Ice/Ice in i24
If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------
The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
I'm not sure what to do with the other snipe-less blast sets, but I would love a change that would make bitter freeze ray more useful. That's what it gets in giving up a snipe. BFR could amimate faster and *maybe* give slightly better damage (Currently 82; raise to 100ish - not snipe-level of 266, the set was never designed that way). Quickly stack 2 mag 3 holds on a blaster, one of which giving a pretty good hit? Yes, plz.
Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server
I'm going to try to explain this again. Relative performance matters to a great number of people. No one wants to be last. When you take a set for concept, sure performance may not matter to you. But when you want a character that's bringing the BOOM, you want to bring the BOOM. One doesn't need to be a number cruncher to care that they don't fall behind.
Relative performance doesn't matter to everyone. I get that. But it is disrespectful to suggest that it doesn't matter period. It would be like me saying that the devs should care about power pool customization. That does nothing for gameplay, it's cosmetic. But cosmetic issues are deeply important to a lot of people. (They are to me too, BTW) If 'good enough' is 'good enough' then there is no reason for any of these buffs right now as Blasters are 'good enough' now. There was no reason for the Stalker buffs, because they were 'good enough'. The reason for those buffs and for the Blaster buffs now is that other ATs have 'better shinies." Sets aren't going to be strictly equal in performance nor should they be. But there needs to be a reasonable band of performance so that sets don't seem like obvious choices (on the good side) or sucker bets (on the bad). My concern with the snipe changes is that it is creating just that situation. |
Relative performance is important to a point but the fact remains that even when 'the worst set' is doing better than any set in i23 or prior was is still very very relevant.
I'm not really trying to dismiss it, I agree that everything should be balanced within reason, however the devs have already said they're going to look at the snipeless sets. But you still have people talking about just flat out retiring their characters for no reason OTHER than relative performance and that's just silly.
Debunked? Actually it sounds like you agree with me that it's important to consider those factors, have considered them, and rendered your findings. That's what I was saying should be done.
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So to the extent I'm saying something is debunked it's that Ice deserves to be last or near the last, because there's no justification for that statement.
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.
Then I misunderstood your argument and apologize. I have heard other say that Ice deserves to be last in damage because of its mitigation which is nonsense. Dark, Water, Psy all have comparable mitigation and look to have better damage after the snipe changes (Water is just plain better right now).
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I'm not saying Ice should be on the bottom offensively. Someone has to be, but I'm not saying necessarily it should be Ice. But I do think Ice is gaining more than people are crediting in I24 because its "just" Blizzard.
One of the most powerful powers in the game.
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Water is really good, but one thing that I don't think Ice is being given enough credit for on the mitigation front, at least at higher levels, is that Blizzard isn't just a nuke, its a 15 second duration knockdown patch. 170s recharge in I24 means even with just SOs it could be slotted down to about 85 seconds of recharge. About 70 seconds on average with Hasten also slotted with SOs. That's a remarkable 21% uptime, and we're talking about a nuke. I think the jury is still out on Ice's overall I24 mitigation. We didn't really used to count Blizzard as mitigation because it crashed and had long enough recharge to make it immaterial in most comparisons, but we really should count it now.
I'm not saying Ice should be on the bottom offensively. Someone has to be, but I'm not saying necessarily it should be Ice. But I do think Ice is gaining more than people are crediting in I24 because its "just" Blizzard. One of the most powerful powers in the game. |
As for Blizzard, I'll test that out. You may be right.
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.
That angle of attack just makes me wonder which set should be last if not ice, EG. But anyway, we've been down that road before.
It might be relevant to consider that even after the not-so-recent-now-that-I-think-about-it adjustments, ice melee is still one of the worst melee sets by pretty much any measurement of damage. Maybe a producer was once accosted by an ice cube and has had it in for the substance ever since?
That angle of attack just makes me wonder which set should be last if not ice, EG. But anyway, we've been down that road before.
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So it might look something like this:
Single Target
1)Fire
2)Beam
3)Sonic
4)Everybody else
AoE
1)Water
2)Fire
3)Rad
4)Everybody else
Utility/Control
1) Ice
2) Psi
3) Sonic
4) Everybody Else
I was just throwing names out there, I'm not suggesting these as actual rankings. What I would like to see is that certain sets be seen as specialists in certain things, but that no set sucks at anything.
Occasionally, someone will go to the Scrapper (or Brute) boards and say, "What's a good Scrapper combo to try." Invariably, before you get to the end of the first page, the consensus will be: any/any. As in, sure there are differences in performance between the sets, but Scrappers are so darn awesome that you really can't go wrong. I think the devs succeeded in making Stalkers like that. I think they have failed in making Blasters like that. BUT IT'S CLOSE ENOUGH that it can be fixed. But the will has to be there.
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.
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
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Hellish Thoughts Fire/PSI Dominator
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So Psi Blast and Dark Blast get to have significant mitigation and snipes?
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Relative performance is important to many people. If my set is #2 for damage now, but then goes to #10, then I have every reason to be upset. You may not care, but others do.
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Current performance range:
------------------------------------------------------1-------2-------3-----------4--------------------5-----------6----------7----------8-----------9-----------10---------
New range:
---1--2--3---4-----5---6--7----8----9-----10--------------------------------------------------------------------------------------------------------------------------------
In the first situation, set 10 has more to be upset about. In the second, they are all much closer together; while going from 2 to 10 can be a concern, if new 10 is still better than the old 2 AND the spread from 2 to 10 has been tightened, I think it is a net win all around. I am not positive this is how the I24 changes will work out, but so far it seems to be that (given the same build investment) even the best blasters that exist now will still be noticeably weaker than even the worst blasters after I24.
The snipes are strong though. Not good enough to make me forget all the benefits Ice blast has, but I can see some people really chasing that damage increase.
Overall, will I24 increase or decrease the range of performance amongst blaster primaries? Will I24 be improving all blaster combination's possible performance? Are there any combinations worse off in I24 than in I23 in an absolute scale? Those sets whose "relative" performance is decreasing, is it only one facet that is being measured (damage (which is a very important facet, but still not the only thing to consider))?
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.
You know what I would love to add to Ice Blast? Repel in Ice Breath
In the first situation, set 10 has more to be upset about. In the second, they are all much closer together; while going from 2 to 10 can be a concern, if new 10 is still better than the old 2 AND the spread from 2 to 10 has been tightened, I think it is a net win all around. I am not positive this is how the I24 changes will work out, but so far it seems to be that (given the same build investment) even the best blasters that exist now will still be noticeably weaker than even the worst blasters after I24.
The snipes are strong though. Not good enough to make me forget all the benefits Ice blast has, but I can see some people really chasing that damage increase. Overall, will I24 increase or decrease the range of performance amongst blaster primaries? Will I24 be improving all blaster combination's possible performance? Are there any combinations worse off in I24 than in I23 in an absolute scale? Those sets whose "relative" performance is decreasing, is it only one facet that is being measured (damage (which is a very important facet, but still not the only thing to consider))? |
Like Fire, Archery and Water are probably ranked the best sets for AoE dmg and Fire for damage period but Water might rank so high because it gets an early pass for crashless non-weapon nukes.
IMO, Sonic, even with the extended range on its tier 3 blast and crashless PBAoE mid-rech nuke, probably won't rank higher than Arch and definitely not fire. In mitigation and utility, sonic either ranks the same or lower than Water as team damage boosting might help but the 'staying alive' utility in Water can help you do more damage as well.
I have no experience with Ice and I probably have rose-tinted glasses when it comes to Dual Pistols so I'll leave that alone. Sonic is good, but it won't outpace the best of the current rankings so when illustrating your visual example, there should definitely be a lot more overlap.
Now making Shout faster (making Howl and Shockwave faster would help too) and giving it possibly extra utility, you can control how much of an improvement to damage the set gets but also boosting its other attributes to make it a competitive set in other respects.
So yeah, to boost Sonic, I'd just make Shout much faster, Howl a tiny bit faster and bit faster still and since the set has no snipe to use the fast-snipe/range boost features, add a unique one like a self +res buff after stacking so many -res attacks on the foe with the added feature of extra absorb if you have a sustain effect on you.
Dual Pistols got a damage boost by improving the casts on its blasts but I'd also enjoy a utility improvement to the alternate ammo types as well.
Ice Blast has lots of potential extras you could add on to make the set even more of a monster of mitigation while also shortening the cast of Bitter Freeze Ray and maybe Frost Breath. -ToHit, more knockdown, extra dmg on held foes...there's lots of potential. If the set needs a right-out boost to damage is yet to be seen.
Possibly. I think Ice has more mitigation than either of those as well as a better nuke.
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Psi: -recharge (-30%); ST KB (high chance); ST Sleep (high chance); AoE KU; And the Nuke is a 25 Radius Stun
Ice: -recharge (-20%)/speed; 2 ST Holds; Nuke has a high chance of doing Knockdown
Where's the better mitigation? Are you serious? What's your agenda against Ice, because I can't believe you actually see better mitigation.
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.
Dark: -to-hit; cone KB; ST hold; heal; cone immobilize
Psi: -recharge (-30%); ST KB (high chance); ST Sleep (high chance); AoE KU; And the Nuke is a 25 Radius Stun Ice: -recharge (-20%)/speed; 2 ST Holds; Nuke has a high chance of doing Knockdown Where's the better mitigation? Are you serious? What's your agenda against Ice, because I can't believe you actually see better mitigation. |
Ice Storm can add more (-10%) recharge debuff in the same AoE, same vector and distance to the same amount of foes as Blizzard (that is, around a corner, out of LoS at range).
Blizzard can also debuff ToHit by 20% so you can slot it for something like -30% ToHit if you like.
And again, the nuke is ranged. You can technically nuke 2 things at once by Blizzard a spawn + Burn out and Blizzard another. For a PBAoE nuke, you have to move near another spawn to do that. Oh, and it's cold damage. What resists cold?
I think you're forgetting some things:
Ice Storm can add more (-10%) recharge debuff in the same AoE, same vector and distance to the same amount of foes as Blizzard (that is, around a corner, out of LoS at range). Blizzard can also debuff ToHit by 20% so you can slot it for something like -30% ToHit if you like. And again, the nuke is ranged. You can technically nuke 2 things at once by Blizzard a spawn + Burn out and Blizzard another. For a PBAoE nuke, you have to move near another spawn to do that. Oh, and it's cold damage. What resists cold? |
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 see Ice Manipulation the same way that I see Devices: It's an advanced set for people who can think tactically.
There are two "primary" ways to play it, the way I think with my faulty brain. One is as a "trapper", using Ice Patch along with Shiver and Ice Storm to set a trap for enemies, then pull them over into your freshly made nearly inescapable kill zone while you throw frozen murder at them. The other is "Melee Control" where you use Chilling Embrace, Ice Patch, Freezing Touch, Ice Storm, and your full range of damaging attacks for all ranges (Melee, AoE, and Ranged) to chew enemies apart. For both methods of play, you could do much worse than Frozen Aura as a power to fall back on when things get hairy. It won't work well when Ice Storm or another AoE attack is in play, but you can use it to break enemies one by one.
And then there is Cold Manipulation, which is one of the best APPs in the game. Frozen Armor for much-needed defense, Snowstorm to add to your litany of powers that keep enemies full of -Rech and -Speed, and the lovely Flash Freeze. Adding in Flash Freeze FOLLOWED BY Frozen Aura will enable you to even put bosses to sleep (but not the other way around. Flash Freeze deal damage with its sleep, which would nullify Frozen Aura's mez. Thankfully, Frozen Aura deals no damage, enabling you to stack it on top of Flash Freeze). Then there is Hibernate, which is beautiful, and Hoarfrost, which I don't have a whole lot of use for due to its extremely long recharge time and negligible benefit.
So an Ice/Ice/Cold Blaster is QUITE viable, especially for solo play if you want to explore their full range of control. On teams, you'll focus more on dealing damage than debuffing, with maybe throwing down Shiver, Freeze Ray, and Snowstorm and hopping into melee just long enough to fire off an Ice Patch near the tank and stack Freezong Touch on top of Freeze Ray to hold a Boss.
Too many alts to list.
Dark: -to-hit; cone KB; ST hold; heal; cone immobilize
Psi: -recharge (-30%); ST KB (high chance); ST Sleep (high chance); AoE KU; And the Nuke is a 25 Radius Stun Ice: -recharge (-20%)/speed; 2 ST Holds; Nuke has a high chance of doing Knockdown Where's the better mitigation? Are you serious? What's your agenda against Ice, because I can't believe you actually see better mitigation. |
You may not believe it, but I feel Ice has noticeably superior mitigation to Dark and Psi. I have several dark and psi blast characters, although none are blasters.
Despite those thoughts of mine, I am not opposed to a buff for Ice Blast as I also suggested a change for Bitter Freeze Ray:
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.
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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).
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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.
I apologize in advance because I'm horrid with numbers so my two cents isn't going to involve any math or anything.
Relativity doesn't matter up to a point. I mean, the argument that the damage was passable before i24 doesn't hold much weight IMHO. Not because there isn't some merit to it, but isn't one of the reasons blasters are getting a buff across the board because their numbers were relatively low for their intended role? Sure, they still dealt damage before and were perfectly fine on teams, but in relative terms they weren't living up to the intended potential. I'm not saying that it was the only reason for the changes, but relativity was a factor. It only stands to reason that it continues to be one.
With that said, I didn't really hear people going around suggesting that ice was over-powered pre-i24. It ranked higher on the single target side, lower on the AoE side, but in general seemed to be a fairly balanced set. When a set is balanced today and then nearly all the sets around it get a boost, an imbalance will almost certainly occur.
Now, there is merit in the suggestion that by turning blizzard crashless, it may make up for the difference. It may, and I'd leave that up to people with math skills to determine. My gut tells me it wouldn't, though. While it gains some in mitigation, the other sets gain some in AoE damage so I would suspect that the two balance each other out quite nicely. That would still leave the issue of what to do for the sets without snipe.
I know to be perma'd on the snipe changes you need to maintain a certain standard for tohit. An argument could be made that the build that pull it off are somewhat niche and/or min-max, but that is exactly why the issue is important. Those niche builders and min-maxers are the exact same people who will care about relative performance levels.
If the devs say the sets will be watched closely and assessed, I trust them. My OP was simply to see if something was going to be done at release.
You may not believe it, but I feel Ice has noticeably superior mitigation to Dark and Psi. I have several dark and psi blast characters, although none are blasters.
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In Issue 24, Psi has more control and stronger debuffs. I'm not making that up, you can see it in real numbers. Psychic Wail is going to be extreme mitigation all by itself, not to mention the other options.
In Issue 24, Dark has more control, a different debuff that has a more immediate effect on retaliatory damage, and a heal.
Whatever one 'feels' about the issue, those two sets will have better ST damage and better or equivalent mitigation.
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.
What I would like to see is that certain sets be seen as specialists in certain things, but that no set sucks at anything.
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Dark: -to-hit; cone KB; ST hold; heal; cone immobilize
Psi: -recharge (-30%); ST KB (high chance); ST Sleep (high chance); AoE KU; And the Nuke is a 25 Radius Stun Ice: -recharge (-20%)/speed; 2 ST Holds; Nuke has a high chance of doing Knockdown |
But it doesn't scale up well as group size increases, that's for sure.
If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------
The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
I just note you haven't bothered to try to quantify that statement.
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Psi Dart: 30% -recharge for 6 seconds
Mental Blast: 30% -recharge for 6 seconds
TKBlast: 60% chance for good KB
Will Dom: 80% chance for mag 3, 19 second sleep, 20 second recharge
Psi Lance: 15% -recharge for 10 seconds
Psi Nado: AoE 30% -recharge for 10 seconds, 50% chance for modest knockup
Scramble Thoughts: mag 3, 11.92 sec stun (I must note the very bad 3 second cast time, which I think should be improved, significantly)
Psychic Wail: huge AoE mag 3, 11.92 sec stun; 70% -recharge for 20 seconds (and it makes dead things), longish recharge (145 seconds?)
Ice Bolt: 20% -recharge and speed for 6 seconds
Ice Blast: 20% -recharge and speed for 10 seconds
Frost Breath: AoE 20% -recharge and speed for 10 seconds
Freeze Ray: mag 3, 9.536 second hold, 10 second recharge
Ice Storm: -10% recharge, -40% speed, Avoid, duration up to 15 seconds, but enemies can escape early
Bitter Ice Blast: -7% to-hit for 6 seconds, 20% -recharge and speed for 12 seconds
Bitter Freeze Ray: 20% -recharge and speed for 18 seconds; mag 3, 9.536 second hold, recharge 20 seconds
Blizzard: huge AoE -20% to hit for up to 20 seconds, -30% recharge for up to 20 seconds, -50% speed for up to 20 seconds (Fly is -60%), good KD patch, Avoid (and it makes dead things), longish recharge (170 seconds?)
There it is. I think the combination of hard and soft controls Ice has is better mitigation than the combination of hard and soft controls Psi has. Due to the longer durations, can Ice stack more or equivialent -recharge? The movement slow is likely a big part of my experience, although the potential to have two mag 3 holds, the early AoE debuff in Frost Breath, the Avoid and debuff in Ice Storm, and the excellence of Blizzard contribute, but I don't know how to quantify the fact that I can easily keep Hewers out of melee on my Ice blast characters, but they still more easily run up to my Psi blast characters (well, one of my psi blast characters is Storm, so that isn't true for him) and Avoid is also hard to quantify. The extra range Psi has had in the past is a help, but the slows of Ice worked better IME, and now Ice will have 80 feet to work with as well (although blaster Psi could have 120' after a snipe and defender/corruptor Psi get 100 feet).
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.
Sigh. Sure I guess we can go there. But I think some of it will be hand-waved away because you won't think it is valuable and the value is not easily quantifiable.
Psi Dart: 30% -recharge for 6 seconds Mental Blast: 30% -recharge for 6 seconds TKBlast: 60% chance for good KB Will Dom: 80% chance for mag 3, 19 second sleep, 20 second recharge Psi Lance: 15% -recharge for 10 seconds Psi Nado: AoE 30% -recharge for 10 seconds, 50% chance for modest knockup Scramble Thoughts: mag 3, 11.92 sec stun (I must note the very bad 3 second cast time, which I think should be improved, significantly) Psychic Wail: huge AoE mag 3, 11.92 sec stun; 70% -recharge for 20 seconds (and it makes dead things), longish recharge (145 seconds?) Ice Bolt: 20% -recharge and speed for 6 seconds Ice Blast: 20% -recharge and speed for 10 seconds Frost Breath: AoE 20% -recharge and speed for 10 seconds Freeze Ray: mag 3, 9.536 second hold, 10 second recharge Ice Storm: -10% recharge, -40% speed, Avoid, duration up to 15 seconds, but enemies can escape early Bitter Ice Blast: -7% to-hit for 6 seconds, 20% -recharge and speed for 12 seconds Bitter Freeze Ray: 20% -recharge and speed for 18 seconds; mag 3, 9.536 second hold, recharge 20 seconds Blizzard: huge AoE -20% to hit for up to 20 seconds, -30% recharge for up to 20 seconds, -50% speed for up to 20 seconds (Fly is -60%), good KD patch, Avoid (and it makes dead things), longish recharge (170 seconds?) There it is. I think the combination of hard and soft controls Ice has is better mitigation than the combination of hard and soft controls Psi has. Due to the longer durations, can Ice stack more or equivialent -recharge? |
Let's just use a basic chain of the T1-T3 Blasts:
Ice Bolt, Ice Blast, BiB = 60% -recharge
Psi Dart, Mental Blast, TK Blast 60% -recharge
This is simplified, but as I stretch out the chain we come to the same issue. Psi Dart and Mental Blast does in two powers what Ice does in three. Which makes it easier to stack an EQUIVALENT amount of -recharge.
The movement slow is likely a big part of my experience, although the potential to have two mag 3 holds, the early AoE debuff in Frost Breath, the Avoid and debuff in Ice Storm, and the excellence of Blizzard contribute, but I don't know how to quantify the fact that I can easily keep Hewers out of melee on my Ice blast characters, but they still more easily run up to my Psi blast characters (well, one of my psi blast characters is Storm, so that isn't true for him) and Avoid is also hard to quantify. The extra range Psi has had in the past is a help, but the slows of Ice worked better IME, and now Ice will have 80 feet to work with as well (although blaster Psi could have 120' after a snipe and defender/corruptor Psi get 100 feet). |
Again, all I'm saying is that Psi is EQUIVALENT. We can go back and forth, but I don't see why you quarrel with that statement because its obvious. Sure one might be slightly better than the other in one situation or the other. But for the most part the sets are equivalent. They both give you plenty of ways to keep NPCs off you and not hitting you.
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.
Again, all I'm saying is that Psi is EQUIVALENT. We can go back and forth, but I don't see why you quarrel with that statement because its obvious. Sure one might be slightly better than the other in one situation or the other. But for the most part the sets are equivalent. They both give you plenty of ways to keep NPCs off you and not hitting you.
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Since it is not easily quantifiable, I don't see how either of us will convince the other. And, again, I am still not saying that this justifies fast snipes exactly as they are, nor am I saying BFR should be as poor as it is. However, if we agree that there is going to be a range of damage output possible, then someone has to be on the bottom. If I were to pick the set I think should be there, Ice would be it, because I find everything else it brings to be very valuable.
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.
Dark: -to-hit; cone KB; ST hold; heal; cone immobilize
Psi: -recharge (-30%); ST KB (high chance); ST Sleep (high chance); AoE KU; And the Nuke is a 25 Radius Stun Ice: -recharge (-20%)/speed; 2 ST Holds; Nuke has a high chance of doing Knockdown Where's the better mitigation? Are you serious? What's your agenda against Ice, because I can't believe you actually see better mitigation. |
On a visceral level, I tend to feel more mitigation from Ice than Psi, at least in I23, probably because on paper strong movement slow tends to be underrated, but I find it to be more valuable than that in practice playing ranged characters.
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The whole argument boils down to "but his shiny is BETTER". And we've been told, REPEATEDLY, that they're going to look at non-snipe sets once the snipe issue is settled.
Relative performance doesn't matter to everyone. I get that. But it is disrespectful to suggest that it doesn't matter period. It would be like me saying that the devs should care about power pool customization. That does nothing for gameplay, it's cosmetic. But cosmetic issues are deeply important to a lot of people. (They are to me too, BTW) If 'good enough' is 'good enough' then there is no reason for any of these buffs right now as Blasters are 'good enough' now. There was no reason for the Stalker buffs, because they were 'good enough'. The reason for those buffs and for the Blaster buffs now is that other ATs have 'better shinies."
Sets aren't going to be strictly equal in performance nor should they be. But there needs to be a reasonable band of performance so that sets don't seem like obvious choices (on the good side) or sucker bets (on the bad). My concern with the snipe changes is that it is creating just that situation.
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.