Dev Chat Summation: BLASTER CHANGES
Why do I forsee Tactics becoming much more popular on the Ranged ATs?
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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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/Dev needed help more than other sets? I'm guessing you've never played an /ice blaster.
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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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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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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. |
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.
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. |
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.
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. |
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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..
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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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.
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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? |
the dev's differentiation between melee & range has been well covered in the various blaster threads over the past few weeks.
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. |
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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. |
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.
*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.
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)
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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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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So, I'll finally have a 3rd ST attack for my AR/Dev? Yay.
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.
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Good to hear there was something for Dual Pistols.
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. |
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:
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
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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.