i24 Blaster Changes
Its going to be about twice as good but up only about half the time. It will sometimes end up potentially lower than average in some pairings but significantly better in others. It may take more work to leverage but its maximum potential is vastly higher.
Which one of these properties specifically concerns you the most? |
My rough attack chain currently is Burst -> Slug -> Burst -> Buckshot (this isn't optimized, I haven't done actual math on it this is based on what feels right while playing). With fast-snipe it would probably be Sniper -> Burst -> Slug -> Burst.
Now compare to Energy Blast (Energy and Radiation are probably the ones AR is best matched against since they have a slow cast T3 blast and a snipe). EB is going to have a better non-fast-snipe attack chain since it can use Power Burst in place of Buckshot and while it's fast-snipe attack chain is going to be worse than AR's it's still going to be better than it's non-fast-snipe attack chain and up twice as often.
When I get some time maybe I'll do the math on this and see how it actually works out. It may be I'm worrying about nothing. Alternatively it may be that Ignite is enough to make up the difference with a caveat that while it is very powerful it's also semi-situational.
Straight from the source, with permission:
"If you get it from a toggle, that toggle will be considered "Defensive" and will therefore stay toggled while you are crowd controlled. If you get it from a click, of course, the buff's duration will continue to count down while you are held/stunned/slept/feared, so you will still have your regeneration as long as you're not locked down for more than 30 seconds."
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I only skimmed through this thread, so apologize if I missed this but it seems to be missed that in teams its way more likely that a blaster may get to hit buffing from the controller, defender, mastermind or corruptor in the team.
Heck, two blasters duo running tactics with 4 SOs will have perm +22.26% to hit.
Anyways on another topic: Dual Pistols. I go to say I'm shocked they are actually going to change those animations *still have fresh memories of telling Synapse during the set closed beta that it WAS underperforming*
Anyways, it crossed my mind... they doing new animations for DP... how cool would it be if instead of just replacing the animations they gave DP a Titan Weapons momentum-like mechanic?
Is Bitter Freeze Ray meant to be effected by the snipe change? It has the long animation time.
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I also want to add: Yay! Normalized range!!! I always hated that!
[edited to remove energy manipulation comment since i did miss something]
Anyways, Pool power defenses and resistances are extremely weak for blasters due to their low resist/defense modifiers. Despite these changes I still think they should be bumped to scrapper levels! Heck dominators get higher resistance modifiers than scrappers do, and that's on top of their huge crowd control capabilities!
Current self-defense modifiers:
100%: Tankers, Defenders, Controllers, Masterminds, Widows, Arach Soldiers
85%: Dominators
75%: Scrappers, Kheledians, Brutes, Stalkers, Corruptors
70%: Blasters
Current self-resist modifiers:
100%: Tankers, Defenders, Widows, Soldiers
90%: Controllers, Masterminds
85%: Dominators, Corruptors
75%: Scrappers, Kheledians, Brutes, Stalkers
70%: Blasters
I think it's a bit unfair that blasters are tossed at the end of that list. Ideally, I'd group them with Dominators at 85% with both modifiers. Else at least bump them to 75%!
The "twice as good but up only about half the time" is the bit that concerns me. Assault Rifle is one of two sets that only has two standard single target attacks. This means that its current single target attack chain is somewhat lacking. Even on a high recharge build I find I have to throw Buckshot in every so often to have something to do while Burst and Slug are recharging.
My rough attack chain currently is Burst -> Slug -> Burst -> Buckshot (this isn't optimized, I haven't done actual math on it this is based on what feels right while playing). With fast-snipe it would probably be Sniper -> Burst -> Slug -> Burst. Now compare to Energy Blast (Energy and Radiation are probably the ones AR is best matched against since they have a slow cast T3 blast and a snipe). EB is going to have a better non-fast-snipe attack chain since it can use Power Burst in place of Buckshot and while it's fast-snipe attack chain is going to be worse than AR's it's still going to be better than it's non-fast-snipe attack chain and up twice as often. When I get some time maybe I'll do the math on this and see how it actually works out. It may be I'm worrying about nothing. Alternatively it may be that Ignite is enough to make up the difference with a caveat that while it is very powerful it's also semi-situational. |
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I am glad that they are helping the AT.
However i am unimpressed.
My brute, scrapper, tank still will rock out my blasters there is nothing in DPS help and nothing in these buffs that actually fix anything.
Ok i am a cynic.
However my brutes are out of control insane in farming and killing and dps.
maybe 200% over my unblasters.
so i feel that for all the work they are doing a giant MEH!
Stocks up on Kismet +6s
Dust's off devices alts in anticipation.
Looks at primaries with snipes again.
This is all good news. Going to require some restructuring as I have a lot of blasters.
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I wonder if LRM from the munitions APP is considered a snipe for these purposes >.> probably not... that would be way too much fun he he he.
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See now I didn't hear that - I heard shorter animations, but the same animations.
|
But thinking more about it, the change to do the dual pistol momentum mechanic would be too big... would require copies of all powers to exist and the powers to redirect... too messy of an implementation for an old set that already has an interesting mechanic.
For them to be shorter, they have to be new. Technically even if they just remove chunks of the animation, engine wise it's just still a new animation.
But thinking more about it, the change to do the dual pistol momentum mechanic would be too big... would require copies of all powers to exist and the powers to redirect... too messy of an implementation for an old set that already has an interesting mechanic. |
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Personally, the snipe changes make me a little sad...my fav Blaster is my DP and my 2nd is Sonic, neither of which have snipes...the upcoming blast set (water blast) doesn't have a snipe.
I actually anticipated me saying this way back when I picked up a snipe on my Stalker but...we need more snipes.
I vote Thrown Weapons ranged set should be the next powerset and it should have a snipe in it...and a Follow-up esque attack that boosts ToHit
Buuut...I guess I got my Fire Corruptor....she already has, slots and uses her snipe all the time. No Kismet or leadership though...but with a bit of shuffling, I might be able to fit in Power Build Up and alternate Aim and that...I really do love the look of Blazing Bolt
And I just might buy Beam Rifle if only because it has a snipe and I like the name Lancer Shot.
I am glad that they are helping the AT.
However i am unimpressed. My brute, scrapper, tank still will rock out my blasters there is nothing in DPS help and nothing in these buffs that actually fix anything. Ok i am a cynic. However my brutes are out of control insane in farming and killing and dps. maybe 200% over my unblasters. so i feel that for all the work they are doing a giant MEH! |
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I think the talk of perma "snap snipe" shouldn't be the BIG NEWS here. +Regen/Heal/Absorb. That's news. For most of us, unless you build specifically for the Snipe, it's just going to give you no down time on your first attack (being Sniper).
Another thing is upcoming Water Blast has no Snipe and has a Heal in the set (level 12), so neither one of these changes really make that much difference on the Blaster set EVERYONE will be playing SOON™.
Bottom line, I don't think playstyle or builds are going to need to be changed as much as it sounds. Guessing we will know when this hits BETA...
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Personally if I can go without faceplanting once per mission on my blaster I'll be pleased as peaches. The snipe and range stuff are just gravy, though it'll certainly make me feel more valuable on a team that can boost my To Hit.
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Interesting...I wonder if Blazing Aura will still get itself turned off from every mez or stun or what ever even if the blaster isnt even out of combat for less then a second.
Also it sounds neat the healing thing...but having it constantly having to being turned back on was the thing I always got annoyed at.
10% * X + 6% = 22%
X = (22% - 6%) / 10% = 1.6
Working backwards through ED:
FinalEnhancement = 60 = 56 + (0.15 * (BaseEnhancement - 60))
BaseEnhancement = ((60 - 56) / 0.15) + 60 = 86.6667
A level 50 To Hit Buff IO has an enhancement of 25.5% so slotting four of them be enough to get a Corruptor to the magic 22%.
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