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Posts
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Joined
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Oh, you are just adorable.
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Quote:You're not Khasei, and you kind of missed the post of my asking in any case.I have...like three times in 7 years. Last night was one of those three times, and before anyone gets any ideas, it was not in this thread, or on anyone in this thread.
He likes to come into threads waving the rules around and pointing at posters. If he's reporting at the same time, it's obnoxious but, y'know, at least he's putting his money where his mouth is.
If he's not reporting while yelling at people for breaking the rules, then it's not the rules he cares about: he's simply airing his grievance over being modded in the past in unrelated threads. Like I said, chip on shoulder. -
Do you report posts you believe to be in violation of the rules, Khasei?
And by report I mean click on that little red triangle underneath the poster's name to bring it specifically to the attention of the mods. -
Yeah, I split Catalyzed Brute's across a couple of attacks for the 10% S/L, replacing two sets of Kinetic Combat. Both attacks got a massive boost in enhancements, and it's a straight-up 3.5% extra defense.
Additionally, since I had been using 4 Kinetic and 2 Mako in each attack, I was able to use 3 Brute and 3 Mako, which gets an extra 1.5% max health per attack. -
Quote:Actually, they strike me as being very compatible, or at least more so than any other explanation. It's the only way you can explain multiple characters being the sole hero of an arc, because none of them actually experience it until they reach that level.Face it, level as story has never been compatible with multiple characters. I have a ton of characters who personally uncovererd out the Sky Raiders were related to Nemesis, who defeated the Envoy of Shadows, who exposed and arrested Baroness Crey, who all were the one hero who rescued Statesman from Tyrant in the old days.
Really, though, it's just the muddled nature of balancing story with the inherent nature of MMOs. You can't constantly change the lowbie experience because of stuff that happens to high-level characters. It's impractical from both an implementation and enjoyment perspective. -
Khasei isn't being terribly objective about the rules anyway, so I wouldn't follow his lead. He's unhappy that he got modded for crossing rules that, in his opinion, others have also crossed but not been modded for. It's a heavy chip on his shoulder that he carries. The only people who can accurately interpret the rules are the mods.
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Looks like the link is removed from the Game Updates screen. Either someone screwed up, or they "screwed up".
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Quote:And when the scrapperlock starts, a sound effect is played at 100% volume to all the team members:Okay, how about this.
Let's rename them Scrappies, and their special power is to scrapperlock until a larger character has to pick them up and drag them away from danger.
"Da da di-dat di-da! OVERRRRPOWERED!" -
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Store it in mail. Address to @Bosstone.
No need to thank me. -
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Well of course it won't be conclusive. When all's said and done, this is a single data point (DP/Dark Blaster levels X times faster than a Ninja/Dark Stalker, or vice versa). It can, however, be a useful illustration; if we know or suspect that Blasters have a harder time leveling than other ATs, maybe a close examination can show us where and why. Even then, it would probably take a few comparisons to start getting a clear picture.
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They can't use damage procs? Why not?
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I can just see it now:
Issue 23: Daeth to Typos!
- We've fixed EVERY TYPO IN THE GAME!
- That's it. There's nothing else. Sorry.
Known Issues:
- Typo in the issue name. This will be corrected in Issue 24. -
Quote:It says that I'm getting frustrated and snappish and should probably do something else.If you're aware of my position, shouldn't you know that I'm not using my personal accomplishments to justify Blasters being fine? I was replying to this statement because it carried an undertone of implication, which was that of me saying that my accomplishments= Blasters are fine. Now, I can totally understand why people might think that was my position based on my earlier reactions in this thread which is why I quoted the apology. If you're already aware of my clarified-since-then position, I guess I just don't understand what you're trying to say here.
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Quote:Dude, I know what your position is. You think they need a buff, but you're hilariously misguided on proper game design. You also invest waaaaaaaaaaaaaAll that being said, please read my freaking posts going forward before you make the same might-as-well-be copypasta assumption made in the post I'm quoting at the top of this rant. Please, please. I don't want to have to repeat myself anymore.
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*breathe*
aaaaaaaaaay too much of yourself in the argument. We're talking about Blasters, not you, and I really wish folks hadn't let you derail the conversation for so long by talking about yourself so much.
And yes, I know you've apologized for your earlier behavior. That's fine. Your approach to the conversation is still narrow. -
Hey, great, you're awesome.
Doesn't mean Blasters are fine. -
New post for a new thought:
The thing is, I don't even disagree. I'd like the rest of the AT to be at Mental's level of usefulness, though I would like Mental's toolbox to be a bit more varied than lolDP. I just disagree rather vehemently with THB on the way to do that. -
Quote:And that's where the analogy runs smack into game design. In real life, sure it'd be fantastic if you had an I Win button, and every time you pushed it you created a piece of furniture, a new hit song, and $1000.This is your opinion and you're entitled to it. My opinion is that the game provides me with a certain set of tools and I'm going to use each whenever a situation arises that I can yield strong results by using it. Tool metaphors sort of allude me since I'm a vegetarian musician who's never done manual labor in his life, but I'll try. You really can't fault someone in a craftsmanship competition who's given the same choice of tools to use as everyone else in order to achieve the best results. If you can accomplish multiple things with a single item more efficiently, and it was given to you within the parameters of the project without breaking the rules, I would say you are the most clever craftsman of them all and deserve any prize you receive.
But game design relies on restriction of power for game balance, which contributes to enjoyment of the game. The reason we don't get I Win buttons in game is because it's not fun. Push the button, the game is over. Hell, RL craftmanship is the same way: you don't necessarily create simply in order to have the result, you create to have the satisfaction of knowing you made that thing. Pressing a button and having a hit song in MP3 pop up doesn't confer any artistry on you; all you did was push a button.
So it is in the game. If you can hit Drain Psyche when it's recharged, then do what-the-hell-ever and still win, how can you claim any skill on your part? You didn't do jack except push the button.
Now granted, a lot of the skill in the high-end game comes from being able to accumulate and properly slot IOs, and DP isn't necessarily all that incredible without them. But that's one facet of player skill; being able to apply powers when needed is another. And I Win buttons just don't take any skill and aren't good for the game. -
On the topic of abuse:
Ideally, we're given a toolbox of powers to use in our powersets. When the game gives us a nail, we have a hammer power. When the game gives us a screw, we have a screwdriver power. When the game gives us a plank of wood, we have a miter saw power and then a sandpaper power, followed by a varnish power to finish it off.
However, when the hammer power is so strong that it does the job of a hammer and a saw and a screwdriver, that's a problem. One might call it abusable to use it in non-hammer situations, though probably not exploitative if you're just using the power as designed.
That's Blaze, that's Rain of Arrows, that's Drain Psyche. Really, Fire Blast players should not be trying to get their recharge to where they can just spam Blaze; ideally there should be some kind of chain. Rain of Arrows should not be so good that it's worth using on a single enemy. Drain Psyche should not be so good that it can singlehandedly floor your enemy's regen and spike your own to where you could kill a GM with Brawl if you chose. Complex or difficult situations call for multiple tools, and being able to break it apart with just one is kind of OP.
As a counter-example, the reason Traps is such a solid powerset isn't because of any one power. It's a lot of good but not singly OP powers that provide a varied toolbox allowing the character to dismantle challenges with the proper application of the tools. It's not simply "lolpoisontrap I win". -
In terms of characters I create, I'm not addicted. I have an allergy to repeating powersets or even themed powersets. The only reason I have a Fire/Dev Blaster, a Fire/SR Scrapper, and an Elec/Fire Dom is they're all variations on a central character concept, just utilizing different powers. Every other character I have has a different powerset combination, even accounting for AT differences.
In terms of powersets I never ever get tired of playing, I heart Titan Weapons to death, as well as my Crab. -