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Posts
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Quote:I slot them for recharge because I fight rushing bums often enough to warrant it.Yeah, setting down one Mine is fast. It's setting down multiple mines that KILLS. I actually don't tend to slot mine for recharge at all, simply because I need multiples so very rarely. "Mine at your feet," though, is a very good idea if you expect to be bumrushed because it does a LOT of damage for the endurance it costs and the time it takes to set down, and if the gods permit, you might even hit multiple bad guys.
As for more complicated trip mine stunts, they're basically that: stunts. It's the same kind of pastime as slotting Power Thrust for KB and seeing how many blocks you can launch a Hellion. Every so often I get the urge to set up a little trip mine laser-light rave on the floor and teleport an enemy onto it, but it's not a standard practice. Fun when you're in the mood, though. -
My biggest concern with it is that the special quality of the characters is that you're playing something tied into the storyline of the game rather than a generic do-whatever-story-you-want template. With Soldiers of Arachnos, there's no problem; even by level 20 villainside you'll have gotten plenty of experience with Soldiers of Arachnos kicking you around and you'll be eager to do some kicking back. With Kheldians, though, you'll have almost no knowledge of them and hence no reason to care about the thing you just unlocked. Off the top of my head the only Kheldian-related content that non-Kheldians have access to is the ITF, the Moonfire TF, and Twilight's Son (whose arc has nothing to do with Kheldians, but hey, he's a Kheldian.) Sunstorm is hanging out in AP but he blows you off if you're not a Kheld. The Council fields some Kheld-related enemies but you don't find out anything about the connection unless you're a Kheldian yourself, as I recall.
In other words, unless you've done the Moonfire task force, there's no hook for the Kheldian backstory that makes unlocking one interesting in and of itself, and no reason to go "Oh boy! I can play one of these myself now!" To me, there are two obvious solutions to that: either add more Kheldian-related content in low levels that non-Kheldians can access, or make the Moonfire TF (or a new story arc with similar amounts of Kheldian backstory) unlock the Kheldian ATs. -
Quote:Well, specifically what you said was "make sure defense from primary/secondary powers includes defense resistance" (which they do) and "Enemies with -def against players with defense resistance (Super Reflexes, for example) can't really do much."... did you miss the part where I said "add more defense resistance to defense sets"? There's no misunderstanding of how useful defense resistance is; some current defensive sets just don't really have significant amounts of it.
The latter is untrue for sets other than Super Reflexes, and led me not to read into your first statement the added clause "...in sufficiently drastic amounts that those are not prone to cascading defense failure". With that clause added, more -def isn't a completely terrible idea but is still not, I feel, as good a solution as either reducing the amount of total defense bonus you can get from IOs or adding readily-available competitive options.
One idea I wouldn't mind seeing: boost the IO bonus for resists and such, then cap the total available IO bonus to global values at a point where a defense set can softcap defense or a resist set can cap resists but someone without such a set will just be "better than he was before". Obviously, give out a respec with the change so that the enraged hordes can adjust their slotting to suit. -
Quote:Toebombing in my experience is a better trick for a /traps mastermind, who is likely not to have much else for direct attacks. Against a sufficiently beefy enemy my bots/traps will frequently toebomb once her other traps are set up.I try to avoid "toe-bombing" with Trip Mine because it can't really single-kill large spawns on its own, yet it has the tendency to scatter enemies and it blows up as soon as you set it down, so it doesn't give you much leeway. It's possible, I hear, but it's inelegant to my eyes. Besides, that's what Time Bomb is for. And, really, unless you're playing Assault Rifle, you should be good for outgoing damage even without fancy mine tricks.
For a /devices blaster, my experience is that it's best to place it right next to your edge of the caltrop patch, then take a step back and unload, which more or less matches your analysis (I don't have a hoverblasting /dev, myself.) -
Quote:Nitpick: the "common" sets are actually uncommon IOs. Common IOs are things like "Invention: Healing" which belong to no set, and sets that can softcap with those are rare.This is dead on. For many AT/power set combinations you can completely or nearly softcap some kind of defense with common IOs.
The rest of the point mostly holds. I would say that it's fairly cheap to get a variety of miscellaneous "nice to have bonuses" like recharge, recovery, regeneration, global accuracy, etc. and that these things are visibly useful in much lower amounts than the amount of defense needed to be visibly useful. Two sets' worth of good recharge bonus will be felt much more firmly by many players than two sets' worth of good defense bonus, for example.
However, when you decide to "get serious" about something, high defense (softcapping an element or a position) is cheaper to get spectacular results with than high recharge (perma just about anything you'd make a serious effort to perma). -
Quote:Shield Defense has something like 50% defense resistance before you start involving high-recharge shenanigans to multistack Active Defense. Council regularly drop my (SOed, late-20s) shield scrapper into the deep negatives with their assault rifles, as do Warriors with their blades. I live with it, but saying that increasing defense debuffs won't affect defense sets indicates a misunderstanding of just how effective defense resistance is.What's your point? Enemies with -def against players with defense resistance (Super Reflexes, for example) can't really do much. Against players without defense resistance (softcapped Blasters, for example), the battle begins with the critters having a hard time hitting, but each successful hit makes the following attacks more likely to hit, which then make the player even easier to hit, and so on.
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The main reason is because, in general, defense bonuses have the highest combination of "effectiveness" and "amount available". A fire or elec tank having his heals up more often is a good general goal, but is not actually as much effective mitigation as the amount of defense available by sinking a large amount of inf into defense.
Personally, I feel it's a better plan for people at low budgets to try to dovetail with their sets' natural strengths. When you're talking about what can be done with a very high budget, however (which is what a lot of the people on these forums think of as "IO builds"), you can get more mileage in defense boosts than just about anything else. -
I agree once you have Transference, but Stamina is nice in the levels leading up to it. I would tend to take Stamina while leveling up a kin and then respec out of it, although that of course depends on the character's other play circumstances.
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Quote:Villains are more self-reliant but less specialized. A dominator has superior killing power to a controller, but for someone like me who actually enjoys supporting a team it can't match a controller - I keep looking for buffs and debuffs that just aren't there. I just find the buff/debuff sets more interesting than the assault sets, generally speaking.That and Corrupters outclass them in every way. My sole Kin defender is very likely going to become a Corr just as soon as GR comes out.
Same thing for any scrapper/brutes I had...
And controller/dominators...
I wonder if villians are balanced by having crappy epic pools, sometimes.
Similarly, I have a kin corrupter and a kin defender; the corrupter's values for the buffs just seem halfhearted and his damage never feels like it's sufficiently better to make up for it. I might feel the difference if I was soloing them or playing with groups that never bother to work together (functionally soloing) but it always feels a little like I'm playing a half-baked blaster and a half-baked defender glued to each other instead of a solid AT.
As for scrappers and brutes, it feels like asking whether you'd rather your enemies be trod on by a hippopotamus or a rhinoceros.They're both absolute beasts, and with GR I expect the key factor in which one I play to be set availability more than anything else.
I guess what it comes down to with controllers and defenders is that I have different play moods. With heroes, the ATs play differently enough to suit my different moods. Corrupters and dominators are both "blaster with a side-order of (other AT)" and so don't satisfy my mood whether I'm in a blaster mood, a controller mood, or a defender mood. -
If you aren't using your powers less often, and aren't slotting extra end redux, I'm not sure what you mean by "managing your endurance", then. Could you share that rather than just adding extra caps lock and multiple exclamation points?
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Quote:Except when you choose not to, so as to manage your endurance efficiently. In that case, you are contributing a wider variety of things, but contributing anything at all less often.Strawman. I contribute just as much to a team as a person with stamina, possibly even moreso because I can do more things than they can.
Unless what you meant by "managing your endurance well" was slotting more end redux, which is another perfectly respectable choice. In that case, you are contributing a wide variety of things equally often, but with each instance contributing a lesser effect.
That's what it comes down to, really. You have a triangle of ways you can improve what you give to the team: variety of effect (more powers), quantity of effect (use powers more often), and quality of effect (powers' effectiveness per use). If you try to keep all of these at maximum output, you will floor your blue bar, so you trade them off with Stamina, reduced activity, or end redux slots respectively. Any of them is an option which can be argued for, but nobody gets the moral high ground for choosing one. The prevailing opinion seems to be that the most effective contribution is to do some things very well, but I don't have any beef with someone who dilutes his powers with end redux or a less effective/more efficient attack chain, as long as it's within reason.
(This leaves aside the option of compensating with a tray full of blue or massive IO bonuses, of course. If you take these then you are a more patient man than I or a much, much richer man than I, respectively.) -
Quote:I wasn't actually talking about any game-structural change, just a narrative one. For any player who hasn't done the "conquer Arachnos" arc, the game world would be as it is now - Arachnos is run by Lord Recluse, and the player is scheming to overthrow him. The difference would only be for a player who has done it; when he talks to Lord Recluse he gets "You have humiliated me and bent Arachnos to your ends. Why do you come to torment me further?" or whatever. This is why I suggested having LR stay on as figurehead through some excuse; that way there's no narrative dissonance with the big statue in Grandville and so on.it would be awesome if they made the world changing like those games, and new players would just have a different experience than players from release.
I'd love it.
only things that would need to remain constant is the mob levels in zones, and contacts cant actually die, a new player can go up to lord recluse and listen to him cry about having used to be on top, but you can always get content from him.
Heroes can play a role on the rogue isles too; Gearford is way more brutal than Lord Recluse was, this could cause even bigger problems for Paragon City, lets take the lesser of two evils and try to get lord recluse back into power over the Rogue Isles!
then, almost as an event, since it can only be done while LR isnt in power, you can do a TF and after it is done about 10k times (this can be adjusted) repeating it things in the RI normalize.
I mean i doubt itll ever happen, but its fun to fantasize
This is the way all current storylines work. Each player who works his way up the story arcs discovers the secret of the Lost, the secret of Countess Crey, and so on, and yet the contacts are just as surprised each time. -
After thinking about what doesn't work with the redside plot, it occurred to me what I'd like to see to fix it.
Instead of doing your contacts to gain Arachnos's favor or get an unspecified payoff, you're doing it to get their loyalty - you are planning from day one to take over, and you are bribing, beating or blackmailing people into backing you instead of Lord Recluse when it happens through the story arcs leading up to it. The patron arc has you getting into Lord Recluse's confidence through one of his lieutenants, and the final arcs would have you defeating the lieutenants and Lord Recluse himself, leaving you soundly in charge of Arachnos. There would still need to be an excuse for leaving Lord Recluse alive as a figurehead (maybe so that nobody notices the upheaval and you're free to work on your schemes while Lord Recluse catches assassins' bullets) but I would find that far more villainous and satisfying than kissing Recluse's backside from 1 to 50. -
Quote:You do get those; sometimes it's someone reacting to his own PUG experiences of blasters who can't handle themselves and don't get that the tank can keep them alive longer, and sometimes it really is just force of MMO habit (tank takes point, DPS fires when aggro is held, healer spams the heals). On the other hand, I don't find it any more annoying than brutes who think they're God's gift to teams and, at the same time, that slowing down for even a moment is an offense too vile for even a villain to contemplate.I've not played heroside significantly in a long time so take my view with a grain of salt, maybe its not the case anymore. But I found Tankers in love with their own toughness and insist they lead the team everywhere and anywhere. The whole kind of idea that the team couldn't possibly function without them, etc.
If this kind of thing doesn't happen a lot anymore then I will be a very happy camper come GR. -
I didn't take Stamina until very late on my SS/WP brute. Quick Recovery will see you through most of the time, and Stamina was taken as an extra convenience.
On the other hand, I find characters without either Stamina or Quick Recovery to play rather asthmatically. -
Quote:It works as well as I say it does - it keeps you from panting for breath after a casual fight. It does not work as well as some people claim it does, which is as an endless fountain of blue bar.At least I'm not sacrificing powers I really really want just so I can have a little extra endurance (which on observation I find Stamina doesn't always work as well as you say it does).
I don't like my superheroes panting for breath after a casual fight. It's nice that wanting that makes you feel morally superior, though. -
Being Arachnos's underling horked me off pretty badly. My first 50 villain took Scirocco as her patron and the patron arc was just infuriating. At least some of the other arcs give you a clear motivation for changing sides, but with Scirocco you're on what has all appearances of being the winning side and are suddenly given no choice but to sabotage it because Lord Recluse's arbiter said scary things to you.
That's not City of Villains, that's City of Sniveling Lackey.
..oh, and tank herding isn't for safety most of the time. It's to get AoEs nice and target-capped. If the tanker takes longer doing it than it would take to just knock the guys over, he's doing it wrong, but that doesn't mean that getting the enemies into nice clumps is inherently a stupid thing for tankers to do. -
A VEAT is easier to play than a Storm Summoning defender - maybe VEATs should unlock at 20 and stormies at 35, since we're arguing to unlock complicated characters based on player experience?
I'm a newer player than some (a bit over a year now) and I had a "legitimate" 50 on each side before I unlocked my six-month vet badge - that's without PLing, boss farms, or whatnot, just teams doing storylines, TFs, radio missions, and "real" MA arcs. It was and still remains a neat feeling getting that 50 ding, but I can't see the Kheldians or VEATs as a mark of distinction given how easy it was to get them.
To me, the developers' definition of "epic" as tied into the game storyline is more important for understanding why to level-gate them at 20 or so. Why should you care about Soldiers of Arachnos if you're new to the game? On the other hand, when you've been blinded and shredded by Night Widows or mowed down by Crab Spiders often enough (and you will be if it's your first time going 1-20 villainside) the chance to turn the tables is more exciting. -
Quote:Please do not assume that I am leaving Sprint on. Chugging blues is an option, but I do not like it as a long-term solution.Occasionally creating a blue when you think you need one or using your low endurance attacks when you reach 1/4th of your bar. Turning off sprint. Those're just a couple of the tricks I use and so far they've done me well.
I am not talking about spamming every attack to kingdom come here, I am talking about going at a steady pace from spawn to spawn and using mainly basic attacks with defensive toggles on. I feel that it is a problem that doing this requires either end redux slotting, Stamina, frequent breaks or chugging blues, because this is a typical pacing for superheroes. I am particularly displeased at the notion that people who take Stamina because they want to be able to maintain such a pace are somehow "undermining their character concept". -
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Quote:This doesn't happen on every toon, but those with toggles do have issues.I hate to say it, but you might try playing smarter and not just harder. I don't have to rest between every fight. I also don't have to start every fight with a full Endurance bar either.
What, pray tell, constitutes "playing smarter" in this context? Your post comes off to me as rather smug and uninformative. -
The redside ATs are more self-sufficient. On the other hand, some of us like specializing.
Occasionally I think that the AT design (leaving aside the epic ATs) is marginally brilliant for encouraging villain vs. hero behavior. The villain ATs are more generalized and so more self-sufficient, but also benefit less from grouping and intelligent teamwork than the hero ATs; the hero ATs (as a general rule) are better at their specific strengths and will be much more powerful at a high level of teamwork than villain ATs at the same level of teamwork - the villains just don't get all that much better as their teamwork improves. -
Quote:I exaggerated with narcolepsy, but when Green Arrow crashes into a warehouse full of thugs, he doesn't stop to catch his breath after each group - he moves on towards his objective, takes down the thugs as soon as he gets to them, and doesn't stop for a breather until he's outside the warehouse unless something extraordinary happens to exhaust him.They're not taking a nap, they're just stopping to catch their breath before continuing. Y'know, like how a real person would.
I'm not saying there should be an endless endurance fountain for constant nukes or for chewing down x8 spawns without pausing for breath, because those aren't part of a superhero's normal "flow"; they're the aforementioned "something extraordinary". However, without Stamina or significant end-slotting you can floor out using your normal toggles and tier 1-2 attacks, not even being mobbed by thugs but just going from one group to the next at the same sort of pace that a superhero typically does.
When was the last time you saw a superhero in a comic book "stop for breath" in the middle of a standard sort of warehouse raid or secret-lab takeout? There are three circumstances in which it happens: the character has been swarmed by an extraordinary number of goons (unusually large spawns, which require an extended constant stream of attacks), the character has been attacked by unusually strong enemies (bosses/EBs/AVs, which require more use of expensive powers and so run you down faster in addition to taking longer) or the writer is emphasizing the character's frailty, illness, or other internal problems.
What this boils down to is that if my character requires oxygen devices or a cybernetic heart to keep him from gasping for breath at an "ordinary" superheroic pace, the concept has been impinged upon because he doesn't play like that kind of concept character "should" - he plays like the way the genre treats a superhero who's caught a severe flu. Unless my character concept is "Captain Has-A-Severe-Flu", that hurts the character's concept-feel much more than having the "wrong" entry on his written-out power list does. -
I would love to do that but so far none of my character concepts involves taking a nap every few fights. I guess I should roll up the Narcoleptic Avenger like I've been meaning to.
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Quote:The suggestion here was to make the bonus exactly identical to what Stamina already gives. If this is an endless fountain of Endurance, why are Speed Boost, Performance Shifter procs, and blue insps still so popular?I can't support the many suggestions that have come up to eliminate the need to build Stamina into characters or to make Endurance Recovery greater in the lower levels. If that happens, why not just go ahead and give all characters endless HP to go with their now endless Endurance?
Stamina gives about enough endurance to turn end management from a massive frustration into a reasonable limiting factor, which is about where I think end management should be. Unfortunately, it comes with an attached three-power tax. You can choose to pay the tax either in power picks or gametime frustration, and frustration is not a good balancing feature.