Ask Anything: Ranged Blast and Blaster Manipulation Changes


Abysmalyxia

 

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Apart from anything else, I would like to just say "thank you" for spending your afternoon answering our questions like this. I don't think very many dev teams would consider doing something like this, let alone dive into it so enthusiastically. Thanks for being awesome!


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

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Originally Posted by Arbiter Hawk View Post
We've considered it, but we would prefer to fix layered and repeated crowd control problems from the NPC side rather than from the player side. I want to add CC suppression to NPC CC powers at some point in the future - maybe i24, more likely i25 or later. This would dramatically lower the performance delta between characters with access to status protection and those without. But it's a massive amount of data to parse and then change, so it's a timely and costly endeavour.
I suggest start with the Malta.


NeoSaturn-L50 Kat/Regen Scrapper

Paragon Family Swift
NeoSaturn's Deviations

 

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Originally Posted by Muon_Neutrino View Post
Apart from anything else, I would like to just say "thank you" for spending your afternoon answering our questions like this. I don't think very many dev teams would consider doing something like this, let alone dive into it so enthusiastically. Thanks for being awesome!
Agreed. I have always personally thanked Gecko, Castle, Synapse, and Hawk for keeping an open dialog and answering PMs.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

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Originally Posted by Arbiter Hawk View Post
If it's not already flagged as Cancelable, I will flag it as such. For those of you who may not know this, i20 or i21 introduced the ability to cancel many buffs in game by right-clicking their icon and selecting "Cancel" from the drop-down menu.
It's not, and I was under the impression that this was intentional.

IIRC, The Fool is the reason that Mystic Fortune prompts you, because of the risk involved in accepting the buff. That's reinforced by the somewhat extreme lengths that the power goes to in order to stop someone from "cheating" by replacing it with a different buff.

That said, I certainly wouldn't complain if it became cancelable.


 

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Originally Posted by Codewalker View Post
It's not, and I was under the impression that this was intentional.

IIRC, The Fool is the reason that Mystic Fortune prompts you, because of the risk involved in accepting the buff. That's reinforced by the somewhat extreme lengths that the power goes to in order to stop someone from "cheating" by replacing it with a different buff.

That said, I certainly wouldn't complain if it became cancelable.
I believe it's also because The Tower deals a chunk of damage to you when you accept.


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Originally Posted by Forbin_Project View Post
Then it's time for them to get off the cross, use the wood to build a bridge, and get over it.
In one little corner of the universe, there's nothing more irritating than a misfile...

 

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Originally Posted by Android_5Point9 View Post
Will each set's snipe be normalized as far as activation times go?
They probably won't all be normalized, but AR, Archery, and Beam Rifle may change since right now they look kinda funky if you have to draw the weapon.

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Are Scrapper/Stalker snipes getting harsher tohit requirements? The Stalker ones will be doing incredible damage from Hide.
These may see changes. They should be high damage and good power picks but they are also ranged attacks in PPPs on Melee ATs. They should not be as awesome as the Ranged Blast snipes.

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- With the changes, will Fire Blast be seeing any performance adjustments? It's already arguably the best set for damage (probably in part due to Blaze), so having a 2nd Blaze seems a little scary.
Interestingly, due to Blaze's insanely fast activation time, Fire Blast doesn't gain that much relative to other powersets if both Blaze and Blazing Bolt are off cooldown and the 22% To Hit threshold has been reached. Fire Blast was designed with the notion of its secondary effect being "Moar Damage". Is that fair? It does give up some utility for damage, and the amount of "Moar Damage" is not huge due to how DoTs work in our game, but on top of having extra damage, it also has some of the highest DPA of any ranged set, which is not a controlled balancing factor in our powers system (though Synapse and I both take DPA into account when making changes these days, it is not expressly limited by our damage formula)

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Would you consider expanding the number of powers that can be activated while mezzed for Defiance, or maybe just making that a perk of having a ranged set? Mezzes are still rather potent against ranged ATs.
This is not something we're looking at doing at this time.

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Is Drain Psyche going to lose the target requirement or having it's duration adjusted? The idea behind the other sustain powers is constant/guarenteed uptime, which Drain Psyche doesn't have without pretty significant amounts of recharge.
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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Also, thanks for the thread Hawk. We love you and your sometimes Amish/Wolverine hair!
My pleasure. I love this community, and talking about powers is probably my favorite thing ever. XD


 

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Originally Posted by Arbiter Hawk View Post
I want to add CC suppression to NPC CC powers at some point in the future - maybe i24, more likely i25 or later. This would dramatically lower the performance delta between characters with access to status protection and those without.
Wait, what?

Can you explain this further?

I think I know what this means, but I reaaallly want to make sure before I go further.


 

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The increased range from 40' up to 80' - is that only for single-target attacks, or does that include cones like Fistful of Arrows or Tenebrous Tentacles? Also, I couldn't tell from listening to the broadcast, but do the short-range powers in dominator secondaries get the range boost, too?

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Originally Posted by Arbiter Hawk View Post
-"Hit Aim, Snipe becomes instant."
As I'm absolutely certain you're aware, that's an issue for Assault Rifle, which has Sniper Rifle, but no Aim. All the more so since, as was admitted yesterday, the required +hit for insta-snipe is deliberately just barely above what almost anybody will be able to slot into Field Operative without rare IOs.

That'll limit Assault Rifle, and Assault Rifle only, combined with any secondary other than Devices, to only being able to insta-snipe every 45 seconds (assuming 3-slotted Build Up) where every other blaster primary with a snipe will be able to insta-snipe twice that often.

I realize that there's no plausible way to add Aim to Assault Rifle. But would you consider making the required +hit for its insta-snipe just barely low enough that Field Operative, 3-slotted with SOs, can reach the +hit threshold for it and it alone?


 

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I think addressing the snipes is a good idea....not sure about the implementation however. Again, I won't know until I test it. I agree, it might not sound like a much, but then again, it may really make a big difference.

Thematically, I don't like the way this is handled....though I have no better idea at the moment.



On my character, at least, the regen is useless from the /devices buff. If I need health, I need a heal....and I usually need it during the wind-up in Rain of Arrows (see below.) Regen does nothing for me.

Recovery is never an issue with my character either. I rarely run out of endurance. I don't think the regen/recovery is the way to make blasters better.





What I feel DOES need addressed for blasters is the T9 nukes. It's been said before:

- no END crash
- rechargable faster (judgement or Rain of Arrows recharge times)
- the wind-up times need to be shortened (as most often when I die, it's in the Rain of Arrows wind-up time.) Wind-up times for RoA make it a requirement to use at the beginning of battles.....and even then sometimes, things are all dead before it goes off. I now use my Fire Blast Judgement power (forget it's name) to blast for AE damage in groups.
- All T9 blasts need to be changed to a Targetted PBAoE or "enemy targetted AE" (perhaps give an option for which you want when you chose the power, or keep the old power the way it was for those that don't want to lose options.) This allows us to stay at range without closing for use of the T9s



Also, secondary powers need addressed:

- from day one, it has been noted that a ranged blaster has secondaries that require melee range for damage. As a /devices character, this is less true. I've managed to keep myself at range with my archery/devs blaster-- however, I recently rolled a mental/mental blaster. The amount of melee range stuff is ridiculous. I've only picked out 2 good powers in the secondary set-- and this is the secondary set that is supposed to "be the best secondary for blasters."

- what needs to happen? Alternate powers you can chose instead of the old melee ones (leave the melee ones in for those that like blapping.) Things like "Time Bomb" can become "Charged Bombs".....click it, lasts about as long as "build-up" and all your single target powers get a 100% proc of AE small bombs detonating around the target hit...causing knock-up and significant damage. Effectively turning a single target blast into an AE blast-- AE blasts would have multiple AE blasts going off as well. (Just one suggestion for a change....upping the blaster's damage with a useful secondary power.)

- perhaps add in "assault-like" self buffs to up damage on blasters as a secondary power.

- add more powers into the secondaries like "World of Confusion" or "Arctic Ice" that is AE around the blaster and helps the blaster mitigate some damage in times of over-aggro issues. Things that wouldn't save a blaster that was "just too dumb and aggroed everything" but something that helps the blaster help himself in emergenices. Perhaps, like that power that encases you in ice and makes you unkillable for 30 seconds and regens/recovers you fully (this is the only regen/recovery that is useful...when you are invulnerable to boot! LOL.)



Also: Electric blast needs updated:

- again, allow the ability to choose all the old powers so people can keep their old Electricity blaster....but things like "Chain induction" and "Thunderstrike" would be awesome. Voltaic Sentinel sucks because it's not controllable at all....it blasts if you get too close....and, at least as far as I know, could fall behind when you are running.

- Perhaps add in visuals that allow the blaster to turn to electricity and jump himself through the whole patch of enemies he's firing at....an updated "Chain Induction?"




In summation: I think blasters should be the king of AE damage (versus Stalkers and Brutes and Scrappers).....I think adding a secondary power that changed single target powers into AE powers for a brief time (for bad situations) would be fun and a powerful "save your butt" power. Improved T9 blasts help as well.....as well as useful and new ranged secondaries. Then blasters would be a thing to behold. (They are fun now, yes, but need work.)


Level 53: Arrows/Devices/Munitions Blaster

....and hopeless Science-Natzi.

 

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Originally Posted by Jetpack View Post
Wait, what?

Can you explain this further?

I think I know what this means, but I reaaallly want to make sure before I go further.
basily Hawk wants to go through all the NPC Crowd control powers and add in a supress mechanic that means that if they hit you with a mez they can't hit you again with it for something like 12. At least as far as he said in the stream yesterday.


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Originally Posted by Forbin_Project View Post
Then it's time for them to get off the cross, use the wood to build a bridge, and get over it.
In one little corner of the universe, there's nothing more irritating than a misfile...

 

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Originally Posted by JayboH View Post
Could you provide a list of the newly changed secondary powers with some of the numbers involved?

EDIT: and maybe put it into the first post, so we can directly reference things?
Until he does, here's what I have in my notes from listening yesterday:

Changed one power in every blaster secondary to include a "sustain" mechanic. Non-toggles designed to be used at least once a minute, none require melee range, none self-stack, all but maybe Energize should be perma without any rech bonus.

Darkness Manip: Touch of Fear becomes Touch of the Beyond, adds 30 sec +regen & +recov on hit

Devices: Cloaking Device becomes Field Operative, adds +regen & +recov

Elec Manip: Lightning Clap becomes Force of Thunder, adds 30 sec +regen & +recov buff, doesn't require enemy hit

Energy Manip: Conserve Power becomes Energize, adds small up-front heal, long HoT

Fire Manip: Blazing Aura becomes Cauterizing Aura, adds tiny HoT

Ice Manip: Chilling Embrace becomes Frigid Protection, increased from 10' to 30' diameter, adds absorb shield to char every 3 secs

Mental Manip: Drain Psyche stays the same


 

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Originally Posted by Zemblanity View Post
Nice, any change to Time Bomb's current implementation would be appreciated. Overall, these changes look great on paper, Arbiter Hawke, great job

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.
It's certainly worth considering! I'd only seen it brought up once before, but we'll look at it. Mental Manipulation has kind of operated in its own paradigm independent of other Blaster Support sets for years, but a lot of that paradigm contributed to making that secondary both powerful and fun to play.


 

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I like the range improvement, the to hit/snipe recharge improvement, but I feel like my blaster could use that something-something long-range aoe buff. Is that even possible?

Also, just more secondary powerset options in general would be lovely. Trick arrow, maybe. A future tech or lunar-inspired secondary to complement beam rifle would be wonderful.

Thanks for taking the time to do this. Very informative.


 

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Originally Posted by Memphis_Bill View Post
Psst... electric has a snipe.
Hah, you caught me... but it doesn't have a t3 blast to benefit from that range buff, and has been bandied about as an underperforming blast set due to said lack of t3 blast, which is why I brought it up.

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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.
Tier 4, 5, and 6 are the eligible tiers for a sustain power - players need that power before level 20, and getting it before 10 would potentially rob people of an early attack chain in favor of being defensive, which isn't really representative of how the AT plays.

For Electric Manipulation, that means the eligible powers were Havoc Punch, Build Up, and Lightning Clap. Of the three, I thought Lightning Clap made the most sense - you could use it outside of combat to get its benefit, its recharge was low enough, and there was very little reason to take it in most non-concept builds as-is.

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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.
Yes, I'm on a mission to slowly clean up player pet AI, but it's a slow and laborious process. Whenever I look at a pet, though, that is one of the things I try to fix with it (though it's not always possible).


 

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My apologies if this has been asked already:

Many builds have no native ways to buff to-hit, between them various Dominator builds and most Corruptor and Defenders using AR.

In addition, for many levels in certain builds the change will not have any impact, it will not be until heavy SOs that builds like AR/Devices will start to shine (although once the ones that do shine, they will shine big time.)

I have seen already (and share) the fear that although during times that ToHit buffs are strong, snipe will be great, it will still feel situational and it will be one power that may need to be taken and slotted but only to be used if teamed up or situationally (under Aim uptime.)

Is there any plan to further improve Snipes outside of this to-hit buff, similar the buff Assassin's Strike received while out of hide?

I would love (if it was technically possible) for the snipe to be usable as an average DPS attack (between 0.75 ds and 0.85 ds) if ToHit is under 22% and the attack is being used within 80ft of the target, leaving the old fashion snipe only for use while over 80ft.


 

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Originally Posted by Eldritch_Knight View Post
What exactly is 'sustain' anyway?
Good question! I shall reply with a paraphrased meme, in honor of the upcoming costume contest: "If you take damage and you don't get any health back, you're gonna have a bad time."

Sustain is basically the idea of moderate but reliable amounts of healing over time, usually used in the game industry in the context of damage dealing/non-tanky characters still being able to keep themselves alive while solo. There are only two ATs with no Sustain functionality in their powersets right now - Dominators and Blasters. However, Dominators mitigate much more damage than Blasters due to their control, allowing their baseline Sustain from health to cover the amount of damage they take each spawn.


 

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Originally Posted by Mr_True_Shot View Post
What I feel DOES need addressed for blasters is the T9 nukes. It's been said before

- no END crash
- rechargle faster ie. judgement or Rain of Arrows recharge times
- the wind-up times need to be shortened (as most often when I die, it's in the Rain of Arrows wind-up time.) Wind-up times for RoA make it a requirement to use at the beginning of battles.....and even then sometimes, things are all dead before it goes off. I now use my Fire Blast Judgement power to blast for AE damage in groups.

- All T9 blasts need to be changed to a Targeted AOEs (perhaps give an option for which you want when you chose the power, or keep the old power the way it was for those that don't want to lose options.) This allows us to stay at range without closing for use of the T9s
QFT and I like the idea of Blaster T9s being targeted AOEs or Cones over PBAOEs


 

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Originally Posted by LittleGreyDuck View Post
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.)
(Yeah, srsly.)

To be precise, though, ONLY Patron Power Pools have snipes, and only three out of the four sets have a snipe. Moonbeam from Soul Mastery, Zapp from Mu Mastery and Mace Beam from Mace Mastery. No other ranged Patron powers are snipes, and there are NO snipes in the Ancillary Power Pools. Just because a power is ranged doesn't make it a snipe.


 

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Originally Posted by Arbiter Hawk View Post
Some Blaster mods do feel a bit low. Whether or not we will change them at this point, I'm not sure - it's a very risky change, because changing class mods changes how every single one of their powers works. If Blaster Effective Health is still found to be wanting after these changes, however, the buffs will continue until performance improves.
What is the target for Effective Health? There are not a whole lot of powers blasters get that are affected by those mods. Really it is only in the pools where they can get resistance and defense (and /Dev gets one power).

Mez Suppression -
Blasters interact with Mez uniquely thanks to Defiance and now they will have some offensive toggles that also interact with mez uniquely. Since blasters are the offensive specialists and interacting with mez in this unique fashion is part of their inherent, I suggest the three remaining blaster secondary toggles get the feature of suppression, rather than shutting off. Hot Feet, Death Shroud, and Lightning Field should suppress when mezzed, not shut-off.

Cauterizing Aura and Death Shroud -
Is there any consideration to making these powers have a 15 foot radius for blasters? Lighting Field and Hot Feet are both at 20 feet and that size makes a lot more sense for blasters. What is the end cost on Cauterizing Aura?


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.

 

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Originally Posted by Zombie Man View Post
On a Defender, Tactics six-slotted with 50+5 ToHit IOs is 21.96% ToHit, just .04% from hitting the magic 22% for InstaSnipe. So my question is:
1. Just how evil are you?*
2. Do you round?**



*

**
1.) Very

2.) Nope!


 

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Originally Posted by InfamousBrad View Post
That'll limit Assault Rifle, and Assault Rifle only, combined with any secondary other than Devices, to only being able to insta-snipe every 45 seconds (assuming 3-slotted Build Up) where every other blaster primary with a snipe will be able to insta-snipe twice that often.

I realize that there's no plausible way to add Aim to Assault Rifle. But would you consider making the required +hit for its insta-snipe just barely low enough that Field Operative, 3-slotted with SOs, can reach the +hit threshold for it and it alone?

Isn't Dual Pistols in the same poo? No Aim or Build Up, they had the Swap Ammo mechanic instead.

Seems like a simple choice would be to just slightly dink their basic bonus to-hit for using a "weapon" up....err, or the Snipe/PR down. You're basically just a bit more accurate as compensation for your firearms not being able to supercharge up an Aim/BU. Nevermind the fact pistols attacks look like the exact OPPOSITE of actually being accurately aimed. Iron-sights FPS autoaim feature ftw! Epic pulping action


 

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Originally Posted by Arbiter Hawk View Post
Hah, you caught me... but it doesn't have a t3 blast to benefit from that range buff, and has been bandied about as an underperforming blast set due to said lack of t3 blast, which is why I brought it up.
*cough* tesla cage *cough* give it damage *cough*


 

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Originally Posted by Iannis View Post
Isn't Dual Pistols in the same poo? No Aim or Build Up, they had the Swap Ammo mechanic instead.

Seems like a simple choice would be to just slightly dink their basic bonus to-hit for using a "weapon" up. You're basically just a bit more accurate as compensation for your firearms not being able to supercharge up an Aim/BU.
No, because Dual Pistols doesn't have a snipe to make insta.


Quote:
Originally Posted by Forbin_Project View Post
Then it's time for them to get off the cross, use the wood to build a bridge, and get over it.
In one little corner of the universe, there's nothing more irritating than a misfile...

 

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Originally Posted by Iannis View Post
Isn't Dual Pistols in the same poo? No Aim or Build Up, they had the Swap Ammo mechanic instead.

Seems like a simple choice would be to just slightly dink their basic bonus to-hit for using a "weapon" up. You're basically just a bit more accurate as compensation for your firearms not being able to supercharge up an Aim/BU.

DP doesn't have a snipe power.