View Full Version : Statesman comments on Blaster damage
Tsarmina
04-25-2005, 09:52 PM
Click me Dammit! (http://boards.cityofheroes.com/showflat.php?Cat=&Number=2729013&page=&view=&sb=5&o=&fpart=1&vc=1)
Just noticed this and thought I'd post it here for reference.
Quakester
04-25-2005, 10:48 PM
Only thing I'd like to see is the blaster damage cap raised to 500%. That would even things out pretty well. We would out damage everyone again and be the Offensive Juggernauts the manual claims we are. But I doubt it'll happen. Least, not any time soon.
Jade_Dragon
04-26-2005, 12:29 AM
The thing of it is (as I pointed out in a long winded reply) the cap only effects the highest level players. At level 1-10, you're never going to hit the cap. So this "limitation" to prevent Blasters from taking advantage of the fact that they're "at less risk" than Scrappers doesn't even exist before level 40. And once you get to level 40-50 where it does exist, Blasters are not "at less risk" because they clearly cannot survive ranged fire the way a Scrapper can survive melee attacks.
You know, the Tankers for the longest time complained that they should do as much damage as Scrappers have defense, and have as much defense as Scrappers do damage. I think it's time the Blasters insisted on being able to survive at range as long as a Scrapper can survive in melee.
(It would probably be too much to ask for the opposite, that a Scrapper be as fragile at range as a Blaster is in melee...)
Vendel
04-26-2005, 10:41 AM
as an AR blaster I think maybe the answer is lowering the smash/letheal dam resistance.
I hate seeing my fully slotted power doing very little damage
Quakester
04-26-2005, 01:05 PM
Honestly, Blaster survivability has never been about defense but overwhleming offense. I think if we get that in the high levels like we did in the low our survivability goes up and we get less complaints. At least fewer from blasters, but everyone else will complain again.
Malibu Sally
04-26-2005, 01:48 PM
I've gone through several different "how to fix blasters" phases. Initially I thought a boost to defense was needed. Then I felt that increased range would do the trick.(I still would like more range OR a decrease in enemy minion range at least) Then I jumped on the increased damage bandwagon.(it's nice but is probably too easy to make us too powerful)
Currently I favor the following: A small increase in our Base Damage along with an "Armor Piercing" click power(similar to Aim or Buildup) which makes our damage unresistable for a short duration.
Other things that would be nice but not really needed: Some way to reduce aggro generation. It is frustrating that unless the tank on my team plays perfectly, I can snatch aggro away from him/her with alarming ease.
If Scrappers are meant to be Boss Killers, then make Blasters more effective against minions and Lt's. This alone would make us vastly more desireable in teams post 40.
Make Range MEANINGFUL as a defense. The farther away I am from an enemy, the harder I should be to hit.
suburbanhell
04-26-2005, 02:03 PM
I have to agree with this proposal. Doesn't *seem* to unbalance blasters from the rest of the AT's
Quakester
04-26-2005, 02:11 PM
If Scrappers are meant to be Boss Killers, then make Blasters more effective against minions and Lt's. This alone would make us vastly more desireable in teams post 40.
We were, until so many people complained that blasters were depopulating Brickstown and other prime hunting spots. So they upped villain hp and everyone was happy. Except us. Rat bastards.
Tarberetta
04-26-2005, 02:18 PM
/em agrees with Sally
As a "Boss Killer", I'd love it if Blasters could wash away all the minions and LTs and let me beeline the Boss. Part of the reason I took flight actually, got tired of having to wade through a ton of minions (and getting hit by them too) to reach the boss.
Quakester
04-26-2005, 03:58 PM
I agree too, although I'd just be happy with a raise in our damage. It would also be nice if we had greater range than at least SOME of the villains we face. Every ranged attack they have is greater then our best attacks unless we slot for range, which sucks. Unless I use boost range, I can't even snipe safely.
suburbanhell
04-26-2005, 04:30 PM
I agree too, although I'd just be happy with a raise in our damage. It would also be nice if we had greater range than at least SOME of the villains we face. Every ranged attack they have is greater then our best attacks unless we slot for range, which sucks. Unless I use boost range, I can't even snipe safely.
I agree, what's the point of the sniper powers if you can't activate them because who you're shooting at can hit you (thus interrupting you) from even further away than you can.
Akamaz
04-26-2005, 05:01 PM
The one thing I dislike the most is the whole argument that "A scrapper must do more damage in melee because he's taking more damage than the blaster is"
did the devs forget that that's why they gave scrappers defensive powers and more health?
if I remember correctly there is only one scrapper secondary that doesn't allow for a self healing power as well, and that's Super Reflexes. the rest (dark armor, invuln and (DUH) Regen all can heal themselves to an extent) (some can even resurrect themselves) what do blasters get? a flaming sword and a "hit me, I'm squishy" sign.
you know what I think? it's a conspiracy between the hero trainers, contacts and the arena workers to keep up a steady demand for awakens...
Vendel
04-26-2005, 07:21 PM
you know what I think? it's a conspiracy between the hero trainers, contacts and the arena workers to keep up a steady demand for awakens...
Basterds! :guntoot:
vyxzuw
05-01-2005, 03:10 AM
as an AR blaster I think maybe the answer is lowering the smash/letheal dam resistance.
I hate seeing my fully slotted power doing very little damage
They do have two fire attack powers in AR...
One thing that I did with my Blaster, is get Aid Self. It has saved my @$$ many times. (So, I only earn half the debt I would normally... :P ) Personally, I don't see how a self heal would hurt...(Aid Self is interruptable, like Sniper Shot...so you have to use it at a good time.)
Also, why not have some type of RANGED defensive power? Like, for instance, Bullet Proof Vest. It gives 15% base Smash/Lethal resistance to RANGED damage, 0% to melee. So, our imm powers would MEAN something.
I know many people are going to say that ranged damage it already lower...SO WHAT?
I remember TANKS complaing that invincibility didn't give range defense...and they have a NINTY PERCENT RESISTANCE.
Also, with ranged defense powers, aggro management becomes less of a problem in teams. Who cares if a few stray shots head your way? You'll survive. You'll also be able to use attacks more, thus doing more damage, and thus doing your job better. (What use is a blaster that can't shoot? Or one that draws healing from the tank, since they have no defense?)
If need be, give blasters a low resist cap of 50%. Still sounds too high? Remember that we have lower health than scrappers and tanks. And many a scrapper has posted how a 75% cap, combined with lower health, means a GREATER lower resist.
Also, we would need AoE damage to be broken up into ranged and melee. (Or perhaps direct, and indirect.) Because a Bullet Proof Vest makes no sense, if it can't stop bullets from a Chain Gun (Which is an AoE cone.). Which means, it would need AoE resistance too. However, it can't have melee resist, or it would prevent damage from attacks like Whirling Sword.
I know that this isn't a smooth presentation, but it deserves some thought. (And should be discussed here, before being put on the boards, where it'll be buried under a mountain of fire...)
Stalking Shadow
05-13-2005, 06:30 AM
I'll sign on. I never really feel effective as a blaster. I dread the "destroy all monsters" missions.
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