i24 Blaster Changes
There is forced and "forced". If the buff is "too good" then sure, you tweak to take advantage. Its not a requirement, but certainly "costly" to skip. If the buffs were spread out on say 3 powers, then there is much less pressure to take something. However, if one secondary power is going to give a huge buff, well...
Just like the old days when Tanks were "forced" to take Provoke.
H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
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You're missing the point. Build diversity is an important thing. It may not be the most important thing to most people, and it may not be important to you at all, but it is important.
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You don't have to take it if you don't want to. Just like Regen scrappers don't have to take Integration. Conversely, if the buff is something the devs perceive to be necessary to improve the set, then if its spread out among many different powers only the players who take *all* of them will get the intended buff. Everyone else will not. That's often a worse problem.
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Speaking as someone who has championed build diversity for just about as long as I've been here, I'm pretty sure I got the point fine. But lets say for the sake of argument I missed it somehow. Having acknowledged that build diversity is important, my reply now is:
You don't have to take it if you don't want to. Just like Regen scrappers don't have to take Integration. Conversely, if the buff is something the devs perceive to be necessary to improve the set, then if its spread out among many different powers only the players who take *all* of them will get the intended buff. Everyone else will not. That's often a worse problem. |
I think it would be best if the +regen / absorb / HoT was added to the Defiance inherent power like the SoA passive bonus in Conditioning.
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Now that I think about it, I've had tohit in the combat attribute monitor list on my main blaster for a while now. There are a lot of things in the game that debuff tohit. I'm not talking about the big, super noticeable ones like Circle of Thorns. Lots of little things that bounces tohit up and down by small amounts all the time. For example, New Dark Astoria is pretty much non-stop in small amounts, not enough to be all that noticeable in normal play, but with quick-snipes on the line it could be a really big deal.
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Let your voice be heard! Sign the petition to keep CoH alive.
LOVE the proposed changes so far ! But...
+22% ToHit ?! Really Devs ?
So lets force ranged toons to all take not one, but two, pool powers from leadership AND slot an IO proc, which will, skyrocket in price. Really bad plan.
Lower the number to 20% at least, that equates to a base of 95% to hit, right ?
15% would be even better, but probably dreaming now.
Here is an Idea too, increase the duration of both Aim and Buildup( 20-30 seconds).
More damage for all, less need to get tactics and Kismet. Blasters fixed !
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
You don't have to take it if you don't want to. Just like Regen scrappers don't have to take Integration.
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Conversely, if the buff is something the devs perceive to be necessary to improve the set, then if its spread out among many different powers only the players who take *all* of them will get the intended buff. Everyone else will not. That's often a worse problem. |
But at the same time, I sort of wish there was more than one type of buff for each set, with different slotting and source options. This round of buffs seems centered around healing and equivalent techniques. It may be nice if, should more buffs be needed, instead of just adding more healing, one more power (not more than one) was picked as a source for a mitigation-type layer (resist/defense/+HP.)
Speaking as someone who has championed build diversity for just about as long as I've been here, I'm pretty sure I got the point fine. But lets say for the sake of argument I missed it somehow. Having acknowledged that build diversity is important, my reply now is:
You don't have to take it if you don't want to. Just like Regen scrappers don't have to take Integration. Conversely, if the buff is something the devs perceive to be necessary to improve the set, then if its spread out among many different powers only the players who take *all* of them will get the intended buff. Everyone else will not. That's often a worse problem. |
Now that I think about it, I've had tohit in the combat attribute monitor list on my main blaster for a while now. There are a lot of things in the game that debuff tohit. I'm not talking about the big, super noticeable ones like Circle of Thorns. Lots of little things that bounces tohit up and down by small amounts all the time. For example, New Dark Astoria is pretty much non-stop in small amounts, not enough to be all that noticeable in normal play, but with quick-snipes on the line it could be a really big deal.
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Violence has its own economy. Therefore, be thoughtful and precise in your investment.
LOVE the proposed changes so far ! But...
+22% ToHit ?! Really Devs ? So lets force ranged toons to all take not one, but two, pool powers from leadership AND slot an IO proc, which will, skyrocket in price. Really bad plan. Lower the number to 20% at least, that equates to a base of 95% to hit, right ? 15% would be even better, but probably dreaming now. Here is an Idea too, increase the duration of both Aim and Buildup( 20-30 seconds). More damage for all, less need to get tactics and Kismet. Blasters fixed ! |
Besides that, using Snipe with BU/Aim will still be an increase in DPS, whether or not you can perma it (some of course will be able to)
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Ugh no! I'll take a single Dwarf Form that I can at least decide how to slot over a homogenized inherent.
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Consider that this is going to be AT-wide, it's being pushed as a fix and we are not really getting a new power -just getting some non-enhanceable and some enhanceable hit points doled out over time in one way or the other- do you really want to see blasters pick the same powers every time like how melees pick their shields and mez prot?
Violence has its own economy. Therefore, be thoughtful and precise in your investment.
No one is forced. And I'm guessing the 22% is to make you have to figure out if it's worth the build sacrifices to you.
Besides that, using Snipe with BU/Aim will still be an increase in DPS, whether or not you can perma it (some of course will be able to) |
Of course you are correct, no one is forced to take all those powers, but many WILL, and they will also be disappointed. I for one would prefer that the fix to snipes stay within the general use powers of a Blaster and not be leveraged by additional requirements that are very short lived (in the case of Aim/Buildup ) or very costly in powers and slots (Tactics + Kismet ).
Just my opinion
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
I understand the desire to customize and spec your new shiny toy, but then these enhancements are all about giving blasters some extra HPs over time to keep them going.
Consider that this is going to be AT-wide, it's being pushed as a fix and we are not really getting a new power -just getting some non-enhanceable and some enhanceable hit points doled out over time in one way or the other- do you really want to see blasters pick the same powers every time like how melees pick their shields and mez prot? |
Taking Stalkers as a model here, they could make the Snipes work off Defiance stacks.
Allow Blasters to fire off an un-interuptable Snipe if they have "X" number of stacks of defiance. "X" being determined however the devs feel is fair, but more than 3 would seem too much. Heck, make the damage of the snipe increase based on the number of stacks. So you could fire it with one stack, or wait till you have 5 and have a much larger blast.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Blasters only take more attacks because their modifiers for everything else is abysmally low. Once the blaster changes hit beta, the first thing I'm suggesting are increases to specific blaster AT mods.
Why would I want to respec my build to *add* a snipe that is not already there and not try to take advantage of its new functionality ? Stalkers got the good fix, Blasters got hosed
Of course you are correct, no one is forced to take all those powers, but many WILL, and they will also be disappointed. I for one would prefer that the fix to snipes stay within the general use powers of a Blaster and not be leveraged by additional requirements that are very short lived (in the case of Aim/Buildup ) or very costly in powers and slots (Tactics + Kismet ). Just my opinion |
I haven't finished the comparison but not only do blasters have the worst requirements for taking advantage of this, it looks like they get the least percentage benefit.
Blasters only take more attacks because their modifiers for everything else is abysmally low. Once the blaster changes hit beta, the first thing I'm suggesting are increases to specific blaster AT mods.
This is what I was hoping for, and is what I'm going to be suggesting once these things hit beta. |
Violence has its own economy. Therefore, be thoughtful and precise in your investment.
Taking Stalkers as a model here, they could make the Snipes work off Defiance stacks.
Allow Blasters to fire off an un-interuptable Snipe if they have "X" number of stacks of defiance. "X" being determined however the devs feel is fair, but more than 3 would seem too much. Heck, make the damage of the snipe increase based on the number of stacks. So you could fire it with one stack, or wait till you have 5 and have a much larger blast. |
Story arcs:
The Golden Scepter: #9852 [Winner of American Legion's July 2011 AE Author Contest]
Let your voice be heard! Sign the petition to keep CoH alive.
Don't take me wrong, I don't want them to spread the buffs across all the sets, I also dislike the exaggerated spread of effects across melee armor sets as it is and find the best sets are the ones that focus their survivability on fewer powers and make the rest utility, like Fire and Shields.
But at the same time, I sort of wish there was more than one type of buff for each set, with different slotting and source options. This round of buffs seems centered around healing and equivalent techniques. It may be nice if, should more buffs be needed, instead of just adding more healing, one more power (not more than one) was picked as a source for a mitigation-type layer (resist/defense/+HP.) |
Every single person complaining they have to respec into a power they didn't take now, will *really* be complaining if that one power is now two. And its unclear this really creates any options, because if more buffs are really needed, what happens to the players who choose to take only one of the two survival powers.
In fact, if one is health recovery based and the other is preventative mitigation, those multiply. Two will be stronger than the sum of the parts. You will drift into an area where players start to complain about being penalized for not taking the two powers, because the synergy between the two mitigation factors becomes too compelling.
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Please no, the devs are getting carried away with the 'stacks' and 'charges' mechanics... It's refreshing that they came up with a more unique and thematic solution for the Snipe changes.
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That is what is going to happen.
Well, at least for the sets without a T3 blast, like Electric Blast
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
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