i24 Blaster Changes
In my opinion, Snipe is a viable choice when the faster cast is situational, say you can use the fast cast version ~3 times a minute. Getting the fast cast available 3 times a minute is trivial. For those who already have the snipe, it is likely they could choose to not change a thing and get that much benefit.
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. |
If you have to tear out a power to put it in your build and have it well slotted, not so much. At that point you are trading bread and butter all the time utility for something that is situational and for most combinations will be bringing your overall damage down.
I can agree with good design having players make tradeoffs the problem is blasters have already traded survivability for damage. The snipe change really isn't addressing that.
So Airhammer's main argument on the Elec/Elec seems to go like this:
1. I like my Blasters just fine.
2. Therefore, I'm not changing my build or playstyle.
3. Therefore, none of these changes will affect me.
4. Therefore, Blasters got screwed.
If you're drowning and someone throws you a life preserver and you don't grab it, it's hard to make a case they didn't try to make things better for you.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
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@Boltcutter in game.
^^^This. We will be going thru this all over again in a few more issues. Just wait and see. Personally what I would have done is grant blasters partial immunity to what ever damage type they do. Like fire blasters get 20% inherrent resistance to fire and lethal and additional 10% if they go with fire manipulation. While this does not fix the issues for all damage types its a big help compared to these crappy changes to ****** powers no one takes anyways.
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If that is correct... my napkin calculations show that you would be getting... lets say... with only 3 slotted Health... 0.74% of your HP back per second.
So... if thats right... Field OP also 3 slotted for regen would get you 1.83% of your HP back total per second (that's on top of the Health regen.)
This means you can take 2.46 times the dps you would be able to take now on live*
(for reference, this Blaster was able to sustain 11.9 dps at lvl 50 without enemies denting his HP, now he can sustain 29.3 dps without the enemies eating at his HP)
Impressive? Not really, got to see how this plays with other things in play.
But your proposal is to give the blaster 20% resistance to one damage type. Unless you happen to have other sources of resistance to stack that over, you are only increasing the potential DPS you can survive to 1.25 times what you normally would be able to (or 20.08 dps at lvl 50 before enemies start denting his HP), and thats only to one damage type.
For reference, I looked at will power for stalkers (good reference point since they don't get RTTC) and, should I not be TOO rusty, the stalker with every power 3 slotted for full effects (including Stealth), and inherent Health also 3 slotted, and spamming it's click heal non-stop... would take about 60.55 (smash or lethal) dps before enemies can start denting his HP bar.
That's 5.08x the baseline Blaster and 2.07x the blaster running Field Op.
Suddenly... this is starting to sound more impressive... either that or my math is very messed up... and it may be, been ages since I do these calculations... or perhaps its just Willpower Stalkers that suck (Arcanaville, I call forth thou math superiority!)
*I am, for the time being, ignoring defense you may get from Field Op
Edit:Found an error in the calculations, fixed, stalker now looks more reasonable but the values are still strong for blasters.
Edit 2: found another error... will just make a new post with the corrections. Just note numbers above do not account for base regeneration, just additional regeneration on top of base.
If you have to tear out a power to put it in your build and have it well slotted, not so much. At that point you are trading bread and butter all the time utility for something that is situational and for most combinations will be bringing your overall damage down.
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I can agree with good design having players make tradeoffs the problem is blasters have already traded survivability for damage. The snipe change really isn't addressing that.
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That said, snipes were not the main part of trying to balance blasters. The snipe changes are there because snipes need something across every AT. Only the secondary mitigation additions will make me lose my bet so I am working on figuring out how to make sure the devs realize they need a broader revamp and that those changes should be pushed back to I25 (slightly broader revamp, yes, push back the changes, not really

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.
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Not sure it is true that it will bring damage down ever. Sure, if you use the snipe all the time even when not buffed to make it fast, but I see players do that now. You don't have to push the button just because it is recharged.
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If you don't lose a blast you have to come up with a power pick and enough slots to make the snipe work that will be real hard.
The more I look at this, the more I see it as a giant red flag telling people if you want to play this game you should play anything but a blaster.
Edit to expand:
And from my experience blasters tend to fall down dead rather than get slowly whittled down. Regen doesn't give them any way of stopping an entire angry mob from flattening them like nearly every other AT has. |
Sure, you wont be taking an alpha, guess what? Nor do most non-IOed stalkers.
If you took out a blast from your attack chain to put snipe in, every time snipe is unavailable your damage is going down way down from the original level. Unless you had large amounts of excess recharge you are going to be seeing a 1+second gap in the chain. (Most likely closer to 2)
If you don't lose a blast you have to come up with a power pick and enough slots to make the snipe work that will be real hard. The more I look at this, the more I see it as a giant red flag telling people if you want to play this game you should play anything but a blaster. |
People seem blinded by the tohit gimick.
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The added +Regen to Blazing Aura will be a nice bonus to stack with my Hybrid Melee.

I honestly see this as changing snipes into a power on at best a 30second recharge, which is awful. And they weren't even boosted to 1 shot LT's.
People seem blinded by the tohit gimick. |
I posted this in the other thread, but figure since people seem to be spread may repeat/rephrace it here:
The more I look at the snipe thing, accross multiple ATs, the lest I think it will work as an universal fix.
I think the mechanic is great, it's outlilned in a way that blasters are more likely to be able to take advantage of it than most other ATs, something I think is good.
But despite the uberness of AR/Devices once IOd or Overslotted, the effect may be entirely unaccessible to many defender, corruptors and dominator builds, who will in turn just feel the snipes are still just a burden in the set design.
Would be nice if they actually followed the full rendition of the stalker change, with Snipes becoming regular attacks that don't wooo if used outside of the tohit buff or under a 80ft range. Keep them interrupt snipes at over 80ft range if under +22% tohit.
This would make snipes useful for many sets without boosting dps drastically and at the same time helps Electric Blast and the complaints of the set having no viable ST damage chain.
I honestly see this as changing snipes into a power on at best a 30second recharge, which is awful. And they weren't even boosted to 1 shot LT's.
People seem blinded by the tohit gimick. |
To the point that Hawk even said that the goal of the new powers were so blasters didnt feel they have to use Rest between every single mob, and now have something to help them in between. Which still doesnt fix the fact they get flattened mid-fights without aggro control.
Which, pre-Incarnate levels is no issue, but once teaming with Incarnates when everyone and their pony have a crashless nuke

WP stalkers get a heal. And from my experience blasters tend to fall down dead rather than get slowly whittled down. Regen doesn't give them any way of stopping an entire angry mob from flattening them like nearly every other AT has.
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Generally, if your health is dropping so fast that Aid Self single slotted can't help you, you're probably taking on more at once than you can handle. And I don't play at x2 and often do things like solo or duo a group that was meant for 8 when on teams. I'm not sure if the new regen numbers equate well to using aid self occasionally, but they probably will be a boost in a Blaster's pace between mobs and cut down on deaths.
The snipe changes are uninspiring because they still won't let the snipe become a proper part of the attack chain, and I don't really think starting a fight with a single target power is the way to go unless you need to pick of that one dangerman (Which a snipe won't do anyway).
Nothing has been done about what I consider to be poor overall damage.. |
How much does making them uninterruptible increase their DPA? Does that make them worth using or at least competitive ST powers? I guess I don't know about that yet and maybe the devs just want to make them powers that players might want to pick, which I don't think they are right now.
I would like them to have some kind of merit to be used as an opener (though in your example, I could see the snipe being a good follow up to some AOEs on a boss or lt). I suppose they'll take out a minion if you use build up or aim first, but they won't without it, and that's not all that impressive. Assassin's Strike does ridiculous things with build up going (or if it crits) and the other capabilities of a Stalker have to roughly equate to a Blaster sniping from range, if not go beyond.
Regardless, the Snipe proposal, for what we know about it now, seems lacking. Lots of time to work on it, at least. Pity we aren't seeing nuke changes as well, even if they don't want to take on too much at once. I'd almost say crashing nukes are more of a concern in a game with Judgement powers than snipes are. But this is where we are and I'll roll with it.
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If you don't lose a blast you have to come up with a power pick and enough slots to make the snipe work that will be real hard.
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But, alas, they made BA my heal power, so I'll just have to keep it.
On my Fire/Fire/Force ranger I'll likely drop Fire Sword, which I only took in case something got in my face, for the snipe. I don't really have room for Cauterizing, but I might consider dropping Inferno. This character has a lot of recharge and while I have Tactics I will not chase perma fast cast because Aim and Build Up recharge fast enough for me (I do have vengeance though, which I get to use pretty often, and while that is up my to hit is plenty high).
So many other characters. I will likely drop something on my Nrg/Dev/Mun for the snipe since I already have TD and CD. The Fire/Mental will likely not change, no need for the snipe. My Sonic/Nrg will take Energize, I'll find a way to fit it in. It certainly does add choices.
My Nrg/Regen/Mace stalker will be pretty happy. It may only fast cast after Build Up, but I took the snipe for giggles anyway. I mean, 8 seconds, really. How awesome is that!
It is huge. It makes them better than Blaze. Some will be better than Widow LUNGE.
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'd almost say crashing nukes are more of a concern in a game with Judgement powers than snipes are. But this is where we are and I'll roll with it.
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So not only do nukes have a crash, but that actually only do something like 2/3's of the damage they should, which people would be screaming about on other powers.
Then when I see the changes proposed I get the feeling that the devs just want to patch blaster up to the point where they aren't totally sucky by expending the bare minimum amount of effort on them, rather than have a proper plan in place to put them at a specific level of performance.
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One of the worst things I read about the nukes was a dev showing how the damage formula would have nukes doing 6.5 damage scale (Or something) which they said was clearly rediculous (I don't see why, destroying a spawn once every few minutes doesn't seem to bad to me) so they made nukes break that formula and nerfed the damage. But they never thought to adjust the recharge or end cost in order to make the damage fit the formula, and still aren't planning on doing so.
So not only do nukes have a crash, but that actually only do something like 2/3's of the damage they should, which people would be screaming about on other powers. Then when I see the changes proposed I get the feeling that the devs just want to patch blaster up to the point where they aren't totally sucky by expending the bare minimum amount of effort on them, rather than have a proper plan in place to put them at a specific level of performance. |
Imagine if your Street Justice character lost combos whenever fighting Circle of Thorns or any of the other myriad of -tohit floating around.
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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).
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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. 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. |
Perhaps we need a review, boys and girls:
Energy Manipulation.Conserve Power >> Energize This Energize will have less of a heal and have more and longer lasting regen so that it can be made perma with slotting.
Devices.Cloaking Device >> Field Operative Field Operative will have an all-the-time regen and recovery buff added to its defense and stealth. Part of the regen is enhanceable, all of the recovery is enhanceable.
Dark Manipulation.Touch of Fear >> Touch of the Beyond This is still a melee click that needs a target. Using it on a foe grants a long duration (60 sec?) regen buff along with fearing and debuffing the target. This buff, AFAIR, does not stack on the caster.
Electric Manipulation.Lightning Clap >> Might of Thunder Just like LC, MoT is a click PBAoE that does not need a target to use. It always grants the user a regen and recovery buff when used for a long duration (60 sec?) so can be made perma. The range of this power is also improved so any foes caught in this power are also knocked back and/or stunned.
Fire Manipulation.Burning Aura >> Cauterizing Aura This aura always grants the user a heal-over-time and this power will not shut off while mezzed (but it will suppress the offensive part). No targets are needed for the healing but if there are targets, they will simply take fire damage.
Ice Manipulation.Chilling Embrace >> Protection of Coldorsomesuch This aura has been slowed down to tick much slower than Chilling Embrace but has been compensated by improving its range to 30ft. This is because the new aura grants +absorb every tic (every 3 seconds) that refreshes. The +absorb requires no targets but if there are targets, their recharge and damage will be debuffed. Oh, and the new aura does not shut off when mezzed, just the offensive component suppressed.
Mental Manipulation.Drain Psyche No changes.

Actually what I think people seem blinded at is the fact that most of what was discussed was not about changes to blasters. i24 = Changes to some ranged powers, to snipe, AND some minor boost to the blaster's sustained health between mobs.
To the point that Hawk even said that the goal of the new powers were so blasters didnt feel they have to use Rest between every single mob, and now have something to help them in between. Which still doesnt fix the fact they get flattened mid-fights without aggro control. |
They also specifically made a 'blasters look here!' post which actually makes everyone think this is meant to be a proper buff, so shot themselves in the foot there.
Either way the changes range from poor snipe improvements, to a shockingly bad attempt to buff blasters.
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All the people complaining about their "really tight builds" make me laugh. It's a BLASTER. You've got a really tight build because you're desperately trying to get some weird IO goal. If you were allowed zero Set Bonuses, you'd have like six extra powers and twelve extra slots and no idea what to do with them.
If that "weird IO goal" is survivability? Well, they just gave you a big boost up with that. If it's DPS? They just gave you a big boost with that, single-target.
I still think some across-the-board Resistance, in a world where a +1 boss can do 60% of your HP in one shot, is not a bad idea.
(And I love people talking about AR/Dev as the new death machines. I'll love it even more if it turns out to be true.)
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Well, it seems that for the solo game... the changes are a bit more involving than when in a team or league situation.
I could see the Snipes cycling more quickly in teams with stacking ToHit buffs (with some sets being in good position to take advantage of secondary abilities that normally would be considered inefficient).
Beam: Disintegrate->Penetrating = more guaranteed AoEs
Rad: Buffed; a -33.5% def debuff (plus an additional AH proc opp)
Electric: Buffed; a -27.5% End drain attack
And a team allows mob damage to be spread out enough to where regen/HoTs may have more time to apply their benefit.
So, maybe they approached it from a, "How do we make Blasters be of more benefit (less hindrance; perhaps?) to a team?" perspective?
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Energy Manipulation.Conserve Power >> Energize This Energize will have less of a heal and have more and longer lasting regen so that it can be made perma with slotting.
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Devices.Cloaking Device >> Field Operative Field Operative will have an all-the-time regen and recovery buff added to its defense and stealth. Part of the regen is enhanceable, all of the recovery is enhanceable.
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Dark Manipulation.Touch of Fear >> Touch of the Beyond This is still a melee click that needs a target. Using it on a foe grants a long duration (60 sec?) regen buff along with fearing and debuffing the target. This buff, AFAIR, does not stack on the caster.
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Electric Manipulation.Lightning Clap >> Might of Thunder Just like LC, MoT is a click PBAoE that does not need a target to use. It always grants the user a regen and recovery buff when used for a long duration (60 sec?) so can be made perma. The range of this power is also improved so any foes caught in this power are also knocked back and/or stunned.
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Fire Manipulation.Burning Aura >> Cauterizing Aura This aura always grants the user a heal-over-time and this power will not shut off while mezzed (but it will suppress the offensive part). No targets are needed for the healing but if there are targets, they will simply take fire damage.
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Ice Manipulation.Chilling Embrace >> Protection of Coldorsomesuch This aura has been slowed down to tick much slower than Chilling Embrace but has been compensated by improving its range to 30ft. This is because the new aura grants +absorb every tic (every 3 seconds) that refreshes. The +absorb requires no targets but if there are targets, their recharge and damage will be debuffed. Oh, and the new aura does not shut off when mezzed, just the offensive component suppressed.
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An admission that a set propped up by a single power is ok

So this solidifies my theory that these are awful changes. And that is ignoring the fact that I think regen is a bad idea.
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British by act of union, English by grace of God, Northern by pure good fortune!
Eh, bad example. Blazing Aura Sucks, with puny damage on AoE at 8ft radius instead of 10 or 20 like other powers, being the reason why it's skipped a lot, so I could go and say "why wasnt it placed on consume to make it like drain psyche?", so i dont think only Elec got screwed.
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Lightning Clap sucks it does Radial KB. It would go much better in Lightning Field. Blaster needs teamates not angry ones because of radial KB.
H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD

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.
So chasing a fast activating snipe should force you to miss the opportunity to do damage in a different way.
Mitigation should be the same, though is far far harder to quantify and would probably rely on a lot of trial, datamining and tweaking when talking about active mitigation.
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