How to fix Devices
The set is due an update but Tripmine is probably the reason people choose the set in the first place. They can be used on every mob either by pulling foes to a stack of them when solo or stealthing in and toe bombing when teaming.
Based on how I played devices I cannot support this suggestion. The one that stands out is yes trip mine. Very useful power IMHO.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
Pretty much have to disagree with the entire thing. But really this:
Trip Mine: Get rid of this, as it is never used except in gimmicky, niche occasions |
Funny. I tend to open most fights by planting a tripmine on someone's feet, on my devices blaster. Resulting in the near death of half the spawn from that alone, usually. But meh, maybe I'm weird.
Also, targeting drone already gives enough tohit for instant snipes. With three SOs it's something like half a percent off it, which is easily gotten by slotting a kismet unique, a fourth SO or some enhancement boosters.
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I wasn't aware Devices is broken. Granted, I'm pants-on-head retarded, so what do I know? Either way, I happen to like it broken just fine, thank you. If you don't, there are plenty of other powersets out there for you to play.
"If I had Force powers, vacuum or not my cape/clothes/hair would always be blowing in the Dramatic Wind." - Tenzhi
Characters
7. Trip Mine: Get rid of this, as it is never used except in gimmicky, niche occasions (and the chance that you'll ever have someone with the power when you need to use the power is horribly low.)
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Hee....
Oh, wait...you were being serious?
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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wow and I thought people where brutal with my suggestions, though I'd like to thank the OP of this and his hasten thread for making me feel a little less (or more depending on your point of view) pants on head retarded.
1. Web Grenade: Add a lethal DoT as the super-thin strings cut into skin and armor to bring it up to speed with other secondaries' immobilizes.
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2. Caltrops: Fine as-is. Caltrops is always pretty badass. Maybe change the animation to the one used by the heal in Poison, which looks better than the current "fling your arm out like a tool" animation. |
3. Taser: Alternate animation when using a weapon powerset, such as DP, Beam Rifle or Assault Rifle. Fires the taser leads directly from the weapon. |
4. Targeting Drone: With blasters getting an instant snipe in i24, maybe make this a toggle that gives you just enough to-hit to facilitate that instant snipe |
5. Smoke Grenade: Turn it into a ground-targeted area of effect that lowers enemy perception and increases ally defense inside the area of effect. |
6. Cloaking Device: Cool as-is. |
7. Trip Mine: Get rid of this, as it is never used except in gimmicky, niche occasions (and the chance that you'll ever have someone with the power when you need to use the power is horribly low.) Replace with either a concussion grenade (ground-targeted AoE knockback, ideally used to corral enemies into a firing slot) or a flashbang (targeted AoE sleep and -tohit.) |
8. Time Bomb: Get rid of this, as I can't recall a point in time when anyone ever took or used this ability in serious gameplay. Replace with a standard build-up power, stick it lower in Devices. Maybe call it "Tactical Focus". |
Second, the devs have mentioned having "something cool" in mind for this power.
9. Gun Drone: Fine as-is. Maybe lower the damage and add a -def or -res component as the barrage of gunfire eats away at enemy protections. |
This suggestion list reads like someone who has never played the set, just read the power descriptions and went from there.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Yeah, dudes, I'm saying remove Trip Mine. It looks ugly and doesn't fit with the power. Would Batman run around planting giant stacks of landmines everywhere?
Get rid of it, replace it with something useful, like a build up power or a flashbang/concussion grenade effect. I have legitimately never, ever seen anyone use Trip Mine or Time Bomb, and the few Devices blasters I've played have never used it with no ill effect. Primarily because, again, it's ugly-looking, boring, annoying to set up, extremely gimmicky, and doesn't fit with the theme of being a Blaster. No reasonable group is going to wait around five minutes for you to set up Trip Mine for a boss; it's a hell of a lot faster to just straight-up beat the enemy to death.
Replacing it with something that better fits the theme of Devices will make the powerset a lot more tolerable for people who want to play it without sacrificing their character theme and most of their usefulness as a Blaster for some silly gimmick power that's only feasible in a few select situations.
As extraordinary claims require extraordinary proof, I would like to see anyone give me video evidence of a person using Trip Mine in an actual combat situation. Just one example, unless it doesn't exist because nobody ever does it.
As extraordinary claims require extraordinary proof, I would like to see anyone give me video evidence of a person using Trip Mine in an actual combat situation. Just one example, unless it doesn't exist because nobody ever does it.
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Common enough it has its own terminology in game.
Bu-bye.
Search on "Toe Bomb."
Common enough it has its own terminology in game. Bu-bye. |
Ignoring the fact that it's a niche power only useful in certain scenarios, the main reason that Trip Mine should be changed is because, thematically, it doesn't fit Devices. It'd be something better seen in Traps, where the focus IS on dropping things on the ground you lure enemies into. As a Devices blaster, your gameplay is basically "plant 50 trip mines, lure enemies into them, repeat forever" which is stupid both in concept and practice. Maybe you're comfortable with it, but that's more because it's the only way you can make the powerset good, rather than it actually being fun to use in any shape or form.
Here's a tip: If your entire powerset revolves around one gimmicky and ugly power that's only taken by min/maxers without any thought to the appearance or function of the power, then maybe it's time to fix it. Replace it with something that actually better fits the theme of the powerset and has more utility to a Blaster than "extra damage" (which is what their PRIMARY powerset should be doing) like a flashbang or concussion grenade, or hell, even a build-up.
The idea here is to make Devices a powerset that an actual hero would take, rather than some kind of field engineer that carries around a giant sack of landmines. Again, think Batman.
Yeah, dudes, I'm saying remove Trip Mine. It looks ugly and doesn't fit with the power. Would Batman run around planting giant stacks of landmines everywhere?
Get rid of it, replace it with something useful, like a build up power or a flashbang/concussion grenade effect. I have legitimately never, ever seen anyone use Trip Mine or Time Bomb, and the few Devices blasters I've played have never used it with no ill effect. Primarily because, again, it's ugly-looking, boring, annoying to set up, extremely gimmicky, and doesn't fit with the theme of being a Blaster. No reasonable group is going to wait around five minutes for you to set up Trip Mine for a boss; it's a hell of a lot faster to just straight-up beat the enemy to death. Replacing it with something that better fits the theme of Devices will make the powerset a lot more tolerable for people who want to play it without sacrificing their character theme and most of their usefulness as a Blaster for some silly gimmick power that's only feasible in a few select situations. As extraordinary claims require extraordinary proof, I would like to see anyone give me video evidence of a person using Trip Mine in an actual combat situation. Just one example, unless it doesn't exist because nobody ever does it. |
just cause you always use or never use a power doesn't mean others are the same.
see the wonderful thing about the power sets and this game is how prolific it is and that the Devs have gone through pain staking measures to make sure every power set, combinations of power sets and power choices there in are viable as long you slot them well and play better then a half lobotomized monkey.
I have never played Traps TBH but I have seen trip mine used with great effectiveness. Ever watch what happens with ice patch and trip mines in a duo?
lets just say looney toons and Charlie chaplin couldn't do a better job.
I have never played Traps TBH but I have seen trip mine used with great effectiveness. Ever watch what happens with ice patch and trip mines in a duo?
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Simply put, the time it takes to set up Trip Mine and the time the team spends doing nothing while they wait for you to finish is time that could be spent actually playing the game instead. This is why Trip Mine needs to go and be replaced with something that BETTER FITS THE THEME OF THE POWER and HAS ACTUAL UTILITY IN A GROUP SCENARIO.
The cases you hear of people using trip mine to 'great effect' are biased, anecdotal cases that were either from soloing (where the boring, lame process of clicking the Trip Mine power for two minutes can probably be beneficial sometimes I guess) or, again, from the rare gimmick/niche scenarios in which Trip Mine is actually effective and efficient to use. I want to see actual legitimate proof that using Trip Mine is, at all, viable, and that it's somehow so better than simply using your attack powers that it deserves to be kept.
Ignoring the fact that it's a niche power only useful in certain scenarios, the main reason that Trip Mine should be changed is because, thematically, it doesn't fit Devices.
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Maybe you're comfortable with it, but that's more because it's the only way you can make the powerset good, rather than it actually being fun to use in any shape or form.
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ugly power that's only taken by min/maxers without any thought to the appearance or function of the power
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Didn't the Dark Knight movie feature an exploding cell phone bomb Morgan Freeman carried into a building for...who was it...Batman?
If we are to die, let us die like men. -- Patrick Cleburne
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As a Devices blaster, your gameplay is basically "plant 50 trip mines, lure enemies into them, repeat forever" which is stupid both in concept and practice.
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Here's a tip: If your entire powerset revolves around one gimmicky and ugly power that's only taken by min/maxers without any thought to the appearance or function of the power, then maybe it's time to fix it. Replace it with something that actually better fits the theme of the powerset and has more utility to a Blaster than "extra damage" (which is what their PRIMARY powerset should be doing) like a flashbang or concussion grenade, or hell, even a build-up. The idea here is to make Devices a powerset that an actual hero would take, rather than some kind of field engineer that carries around a giant sack of landmines. Again, think Batman. |
Ignoring the fact that it's a niche power only useful in certain scenarios,
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Just because you don't see the use in the power doesn't mean it doesn't have a use. Trip Mine is one of the biggest reason people take Devices/Traps (along with it being a 'natural' style set).
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Times when Trip Mine is useful:
BAF: Prisoners stage or a 'Courtyard' run. Heck, even a 'Separation' run.
UG: Knowing where the waves spawn and placing a Mine or two there. Better yet, place them around the area your team is holding!
Keyes: Place them in the bunkers or spawn points, or on the generators AM flies to.
TPN: Place them at the feet of the technicians, or where the tanks drag the spawns to. Also: Put them where Maelstrom spawns.
Those are just iTrials as well! Most 'vanilla' Task Forces offer many opportunities to use Trip Mine to great effect!
You seem to be getting the usage of Trip Mine wrong. Trip Mine, generally, isn't supposed to be used in the heat of combat (Even then, with a good tank and caltrops, you can still pull it off). You're supposed to place them where you know, or predict enemies will spawn or arrive thickest.
And, despite your claim of 'No one waits for minefields to be set up', in the 3 years i've had my AR/Dev character, not once has someone NOT let him set up a minefield. A well-placed minefield can destroy an entire spawn, or demolish an AV's health.
Devices plays so much more differently than any other Blaster Secondary, it's easy to see where the 'weak' idea comes from. Devices is about preparation, and hindering enemies rather than all out damage.
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Devices plays so much more differently than any other Blaster Secondary, it's easy to see where the 'weak' idea comes from. Devices is about preparation, and hindering enemies rather than all out damage.
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Also Time bomb's going to be changed to be a more Remote Bomb-type power. You place it, and it's toggled on. Once you detoggle it, it detonates. At least, according to Synapse on that one thread awhile back.
Ignoring the fact that it's a niche power only useful in certain scenarios,
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the main reason that Trip Mine should be changed is because, thematically, it doesn't fit Devices. |
It'd be something better seen in Traps, |
your gameplay is basically "plant 50 trip mines, lure enemies into them, repeat forever" |
which is stupid both in concept and practice. |
*Note, I'm not calling you an expert on Devices, as you're obviously not.
Maybe you're comfortable with it, |
but that's more because it's the only way you can make the powerset good, rather than it actually being fun to use in any shape or form. |
Here's a tip: If your entire powerset revolves around one gimmicky and ugly power |
that's only taken by min/maxers |
without any thought to the appearance or function of the power, |
then maybe it's time to fix it. |
Replace it with something that actually better fits the theme of the powerset |
and has more utility to a Blaster than "extra damage" (which is what their PRIMARY powerset should be doing) |
Here's a suggestion for you:
Instead of trying to screw up a powerset that people have used and enjoyed for 23 issues now.... if you don't like it, don't take it.
"Problem" solved.
I also note you, unsurprisingly, ignored what I told you before, which would show you it's hardly a "niche" power.
If it were a throwable proximity mine-style ability, I wouldn't complain. Would maintain it's current functionality while adding another. I believe one of the devs said Time Bomb is getting an update like that at some point.
But getting rid of it is sort of silly. Like it or not, it's iconic.
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If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
I want to see actual legitimate proof that using Trip Mine is, at all, viable, and that it's somehow so better than simply using your attack powers that it deserves to be kept.
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So if you want Trip Mine replaced with something else, I suggest you get off your high horse and give us 'actual legitimate proof' that there needs to be a change here. Oh and how about you drop the attitude while you're at it? Because until you do both of those, you're not going to be changing any of our minds, and this change you so feverishly desire is never going to happen.
"If I had Force powers, vacuum or not my cape/clothes/hair would always be blowing in the Dramatic Wind." - Tenzhi
Characters
Currently, Devices is pretty bad. It's pretty much the red-headed stepchild of Traps, at this point: it's ugly and hard to synergize thematically with primary powers, and it's very rarely, if ever used, due to the gimmicky, circumstantial powers and the lack of a build-up.
Here are my suggestions to improving the powerset, turning it from the crap heap that it currently is into what it was intended to be: a Blaster secondary that has extra support and utility at the expense of little offensive power.
1. Web Grenade: Add a lethal DoT as the super-thin strings cut into skin and armor to bring it up to speed with other secondaries' immobilizes.
2. Caltrops: Fine as-is. Caltrops is always pretty badass. Maybe change the animation to the one used by the heal in Poison, which looks better than the current "fling your arm out like a tool" animation.
3. Taser: Alternate animation when using a weapon powerset, such as DP, Beam Rifle or Assault Rifle. Fires the taser leads directly from the weapon.
4. Targeting Drone: With blasters getting an instant snipe in i24, maybe make this a toggle that gives you just enough to-hit to facilitate that instant snipe, as well as some +range. Increase endurance consumption to compensate. If not, make it similar to Focused Accuracy with an extra +range component.
5. Smoke Grenade: Turn it into a ground-targeted area of effect that lowers enemy perception and increases ally defense inside the area of effect.
6. Cloaking Device: Cool as-is.
7. Trip Mine: Get rid of this, as it does not fit the thematic image of the powerset and it is not fun at all to spend five minutes planting a giant stack of landmines (which, I'm pretty sure, was never the original intent of this power and was only kept in because everything else in Devices is trash) when you could be doing something useful like using your primary powerset instead. Ignore all the crybabies who want to keep their gimmick power that they only use because all the other powers in the set suck in comparison. Replace with either a concussion grenade (ground-targeted AoE knockback, ideally used to corral enemies into a firing slot) or a flashbang (targeted AoE sleep and -tohit.)
8. Time Bomb: Get rid of this, as I can't recall a point in time when anyone ever took or used this ability in serious gameplay. Replace with a standard build-up power, stick it lower in Devices. Maybe call it "Tactical Focus".
9. Gun Drone: Fine as-is. Maybe lower the damage and add a -def or -res component as the barrage of gunfire eats away at enemy protections.