Blaster Changes Don't Fix Electric


Adeon Hawkwood

 

Posted

Warning: potentially ultra boring theorycrafting follows.

There are currently two powersets that I believe succeed at utilizing endurance drain as a viable defense: electric control and electric armor. There are a few reasons why I believe they succeed. The biggest one is that endurance drain is only one of their defensive options in a fight. For these sets, endurance drain is basically "If the fight lasts longer than X amount of time, I automatically win as the enemies can no longer attack effectively". Exactly how long X is depends on slotting and the opponent, but reaching X time is not a rare feat for the sets both because of other forms of mitigation in the set and because the archetypes they are available to have no problem with protracted engagements.

What we have in electric blast is another example of a set that fails because its tools are ones that the blaster archetype is often incapable of leveraging. It's the same reason why overcharge is a very questionable mechanic on blasters. They're mechanics that work in a prolonged fight, which is something that blasters are conceptually supposed to avoid. This particular aspect of the problem is something that should be addressed through blasters, not the powerset.

Attempting to change endurance drain so that it is something other than "If the fight lasts longer than X amount of time, I automatically win" is what's often proposed, but I don't believe it's the right path. We have two other options.

-Attach other defensive secondary effects to electric blast powers. The effects in and of themselves, combined with the set's greater ability to reach point X in time would result in a set with appropriate defensive strength for a blast set.
-Increase the set's damage until it is of similar strength to other blast sets with weak, situational, or nonexistent defensive power

Those are the three options that I see, and obviously any proposed solution from someone will likely combine options.

If it were up to me to redesign the set I would do something like the following...
-Attach a chance to chain hit a second target to charged bolts and lightning bolt. Chance should be low enough that it should be a small help to area damage performance but high enough that it's a cool regular occurrence.
-Reduce lightning bolt's recharge/damage/endurance ratio down to a 6 second attack and reduce the animation time (1-1.5).
-Front load ball lightning and short circuit's damage.
-Reduce short circuit's animation time (1-2). Attach a pulsing sleep to its debuff so that enemies affected by it will be randomly slept.
-Reduce tesla cage's animation time (1.5-2) and give it the damage of a standard attack appropriate for its recharge.
-Allow voltaic sentinel to stack and attach some sort of gimmick to it to make it a more attractive and fun power. I like the conductive aura idea, but some measure would have to be taken to deal with the stacking of it on ultra high recharge builds.
-Make all endurance drain in the set guaranteed instead of just 'chance for'. Rebalance end drain values as needed.
-Add upcoming nuke and snipe changes on top of that.

The ultimate goal being to have a difficult to master set with some interesting mechanics, a situational (albeit reliable in that situation) secondary effect, and significant damage.


 

Posted

Quote:
Originally Posted by Garent View Post
"If the fight lasts longer than X amount of time, I automatically win as the enemies can no longer attack effectively". Exactly how long X is depends on slotting and the opponent, but reaching X time is not a rare feat for the sets both because of other forms of mitigation in the set and because the archetypes they are available to have no problem with protracted engagements.
I need to know how long X is for Elec control and armor. Because in my experience, X on Elec blast is ~10-12 seconds. That doesn't seem terribly long to me and it usually isn't a problem living that long. It certainly is enough time to take significant damage, but combined with the ability to heal once X is reached (something all blasters will have after I24), I think the end drain will be even more useful even if no other changes are made (and I would like to see other changes, but I just don't believe the end drain on Elec blast is as bad as is being stated).

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Originally Posted by Leo_G View Post
To put it simply: you *STILL* have to drain them to that point where they only have enough endurance for so many attacks.
Indeed, but that is the idea behind -max end and the end discount penalty. Using those you can make the big attacks cost too much to use, while still allowing the smaller attacks to work. End drain ceases to be all or nothing, instead providing levels of mitigation even before you totally disable the spawn.


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Posted

Quote:
Originally Posted by StratoNexus View Post
I need to know how long X is for Elec control and armor.
On my level 40 electric controller, it's about 8 seconds. That's how long it takes for me to cast chain fences twice. Static field gets used in between those two. Archvillains take a long enough time that we get in to the fuzzy area of human perception of time. I would say 25 seconds minimum if everything works out. It can take much longer than that if I get stuck tossing O2 boosts around and I have to start conserving endurance. One of your primary means of end drain requiring 15 endurance and recycling every 8 seconds is a huge drain.

Obviously, my effectiveness takes a huge hit once I'm up against higher level enemies. I'm excited to see what agility alpha and preemptive interface along with global recharge bonuses do for me.

Quote:
Originally Posted by StratoNexus View Post
It certainly is enough time to take significant damage, but combined with the ability to heal once X is reached (something all blasters will have after I24), I think the end drain will be even more useful even if no other changes are made
I am REALLY hoping that the issue 24 changes make a huge difference for blasters. I definitely agree that endurance drain and a number of other blast set strategies are going to be more viable in issue 24. Like I said, I consider end drain's time requirement being antithetical to a blaster's standard strategy to be a blaster problem. I just want to make the end drain on the first two blasts existent.

I'm curious what your secondary is. I'm guessing it's not energy or electric, because those paired with electric blast can drain even level enemies extremely quickly.


 

Posted

There is something to remember here: Thunderous Blast will become an every spawn no crash power. It will aid immensely in draining. As well as taking more than half the enemy's end, it will floor their recovery long enough to kill them in most cases.

As for how long it takes for the end drain to completely drain enemies now, it varies greatly on secondary. My first character was an elec/elec blaster and he's still around. Can drain a spawn quick enough with PS and SC that even my utter lack of defense and resistance won't make me die.

On the other hand, I've seen an elec/cold controller drain an AV in just a bit more time than that.


 

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Yeah honestly, I feel with the nuke change that Electric Blast is going to become more like Dual Pistols in that the T9 becomes a gamechanger. Until you get Hail of Bullets, Dual Pistols is just kind of mediocre. Not that bad, but far from that good either. Hail of Bullets really swings things around and I feel the new thunderous blast is going to do the same thing for Electric Blast. Much more of a key power for the set's main tactic.


 

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Quote:
Originally Posted by Garent View Post
I'm curious what your secondary is. I'm guessing it's not energy or electric, because those paired with electric blast can drain even level enemies extremely quickly.
Indeed. Obviously, /Elec and /Nrg have a very good value for X, but I didn't think it was fair to analyze Elec blast based on them.

My main Elec blaster is Elec/Fire, but I have only made it into the 20s (I wanted to test to see how well Tesla Cage worked compared to, say, Blaze, so once I got a few levels past 18, I learned what I wanted). At these early levels, with blaster level damage, Lts are almost always dead before drain really kicks in. I think Arcanaville's suggestion might frequently prevent them from being able to get a second use of their big hitters (they do often live long enough for that, although they are also usually mezzed when I am solo). Bosses often end up running around a few seconds unable to do anything, but even they are close to dead before the drain has much of an effect.

Of course, at higher levels, enemy HPs outpace the damage we can deal and drain becomes stronger, especially for bosses. A long time ago I had an Elec/Elec blaster on test that was 50 and fully SOd, perma-hasten (hey, it was a very long time ago). Obviously, drain worked very well on him.

My primary Elec blast characters are a Kin/Elec/Mace and an Emp/Elec/Power defender. I realize the lower damage of those characters makes the drain more viable, however, I find the statement that enemies die so fast the drain is not useful to be less than compelling when you can make the drain very strong in 12 seconds.

Quote:
Originally Posted by Mad Grim View Post
There is something to remember here: Thunderous Blast will become an every spawn no crash power. It will aid immensely in draining. As well as taking more than half the enemy's end, it will floor their recovery long enough to kill them in most cases.
I am looking forward to the nuke changes very much, but a power with a base 3 minutes recharge is not an every spawn power.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
My longhanded solution to -Endurance would be to make critter AI have a chance to "skip turn" and do nothing if endurance is below a certain value (think of how Scourge works on Corruptors). Part of the value of -Endurance in PVP environments (in this game or in games with "mana burn" type abilities) is the psychological aspect--"I'm close to running out of endurance, so I should run away because if I get drained dry I'm helpless." We'd just bypass the running part because that would just be annoying.
You know, it occurs to me that you could probably do a similar effect by giving all electrical attacks a chance to hold which scales based on the remaining endurance of the critter. Make it a short duration (2-4 seconds) and it would be pretty similar to what you're talking about.


 

Posted

Without IOs, it can be ready in half that. With them, its ready every minute, maybe less. Certainly every spawn, for me at least.


 

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Quote:
Originally Posted by StratoNexus View Post
I find the statement that enemies die so fast the drain is not useful to be less than compelling when you can make the drain very strong in 12 seconds.
Same. If your group is killing whole groups of enemies in 10 seconds then defensive effects aren't going to help anyway. It's just more frustrating with end drain because at least with something like to-hit debuffs you can pretend they helped :P.


 

Posted

Quote:
Originally Posted by StratoNexus View Post
I am looking forward to the nuke changes very much, but a power with a base 3 minutes recharge is not an every spawn power.
Is the new recharge going to be 3 minutes exactly, as in 180 seconds -- or are you just approximating here for the sake of casual conversation? For some reason I thought the new recharge was going to be more like 220 seconds. Too tired to look now.

In any case, I'm with you. In order for me to consider a power usable on an every-spawn basis, the power has to recharge in (about) 30 seconds or less. Of course, that's largely a matter of preference/play style.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

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Quote:
Originally Posted by Obitus View Post
Is the new recharge going to be 3 minutes exactly, as in 180 seconds -- or are you just approximating here for the sake of casual conversation? For some reason I thought the new recharge was going to be more like 220 seconds.
The PBAoE nukes are 145 seconds. I thought I heard the range nukes were 3 minutes, but I don't have a reference for that.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by ChaosExMachina View Post
I can not tell how you are saying he is wrong. Either the enemy has endurance or not.
Because, and I already demonstrated this more than once, in actual combat the damage mitigation of endurance effects is not based on the instant by instant state of whether the critter has non-zero endurance. Endurance is not a binary switch that if its on the critter can attack at full strength or its off and the critter cannot attack at all. In fact, that assertion is trivially easy to prove false. That it continues to be asserted as if its supposed to be self-evidently true is one of the longest running combat mechanical myths that exists in City of Heroes.

Starting from this presumption, no solution to the endurance drain problem is possible. However, since its false, anyone starting from this presumption has effectively voluntarily opted out of practical discussion of endurance drain.


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Posted

This whole post was terrific, Garent. I just want to comment on a few things...

Quote:
What we have in electric blast is another example of a set that fails because its tools are ones that the blaster archetype is often incapable of leveraging. It's the same reason why overcharge is a very questionable mechanic on blasters. They're mechanics that work in a prolonged fight, which is something that blasters are conceptually supposed to avoid. This particular aspect of the problem is something that should be addressed through blasters, not the powerset.
I couldn't agree more. A lot of what we're discussing here, especially regarding -END, presumes that fights are lasting longer than blaster encounters typically should. I'm iffy about enhancing those effects to enable players to better leverage the results because I think it takes the AT away from its design.

In other words, some of the suggestions mentioned here for boosting the effects of -END would make Electricity Blast the only blaster primary that could reasonably be built around its secondary effect. And while I find the notion of that VERY interesting, it doesn't really suit what a Blaster should be.

Quote:
-Attach other defensive secondary effects to electric blast powers. The effects in and of themselves, combined with the set's greater ability to reach point X in time would result in a set with appropriate defensive strength for a blast set.
I mentioned something like this in an earlier post. I think you could take the current iteration of -end (which can be leveraged very well in conjunction with other powers), maybe dial up the occurrence and frequency of the mini-hold that happens in the wake of some ELB powers (that couple seconds where the critter just stands there shaking), and maybe even toss in a rare occurrence of the chain effect you and others have suggested.

But even if it's just the mini-hold, I like this idea more than getting into the very involved and complicated effects of -END being bandied about recently. I would LOVE to play a toon that had those abilities, but adequately explaining their actual affects in the short power descriptions would be very challenging.

Keep the -END that the powers have. Those effects can still be leveraged to profound effect with SC/TB/PS/EMP for players that want to go that route. But adding other defensive affects adds some diversity and versatility, which I think fits well into the design of ELB.

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-Increase the set's damage until it is of similar strength to other blast sets with weak, situational, or nonexistent defensive power
I hope they don't do that. I know it may sound counter-intuitive coming from me, the guy that wants another attack, but as far as ELB goes, I've always been happy trading damage for versatility. I want that more diverse ranged attack chain, but I also love the many ways this set can be approached from this build perspective or that one. I don't want that to change.

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-Attach a chance to chain hit a second target to charged bolts and lightning bolt. Chance should be low enough that it should be a small help to area damage performance but high enough that it's a cool regular occurrence.
That sounds fun, but maybe the jump shouldn't have the full DMG of the original blast. Maybe just its original DMG value, unenhanced. I'd want to avoid ELB's secondary effects going from being among the very worst immediately to being far and away the best.

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-Reduce lightning bolt's recharge/damage/endurance ratio down to a 6 second attack and reduce the animation time (1-1.5).
This would be very nice, and I wouldn't mind Charged Bolts dropping to 3 seconds, either. The ranged chain is serviceable as-is in the late game when everyone heaps on +recharge. I'd just want to smooth that out so that it's good for players at low levels, too.

Or they can stay as-is in accordance with an additional attack you can rely on, which brings me to...

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-Reduce tesla cage's animation time (1.5-2) and give it the damage of a standard attack appropriate for its recharge.
I would be fine keeping the recharge of CB and LB as they are if these changes were made, with the catch that I'd also want the range to be pushed out to 80ft in i24. If Cage gets these changes an no tweak to range in i24, that would be a /facepalm, in my opinion.

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-Allow voltaic sentinel to stack and attach some sort of gimmick to it to make it a more attractive and fun power. I like the conductive aura idea, but some measure would have to be taken to deal with the stacking of it on ultra high recharge builds.
The saving grace of VS for me was that the nature of ELB pretty much forces you into melee range a lot of the time. So having VS tag along to blast stuff is a decent little benefit. The knocks against it for me is that the DMG is so small (even enhanced) that it's easy to skip it (or not miss it when you forget to re-cast), and its duration is so short that you feel like you're in a constant state of re-summoning.

So for me, I would just crank up its duration (no overlap/stack) to at least 2 minutes, preferably 4, and maybe dial up the damage a little or give it another worthwhile attack.

Quote:
-Add upcoming nuke and snipe changes on top of that.
Yes, please.


Global @Watchdog

 

Posted

Quote:
Originally Posted by Arcanaville View Post
Because, and I already demonstrated this more than once, in actual combat the damage mitigation of endurance effects is not based on the instant by instant state of whether the critter has non-zero endurance. Endurance is not a binary switch that if its on the critter can attack at full strength or its off and the critter cannot attack at all. In fact, that assertion is trivially easy to prove false. That it continues to be asserted as if its supposed to be self-evidently true is one of the longest running combat mechanical myths that exists in City of Heroes.

Starting from this presumption, no solution to the endurance drain problem is possible. However, since its false, anyone starting from this presumption has effectively voluntarily opted out of practical discussion of endurance drain.
I think you're arguing two extremes. I think Chaos' understands exactly what you're saying, with the caveat being that we're talking about the secondary effect of the set's attack chain. Your points all hold up perfectly as long as you concede that what you're proposing still requires a shot of a major -END power (SC/TV/PS/EMP) for a blaster to leverage their secondary effects in quick fashion.

He's not saying they have to be out of END completely, but rather that to get them to a point where their ability to attack is meaningfully limited would require several applications of a secondary effect, regardless of the type of endurance debuff.

In other words, without SC or TB, the -END component of the other ELB powers will never, and should never, be enough to drastically curtail critter END before the DMG of those powers kills them outright. Making that so would be a drastic, overpowered change to -END for blasters.

ELB's up-every-fight-unenhanced attack chain already has a power that leverages the effects of -END very well, and you can take it very early on. The nuke change will add to that very nicely and make it ranged, to boot.

So I don't think the devs need to reinvent the -END wheel to address the shortcomings of Electricity Blast. The -END amount of its most-used attacks could be cranked up some, but that's really all that's needed, in my opinion.


Global @Watchdog

 

Posted

Quote:
Originally Posted by Watchdog View Post
I think you're arguing two extremes. I think Chaos' understands exactly what you're saying, with the caveat being that we're talking about the secondary effect of the set's attack chain. Your points all hold up perfectly as long as you concede that what you're proposing still requires a shot of a major -END power (SC/TV/PS/EMP) for a blaster to leverage their secondary effects in quick fashion.
I do not. Since I said "change drain effects to make them effective" I'm not bound to any limitations drain has now, only the actual mechanics of how drain is implemented. And I reiterate: I do not need any of these caveats to make drain work properly. I posted mostly complete mechanics for doing so twice in the last six years, and outlined them again here.

I'll take objections seriously when they provide some evidence that there are intractable problems with what I've suggested.


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Posted

Decided to join in the "Endurance Drain" debate.

Although I like the general idea of Arcana's proposed 'MaxEnd' and 'ENDdiscount' debuffs, there is a HUGE darkside to that solution. What is to stop the Devs from giving this to in-game enemy groups ? :::shiver::: I think that I will pass.

Instead, I would rather see this (not my idea, was suggested long ago for Electric) ; Add -end Recovery to ALL Electrics attacks. Here is the deal, getting a mob to zero endurance is not that hard, as long as you build for it and actually attempt it. As StratoNexus pointed out, 10-14 seconds is not a long time. The payoff is huge, if you can pull it off. Myself personally, would not want that "payoff" changed (read 'broken') in order to get some 'soft-control' of some kind. But KEEPING enemies at Zero End once I get them there, THAT is what I want.

Making drain work is not hard. Making drain work without building for it, or as a side-effect, is not possible. Trying to make it work in both situations is not what we should do, because of its nature. You will just 'break' one person's style to satisfy another's.


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Posted

How about a solution that addresses Voltaic Sentinel and the whole -end/-rec problem in one shot?

When VS is active all of your powers have their endurance drain properties boosted and gain a minor, stackable (to some limit) -recovery debuff that applies with every new attack. So, just making up a number here, once you hit a boss with 5 attacks he has his recovery completely shut down, and as long as you can continue to chain attacks against him, the -rec will be maintained.

This property cancels on miss, so as soon as you miss, the stacks reset and you have to build it up again. Devs love stacks these days. STACKS!

Alternate solution:

Change Aim into EM boost. Maintains the regular Aim buffs but also turns it into a mini-Power Boost that only effects -end and adds a -rec debuff to all powers whose strength is relative to the amount of damage your power is dealing (exactly the same way Fiery Embrace works with adding extra damage relative to your base damage+buffs).


 

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Hello Neogumbercules,

I like the second thought regarding AIM. That could work. However, both suffer from the same issue of making each power become more mandatory. I would prefer that VS be an optional power, but that is just me.


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Posted

I think that if they'd swap either Tesla Cage or Voltaic Sentinel for a T3 ranged attack (blaze/cosmic burst/etc.) they'd see a larger population of players making Electric Blasters.


 

Posted

Interesting.

Been playing a E3 for a very long time.

I have always felt, E3 is more of a controller heavy blaster type, with a cost to single target. Plenty of single target power choices to take if you want that.

It will be interesting to see what the changes entail, but probably not a real big effect to me.

None of the power effected are on all of my builds.... Zapp is situational, so on a few builds. My nova, same situation.

Thunder Clap?

Bwahwhahah! No one uses thunderclap!


 

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Quote:
Originally Posted by Vengeance_MK2 View Post
Interesting.

Been playing a E3 for a very long time.

I have always felt, E3 is more of a controller heavy blaster type, with a cost to single target. Plenty of single target power choices to take if you want that.

It will be interesting to see what the changes entail, but probably not a real big effect to me.

None of the power effected are on all of my builds.... Zapp is situational, so on a few builds. My nova, same situation.

Thunder Clap?

Bwahwhahah! No one uses thunderclap!
Well, I was excited and (at the same time) disappointed with the Sniper changes.
But... let me tell you, Crashless nukes made me need to change my underpants.
In the words of Dr. Doom... "THIS is going to be fun !"


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Posted

yeah, a crash free ranged nuked that does -55% END and -100% recovery will dramatically change electric blasts ability to sap effectively.


 

Posted

After reviewing the i24 patch notes, I don't see anything beyond crashless nukes and sniper fastcast that affects Electrical Blast. I thought Voltaic Sentinel was scheduled for an upgrade to offset Electrical Blast's lack of a third blast?


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Posted

You remember right, and as far as I know, that's still planned for some point in the future.