee range with PbAoE attacks why would its buff come from the one power that does the opposite of what the set appears to be built to do ?? Which is why I questioned earlier why wasnt this placed in lightning field ( which makes more sense to me )
I simply dont like the idea of sticking the buffs onto what appears to be on the surface random power choices that seem designed to purposely make it more DIFFICULT to get a better blaster when the blaster SHOULD have been better in the first place... and the blaster has had crap thrown at it for a while Defiance 1,0 remember that grand idea where it was said that maybe you should stay half dead to get the damage boost. yeah brilliant..
Fixing Snipes is good.. the fix tied to other powers and basically installing a gate where that fix wont work.. NOT GOOD...
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
Airhammer, at least you got something. Imagine how the people who took mental for psychic scream feel. They got left out in the cold because blappers also take their set.
My Elec/Elec wouldnt take those things because they dont fit the playstyle of building a sapper.. I dont need to take a snipe when I can drain a mob to zero end and keep them there.. Now if the Elec/Elec Blaster is built with powers that drain foes in melee range with PbAoE attacks why would its buff come from the one power that does the opposite of what the set appears to be built to do ?? Which is why I questioned earlier why wasnt this placed in lightning field ( which makes more sense to me ) .
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I'm trying to figure out exactly why you object to it being in Lightning Clap. Is it because it's a knockback power? Is it because it's a click and you want a toggle? Is it because you're concenred that the wide area will draw to much aggro?
Airhammer, at least you got something. Imagine how the people who took mental for psychic scream feel. They got left out in the cold because blappers also take their set.
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I could take a dump in a box and wrap it up in some nice paper and stick a pretty bow on it and say.. he at least I got you a gift... Its the thought that counts...
but what you really got was a box of crap...
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
exactly what I think is the problem.. at least you got something..
I could take a dump in a box and wrap it up in some nice paper and stick a pretty bow on it and say.. he at least I got you a gift... Its the thought that counts... but what you really got was a box of crap... |
Don't get me wrong, I have an Ice/Ment. The only plus side to that one is I don't even have to think about respeccing. Yes I really do understand where you are coming from. You have to take powers that you think are garbage. The only real unambigous win on these changes is the increased range for the short powers. This whole thing is a What the heck were they thinking ? and who was it meant to appeal to ?
One thing I mentioned to Arbiter Hawk was that by giving more offensive options with one hand, and adding survivability with the other, the net result overall won't be an increase in offense and defense identical to the strength of those effects in isolation, because its almost certainly true that blasters will have to give back something else to get them to fit into their builds. Those things might even be inferior to what we're getting new, but it would still reduce the net incremental benefit of those things. I'm jettisoning tough and weave also, and getting energize. That's a net plus assuming blaster energize isn't nerfed into oblivion. But my survival won't be me + energize, it will be me + energize - tough/weave. Ditto for offense.
Its something to watch carefully as the changes are tested when they are released for beta. There's no question its a net benefit, but how much it will displace to provide that benefit is something that I think can't really be fully answered in a short period of time, except anecdotally in very limited circumstances. There's a couple of things I'm thinking about to improve upon what Arbiter Hawk has presented so far, and I don't think Arbiter Hawk has shown his entire I24 hand yet. There's room for improvement, but I also think we don't yet know what the full context of these changes are yet. I have a suspicion on top of the options that snipes and secondary sustain powers offer, there will be a couple more tossed our way that will complicate these decisions further, perhaps not specific to blasters but still. That sorcery power pool is still lurking out there, for example. |
Out of curiosity, how would you feel if the Regen/Recovery buff had been added to the set as a 10th power but functionally the same as it is now (so a click power with a say 60 second duration)?
I'm trying to figure out exactly why you object to it being in Lightning Clap. Is it because it's a knockback power? Is it because it's a click and you want a toggle? Is it because you're concenred that the wide area will draw to much aggro? |
Personally what I think this game needs is more tiers like the VEAT's get or MORE options per set like a Kheldian gets.. Then that would give greater latitude for each person to build as they see fit and not have something just slapped onto random power as an afterthought...
And I dont want to belittle what the Devs are trying to do.. I understand they see an issue and are trying to address it. great.. but I am saying that the issue needs to be addressed from the AT perspective.. not just the Powerset..
when Dominators got a change a while back there were specific changes in the way the AT works.. yes there were some powersets that had some slight changes but those changes didnt cause you to respec in and out if powers..
When Defenders complained that Digiligence sucked.. ( and it did ) ad they had a hard time soloing some changes were mean to the AT through its inherent to add 30% more damage solo with a diminishing returns scale scale as team grew bigger..
Brute Fury changes affect the AT not just the powers...
Stalker changes affected the AT in general across the board.. even if you didnt take AS there was STILL some benefit.. wih the other changes...
SO again.. im not upset about my Elec/Elec believe me... my issue is about how the combinations work between each other...
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
the only real unambigous win on these changes is the increased range for the short powers. this whole thing is a what the heck were they thinking? And who was it meant to appeal to ?
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bingo !!!!!
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
These changes helped EVERY Stalker improve.. regardless of build or power choice...
I looked over my blasters today...
How did my Electric/Electric Blaster improve with todays news...
a) I didnt take a Snipe.. and I wont take one.. that doesnt improve him..
b) I dont have a tier 3 heavy hitting blast to equalize the range on.. and that is a weakness of Electric already..
c) I am NOT going to take Lightning Clap.. so I dont get a regen recovery boost..
So THIS blaster gets ZERO benefit from these changes..
but EVERY Stalker benefitted from the changes of the AT.. NOT the changes in powers.. changes in the AT..
Now conversely my Arch/Devices Blaster will get LOTS of improvement. He will drop GunDrone to add a Snipe because he has Targeting Drone, @ 21.9% to hit buff now and with one Kismet he will have a 1 second Snipe ALL THE TIME and will benefit GREATLY from the Snipe changes and the buff to Targeting Drone.. Not to mention that he has a crashless Nuke.. so he will get better..
Does that seem fair.. One blaster improves greatly simply because of build choices while one gets NO benefit because of build choices..
This is NOT the answer.. ALL Stalkers improved with the changes made to them.. But These Blaster changes are not changes to the AT.. so depending on my choices I can still suffer from the VERY SAME ISSUES that affect blasters now... This is NOT what the AT needs..
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