Ask Anything: Ranged Blast and Blaster Manipulation Changes
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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.
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." |
-"Stack 22% +hit, or lose your best attack."
And I predict that people who end up in large parties that DO NOT provide them the necessary buffs for +22% hit to get surly in short order. Are you concerned that this (and the self-buff to snipes for Corruptors and Defenders) might push Tactics into must-have, Fitness Pool territory?
How will Power Boost effect Energize in /Energy Manipulation come i24?
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Will the sustain effect continue to work while mezzed?
And if so, does that place users of /Dark Manipulation ToF (or whatever the new power name is) at a higher risk if they get mezzed prior being able to fire off the attack, or if at the opening of the fight, the use it, missed, and get attacked then mezzed?
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
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Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
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In an SO only world: what is your goal with the sustain powers?
How survivable do you expect the average blaster to become compared to... lets say the average stalker?
How much tweaking to Dual Pistol's animations did you do? Does it continue to have the same feel it currently has? was it an animation tweak to juse ES?
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Because so far he's answered EVERYONE'S question except yours.
Oh wait, no he hasn't.
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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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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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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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My pleasure. I love this community, and talking about powers is probably my favorite thing ever. XD
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edit: Oh, and one last minor change that's been bugging me forever: could you standardize the power pool Leadership toggles' activation times to match the VEAT ones?
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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Will also say that with these changes, and a possible time bomb change, my fire/traps corr will play very, very differently.
NeoSaturn-L50 Kat/Regen Scrapper
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Errm, not balance, but while you're working on blasters here's a request. Blue lightning field fixed to work like red, in that the annoying sound will fade to nothing shortly after turning on. Hmm, could you do this for ice sword as well? The tools and techniques are already in the engine.
Or, in the form of a question, could you do the above? Thanks
Third, are you going to look at the 'fool' magic buff power? At the moment the 3% tohit debuff it lays on you is essentially ignorable, but if it makes the difference between being able to fast cast your snipe or not, I could see it getting annoying very fast - especially since it lasts 20 minutes and can't be removed. It's likely not a problem if you're getting over the threshold using aim, but could definitely be an issue otherwise. |
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.
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I think being able to cancel it takes some flavor out of the power. (Unless of course you're just saying you would make [The Fool] cancelable and not the other buffs.
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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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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.
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That would go a LONG way towards fixing status-effect-related problems in a very direct way, and it's something I never thought would even be acknowledged. To be blunt, since about Issue 1, I've had zero faith in NPC status control and generally NPC power selection to be under any kind of scrutiny, and this problem has seemed to get worse and worse with every passing Issue, with I18 being one of the worst offenders. It simply seems that as time goes on, NPCs of any level range gain more damage, stronger debuffs and more status effects than what had been seen in previous issues.
I forget at what point I made this decision, but I simply decided to never play anything without status protection for exactly this reason - many enemies are just badly unfair. Malta Spec Ops 45s Stun Grenades come to mind.
My point here is that if you can do this and actually put enemy potency under some kind of standardized control so I'm not forced to overbuild to handle the very frequent outliers, then what constitutes "enough" might drop significantly.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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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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Plus you could consider making WoC have a 15 foot or 20 foot radius as well as making Scare's duration ~17 seconds.
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.
Right.
Because so far he's answered EVERYONE'S question except yours. Oh wait, no he hasn't. |
Lol [pancake] you too.
So, regarding the changes to Cloaking Device/Field Operative, is Field Operative going to retain the stealth function of Cloaking Device?
While fighting out of Stealth has never been as much of a benefit to my Blaster as it would be for a Stalker, I have to admit, the sniper changes could make a cloaked Sniper a *lot* more viable, as I'm given to understand the snipes won't have their (highly localized) aggro tendencies changed.
You're right: this whole issue is a money grab. We're going to be grabbing money from impatient people with money to burn and completionist complexes, and using it to make a better game for everyone, including the 99.9% of the rest of the playerbase that isn't going to be buying everything, multiple times, immediately upon release, and spending hundreds of dollars in the process.
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What if blasters had a 'bank' of protection that was in some way related to defiance? Perhaps it only regenerates out of combat, but allows a blaster to navigate alphas (and some extended combat) with some reliance on 'damage as mitigation'.
At full charge I have 3 'charges' of mag 3 stun/sleep/hold/confuse protection, after those three are consumed, I have one mag 2 charge, and one mag 1 charge left until I am without any mez avoidance. Kind of like 'absorb' but for ranged_mez only.
Thanks for your work, Sir Arbiter!
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NeoSaturn-L50 Kat/Regen Scrapper
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