Author Topic: And the mask comes off.  (Read 1747517 times)

Cailyn Alaynn

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Re: And the mask comes off.
« Reply #2400 on: September 17, 2014, 03:49:50 AM »
It seems that you do not do much sleeping based on the times of your posts, which may appear kind of stalkerish of me but I really just pay attention to the posts of a few individuals on this forum. With that said, no need for a restraining order. :P
Not entirely, no. Often, I sleep at somewhat random times as well.

And no...not...stalkerish per say. Although, I think I might be locking my bedroom windows when I go to sleep...for...totally un-related reasons...
;P
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Troo

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Re: And the mask comes off.
« Reply #2401 on: September 17, 2014, 04:05:59 AM »
hmmmmmm......

hejtmane

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Re: And the mask comes off.
« Reply #2402 on: September 17, 2014, 04:15:23 AM »
If only.  I work in healthcare IT, and when people say their medical records are private, I laugh and laugh and laugh...

It would certainly be nice if that were true, however.

Oh so you are like me punished want EMR are you using we have Epic

hejtmane

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Re: And the mask comes off.
« Reply #2403 on: September 17, 2014, 04:25:35 AM »

I always felt like they got the inherents for Blasters and Scrappers reversed.  Defiance 1.0 was based on the idea that as your HP dropped, your damage went up, which doesn't work on a toon meant to be a glass cannon. The HP dropping meant you were pretty much already dead.  Likewise, the idea that you landed a "critical" hit, to me, meant the mark of precision a marksman would have.  Blasters should have been the ones having critical hits that did the occassional double ranged damage because it was a very accurate shot, while Scrappers, who were the ones often in the thick of things, had the will to defy the odds and fight even harder the more they were hurt.  Granted, that's eventually what Brutes got, but it should have been Scrapper's inherent first. Brutes Fury should have been more like Dominators' inherent, where they built it over time and then could release it at will in a fit of rage. Interestingly, this would also have solved the problem brutes had of having to constantly fight non-stop in order to do decent damage, and would even have allowed us to have Ice Brutes. :-(  It would also have made the change they made to brutes where you gain fury faster and lose it more slowly unnecessary.   

For me, it should have gone:
 
Blasters: Inherent: Critical hits = Your expert control over your attacks sometime hit so perfectly they do more damage than expected. (extra damage when an attack "crits".)

Scrappers: Inherent: Defiance: = Your a fighter, inside and out, and the more pain you take, the more determined you are to dish it out. (as your HP drops, your damage increases.)

Brutes: Inherent: Fury: = As a brute, you are driven by rage. The more you fight, the deadlier you become. (This would have been changed to become more like domination, where you build rage while fighting (attacking or being damaged) and unleash when charged to give you a massive temporary boost in damage. Unlike domination, it could be released at any time, but the more charged it is the bigger than damage boost.)

 
Of course, the two archetypes I'm missing most are Corruptors and Controllers.
 
Corruptors: I have yet to find a game where debuffing is as useful as it was in CoH.  The other three MMOs I've used really seem to make debuffing negligible, at best.  Corruptors, with their ability to debuff and their ability to Scourge, were just plain FUN.  The right combos made you feel perfectly useful on a team but also perfectly able to solo. 
 
Controllers:  I just haven't found another game that takes controlling seriously at all.  They seem almost completely unique to City of Heroes, and they were a great balance for just about any team make up.
 
 
My favorites, in order, are:
 
Corruptors: Scourge FTW!
Brutes: The best of both worlds from a melee standpoint. Hulk Smash!
Controllers: Pets and holds and buffs, oh my!
Blasters: I'm sorry, I can't hear you over the sound of all this dying.
Masterminds: All your base are belong to us!
Fortunatas: Now you see me, now you're dead.
Scrappers: I'll just tank these guys while the tank makes his way back from the hospital.
Stalkers: Nothing like killing a boss in one hit. Repeatedly.
Defenders: Honestly, Defenders rock. I know that. But I found them SOOO hard to solo.
Banes: Meh.  Cool guns...but crab arms?  No thank you.
Tankers: Boring. But survivable.
Warshades: So fun.  Seriously.  So fun.
Peacebringers: I hate knockback...but so fun.

except on scrappers then you are punishing sets /da because of COF and defensive sets because they get hit less so resistance base sets would have an easier time of controlling damage taken to optimize their damage output and mix in the heals as needed. Where on defense based scrappers it is way to random. Sorry being low on health and gaining damage is the stupidest idea ever no matter what AT a better would have been what /sr scrappers got later when health drop they had resistance scale so if they had two unlucky hits they had a chance to survive that would have made more sense. Also scrappers are suppose to be offensive melee hence the crit.


Angel Phoenix77

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Re: And the mask comes off.
« Reply #2404 on: September 17, 2014, 04:30:47 AM »
The community was nice enough to give MWM the money to spend on nice tools in the form of the kickstarter, and they're lucky enough to have people experienced in it. (Both are things I'd love to get my hands on!)

Personally, I am *SO* freaking excited for Apex enabled clothing in CoT and Revival. It's something that constantly drove me mad in CoH. It's the #1 reason I never worse skirts, dresses, or long hair. TOO...FREAKING...STATIC. GAH.
heard it here first flowing hair coming to city of legacy :D (sorry couldn't help myself).
One day the Phoenix will rise again.

Pherdnut

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Re: And the mask comes off.
« Reply #2405 on: September 17, 2014, 04:45:38 AM »
I have not tried Daz 3D myself, and I...don't...actually know much about it.
Makehuman however, I am a big fan of. It's still got a long ways to go, but the concept is an amazing one. Especially if you're trying to develop a game or something on a tight budget.

And assuming your computer isn't from 10 years ago... It should run fine. There are always settings to reduce graphics if you run into lag.

Daz is free and like Makehuman really handy for generating people rapidly. It also has this cool figure morphing thing that's really good at handling clothes across a wide variety of shapes but also kind of amazing for adjusting humans along gender, age, and all sorts of other criteria. People add morphs on the market that let you morph into more monstrous or robotic forms and you can single out limbs, etc...

The stuff that costs is accessories, figures, morphs, clothes, etc... people put on market but also one utillity that's more like a missing feature, IMO, a poly-count reducer called decimator that you kind of need if you want to do in-game stuff with the models which are too high fidelity without it. It definitely produces better looking humans than Makehuman but of course it's not open-source and Decimator is a hundred bucks.

I kind of wish they had a smut tag for the store though. Because even if one enjoys smut, you never want to look at both smut and practical stuff at the same time. There's a lot of smut.

Edit: I broke down and got the Decimator plugin. Even if I never use this stuff professionally, it's too much fun to play with. Should have a clue as to whether it's worth a damn for UE4 purposes in a few days but I imagine it is. I was able to import an unmodified model successfully. And then it crashed.
« Last Edit: September 17, 2014, 05:08:22 AM by Pherdnut »

Arcana

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Re: And the mask comes off.
« Reply #2406 on: September 17, 2014, 05:00:05 AM »
Also scrappers are suppose to be offensive melee hence the crit.

Ah, one of my many pet peeves.  Scrappers were supposed to be the best soloers, back when that meant something (i.e. everyone else was supposed to not be).  Fair enough.  But then the dev team decided that scrappers didn't have a sufficiently good role on teams.  Imagine that: the best soloer doesn't have a role on teams.  So they decided that Scrappers needed something extra, particularly verses Tankers (this is what believing in Trinity play will do: make you stupid).  So the devs decided that since Tankers were supposed to be better at fighting lots of things at once, Scrappers would be better at focusing damage on single harder targets.  So the devs decided to add criticals. 

Then somehow "criticals for bosses" became "criticals against everything, but just even more for bosses."  *And then* someone decided that even that wasn't enough: to really be the best melee boss killer it was not enough to crit, Scrappers also needed a higher damage modifier than Blasters.  So Scrappers not only gained supposedly team-oriented criticals (with no explanation for how that actually made them more valuable on teams), they also gained higher damage than Blasters.  Which was ok, because Blasters had a team role - ranged damage - so it was ok for Scrappers to have the "(more) melee damage team role."

Except that's *not* the Blaster role or design.  Blasters are not "ranged damage:" two seconds reading the powerset descriptions in the manual will confirm that.  They are supposed to be the offensive specialists, with ranged damage, melee damage (in most cases), and some (mostly personal) utility.  Furthermore, there's no such thing as the ranged damage role and the melee damage role.  No team specifically needs melee or ranged damage, they just need damage.

By the time the devs figured this all out, it was too late.  And I'm not convinced all the devs actually figured this out.

Ironically, by the time the devs were done, Scrappers were indeed the best soloers.  By virtue of having half of Tanker defenses and more than all of Blaster damage.

Now, there were a lot of debates about which archetype really dealt more damage, most of them revolving around one person's anecdotes against another person's anecdotes or edge case comparisons.  But here's the thing: Scrappers had the higher damage modifier (right up until Blasters ranged damage got boosted to the same modifier as part of D2.0), higher DPA single target attacks on average, and more AoE potential per set on average (I wrote several articles based on this, anyone else is free to count them up).  If Blasters somehow dealt more damage on average, given the fact that the devs were required to create powers based on a formula both archetypes had to follow equally, that would have to be the most amazing coincidence in the history of game design.  How does the archetype that on average have better numbers in all respects somehow end up dealing less damage?  That could only happen by miraculous numerical design, which the devs were singularly incapable of.

(The other argument, that range improves offense by reducing the need to move to the target, is theoretically valid but I studied that one also: its not enough in most cases to change things enough because most of the movement scrappers have to do to move to successive targets is movement blasters have to mostly duplicate to cross a similar distance within missions, and because player base movement was fairly quick - if most missions had ambushes from behind, range would have a higher impact here than it actually did).

Since I'm already standing at Pet Peeve Podium, might as well finish the thought.  To solo well, you basically need two things: enough damage, and enough defense.  Stay alive long enough, shoot stuff fast enough.  Notice that's how Scrappers were designed from the beginning.  Setting them aside, the other four archetypes were "designed to team" by taking one of those two away.  For Tankers, Defenders, and Controllers, its damage.  For Blasters, its defense.  When the devs decided to make "everything able to solo" they focused on offense: to solo well, you needed to kill reasonably fast.  Ergo, the devs tried to add offense to Tankers, Controllers, and Defenders.  In the case of Tankers and Controllers, over time they succeeded.  In the case of Defenders, it was iffy.  Then they called it a day.  Guess what they forgot to do?

Until Arbiter Hawk started looking at them, Blasters were literally stuck in a "you can't buff Blaster defenses, because reasons" even though the rationale for that decision was broken for literally every other archetype in existence.  That reason was not even carried through to CoV.  Basically, the "you can't buff Tanker damage" rule was overridden by the "but they have to be able to solo" rule.  Same for Controllers.  But they kept the rule for Blasters, and only blasters.  And no one on the dev team could ever adequately explain why.  Not even Arbiter Hawk, whose answer basically was "I don't believe in that rule."  Thus: I24.

amrobinson

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Re: And the mask comes off.
« Reply #2407 on: September 17, 2014, 05:11:33 AM »
I am just a regular poster now. I am spending time learning to make levels in UR4 and scraping paint/painting my house and getting ready to blow the doors off the little village we live in now at Halloween, I am preparing a smoke machine, green strobe lights and music/sound effects to come out of my houses cuppola!

Then we can bestow bounty to any kids who dare to visit!

I am actually finding UR4 is VERY easy to make levels in.

I would think there would be a big use for designing rooms as well as entire levels.

For example, in the warehouse map on CoH, it would be easy to design whole new rooms to plug into the map (yes, a bunch of new rooms where added to warehouses at one point).

But for a little effort by a lot of different people, there could be a huge amount of variety in a single given map.

Do a big box store map, and you've added a map that's probably the same every time you see it.

Add a database of 50+ additional rooms to the warehouse map, and you can run a hundred missions and see different combinations each time.

Finally, there are going to be a lot more people able and willing to design up a room, compared to the number of people who can and will do an entire level.

And just maybe some of the people who do those rooms will find they've progressed enough to handle more elaborate tasks as well.
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Pherdnut

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Re: And the mask comes off.
« Reply #2408 on: September 17, 2014, 05:28:49 AM »
<blaster stuff>

Blasters tended to have better debuffs though didn't they? I wouldn't know for sure. I only occassionaly wandered into foreign AT territory from Mastermindlandia but CheruBAM the gigantic-pissed-off-mutant-cupid blaster is quite possibly one of my proudest character creator wins and I got him to 20ish mostly casually soloing without a ton of effort. I definitely found blasters more fun than scrappers.

Arcana

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Re: And the mask comes off.
« Reply #2409 on: September 17, 2014, 07:11:47 AM »
Blasters tended to have better debuffs though didn't they?

Blasters had generally among the lowest modifiers for almost all buffs and debuffs except self (melee) damage buff.  They had the highest self damage buff modifier.  Or rather they shared the highest self damage buff modifier.  With Scrappers.

Phaetan

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Re: And the mask comes off.
« Reply #2410 on: September 17, 2014, 09:24:52 AM »
Scrappers also used their melee damage modifier for ranged attacks instead of the proper (lower) ranged damage numbers, correct?

Arcana

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Re: And the mask comes off.
« Reply #2411 on: September 17, 2014, 09:38:19 AM »
Scrappers also used their melee damage modifier for ranged attacks instead of the proper (lower) ranged damage numbers, correct?

Yep.  When I asked the devs about that, I got a shrug.  I believe what happened was that one dev made the ranged modifier very low, to give ranged archetypes an advantage over melee characters using ranged attacks.  And then another dev decided that was too low, and rather than fight the balance fight to adjust the ranged table just used the melee table instead.

Thus was a major balancing table made almost completely irrelevant.  I'm not sure if that was an accidental misuse of the table or deliberate and creative misinterpretation of the design rules.  But once done, it was almost impossible to undo.  About the only time you saw the melee archetypes using the correct table for their ranged attacks was with their epic sniper blasts.

Which is difficult to give the devs credit for, because melee archetype sniper blasts is not a sentence they were ever supposed to make me type.

Azrael

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Re: And the mask comes off.
« Reply #2412 on: September 17, 2014, 09:48:14 AM »
Ah, one of my many pet peeves.  Scrappers were supposed to be the best soloers, back when that meant something (i.e. everyone else was supposed to not be).  Fair enough.  But then the dev team decided that scrappers didn't have a sufficiently good role on teams.  Imagine that: the best soloer doesn't have a role on teams.  So they decided that Scrappers needed something extra, particularly verses Tankers (this is what believing in Trinity play will do: make you stupid).  So the devs decided that since Tankers were supposed to be better at fighting lots of things at once, Scrappers would be better at focusing damage on single harder targets.  So the devs decided to add criticals. 

Then somehow "criticals for bosses" became "criticals against everything, but just even more for bosses."  *And then* someone decided that even that wasn't enough: to really be the best melee boss killer it was not enough to crit, Scrappers also needed a higher damage modifier than Blasters.  So Scrappers not only gained supposedly team-oriented criticals (with no explanation for how that actually made them more valuable on teams), they also gained higher damage than Blasters.  Which was ok, because Blasters had a team role - ranged damage - so it was ok for Scrappers to have the "(more) melee damage team role."

Except that's *not* the Blaster role or design.  Blasters are not "ranged damage:" two seconds reading the powerset descriptions in the manual will confirm that.  They are supposed to be the offensive specialists, with ranged damage, melee damage (in most cases), and some (mostly personal) utility.  Furthermore, there's no such thing as the ranged damage role and the melee damage role.  No team specifically needs melee or ranged damage, they just need damage.

By the time the devs figured this all out, it was too late.  And I'm not convinced all the devs actually figured this out.

Ironically, by the time the devs were done, Scrappers were indeed the best soloers.  By virtue of having half of Tanker defenses and more than all of Blaster damage.

Now, there were a lot of debates about which archetype really dealt more damage, most of them revolving around one person's anecdotes against another person's anecdotes or edge case comparisons.  But here's the thing: Scrappers had the higher damage modifier (right up until Blasters ranged damage got boosted to the same modifier as part of D2.0), higher DPA single target attacks on average, and more AoE potential per set on average (I wrote several articles based on this, anyone else is free to count them up).  If Blasters somehow dealt more damage on average, given the fact that the devs were required to create powers based on a formula both archetypes had to follow equally, that would have to be the most amazing coincidence in the history of game design.  How does the archetype that on average have better numbers in all respects somehow end up dealing less damage?  That could only happen by miraculous numerical design, which the devs were singularly incapable of.

(The other argument, that range improves offense by reducing the need to move to the target, is theoretically valid but I studied that one also: its not enough in most cases to change things enough because most of the movement scrappers have to do to move to successive targets is movement blasters have to mostly duplicate to cross a similar distance within missions, and because player base movement was fairly quick - if most missions had ambushes from behind, range would have a higher impact here than it actually did).

Since I'm already standing at Pet Peeve Podium, might as well finish the thought.  To solo well, you basically need two things: enough damage, and enough defense.  Stay alive long enough, shoot stuff fast enough.  Notice that's how Scrappers were designed from the beginning.  Setting them aside, the other four archetypes were "designed to team" by taking one of those two away.  For Tankers, Defenders, and Controllers, its damage.  For Blasters, its defense.  When the devs decided to make "everything able to solo" they focused on offense: to solo well, you needed to kill reasonably fast.  Ergo, the devs tried to add offense to Tankers, Controllers, and Defenders.  In the case of Tankers and Controllers, over time they succeeded.  In the case of Defenders, it was iffy.  Then they called it a day.  Guess what they forgot to do?

Until Arbiter Hawk started looking at them, Blasters were literally stuck in a "you can't buff Blaster defenses, because reasons" even though the rationale for that decision was broken for literally every other archetype in existence.  That reason was not even carried through to CoV.  Basically, the "you can't buff Tanker damage" rule was overridden by the "but they have to be able to solo" rule.  Same for Controllers.  But they kept the rule for Blasters, and only blasters.  And no one on the dev team could ever adequately explain why.  Not even Arbiter Hawk, whose answer basically was "I don't believe in that rule."  Thus: I24.

Yes.  Scrappers led a very charmed life.  And seemed to get 'moAR' as the game went on while Defenders and Blasters gathered cob webs.

Blasters were long overdue their overhaul.  (Water blasters being a promising preview of the revamp.)

...and Defenders?  Botched.  Corruptors pretty much took the wind out of their sails.

...as did most of the CoV archetypes eclipsed their predecessors in CoH.

After playing a SS/Shield brute there was no going back to 'tanks' for me.  (Having said that I rolled a very impressive Energy Melee/Invul' soft capped and high dam res' tank.)

Again.  Defenders.  (They actually had a revamp?  I must have missed it... :P  Having tried to solo a FF/Energy Defender twice at the beginning and ending of the game...)  Give me mezzo protection on the Dark Dark...which was fine apart from said protection.

Give me insulation and deflection shields that I can apply to myself(!) for my FF/Energy defender.  Give me baseline blaster damage.  Then I can tank, buff and blast.  i.e. actually contribute rather than being a  bubble bot.  After being a punching bag on soloing for 40 levels...at least let me self buff those two powers for my epics for heavens sakes.

I just resigned myself to playing a Dominator in the end.  It had the 'best' of all worlds.  I could scrap, control, defend, blast, blap...  I thought it was great.  With Perma Domi and Hasten I could take out lower levelled AVs.  Blast damage could have been higher.  But great fun to play.

Azrael.

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Quote
There was no time in the existence of the game that any archetype wasn't overpowered relative to the game's balance standard for players with sufficient dedication to maximal slotting and optimal gameplay.

The game wasn't designed to be balanced around maximal slotting and optimal gameplay.  It was designed around the median player performance, as determined by watching all the players who played the game and measuring their median performance.  Under that metric, there was never a single moment in the existence of the game where blasters as an archetype were not severely underperforming all other archetypes.  We're talking 25%-50% underperformance.

That's not 25%-50% under the other archetypes.  That's 25%-50% under the median performance: many archetypes were over the median performance, which made the gap between blasters and the higher performing archetypes (i.e. scrappers) higher than that.  The single largest contributor to this underperformance was that blasters were dying at a far higher rate than all other archetypes.  Solo, teamed, low level, intermediate level, high level, max level.  In all types of content.  The numbers say that if you think you were doing well on a blaster, there were ten players doing just as well on every other archetype and a hundred players doing vastly worse on blasters.  If you didn't see this, your experience was not representative of the playerbase as a whole.

The truth is, nobody cares about min/maxers or the power gaming elite, nor should they.  The developers didn't need to care about us.  We could always excel under any circumstances.  The devs cared about the typical player, because those were the ones that kept the lights on.  They represented the bulk of the players, the bulk of the playing time, and the bulk of the subscription revenue.  They needed the game to present a roughly level playing field to them, and that's ultimately where the devs spent most of their energy.  And I would have eviscerated them if they hadn't.

My calculations suggested that in broad strokes, I24 blasters when played by the average player would probably be in the general vicinity of I23 median performance in solo play during leveling conditions.  Slightly under on average, but close enough.  My worry was that the collateral buffs on archetypes like defenders and corruptors would increase the median performance enough to where blasters would fall below the median again.  But I think at least for the average player, blasters would start to become competitive with scrappers as offensively focused characters.

The people already farming +2x8 with blasters?  The I24 buffs would have less of an impact on them relative to average players in most cases, because those players were already reaching saturation levels of power that small to moderate buffs have more difficulty improving.  And if they did, small price to pay to improve things for the other 95% of players.  The same thing happened with the invention system.  It let the 5% become far more powerful, but it also lifted most of the other 95% to moderate levels of performance far more consistent with the newer balance standard for players post-I5 (particularly when it came to soloing).

Cobra Man

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Re: And the mask comes off.
« Reply #2413 on: September 17, 2014, 11:12:26 AM »
Blasters tended to have better debuffs though didn't they? I wouldn't know for sure. I only occassionaly wandered into foreign AT territory from Mastermindlandia but CheruBAM the gigantic-pissed-off-mutant-cupid blaster is quite possibly one of my proudest character creator wins and I got him to 20ish mostly casually soloing without a ton of effort. I definitely found blasters more fun than scrappers.

Some blaster debuffs were extremely effective. Electicity has endurance drain. Ice has slow movement/recharge. Fire has additional DPS.

When you add in the sheer amount of damage a well slotted blaster was able to generate those debuff effects enhanced the capability of the blaster concerned.

Power Gamer

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Re: And the mask comes off.
« Reply #2414 on: September 17, 2014, 11:28:24 AM »
Some blaster debuffs were extremely effective. Electicity has endurance drain. Ice has slow movement/recharge. Fire has additional DPS.

When you add in the sheer amount of damage a well slotted blaster was able to generate those debuff effects enhanced the capability of the blaster concerned.

The energy drain was a fav of mine.
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rebel 1812

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Re: And the mask comes off.
« Reply #2415 on: September 17, 2014, 12:25:46 PM »
why are a couple people changing the topic from every thread to blasters being underpowered and needing a buff?  You've said you two cents on many threads, not everyone agrees that blasters were underpowered and needed a buff.  Move on.

Shadowe

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Re: And the mask comes off.
« Reply #2416 on: September 17, 2014, 12:35:15 PM »
Rebel, when Arcana says that Blasters were objectively underpowered, you can bet she has the maths to back her statement up. It's easy to argue that you don't believe Blasters needed anything, but much harder to sustain that argument when the other side can say "okay, but even by the design rules of CoH, blaster damage was actually below par" and show you why.

Just ask Arcana to provide her "real" rule-following blaster nuke damage figures. They're eye-openers.
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Surelle

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Re: And the mask comes off.
« Reply #2417 on: September 17, 2014, 01:03:57 PM »
You know, I started CoX with an electric/fire blaster on Virtue.  Her name was Celestial Dawn, but after a while I just called her the Human Debt Machine.   :P  Suddenly I found myself switching mains to my katana/invulnerability scrapper, who became my first 50.  I don't think Dawn ever made it past 36.

I don't do any of the number crunching I see going on here, but this forum as of late has really explained a lot.   ;)

Ironwolf

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Re: And the mask comes off.
« Reply #2418 on: September 17, 2014, 01:17:33 PM »
My sentiments exactly.

I did say I was only in it until they went public and that only circumstances put me in the middle. I know in these days of selfies and attention seeking it night be rare - but I am just a guy with a family minding my own business as much as I can. Now I am spending every daylight hour after work out in the yard either scraping and painting the house or cutting down some old dead walnuts that I am chopping up to use in the barn to replace some of the original supports. Wrestling with 8 foot long 12 inch inch diameter black walnut logs is......interesting.

Now I am a knight of the SCA and so I am now planning on what I am going to carve onto those logs. I can't have mundane things on my barn :)

Yoru-hime

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Re: And the mask comes off.
« Reply #2419 on: September 17, 2014, 01:33:21 PM »
You know, I started CoX with an electric/fire blaster on Virtue.  Her name was Celestial Dawn, but after a while I just called her the Human Debt Machine.   :P  Suddenly I found myself switching mains to my katana/invulnerability scrapper, who became my first 50.  I don't think Dawn ever made it past 36.

I don't do any of the number crunching I see going on here, but this forum as of late has really explained a lot.   ;)

Yeah, it's fun reading a good solid AT analysis again. Especially when Arcana's involved.

Quote from: Arcana
Giving an archetype that is dying too often a damage buff that only works when they are about to die would have been the most awesome punking of an MMO playerbase of all time, if the devs had done it intentionally.

This had me laughing for a while.

My first blaster (energy/energy) never made it to the top either. I did eventually get one blaster all the way to 50, several years and a lot of player experience later, but that first one stalled out in about the mid-30s, same as yours. I think the AVs in solo missions really brought him to a halt. There was no way to down-level or skip them at the time.