i24 Blaster Changes
another thing... i never understood why Dominator DP was stronger than blasters. Can anyone explain this? (the +regen AND the -regen)
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Then when the Blaster version was added, they reduced the value because the existing one was too powerful. They didn't know how much to reduce it, because, well, the Devs aren't very good at measuring out +Regen and -Regen. They're learning, but still.
I do. It starts with removing the ability to enhance the -Regen. It is the only regen debuff (that I know of offhand) that can do this.
Global @Diellan - 5M2M
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Redside: Lorenzo Mondavi
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The changes to snipes should of been a "Blaster only" change.
Because it makes sense to keep it overpowered for a very few people.
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I find that MM is the standard that all blaster sets should meet, and even MM needs some fixing up in my opinion. Others may disagree because the set does have 3 very useful powers.
Drain Psyche differs from the other powers in three ways:
1. It requires the Blaster to enter melee range to get the bonus
2. The bonus is not permanent without significant IO investment (and the changes are primarily balanced for SOs)
3. The amount of regen is potentially quite a bit higher while it is active
Now obviously for a heavily IO'd blaster played by someone who can maneuver in and out of melee these don't present any problems but that is not going to be the case for all /MM Blasters. Now none of these facts mean that Drain Psyche has to be changed but they suggest that the power needs to be reviewed. To my mind the key questions are:
1. Is it ok to require Blasters to enter melee range to get what is intended to be a new class feature?
2. For an SO'd Blaster does the increased power of Drain Psyche compensate for the decreased uptime when compared to other sets?
If the answer to either of these is no then DP should probably be changed. Of course both of these questions are subjective so what really matters is not what you or I may think the answers should be but what the devs think they should be.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
I thought that's what the devs were going for something unique. Hey, if they decide to change it I don't care anymore. I am just tired of people constantly calling for this or that agenda driven personal vendetta nerf when it appears that the devs have logical reasons for some of the things being the way they are.
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Global @Diellan - 5M2M
Mids' Hero/Villain Designer Lead
Virtue Server
Redside: Lorenzo Mondavi
Blueside: Alex Rabinovich
Got a Mids suggestion? Want to report a Mids bug?
I think the new guys are saddled with some things from the old guys that are causing some issues sure. My issue is the drive to standardize things is taking away from the uniqueness of each set all in the name of balance.
Ok that is cool and all, but I just think it smacks to some of us as kinda moving too much towards the pvp I13 feeling. It might be a overreaction on our part, but given that debacle I think it is justified worry. YMMV.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
My issue is the drive to standardize things is taking away from the uniqueness of each set all in the name of balance.
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Power balance is very important to me. Power uniqueness is as well. I don't see any reason why these two things are mutually exclusive. That's why it really gets on my nerves when people think that I or people who share my position are championing balance at the cost of uniqueness. What can I do in the future to prevent this misconception?
Not to make this about you or to personalize it but it seems like people are attacking the uniqueness of each set, in their effort to standardize all powers across all sets.
Lots of Fire Blast tier 3 power does x amount of damage, uses x amount of end and recharges in x amount of time therefore all sets tier 3 power need to be the same. I hate that more than anything which is why I am pretty much going to do exactly what I did back during the I13 "balancing" and be on my merry little way.
You guys have at it. No worries.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
The damage-end-recharge formula is a real thing, though.
I don't think anybody says "all sets must have a copy of Blaze". Tier 3 attacks range from 10 to 12 seconds and have varying secondary effects. Blaze has one of the best DPAs in the game, and I don't think we're going to get another Tier 3 that matches it, nor should we. But that doesn't mean other Tier 3 powers should be mediocre (like in Sonic or Energy).
Global @Diellan - 5M2M
Mids' Hero/Villain Designer Lead
Virtue Server
Redside: Lorenzo Mondavi
Blueside: Alex Rabinovich
Got a Mids suggestion? Want to report a Mids bug?
For Dual Pistols:
Empty Clips: Range increase to 60ft.
Executioner's Shot: Range increase to 80ft, reduce cast time to 2 seconds.
Piercing Rounds: Keep -res effect regardless of ammo type, reduce cast time to 2 seconds.
Swap Ammo: Stacking effects for Toxic and Cryo Rounds.
Would be nice...
I can add to that.
Allow the Pistols attack's -defense to be replaced by other secondary effects based on ammo type.
Increase the duration of Empty Clips' debuffs so that it's more in line with the debuff strength cones are supposed to have compared to targeted area attacks.
Change the recharge of Dual Wield to 8 seconds
Increase the recharge of Empty Clips along with its damage and endurance
Increase damage of Suppressing Fire
I can add to that.
Allow the Pistols attack's -defense to be replaced by other secondary effects based on ammo type. Increase the duration of Empty Clips' debuffs so that it's more in line with the debuff strength cones are supposed to have compared to targeted area attacks. Change the recharge of Dual Wield to 8 seconds Increase the recharge of Empty Clips along with its damage and endurance Increase damage of Suppressing Fire |
I dont find it to be overpowered. Blasters have low HP so the regen doesnt do as much as you would think, and to become reliable you need to layer def/resists over it, and douse it with recharge. Then theres also the high risk factor.
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That doesn't "balance out." Some powers have constant stable performance regardless of who uses them. Some reward skill. That's fine, to a point. Drain Psyche steps over that point, straps on a jetpack, and shoots off into the sky.
That's separate from the fact it does certain things the devs as a rule don't allow generally allow in a standard power, including enhanceable regen debuff, and literally smashing into the caps for regen and recovery.
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I just wanted to bring up an issue I thought of this weekend regarding Cloaking Device.
I got one of those "lead the NPC to the glowie" missions, and of course I had to turn Cloaking Device off so the NPC wouldn't get lost.
That's going to be a bit problematic if CD is supposed to be a source of sustainability.
Something to test in beta, I suppose.
http://www.change.org/petitions/ncso...city-of-heroes#
Drain Psyche is a high risk high reward power. But it is so high risk and so high reward that it places itself outside the norm of the game's design: far outside the ability for the average player to even begin to leverage. And that means on the one hand its far too powerful for min/maxers, and on the other hand far too risky for lower skill players.
That doesn't "balance out." Some powers have constant stable performance regardless of who uses them. Some reward skill. That's fine, to a point. Drain Psyche steps over that point, straps on a jetpack, and shoots off into the sky. That's separate from the fact it does certain things the devs as a rule don't allow generally allow in a standard power, including enhanceable regen debuff, and literally smashing into the caps for regen and recovery. |
Drain Psyche is a high risk high reward power. But it is so high risk and so high reward that it places itself outside the norm of the game's design: far outside the ability for the average player to even begin to leverage. And that means on the one hand its far too powerful for min/maxers, and on the other hand far too risky for lower skill players.
That doesn't "balance out." Some powers have constant stable performance regardless of who uses them. Some reward skill. That's fine, to a point. Drain Psyche steps over that point, straps on a jetpack, and shoots off into the sky. That's separate from the fact it does certain things the devs as a rule don't allow generally allow in a standard power, including enhanceable regen debuff, and literally smashing into the caps for regen and recovery. |
Excellent explanation.
Diellan's been wanting to suggest a change to the blaster cone damage formula for a while. The current formula is the reason why piercing rounds is a lot weaker than what people would expect.
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If I had to guess, I would guess that what bothers Diellan the most, having thought about it myself, is the fact that the conical modification of the spherical AoE formula doesn't converge to the single target formula in the degenerate case, which is the issue for piercing rounds. Even factoring in the fact that the AoE formulas represent something other than a literal AoE measurement, that's always been an itch I've been unable to scratch myself.
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I'm in a surly mood so I won't comment on "those people" right now.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.