i24 Blaster Changes
I'd say it is more like needing 20 gallons of gas to get there and blasters had 12 gallons and these changes added 4 more gallons. The sustain changes are significant, but we will still be scrambling for those other 4 gallons whereas every other AT has 20 or more gallons and can spend their time detailing and adding better parts.
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I think the snipe changes are poor (Though well intentioned in part). I think they will probably create a fairly large ST disparity between those who leverage them and those who cannot. They should have used a mechanic easily leveraged by all, or that couldn't be abused at all. Thankfully in an AoE focussed game better ST damage is niche. My largest complaint about this is those sets that finish at 19% tohit, when you get on a team you might love your toon, then be dissapointed when you end up solo, even though a faster snipe would actually be MORE use when you are solo!
I think the sustain changes are woeful (In execution and intention), changing the downtime period on an AT who's downfall is being killed VERY quickly does next to nothing in my eyes (If I see a Fireball getting to the mob before me I know pretty soon there will be a dead blaster behind me, but it is only blasters that have such a problem), and the changes have been tacked onto powers that create an imbalance between the sets because some got good powers and some didn't. It also makes it harder to make the grand changes I think are necessary because now every set has an overpowered power that they rely on and are nearly required to take (Which is always bad design).
Lastly I think the very fact this is the way they chose to start means the devs either think the tank already has more than 12 gallons in it, or that they would be happy filling it to 18. Or worse, that they can't afford the petrol to fill it all the way to 20.
British by act of union, English by grace of God, Northern by pure good fortune!
I find it weird all the survivability buffs are in damage auras. Since they get suppressed when you're mezzed. Devs trolling?
I hope we really get martial arts/ dual blades secondaries for blaster in I24.
Blaster needs more natural non techy secondaries badly.
British by act of union, English by grace of God, Northern by pure good fortune!
That.
I'm mildly confused that nobody picked up on this huge change. |
I wonder if that is across all AT's? And if it would include debuffs like Darkest Night.
British by act of union, English by grace of God, Northern by pure good fortune!
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
British by act of union, English by grace of God, Northern by pure good fortune!
I think the sustain changes are woeful (In execution and intention), changing the downtime period on an AT who's downfall is being killed VERY quickly does next to nothing in my eyes (If I see a Fireball getting to the mob before me I know pretty soon there will be a dead blaster behind me, but it is only blasters that have such a problem), and the changes have been tacked onto powers that create an imbalance between the sets because some got good powers and some didn't. It also makes it harder to make the grand changes I think are necessary because now every set has an overpowered power that they rely on and are nearly required to take (Which is always bad design).
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Back in the distant past, before I13, we didn't have all these IOd Defense builds running around because you couldn't really get there with what was available. I built my blaster around regen, because one of my problems was the fact that I could survive fights, but then had to wait before engaging more. While I am of the belief that this is not going to be enough, we are getting a lot of regen. This is significant and will be a large help (but blasters have a long way to go), especially on high end builds.
But that last bit is one that bothers me a little. I have a few blasters in the early twenties and those are what I will be transferring to beta to test with (although I will also test with my 50 Fire^3). I am very curious how this will help in the 20-40 range, and I just ran two blasters up (one is at 40 and one is at 32), so I have a fresh basis of comparison.
Lastly I think the very fact this is the way they chose to start means the devs either think the tank already has more than 12 gallons in it, or that they would be happy filling it to 18. Or worse, that they can't afford the petrol to fill it all the way to 20.
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Here are my hopes.
1) They can determine this will not be enough in beta and implement some additional mitigation by I24.
2) If that is not possible (and it very well may not be), that they have a form of additional mitigation laid out and prepped so that after gathering some data on live, if the changes made in I24 turn out not to be enough, they can more quickly implement additional changes (say by late fall) rather than having to wait until I33 to look at blasters again. Use this time focusing on blasters to be prepared and ready to deliver on the statement that the beati... er buffs will continue until performance improves.
3) Increase the blaster ranged dam mod to 1.25 and the melee dam mod to 1.125. Increase the corruptor ranged dam mod to 0.9. Increase the defender range dam mod to 0.8 and give defenders scrapper base HPs and the stalker HP cap. (what? )
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.
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.
Which really confuses me, why bother putting the survivability into a toggle at all if you have to change a second bit of code to stop it supressing? Just have it passive and be done, then you can still actually revamp the awful powers to make the sets appealing for more reasons that 'this sustain power keeps me alive better than that one'.
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If it had been me doing a change to Blasters, I probably would have made Defiance add some sort of survival boost as well. Let blasters need to keep attacking to be more survivable. I think that fits well with the AT's offensive stance. Have Defiance grant +1.0 Mez protection and +50% regen with each attack, with a maximum amount of stacks possible for each of those.
But I'm not in charge, so probably not going to happen. I also thought they needed more damage to separate them from other damage ATs, but whatever.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Thanks for the clarification. I disagree. I like that different secondaries can vary in abilities. If buffing snipes is a special gimmick of /Dev, I am totally OK with that. Other secondaries do things /Devices cannot.
Do you believe all of the following? Because someone believes in each of these, but rationally none of them should be true in a game where we want lots of variety. Lots of additional AoE effects should be equally accessible regardless of your secondary. Power Boost should help every primary equally. Extreme long range attacks should be equally accessible regardless of your secondary. Higher damage buffing based on the number of enemies you are facing should be equally accessible regardless of your secondary. Solid levels of control should be equally accessible regardless of your secondary. Very high DPA, single target melee attacks should be equally accessible regardless of your secondary. Having two holds for a boss should be equally accessible regardless of your secondary. Having two stuns for a boss should be equally accessible regardless of your secondary. Being able to stack cone AoEs should be equally accessible regardless of your secondary. Being able to stack PBAoEs should be equally accessible regardless of your secondary. |
It's an added level of complexity mostly put in (as far as I can tell) to buff Devices a bit. That's not a particularly good reason to put in the odd to hit buff requirement. I call it odd, because when it came to other powers that affected multiple powersets, the devs have usually been a lot more inclusive (hence my looking at Assassin's Strike and other recent combo abilities). The new snipes don't mesh nicely with the sets they are in, they require extra powers or insps to use effectively, with the exclusion of Devices.
Can you imagine that being slapped on to Assassin's Strike? The thought makes me wrinkle my nose. And even if the insta snipe isn't supposed to be available at all times, there are other ways to limit it than letting Devices access it easily and not let others do so. The ability to insta-snipe should be clear and consistent from one snipe to the next. And doing so doesn't somehow eliminate diversity between the sets, either.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Back in the distant past, before I13, we didn't have all these IOd Defense builds running around because you couldn't really get there with what was available. I built my blaster around regen, because one of my problems was the fact that I could survive fights, but then had to wait before engaging more. While I am of the belief that this is not going to be enough, we are getting a lot of regen. This is significant and will be a large help (but blasters have a long way to go), especially on high end builds.
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Now when I look at blasters I don't expect to be able to take a full spawn alpha in the face, or run at that kind of difficulty on SO's, but I do expect them to have the potential to reach that kind of level (Because all other AT's have that potential, desipite different playstyles). My sadness comes because these powers to nothing to help that.
Picking nukes as the priority above snipes would have at least come closer to giving them enough damage to clear a spawn should you manage to survive the alpha, the snipe change doesn't really help even if abused.
Well, they likely know more about how many gallons are in there than you or I. I understand their concern with giving too much though. If you give too little, you can feel free to add more. If you give too much, it is harder to take some away. Look at the hand-wringing they are doing over Drain Psyche. This is the perfect opportunity to adjust it so that it helps more at the low end (or even without any enemies needed) while also bringing its ridiculous high end in line. But they are hesitating, and rightly so, because they don't want to take away something they gave us in the past, even though they know they should.
Here are my hopes. 1) They can determine this will not be enough in beta and implement some additional mitigation by I24. 2) If that is not possible (and it very well may not be), that they have a form of additional mitigation laid out and prepped so that after gathering some data on live, if the changes made in I24 turn out not to be enough, they can more quickly implement additional changes (say by late fall) rather than having to wait until I33 to look at blasters again. Use this time focusing on blasters to be prepared and ready to deliver on the statement that the beati... er buffs will continue until performance improves. 3) Increase the blaster ranged dam mod to 1.25 and the melee dam mod to 1.125. Increase the corruptor ranged dam mod to 0.9. Increase the defender range dam mod to 0.8 and give defenders scrapper base HPs and the stalker HP cap. (what? ) |
British by act of union, English by grace of God, Northern by pure good fortune!
I love having sets be diverse and act in different ways, but Snipes are a consistent power across the board that works in the same way between sets currently. The proposed changes make them somewhat more useful, but not in a consistent way as they are now.
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I call it odd, because when it came to other powers that affected multiple powersets, the devs have usually been a lot more inclusive (hence my looking at Assassin's Strike and other recent combo abilities).
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The new snipes don't mesh nicely with the sets they are in, they require extra powers or insps to use effectively, with the exclusion of Devices.
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This does seem likely. They have mentioned they don't want the kind of mitigation that would allow them to take Alpha strikes in general. That said, with IOs, blasters can get pretty good at avoiding a lot of damage. The I24 sustain addition is not strong enough on its own to survive large spawns, but on a solid blaster build it should be very noticeable. My main concern over this being all they might add is not what my level 50 IOd, Incarnate blasters can do, which I think is going to be quite a bit improved, but rather if this will help blasters (enough) from 20-40+.
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 think the survivability changes, assuming all sets get them, are a step in the right direction. There is no question that blasters are by far the squishiest of the at's, with pretty much no added benefit to make up for that fact.
The snipe change misses the mark completely. Even with the survivablity changes, I'm fairly certain blasters will remain the squishiest at. So to make up for that, they should be the best at dealing out damage, which is what the at is supposed to be all about. This snipe change is not going to put blasters above the other ats in terms of damage dealing ability, not by a long shot. Worse still, some sets won't even benefit from the change, because not all sets have snipes, widening disparities among blaster primaries for no good reason. Worse still, an exception, the to hit bonus requirement, is attached to the improvement, again creating even larger disparities amoung sets for no good reason. Then to put the cherry on top of the fail cake, the changes affect all snipes, which benefits ats like corruptors and defenders as well, and nobody was claiming those at's needed a buff. But wait, there's another kick to the happy parts if you're a blaster, the buff actually works better for some defenders and corruptors thanks to some of their sets offering to hit bonuses.
I would have preferred improving blasters aoe damage output by altering their nukes. But if the devs are hellbent on focusing on single target damage, have the snipe work more like the stalker AS power. Have regular blast powers add 'aim' points, and once they have a few aim points, have the snipe get a gold circle around it, meaning its ready to fire in a oneish second activation time with no interrupt. Have the regular snipe with the interrupt do double damage.
Even that wouldn't be enough to fix the at, imo, but it's better than what the devs are suggesting right now with the silly to hit bonus requirement. Now if they did what I suggested, and make nukes non-crashable, I'd be interested in playing blasters again. It's really silly that incarnates are running around with non-crashable judgements and the blasters big trick is closer to self destruct than judgement.
The snipe change misses the mark completely. Even with the survivablity changes, I'm fairly certain blasters will remain the squishiest at. So to make up for that, they should be the best at dealing out damage, which is what the at is supposed to be all about. This snipe change is not going to put blasters above the other ats in terms of damage dealing ability, not by a long shot.
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I would have preferred improving blasters aoe damage output by altering their nukes.
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True nukes being on a longish recharge is OK with me. I don't need them to be up as often as HoB or RoA. But the long recharge is limit enough. None of the crash is necessary, although I do understand it is thematically appropriate. I would want the -recovery eliminated and I think the end drain should be to 10%, instead of 0 (if it wants to be kept for theme). Perhaps add a -33% damage debuff for 20 seconds after nuking for thematic reasons (current nuke's negative can be overcome with a blue, this one could be overcome with a red).
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 think the quote was 'any toggle to do with survivability will no longer be supressed' or words to that effect.
I wonder if that is across all AT's? And if it would include debuffs like Darkest Night. |
So if you had an aura that did damage and added regen, you'd keep regen but not the damage while mezzed.
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 think you're misunderstanding how the animation time is listed. Blazing Bolt, for example, has a 4.67s animation and 3s interrupt time. That doesn't mean it normally takes 7.67s to activate - it takes 4.67s total, and is interruptable for the first 3s of that. Removing the interrupt time reduces it to a 1.67s activation. This isn't quite Blaze-level DPA, but still very high, and some snipe powers are faster still, with AR having the fastest at .67s.
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But wait, there's another kick to the happy parts if you're a blaster, the buff actually works better for some defenders and corruptors thanks to some of their sets offering to hit bonuses.
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*Actually the chicken is part of the changes to nukes coming soon.
Mids is accurate in most cases. The issue with Blazing Aura is that it deals its damage once every 2 seconds, while the Interface will proc only once every 10 seconds.
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The 40 base includes effects from T4 Musculature and T4 Assault. Which makes me wonder: Does anyone know what the effects of Hybrid Assault are on an always on damage toggle power? Would the amount of damage from a damage aura be fixed based on the Dmg multiplier when it's toggled on, or would the amount of damage vary based on the current damage buff every 10 seconds?
We can think of players as starting at zero defense and the critters at base 50% tohit, or we can think of the players as starting at 50% defense and the critters at base 100% chance tohit. In the latter case, which is mathematically identical but with a different perspective, players start off with 50% damage mitigation.
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For temperature, we choose the melting point of water to peg 0 degrees Celsius
For COX, base defence is the melting point for Blasters.
Then it's time for them to get off the cross, use the wood to build a bridge, and get over it.
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Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
You then said the new snipe was very strong, the DPA of these things is twice that of any of the other power in most of these sets, and this would widen the performance gap between high end builds and other builds.
I then suggested that the difference in DPS between those who had perma fast cast snipe and those who just have occasional fast cast snipe will not be very large and depending on the builds the perma snipe build might not even be better DPS. I think chasing a perma snipe build will be a viable choice, I don't think it will be the only viable choice.
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.