So Blasters never got fixed?


Airhammer

 

Posted

Quote:
Originally Posted by Another_Fan View Post
After i14 that You have what superstunners being added to the freaks, and Black Scorpion getting taunt ? If there is more it hasn't been particularly noticeable.
Some other critters got taunt too, but I think most of them were new critters, such as the black knights in Night Ward. To be honest, I think some of the Incarnate Tsoo are supposed to be taunting us, but it doesn't seem to work. (They play the animation and we play the "hit" effect, but nothing else happens.)

It feels a bit like I'm forgetting some noticed AI change since I16, but I agree, even if that's true, it's not that noticeable in the scheme of things, or I'd probably remember it.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
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Posted

More on-topic of the relevance of skill, I do agree with folks here that think skill matters. Maybe what's up for grabs is what "skill" means, but in the context of this game, I think it covers a few things.

  • Target selection. This spans things like selecting the right foes to cripple or eliminate first, to "aiming" cones and bursts for maximum benefit.
  • Positioning. This can be something as basic as kiting, but I think more realistic "skill" is reflected in maximizing movement while ostensibly rooted. As a non-Blaster-specific example, I will often fire PBAoE ally buffs on allies in dangerous places (near multiple AVs or Monsters) by running in, pausing ever-so-briefly, then leaping away just as I activate the buff. Executed properly, I minimize my exposure to enemy AoEs and still buff my allies. Another example would be to jump across a hallway intersection to blast foes. More generic positioning choices are related to target selection, such placing slow patches at corners so foes are already clumped for AoEs as they come into view, or firing team buffs in the rough centroid of the team (perhaps with a heads-up) instead of constantly calling for the team to gather.
  • Power activation timing and sequencing. By paying attention to when powers recharge, you can still try to optimize your attack chain while needing to insert non-damaging powers. As an example, my Dark/Psi Defender has to occasionally fire Subdue to maintain a non-stop attack chain, but it's got the worst DPA of all her attacks. If I need to cast Tar Patch, Howling Twilight or some other non-damaging Dark Miasma power, I try to wait until Subdue's place in the chain comes up. Another example would be knowing when it's optimal to activate Dull Pain (around 50% health) rather than firing it whenever its recharged.
Basically, "skill" comes from a combination of knowing the game mechanics well enough to know optimal behavior, and then actually translating that into game play practice.

Some time back there was a thread about what people thought "skill" in an MMO was about, and I defined my version of it as recognizing "fragile" situations (ones that are more likely to get out of player control and lead to wipe) and using appropriate powers or other tools (like inspirations) suited for "stabilizing" such situations.

If the powers in question have long recharge times or other frequent-use restrictions, I consider it a mark of a good player that they tend to save those powers for emergencies instead of firing them willy-nilly. Consider the prisoner phase in the BAF - I've seen many a player fire judgement powers at a juicy spawn of prisoners when there was little danger of that spawn getting past other defenses. While that's gratifying, I'd rather save my judgement for a large spawn of prisoners that's already gotten past the other defenses.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
Some other critters got taunt too, but I think most of them were new critters, such as the black knights in Night Ward. To be honest, I think some of the Incarnate Tsoo are supposed to be taunting us, but it doesn't seem to work. (They play the animation and we play the "hit" effect, but nothing else happens.)

It feels a bit like I'm forgetting some noticed AI change since I16, but I agree, even if that's true, it's not that noticeable in the scheme of things, or I'd probably remember it.
I'll agree there may be more as well. The problem is even forgetting about incarnate powers and the vast increase in IO power. In that time frame we got inherent fitness and insp combining.


 

Posted

Agreed. I certainly don't want to suggest I think that the NPCs have even been close keeping pace with us, all our increases in power taken in total. Like I said, it was a nit-pick about the comment that they haven't gotten harder for us to win against. They have, if just a bit. (I actually think the Malta Titan changes were kind of brutal, but on average, across all levels? That doesn't count for much.)


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
More on-topic of the relevance of skill, I do agree with folks here that think skill matters. Maybe what's up for grabs is what "skill" means, but in the context of this game, I think it covers a few things.
  • Target selection. This spans things like selecting the right foes to cripple or eliminate first, to "aiming" cones and bursts for maximum benefit.
  • Positioning. This can be something as basic as kiting, but I think more realistic "skill" is reflected in maximizing movement while ostensibly rooted. As a non-Blaster-specific example, I will often fire PBAoE ally buffs on allies in dangerous places (near multiple AVs or Monsters) by running in, pausing ever-so-briefly, then leaping away just as I activate the buff. Executed properly, I minimize my exposure to enemy AoEs and still buff my allies. Another example would be to jump across a hallway intersection to blast foes. More generic positioning choices are related to target selection, such placing slow patches at corners so foes are already clumped for AoEs as they come into view, or firing team buffs in the rough centroid of the team (perhaps with a heads-up) instead of constantly calling for the team to gather.
  • Power activation timing and sequencing. By paying attention to when powers recharge, you can still try to optimize your attack chain while needing to insert non-damaging powers. As an example, my Dark/Psi Defender has to occasionally fire Subdue to maintain a non-stop attack chain, but it's got the worst DPA of all her attacks. If I need to cast Tar Patch, Howling Twilight or some other non-damaging Dark Miasma power, I try to wait until Subdue's place in the chain comes up. Another example would be knowing when it's optimal to activate Dull Pain (around 50% health) rather than firing it whenever its recharged.
Basically, "skill" comes from a combination of knowing the game mechanics well enough to know optimal behavior, and then actually translating that into game play practice.

Some time back there was a thread about what people thought "skill" in an MMO was about, and I defined my version of it as recognizing "fragile" situations (ones that are more likely to get out of player control and lead to wipe) and using appropriate powers or other tools (like inspirations) suited for "stabilizing" such situations.

If the powers in question have long recharge times or other frequent-use restrictions, I consider it a mark of a good player that they tend to save those powers for emergencies instead of firing them willy-nilly. Consider the prisoner phase in the BAF - I've seen many a player fire judgement powers at a juicy spawn of prisoners when there was little danger of that spawn getting past other defenses. While that's gratifying, I'd rather save my judgement for a large spawn of prisoners that's already gotten past the other defenses.
Just how often do those occur ? To take your baf example I can't think of a time where I have seen the prisoner escape fail to stop everyone because someone used a judgement. I have seen prisoners escape because people just weren't paying attention.

Combat jumping in and out of melee is something you consider a big skill ?

Even if you grant that items you cite are skills that have a large impact on the game just how long would you expect a person of average intelligence to pick them up ? A day, a week ? A month ?

I have been playing golf for nearly 50 years and there are skills i doubt I will ever be good at, let alone master. I can't think of a technique in this game that has that kind of staying power.

Edit: I take that back there is base building


 

Posted

Um I have failed at time because I couldn't kill the prisoner before he reached the door and my lockdown power didn't work on him/her.



 

Posted

Quote:
Originally Posted by Another_Fan View Post
It takes about 50 lines of code to play a character in this game.
I'd like to see those fifty lines of code.


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Posted

Quote:
Originally Posted by Another_Fan View Post
Just how often do those occur ? To take your baf example I can't think of a time where I have seen the prisoner escape fail to stop everyone because someone used a judgement. I have seen prisoners escape because people just weren't paying attention.
Who said anything about it failing? I consider it a weak showing if one gets out. Solid play there gets people a badge and/or an extra Astral Merit.

I regularly end up in leagues that practically leap for joy if no prisoners escape. I'm always appalled at that - I consider no escape BAFs standard and ones where one gets away sub-par. (I realize sometimes it just happens, but I don't think it should be normal.)

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Combat jumping in and out of melee is something you consider a big skill?
No. I said it showed skill. Really, can you have a conversation without twisting the conversation?

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Even if you grant that items you cite are skills that have a large impact on the game just how long would you expect a person of average intelligence to pick them up ? A day, a week ? A month ?
I know more than a couple of people who have played this game for eight years and never exhibited any these abilities. Some of them even like to tell other players how to play the game, which just kills me.

Quote:
I have been playing golf for nearly 50 years and there are skills i doubt I will ever be good at, let alone master. I can't think of a technique in this game that has that kind of staying power.
I'm not sure why you think that's relevant. You seem to be trying to make the stretch that because there may be nothing here that requires great training or tremendous innate ability that there's no skill involved at all. I don't think that's reasonable. Compared to golf, sure, the dynamic range of performance based on "skill" with the game is probably very compressed, but I don't think it means there's effectively no dynamic range at all. It's contrary to my own experience with other players.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
Who said anything about it failing? I consider it a weak showing if one gets out. Solid play there gets people a badge and/or an extra Astral Merit.
You just did.
I certainly did not.

" seen the prisoner escape fail to stop everyone because someone used a judgement"

I still would love to know how you can say you have lost that because someone used a judgement at the wrong time.



Quote:
No. I said it showed skill. Really, can you have a conversation without twisting the conversation?
I am sorry I fail to see how dragging this down to the purely personal does anything or why you felt the need to.

Re: Skill, walking is a skill, sitting in a chair is a skill, logging into the game is a skill. The whole conversation is about depth of skill.


 

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Originally Posted by Arcanaville View Post
I'd like to see those fifty lines of code.
Shoot me an email, I will be back home by Monday and send them to you.


 

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Originally Posted by Tater Todd View Post
Um I have failed at time because I couldn't kill the prisoner before he reached the door and my lockdown power didn't work on him/her.
Kind of expected. Not really your fault at all.


 

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Quote:
Originally Posted by Another_Fan View Post
It takes about 50 lines of code to play a character in this game. Admittedly that is stacked on top of libraries. Just how much decision making do you think that encapsulates ?
Within the code? Maybe not a lot.

When deciding whether to configure the code this way, rather than any of those ten thousand possible ways? Quite a lot. Not to even mention the nontrivial knowledge required to be able to make useful code in the first place.

I don't re-calculate from scratch what the optimal behavior is in every situation in-game. I doubt many people do. A lot of behavior is stuff we've practiced or learned before, and using them in play consists largely of repeating or combining patterns. But you have to know the pattern in the first place to repeat it. An unskilled player doesn't know the patterns, or knows bad ones. Good use of inspirations and temp powers makes an incredibly huge difference to performance, for example, and the way players use inspirations is all over the map. Some players just mash f1-f5 whenever they hit a tough spot, some hoard inspirations and basically never use them, some outright forget they have inspirations most of the time, some meticulously plan and control their inspiration supply and usage, some people (ab)use /auctionhouse to have a near-unlimited supply of powerful inspirations. And all of those behaviors lead to significantly different performance.

Again, the claim you're making is (IMX) wildly counterfactual. An individual player's capabilities makes a huge difference. Even just my own level of focus makes a huge difference, and there's presumably no gap in knowledge or experience between myself and myself. You can keep arguing for your theory, if you want, but every piece of actual evidence I have says you're wrong.


 

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Originally Posted by Another_Fan View Post
You just did.
I certainly did not.

" seen the prisoner escape fail to stop everyone because someone used a judgement"
Is English your second language?


 

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Quote:
Originally Posted by Another_Fan View Post
Could you elaborate ?

What I see here are

1. People who didn't think blasters needed buffing and didn't want a buff.
2. People who didn't think blasters needed buffing but were happy to get one.
3. People who thought blasters needed buffing but didn't like the nature of the buffs.
4. People who thought blasters needed buffing and were happy with the buffs.
I don't think you have covered everything.

I think if it was a goal to have blasters as easy to play as the other ATs then they needed a buff, but that was just people seeking a foolish consistency. Not everything has to be the same and when you try to make everything the same you alienate people that cherished the differences.

When you talk about depth to the game I agree, but if you increase the power of blasters in the game you take away part of the skill development needed to play them.


 

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Originally Posted by Garent View Post
Is English your second language?

Quote:
Originally Posted by UberGuy View Post

No. I said it showed skill. Really, can you have a conversation without twisting the conversation?
Maybe you two can tell me.

Why do people think splitting hairs and being obstinate scores points in arguments ?


 

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Originally Posted by B_L_Angel View Post
I think if it was a goal to have blasters as easy to play as the other ATs then they needed a buff
Your issue isn't really with blasters being buffed though. Your issue is with the difficulty level of the entire game. This is a perfectly valid issue, and is one that I share. Pushing for blasters to be the final hold out of a trinity based game that hasn't existed for years isn't the way to address that issue though. It's neither the most efficient way of addressing the issue nor is it one with a chance of happening.


 

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Originally Posted by Garent View Post
Yes, it was in fact the goal to make blasters be as powerful at all level ranges as other archetypes, as they were intended to be and advertised to be from day one. If you still do not understand the reasons that were given in this thread and others and continue to believe it's consistency for consistency's sake, then I doubt there's anything anyone can say to change that.
If that was the goal then it would have taken some of the special and fun out of this game. The condescension and snark doesn't help you make a point.


 

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I deleted the post you quoted and made a new one because it came off way more confrontational than I wanted it to. Sorry about that.


 

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Originally Posted by Garent View Post
Your issue isn't really with blasters being buffed though. Your issue is with the difficulty level of the entire game. This is a perfectly valid issue, and is one that I share. Pushing for blasters to be the final hold out of a trinity based game that hasn't existed for years isn't the way to address that issue though. It's neither the most efficient way of addressing the issue nor is it one with a chance of happening.
now that is something.

I don't see them as part of DPS-Aggro Control-Healer. What I see them as is just another part of the game to explore. The same way the Rogue Isles were new territory or Praetoria was. You could do anything in the game with blasters and my main was proof of it. 1387 badges + 8 extra from Katie. I know my blaster was hardly the only one with a high total.

I will agree that there were problems with blasters. You can't really argue with them being abandoned. You also can't deny the fact that they were still the number 3 most popular toon in the game. So who do you appeal to ? The people that dropped blasters to play other things that they liked or the people that really enjoyed their blasters ?


 

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Quote:
Originally Posted by B_L_Angel View Post
So who do you appeal to ? The people that dropped blasters to play other things that they liked or the people that really enjoyed their blasters ?
I don't believe it's necessary to alienate either group. I fully believe that it's possible to buff blasters in such a way that they continue to appeal to the second group while bringing back the people who were pushed away because they realized they could do better things on other characters with the same amount of effort. I didn't fully support ANY of the proposed blaster changes, but I definitely supported blaster changes in general.


 

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Originally Posted by Another_Fan View Post
You just did.
I certainly did not.

" seen the prisoner escape fail to stop everyone because someone used a judgement"
Dude. What Garent said.

"Fail to stop everyone," meaning everyone was not stopped. Which means one or more prisoners escaped. Letting twenty prisoners escape is certainly a subset of letting some prisoners escape, but it's not what I meant, and I am flummoxed that you concluded I meant what you insist I must have meant.

I would describe letting twenty prisoners escape as "failing the trial at the prisoner escape phase," or something like that.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by B_L_Angel View Post
You also can't deny the fact that they were still the number 3 most popular toon in the game.
Apparently not at all levels, though. Now, we weren't shown all the data, but I'd be willing to bet that there are other ATs have variations in popularity with level. However, it was made clear that Blaster popularity decayed noticeably enough with higher level that the devs called it out. Since all characters gain levels, if the Blaster AT was the only one that showed appreciable abandonment as you went up levels, that still seems like an issue worth solving, even if the number of Blasters across all levels rated highly.

Quote:
So who do you appeal to ? The people that dropped blasters to play other things that they liked or the people that really enjoyed their blasters ?
As Garent said, I think you can appeal to both. For example, I think the "glass cannon" aspect of Blasters is something a lot of players (including myself) did enjoy about them. I wanted changes to preserve that feeling, but I wanted them, say, to be made out sturdier glass. It's a weak analogy, but I think the changes to buff their regen were a good way to make them more survivable than they were, but still be fragile and subject to abrupt failure.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

I wished that you could "like" posts sometimes lol.



 

Posted

Quote:
Originally Posted by B_L_Angel View Post
I will agree that there were problems with blasters. You can't really argue with them being abandoned. You also can't deny the fact that they were still the number 3 most popular toon in the game. So who do you appeal to ? The people that dropped blasters to play other things that they liked or the people that really enjoyed their blasters ?
You appeal to sanity. There's an XP curve that is based on average performance. Critter XP has been rebalanced around that metric at least twice since release. You note that every archetype generates an average reward earning rate very roughly around the same rate, the same rate that your reward system is balanced around. Every archetype except one. So you fix it. Period, end of story.

There's no need to justify fixing something your own design rules say is broken. The justification that's required is for explicitly *not* fixing something your own design rules say is broken, and when it comes to the fundamental metric of player reward earning rate, that justification has an extremely high hurdle.


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Posted

Quote:
Originally Posted by Arcanaville View Post

There's no need to justify fixing something your own design rules say is broken. The justification that's required is for explicitly *not* fixing something your own design rules say is broken, and when it comes to the fundamental metric of player reward earning rate, that justification has an extremely high hurdle.
What are the acceptable losses for making things conform to design rules ?