Dev Chat Summation: BLASTER CHANGES


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Posted

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Originally Posted by Zombie Man View Post
4 Even SOs will do it.
So will picking up tactics and just putting an end reduction in there, while having a minimal of 1 DO worth of tohit in TD. Gets you using the instasnipe as early as level 14 using AR/dev.

Farsight on corrupters, and defenders, stacked with tactics(minimally slotted), and later with just powerboosted farsight (which they will be doing everytime they cast it anyway), should achieve the same for those archtypes. Same for world of pain, if you can make it perma.


 

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Why do I forsee Tactics becoming much more popular on the Ranged ATs?

...

Okay, maybe just on Blasters, where Tactics + Build Up can be used to get over the 22% needed for useful snipes.

Honestly, I also hope that the Devs are going to do more than just change one power in each manipulation set. While I doubt they will be giving Devises the overhaul it desperatly needs, there are tweaks that all the Manipulation sets could use. (Primarily in the Tier1 immobilizes... is there really a reason that most only have a 50ft range?)


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Posted

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Originally Posted by Agahnim View Post
How can I get to +22% to hit on my Elec/Ice blaster?
click aim?


 

Posted

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Originally Posted by Agahnim View Post
/Dev needed help more than other sets? I'm guessing you've never played an /ice blaster.
I'm sorry, I can't hear you over the sounds of pain my AR/Ice is causing. Ice patch with an ignite patch on top? Stacked Cryo blast from my PPP and from Ice meaning I can hold Bosses?

Sure, it's not 100% great, but NONE of the Blaster secondaries (with the possible exceptions of Energy and Psi) are 100% great anyway.


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Posted

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Originally Posted by Techbot Alpha View Post
I'm sorry, I can't hear you over the sounds of pain my AR/Ice is causing. Ice patch with an ignite patch on top? Stacked Cryo blast from my PPP and from Ice meaning I can hold Bosses?

Sure, it's not 100% great, but NONE of the Blaster secondaries (with the possible exceptions of Energy and Psi) are 100% great anyway.
I have amazing respect for you sir.


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Posted

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Originally Posted by dugfromthearth View Post
Thank you for posting that a flat out buff is punitive. People joke about how players are never satisfied and will complain about anything, but having such a clear case of whining about a buff is refreshing.

I look forward to hearing how get the tier 3 range extended from 40' to 80' is really a slap in the face to blasters.
No, a flat out buff would be to give us the same style buff they gave to Stalkers.

This is punitive as it will require many of us to respec to take even close to full advantage of it. It will require Tactics and the use of Inspirations to use at all times, why is it fair to say this was needed for Blasters?

So yes, the buff is good, gating it so that we are required to respec into new Power Pools and liberally use inspirations is the punitive part.

I never began to imply the range buff was punitive, putting words in my mouth doesn't change the fact that the cost of the new Snipe is silly,

Rather than discuss this with me you call me a complainer, imply I'm against buffs that I outright support and have lobbied for and change my phrase "punitive" to slap in the face. Maybe I should go make 10 new threads about this, wow.


 

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Originally Posted by Alekhine View Post
A +22% to-hit buff is not out of line, as it is easily attainable.
Once again, things are being very overstated on these forums. As pretty much the entire blaster 'fix' was in the first place.
Aside from teams with Leadership, how is +22% to-hit easily attainable? I'm talking about solo and small, PuG team play that makes up most of mine, and I'm sure many other's players time.

I'm genuinely curious and hope to find out what you say is the case and it is easily attainable, that will make a lot of my complaints about these changes go away.


 

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Originally Posted by ArcticFahx View Post
a) Kismet won't work, it's +acc
b) Because Blasters don't have Hidden status (or anything similar) to trigger it off of.
c) The Stalker version loses damage when not in its original form. The new snipe is always going to be full power.
d) Oddly enough, this is a bigger buff to /Dev than to other secondaries, and /Dev needed it more, anyway. So it kinda works out well.
The Kismet Unique may be named Accuracy, but it provides 6% ToHit for all attacks.


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Posted

I really like the Snipe power change, It was one of the best suggestions from all the blaster improvement threads. Not sure if it will tempt me to try Snipes, but it makes sense. Are they capable of one shotting a minion now? I would think that should be a minimum damage aim..if you cant snipe someone in one hit..it isnt really a snipe.

Hopefully the secondaries get some interesting stuff.

Short range attacks becoming 80ft? Um...why? I thought the idea of short range blasts was that you got the damage, losing range. Sure..a bit more dangerous to get close, but since every secondary also has powers that are melee based..

I also wonder it the to hit req for snipes will include Kismet +acc. Thats 6%..slotted tactics for a blaster..12ish? Can almost get there alone..


 

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Originally Posted by Techbot Alpha View Post
Sure, it's not 100% great, but NONE of the Blaster secondaries (with the possible exceptions of Energy and Psi) are 100% great anyway.
*Looks at World of Confusion*

Nope, /Mental isn't all great either.

Quote:
Originally Posted by MisterD View Post
Short range attacks becoming 80ft? Um...why?
Because people don't find the differing ranges in blast sets fun, and the changes are to make Blasters more desirable to play.


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Posted

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Originally Posted by Lightslinger View Post
I discussed this a bit more in the Blaster forum thread, but the Snipe change should not require the +tohit in my opinion.

Why did Stalkers simply get an awesome new AS that alternates between slow and fast attack while Blaster's similar new mechanic is gated behind +tohit?
Because one is a melee attack and the other hits from long range.

the dev's differentiation between melee & range has been well covered in the various blaster threads over the past few weeks.


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This requirement, which will have many blaster slotting for +tohit, taking multiple new powers just to use the new Snipes, seems more punitive in the end.
That's certainly one way to interpret this sizable buff.


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Posted

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Originally Posted by Zombie Man View Post
My copy of Mids says 21.99%.
Probably because you're looking in the Effects tab which I'll bet a lot of people don't. If you only look at the misc buffs in the view totals option it shows as +22% because that panel rounds off. The effects tab of the power info area is accurate to two decimal places and shows the value with more precision.


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Posted

Quote:
Originally Posted by MisterD View Post
Short range attacks becoming 80ft? Um...why? I thought the idea of short range blasts was that you got the damage, losing range. Sure..a bit more dangerous to get close, but since every secondary also has powers that are melee based..
So those very same melee attacks can be the high risk/high reward attacks. It won't hurt to extend the range on the high damage attacks. Archery's already had it since i5, and while Blazing Arrow may be awesome, it's not like it's brokenly so. If anything, I'd say a bigger range buff might be called for. Enemies can and will close 80 feet pretty damn fast.


 

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Originally Posted by Texas Justice View Post
Not all players have access to IO's either.
I'm well aware of that. I was simply pointing out another way to get to the 22% number with just targeting drone. Of course I was off since I didn't realize that mids panel rounded up, but still.


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Posted

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Originally Posted by Nethergoat View Post
Because one is a melee attack and the other hits from long range.

the dev's differentiation between melee & range has been well covered in the various blaster threads over the past few weeks.




That's certainly one way to interpret this sizable buff.
I'm just asking for a way to make it so that Blasters can use this new Snipe like Stalkers use their new AS. Stalkers don't have to get new Power Pools or constantly chew inspirations to use the new AS mechanic.

Saw a great suggestion in the Blaster Forum, give all Blaster attacks the ability to build up +tohit alongside defiance's +dmg. Love that idea personally, would alleviate a lot of my concerns.

The buff is the good part, the things that come with it are the punitive part. I thought the devs had moved past the idea of "all good things must come with a downside" that the original game had so much of, this strikes me as a return to that form.

I'm just trying to bring attention to this rather sizeable, in my opinion, downside to this buff. No punching the gift horse or face slapping, just curious why it seems that yet again Blasters are getting the short end of the buff stick. Still a buff, but the short end.


 

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Originally Posted by Obscure Blade View Post
*Looks at World of Confusion*

Nope, /Mental isn't all great either.


Because people don't find the differing ranges in blast sets fun, and the changes are to make Blasters more desirable to play.

Ummm. Ok. Does THAT mean all the other powers in blast sets are being tweaked? Such as AR having cones with different ranges..for no reason? Might make the set..you know..more desirable to play.

Thought..What is the base +to hit on Farsight? That + tactics..or just power booster FS would easily be 22% A fire time corr spamming blazing bolt..that doesn't sound a lil powerful.


 

Posted

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Originally Posted by MisterD View Post
Thought..What is the base +to hit on Farsight? That + tactics..or just power booster FS would easily be 22% A fire time corr spamming blazing bolt..that doesn't sound a lil powerful.
For Corruptors, ED-capped Tactics + Kismet, will hit around 21.6%, which is extremely close to the golden number already. Farsight would more than cover it.


 

Posted

Ah well..there we go. I think that is pretty wrong, if you can get there alone with one power (that isnt aim/bu).

Also..the changes, the snipe ones I mean...far and away favour some sets. Dp gets nothing at all from it..nor does ice and elec. AR does..but its still lollethal. Then we have fire and beam, apparently two of the best damage sets..WITH snipes.

I can also totally get the point Light is making..about that part of the changes needong 'extras' to work best. It would be like if the stalker AS required to hit..to use unhidden.

Is the idea here to make blasters as an AT more desirable? Or just throw in a few buffs that make some sets even better, and do jack to others? (not talking about teh secondary changes there, since we dont know)


 

Posted

The changes do look awesome, but it doesn't look like Dual Pistols got anything out of it. :/

The sets with Snipes are going to beable to (if built for it...and it may be hard on some combos) out DPS it, and for some still have good.

Just seems like Dual Pistols moved all the way to the bottom of the list :/


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Posted

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Originally Posted by BrandX View Post
The changes do look awesome, but it doesn't look like Dual Pistols got anything out of it. :/

The sets with Snipes are going to beable to (if built for it...and it may be hard on some combos) out DPS it, and for some still have good.

Just seems like Dual Pistols moved all the way to the bottom of the list :/
There will be some changes to Dual Pistols as well, but they didn't give out any details.


 

Posted

Quote:
Originally Posted by BrandX View Post
The changes do look awesome, but it doesn't look like Dual Pistols got anything out of it. :/
I thought I heard Arbiter Hawk mention that something would come for Dual Pistols with the I24 blaster update, but I think he couldn't mention it at the moment.



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Posted

Quote:
Originally Posted by MisterD View Post
Is the idea here to make blasters as an AT more desirable? Or just throw in a few buffs that make some sets even better, and do jack to others? (not talking about teh secondary changes there, since we dont know)
Ostensibly, these changes are to help Blasters, specifically, though the Snipe can help others as well. And that's where this change sort of falls flat. As noted, this'll massively improve them for Defenders and Corruptors, who are already, presumably, sitting pretty well. Not doing much for Blasters (or even moreso, Dominators), though.


 

Posted

So, I'll finally have a 3rd ST attack for my AR/Dev? Yay.


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Posted

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Originally Posted by Lazarillo View Post
Ostensibly, these changes are to help Blasters, specifically, though the Snipe can help others as well. And that's where this change sort of falls flat. As noted, this'll massively improve them for Defenders and Corruptors, who are already, presumably, sitting pretty well. Not doing much for Blasters (or even moreso, Dominators), though.
Oh good point Laz..didnt even think of Dom snipes. Or the fact its way better for corrs and fenders..with the higher to hit in tactics. Blaster changes..that work better on different ATs! Excellent.

Good to hear there was something for Dual Pistols.


 

Posted

Quote:
Originally Posted by MisterD View Post
Ah well..there we go. I think that is pretty wrong, if you can get there alone with one power (that isnt aim/bu).

Also..the changes, the snipe ones I mean...far and away favour some sets. Dp gets nothing at all from it..nor does ice and elec. AR does..but its still lollethal. Then we have fire and beam, apparently two of the best damage sets..WITH snipes.
Electric has a snipe: the sets without snipes are DP, Ice, and Sonic.

As to Fire, here's something to note. These are the cast times of the various snipes with the interrupt window removed, along with their arcanatimes and arcanatime adjusted DPAs, sorted in descending order by DPA:

Code:
Assault Rifle	Sniper Rifle	0.67	0.924	2.987
Psychic Blast	Psionic Lance	1.00	1.188	2.323
Radiation Blast	Proton Volley	1.33	1.584	1.768
Beam Rifle	Penetrating Ray	1.40	1.584	1.742
Dark Blast	Moonbeam	1.33	1.584	1.742
Electric Blast	Zapp     	1.33	1.584	1.742
Energy Blast	Sniper Blast	1.33	1.584	1.742
Archery     	Ranged Shot	1.67	1.848	1.494
Fire Blast	Blazing Bolt	1.67	1.848	1.494
Its a coincidence, but probably a good one, that Fire and Archery, with the highest single target DPA and best nuke respectively, have the lowest DPA insta-snipes, and the primary that lacks Aim has, by an enormous margin, the absolute best insta-snipe. Its not perfect, but its not a case where the good tend to get better at the expense of their peers.


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