i24 Blaster Changes
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 )
|
A concern I had last night: will there be an indicator for when we've hit +22% tohit? Without one a lot of players will probably not even understand what is making their snipe hit faster. I'd wager a lot of players hardly know what tohit is, I know it took me a long time to differentiate it and accuracy.
So, will there be a combo-style orange circle that pops up around Snipe when you have +22 tohit?
Even after sleeping on it, I still believe this tohit check is entirely unnecessary. I'm getting my Blasters ready to go on Test so that I can try it out, I'll do my best to do so with an open mind, but I'm concerned that if it makes it to Beta it will be mostly set in stone.
If Arbiter Hawk insists on some kind of mechanic to use for a Quick Snipe, find a better, easier to see and use one than +tohit. Something that can't be debuffed. Imagine if your Street Justice character lost combos whenever fighting Circle of Thorns or any of the other myriad of -tohit floating around.
You can't really do anything but concentrate the buff or spread it out, unless you want to start talking about lockouts and stack-prevention. And those have even worse public relations issues.
Every single person complaining they have to respec into a power they didn't take now, will *really* be complaining if that one power is now two. And its unclear this really creates any options, because if more buffs are really needed, what happens to the players who choose to take only one of the two survival powers. In fact, if one is health recovery based and the other is preventative mitigation, those multiply. Two will be stronger than the sum of the parts. You will drift into an area where players start to complain about being penalized for not taking the two powers, because the synergy between the two mitigation factors becomes too compelling. |
However I do will add one more point/option, as I still feel abit too much is relying on a single power: what if any additional boost needed didnt come from a single power, but from all powers? Have every single power (perhaps in the primary, only for blasters) grant or refresh a mitigation buff for a few seconds?
Every blaster, would suddenly get at least some benefit for one. No blaster would have to wait until level 20 to get his survivability tool either.
I mentioned something similar to this in another thread, although there I was talking about bulding it up. Here I just mean that using a blast, will grant defense, resist , hp or a combination. A fixed amount defined by power set, not enhance able.
Would you consider such a secondary source to be counterproductive?
To combine Xprom's and Leo's posts a bit, I think changing the T9's to be actually taken should be done in the interest of fun.
It makes no sense that so many people skip the pinnacle of their powers. This isn't just blasters, and it isn't just primaries. A power set (in any game) where the king of the abilities flat out gets skipped all the time is fundamentally just plain wrong.
If I were a game designer for any game, I would find any ability taken by virtual zero even casually attentive player to be broken by some form of defining broken.
That seems to be a binary description of a situation with no binary dividing line. And it seems to run afoul of the rule of invariance.
|
Of course the +regen is going to be useful, Heck, it is even almost the same amount that I chased on my favorite blaster in order to make it more survivable back in Issue 9. I acknowledged +regen would be useful in the post you quoted, "People will still push the envelope and when they do, regen will not help when they get unlucky (OK, of course it will help sometimes, but there will be plenty of times where it doesn't)."
Why isn't that damage mitigation enough to allow regeneration to work, if the rule is you need mitigation to stop bursts.
|
I don't normally make statements assuming the baseline is every minion hits 100% of the time, because that isn't the baseline I normally experience. But one only has to fight some DE and let a quartz drop to know that our baseline is not insignificant compared to everything hitting 95% of the time. Yet the normal 50%ish we do get hit +300-500% regeneration is only go to encourage us to move faster and still die often.
But the assertion "regen needs mitigation to make it effective" is an absolute statement in a game with lots of ways to judge mitigation that are all equally numerically valid (if not all conceptually valid or functionally efficient to use).
|
Since you brought up numerical validity, how does Regeneration rank in your scrapper comparison if you just use Fast Healing, Health, and Integration? Add in Tough and Resilience, how does it look now? I look at the 30 second numbers in your comparison and those are the scenarios I am thinking of.
"Clearly, DA and Regen are emerging as the obvious leaders. A significant part of that comes from their powerful heals. However, because those heals are only usable at intervals, its possible for a critical amount of damage to outrace the heal and kill the scrapper before it can fire. Doing so can "break" the heal, by defeating the scrapper before it can be used: the scrapper will perform significantly lower than the "naive" averages would predict. We're going to look at two situations: first, the amount of damage necessary to kill the scrapper in 30 seconds with no click heals."
Also, on the topic of dying quickly and what quickly might mean:
"One thing my testing shows (I've tested essentially all of the scenarios depicted in these calculations in-game) is that 30 seconds seems like a very long time on paper, and its a very short time in-game when things are shooting at you and health is dropping fast: unless you time things with a clock, I wouldn't trust intuitive judgement for how long you think you're surviving under pressure. When someone talks about a scrapper "being killed in seconds" that is quite uncommon - it takes massive amounts of damage (or really bad luck) to accomplish that."
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.
However I do will add one more point/option, as I still feel abit too much is relying on a single power: what if any additional boost needed didn’t come from a single power, but from all powers? Have every single power (perhaps in the primary, only for blasters) grant or refresh a mitigation buff for a few seconds?
|
I am pretty much opposed to a defensive Fury type thing for blasters, I like the idea the attacks can control or debuff enemies, I am less thrilled with them buffing the blaster.
I think Hawk's suggestion is much more interesting and I actually like that these specific powers all got solid ability added to them that makes them much more interesting to take. I don't think it is enough, but I also think it is the proper direction to take rather than a plain AT wide buff, give specific (different, but similar) powers to each secondary.
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.
My SR will always be more survivable than my Regen. Mitigation beats regen, but that's beside the point, I actually like the current changes becaue it wont mean a huge change in the blaster's playstyle, like it once happened with Dominators... so I'm happy overall.
Now, I wonder if this has been brought up. Has it ever be considered to give a small buff to the powerpools when blasters use them? I can see why you dont want to give a 3% leadership to a scrapper/tanker/ect who have many ways to boost their defenses, or why CJ is just a small bonus, but what if powers like these would get a slightly better number on blasters? They have almost no defense or resistance for the most part, they would still need to rely a bit more on powerpools(if they so decide).
The main problem I think people have with blasters is that given their really hard time remaining alive(which requires specific playstyle or builds to avoid) their damage over time is not the best, other ATs come really close to it already, and the ones that dont come close still have enough survivavility to keep doing damage while the blaster is otherwise downed.
Keeping a good balance between what everybody would feel like good changes to blasters, maybe a small buff to their powerpools could be the answer, since then those that want to build more resistant blasters would have access to powerpools as a viable option(more than now) and they would still need to give up attacks to achieve this, while others that just want to go all-out damage can still squeeze the new secondary mechanic into their builds.
I'm not asking on a buff of damage, since I think that DPS wise if they are on a team they are as best as they will be,specially with the snipe change, but change that makes them able to keep sustained damage like all other ATs can is what most if not all people seem to go after.
You can use Power of the Thunder (new Lightning Clap) outside of combat and it will still give you the full boost without hitting any foes, from the information given. The buff lasts for a full minute so it won't disrupt your sapper lifestyle at all.
|
Why not put it in Lightning Field like Blazing Aura in Fire ??? What was the specific reason THIS power that almost no Electric Blaster I know takes chosen ??? Devices gets their buff in Cloaking Device.. Toggle.. Ice get theirs in chilling embrace.. another Toggle... AND they increase the radius of Chilling Embrace ???
This should be placed in Lightning Field.. something that would benefit EVERY playstyle..
Thats just my opinion.. but I am mostly unimpressed with these changes..
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 seems like kneejerk fixes that don't really address the problem
Bad Decision on the Devs on this one.. You know what I see here.. People not taking Lightning Clap because IT SUCKS.. Hey lets put something that they want into something that sucks so that it doesnt suck as much and people will start taking it..
Why not put it in Lightning Field like Blazing Aura in Fire ??? What was the specific reason THIS power that almost no Electric Blaster I know takes chosen ??? Devices gets their buff in Cloaking Device.. Toggle.. Ice get theirs in chilling embrace.. another Toggle... AND they increase the radius of Chilling Embrace ??? This should be placed in Lightning Field.. something that would benefit EVERY playstyle.. Thats just my opinion.. but I am mostly unimpressed with these changes.. |
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!

Bad Decision on the Devs on this one.. You know what I see here.. People not taking Lightning Clap because IT SUCKS.. Hey lets put something that they want into something that sucks so that it doesnt suck as much and people will start taking it.
|
Look, I understand what you are saying. Snipes are a situational power like Lightning Clap. I figured they would improve snipe by making it more useful in those situations and possibly adding something so it was useful in a few more situations. Instead they decided to vastly increase the situations it is useful by making it an obnoxious DPA power. Crap, it can still be used situationally from long range but now I also likely want to use it after every Aim or Build Up.
It can be frustrating when powers one has skipped become appealing. That doesn't mean they should leave often skipped powers unappealing and instead buff the powers everyone already has.
If these are kneejerk, they have really poor reflexes, because this problem has been tapping their knees for a long, long time. A kneejerk reaction would have been adding 20% defense all as a base buff and increasing the damage mod a bit. These are targeted, thought-out, and conservative changes. They may not be enough, but they do address some of the problems.
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.
It can be frustrating when powers one has skipped become appealing. That doesn't mean they should leave often skipped powers unappealing and instead buff the powers everyone already has.
|
I don't know about Lightning Clap but it sounds like on of those god awful PBAoE KB powers and without fixing that then you are forcing people into bad powers. Also a lot of these changes force blasters into melee even more than before, which beggers belief in all honesty.
British by act of union, English by grace of God, Northern by pure good fortune!
/fire Blazing Aura becomes Cauterizing Aura, works as a heal over time. |
As of i24, my Fire/Fire/Mace blaster will become a GOD!
Softcapped to S/L/E AND a heal over time?
*laughs maniacally*
This is gonna be AWESOME.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
How will [Energize] behave with [Power Boost] for /Energy?
|
A blaster gets just under +80% from power boost to secondary effects - I'd say power boost either fully helps (on both the unenhanceable and enhanceable portions) or doesn't work on Energize at all.
Thank you, City of Heroes, for giving me a superhero social network combined with amazingly smooth game play. Petitions signed with realistic expectations.
Mostro - Mr Methane - Beast Lightning - Akrasia - Contraindicator - BattleBomb - Norsewind - Poundy Hammer - Fatron - Mysteriesque - Chiisai Tora - Goth Claw - Mach Barrier - Bearly Human - Prototype Alpha - Crabbly - Puffy Morpheus
But they should buff what the power was originally intended to do so it works, not tack on a desirable effect to an otherwise undesirable power.
I don't know about Lightning Clap but it sounds like on of those god awful PBAoE KB powers and without fixing that then you are forcing people into bad powers. Also a lot of these changes force blasters into melee even more than before, which beggers belief in all honesty. |
NONE of the known changes force blasters into melee. EVERY SINGLE NEW THING discussed so far is useful from range. EVERY ONE OF THEM. Only /mental is still forced into melee and that could be considered balanced by the fact that they can get nigh perma Instant Healing levels of regen (I don't think it is and I think the top end of Drain Psyche ought to be reduced while letting it have a bit on the bottom end without needing to charge into melee).
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.
Improving a power that is weak is a bad thing. You heard it here.
Look, I understand what you are saying. Snipes are a situational power like Lightning Clap. I figured they would improve snipe by making it more useful in those situations and possibly adding something so it was useful in a few more situations. Instead they decided to vastly increase the situations it is useful by making it an obnoxious DPA power. Crap, it can still be used situationally from long range but now I also likely want to use it after every Aim or Build Up. It can be frustrating when powers one has skipped become appealing. That doesn't mean they should leave often skipped powers unappealing and instead buff the powers everyone already has. |
For the sake of argument look at a blaster with ranged def in the high 30s low 40s making snipe viable is going to cost 2 to 4 power picks and something like 3 to 4 slots. That can very easily wreck the blasters defense.
Can you build back around it ? Not easily, as it is I am assuming that you are dropping the T2 or T1 blast and replacing it with the snipe. The problem with that is you wind up SOL when you can't use the snipe in fast mode.
So instead of a situational power pick you wind up with several power picks that are just to make that situation work, and your entire attack chain being situational.
Those godawful PBAoE KB powers may not be appealing on an AT that has primarily melee attacks (but I really wanted Lightning Clap for Stalker Electric), but on an AT that mixes range and melee and doesn't always do well with 6 enemies hitting them in melee it is more interesting. Lightning Clap works now (although I think the stun chance and duration should be higher).
|
NONE of the known changes force blasters into melee. EVERY SINGLE NEW THING discussed so far is useful from range. EVERY ONE OF THEM. Only /mental is still forced into melee and that could be considered balanced by the fact that they can get nigh perma Instant Healing levels of regen (I don't think it is and I think the top end of Drain Psyche ought to be reduced while letting it have a bit on the bottom end without needing to charge into melee).
|
For blasters to be as effective from range as they are from melee then survivability powers need to work at any time, or you are forcing those who want to play ranged only even more into a narrow set of secondaries because before we could just skip Blazing Aura now we suffer for that decision.
It would have been easier just adjusting base regen initially and seeing how that helped, with a long term (And well communicated) plan of incoroprating that regen into more active powers once the effect had been determined.
British by act of union, English by grace of God, Northern by pure good fortune!
It's not a question of powers becoming appealing its about them not being appealing enough to justify the tradeoffs.
For the sake of argument look at a blaster with ranged def in the high 30s low 40s making snipe viable is going to cost 2 to 4 power picks and something like 3 to 4 slots. |
Anything more than that is min/maxing the benefit and like any good min/max situation, you may not be able to have it all. You will have to lose some things if you want to max out the snipe fast cast, or you can settle for a situational fast cast and keep those other things.
That is a mark of great game design, not poor design.
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.
Someone pointed out you might now need to 6 slot Build Up to get any use out of the Snipe at all at lower levels, and that still isn't regular use.
British by act of union, English by grace of God, Northern by pure good fortune!
I haven't played blaster in some time so wasn't totally updated on that particular power (And mids takes ages to load at work so I didn't check) but I would never want radial KB on any character in all honesty. If the power does stun though then I would have probably been the one person who took it, assuming I could find something to stack it with of course.
|
The PBAoE aura's do (I think it was Fire's that provides the absorb?), even with a 30' range that isn't very much (Or people wouldn't be complaining about Blaze), and as they get the shield based on what they hit then the closer you are the more effective they are.
|
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.
Great game design would probably have all choices working out equally for all people of equal levels of build no matter how they try to manipulate the snipe.
|
Plus, I'd never want the game dumbed down to the point where my build choices don't matter because I end up just like everyone else. While some say everyone will be forced to do x, y, and z to have the snipes always fast cast, I don't believe everyone will think that is worth chasing, which promotes variety. Some will be fine with it situationally, others will have to perma it. That is the sweet spot of design.
I am thrilled that each set gets its own little twist in the mitigation area.
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.
You refuse to take the snipe and you refuse to take the sustain power. That's your choice, and you should be entitled to it. But just like a stalker that refuses to take assassin's strike, those choices may not be optimal.
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!