Ask Anything: Ranged Blast and Blaster Manipulation Changes
i thought blasters were fine and didnt need any changes at all.
they dont die half as much as they use too back in the day. seems like a waste of resources and deadline where we could have done better stuff. on this note i dont care if anyone hates me for saying it or not. but i really would like to hear the actual reasons behind it now since when does a bunch of soft capped blasters need even more reasons to gimp other a.t's? |
LRM is awesome already. Instant LRM would just be ludicrous. If Munitions Mastery needs a boost, I would probably look to Sleep Grenade or Body Armor, not to LRM.
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Sleep Grenade is ok (so far as sleep powers go anyway), the real problem is that it's a sleep power in an APP that is (thematically) meant to be paired with a AoE heavy primary. Still, I wouldn't object to getting it replaced with Stun Grenade .
Right, so we're down to answering the jokey questions from the same forum favorites more than the dumb ones from average players like me who don't speak beta-babble... I'm sooo sorry I took the time to read and post a question earlier.
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And then you make a comment about more secondaries - not a question, more a request.
And you wonder why that wasn't answered, and then get snippy about it. Hmmm. How about "Next time, be a bit more precise in what you are asking so they can come up WITH an answer, assuming they're allowed to comment on whatever it is." (Something they're not allowed to do with future powerset plans, generally, until they're nearing release.)
Because the game isn't balanced around softcaped blasters. Also, snipe change is a snipe change not a blaster change.
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Also, how does it "gimp other ATs?" Seriously?
Hmm. That's not really possible within the constraints of how the game works right now. It's a cool idea, but we don't have the concept of "Status Protection that goes away when a status hits it." If it were possible, I would also worry about it fundamentally changing the way Blasters play - one of the last things I would personally want to create is a mechanic or power that encouraged you to sit around and wait for it to recharge before you started the next combat.
If we were going to give blasters a way to mitigate mez, I think we would probably go with "fighting your way out of it", since that feels very thematic and defiance-y. No plans to add this to the AT right now, though - we want to see how this regen/absorb/HoT solution shakes out before we consider adding anything else defensive that might be multiplicatively powerful with that same solution. |
LRM is awesome already. Instant LRM would just be ludicrous. If Munitions Mastery needs a boost, I would probably look to Sleep Grenade or Body Armor, not to LRM.
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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:
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.
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Originally posted by Arbiter Hawk >
Alright ladies and gents, that's it for today. If you have further questions, please feel free to continue posting them, I'll try to free up some more time tomorrow to follow up. |
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.
The worst possible time to get mezzed is at the beginning of the Alpha response because you are much more likely to be defeated by the alpha response and follow up if you get mezzed immediately after you make your first attack.
A common tactic is to hit Aim + Build up and launch all of your AoEs. This allows you to take out the majority of minions in the spawn allowing Offense to be the Blaster defense. The remaining mobs are damaged and if you are mezzed you "may" still be able to take out the remainders using defiance.
Would you consider adding a mechanic (if it is possible) that grants a blaster 5-10 seconds worth of "break free" at the time suppression begins? (this would allow us to finish unloading our Alpha strike and reduce the follow up threat) I think if that were possible it would solve a majority of the alpha mez issues.
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Well then, this might just allow me to enjoy my old Elec/EM Blaster more
How did you come up with the +22% tohit requirement? (I wasn't around to view the twitch.tv conference.)
Was it some sort of inside joke to make the Calibrated Accuracy IO set to appear to be even more stupid?
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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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Had it been phrased as a neutral comment (especially with the thrown in) I'd likely not have responded at all.
And it's rather obvious you aren't on MY ignore list, so no, you aren't on EVERYONE'S ignore list. |
I think my question was pretty simple. It was even short. I made it on my phone in like 2 min. "Any plans to address blaster's in-combat sustainability?" was my question and the rest was basically an explanation of what I'd consider in-combat sustainability.
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So, you want to be Mental?
What the hell? Let's buff defenders.
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Will Cauterizing Aura take both Heal and Accurate Heal IO sets?
I think my question was pretty simple. It was even short. I made it on my phone in like 2 min. "Any plans to address blaster's in-combat sustainability?" was my question and the rest was basically an explanation of what I'd consider in-combat sustainability.
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Plus your question is kind of answered here:
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.
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. |
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.
Please make sure the +rec bonus on the 'new' power is large enough to overcome the end cost, or lower the end cost on the powers. Adding a 0.78 end/s toggle for a modest self heal (blazing aura) isn't going to help most blasters.
I think my question was pretty simple. It was even short. I made it on my phone in like 2 min. "Any plans to address blaster's in-combat sustainability?" was my question and the rest was basically an explanation of what I'd consider in-combat sustainability.
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Are there any plans to address blasters in combat sustainability? |
The added features are great but vs a boss or two plus mezzes and debuffs, I'm imagining the regen or heal over time will only get them so far. |
Just to plug an idea of mine: adding an overpower proc to all a blaster's single target mez to give them a chance to quickly hold a boss. I suggest this because it turned my DP blaster around when I slotted the Lockdown SBE proc in Suppressive Fire. Fights were still close, and it forced me to stay aware, but it allowed me to fight multiple hard foes at once just like my doms do. Of course the doms can also lockdown whole spawns without breaking a sweat, but this isn't about doms, this is about blasters vs multiple dangerous targets they can't drop super fast |
Questions that Arbiter Hawk can answer would be questions like:
Do you have any plans to buff blasters beyond what was announced, if it turns out testing shows the announced buffs are not strong enough?
Which incidentally, the answer is "yes."
Do you believe your buffs will make blasters survivable against spawns with multiple bosses, and if not what level of difficulty did you test your changes against?
I'll let Arbiter Hawk answer that one, if he chooses. But I would say that the buffs won't take you from dying against an Lt and a minion to defeating two bosses simultaneously. But they might take you from being able to defeat one boss but not two, to being able to survive a fight against two. How high the buff will take you depends on where you are now.
Look at the questions Arbiter Hawk actually answered:
I know some sets (ice and DP) don't have a real snipe per say. Are you looking at doing anything to those sets to level the playing field after the snipe change or just banking on their unique nature being enough? |
Will the heal/absorb/recovery of the new Manipulation powers be enhanceable? |
Why did you guys feel the need to change the names of certain powers, like Cloaking Device |
Anything more specific you can say regarding electric blast? |
Is there a simpler mechanic that can be used on snipes? |
Is there going to be anything else done to allow dominators to take better advantage of these snipe changes? |
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 |
is blaster thunder clap going to remain as KB rather than KD? |
it's my understanding that the self-affecting portions of these upcoming "new" powers do not need to hit enemies to work. Is this true? |
Are you looking at making FastSnipe more easily attainable through Build Up in the mid-levels or is the intent that BU require significant effort to attain FastSnipe? |
But seriously, you're not being ignored. You posted something the devs tend not to respond to: a question that was part challenge. Perhaps you did not intend it that way: if so I hope pointing out the fact that there are ways to better direct the question will help in the future.
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Hmmm. I can appreciate wanting to keep this relatively consistent between the secondaries, but I wonder if a little leeway might be granted to put these into more logical powers. As the previous poster pointed out, Lightning Field makes a bit more sense and at least syncs up Fire Manipulation. I understand your reasoning for wanting it in that level range, but I think I would prefer the Sustain ability being put in a more logical power and leaving it up to the player to choose when to take it over the alternative we have for us.
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Which is why we need to test it
If drain psyche were to add the simplicity and up-time of these new powers while losing its peak performance, it would really limit what my current characters are capable of when **** hits the fan.
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.
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It likely wasn't answered because the answer is obvious. Did they announce changes that would address blaster's in-combat sustainability beyond the help the regen/abosrb/heal buff will provide? No. So your answer is, "Not other than the current announced changes at this time."
Plus your question is kind of answered here: Just because he didn't reply directly to your post doesn't mean he failed to address your question. |
I'm genuinely trying to help you out here:
This is a question, but the answer is very obviously: yes, what was announced on the stream. This is not a question: this is a statement that in your opinion what was announced won't go far enough. Which implies your previous question was rhetorical. You know what the plans are, you just believe they are inadequate. Which is a fair opinion, but not a question. More importantly, it neutralized the prior question as being possibly rhetorical. |
The way Hawk explained the sustain mechanic describes a feature to keep you fighting, not a direct answer to common high threats like Ring Mistresses, Archons, Zeus Titans and the like. Even my Doms and Stalkers have issues with them, and I'm much better at playing those.
Now if he chose to make those threats the counter to the sustain feature as a price for the additional functionality it provides, then leaving bosses as the personal weakpoint of the AT would return back to the answer being no.
This isn't a question at all, but a suggestion. Questions that Arbiter Hawk can answer would be questions like: Do you have any plans to buff blasters beyond what was announced, if it turns out testing shows the announced buffs are not strong enough? Which incidentally, the answer is "yes." |
Do you believe your buffs will make blasters survivable against spawns with multiple bosses, and if not what level of difficulty did you test your changes against? I'll let Arbiter Hawk answer that one, if he chooses. But I would say that the buffs won't take you from dying against an Lt and a minion to defeating two bosses simultaneously. But they might take you from being able to defeat one boss but not two, to being able to survive a fight against two. How high the buff will take you depends on where you are now. |
I simply ask *if* facing multiple mezzing, debuffing and/or highly resistant foes simultaneously was going to be a point to address with these new sustain mechanics. Because some regen isn't going to make a huge difference when a Ring mistress drops a mask of Vitiation on you and the strong men follow up soon after with boulders and super strength attacks.
Look at the questions Arbiter Hawk actually answered: They tend to be direct questions allowing for direct answers without the need to have a specific presumed perspective. The only actual post I saw Arbiter Hawk reply to that wasn't a direct question like that was the one about mitigation, but that's because once you get Arbiter Hawk talking about damage mitigation, yak yak yak you might as well get comfortable. But seriously, you're not being ignored. You posted something the devs tend not to respond to: a question that was part challenge. Perhaps you did not intend it that way: if so I hope pointing out the fact that there are ways to better direct the question will help in the future. |
I've been talking about Blasters using mez to counter strong threats like the ones I mention for weeks. Don't pretend I'm just now bringing it up. Heck, if you are trying to help, then you already know my question has an angle to buff blasters' mezzing abilities.
Of course, I'm open to lots of suggestions to counter the threats I mentioned, I just don't think you'd have to make/buy a specific blaster build (like mine) designed to either 1-2 hold a boss, 1-shot hold a boss or mass control the whole group. It'd be better if some sort of similar functionality were built into the basic function of the AT.
I think gathering up the energy and having it course through you in such a way as to buff you is represented fine with the current animation and FX. That said, the Lightning Rod animation and effect would be even better and still works for the current effect of Lightning Clap.
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I would actually consider taking the power and possibly dropping VS in my build.
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Hmm. That's not really possible within the constraints of how the game works right now. It's a cool idea, but we don't have the concept of "Status Protection that goes away when a status hits it." If it were possible, I would also worry about it fundamentally changing the way Blasters play - one of the last things I would personally want to create is a mechanic or power that encouraged you to sit around and wait for it to recharge before you started the next combat.
If we were going to give blasters a way to mitigate mez, I think we would probably go with "fighting your way out of it", since that feels very thematic and defiance-y. No plans to add this to the AT right now, though - we want to see how this regen/absorb/HoT solution shakes out before we consider adding anything else defensive that might be multiplicatively powerful with that same solution. |
On the topic of "fighting your way out of it, if I could suggest that firing off the T1 and T2 attack powers while mezzed gradually builds up some sort of status protection? My first thought was that you could "unmez" yourself up to your T3 powers, then T4, etc, but I can appreciate that this may not be possible.
Anyway, just my initial reaction to the phrase.
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i thought blasters were fine and didnt need any changes at all.
they dont die half as much as they use too back in the day. seems like a waste of resources and deadline where we could have done better stuff. on this note i dont care if anyone hates me for saying it or not. but i really would like to hear the actual reasons behind it now since when does a bunch of soft capped blasters need even more reasons to gimp other a.t's?