How would you have fixed blasters ?


Another_Fan

 

Posted

We were getting improvement in i24 what would you have done.

Here's why I never cared for the changes that were slated.

There were only 2 changes that were actually focused on blasters in the issue that will never come, the extended range power for snipes and the sustains.

The sustains were weak, it was the equivalent of giving blasters about as weak a heal as you could in a game where healing has to be mammoth to have a serious impact. Defense and Resistance are on hyperbolic curves for mitigation. The fact that blasters had the worst base numbers, for defense and resistance and the fewest option for gaining more was the reason they had problems. This is where the problem should have been addressed.

The snipe extended range , fast cast change was WUT ?? Why not just rename blasters snipers while you are at it.

Fixes
General
1. Improve the blaster numbers for the pool/epic powers to at least corruptor levels if not defender levels.


Epic powersets
1. Make the armors all available as tier 1 choices
2. Include some sort of self heal/hibernate power in each set or long duration break free type of power.

Secondaries
1. Standardize the status effects. Change fears to stuns or holds
2. Case by case basis ex electric add some more =recover etc etc

Primaries.
1. Case by case ex, ar change ignite to targeted aoe and bring it in line with other t3s for cast time.


 

Posted

Crashless Nukes, OK
80 foot tier 3s, OK
Moving Armor's around, That would have been really interesting in a good way.
Making Mez viable for more builds, OK

The rest ? If I want to play a scrapper I can play a scrapper.


 

Posted

Quote:
Originally Posted by B_L_Angel View Post
Crashless Nukes, OK
80 foot tier 3s, OK
Moving Armor's around, That would have been really interesting in a good way.
Making Mez viable for more builds, OK

The rest ? If I want to play a scrapper I can play a scrapper.
Any reasoning behind that ? From your last comment it looks like you think blasters would be infringing on scrappers. I never considered that a bad thing, they were pretty much the baseline damage dealer.


 

Posted

I have been playing my Fire/Fire blaster on test and I am happy with what they have done,the crash less nuke is fine I can use that when getting mobbed knowing that I can blast anything left alive,with the snip the recharge is a lot faster and the greater range gives you more chance against the guy who takes more than 1 shot,I find my survival is a lot better too shame its never going to reach the live game


Prof Radburn controller,Celtic Ice Maiden,blaster,Miss Knockout scrapper,Mistress Davina controller,Stone Hart,tank Split Personality PB.Queen Lostris controller,Fridgid Mary blaster,Shocking Fire blaster Future Elfling defender, Little Weed controller,Capo Angelo MM, Commander Buzzsaw MM, Justice Tank tank all 50,s

 

Posted

Easiest way to fix blasters would have been to shut down the blaster forum and kill the hysterics.


 

Posted

Quote:
Originally Posted by CyberGlitch View Post
Easiest way to fix blasters would have been to shut down the blaster forum and kill the hysterics.
Totally agree. Blasters could have used a tweak..tweaks. Not fixing. They weren't broken. Just whiny fools who get mad at dying, due to their own stupidity.


 

Posted

Quote:
Originally Posted by Another_Fan View Post
Any reasoning behind that ? From your last comment it looks like you think blasters would be infringing on scrappers. I never considered that a bad thing, they were pretty much the baseline damage dealer.
The changes I agree with were for things that were just badly done and allowed to fester for 8 years.

Basters had range and if you played to their strengths you were fine. Many people just never learned what their strengths were. Not a fault in the AT, just a problem with people who expected everything to come easy. The biggest problem this game had was trying to cater to people that didn't want to play it.


 

Posted

Quote:
Originally Posted by B_L_Angel View Post
The changes I agree with were for things that were just badly done and allowed to fester for 8 years.

Basters had range and if you played to their strengths you were fine. Many people just never learned what their strengths were. Not a fault in the AT, just a problem with people who expected everything to come easy. The biggest problem this game had was trying to cater to people that didn't want to play it.
There were far too many things in this game that killed the benefits of range.


 

Posted

If we're talking about actual AT buffs, not buffing individual sets..

1.) CO/DCUO status removal. Mash a key to break mez.

2.) Raise the HP cap. I mean jeez. Let people build how they want. If you build for teh HP, it will come.

3.) Rebalance all secondaries around /Mental. Same way Light Form works relative to eclipse- The benefit to Eclipse is that there's no crash. The benefit to LF is that it's a low risk power. Keep similar drawback/benefit ratios in mind. That's what the dev's seemed to be doing with i24 though. Except other sets would need a debuff too. /Fire could maybe get a sort of Eclipse/Melt Armor deal, maybe a self +res per target, opponent -res instead of +end that Eclipse grants, but with lower values per target. I'm sure there are other ideas for ranged play but Fire works best in melee anyways. Just one idea.

4.) Increase pool toggle/epic toggle mods. Blasters don't get a fair bang for their buck picking up these powers at all. I'd say match them to what Defenders/Corruptors get.

5.) Come up with some nifty mechanic that applies a stacking crit or dmg buff for using melee powers. Reward high risk power usage.

6.) FFS, let Blasters share the Brute damage cap.

Now, all of this might sound OP to some of you. But that's ok with me.


 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
If we're talking about actual AT buffs, not buffing individual sets..

1.) CO/DCUO status removal. Mash a key to break mez.

2.) Raise the HP cap. I mean jeez. Let people build how they want. If you build for teh HP, it will come.

3.) Rebalance all secondaries around /Mental. Same way Light Form works relative to eclipse- The benefit to Eclipse is that there's no crash. The benefit to LF is that it's a low risk power. Keep similar drawback/benefit ratios in mind. That's what the dev's seemed to be doing with i24 though. Except other sets would need a debuff too. /Fire could maybe get a sort of Eclipse/Melt Armor deal, maybe a self +res per target, opponent -res instead of +end that Eclipse grants, but with lower values per target. I'm sure there are other ideas for ranged play but Fire works best in melee anyways. Just one idea.

4.) Increase pool toggle/epic toggle mods. Blasters don't get a fair bang for their buck picking up these powers at all. I'd say match them to what Defenders/Corruptors get.

5.) Come up with some nifty mechanic that applies a stacking crit or dmg buff for using melee powers. Reward high risk power usage.

6.) FFS, let Blasters share the Brute damage cap.

Now, all of this might sound OP to some of you. But that's ok with me.
Maybe your blaster's needed these


 

Posted

Quote:
Originally Posted by B_L_Angel View Post
Maybe your blaster's needed these
lul. None of it is filed under 'necessary,' but I mean... I would take it. Not that it really matters, there isn't a Blaster in the world that will still be around after November. NCSoft does unresistable damage.


 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
If we're talking about actual AT buffs, not buffing individual sets..

1.) CO/DCUO status removal. Mash a key to break mez.

.
If you look at the critters in the summer event, I think the devs were thinking about drastically reducing the duration of status effects in this game and that was an experiment on their part.


 

Posted

Much as I'm a fan of blaster buffs, I don't like making special exceptions for the sake of one archetype. That's archetype balance whack-a-mole.

Instead, I would've looked at general balance rules that, although archetype neutral in theory, disadvantage blasters, and likely other archetypes as well, in practice.

For example, archetype damage caps, which reflect an eyeroll quoted "vision" for the archetypes rather than their actual self-buffing capabilities. Blasters have easy access to both Build Up and Aim in addition to Defiance; their damage cap should have been significantly higher than scrappers' and corruptors'.

Plus, since we're not whacking moles, tying damage caps to the presence or absence of Build Up/Aim/inherents helps other archetypes, namely defenders (Aim+Vigilance) and tankers (Build Up), who should both come in at around scrapper level. Blasters get a minor buff, and there's finally a reason to play defender archetype for Kinetics. Bi-winning.


 

Posted

Although I think all ATs should have had some incarnation of Kheld's Dark Sustenance; I think it would've fit Blasters rather nicely.

I would've like to have seen Blasters get adjustments to damage/secondary effects based on the target's proximity to the player.

Blaster Auras having an actual debuff effect (or mez effect on Minion ranks (w/a small chance of mag increase (enough to snag a Lt every once in awhile).

I really liked the implementation of the crashless nuke, the sustain and the snipe changes (although I would've preferred a little differentiation between the ATs).


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

The snipe change was a change to snipes, not blasters. It was a change to make snipes an viable power selection option for all AT's and not a skipable power for most, regardless of the AT.

Why would there need to be a differentiation between the AT's for that beyond the AT damage modifier? Or am I mistaken, and all the AT's recieved blaster damage level snipes with this change?

As for OP, no idea really, all I know is that blasters were no fun to me, and so I didnt get one past 32 in spite of multiple attempts. Mez was definately a part of the frustration, but I have never whinged about it. I was looking forward to i24 so I could give it another go.


 

Posted

Quote:
Originally Posted by SinisterDirge View Post
The snipe change was a change to snipes, not blasters. It was a change to make snipes an viable power selection option for all AT's and not a skipable power for most, regardless of the AT.
I am aware of that; hence the desire for a little differential for Blasters...

Quote:
Why would there need to be a differentiation between the AT's for that beyond the AT damage modifier? Or am I mistaken, and all the AT's recieved blaster damage level snipes with this change?
For flavor; something that Blasters could call their own (this to help quell all the shouting done about the snipe changes not being Blaster specific - which created a perception that the comparison between the ATs was back to the Nuke and Sustain power changes; which was, in turn, doing little to nothing to balance Blasters against the other ATs (as I was interpreting those arguments)


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

Quote:
Originally Posted by Yogi_Bare View Post
I am aware of that; hence the desire for a little differential for Blasters...



For flavor; something that Blasters could call their own (this to help quell all the shouting done about the snipe changes not being Blaster specific - which created a perception that the comparison between the ATs was back to the Nuke and Sustain power changes; which was, in turn, doing little to nothing to balance Blasters against the other ATs (as I was interpreting those arguments)
Wait, but wouldn't the new sustain powers have been enough to differentiate blasters? Wasn't that the point? Having the insta snipe and nuke changes be unique to blasters would be like asking for the Fiery Embrace change to have been for only (State favorite AT here).

Was the sustain mechanic not enough to differntiate blasters? If it wasn't, why wern't people focusing on improving that instead of focusing on things that were not AT specific?


 

Posted

Quote:
Originally Posted by SinisterDirge View Post
Wait, but wouldn't the new sustain powers have been enough to differentiate blasters? Wasn't that the point? Having the insta snipe and nuke changes be unique to blasters would be like asking for the Fiery Embrace change to have been for only (State favorite AT here).

Was the sustain mechanic not enough to differntiate blasters? If it wasn't, why wern't people focusing on improving that instead of focusing on things that were not AT specific?
*sigh*, differentiate the snipes... not the Blasters. It goes without saying that the ATs are already different from each other.


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

Quote:
Originally Posted by Yogi_Bare View Post
*sigh*, differentiate the snipes... not the Blasters. It goes without saying that the ATs are already different from each other.
And why pray tell do snipes need to differentiate at all besides AT modifiers. Wait, didnt I ask that 3 posts ago? Do any of the other blasts in the sets differentiate for flavour or otherwise? I am not sure if the sigh is meant to make me feel as though I am being thick or not, but your position doesn't really make any sense to me.


 

Posted

Quote:
Originally Posted by SinisterDirge View Post
And why pray tell do snipes need to differentiate at all besides AT modifiers. Wait, didnt I ask that 3 posts ago? Do any of the other blasts in the sets differentiate for flavour or otherwise?
Anyhow, as stated before, I like the implementation of everything I listed. However, following the original discussions; I felt inclined to agree (thematically) with those that felt that the snipe changes should've have been specific to the Range/Damage specialists (Note: I didn't notice as much vitriol about the Nuke changes not being AT specific).

Doms already had Controls; Corrs and Fenders already had access to heavy buff/debuffs... and now they were getting the same/similar offensive buffs across the board while Blaster's sustainability (and therefore survivability) still wasn't on par with none of the above listed. And people felt slighted (although I could really care less (I was actively pointing out ways that all ATs could push toward optimizing the mechanic)... I could see their view).

[Insert power creep blazay blah here]

That being said, the changes were what they were and although it was (at the time) and is (most definitely now) an irrelevant pipe dream based on thematics; I would have liked to have seen an effort to see those arguing that point... given satisfaction in some way (like lowering or eliminating the to-hit requirement for Blasters or just adding in a secondary effect).

You're well in your rights to disagree but this is as far as I'm willing to debate/explain something that is utterly irrelevant at this point.


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

Quote:
Originally Posted by Yogi_Bare View Post
You're well in your rights to disagree but this is as far as I'm willing to debate/explain something that is utterly irrelevant at this point.
Fair enough. Although your post wasn't the first in the thread to mention the snipe change, you did pick up the discussion with me. I really was hoping to come to an understanding on the subject, as it has confused me since it was first raised when the blast changes were announced. I guess I will never get an logical explanation, and will always remain a "cause I wanna" request.

So be it.


 

Posted

Quote:
Originally Posted by Yogi_Bare View Post
I am aware of that; hence the desire for a little differential for Blasters...



For flavor; something that Blasters could call their own (this to help quell all the shouting done about the snipe changes not being Blaster specific - which created a perception that the comparison between the ATs was back to the Nuke and Sustain power changes; which was, in turn, doing little to nothing to balance Blasters against the other ATs (as I was interpreting those arguments)
Quote:
Originally Posted by SinisterDirge View Post
Fair enough. Although your post wasn't the first in the thread to mention the snipe change, you did pick up the discussion with me. I really was hoping to come to an understanding on the subject, as it has confused me since it was first raised when the blast changes were announced. I guess I will never get an logical explanation, and will always remain a "cause I wanna" request.

So be it.
The extended range for snipes I believe was blaster only ??

Anyway I disliked the snipe changes because they were both too powerful and too limiting. You couldn't skip snipes in sets that had them after the change, and blasters became even more insp reliant than they were before.


 

Posted

Quote:
Originally Posted by B_L_Angel View Post
The changes I agree with were for things that were just badly done and allowed to fester for 8 years.

Basters had range and if you played to their strengths you were fine. Many people just never learned what their strengths were. Not a fault in the AT, just a problem with people who expected everything to come easy. The biggest problem this game had was trying to cater to people that didn't want to play it.
The problem with this line of thought is that some of the best Blaster powers are melee powers. Drain Psyche, Psychic Shockwave, a few of the nukes, Hot Feet, Burn, Soul Drain, etc. To stay at range, especially on a high recharge Blaster build, is to gimp maximum damage output in many cases. The tradeoff comes in dealing more damage at higher risk of being defeated. Obviously in a lot of cases that risk wasn't worth it.

Quote:
Originally Posted by Another_Fan View Post
Anyway I disliked the snipe changes because they were both too powerful and too limiting. You couldn't skip snipes in sets that had them after the change, and blasters became even more insp reliant than they were before.
Eh I'm not sure about that- My fire/mental for example had almost 100% uptime on his snipe between aim and concentration. I never worked out the attack chain precisely but I'm sure it wouldn't be difficult to work in when to use what in order to always have insta-snipe in a rotation against ST's. Also in the case of /Dark I'm pretty sure perma soul drain would be enough for perma snipe on just one target without tactics, if ED capped tohit was slotted into the power.


 

Posted

Quote:
Originally Posted by Another_Fan View Post
Anyway I disliked the snipe changes because they were both too powerful and too limiting. You couldn't skip snipes in sets that had them after the change, and blasters became even more insp reliant than they were before.
I can kind of see your point. If in a teaming environment though, I imagine there would be a few more folks running tactics.

Solo... Well, am sure it would have made sense to try and get to one insp. away from the required number, much like folks do to get to softcap. I dont know if that is any more reliant than before, or just shifting priorities.

For the record, I wouldn't have been against lowering the required number for blasters, but that has f all to do with flavor.


 

Posted

Same value for Instant snipe for all means same value for Tactics for all...
Otherwise , they again up the damage of other archetype and not the blaster one...