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Quote:That wasn't the problem. The problem is that ironically, when you give people the freedom to choose anything, they will gravitate to the best combination of choices. Archetypes are one way to in effect say you can have this, but then you can't have that. Open this door, that one closes.More to the point, it prevents Tankmages at level 1. Most of the MMO design community still seems deathly afraid of this. If they designed a better game system to begin with, then they would have nothing to fear from giving players more freedom. Open power selection only results in a broken game when the game as a whole isn't designed properly.
When you don't do that, and you don't have an extremely solid power tree system, you end up with what CO ended up with at launch. Everyone becomes ranged scrappers. Why take melee attacks over ranged attacks when the only difference is range? Why take anything but a defensive passive when staying alive is the most important thing in combat? Once you have a full attack chain, why not take the strongest controls and heals you can get?
They have slowly taken steps to improve that situation over time, but I don't think they've fully addressed it. -
Quote:I didn't say Nova, I said "conventional crashing nukes with damage equal to Nova." Which are Blackstar, Nova, Psychic Wail, and Dreadful Wail. I also meant Atomic Blast, but that was before I realized that power is bugged. Its apparently dealing some of its PvP damage in PvE.I wasn't actually speaking specifically about Nova. In fact, I'm specifically not speaking about Nova, as I just don't play energy blast as a set at all. Specifically, I was speaking about Rads t9, and sonics t9.
Quote:Also, when you say, "*reliably* kills even con minions at level 50 with 397% damage strength, which is essentially the damage cap for Defenders," I assume you're specifically talking about undamaged, undebuffed, even con enemeies, which I tried to specifically state wasn't what I was talking about. I can assure you, I don't need to be at the def damage cap to reliably kill damaged, res debuffed even con enemies.. -
Quote:That was my thinking, since the Discworld Death seems to be a comparable entity to the DC Endless Death. That would make Azrael the Death of all Deaths.Azrael, the Death of Universes from the Discworld novels might outrank her. He'd basically be the one who gives her a performance review at the end of the DC Universe.
Depending on how you define "more powerful" nothing can destroy Azrael in the Discworld multiverse because in effect all agents of destruction work for him. Not only are all Deaths servants to him, even the Auditors of existence seem to be at least subservient to him and have no power over him. Since Azrael is the ultimate destroyer of everything and nothing can destroy him in any realm of existence, that's one definition of most powerful. -
Quote:Shadey specifically mentioned melee smashing attacks, which it will defend against without qualification.It can and it can't. It all depends on the groups you're going up against. If they have a lot of mixed damage attacks, then your lethal and/or melee defense numbers won't matter.
But when you run into groups like Warriors or a lot of the KoA and KoA spin-offs, it's going to be much more helpful.
If I implied I thought it was useless, nothing could be further from the truth. I was only stating that Bio can negate its defense in a lot of situations. That is all. -
Quote:Moreso than Warshades are now? I've thought about the slot cost problem myself for a year or six, and I think its an acceptable performance shift for the general case. I'm not unconcerned about the min/max case, but I'm far less concerned than I am about the general case.This would just lead to OP tri form builds once we get toggle suppression. All you need to slot in Black Dwarf is Mire since human is a better tank (and does more ST damage,) and all you need to slot in Dark Nova is the AOE's. I'm totally against giving forms extra slots ever since I've started thinking about how OP tri form shades would be once we have toggle suppression and after our instant shifts.
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Quote:Then that's true.Neither. I was just pointing out that in general non-melee characters do not "have their entire 2.48 end per second + base endurance to dish out damage".
Quote:I think in general non-melee characters spend less endurance on toggles than melee characters (ignoring Leadership and Fighting) but that isn't the same as spending nothing. Some specific non-melee sets probably do spend more than melee sets but there's significant variation within melee sets as well, especially if you consider powers like Quick Recovery as being a part of the "toggle cost" of a set. -
Quote:Inferno is a bit tricky because of the DoT, but assuming I24 Inferno has the same DoT, at the damage cap a Corruptor should have a guaranteed kill on minions and Lts in both I23 and I24. Neither can one-shot a boss, so I24 Inferno will be about 11.6% lower than I23 Inferno on average (its not 18% like Nova because I'm assuming constant DoT for both versions).How would say a fire/kin corr who can cap himself for damage and has an oblit set in so 100% damage and recharge values compare pre and post i24?
I find it a bit weak atm but that might just be me on a corr, and the fact i dont use it often as it crashes
I'm also assuming all the DoT ticks land, but its cancel on miss so it will average slightly less (each tick as 99% chance to hit, but a single miss causes all the remaining ticks to fail).
By average damage, I24 Inferno should deal about 3.2% less damage than I23 Inferno for corruptors at the damage cap.
... You actually find damage-capped Inferno to be a bit weak? -
Quote:Right at the damage cap for even con at level 50, I24 Nova ties I23 in terms of being a guaranteed kill, but deals less damage than average on Lts and Bosses by the normal 18%. Averaged across a spawn, that means I24 Defender Nova at the damage cap will deal about 9.9% less damage than I23 Nova, still below 10% gap.Arcana care to figure for Kin Defenders?
assume capped damage and Def values.
nice thread.
The only significant difference besides that: a damage capped I23 Nova has a 37.5% chance of just barely killing an LT. I24 Nova will have no such chance. So today, about one in three Lts at even con at level 50 die to Nova. In I24, they'll be one or two hits from dying. -
Quote:I didn't know there'd be a test on Friday.So someone (meaning Arcanaville) do the math.
Assume
a lvl 50 IO'd but non incarnate NRG/NRG blaster
a +4/x8 spawn with an average breakdown of bosses, lts, minions.
all attacks hit
average resistance on foes
if the stealths up and starts with a nova, which, and how many attacks does it take to wipe out the spawn in i24?
There's too many variables to give an accurate answer to that question, but a couple of points worth mentioning:
I24 Nova slotted and stacking BU and Aim deals about 429.4 damage to a +4 minion. That's a hair *less* than necessary to defeat them, so unless you pop some reds or have lingering Defiance buffs from the previous fight, or have better than +95% damage in Nova from invention slotting and invention set bonuses you'll have a ton of minions scattered all over the place with a sliver of health left. Even with broken ragdoll, that's probably not a good thing. Fortunately you only need about a percent more damage buff. Unfortunately that does not count any resistances the critters might have, and that's highly variable, particularly because Nova deals partial smashing damage. -
So shoehorning pop culture into easily definable laws is silly, because its more properly shoehorned into internet lists.
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Quote:Addressing this point separately, Electric blast hasn't always been perceived as "functionally inefficient and less attractive." But tell me: if electric has been ignored specifically all these years, then which blaster primaries and secondaries haven't been ignored?This set should stay functionally inefficient and less attractive to players... why, exactly?
Electric hasn't been singled out: Blasters and Blaster sets have, until recently. A fact I've been mentioning off and on and more or less continuously since the beginning of the year when I said I would make it a priority to bug the devs about Blasters until they got serious attention. I think I24 is a pretty good start. Does it fix everything? I'm not even sure its supposed to "fix" *anything*. Rather, its supposed to make snipes more attractive, its supposed to normalize blaster range, and its supposed to make nukes functional in continuous combat. It fixes those powers globally, but that may not "fix" any one particular set specifically, for some definition of broken.
But while the devs are in fact paying attention to Blasters, and to ranged sets in general, there's going to be more opportunities to get things fixed. My original point still stands: you can get frustrated and give up, or you can be in it for the long haul. The opportunity has arisen to reexamine and address many blaster issues directly or indirectly. Its still going to be a process, that process will occur over time, and their priorities won't necessarily be yours. You might think Electric Blast is the most needy powerset demanding attention. Maybe it is. Maybe its not. Honestly, at this point among Blaster primaries it would probably get my vote, primarily in terms of addressing drain mechanics. But you can work within the system available to get them the attention they generally deserve, or you can spend time wondering why the devs don't see the game exactly like you do. -
Quote:I assume that's a rhetorical question, but I'll answer it anyway. First, no change benefits everyone perfectly equally. So if you want to attack the ranged set changes as being imbalanced because they don't instantly rebalance every set they touch in the manner you want, you're simply asking too much from a set of cross-powerset changes.So the worst-performing sets benefit the least. Does that feel like balance to you?
Second, its easy to characterize changes. You characterize the ranged changes as being highly disadvantageous to Electric Blast compared to other ranged sets. You even mention Energy Blast. Here's an alternate take on that comparison:
1. Power Burst is an attack I don't even take, because its DPA is only trivially higher than Power Blast and Power Blast can be used while mezzed. Increasing its range has extremely limited benefit unless you're taking the power already.
2. I might take the power anyway if I didn't have an ultrahigh recharge build, so theoretically speaking the average player would find significant benefit from that. Except those players now have a much better alternative: they can take snipe. In most cases, playing Energy/Anything will be able to have fast snipe a very high percentage of the time if they take tactics and Kismet. And the snipe doesn't have to be perma fast to be better than Power Burst.
3. So both Electric and Energy get the same fast snipe benefit. Energy gets an extra benefit of having an attack that is questionable to take except as a filler have longer range. At best, that's a trivial benefit compared to the fast snipe.
4. Both get non-crashing nukes in I24. Energy will get the faster recharging one, but Electric is effectively getting a massive ranged AoE that doesn't crash. Even accounting for the slightly longer recharge, that's a significantly better benefit. Electric also now has a much more effective drain to stack with other Electric drains and can do so at range. Nova's knockback might be effective, but it requires exposing yourself to point blank range for its cast time.
Arguably, at worst the two sets are benefiting roughly the same: energy is getting a dubious attack slightly better, while electric is getting a better nuke improved. On top of that the devs have said they were also looking at making other improvements to Electric, such as to Voltaic Sentinel.
The truth is that both are getting the same snipe benefit, both are getting an analogous nuke benefit, and energy is getting a range-equalization change that electric doesn't need. Anything else is spin. -
Quote:It prevents us from becoming CO at launch. In other words, broken.Honestly, I think ATs are silly period and I can't say my experience is better for them. I recognize they're good for new players and were intended to prevent them from gimping themselves, and there's definitely value in that, but to me they're nothing but a straitjacket that prevents me from realizing an otherwise reasonable concept, like a character with guns and swords, or a character like classic Iron Man.
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Quote:Fully acknowledging the technical issues, I think this is one of Paragon's more short-sighted errors. It may even be the short sighted development error.I know... I was told flat-out by Brian "Crosscheck" Clayton at the last HeroCon (not the Player Summits, mind you... HeroCon) that the GMs were no longer being trained on troubleshooting or fixing demorecord bugs. In other words, I'm SOL if stuff breaks in it.
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Quote:Its possible, but I wouldn't assume this is likely. People are comparing these effects to things like controller AoE holds, but that's not a valid comparison. Those AoE mezzes are very long duration in part because they are one power among many mezzes in control sets. The control in the nukes is just one control, and under *normal* slotting it will be up only about once every minute or so. A more reasonable question to ask is how do nukes compare to other powersets that have exceptional tier 9s. Those would be:I'm wondering if we might end up seeing a general reduction in the secondary effects for nukes. Possibly along the lines of reducing the duration to 10seconds and changing mez effects to chance to mez (similar to Overcharge).
1. Defensive overdrives; i.e. Elude
2. Controller/Dominator pets
3. Buff/Debuff tier 9s (aka: Heat Loss, Fulcrum Shift)
Is Atomic Blast an exceptional power when you put it in the same bag with Elude, Fulcrum Shift, and Fire Imps? In my opinion, its not.
This question is likely to be more relevant, because it cuts to the question of just how powerful should ranged attack sets be, and what's the ceiling on their most powerful attack. Compared to the set of all buff/debuff tier 9s, defensive tier 9s, and control set pets, Atomic Blast doesn't actually seem all that exceptional to me personally.
Lets compare the mez in Atomic Blast to the mez in another Defender tier 9: EMP. Atomic Blast has an unslottable 15s mag 3 hold. EMP has a slottable 22 second mag 3 hold with a 50% chance to hold mag 4. Even when you factor in the longer recharge for EMP than I24 Atomic Blast, EMP has a much stronger hold with much higher aggregate uptime.
The devs may decide the point to the mezzes and debuffs was to offset the crash, and without the crash those secondary effects are now too high. But I don't see a specific reason why that is a mandatory decision. -
Quote:I have no plans to do that. If it goes anywhere, probably explosive blast. That's assuming I want to burn a slot for it, and my preliminary I24 build has no such slots available.I assume everyone will slot the Overwhelming force proc in nova if they have energy blast.
With Nova no longer crashing, if I figure out a way to free a slot to put into Nova, its almost certainly going to be recharge. Being able to use it more often beats having dead bodies better organized any day of the week. -
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Quote:That's a very good question. I would say most people are extremely passionate about their homes not exploding.So personally, I welcome constructive criticism. Sometimes people can get... passionate about the storylines, certainly, but isn't that a good thing?
Quote:Besides, I already knew Id need to have thick skin if I wanted to succeed in this industry.
I recognize the devs take a lot of flak for everything. I'm on record as saying if Paragon Studios was a person I would not let it balance my checkbook, and when it carries the two it should use both hands, and I'm probably the powers team's biggest supporter. If I'm joking about Positron dressing up as a decimal point on Halloween to scare the design team, I can only imagine what the rest of the feedback sounds like.
But just as I want design sanity from the data team, I want holistic consistency from the writing team. And we both know that the problem isn't the skills of the writers or the impracticality of managing lore. Its priority. Its a priority, or its not a priority, and its not a priority. So long as its not, I'm going to be extremely critical that its not.
I actually don't think the writers are morons or incompetent. That's the problem. I know you could do it if it was mandatory to do it, and the resources to do it were made available to you. I'm not one to expend energy asking for impossible things. Consistency doesn't require unpredictable creative sparks, and its not a very subjective thing that could be radically misjudged. It just requires a lot of validation work. It requires someone to be the keeper of continuity, or alternatively for everyone to be. -
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Quote:If we're talking about Defender nukes specifically, and we're talking about the conventional crashing nukes with damage equal to Nova, Nova only *reliably* kills even con minions at level 50 with 397% damage strength, which is essentially the damage cap for Defenders.You might be right. I had no problems with the crashing variety, between that it did wipe out minions reliable (of course, I slot it, and use Aim or BU, or an AOE buff/debuff first, and reds, etc), but a ~30% reduction in starting damage will hurt. Of course, I have a lot of practice on recovering from a nuke, too, which apparently not everyone bothered with much. And, I tended to use us when a fight started to slip away, not as an opening salvo, thus most things were already damaged, but....
I'm not saying that things might not get better, but I'm just not yet sold on losing more of the damage punch. If you were at blaster scale damage already, maybe you can afford to lose some punch in exchange for the repeat usage value, but I'm not sure defenders can. I guess all I can do is wait till it hits beta and test it.
Too bad, as I had been planning a respec with a crashing nuke in mind, but now I'll prolly hold off till I can see how the new crashless variety plays before committing to my new build. If it's bad, I may omit it, if it's a lot better, I may want it earlier in the build so I can use it exemplared further down.
Also, where are you getting this 30% number from? I24 nova-like nukes are going to *average* doing about 18% less damage. That's on average. 50% of the time (because Nova has bonus damage that doesn't always trigger) it will do 11% less. 37.5% of the time it will do 33% less. 12.5% of the time it will do 33% *more* damage. -
Quote:Its even con. At +2, I24 BU would average 18% lower at base, 11.4% lower slotted, 9.6% lower slotted and with BU, and 7.2% lower slotted and with BU and Aim.A very nice analysis.
Is this all assuming even-con enemies?
By the time I've got Nova I'd usually be fighting +2s and +3s, which would up the damage of old Nova a bit, due to less overkill on leiutenants and bosses, right?
Purple patch means 80% damage against +2's, which is roughly equivalent to discounting Aim
(Aim boosts damage from x2.95 to x3.6, ie slotting + Build Up does 81% of the damage that slotting + Build Up + Aim does).
Also, to counter this effect, I guess the best nukers eat a couple of reds beforehand.
The main thing is, the new Nova is going to be a massive improvement. -
Quote:Are you suggesting that the endurance costs of those toggles are an equal constraint on offensive output, or are you attempting to contradict the original premise that endurance costs of defensive toggles are immaterial to offensive output by pointing out everyone has defensive toggle endurance costs?But they don't. Even ignoring pool powers a lot of non-melee characters have toggle powers that are linked to their survival. Admittedly they are more likely to be a debuff power than a self buff but they are still frequently linked to a character's overall survivability.
Doing a quick scan 4 out of 7 Blaster Secondaries have a survival oriented toggle (3 out of 7 if you discount World of Confusion, which is borderline). 8 out of 13 Buff/Debuff sets have a survival oriented toggle that will likely be run during combat (I'm not counting Kinetics since Repel is rarely actually used) and most of these have a End cost of 0.52 end/sec. 4 out of 9 Control sets have a survival focused toggle.
Not to mention that most non-melee characters have a defense or resistance toggle in their epic pool which have an end cost of 0.325 End/sec. Ok, those are Epic powers rather than primary/secondary but they are still pretty important to staying alive at high levels for a lot of squishies. -
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Quote:Arbiter Hawk likes to do things the hard way, but he's also a munchkin so I'm sure he'll come around eventually.Knowing that Arbiter Hawk has been looking at a number of new refinements to PB powers since the last ones made in September/October 2012, I clearly recall that none of them are about changing the PB powers into WS powers as that would be ridiculous. Rather he is looking into possible changes to PB powers that fit the current PB just like all the other updates that have been made so far.
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It should test knowledge that is less personal to writers, like their names or how many fingers they possess.