i24 Blaster Changes


Adeon Hawkwood

 

Posted

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.

 

Posted

Quote:
Originally Posted by Darth_Khasei View Post
I'm in a surly mood so I won't comment on "those people" right now.
no please do now im curious


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Quote:
Originally Posted by theduke24 View Post
no please do now im curious
IDK, there are people here that have agendas stated or not and I am kinda getting burned out by their antics.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Quote:
Originally Posted by Darth_Khasei View Post
I don't see any reason to change DP.
Because it makes sense to keep it overpowered for a very few people.


 

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Originally Posted by Another_Fan View Post
Because it makes sense to keep it overpowered for a very few people.
Yeah that makes sense....


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Quote:
Originally Posted by theduke24 View Post
another thing... i never understood why Dominator DP was stronger than blasters. Can anyone explain this? (the +regen AND the -regen)
Because the Dominator version came first and because it was in a set with the original overpowered Psychic Shockwave, when Psi Assault was revamped, it didn't get touched (yeah, PS was so good, it eclipsed DP).

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.

Quote:
Originally Posted by Darth_Khasei View Post
I don't see any reason to change DP.
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.


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Posted

The changes to snipes should of been a "Blaster only" change.


 

Posted

Quote:
Originally Posted by Another_Fan View Post
Because it makes sense to keep it overpowered for a very few people.
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.

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.


 

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Quote:
Originally Posted by Hatred666 View Post
The changes to snipes should of been a "Blaster only" change.
Agreed


 

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Quote:
Originally Posted by Darth_Khasei View Post
I don't see any reason to change DP.
Well the purpose of the Blaster secondary changes is to give all Blasters easy access to a either a decent level of +regen (approximately 340% after enhancements) or an equivalent amount of healing or absorb.

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.


 

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Quote:
Originally Posted by Diellan_ View Post
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.
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.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Quote:
Originally Posted by Darth_Khasei View Post
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.
My desire to nerf DP is because the power is so crazy that it makes it difficult to look at other things. It's like how the Devs aren't able to make tweaks to Stone Armor or Super Strength or Kinetics because there is no way that they can buff the underperforming powers in those sets without nerfing the overperforming ones. Also, most of these problems were inherited from other Devs who aren't the current Devs.


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Posted

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.

 

Posted

Quote:
Originally Posted by Darth_Khasei View Post
My issue is the drive to standardize things is taking away from the uniqueness of each set all in the name of balance.
Okay, this is a completely serious question. It may sound like I'm being aggressive, and if that's the case then I'm sorry, but I honestly want help with this issue that stresses me out more than it should.

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?


 

Posted

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.

 

Posted

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).


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Posted

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...


 

Posted

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


 

Posted

Quote:
Originally Posted by Garent View Post
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
Making cone attacks a smidge wider would be nice. The base damage for Blasters won't be touched, but have the damage buff bonuses from attacks last a bit longer, maybe?


 

Posted

Quote:
Originally Posted by theduke24 View Post
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.
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.


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Posted

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.


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Posted

Quote:
Originally Posted by Arcanaville View Post
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.
I have in my future a Blapper plan. Everybody that has read my Blaster stuff knows my woes lol. But, of course Arcanaville is right, Drain Psyche will be the rock I build the entire plan on. My 1st armor will be knowledge of the game, my 2nd will be tactical awareness, and Drain Psyche will be my cushion for making errors in the first two, and it's as big a cushion as a Blaster can get, literally.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
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.


 

Posted

Quote:
Originally Posted by Synesence View Post
Making cone attacks a smidge wider would be nice. The base damage for Blasters won't be touched, but have the damage buff bonuses from attacks last a bit longer, maybe?
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.


 

Posted

Quote:
Originally Posted by Garent View Post
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.
Expect high resistance on that one. Because altering the cone formula changes many different powers simultaneously, even if restricted to only blaster attacks. And restricting the change to only blaster attacks would itself be an uphill climb.

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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