Martial Combat and Martial Assault
True story: I once watched a video of jack giving a closed doors presentation of a pre-release CoH at some event. ATs in some form were in at that point, because IIRC he listed them all off. He made a Blaster and was showing off some of the possible sets, and SS was one of the secondaries.
I've always wondered why they didn't just let Blasters have the melee sets as secondaries because the stuff like the ST immobs they did put in Blaster secondaries were always so underwhelming to me. BTW, if anybody knows where to find that video again, I'd love the URL. It's not one of the 'old CoH' videos that usually makes the rounds on the forums and it's been years since I've seen it. . |
Edit: Found it through the WaybackMachine on the old City of Heroes website in 2003. Can't view or download it, though. It was called the CoH E3 2003 Demo by Jack Emmert.
Because if they had only melee for secondaries they would be even more fragile
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Still, let the player make the choice if the combo doesn't work. It took them 8 years to adapt a Martial Arts-ey Blaster secondary. I don't feel like waiting another 8 for Dual Blades, SS or StJ. Or Staff or Axe or whatever someone might want. Give us the sets and if they're lame on Blasters, so be it. At least we'd have the option, which we don't now.
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Animations are costly and I think in general they want us to pay for them. I am not sure if it is feasible for them to release Animation packs.
Spend 200 PP, get 8 alternate animations for Super Strength sounds good to me, but there may be technical and UI issues with that. So if that is not feasible, making the new animations and tying them to new powersets allows them to reap the benefit of selling them. |
There is an additional hurdle: making animations for a new set is technically easier than making animations for an existing set. For one, every alternative animation must conform to the cast time of the existing power set. In a new set, the artist may end up dictating the cast time of the new attacks.
For this effect to work properly in a blaster, there would have to be eye-blast animations for every single attack in each set that ends up supporting them.
There is a final deal with the "missile". So far we know we can change animations, and we can change the color/tint of the "missile", but an optical blast should not be a fire ball that shoots out of your eyes. It should instead be an ongoing beam that goes from face to target for the duration of the animation.
Not once in my time on the forums have I ever said anything of the sort.
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Mind you, thats too old and from a time where the devs didnt consider cast time, and all attacks, in their eyes, were about equally good. So the fact that two tanker sets had Hurl was enough to make this claim "valid" at the time.
Still looking back at this.. the blaster one looks funky
the dominator set i'll have to wait and play the set before i come to a conclusion...it is a different feel compared to others.. overall ..look forward to em

I think something like what he says is in the original CoH manual. It also made mention of Tanker's ranged damage capabilities.
Mind you, thats too old and from a time where the devs didnt consider cast time, and all attacks, in their eyes, were about equally good. So the fact that two tanker sets had Hurl was enough to make this claim "valid" at the time. |
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."

Animations that already exist, of course. The key is the animations need to be the same length. New animations require more effort. But if the new Storm Kick animation is 52 frames and the one MA has is 36 frames, they are not interchangeable.
FX work would need to be done as well, other wise you would lean forward to shoot stuff out of your eyes, but the flares would come out where your hands would normally be for the other animation. |
Anyone Who wants to argue about my usual foolishness can find me here.
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Maybe we can take this opportunity to fix Exploding Shuriken in the Ancillary Pools. Pretty please?
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Depends on the set. Foot Stomp and Hand Clap, hello?
Still, let the player make the choice if the combo doesn't work. It took them 8 years to adapt a Martial Arts-ey Blaster secondary. I don't feel like waiting another 8 for Dual Blades, SS or StJ. Or Staff or Axe or whatever someone might want. Give us the sets and if they're lame on Blasters, so be it. At least we'd have the option, which we don't now. . |
They can't uproot the entire blaster secondary so it can be all melee. And they won't introduce all melee sets for blasters because that would go against their i24 goal, which is sustainable damage. It would also be silly.
However, they could introduce a blaster secondary with Super Strength, Staff, or Axe powers in it... eventually. I wouldn't hold my breath though, as the blaster secondary is only used by blasters. We'll see a lot more melee, armor, support, blast, and even control sets before we see more Assault and Combat sets.
Anyone Who wants to argue about my usual foolishness can find me here.
https://twitter.com/Premmytwit
I'll miss you all.
Cottage Rule, hello?
They can't uproot the entire blaster secondary so it can be all melee. |
An existing power will not have its core functionality and purpose changed, though its strength may be altered and effects secondary to the power's true purpose may be added or removed. |
This isn't altering an existing power and making it do something completely different. Giving Blasters access to the melee attack sets doesn't take anything away from or alter existing Blasters.
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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."

So you're not saying to change the current secondary to be all melee, you are instead saying that they should be given ANOTHER secondary, something no other AT has. Because Melee vs what they have now is completely different. So you'd have an AT with two secondaries, making it even harder to balance.
I don't see how that's any better.
So you're not saying to change the current secondary to be all melee, you are instead saying that they should be given ANOTHER secondary, something no other AT has. Because Melee vs what they have now is completely different. So you'd have an AT with two secondaries, making it even harder to balance.
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Since it is likely that is what they did back then, it is probable testing discovered that didn't work so well, which is why they changed it up to add some utility powers to the secondaries. Interestingly, they didn't add enough utility, which is why we are where we are.
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 whole pool is kinda a bust. The attacks have no secondary effects, web grenade versus ring of fire is no contest (or any immob that does damage, especially on a Scrapper), Targeting Drone is pretty weak on Scrappers for a decently high End cost, and Caltrops is Caltrops. Basically, the whole Weapon Mastery pool is a bit lackluster, and any other option would be a better choice.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Depends on the set. Foot Stomp and Hand Clap, hello?
Still, let the player make the choice if the combo doesn't work. It took them 8 years to adapt a Martial Arts-ey Blaster secondary. I don't feel like waiting another 8 for Dual Blades, SS or StJ. Or Staff or Axe or whatever someone might want. Give us the sets and if they're lame on Blasters, so be it. At least we'd have the option, which we don't now. . |
It doesn't help that with the fact that Blaster secondaries are different from any other archetype's set.... much more different than the minor changes we see in (for example) stalker primaries and secondaries compared to other melee archetypes. That means that developing a blaster secondary only benefits blasters, whereas developing a new defense set can potentially affect several.
2) From a technical standpoint, you'd have two separate weapons for customization (pistols / assault rifle / beam rifle primaries vs dual blade, staff, etc secondaries). I don't think we've seen this before in a set (though i may be mistaken)--- closest thing may be the shield secondary. The UI may not be set to handle custom elements for both- heck, the GAME may not.
3) I disagree with the principle of "make it available and let us decide if its lame." That's a bad development precedent and bound to land them into even more grief with the 'buff Blaster SS NAO" customer cries. You may be satisfied with a gimped-but-at-least-available set, but many others many not. (And then they're also limited by the "cottage rule" on how they fix their gimpy-ness.) Better to wait and do it right.

As far as double weapon customization, I don't see it as being a problem. As you said, Shield Defense can already cause this effect.
But the redraw would be hell.
Well, not necessarily broken, but the shuriken attacks costs about the same as other ancillary attacks, but have absolutely no secondary effect to go with them, making them rather inefficient powers to use.
The whole pool is kinda a bust. The attacks have no secondary effects, web grenade versus ring of fire is no contest (or any immob that does damage, especially on a Scrapper), Targeting Drone is pretty weak on Scrappers for a decently high End cost, and Caltrops is Caltrops. Basically, the whole Weapon Mastery pool is a bit lackluster, and any other option would be a better choice. |
Namely, expanding on their depth and the number of them for each AT, expanding on the concepts/themes they cover (like letting melee ATs have gun attacks now that Blasters can do martial arts).
Also, I'd love if they would lower their level requirements so they're more integrated with your build instead of an afterthought that doesn't come into play until you're almost 50. In other words, treat them more like a true Tertiary power set that's relatively as important as Primary and Secondaries.
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We still need a few more Blaster Secondary sets in a similar vein for Super Strength, Dual Blades and other melee weapon-ey concepts.
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All of the Blaster secondaries are "elemental" themed. Fire, Ice, Electricy... I'm surprised there isn't a Wind or Earth secondary. Some more "stuff" besides devices might be a cool extension.
Other thoughts: How about a match for the weapons that exist? Like "accessories" for your assault rifle or beam rifle? Bayonets, Energy Blade, Charging (Build Up for BR), High Caliber (Build Up for AR), etc.? We have themes to match the primary for Fire, Ice, etc. but Devices has a different look, some weapons stuff might be cool.
Depends on the set. Foot Stomp and Hand Clap, hello?
Still, let the player make the choice if the combo doesn't work. It took them 8 years to adapt a Martial Arts-ey Blaster secondary. I don't feel like waiting another 8 for Dual Blades, SS or StJ. Or Staff or Axe or whatever someone might want. Give us the sets and if they're lame on Blasters, so be it. At least we'd have the option, which we don't now. |
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
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I've always wondered why they didn't just let Blasters have the melee sets as secondaries because the stuff like the ST immobs they did put in Blaster secondaries were always so underwhelming to me.
BTW, if anybody knows where to find that video again, I'd love the URL. It's not one of the 'old CoH' videos that usually makes the rounds on the forums and it's been years since I've seen it.
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