Ice Blast suggestion post Issue 24
Ice Blast will not benefit from the Sniper Blast changes. OK, that's understandable since it has no snipe. However, Ice Blast does have a power that seems to take the place of the snipe and that's Bitter Freeze Ray (BFR). BFR does 1.32 DS with a 15.184 endurance cost and a 20 second recharge. It also applies a 3 magnitude hold and recharge and movement slow.
Based on the damage formula and taking aside the secondary effects, BFR should do 2.92 DS based on its endurance cost and 3.56 DS based on its recharge. Taking the 2.92 number for a second that means that BFR pays for its secondary effects with a 1.6 reduction in damage scalar. Although it isn't part of the classic calculation, BFR also has a very long 2.5 seconds cast time. Ice Blast isn't falling behind because of any changes to it, the rest of the sets are surging ahead. The reason is the snipe. So why not just give BFR a damage boost and give it the snipe treatment. THE SUGGESTION Increase BFR damage scale to 2.76; Increase BFR's endurance costs to 18.512; When character's to-hit meets or exceeds 97% BFR has an alternate 1 second animation time. That's it. BFR pays for it's hold with a 0.8 reduction in DS based on both endurance and recharge. It gets a snipe strength attack. I recognize that without the 97% to-hit, BFR is better than the snipes on animation time, but it still costs more, recharges significantly slower, and has a much lower range. |
Considering how specifically a non-Devices Blaster has to slot and/or team in order to reach 22% To Hit, I do not see Ice Blast being left that far behind in terms of performance, if at all.
While I very much like the look of your proposed change, and my negative opinion of the 22% mechanic notwithstanding, I do not mind waiting to see if such a change is necessary for performance.
@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.
It would be better overall for blasters if they dropped the to hit mechanic and just used defiance. Thematically the second or third shot at a target is easier than the first. It also puts blasters on a more equal footing with defenders and corruptors for gaining the benefit.
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The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
An additional change that I'd like to see...
Get rid of the 1.67 cast time for Ice Blast on all versions that came as a part of Defiance 2.0 and go back to the 1 second cast time that it started as (and at the time, Corruptors were told that they would be keeping - as they got no benefit from Defiance 2.0 and didn't need to have the power nerfed - before the Corruptor version was changed to 1.67 seconds when Defenders got the slower Blaster animation times on the set). I hate having the extra half-second hitch in my attack chain where I'm waiting for nothing (one of two reasons I hated weapon sets when they had baked-in redraw times; now it's just how much it messes with the animations on the female model).
Does it mean that an Ice Blast Blaster will get a slight DPA advantage when mezzed compared to one that doesn't? Yes, but you only have 3 powers to use so it's all about cycle time at that point anyway and you don't get a fast snipe.
While you're at it, trim at least 1 second off of Shout's cast time in Sonic Blast so that it gets some DPA help also. It doesn't have a snipe either.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Considering how specifically a non-Devices Blaster has to slot and/or team in order to reach 22% To Hit, I do not see Ice Blast being left that far behind in terms of performance, if at all.
While I very much like the look of your proposed change, and my negative opinion of the 22% mechanic notwithstanding, I do not mind waiting to see if such a change is necessary for performance. |
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
before the Corruptor version was changed to 1.67 seconds when Defenders got the slower Blaster animation times on the set
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I had no idea they had nerfed the corruptor version. What an odd thing to do. Fire Blast kept its faster animation on corruptors and defenders (and dominators) so it seems very odd Ice was altered. In addition Dominators still have the faster casting Ice Blast.
I'd rather not see a fast cast version of BFR, personally. I'd love if it got changed to a 14s recharge, 13.52 end cost, 2.6 damage attack and the hold duration was upped to 11.92s (but the Hold duration increase is something I want across the board for blasters). That would be awesome.
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.
Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
I had no idea they had nerfed the corruptor version. What an odd thing to do. Fire Blast kept its faster animation on corruptors and defenders (and dominators) so it seems very odd Ice was altered. In addition Dominators still have the faster casting Ice Blast. I'd rather not see a fast cast version of BFR, personally. I'd love if it got changed to a 14s recharge, 13.52 end cost, 2.6 damage attack and the hold duration was upped to 11.92s (but the Hold duration increase is something I want across the board for blasters). That would be awesome. |
An increase in damage on BFR would be nice, as would an increase in the hold duration, but given similar recharge mez powers in other sets (Stunning Shot, Beanbag, Suppressive Fire, Scramble Thoughts) and how they do negligible damage at (usually) shorter range, it probably isn't going to happen.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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An increase in damage on BFR would be nice, as would an increase in the hold duration, but given similar recharge mez powers in other sets (Stunning Shot, Beanbag, Suppressive Fire, Scramble Thoughts) and how they do negligible damage at (usually) shorter range, it probably isn't going to happen.
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Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
...Wouldn't Freeze Ray be the power with the negligible Damage?
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BFR is like the old Siphon Life - it was treated as a utility power, which means that it doesn't fit the formula for how much damage it does and it costs more endurance than the other powers listed above with the same recharge and - with the exception of Suppressive Fire - longer mez duration.
Based on BFR's damage, you could state that it should have a 6 second (scale 1.32 blast recharge - see Dual Wield) recharge and should cost 6.864 endurance; looking at the Control primaries you get scale 1 damage and a larger scale (12 vs 8) hold on an 8 second recharge at 8.528 endurance. So why are any of those other powers at 20 second recharge and cost 10.192 endurance, let alone Bitter Freeze Ray at 15.184?
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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There is no question that a looming dichotomy for sets with and without Snipes will happen. I think that every set that lacks a Snipe skill should have their mezzing attack made into a viable high damage attack-- just like how they buffed Clobber for War Mace . This would include Dual Pistols, Ice, and Sonic. Water Blast might need a buff somewhere too, along with any other Snipe-less sets that have slipped my mind.
There is no question that a looming dichotomy for sets with and without Snipes will happen. I think that every set that lacks a Snipe skill should have their mezzing attack made into a viable high damage attack-- just like how they buffed Clobber for War Mace . This would include Dual Pistols, Ice, and Sonic. Water Blast might need a buff somewhere too, along with any other Snipe-less sets that have slipped my mind.
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The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
Ice Blast will not benefit from the Sniper Blast changes. OK, that's understandable since it has no snipe. However, Ice Blast does have a power that seems to take the place of the snipe and that's Bitter Freeze Ray (BFR). BFR does 1.32 DS with a 15.184 endurance cost and a 20 second recharge. It also applies a 3 magnitude hold and recharge and movement slow.
Based on the damage formula and taking aside the secondary effects, BFR should do 2.92 DS based on its endurance cost and 3.56 DS based on its recharge. Taking the 2.92 number for a second that means that BFR pays for its secondary effects with a 1.6 reduction in damage scalar. Although it isn't part of the classic calculation, BFR also has a very long 2.5 seconds cast time. Ice Blast isn't falling behind because of any changes to it, the rest of the sets are surging ahead. The reason is the snipe. So why not just give BFR a damage boost and give it the snipe treatment. THE SUGGESTION Increase BFR damage scale to 2.76; Increase BFR's endurance costs to 18.512; When character's to-hit meets or exceeds 97% BFR has an alternate 1 second animation time. That's it. BFR pays for it's hold with a 0.8 reduction in DS based on both endurance and recharge. It gets a snipe strength attack. I recognize that without the 97% to-hit, BFR is better than the snipes on animation time, but it still costs more, recharges significantly slower, and has a much lower range. |
My biggest complaint about BFR (and Ice Patch for Blasters) is the horrendous cast time. I'd go for this is a second.
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@Ukase
I'd love to see BFR made useful. Such an awesome animation for a rather meh power but I don't know I'd like a snipe in Ice. Especially when the snipe changes aren't set in stone.
I can definitely get behind Ice Blast getting it's old cast time back. I've felt the increase rather ruined the wonderful fluid ST chain I loved about Ice. It turned me off enough that I rarely play my Ice Blast characters anymore and even contemplated dropping the power but I knew I'd be gimping myself even further. Worse, it seems as if theres an unnecessary pause after the animation like Fire Blast had.
Something else that should be looked into would be Bitter Ice Blast. I'm not a numbers guy but if all tier 3's are normalized to 80ft., would BIB at a 12 second recharge be on the proper damage scale considering it would be losing it's 10ft advantage? Still leaves the -tohit but the standard tier 3 others set use are on a 10 second timer. Granted, BIB does a bit more damage but is it enough?
Pssst! PSSSSSSSSSSST!!!
Show some love to Water Blast, Sonic Attack, and Dual Pistols prz.
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.
The Snipe change as proposed all but mandates that a blast set include a snipe from now on. IMO, this wasn't the way to fix snipes, but it's better than nothing....I guess.
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Sure it would violate the cottage rule but it would stop the majority of the complaints (and generate new complaints from people who like the old snipes but I figure that's a smaller number).
For BFR I would say just increase the damage to where it "should" be for a 20 second recharge attack (which I suppose is supposed to be somewhat less than the 2.76 used for snipes). Lancer Shot has a Stun with the same duration and it doesn't pay for it with reduced damage. If people really feel that's to much at least make it damage scale 2.12. Then it has the same damage scale as a 12 second recharge attack on a 20 second recharge.
Honestly at this point I'd favor just turning all Snipes into a standard hard hitting single target attack (with 20 second recharge and damage reduced to match) and then making all Snipe IO sets into Ranged Damage sets.
Sure it would violate the cottage rule but it would stop the majority of the complaints (and generate new complaints from people who like the old snipes but I figure that's a smaller number). For BFR I would say just increase the damage to where it "should" be for a 20 second recharge attack (which I suppose is supposed to be somewhat less than the 2.76 used for snipes). Lancer Shot has a Stun with the same duration and it doesn't pay for it with reduced damage. If people really feel that's to much at least make it damage scale 2.12. Then it has the same damage scale as a 12 second recharge attack on a 20 second recharge. |
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
I'm coming to a similar conclusion. Corruptors and Defenders get fast snipes far to easily while many Blasters are going to have to carry yellows to have access to it for more than when Build Up/Aim are on cooldown. That's just plain not fair. Of course as buff/debuff sets, they should be better at buffing to-hit, but they should not be able to leverage that into a major damage enhancement more easily than Blasters.
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Even still, I find just having a Blaster pull the 'one yellow from cap' trick is fine. Supplement with Aim as needed and you're not really losing anything. It's like a SR character who is over cap to all positions doesn't really have a use for purples much, but to Elec or Dark Armor, it turns them into gods.
So a corruptor or defender can pull off 22% ToHit without inspirations? Well, those yellows go back to being useless as always.
Honestly at this point I'd favor just turning all Snipes into a standard hard hitting single target attack (with 20 second recharge and damage reduced to match) and then making all Snipe IO sets into Ranged Damage sets.
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While BFR at 3.56 scale and 20 second recharge could work, I still think reducing the recharge to 14s for a 2.6 scale attack is the way to go.
It's kind of funny. My request is a huge buff. Double the damage, reduce the recharge by 6 seconds, lower the end cost, and increase the hold duration. But people focus on the fact that I want to keep the current animation. With the current animation, an 80 foot range, 2.6 damage scale attack with a mag 3 hold on a base duration of ~12 seconds and 14 second recharge is a phenomenal power (plus it adds to the slows as well).
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.
Technically, if the recharge was bumped to 20 seconds, the damage should increase. 20 seconds asks for a 3.56 scale attack.
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So going back to my original point I wouldn't advocate making BFR a 3.56 scale attack that would be a bit silly. I would say drop the recharge and up the damage somewhat though. Maybe make it a 12-14 recharge time with a 2.12 damage scale (same as 10 second recharge attacks)
So what is the damage formula anyway? People always talk about it but I've never actually seen it.
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The following equations are the ones used to create costs for attack powers in PVE (powers whose primary function is damage)
AREAMOD = (1+(0.75*(RADIUS/5))-(((0.011*(RADIUS/6))*(360-ARC))/5) DMG = (0.2*((RECH*0.8)+1.8)) / AREAMOD END = 5.2 * DMG - have fun with these guys -SF |
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.
Thanks.
Ice Blast will not benefit from the Sniper Blast changes. OK, that's understandable since it has no snipe. However, Ice Blast does have a power that seems to take the place of the snipe and that's Bitter Freeze Ray (BFR). BFR does 1.32 DS with a 15.184 endurance cost and a 20 second recharge. It also applies a 3 magnitude hold and recharge and movement slow.
Based on the damage formula and taking aside the secondary effects, BFR should do 2.92 DS based on its endurance cost and 3.56 DS based on its recharge. Taking the 2.92 number for a second that means that BFR pays for its secondary effects with a 1.6 reduction in damage scalar. Although it isn't part of the classic calculation, BFR also has a very long 2.5 seconds cast time.
Ice Blast isn't falling behind because of any changes to it, the rest of the sets are surging ahead. The reason is the snipe. So why not just give BFR a damage boost and give it the snipe treatment.
THE SUGGESTION
Increase BFR damage scale to 2.76;
Increase BFR's endurance costs to 18.512;
When character's to-hit meets or exceeds 97% BFR has an alternate 1 second animation time.
That's it. BFR pays for it's hold with a 0.8 reduction in DS based on both endurance and recharge. It gets a snipe strength attack. I recognize that without the 97% to-hit, BFR is better than the snipes on animation time, but it still costs more, recharges significantly slower, and has a much lower range.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.