i24 Blaster Changes


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Posted

Quote:
Originally Posted by EvilGeko View Post
Don't exactly understand this. When you say staircased and duration based do you mean something like:


1st target: -50% regen/-50% recovery
2nd target: -30% regen/-30% recovery
3rd target: -20% regen/-20% recovery

and so on?

As for the targeted AoE, I could only hope.
Think Destiny. We can also play games with slotting and number of targets hit so that one or the other increases the duration of the buff rather than the magnitude. So lets say the power does 300% regen for 10 seconds, 200% regen for another 10 seconds, and 100% regen for another 10 seconds, over a 30 second duration. You could theoretically make it so that instead of becoming 600/400/200 over 30 seconds if it hits two targets, it becomes 300/200/100 over 60 seconds instead. In this way, the more targets you hit, the less often you have to use it to get the benefit, or alternatively you can use it more often to maintain the peak benefit. But hitting large numbers of targets doesn't make the peak performance of the power run amok.


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Posted

Quote:
Originally Posted by Darth_Khasei View Post
"Devs all the way up to Positron have said in the past that sometimes a power is more powerful than they would ordinarily make a power now, and thus no one should consider it anything but an outlier, but nevertheless its not worth altering."

To me this does not = OP, if he felt it was then he would just say yes it is OP. Instead he verbally dances with it for a second then specifically uses the word "outlier" which does not mean OP'ed.

That is pretty much game set match.
The devs don't generally use the word "overpowered" for the same reason they are very cautious about using the word "balance" - because the players make up their own definitions of both words.

Case in point: you don't care to know what the devs mean when they say what they say, you're just trying to explain why based on your definitions for everything what they say is inconsistent. Its not inconsistent at all, and I understand perfectly what they mean, because ironically I don't play word games with the devs.


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Posted

Quote:
Originally Posted by Arcanaville View Post
The devs don't generally use the word "overpowered" for the same reason they are very cautious about using the word "balance" - because the players make up their own definitions of both words.
This is why I do the math, see the effect in game, and judge for myself how a power behaves.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
The devs don't generally use the word "overpowered" for the same reason they are very cautious about using the word "balance" - because the players make up their own definitions of both words.

Case in point: you don't care to know what the devs mean when they say what they say, you're just trying to explain why based on your definitions for everything what they say is inconsistent. Its not inconsistent at all, and I understand perfectly what they mean, because ironically I don't play word games with the devs.
For you to assume that I don't care what the devs mean when they say what they say is not only incorrect, but is also totally inconsistent with my history of asking the devs to comment on issues in threads to get clarification when the community appears confused.

My position in this case is the devs would be inconsistent if they felt a power was truly overpowered and unbalancing and did nothing given the opportunities they specifically had to do so in the case of DP. The fact that they have not changed it seems to weigh heavily on the side that they feel it is not overpowered and unbalancing.


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Posted

Well I guess that it is just that I don't see the devs leaving a power untouched after having chances to change it several times if "they" feel it is truly a power that is unbalanced.

Looking at PSW I don't see that as a far read at all.


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Posted

Quote:
Originally Posted by Darth_Khasei View Post
My position in this case is the devs would be inconsistent if they felt a power was truly overpowered and unbalancing and did nothing given the opportunities they specifically had to do so in the case of DP. The fact that they have not changed it seems to weigh heavily on the side that they feel it is not overpowered and unbalancing.
They have consistently been very leery of changing powers even when they know they are overpowered. Energy Transfer remained for a long time before they finally fixed it. They still haven't fixed Drain Psyche nor adjusted Blaze nor addressed Spines. *Stares at Fulcrum Shift still amazed.*

Sometimes stuff is overpowered, but they leave it. If they were not revamping some blaster powers, I would not want them to adjust Drain Psyche. But since they are working on this area anyway, I really think they should both make Drain Psyche easier to use and bring down the top end performance.


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So, you want to be Mental?
What the hell? Let's buff defenders.
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Posted

Quote:
Originally Posted by StratoNexus View Post
Sometimes stuff is overpowered, but they leave it.
If this were a statement made by a dev then I would agree with this position, but it is not so I have other thoughts about their non actions based on their actual statements.

I think I am in good standing with agreement in the "outlier" statement, but the stretch to "overpowered" is one I can't make.


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Posted

Per Mid's, Devices with 3 Lvl 50 IO To Hit Buffs is 21.99%. I'm not clear on how to interpret that number. Is Mid's accurate? Will the snipe effect round up?


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Posted

Quote:
Originally Posted by Darth_Khasei View Post
If this were a statement made by a dev then I would agree with this position, but it is not so I have other thoughts about their non actions based on their actual statements.

I think I am in good standing with agreement in the "outlier" statement, but the stretch to "overpowered" is one I can't make.
I know what the devs mean when they use those two words, and I know what I mean when I use those two words. What do you mean when you use those two words, and what's the difference.


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Posted

Quote:
Originally Posted by DarkBot View Post
Per Mid's, Devices with 3 Lvl 50 IO To Hit Buffs is 21.99%. I'm not clear on how to interpret that number. Is Mid's accurate? Will the snipe effect round up?
Yes. No.


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Posted

Quote:
Originally Posted by DarkBot View Post
Per Mid's, Devices with 3 Lvl 50 IO To Hit Buffs is 21.99%. I'm not clear on how to interpret that number. Is Mid's accurate? Will the snipe effect round up?
It means Arbiter Hawk is EVIL. Just ask him


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Posted

Quote:
Originally Posted by Arcanaville View Post
I know what the devs mean when they use those two words, and I know what I mean when I use those two words. What do you mean when you use those two words, and what's the difference.
Outlier a power that if they were making the set from scratch today would be different less powerful and possibly different mechanics/gimmicks. Not something that throws things out of whack balance wise.

Overpowered a power like PSW use to be. One that throws the balance out of whack and must be brought into check for the overall balance of the set..


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

 

Posted

Quote:
Originally Posted by DarkBot View Post
Per Mid's, Devices with 3 Lvl 50 IO To Hit Buffs is 21.99%. I'm not clear on how to interpret that number. Is Mid's accurate? Will the snipe effect round up?
You can do it if you overslot a little bit but it's probably easier just to slot a Kismet IO since that gives you 6% (Field Operative is a good place for it since you'll be running that anyway).


 

Posted

Quote:
Originally Posted by StratoNexus View Post
They have consistently been very leery of changing powers even when they know they are overpowered. Energy Transfer remained for a long time before they finally fixed it. They still haven't fixed Drain Psyche nor adjusted Blaze nor addressed Spines. *Stares at Fulcrum Shift still amazed.*

Sometimes stuff is overpowered, but they leave it. If they were not revamping some blaster powers, I would not want them to adjust Drain Psyche. But since they are working on this area anyway, I really think they should both make Drain Psyche easier to use and bring down the top end performance.
I personally wouldnt like to see Drain Psyche nerfed. The game is supposed to be balanced around SO's, and on SO's my MM blaster peaked at 10 targets is still pretty squishy(especially vs Mez). Its a very high risk, small radius power, so even when i use it, i usually only hit 3-6 targets, which is only enough to keep my blue bar up. It CAN be Op'd, but only after you dump billions to cap def and make it perma.

I can understand the enhanceable -regen being a bit much though.

I liked Arcanavilles idea earlier:


Quote:
Originally Posted by Arcanaville View Post
Think Destiny. We can also play games with slotting and number of targets hit so that one or the other increases the duration of the buff rather than the magnitude. So lets say the power does 300% regen for 10 seconds, 200% regen for another 10 seconds, and 100% regen for another 10 seconds, over a 30 second duration. You could theoretically make it so that instead of becoming 600/400/200 over 30 seconds if it hits two targets, it becomes 300/200/100 over 60 seconds instead. In this way, the more targets you hit, the less often you have to use it to get the benefit, or alternatively you can use it more often to maintain the peak benefit. But hitting large numbers of targets doesn't make the peak performance of the power run amok.
This would be a change im sure most people would agree on, and if you wanted to dump billions into it, this could be stackable to reach regen near what it peaks at today.


But like I've said before, /MM should be the example that other blaster secondaries should be tweaked to(in their own unique ways), and even /MM needs some buffing.


 

Posted

Quote:
Originally Posted by Darth_Khasei View Post
Outlier a power that if they were making the set from scratch today would be different less powerful and possibly different mechanics/gimmicks. Not something that throws things out of whack balance wise.

Overpowered a power like PSW use to be. One that throws the balance out of whack and must be brought into check for the overall balance of the set..
A power that completely throws off game balance is broken. The devs are compelled to change those.

A power that is overpowered is one that has more power than the devs would allow today. It may not be so powerful that they are compelled to change it.

A power that is an outlier is a power that exists at or slightly beyond the normal limits of what the devs are normally comfortable creating, generally exceptionally so. It might not be problematic on their own, but its far enough away from the target so as to not be an example to aim for ever again.

Whatever you want to call them, there are at least three classes of power level where you're admitting only two. Powers that are higher than normal, and exceptionally so, but not necessarily outside the limits of what the devs normally do; powers that have more power than the devs currently limit their designs to; powers that have so much power they break other parts of the design. The one in the middle is too powerful, but not so powerful it compels nerfs. Drain Psyche is one of those.

You believe, or at least have stated, that everything is either ok or broken and must be fixed. That's not how the devs operate, and that's not how you can operate in an MMO that is developed over time by different dev teams. Its not a semantic issue as you've described it, because there are three classes requiring three different terms, no matter what they are.

If the only statements you'll trust come directly from the devs, then I would suggest you take up this topic with them directly. Because that's what I do.


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Posted

Quote:
Originally Posted by Arcanaville View Post
A power that is overpowered is one that has more power than the devs would allow today.
Full stop... I disagree and on that note we can just agree to disagree on this subject.

The good thing as I see it there is no change to the power and that is all that really matters as I see it.


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
The game is supposed to be balanced around SO's, and on SO's my MM blaster peaked at 10 targets is still pretty squishy(especially vs Mez).
Actually, compared to other characters on SOs, you are not all that squishy when you have that much regen.

Quote:
Originally Posted by theduke24 View Post
Its a very high risk, small radius power, so even when i use it, i usually only hit 3-6 targets, which is only enough to keep my blue bar up. It CAN be Op'd, but only after you dump billions to cap def and make it perma.
If your premise is that you normally only hit 3 to 6 anyway, then why complain if I suggest we lower the power so that it caps where 5 or 6 is currently, but it starts off at a much higher place AND can be used without risk for some benefit, but adding risk adds benefit?


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.

 

Posted

Thinking about it DP is now the worst power outside of massive IO investment, due to the large downtime, so probably needs changing on that basis more than because it is OP.

As far as being OP it is only the -regen that I have a problem with, because without large defence slotting a blaster is still going to go down in 2 hits no matter how much regen they have.

I also assume that before giving other sets +regen they realised that /Mental blasters stuck out like a sore thumb in terms of levelling speed? Which they then attributed to that +regen?


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Posted

Quote:
Originally Posted by PrincessDarkstar View Post
Thinking about it DP is now the worst power outside of massive IO investment, due to the large downtime, so probably needs changing on that basis more than because it is OP.

As far as being OP it is only the -regen that I have a problem with, because without large defence slotting a blaster is still going to go down in 2 hits no matter how much regen they have.

I also assume that before giving other sets +regen they realised that /Mental blasters stuck out like a sore thumb in terms of levelling speed? Which they then attributed to that +regen?
They also track things like amount of debt gained and such to determine this.


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Posted

Quote:
Originally Posted by Diellan_ View Post
They also track things like amount of debt gained and such to determine this.
But do you think that /Mental stuck out as being the only secondary without a problem? I don't think DP makes any real difference until a build has massive recharge slotting.

Previously it was an outlier because it was overpowered in the end game, but now it is weak in the levelling game and then overpowered at the end game, and I think that is worse balance than before.


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Posted

Very true. I think that's why you're seeing experienced, knowledgeable players (to include yourself, of course) suggesting that it be easier to cast, have a better up-front impact, and a much reduced overall throughput.


 

Posted

Quote:
Originally Posted by PrincessDarkstar View Post
But do you think that /Mental stuck out as being the only secondary without a problem? I don't think DP makes any real difference until a build has massive recharge slotting.

Previously it was an outlier because it was overpowered in the end game, but now it is weak in the levelling game and then overpowered at the end game, and I think that is worse balance than before.
Quote:
Originally Posted by Rakeeb View Post
Very true. I think that's why you're seeing experienced, knowledgeable players (to include yourself, of course) suggesting that it be easier to cast, have a better up-front impact, and a much reduced overall throughput.
Precisely.

This is exactly why I want this power adjusted. Edge case poorly balanced powers cause all kinds of issues that make the entire set difficult to adjust, and need to be nerfed.


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Posted

Quote:
Originally Posted by Rakeeb View Post
Very true. I think that's why you're seeing experienced, knowledgeable players (to include yourself, of course) suggesting that it be easier to cast, have a better up-front impact, and a much reduced overall throughput.
Quote:
Originally Posted by Diellan_ View Post
Precisely.

This is exactly why I want this power adjusted. Edge case poorly balanced powers cause all kinds of issues that make the entire set difficult to adjust, and need to be nerfed.
I wasn't really following this thread up until I decided to post and only skimmed a little, I didn't realise anyone else agreed


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Posted

Quote:
Originally Posted by Diellan_ View Post
Precisely.

This is exactly why I want this power adjusted. Edge case poorly balanced powers cause all kinds of issues that make the entire set difficult to adjust, and need to be nerfed.

It's funny I read that in a quote and thought you were referring to the snipe changes. Which are creating exactly that situation.


 

Posted

Quote:
Originally Posted by Another_Fan View Post
It's funny I read that in a quote and thought you were referring to the snipe changes. Which are creating exactly that situation.
The snipe change, if it is precisely what we have been told and what we think it is, is not something I can get behind. Ditto the Blaster changes. I fear that both of those solutions are band-aid solutions that will only make it more difficult to make needed changes in the long run. I haven't given my big info dump because I'm waiting for I24 beta, so that I can make an informed opinion based on actual numbers, instead of inferred.


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