Ask Anything: Ranged Blast and Blaster Manipulation Changes
I'm glad to see Voltaic Sentinel is getting some love. I would be really happy to see it made a toggle. I would gladly pay the endurance cost of a T3 blast over time rather than have to resummon it repeatedly. (even if the duration is increased, but that's just me.)
While we're here can you give any insight into Time Bomb? Would you consider making it a long ranged summon.
How about an idea where taking time bomb gives you two powers: Time Bomb and Detonate. One summons the time bomb and, if left alone, it will blow in 15s. However if the player chooses, he can hit Detonate and blow it immediately. This gives it the flexibility of both obeying the cottage rule AND making it actually useful for players who choose to detonate.
Would you consider turning Trip Mine into a short range summon also? No other functional changes, since it's already pretty good, but give it possibly a 10 or 15 ft placement range.
As I understand it, Snipe times don't just magically snap down at 22%, they slowly approach that period. Is there any thought to removing the ability to interrupt them or at least reducing it, so that players who can get part of the way (say, by using Tactics or the Kismet IO) still have a potentially viable combat-snipe, albeit without the "Anybody get the number of that truck?"-level DPA? Because as it is, the buff seems very limited in an "all or nothing" fashion, at least with regards to practical use.
It's on our list of powersets to look at. That list is pretty long, though. But yes, we have a plan for something cool to do with Time Bomb to make it more useful in the future. No timeframe given for this, though!
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I do have a question: are you planning to extend the range of the Blaster secondaries' Tier 1 attacks, like Web Grenade and Electric Fences, or is this limitation by design? They're currently at 50ft range whereas many others (like Mental's Tier 1 Subdual) are 80ft.
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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I have seen that for the most part Regen outperforms Heal over Time, this is specially true for the two incarnations of Pain Domination's infamous bubble. How will Cauterizing Aura(sp?) be taking those into account? Any chance this power gets its radius increased a bit?
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I am also a bit concerned about mitigation, while you said on the stream that these changes will definitely help with the blaster not needing to stop to rest between every spawn it still doesnt change the fact that a Super Reflex will always be more durable than a Regen(without taking min/maxing builds into account), specially considering the fact that the biggest problem blasters seems to face is they get flattened in the middle of the fight. |
There are two important ideas to consider when looking at character durability - Mitigation and Avoidance. In City of Heroes, Defense is our Avoidance stat - high defense sets such as Super Reflexes have high Avoidance but low Mitigation. Resistance, Regeneration, Absorb, and Healing are all Mitigation stats - they take damage that you've taken and make it matter less.
How durable any given character can be is often called Effective Health. This is a combination of that character's Avoidance and Mitigation. What you are describing above is not an inherent attribute of Mitigation, but rather a scenario in which one the defense-based character's Effective Health is much higher than the Regen based character's.
Has it ever be considered to buff the defensive power pools(Maneuvers, Combat jump, Weave) to blasters to make them more appealing to them? I believe that this might help both trends of blaster players, since those that want to go pure damage could do so, while those that want something a bit more sturdy could give up a little damage powers in exchange of a few others. Even with all of those toggles they won't be on par with any scrapper set that I can think of, but it might help with the recurring trend that blasters simply dont do enough damage for the huge lack of survival they currently have on normal situations. |
*takes a deep breath* and for the last bit, I know nukes wont be touched, but I have brought up a few times that pre-Judgement this was no issue, however, a team with 2 judgement users can clear a mob faster and without any drawback than a character who decided to take a chance to use a nuke, currently the blaster either takes a chance and goes nuke the spawn first and tries to kill them all or he risks to be outdamaged by two /defenders/ with judgement for trying to keep his survival rate higher. |
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Dual Pistols' animation times are being shortened to raise the set's DPA across the board. Ice Blast, Sonic Attack, and Electric Blast are on Synapse's and my radar to make sure they perform up to par with the new blast set paradigm, and will likely see additional changes to ensure that they are not "left behind" on account of not having a snipe.
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I am somewhat curious as to why it was decided to put the "sustain" in Lightning Clap as opposed to Lightning Field, which would be more in line with things like Fire Manipulation, Ice Manip and Devices. I know I haven't taken Lightning Clap in ages.
Also, if Voltaic is going to have its uptime looked at, can it be a bit more aggressive? It doesn't help if my "Tier 3 blast" is following 10 feet behind me and not engaging anything as I move from spawn to spawn. (Adding a chaining effect would be nice, too, giving Elec. blast something pretty much every other elec. set has somewhere, keeping the theme going.)
* yes, I'm particularly interested in anything happening to Elec/Elec, or even one of the two - first 50 was an Elec/Elec back in I3/I4, have recreated that one a few times with the same sets "just because," and have other elec blast and elec manip characters. I like electric.
This may be a common misconception. The two effects are functionally identical in most significant ways, so making them perform identically is just a question of doing the math on the scales of the effects. There is no difference between Regenerating 1% of your health per second and Healing 1% of your health per second.
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I am duly chastened and edu-mah-cated regarding Scrapper/Stalker snipes, thanks.
(Of course, I can't imagine ever taking a snipe from the pools on either AT, but my playstyle isn't your playstyle, boom-de-yadda boom-de-yadda.)
On Protector...
Hero Woods Cutter, level 50 Katana/Regen Scrapper
Villain ProPaine, level 50 Plant/Fire Dominator
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Hero Coruscation Agent, level 50 Fire/Devices Blaster
My new Youtube Channel with CoH info
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Did you consider giving Blasters mez protection as well? Not a huge amount, but enough to deflect a single hold or sleep or such (perhaps not knockdowns, just the instantly disabling effects). If you jump into the deep end and let a whole lot of mez fall on your head, that's your own problem.
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I'm not sure I agree with the statement that "all ATs can use it equally". Yes all ATs get access to To Hit but not all ATs get access to it in the same amount. There are currently 6 ATs with Snipes: Blasters, Corruptors, Defenders, Dominators, Stalkers and Scrappers.
Blasters: Most Blasters are reliant on Aim/Build Up to get FastSnipe. Three sets can get it permanently with varying degrees of difficulty. Corruptors and Defenders: Can always get it using Tactics and Kismet (easier for Defenders than Corruptors), some powersets have an easier time (i.e. Farsight or Focused Accuracy). Dominators: Two secondaries can get it through Aim or Build Up and all doms can get a limited uptime through Soul drain in APP. Scrappers/Stalkers: Mostly get it through Build Up. Claws and Invulnerability Scrappers can get Perma-FastSnipe through their powers (although I can't actually imagine them doing this due to the need for 3+ enemies in melee range for Invulnerability and the redraw for Claws I can't see it being worthwhile) EDIT: Good to know, thanks . |
1. Raise the to hit buff from tactics. (and blaster assault too!)
2. Have a Blaster IO that gives +to hit buff.
3. Look at changing or adding in new IO sets with +to hit buff.
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
It's true that To-Hit is somewhat arcane, but this mechanic actually boils down pretty simply:
-"Hit Aim, Snipe becomes instant." -"Pop 3 small yellows, Snipe becomes instant." -"Get a big team with people running leadership, Snipe becomes instant." Or, most simply, "If you get a yellow ring around your Snipe attack, you can click it and use it in combat." I've spent at least 30 hours testing all of these mechanics on Blasters internally, and our QA team has been sending me messages like "When will this go live? I want my live blaster to be this fun!" We kicked around a number of possible activation conditions before settling on To-Hit - High health enemies, low health enemies, enemies at long range, enemies at short range, Just used Aim, Just used Build-Up, Your last snipe was interruptible, etc. - but ultimately I do actually think To-Hit accomplishes our goal in a number of ways. This redirect condition is simple enough that all ATs can use it equally, and easy enough to understand that players shouldn't have a problem getting used to it. It also is increasingly more probable of being met as team size increases, which helps counteract the perception that snipes are less and less worth using as team size increases. |
As of now Blasters cannot leverage tohit like other ATs, so I wouldn't consider that equal if that was the original design intention.
Can you give us a clear answer why T9 Blaster powers that crash weren't addressed with these other nuggets your giving us. A Brute Scrapper, or Tank never question taking their T9 attacks and neither should Blasters.
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What exactly is 'sustain' anyway?
"Don't you know dead is spelled m-e-n-t-a-l in CoH? - SapphireShot
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
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."
Actually, I'd bet the design goal behind 'sustain' is to improve those things on a Blaster while *not* making them alphastrike taking tanks.
I know that some people mentioned that Ice Blast doesn't have a snipe attack, but it does have two ranged hold attacks. I always assumed that was why it didn't have a snipe attack. Although it would be nice if the Bitter Freeze Ray activation time wasn't so dang long (2.50s).
The Ice secondary could use some improvements. My old 50 Ice/Ice blaster only ever took Chilblain, Build Up, Ice Patch, and Freezing Touch. The others just didn't seem all that useful, nor worth delaying the Fitness pool powers for (yea, she's old).
There is one question I have for the devs. Except for Devices, all the other secondaries are elemental based with attack powers. How come there's no brawler secondary with straight up punches and some self buffs? Between Martial Arts, Super Strength, and Street Justice there are plenty of animations already in the game. 4-5 attacks, Build Up, and some other self buffs to round it out and you're done.
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Did I miss something?
On Protector...
Hero Woods Cutter, level 50 Katana/Regen Scrapper
Villain ProPaine, level 50 Plant/Fire Dominator
Villain Amber Ellie Dee, level 50 Sonic/Radiation Corruptor
Hero Coruscation Agent, level 50 Fire/Devices Blaster