Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    Here's something I just noticed, which I will henceforth call the "the alright epidemic." I'll turn over two pages at once and skip the whole discussion about whether "alright" is an actual word (it isn't) and just accept that we're using it without question. Moving on from that... Why does every text box in Night Ward start with that word? Seriously, I went through a full conversation with both Montague and Hellewise and Stray and nearly every text screen they showed me started with that word. "Alright, you need to..." "Alright, lets..." "Alright, I found..."

    Why? Why is this "word" even needed? Seriously, pick the entire conversation with Ksenia, search-replace "alright" with "" and nothing in the slightest would have changed about it, aside from a few sentences starting without a capital letter. She won't have said less, she won't have sounded any less "street," she won't have been any less obnoxious... Nothing at all would have changed if we'd just up and skipped the repetition of this word. The way it's used in Night Ward is literally as whitespace. Filler, if you will. It pads out paragraphs so that they all start with the same word like Night Ward characters are speaking via fill-in-the-blanks form letters.

    This is where an editor, or a proof-reader at least, would have really helped, because this kind of redundancy is very obvious to anyone who reads the text of the game. It sticks out like a sore thumb and adds nothing to the text it's in.

    *edit*
    Oh, speaking of redundancies, here's an excerpt out of an Animus Arcana description: "Legendary artifacts only known in rumors and legends..." My original reaction to this was something along the lines of "No! Really? Legendary artefacts are known in legends? I thought for sure they were known in scientific literature!" but Nuclear Toast had one shorter and much better: "Legendary artefact is legendary." Welcome to icanhazexcalibur, people!
    Alright, if it bothers you that much you should consider making a list of them and PMing them to the devs.
  2. Quote:
    Originally Posted by Golden Girl View Post
    There's also the possibility that their testing work on a Snape drifting AT led them to repurpose the idea as several power sets, which could allow them to offer more forms than just a rat and a frog.
    For example, a werewolf power set could be a separate power set from a gorilla one - it could generate more sales in the long term and a one-off new AT with only a couple of forms.
  3. Quote:
    Originally Posted by StratoNexus View Post
    I want to be sure people understand, I want the crash. I mean that. I want Unstoppable to crash and I want it to be significant. I prefer the current Unstoppable with a crash to an Unstoppable without a crash even if they do not lower the benefits.

    I would not mind if the crash was moderated a bit, but if they totally take the teeth out of it, I will be sad.
    Personally I want the crashes as well. Because I think the crashes create a conceptual opportunity to do something unique with the crashing overdrives.

    I've been thinking about overdrives ever since Synapse suggested that crashing nukes might get looked at all those months ago. The problem with crashing nukes is that they leave the blaster basically offense-less and defenseless, at a time when the presumption is that there were lots of things around and some might still be kicking. There's nothing in the nuke mechanics that let blasters take steps to mitigate the crash: they have to engage lives targets to make the nuke worthwhile, but they have no means of reacting to any target that survives, at least not without resorting to workarounds for the crash itself, which is probably not directly intended (meaning: the crash probably isn't intended to be an inspiration depleter per se).

    Overdrive crashes are different. Overdrives last for a long time, and the presumption is that you have time while being much stronger than normal to dispatch any threat to you before the crash occurs. Its a sort of bargain between the game and the player: I will give you three minutes of near-indestructibility, if you promise to use it to deal with what's in front of you and not keep going indefinitely because otherwise the crash will probably kill you.

    The problem with the crashing overdrives in principle is that while they give you time to deal with problems, they don't give you the ability to deal with those problems. They don't improve your ability to defeat things in general. Also, the time period is long enough to try to give you a lot of latitude to deal with very strong threats, but its an awkward amount of time. What do you do if you kill off the spawn you're in within 90 seconds. Stand around for 90 seconds until the crash? Dive into the next spawn and pray?

    There's one obvious way to deal with the time issue. Make overdrives expiring toggles so the player can choose when to expire and crash the power. But I find that to be a bit ugly. Its mechanically useful, but deciding to crash yourself seems ... icky.

    Another possibility is to consider making the power stronger the closer it gets to expiration. The logic behind that is that since the last 90 seconds will be stronger than the first 90 seconds, you're more likely to not guess wrong if you try to take on one more spawn. The power will always be a little better than you might guess. By the time you get to having only 20 seconds left, its much more obvious that you should start looking for cover. When there's only ten seconds to go it should be really obvious if you can't kill it now, you should bug out.

    I was thinking about Unstoppable specifically. Suppose that for the first 90 seconds Unstoppable did just what it does now. But then for the second 90 seconds it started to get an escalating set of buffs, that went something like this:

    90s mark: +25% damage
    135s mark: +50% damage, +10% tohit, +25% Res(end, rech, tohit, def, runspeed)
    160s mark: +75% damage, +15% tohit, +50% Res(end, rech, tohit, def, runspeed)
    165s mark: +75% damage, +15% tohit, +60% Res(end, rech, tohit, def, runspeed)
    170s mark: +100% damage, +20% tohit, +70% Res(end, rech, tohit, def, runspeed)
    175s mark: +100% damage, +25% tohit, +80% Res(end, rech, tohit, def, runspeed)

    As you got closer to expiration, Unstoppable would make you more, well, unstoppable. Your damage would go up, your tohit would go up, and you'd start resisting debuffs increasingly more. That might be worth a crash, and moreover it would partially solve the problem of the power having "bad" duration: you would rarely stand around for 90s, because the last 90s should be enough to take on that next spawn. The power will try very hard to finish whatever you start, unless you're foolish enough to dive into a new spawn with only fifteen seconds left on the clock. There could also be some visual indicator to show you're reaching each mark, so you would have a better idea how quickly the crash was approaching instead of having to stare at the buff bar.

    We could use different effects designed to be conceptually tied to the powerset in question. If the above is intended to align with the concept of unstoppable, I might consider something like this for Elude:

    90s mark: +25% damage, +50% acc
    135s mark: +50% damage, +750% acc, +25% Rech, +50% recovery
    160s mark: +75% damage, +100% acc, +50% Rech, +100% recovery
    165s mark: +75% damage, +100% acc, +50% Rech, +150% recovery, Instant Recharge(Primary)
    170s mark: +100% damage, +250% acc, +70% Rech, +150% recovery, Instant Recharge(Primary)
    175s mark: +100% damage, +500% acc, +70% Rech, +150% recovery, Instant Recharge(Primary)

    I'm setting aside the soft cap issues with Elude for now. If the idea for Unstoppable is resisting debuffs, the idea for Elude might be speed which is the other thing associated with super reflexes besides defense, and I stuck in recovery to power faster recharging offense.

    Similar things could be done with Power Surge and Overload. Those are sort of off the wall numbers, more to illustrate the point than offered as an explicit suggestion. But the idea is escalating ability to kill with higher offense and tohit, and an additional set of escalating benefits that are powerset-unique designed to make it both easier to fight and easier to disengage if you guess wrong and have to. Something that instead of having a flat three minutes of constant performance grants an ever increasingly potent benefit that makes the power seem to be more worthy of the eventual crash.
  4. Quote:
    Originally Posted by gameboy1234 View Post
    I'd say the same thing about an Invulnerability/Super Strength tanker.

    1. In Invulnerability, slot everything with 2 Resists that will take it. Slot one Endurance Reduction in any power that will take it.

    2. Slot 3 Heal and 3 Recharge into Dull Pain.

    3. Slot your attacks with 2 Accuracy, 1 Damage and 1 Endurance Reduction. Add more Damage when you have extra slots.

    4. Any level you have an extra slot, add it to Stamina, until you have 3 slots total. Put 3 Endurance Modification in them.
    The tricky part about Invuln/SS in my opinion is Rage, and in particular dealing with its two crash components. Also, for SO builds I think its a more noteworthy debate as to whether to stack fighting on Invuln than on SR, and the endurance cost tradeoff would be harsher on Invuln/SS than SR/Staff.
  5. Quote:
    Originally Posted by Von Krieger View Post
    Gentlementlemen, note that we see here a mention of AT's in the plural. Working on a SINGLE AT, or having completed work on an AT/AT's are both possible, and likely probable, interpretations of this text.

    *dons deerstalker and blows on a bubble pipe*
    That's not a plural, that's a possessive. They are not working on the new AT's something.
  6. Quote:
    Originally Posted by SpyralPegacyon View Post
    I think world-building is just one of the things. From prior to current history, I get the impression that there are a lot of moving pieces at the CoH side of Paragon, and only so many hands to keep said pieces moving. There's the list of player-discovered typos that's been sitting around for years now that there's never any dev time to fix. Having an editor for typos and lore comes in noticeably lower on the priority scale compared to most everything else.
    The writers could be recruited to refill the vending machines and wash Positron's car, but I doubt the powers team would let the writers anywhere near the critters and powers design spreadsheets without making them take a test first.
  7. Arcanaville

    Illusion dom

    Quote:
    Originally Posted by DarkCurrent View Post
    yes. agreed on all counts. if PA is getting changed, it better be changed for trollers too. otherwise i'm calling slap in the face to villains and dominators especially so.
    And that's probably what's going to ultimate derail any attempt to proliferate Illusion to Doms. They will need to change things to proliferate, they'll take a lot of heat for making those changes, testing will be bogged down in people simply demanding things to be the way they want, the time would be better spent on carp melee.
  8. Quote:
    Originally Posted by Moonlighter View Post
    Practically speaking, I have the DFB boost to endurance recovery up to level 22, and at 20 I grab the Miracle +Recovery and the Performance Shifter +Endurance shortly thereafter from tip missions and merits. Add in frankenslotting cheap IOs and endurance isn't an issue early on. Giving blasters endurance recovery is great, especially since I can build for alternate set bonuses later on, but it isn't a pressing issue I feel needs to be addressed. It's a great perk, but it isn't a tool that I envision will help blasters from faceplanting.
    1. It might not help your blasters. If more than 1% of all blasters follow that build trajectory I would be tremendously surprised.

    2. Even with everything you mention the only way to not run out of endurance past 22 is to hold back on AoEs, not have AoEs, or stand around idle a lot. Or, it occurs to me now, you can die a lot.

    Quote:
    I don't use Aid Self for in combat healing. It has two uses for blasters, at least before defense stacks. First, it means I always go into a fight at full health. That one fact cuts down on defeats by a large margin. Second, when I do get into trouble I can kite out of line of sight and recover health quickly. That means I can often defeat the troublesome group because I can turn around and engage the train of enemies chasing me.

    ...

    Practically speaking, I have the DFB boost to endurance recovery up to level 22, and at 20 I grab the Miracle +Recovery and the Performance Shifter +Endurance shortly thereafter from tip missions and merits. Add in frankenslotting cheap IOs and endurance isn't an issue early on. Giving blasters endurance recovery is great, especially since I can build for alternate set bonuses later on, but it isn't a pressing issue I feel needs to be addressed. It's a great perk, but it isn't a tool that I envision will help blasters from faceplanting.

    ...

    If there were not severe reductions in debuffs for fighting up level I'd agree with you. Smoke Grenade quickly loses effectiveness against harder opponents while straight defense is always effective.
    Your vision of blasters seems to be extremely specific and marginal. Kiting Medicine Pool invention proc frankenslotters that DFB to 22 and then fight +4s. Those blasters don't need help and never needed help. The changes are for the benefit of all other blasters.
  9. Quote:
    Originally Posted by Another_Fan View Post
    Well if that is the case, and given the lack of blaster access to meaningful levels of resistance to anything but smash/lethal, it just helps make my initial point "Energy Manipulation or you are doing it wrong". Energy gets regeneration and has the built in means to leverage it with defense.
    I think you're whipsawing between two extremes of possibilities. The base strength of Absorb is intended to be numerically higher than the numerical strength of the +regen sustains because the presumption is that you don't get the absolute full numerical strength in actual play due to the mechanics of Absorb. So they are numerically higher to equalize their value relative to the +regen sustains for normal play.

    Once you leave normal play, the min/max opportunities for something like Energize and Frigid Embrace split: Energize can improve its performance through heightened recharge, and endurance discount becomes more meaningful at higher recharge where offense can burn more endurance. Frigid Embrace can improve its recovery a little through things that buff recovery powers, as nothing buffs endurance discount itself, and it can do much better at improving its defensive strength because it has far more room to improve absorb.

    You seem to be suggesting that either one has to be vastly superior to the other, or vice versa, but I don't see that as being obviously true. I can't actually obviously demonstrate which is better at SO slotting, nor do I see which one will have the ultimate advantage at the very high end of building. For whatever builds you're contemplating, its probably true that one or the other will end up being better, but that's not likely to be consistently true across everyone's I24 builds.
  10. Quote:
    Originally Posted by _Tacitala_ View Post
    Tanks- we aren't glamorous, but the builds are (usually) very forgiving. It can be quite fun knowing that you can't be hurt, even if it usually takes you all day to knock someone out. Brutes are another good choice- just a touch more fragile, but they can dish it out better.

    Both are relatively simple to play, but that's what can make them so fun in my opinion. You can spend less time worrying that your build isn't right.

    Don't worry about laying out invention sets until level 40 or so. You can do just fine on regular single origins until then. Heck, I know someone who's gotten his super strength/willpower brute up to incarnate using mostly nothing but SOs and is doing just fine.

    And I agree that masterminds can be tricky to play since they are so different from the others. It's basically trying to coordinate a one man team, when everyone else on the team is an overeager scrapper.
    Right now I think the most forgiving melee character you can play is SR/Staff. Because you only need to know a couple of things about that combination:

    1. Take all the SR powers, and slot the defensive ones with three defense enhancements (whatever level you are) and one end reduction for the toggles. Slot Practiced Brawler with two recharge.

    2. Turn on Form of Soul. Never turn it off. The end.

    You'll be stronger than almost any other SO build out there, and you'll rarely run out of endurance, and you'll be able to shoot out an almost continuous stream of AoE which will mean things will die relatively quickly even at the lower tanker damage mod.

    I can't think of a melee combo that is easier to play, easier to build, and easier to slot. And if you remember to take and slot combat jumping you'll be virtually soft-capped. Its not the strongest possible combination, but I don't think it gets any more straight forward than that. Under normal playing conditions you'll basically be vulnerable to high tohit buffs and situations with a ton of non-positional psi, and that's it.
  11. Quote:
    Originally Posted by Night-Hawk07 View Post
    Since the hospital scene in TDK (although in this case it's a wig).
    That's not even remotely close to painting your hair mostly red and orange. He might have been aiming for the Joker but the moron landed on the Heat Miser instead.
  12. Quote:
    Originally Posted by Wicked_Wendy View Post
    Okay you have been here for 7 years but..

    1. have you posted a minimum of 10 comments that sparked 10 pages of outraged replys?
    Yes. Although not always outraged at me.


    Quote:
    2. have you engaged a minimum of 50 other forum members in heated debated that required at least 5-7 posts before you both got bored and looked for another argument?
    Yes. Although 5-7 is a trivially low hurdle there.


    Quote:
    3. have you been contacted via PM by a redname at least 4 times and told NOT to use personal slurs or attack a member personally?
    No. At least, not four times by the same red name.

    And I still don't see the problem with the nazi dinosaur tank.


    Quote:
    4. has anyone actually put you on ignore becuase they simply can not stand your opinions any longer?
    No idea.


    Quote:
    5. and perhaps the most important of all.. has anyone contacted you and given you your secret decoder ring and shown you the secret hand shake?
    I'm not at liberty to say.


    Quote:
    LOL .. its all based on number of posts as previously mentioned. See you already had the answer but i just padded my post count by adding mine to the list. Go Hunt..... Post threads!
    +1
  13. Quote:
    Originally Posted by Hopeling View Post
    Emperor Cole is from Praetorian Earth; Reichsman is from Axis Earth; Battle Maiden is from War Earth; Statesman is from ...?
    Paragon City? Around Here? Russia with Love?
  14. Quote:
    Originally Posted by Tymers_Realm View Post
    Fixed...

    Sorry Arcanaville, but it was Frank Miller, not Moore, that wrote/drew Dark Knight Returns. Though Moore did give a Intro in one version of the TPB collection.

    Thank you for the time...
    No idea what you mean. Nope, not at all.
  15. If you are someone with cognitive difficulties, the meta-game of searching all the possible options to slot all possible powers can seem daunting. My recommendations are:

    1. Start very simple. The game does not harshly penalize people who just slot their build with SOs and plays them. In fact, most people probably do exactly that and even I often do it with my alts as I level them: I don't get serious about invention slotting until I reach or approach level 50.

    2. Learn one trick at a time. The goal for improving a build beyond just slotting SOs is to make it more fun. So ask yourself, while you're leveling this build, what is the one thing that would make it more fun, beyond just "make it indestructible and mow down enemies like a crazed lawnmower." Do you spend time waiting for attacks to recharge a lot? Do you run out of endurance often? Do you die too often?

    Pick something you wish you could improve, and then look for ways to improve that one thing. Look for ways to slot individual powers to help with this one thing. Can you slot a little more recharge into the powers so they are available quicker? Can you slot a little more endurance reduction so they don't burn up so much endurance?

    Is there a simple enhancement that can help here? There are procs in the invention system - single enhancements that do a special thing like deliver bonus damage, add more endurance recovery, or cause you to recharge your powers a little faster - that don't require using them in combination with lots of other enhancements to get the full effect. Learn which ones those are, and try slotting them and see if they help. Paragonwiki is your friend here. They have an entire section devoted to describing all the various inventions in an organized fashion.

    3. Mids and Titan Sentinel. Some people will recommend using Mids. Some won't. I think Mids might be confusing to you alone, because it will present too many options out of context. But I will suggest using Mids combined with Titan Sentinel. Mids will let you mess with the numbers of your build, but what do those numbers mean? Titan Sentinel can help: it can export your build from the actual game into Mids. And that means you can take the builds of your actual characters that you know, and then you can see what Mids says about them. So you might have no idea whether 3.3 endurance recovery per second is good or bad. But if you import a build you already play now and Mids says that build has 2.5 endurance recovery per second, well now you know that 3.3 would be a lot more than something you already play. If that build never has endurance problems, more would not be all that helpful. If its always running out, then this change would be an improvement.

    Being able to compare something you have direct experience with, against a hypothetical build that you whip up in a builder like Mids, can be a useful reference point to see what the numbers mean, and what changing those numbers might mean.


    Beyond that, it will just take time.
  16. Quote:
    Originally Posted by Ironblade View Post
    Nice? I would say 'expected' and perhaps 'typical'. I don't imagine this game is the only one that does something like this. It sucks that you had a problem with this, and that you didn't know how the naming system worked. This certainly wasn't a secret, though. I've known about this for years. I guess a similar situation occurred a long time ago and someone posted about it.
    I have to admit if it happened to me I would probably appeal the situation. Significantly so.
  17. Quote:
    Originally Posted by Caemgen View Post
    I don't care to argue which story arc, limited series, graphic novel or whatever is the one best definitive Batman or anything of the sort. I couldn't even if I cared to, I was never that huge into Batman. But it seems to me there are certain constants in the mythos which should be respected... And in this last movie I do not feel as if Nolan did that.
    Such as?


    Quote:
    I don't mind changes for the sake of storytelling, or even just for ease of storytelling. You want Spiderman to shoot webs out of his wrist instead or a webshooter? Sure, whatever. But he's still shooting webs. You start having him shooting lasers and I'm going to have an issue with that though... I view Wayne retiring/quiting to be as big, if not a bigger, departure from the mythos. I also find it arrogant that Nolan all but said "and this is where the story ends."
    The "canonical" Bruce Wayne has also disappeared, died, and retired as well.

    In The Dark Knight Returns Bruce Wayne comes to the same conclusion Wayne does in the Dark Knight Rises: that the world doesn't need Batman to save it: it needs to save itself. He stages Batman's death so he can go underground and work with the people as a "normal", if also smart and crazy person to bring order to Gotham and the rest of the world. The only difference being in The Dark Knight Rises Gotham didn't need an underground vigilante group to rescue it from a totalitarian government. Bruce could ride off into the sunset, whereas in The Dark Knight Returns Bruce still had a mission after the Batman "dies."

    But in all the important ways, The Dark Knight Rises comes to the same conclusion that The Dark Knight Returns does: that Bruce doesn't need to be Batman anymore, that Batman served its purpose and the time came for him to go away.

    That arrogant Miller really messed up didn't he?


    Quote:
    Your views and taste obviously vary, and good on ya for that. I'm not trying to change your viewpoint, merely expressing my own.
    I'm not questioning your preferences. What I like and what you like have no bearing on the objective fact of whether Nolan changed any aspect of the Batman beyond what is already canonical. If your impression of Batman doesn't match the Nolan movies, that's entirely within your prerogative. However, calling your impression the "real" Batman opens your assertion to the question of whether your version is actually canonical.
  18. Quote:
    Originally Posted by Another_Fan View Post
    If I understand the Absorb mechanic correctly its a pulsing virtual hit point shield. Every cycle you get a refresh of a fixed size hit point buffer. In the worst case that looks slightly superior to an equivalent fixed amount of regeneration per time.
    It can be significantly worse. The base absorb pulse is going to be 5% of blaster health refreshed every 3 seconds, enhanceable to about 10%.

    Without stacked resistances many attacks hit for more than 10% of blaster health; those will eat up all the absorb and then hit the blaster's base health. On the next tick, the absorb shield will go back up but the damage done past the shield will only recovery at normal recovery rates, not the very high absorb rate. If you end a fight with half health, you'll start the next fight with a strong absorb shield and still about half health.

    Regeneration can bring you back to full between fights in theory: it will certainly recover more than 5% health between fights normally. Absorb can't do better than refresh the shield.

    So if you don't have resistances, the absorb can perform worse. In fact, you can kill a blaster dealing a lot less damage than the absorb shield can absorb in theory without doing so with a massive burst of damage. The key to leveraging Absorb is in making sure that each individual hit tends to deal less damage than the shield can absorb in that tick.

    Since the tick interval is short - 3 seconds - there's a big difference between stacking high resistances on it and stacking high defense. High defense will make hits less frequent, but hit for full strength. In between those high hits absorb won't be helping to restore actual health. High resistance, on the other hand, keeps the hits coming frequently but reduces their individual impact. That can allow you to get more mileage out of absorb, by in effect by spreading the damage out among more ticks rather than concentrating it into a few ticks.

    I am genuinely curious to see how the min/max meta game plays out between power boost/energize and frigid embrace.


    Quote:
    I see where you are coming from but the incarnate abilities tend to overwhelm non incarnate build problems. Personally I spend most of my time playing exemped below the incarnate levels. A fully incarnated blaster really doesn't need fixes, its just a different flavor of incarnate.
    At lower levels I think for most players the amount of recharge necessary to spit out enough high DPA attacks to radically increase endurance burn enough to make discount overwhelmingly better won't be available. Although discount will still be stronger than recovery for high AoE builds that obviously burn through endurance at a much higher rate.

    Another factor that will make discount and energize in general not the unambiguous run away favorite is that toggles are immune to slows, while clicks can be reduced in effectiveness by slows. When it comes to the two sustain effects other than heals (+regen and +discount) in energize, while slows can reduce their effectiveness speed cannot improve them beyond making them perma - I believe Arbiter Hawk intends to make those effects non-stacking (the benefit to higher recharge will come from accelerating the heal in Energize, but not in stacking the regen or discount).
  19. Quote:
    Originally Posted by Caemgen View Post
    Ya, ya, ya... But if you change too much about a character or the world they exist in it eventually stops being that character and that world. I believe Nolan crossed that point. As suggested, this is not Batman. This is Nolan's Batman. Frankly I prefer the real thing.
    Batman hasn't looked like the Bob Kane Batman in decades.

    So which one is the "real" one? The one in the current comics, or the one in the comics before they just rebooted the comic, or the DCAU Batman, or the Silver Age Batman, or the Golden Age Batman? Was the Year One Batman the real Batman? Its considered generally canonical, and Batman Begins parallels it in many ways.

    But then again, who is Christopher Nolan to depart so dramatically from the current state of the comic books. I mean, the last time we let someone get away with that, we got The Dark Knight Returns. And look at how bad that turned out.
  20. Quote:
    Originally Posted by Caemgen View Post
    And he's supposedly super paranoid and ready for any situation but
    But that's not the Nolan Batman.
  21. Quote:
    Originally Posted by Bionic_Flea View Post
    Happy anniversary of your de-wombing.
    That ... would be an odd thing to celebrate the anniversary of.
  22. Quote:
    Originally Posted by SpyralPegacyon View Post
    Everyone has deadlines, sure. My point is that I'm not entirely sure that the writers really are separate from the mission designers, and that gets into my other point about the budget. I get the impression that at Paragon there's not a lot of people wearing a great many hats. Just look at the response every time we bring up all the known typos. Lore checking, spell checking, et al all get left by the wayside and there's not enough money to bring in additional staff that can help out there.

    And its a whole 'nother can of worms to go from simple AE writing to SSAs and world design.
    That seems to miss the point. It sounds like you're saying the reason why we have continuity errors, typos, grammatical errors, and sometimes broken writing is because the writers are too busy world-building to spend time writing effectively.

    But we don't allow them that excuse if there's a giant hole in the geometry or if the elevators in the missions don't work. If someone said the world-builders and map editors are spending too much time writing to make the missions work correctly that someone would be ridiculed, rightly so.
  23. Quote:
    Originally Posted by Another_Fan View Post
    Well if /Ice gets a much larger HP Recovery/keep tool and its get a similar recovery tool that implies a few possibilities, /Ice was thought to need more ,it is a bad balance decision or it was meant to mess with people.
    Or, as I mentioned when mentioning Absorb numbers, its because on average Absorb's efficiency is going to tend to be less than 100%, at least insofar as the devs believe (and its a reasonable belief) so that will tend to balance out. Where it will not balance out is in people who actually try to optimize their builds to leverage absorb.
    Quote:
    I don't know how you arrived at that, here is what I have for my planned AR/EN in I24
    I assumed balancing with SO slotting, where the average blaster primary generates approximately 1.0 DS/sec and burns about 5 to 6 eps, with 0.333 end reduction on average and is in combat approximately 75% of the time within a mission. The in-combat ratio is significant when comparing recovery to discount because discount can only work during combat while recovery can continue to increase endurance during inter-combat travel. The more endurance you burn and the faster your offense is accelerated, the better discount looks relative to recovery. But there are other offsetting factors that complicate this comparison at higher end builds, such as the fact that there are incarnate powers that apply both +recovery strength and +end discount, both of which increase the benefit of recovery powers relative to discount powers (the latter by diluting discount). For example Musculature Radial would add at least 0.17 eps recovery to a blaster with +recovery sustain (it depends on whether the demonstrated blaster had sustain slotted or unslotted for recovery, if it was unslotted this would be closer to 0.33 eps).

    A specific hitch at the high end is that while Spiritual Core might be the obvious Alpha choice for most Energy Manipulation blasters (assuming survival was being optimized) for Ice, say, Vigor might be the logical choice: it has more +heal strength than Spiritual and Absorb is fully enhanceable. Vigor Core also has significant endurance reduction. So the question is whether Ice with Vigor's discount and CE's +recovery ends up similar endurance management-wise, all other things being equal, to Energy's unenhanceable Energize discount.
  24. Quote:
    Originally Posted by Moonlighter View Post
    Here is my issue with this goal. I have that already with Aid Self. While it is annoying to me that I feel compelled to take Aid Self on all my blaster builds, especially since the only animation for it is tech/science specific, it completely solves the issue of between fight health. If blasters can't leverage the coming buffs for substantial in fight mitigation then they really haven't gained anything except a moral victory for people who don't like Aid Self.
    I feel the need to state for the record that this game is not composed of 1 second fights surrounded by one minute travel. I feel compelled to state this because almost everyone that comments on regeneration seems to believe it has no significant in-combat benefit. In a 30 second fight, the 1.5%/sec regeneration of I24 sustain powers will be almost as strong as popping two small greens. That's a huge benefit *in* combat, and it happens continuously with no activation cost.

    Aid self is currently interruptible, and to gain the same benefit from it as from the regeneration in the typical sustain toggle in combat would require using it once every 25 seconds. That's about 4.5 seconds of idle time every 25 seconds when you cannot act due to Aid Self's cast time, which is a whopping 18% idle time when you can't attack.


    Quote:
    As for endurance management, blasters are the lightest in terms of using endurance. A buff to that is cool and all, but it won't make blasters more fun leveling. They just don't have enough in set toggles to need that much endurance recovery. I don't even notice endurance recovery until the forties when I have Tough, Weave, my Epic defense toggle, and maybe Manuevers if I built that way.
    I can run out of endurance at level four once I have three ranged attacks if at least one is an AoE. Certainly by level six when I can have four.

    The only way to not notice the endurance costs of offense without having a very strong recovery power is frankly to be idle much of the time.


    Quote:
    The reason /Energy is a beast is because Scorpion Shield plus Power Boost can pretty easily reach the soft cap, and even if Power Boost isn't perma it is up enough to absorb each alpha. Not only will that defense stave off CC, but it also means I don't have to waste animation time on mitigation tools (outside activating Power Boost as I approach a spawn) when I could be dealing more damage.
    I'm aware of Scorpion Shield. Scorpion Shield has 10.5% defense base. Power Boost will boost that by 78.7% to about +8.3% higher defense. That's the incremental benefit of power boost on Scorpion Shield. If we throw in CJ and weave in there the total base defense is about 15.8%, and power boost is offering an additional 12.3% defense, which is substantial.

    But lets compare to /Devices. Cloaking Device offers 1.75% defense (suppressed) or about 2.73% defense slotted. Smoke Grenade has a -4.9% tohit debuff slottable to about -7.6%. Against even con critters without tohit debuff resistance that's a total of 10.3% additional effective defense.

    Energy's defensive benefit is slightly higher and is immune to resistances and combat modifiers. But it can't generally be up all the time. /Devices benefit is slightly lower and drops with resistances and combat modifiers, but its effectively up all the time with minimal effort.
  25. Quote:
    Originally Posted by Rakeeb View Post
    If the devs don't take IO balance into account, then they're deliberately being bad at their jobs.
    The stated balance point of the standard content is builds with the strength commensurate with SO slotting. Higher level slotting doesn't factor into that particular aspect of balance.

    Invention slotting is considered in other areas of game design, but those are not conventional balance considerations as most players use the word "balance."