Ask Anything: Ranged Blast and Blaster Manipulation Changes
It will definitely take Heal sets. I believe the only sustain power which takes Accurate Heal IO sets is Touch of the Beyond, because all of the other powers work even if they don't land their hit roll (though it does have a high base accuracy of 1.2, and a recharge of only 10 seconds, so it's very easy to keep your buff up with it.)
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The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU
The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU
Speaking of devices. Is it possible for the engine to tell specifically if you're in combat or not and redirect to a different power if you are? For example a faster animating trip mine or time bomb that just goes off when used but does far less damage than normal when used in combat but you can still use them as normal out of combat?
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There's no "in combat / out of combat" flag that flips when you're on an enemy's aggro table like there is in some games.
In regards to Body Armor; adding other damage type would be great. I still think the Smashing/Lethal should remain highest, and thematically Psi should be omitted.
The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU
Are 40 foot range powers gone the way of the dodo?
Will newer sets only feature 80 foot range powers? |
Was Boost Range considered for elimination from EM and do the Devs view it as problematic? |
Someday, maybe.
Edit - minus the self damage, I wouldn't inflict that on Devices. |
For 'tis the sport to have the engineer. Hoist with his own petard.
So just making sure...will the sonic blast single target power gotten as a 5th power not as a third one have its ranged changed from 40 to 80?
(The third power for sonic is a cone attack)
Also what about kheldian and arachnos attacks that are also 40 range...will they be put to 80 range as well?
And since sonic has no sniper ability then the rest of that set is that working as intended?
EM was the easiest choice to make - it had Conserve Power, which we've twiced changed in to Energize, so we felt it made a lot of sense to do the same again. Boost Range is not problematic, although it is a bit unintuitive in how well it synergizes with cones. It's the kind of power that I really enjoy as a player but would probably not design in a new set because I feel a number of players would just not grok how to use it best.
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The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU
Umm while we are on the subject of powers.
Are there any plans to look at the Special Ops mastermind pets and, well how generally useless they are and well how stealth is completely worthless for them to have? |
Also, a minor gripe but something that would be a huge QOL thing for masterminds in incarnate trials but could pets in general get some sort huge levels of AOE damage defense so that an AV doesn't instantly kill melee pets with AOEs? |
Changing Drain Psyche at all would necessitate drastically reducing the amount of Recovery it grants, flagging the Regeneration debuff to ignore enhancements and outside buffs, and dropping the Regen buff per target but frontloading a more significant amount of its overall Regen buff. Would this be a worthwhile trade for greater ease of use and higher accessability for lower-end and non-IO builds?
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Boost Range is not problematic, although it is a bit unintuitive in how well it synergizes with cones. It's the kind of power that I really enjoy as a player but would probably not design in a new set because I feel a number of players would just not grok how to use it best.
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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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Q: What are the powers getting the range boost? Are they just the ST ones? Are they just for Blasters?
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- Beam Rifle/Lancer Shot
- Dual Pistols/Executioner's Shot
- Energy Blast/Energy Burst
- Fire Blast/Blaze
- Ice Blast/Bitter Ice Blast
- Radiation Blast/Cosmic Burst
- Sonic Attack/Shout
These range increases apply to all Archetypes with the Ranged Blast powersets - Blasters, Defenders, and Corruptors.
Edit to add: Dominator Tier 9 single target blasts are also receiving the range boost up to 80 feet.
I'm not adding damage to it, but I did increase its range up to 30 feet so it's now a more effective deterrent to enemies closing to melee range with you.
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On terms of Blaster Manipulation sets, taking into account the sustain features, can we expect more improvements to the functionality of the rest of the manipulation set? I won't ask to what extent, but just hearing that Time Bomb may be looked at and increasing Frozen Aura's range up from 10ft seems new and promising...it gives me hope that maybe Cauterizing Aura will make it to 15ft or the target cap for Ice Patch to be increased from 5 targets.
I'm not adding damage to it, but I did increase its range up to 30 feet so it's now a more effective deterrent to enemies closing to melee range with you.
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All mastermind pets are on the list to look at and bring up performance to something significantly above where Mercs are right now. This is a long-term goal (read: not soon) due to the sheer amount of analysis required to simulate all of those various different lists of powers.
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I have seen you saying things about fixing mez from the NPC's perspective. What exactly does this mean? Will they be able to stack only so much mez at some point? Or what exactly does that mean for non-mez protected ATs?
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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Word.
Right now, I think it's ok as-is, but beta testing and feedback may prove me wrong. Given its recharge time is fairly low and the duration of the buff it provides is 60 seconds, I think you'll usually be able to use it before getting near a spawn if you don't want the knockback aspect of the power.
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H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD
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Blaster MaxMax Health might not have changed when Blaster Max Health was adjusted upwards many issues ago.
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I actually seem to recall people complaining about trying to get the damage taken badges since a portion of damage didn't count with blasters but that was ages ago.
I would have been surprised if that wasn't the case but I just thought I'd make sure.
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Has there been any talk of the melee ATs that have snipes? Obtaining that amount of tohit on them would be fairly difficult.
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