Ask Anything: Ranged Blast and Blaster Manipulation Changes
1) I have Aid Self on a majority of my blasters. It has 2 purposes that I use it for. One is the stun resistance granted by the power the other is to heal damage taken after combat.
Will the sustain power be roughly equal in utility to Aid Self? (I guess the real question is, will I regret dropping Aid Self to pick up sustain? If they aren't roughly equal the answer is probably a yes). |
If they are roughly equal would you consider adding the same amount of stun resistance to sustain so that we can pass up the medicine pool and take our secondary powers instead? |
2) Myself and blaster players like me see mez as the single most debilitating issue for blasters and it is by definition NOT FUN because while you are mezzed you don't get to play. |
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+1 to giving Fast-snipe to Dominators upon Domination.
Q: What are the powers getting the range boost? Are they just the ST ones? Are they just for Blasters?
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Lancer Shot
Power Burst
Blaze
Bitter Ice Blast
Cosmic Burst
Shout
All versions of the sets, so blasters, defenders and corruptors.
I know I'm not AH, but was discussed earlier in the tread and taken from the stream.
Then it's time for them to get off the cross, use the wood to build a bridge, and get over it.
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Oh, here's a question:
Would you consider adding some sustain factors or greater values into Blaster APPs? Namely the armors?
I've been thinking about how I have Charged Armor on all the time and I'd love for it to have the new benefits (obviously, I understand we need the benefits at LOW LEVELS not just later on), but I was wondering if those Blaster APP armors could have further benefits along those lines? Or just higher values?
It'd be great if, somehow, those armors could just automatically turn on the new sustain benefits you've added. I imagine that is entirely unfeasible though.
and round up everyone that knows more than they do"-Dylan
Can you explain that a bit more in detail? As in, is it not simply a matter of changing a number value for a specific power for a specific AT? And would it be so bad to up those values?
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So let's say you increased the +Recovery for blasters from .95 to 1.05.
Congratulations! You just made Drain Psyche even better!
A simplistic example, but the general point is that modifying an AT-general modifier changes every power in that AT, even if a power doesn't really need the modification. And if you're going to have to modify individual powers in addition to a general modifier, why not just eliminate the middleman and only modify the powers?
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Pauper
I have a few questions I hope don't get too lost in shuffle overnight...
1) Since Body Armor from the munitions APP is of much lower base value compared to the toggle shields in other APPs, would it be possible to make Body Armor cover all forms of damage and not just s/l? that would certainly give some incentive to take Munitions IMO. |
2) Earlier you said: Can you explain that a bit more in detail? As in, is it not simply a matter of changing a number value for a specific power for a specific AT? And would it be so bad to up those values? Since you're trying to shore up Blaster survival, if Blasters generally had a higher mod for defensive/buff powers (stuff like combat jumping, maneuvers, tactics, etc) than they currently do, wouldn't upping the base values help a bit? The base numbers they have right now are so pitifully low that even enhanced to the ED cap they are very lackluster. |
Or that, too.
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Pauper
Also Dark Manipulation should be able to use Death Shroud instead of a single target attack that could end up forcing the player to lose out on a good alpha strike attack, or lowering dps in prolonged fights due to interupting attack chains in order to make sure their buff is up. The down side of this is the current design may allow for those powers to have higher values that would go down due to being changed to an always available toggle buff.
Which is why we need to test it |
Another APP question: the blaster max max health cap is about +34.6% Hoarfrost buffs max health by +30% and is enhanceable. It offers very marginal benefit beyond its heal if you have +health accolades, and its +maxhealth enhanceability is essentially worthless with or without health accolades. Would it be reasonable to consider switching hoarfrost from a +maxhealth buff to an absorb shield so blasters could benefit from that power without having to tamper with the blaster health cap? As an absorb shield it could still be very strong, independent of maxhealth.
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Another APP question: the blaster max max health cap is about +34.6% Hoarfrost buffs max health by +30% and is enhanceable. It offers very marginal benefit beyond its heal if you have +health accolades, and its +maxhealth enhanceability is essentially worthless with or without health accolades. Would it be reasonable to consider switching hoarfrost from a +maxhealth buff to an absorb shield so blasters could benefit from that power without having to tamper with the blaster health cap? As an absorb shield it could still be very strong, independent of maxhealth.
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My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
I posited this question in another thread, but I'll ask it here. Have you considered, (if at all possible) that instead of tying all snipes to to-hit buffs, which since blasters are more vulnerable to getting hit and thus getting debuffed, can cause them to lose their to-hit buff quick snipe, making them charge-up?
Say as long as a player has Snipe clicked down, the damage of Snipe will increase until it's maximum timer forces it to trigger. The power can remain interruptable, so it may warrant a slightly higher DPA than a quick click attack would.
Also, will the click-to-sustain powers be usuable prior to an attack? I know that Drain Psyche isn't changing, but what about the Lightning Clap change, and the ToF change?
For that matter, if ToF will require a target, can it be made corpse clickable too?
Will they be changed to fire through mez?
And finally, will the click powers still be equal to the toggles or have slightly higher values?
Thanks!
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According to the stream, Lightning Clap will be usable without targets to get sustain, and according to Arbiter Hawk above ToF will still need a target, but is becoming an 80 foot range attack.
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At least it's only on a 10 second recharge, so that isn't too bad.
You said in the coffee talk that the sustainability powers would not stack. Does that mean that the click powers need to be activated every 60sec or will a new activation after 45sec restart the the clock at zero?
I only ask because some of the language used to describe how they work seems to imply that the power lasts for 60sec and then needs to be recast. Other times it seems like the counter will reset with each new casting regardless of whether the 60sec duration has expired. |
Oooooo, that seem interesting. Toggle on, Time bomb drops. Toggles runs for 15 second and Time bomb explodes and toggle ends. Drop toggle early, time bomb explodes. Maybe make it so the explosion hurts the caster to discourage toggling on and off straght away and at least having to retreat first.
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Edit - minus the self damage, I wouldn't inflict that on Devices.
Hi all!
Theres been a lot of discussion about the upcoming changes both to Blast sets and to the Blaster AT, and I wanted to try a fun kind of thread that can both centralize discussion about them and give you all some insight into when we make changes, and why we choose the changes we do. So, from now until 5 PM pacific today, Ill be here on this thread answering any questions you have about any of the upcoming changes! I probably wont be able to get to every single question, and I wont be talking about any additional unannounced features for Issue 24, but feel free to ask me anything about Archetypes, existing powersets, or game balance. Thanks, and looking forward to this discussion! -Arbiter Hawk |
Mind if I ask what those upcoming changes are? I haven't seen a written word about anything like that.
Mind if I ask what those upcoming changes are? I haven't seen a written word about anything like that.
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http://boards.cityofheroes.com/showthread.php?t=291665
This is my short argument for LAM being counted among the other snipes as insta if at 22% to-hit.
I've been told the point of the snipe changes are to make them useful while in combat, but LAM's recharge is tremendous anyway. Presently, unless you use it at the start of a fight, you don't really have any reason to use it in that engagement. Allowing it to be insta would be a small buff, but not much of one. Just enough to allow it's regular use in combat.
Though while we're talking about buffs to Munitions, if Sleep Grenade had its damage component removed I'd be pleased.
Edit - minus the self damage, I wouldn't inflict that on Devices.
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Or do you have to use a a mechanic through another power like hidden and assassin's strike?
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Q: What are the powers getting the range boost? Are they just the ST ones? Are they just for Blasters?
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