Originally Posted by Sister_Aurora
What about DP and it's worthless gimmick of Swap Ammo? Other than Fire (and barely even that) the other ammo types are worthless.
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Dev Chat Summation: BLASTER CHANGES
I believe it was stated Hawk said something about changes to DP.
This means my VEAT will be a Sniper's wet dream.. My dual Tactics grant 24% ToHit, so right off the bat, just standing next to me, they will have no interrupt time on Snipe powers. :::
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Since there seems to be no summation thread yet;
Blast Sets in Issue 24The current power changes are;
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I'm reminded of Socrates when he said, "I drank what?"
Mr. Shane- lvl 50 eng/eng blaster (virtue)
Abatu- lvl 50 rad/therm corrupter (freedom)
Demon Outlaw- lvl 50 fire/eng blaster (virtue)
I have a 50+3 Eng?Eng Blaster and I'm highly upset about losing conserve power. If I'm running fire shield, acrobatics, and combat jumping to enhance my survivability, which is what these changes are all about, then I don't have enough endurance to stay in long fights. How about just giving Blasters higher damage instead of messing with peoples builds. If you were taking away power boost I would be singing the devs praises because that power is worthless. I'm not at all sold on this.
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I have a 50+3 Eng?Eng Blaster and I'm highly upset about losing conserve power. If I'm running fire shield, acrobatics, and combat jumping to enhance my survivability, which is what these changes are all about, then I don't have enough endurance to stay in long fights. How about just giving Blasters higher damage instead of messing with peoples builds. If you were taking away power boost I would be singing the devs praises because that power is worthless. I'm not at all sold on this.
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2. Its *also* going to get a heal *and* +regen. You will have to slot for those if you want to maximize them, but even in your current build it will work fairly well without any changes.
3. Power Boost boosts the strength of heals among other things. That's why /energy blasters that take aid self love the power. And guess what: energy manipulation is getting a heal in energize.
4. Power Boost *also* happens to boost tohit buffs. Like the ones that will be making sniper blasts insta-cast in I24.
There is not a single player in existence that has conserve power in energy manipulation that could *possibly* be getting worse in I24 due to the changes Arbiter Hawk announced. When CS becomes energize, it will lose nothing, gain heal and regen, and recharge faster. That's a gift from the gaming gods. The only downside, if you can call it that, is that you might want to slot it more than now. But you don't have to: it will be better in every way in I24 regardless.
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1. According to Arbiter Hawk, energize will have 120s recharge, and scale 1 endurance discount that lasts 60s. That's the exact endurance discount Conserve power has now, but it will be trivially easy to perma in I24, as Caulderone mentions above, because it will last longer in I24, and recharge faster.
2. Its *also* going to get a heal *and* +regen. You will have to slot for those if you want to maximize them, but even in your current build it will work fairly well without any changes. 3. Power Boost boosts the strength of heals among other things. That's why /energy blasters that take aid self love the power. And guess what: energy manipulation is getting a heal in energize. 4. Power Boost *also* happens to boost tohit buffs. Like the ones that will be making sniper blasts insta-cast in I24. There is not a single player in existence that has conserve power in energy manipulation that could *possibly* be getting worse in I24 due to the changes Arbiter Hawk announced. When CS becomes energize, it will lose nothing, gain heal and regen, and recharge faster. That's a gift from the gaming gods. The only downside, if you can call it that, is that you might want to slot it more than now. But you don't have to: it will be better in every way in I24 regardless. |
Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
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Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.
swap ammo would be pretty easy
either give using a special ammo a to-hit buff for the instasnipe threshold (cryo or toxic providing more than fire, since fire is so much better than the other ammos and their negligible debuffs), or invert the lethal/elemental damage components so the other two ammos might actually matter. I think cold and toxic are a lot less resisted compared to fire (lethal goes without saying), but the % of elemental damage compared to the lethal damage just ends up making fire the best ammo even against fire-resistant stuff...DoT > useless debuff
As a long time player of blasters, I'm actually looking forward to many of these changes. However they pan out, I'll adapt.
On the subject of secondaries, I've always felt that it is a travesty that blasters appear to be one of the few archetypes whose secondary forces them to close into melee range. Now, I'm willing to admit that that perception is flawed (and someone once made a compelling argument against it in the past, but that was long ago and I can't recall it anymore), but it seems that our secondaries provide so few useful powers for blasters who prefer fighting at range that the secondary set essentially dictates play style.
In a perfect world (and, therefore, one that will never happen), what I would love to see is a way for blaster secondaries to include two powers at each tier: one ranged, one melee. You can choose ONE. Once you choose a power at a tier, the other at that that tier is locked out (unless you respec). That way, ranged blasters can design their toons to suit their play style, and blappers can theirs. And the secondary no longer dictates the play style.
But I realize this will never happen, because similar functionality doesn't exist for any other archetype. And it would be the equivalent of opening Pandora's Box.
Still, one can dream.
swap ammo would be pretty easy
either give using a special ammo a to-hit buff for the instasnipe threshold (cryo or toxic providing more than fire, since fire is so much better than the other ammos and their negligible debuffs), or invert the lethal/elemental damage components so the other two ammos might actually matter. I think cold and toxic are a lot less resisted compared to fire (lethal goes without saying), but the % of elemental damage compared to the lethal damage just ends up making fire the best ammo even against fire-resistant stuff...DoT > useless debuff |
Dual Pistols does not have a Snipe.
Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
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Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.
But the twenties the game just spit out at me, they're not in sequential order!
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If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.
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