Dev Chat Summation: BLASTER CHANGES


2short2care

 

Posted

Since there seems to be no summation thread yet;

Blast Sets in Issue 24

Snipes: Snipes will skip their wind-up animation and Interrupt window if the player has more than +22% ToHit buff applied to them.

  • This effect is most easily found using Aim or the likes of Targeting Drone in Devices. It can come from ANY source, but must be ToHit; Accuracy bonuses do not count.
  • This effect applies to Corruptor, Defender, Dominator and PPP Snipes as well (EXCEPT for LRM, which remains unchanged).


Short Range Attacks:
  • Short range attacks, i.e. 40ft attacks like Blaze, etc, are having their range extended to 80ft, the same as other attacks in the set.
  • This change also effects Corruptor, Defender and Dominator sets (And I assume PPPs, if they have any such attacks)


Blaster Unique changes in I24

Secondary Set survivability
  • All Blaster Secondaries, with the exception of Psi Manipulation, will receive a change to a power that adds extra survivability in and out of combat.
  • Psi Manipulation already has Drain Psyche, and is thus effectively already in possession of such a power.

The current power changes are;
  • Fire Manipulation - Blazing Aura
  • Ice Manipulation - Chilling Aura
  • Devices - Cloaking Field
  • Darkness Manipulation - Touch of Fear
  • Electricity Manipulation - Lightning Clap
  • Energy Manipulation - Conserve Power


The above powers will all have their names changed.
  • You will NOT have to Respec to receive the updated power. The update is automatic.
  • There may or may not be a Free Respec with these changes, with the likelihood that there will be (Says Zwillinger *Ahem* )


There are NO changes to Crashing Nukes in I24. They are aware of this, however


Hope that covers everything. If anyone can remember the names of all the renamed powers, please post a comment?


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Posted

Quote:
Originally Posted by Techbot Alpha View Post
Since there seems to be no summation thread yet;

Blast Sets in Issue 24

Snipes: Snipes will fire instantly IF the Blaster is under the effects of Aim.
  • This effect is also applied by Targeting Drone from Devices.
  • This effect applies to Corruptor, Defender, Dominator and PPP Snipes as well.
  • Snipes will also have an extra +ToHit applied to them, about 20% iirc
Not exactly. Snipes will skip their interruptable window and windup animations and as a result fire faster if the player has +22% tohit or more applied. Only tohit buffs count, accuracy buffs don't count, and they can come from any source.


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Posted

Snipe Changers:
- 22% ToHit bonus required for InstaSnipe(TM)
- Does not apply to LRM

Renamed powers:
- Cloaking Device > Field Operative
- Touch of Fear > Touch of the Beyond
- Energy Manipulation > Energize
- Electricity Manipulation > Energize
I forget the others.

Mechanics:
- Most of those powers will grant a +regen/+recov bonus, with 50% of the regen being enhanceable and 100% of the recov.
- Ice and Fire's auras will pulse as they do now, but they will give a small heal on each pulse (and presumably also also increase recov).
- These effects from the normally detoggleable auras will not be subject to suppression due to mez.

Re: Dual Pistols:
- They're looking into them to bring them "up to par" with the rest.


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Posted

Don't forget that sniper attacks will also fire off instantly with 3 small yellow inspirations.


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Posted

Cloaking Device - Field Operative (+regen 1/2 enhanceable/+recovery fully enhaceable)

Touch of Fear - Touch of the Beyond

Chilling Embrace - Frigid Protection (ticks less, now 30' range, added Absorb shield to mechanic)

Lightning Clap - Force of Thunder (+regen/+recovery much like Field Op)

Conserve Power - Energize

That's from my notes


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Posted

As I said in the other topic...I dunno. The changes are nice but whether they'll really make a difference is something I'm not entirely convinced about on paper.


 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
Short Range Attacks:
  • Short range attacks, i.e. 40ft attacks like Blaze, etc, are having their range extended to 80ft, the same as other attacks in the set.
  • This change also effects Corruptor, Defender and Dominator sets (And I assume PPPs, if they have any such attacks)
This, for me, is huge. The short-range attacks are the heavy hitters. This change will eliminate the need to close in to use them; they can be chained with the other attacks at standoff range, adding both speed and ease-of-use to their already strong damage. VERY nice. Good news for hover-blasting too. :P

Perhaps (non-Blaster) characters with Force Bubble will like this change the most, though. :P


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Posted

Quote:
Originally Posted by Nalrok_AthZim View Post
More alts.

Just when I think I can finally write Blasters off as an AT I will never enjoy as much as others, they pull me back in!
It's certainly not that. Quite the reverse.

The way I see it, the only problem with blasters is not their survival, but their ability to do damage. Blasters in general are not valuable because a brute/scrapper will deal comparable damage but survive more. That is most due to mez protection. If you indeed believe blasters should be more survivable, then mez protection is what they need.

Again, though, I think that what blasters need is more damage.

I'm afraid of these changes because I don't think they wil do a lick of good.

I'm afraid that this will be the last bit of "good" blasters receive.

I'm afraid that this will make getting the right changes that much harder.

I just needed a minute to think about it.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
It's certainly not that. Quite the reverse.

The way I see it, the only problem with blasters is not their survival, but their ability to do damage. Blasters in general are not valuable because a brute/scrapper will deal comparable damage but survive more. That is most due to mez protection. If you indeed believe blasters should be more survivable, then mez protection is what they need.

Again, though, I think that what blasters need is more damage.

I'm afraid of these changes because I don't think they wil do a lick of good.

I'm afraid that this will be the last bit of "good" blasters receive.

I'm afraid that this will make getting the right changes that much harder.

I just needed a minute to think about it.
Most of the changes these days seem less focused on "value" and more on standalone plauability. See also: Vigilance. In that regard attempts to buff Blasters' survival rates makea sense. I don't think they need a value to teams buff much anyway because the game is generally designed for groups of just about anything to be effective.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
Not exactly. Snipes will skip their interruptable window and windup animations and as a result fire faster if the player has +22% tohit or more applied. Only tohit buffs count, accuracy buffs don't count, and they can come from any source.
Aha, thanks Arcana. Will amend the OP


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Posted

I dunno. My blaster (archery/devices/munitions) would probably "Meh" this.

He does have his sniper blast.....as runners are a pain in the butt sometimes. However, the extra regen won't make a difference. If I need the health, I need a friggin heal....not a regen.

My stamina is never an issue, so the +END is sort of not needed at all.

Though, I get to cycle in my snipe now, which has "high damage" compared to my other powers....I think it is less damage than "blazing arrow." Again, another high damage power to throw in there (and sounds like "targetting drone" will make it fire faster by skipping the interrupt time?)

Depends on how it plays out.


I was HOPING they would address the T9 blaster powers. The "BIG BOOM" and END drain.....and address the fact that even "Rain of Arrows," which is awesome, has too long of a wind-up to be useful for anything but an opening power (and even sometimes it takes too long before everything is dead anyway.) Most of the times I die, it's that I started RoA with full health and no aggro....but during the wind up, something changes or something targets me....and by the time I can move, I'm dead. Especially on incarnate level stuff. Fighting against pink or blue rings? Have fun =/

The T9 blaster powers need addressed. The END drain taken out....the activation times lessened. It should be like the judgement powers: Big boom ready for mass AE damage. This is how blastes should be.....but, instead, their T9s are limited. Blasters should be king of area damage to set them off from Stalkers/Scrappers/Brutes.


The other issue, which is ESPECIALLY pronounced since I made a mental/mental blaster.....the secondaries of blasters are HORRIBLE. I've been using /devices forever, and I like them-- most are useful or have a purpose. MOST. "Time bomb" and "Smoke Grenades" can go die. However, I recently rolled a mental/mental blaster. I hear /mental is one of the better ones.....but, there are only, like, 2 useful powers in it-- and the rest are all melee range damage. They really need to work ranged options into the equation....or powers like "World of Confusion" where it's a help if the blaster finds himself in the middle of a ton of aggro. The power isn't a definite "save me!" but possibly enough to earn him some leeway until he can GTFO of dodge or do something else....or have the tank save him.

I think the secondary powers of blasters should be geared to things that are ranged damage or somehow enhance damage for the blaster.....or allow something like "arctic ice" or something to affect melee range things you DON'T want around you. (For years, I've LOVED caltrops on my blaster for this reason....creates a safe area for me.)



And for obvious reasons: Electrical blast needs some different options (you can still chose the old powers of electricity, but allow there to be an alternate power you can choose for a new electricity blast. Perhaps "chain-induction" and "Thunderstrike" versions....but, obviously, improved...and different concepts for blasters.)


These changes they proposed are at the best minor changes....it's almost like a footnote...not a major announcement. If they ever addressed what I brought up, then i'd feel like it's a major blaster overhaul worthy of the "major blaster announcement" title.

Again: Meh.



Mr. True Shot.


Level 53: Arrows/Devices/Munitions Blaster

....and hopeless Science-Natzi.

 

Posted

Oh, and forgot to mention: all T9 powers should be AE targetted (like RoA) or AE enemy targetted. I hate having to run into the middle of a group and use PBAoE T9s. Melee range means a world more of hurt....not to mention, a wrong button push and I'm blowing bullets and jumping around like a nut and wasting my T9 on my dual pistols =P


Mr. True Shot.


Level 53: Arrows/Devices/Munitions Blaster

....and hopeless Science-Natzi.

 

Posted

The changes don't really tempt or do anything for me, sadly. It doesn't fix the issues I've had with my blasters over the seven years I've played them, or touched on any of the issues I'd like to see get fixed, like Electric Blast's lack of a 'tier 3' single target blast a la Power Burst/Blaze/Bitter ice Blast.


 

Posted

Quote:
Originally Posted by Mr_True_Shot View Post
I dunno. My blaster (archery/devices/munitions) would probably "Meh" this.

He does have his sniper blast.....as runners are a pain in the butt sometimes. However, the extra regen won't make a difference. If I need the health, I need a friggin heal....not a regen.

My stamina is never an issue, so the +END is sort of not needed at all.

Though, I get to cycle in my snipe now, which has "high damage" compared to my other powers....I think it is less damage than "blazing arrow." Again, another high damage power to throw in there (and sounds like "targetting drone" will make it fire faster by skipping the interrupt time?)

Depends on how it plays out.


I was HOPING they would address the T9 blaster powers. The "BIG BOOM" and END drain.....and address the fact that even "Rain of Arrows," which is awesome, has too long of a wind-up to be useful for anything but an opening power (and even sometimes it takes too long before everything is dead anyway.) Most of the times I die, it's that I started RoA with full health and no aggro....but during the wind up, something changes or something targets me....and by the time I can move, I'm dead. Especially on incarnate level stuff. Fighting against pink or blue rings? Have fun =/

The T9 blaster powers need addressed. The END drain taken out....the activation times lessened. It should be like the judgement powers: Big boom ready for mass AE damage. This is how blastes should be.....but, instead, their T9s are limited. Blasters should be king of area damage to set them off from Stalkers/Scrappers/Brutes.


The other issue, which is ESPECIALLY pronounced since I made a mental/mental blaster.....the secondaries of blasters are HORRIBLE. I've been using /devices forever, and I like them-- most are useful or have a purpose. MOST. "Time bomb" and "Smoke Grenades" can go die. However, I recently rolled a mental/mental blaster. I hear /mental is one of the better ones.....but, there are only, like, 2 useful powers in it-- and the rest are all melee range damage. They really need to work ranged options into the equation....or powers like "World of Confusion" where it's a help if the blaster finds himself in the middle of a ton of aggro. The power isn't a definite "save me!" but possibly enough to earn him some leeway until he can GTFO of dodge or do something else....or have the tank save him.

(snip)
Heh... differences in style.

I do not want to change a darn thing about blaster secondaries. I love that blasters are "intended to be damage incarnate, with both melee and ranged" and do not want to lose a single melee power. Period.

To me, the +end means I may be able to shave a slot off stamina with no ill effect. I may be able to sustain another toggle power or slot a high-end-cost attack better (note that hitting your snipe more often will already do this)

The +regen gives you less survivability than a heal from major issues but still grants the ability to recover from a hit faster and recoup between encounters faster. The intent here is to keep the blaster's distinctive "paper cannon" playstyle. Adding too much survivability just makes a "ranged brute" that loses some of that distinctive feel.

Adding +regen shouldn't be shoo-shooed away. Sure, it won't help the blaster dumb enough to take the alpha strike of a new mob, but it will mean that he'll recover faster and have less downtime between encounters than he otherwise would.

T9 attacks... I could care less about that, to be honest. I admit I have fun with the pistol & archery sets. Its the "nova"-like powers most are complaining about, IIRC, and yes, you could swap them out for something more-frequently used. That'll just mean I gotta take slots away from something else, though, whereas as "situational" powers, even a 1-slotted one works OK enough when that situation arises.


EDIT: also, don't forget the "defiance" benefit of adding "snipe" into your regular attack chain. I'll let others run the numbers, but that may also add more of a benefit than just "adding another extreme damage attack into the attack chain" would suggest....


 

Posted

snipe change
- let me see if I have this right. Snipe has a 3.67 activation time with 3 seconds interruptible. Does this mean it will have a .67 activation time? Recharge time is 12 seconds. With a recharge enhancement, hasten, or other it will be usable a couple of times in a fight.

looking at NRG, the sniper blast does more damage than any other ST attack. It's activation time would be 1.3 seconds - which is reasonably fast for the set. So this would up the damage a blaster could do.

short range attack change to 80'
- needed. Seems a bigger boost to defenders and corr's though who have no other melee attacks. It highlights the problem blasters have with half their powers being ranged and half melee. It makes most of the secondary powers unwanted if you are trying to go only ranged. Not bad for blasters, a good idea, but not game changing.

+regen/+END powers really will be determined by how much +regen and +END. Drain Psyche is considered stupidly good. If the others are as good, this could "fix" blasters for a lot of people. In particular, sets with +regen even out of combat (not based on hitting a foe) may significantly reduce blaster downtime and heal them between fights so they have much better survival.

Overall I think this is a significant improvement to blasters. It skirts the whole issue of ranged/melee and blasters having no second role. But given the popularity of the blaster AT idea, if it fixes them enough it might be enough. I, personally, will stick to corrs.


 

Posted

Umm... Tech,

I believe AH mentioned that LRM Rocket will not be affected by the Snipe changes.

Thank you for the time...


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Posted

Quote:
Originally Posted by Mr_True_Shot View Post
Oh, and forgot to mention: all T9 powers should be AE targetted (like RoA) or AE enemy targetted. I hate having to run into the middle of a group and use PBAoE T9s. Melee range means a world more of hurt....not to mention, a wrong button push and I'm blowing bullets and jumping around like a nut and wasting my T9 on my dual pistols =P


Mr. True Shot.
... and here I am making a point of adding enough +def to my pistol blaster to almost be a pistols scrapper... Closing in is part of the fun!


 

Posted

Yeah, differences in playstyles. True....but, giving us options on making T9s much more useful can't be a bad thing.

You can build your character how you like.

And like I mentioned (maybe only under the electricity example) is that these secondary power changes can be a "choose the old power or the new version." Because, lets face it, if they announce any changes-- even if they are excellent, there will be a back-lash of "ZOMG YOU CHANGED IT SO I CAN NO LONGER BE A BLAPPER!!!"

Give us options. Keep the old styles, pick up the new ranged styles....or new assault-type secondary power, or whatever else they decide would help the blaster do damage (or avoid damage in a bad aggro-management moment)....maybe some of those new AE targetted eletricity damage fields that some of the Banished Pantheon got-- so the blaster doesn't have to be next to the enemy, but there's still a field of damage in the midst of a lot of enemies. Etc.

Allow blasters to remain at range (muchlike /devices do for my blaster).....but allow the secondaries to enhance our damage. Ohhhhh....perhaps a new power that has the ability to change all of the next attacks we do from single target to AE damage (sort of like a "build-up" but changing everything to AE damage.)

Damn, i'm full of good secondary ideas today. =D


Fixing the secondaries could fix some of the griping about blasters not living up to their potential.



Mr. True Shot.


Level 53: Arrows/Devices/Munitions Blaster

....and hopeless Science-Natzi.

 

Posted

Quote:
Originally Posted by Tymers_Realm View Post
Umm... Tech,

I believe AH mentioned that LRM Rocket will not be affected by the Snipe changes.

Thank you for the time...
Fix't


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Energy/Devices:

- Targetting Drone now makes the snipe fire instantly, without interruption
Advantages: 4th ranged attack, and a heavy hitter, no less, very nice
Disadvantages: none

- Cloaking Device replaced with a +regen/+recovery power
Advantages: endurance is a problem without Cardiac Alpha, will replace it with Musculature, very nice
Disadvantages: *edit* none

- 3rd ranged attack extended to 80ft
Advantages: steady attack chain from range, nice!!
Disadvantages: none

- Overall conclusion = /hugs dev team, /hugs Arcana for clarifying the 22% toHit issue and its obvious effects on Targetting Drone

--------

Things still missing:

- Crashing nukes revamp - apparently to solve later
- Extending the range of webnade from 50ft to 80ft (or at least match it with its Traps version at 70ft) - the new blaster secondaries (Mental and Dark) have their tier 1 at 80ft, webnade deserves this too
- If we're keeping it, I'd like to see Time-Bomb's absurd 27 sec activation time fixed


 

Posted

Quote:
Originally Posted by dugfromthearth View Post
snipe change
- let me see if I have this right. Snipe has a 3.67 activation time with 3 seconds interruptible. Does this mean it will have a .67 activation time? Recharge time is 12 seconds. With a recharge enhancement, hasten, or other it will be usable a couple of times in a fight.
If you're AR, yes. Everyone else's snipe casts a little slower.


Quote:
looking at NRG, the sniper blast does more damage than any other ST attack. It's activation time would be 1.3 seconds - which is reasonably fast for the set. So this would up the damage a blaster could do.
When accelerated, Sniper Blast would become the second highest DPA attack in scale terms my Energy/Energy blaster has access to, and the highest DPA attack in absolute damage terms (beating out energy punch due to the higher ranged damage modifier).


Quote:
+regen/+END powers really will be determined by how much +regen and +END. Drain Psyche is considered stupidly good. If the others are as good, this could "fix" blasters for a lot of people. In particular, sets with +regen even out of combat (not based on hitting a foe) may significantly reduce blaster downtime and heal them between fights so they have much better survival.
The target for heal/regen effects is about 1%/sec, half enhanceable. That's about 1.5% h/s, which in regeneration terms is about +360% regen. So, imagine they gave us Fast Healing and Integration, minus the mez protection. Its about that.


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