I was told this game had come back up after a long absence, which also happened long after my brief return some ten years or so ago. Before that I had officially left the EU servers around maybe I9. I joined as I4 hit.
For any veterans from around either of those times, especially the earlier ones will tell you, a lot has changed. Just logging on and going to character creation screen there are many new things. But, one very simple but effective thing that struck me was the sectional questions leading to play style and the archetypes, each with a number scale 1 to 10 on attributes. I imagine this would have put a lot of builds in to context had this been there from the start. Many make perfect sense, tank lowered on melee damage but highest survive-ability. Scrappers being the reverse. Blasters a full 10 and not much in survive-ability (haha yes that is how I remember it)
I found myself looking at these numbers and thinking of old builds I had seen in my past. While they may have been changes since, and I could be remembering incorrect observations, there were a lot of builds and even powersets that do not appear to maximise these figures. What I did not notice was when it came to others stats. Like support and controllers. In hind sight made sense. Controllers could take empathy, and while the effects were fine, not as powerful as a defender empath. I did not remember at first blasters having high melee or decent. But... I did have a energy/energy blaster I was getting used to. So, my memory is coming back. But there were and still are blasters using control powers and survive-ability powers. Or so it seems to me.
But, am I reading this wrong? My examples are things like devices looks more a control or support as does radiation to me.