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Quote:The problem with defense is, it only really becomes good at the softcap, and the more you start to 'breach' it, the more useless it becomes. And since softcap is usually only acheived in the very late levels, I don't see a problem with it being 'uber' in most situations.This is a false statement, and I'm really not sure how to continue this discussion if you have this kind of grasp of how the fight goes.
If I am teleported naked into the heart of the sun, I'll go poof. If I don a fire-retardant radiation suit and teleport into the sun, I'll still go poof. It does not follow that fire-retardant radiation suits are useless, only that they aren't any help for teleporting into the sun.
If you strip the defense off of a Scrapperall the way down to the defense floor (not just zero defense), can you tell me how many Scrapper powersets can consistently leap in a spawn of +2 or higher, x6 or higher, then just stand there (I did use those exact words), and not die before they kill the spawn? Do you really find it surprising that the outcome for most powersets will be defeat? If you can agree that's case, then yes the powerset usually doesn't ultimately matter.
I mean, seriously, why do you think Cimerorans come up so much as ***-kicking foes for anybody who can't get really high DDR? It's the same thing, except Quartz also screw people with high DDR.
In the specific case of Regen, it works by out-healing incoming DPS, and you just are not going consistently do that in the middle of a team-sized spawn at -45% net defense. I might last marginally longer than your SR, bit I will still die if I stand there and fight.
I defeated DE by kiting them like crazy until I could defeat the Quartz or the mobs that produce them. I've done that on a Nightwidow as well, which has all the same challenges as your SR and lower base HP. If your SR is dying despite jockying around to keep the spawns away from thir Quartz emenators, I don't know what to tell you.
+Defense is highly proliferated in this game. Because of the way it builds returns on survival, and because it works the same way regardless of AT, +Def is the single most effective thing available to players today for letting them fight more foes at higher difficulty. That means if the devs want more difficult challenges, they're probably going to need mobs that better counter our defenses. DE are very good at that. Like I said before, I'm open to the idea that they're too good at it, but I'm still surprised the devs aren't using them more.
I personally don't want my level 50, IO'd to the gills, having to kite or pull every regualar group they run into (If you do I guess it's a matter of personal preference). I think a top end build should be able to wade into most every enemy group and tear them up. I think the situation is fine as it is, because there are some groups in the game that already can tear through primarily defense based builds like tissue paper. -
Quote:Exactly, people who claim the game is too easy are apparently unaware of the difficulty slider, because set to plus 4/x8 isn't easy. And anybody that teams on a scrapper who doesn't just watch the fight or take cheetoh breaks in between fights runs into endurance issues from 1-20 (its not nearly as bad solo because insps rain down like mad, where on teams they do not).Thats what difficulty sliders are for, or do your lowbies find +4/x8 too easy?
This is a great change. My toons won't be gasping for air every five minutes from 1-20, and I won't feel like the levels where I routinely get swift, health and stamina are 'boring' power lvls - I'll enjoy getting to those levels a lot more knowing I can pick a more unique power. On top of that, I can add a bit more flavor to each of my toons with 3 new power selections, without over doing it with additional slots to work with. Assuming this change doensn't come with an unannounced catch, I say good job devs. -
Quote:A person's options for controlling endurance before 20-22 are extremely limited. The "endurance system" is far too severe at this point. Just taking a toggle can totally ruin your endurance as early as level 4. You can't really slot to reduce endurance, or have the ability to get Stamina and ease the pain. It's a harsh, harsh lesson in endurance that's not really fair to players.
Besides, giving Stamina "for free" doesn't allow anyone to have any more endurance management than they had access to in the first place. It's not like everyone will run around without care anymore (unless you believe they can already do that, in which case nothing is changing anyway). The only difference is players below level 20 won't be as harshly punished for power picks.
Ugh, I shoulda just quoted this and typed 'agreed' rather than posting my rant, lol. -
Quote:If the current endurance useage system isn't a 'bad' thing, then getting stamina wouldn't be so popular. Popular as in almost everyone feels they NEED to take it. That's why the devs are making it an inherent.The player running out of endurance because they're throwing out attacks, healing, debuffs (especially high-cost ones) constantly without any regard for their ability to sustain them, plus running toggles that negate portions of their end regen is.. precisely what the Endurance system is supposed to do, from what I see. There are (supposed to be) consequences to insisting on throwing out everything you have at every moment. Lessening those consequences or their frequency is, in fact, making the game easier.
Whether that's a good or a bad thing, I leave to the opinions of others. I'm cautious toward it, personally.
And I'm not suggesting removing the endurance aspect of the game, it's a good mechanic. I like the fact I have to manage my endurance. BUT from lvl 1-20, it's simply ridiculously frustrating to run out of endurance at the end of pretty much every fight, and having to constantly rest between spawns, and it's even worse due to the fact rest is not always up. First of all, this is far more prominent on melee toons, especially when their survival depends upon running toggles on top of attacking. Secondly, you say it is intended to stop players from using 'everything they have' 'too often', but in the early levels you don't have all that much to begin with, and you need to pretty much use everything you have to win fights.
And on top of that, due to not having much in terms of powers, slotting and enhancements, there's not much you can even do to manage it, other than resting in between spawns, or flat out waiting for end to come back because rest is recharging. That's an excessive 'endurance management mechanic', and that's a big reason why so many hate the level 1-20 grind to stamina, and thats why the vast majority of toons created have stamina in their builds, me included. The only way to really 'manage' your endurance at low levels is to move reaaaaallllly slooooowly, and constantly rest or wait between spawns (or have specialized toon on the team like a kin) - that's not fostering skill, that fostering bordom and frustration.
And finally, this change is not eliminating the endurance management mechanic at all. Players with stamina still run out of endurance. Fully slotted level fifties still run out of endurance. IO'd out toons still run out of endurance. Endurance will still need to be managed, it will just lower the ridiculously difficult level it's at now - especially for the level 1-20 'grind'. And on top of that builds will be more diverse with three new power choice opportunities.
In terms of whether this change is good or bad, clearly on it's own you're seeing almost a unanimously positive reaction, because most people don't consider constantly having to rest or wait before moving on as 'fun'. If your idea of 'fun' is clicking rest every time it is up and watching your toon take a knee, I can assure you that you are in the vast minority. On the plus side, even with this change you can still click rest any time you want... -
The problem with EM is that it was balanced around the glorious power that was ET. Then they nerfed ET, and the overall weakness of the set became ridiculously apparent.
Now you have a set that has only one strength, single target damage. And that would be fine, except for two problems. One, there are other sets that have similar single target capabilities, and most, if not all, deliver that damage better in team environments. Two, these same sets that are on par with EM for single target capabilities, are far, far better than EM in terms of aoe capabilities. That is why EM is a badly underperforming set, and that is why the vast majority of knowledgeable players dislike the set and call for reforms.
My biggest problem with the situation was why EM was nerfed. The dev responsible flat out posted in the discussion thread that a big reason for nerfing it was because in thread after thread, he saw players mocking other players for taking any other set except for EM. I recall this very clearly because it shocked me to think that a dev did not realize these thread reactions were only due to the fact EM was the only viable melee set for PVP, not because the set was a top performing PVE powerset. In PVE, even with the old ET, EM was subpar due to it's feeble aoe capabilities. Then to add insult to injury, they changed pvp (same dev responsible, same HORRIBLE results) to remove the advantages EM had in PVP in the first place.
As far as fixing EM and making it a more competitive powerset, the devs could go one of two routes. If they want to have EM be the best single target type set, thats fine, but then it needs to be heads and shoulders above the competition, when the competition is already heads and shoulders above EM in terms of aoe ability. Simply returning ET to its former state would accomplish this, and EM would still be supbar in PVE because aoe ability is almost always more valuable in PVE due to the fact you are almost always fighting multiple enemies, and the value of aoe only grows with teaming. Or they could buff other powers to improve its single target output, preferable the faster hitting attacks.
The other option is to boost EM's aoe capabilities. I would suggest some of the following. Make stun a more useful power by making it an aoe stun, maybe even add some damage. Or justify ET and TF's horribly slow animations and make them small cones or aoe's so that at least some of the targets they hit on teams are not dead before they land.
It's a shame such a nice looking, and formerly popular powerset, is left in such a state of disarray where only a few players are left that still enjoy it, especially when it would not take much to restore the powerset to more competitive levels and satisfy a lot of disgruntled customers concerns. -
Quote:The fitness pool doesn't make the game 'easy', it makes it tolerable, that's why almost everyone feels they need to take it on almost every toon they make.I am actually not so sure fitness as inherent is a good thing. It was one of the things that made people think about which powers to take. One of the things that could completly go wrong in a build.
So making powerful builds becomes easier... the game becomes easier... again! Do we want it so easy?
I am not sure...
Having swift/hurdle, health and stamina certainly is not some kind of 'i win button', it just lessens annoying factors of the game. Swift or hurdle isn't making anyone uber. Health isn't going to help you solo av's.
The biggest thing is stamina. Not having to wait for your your endurance to come back in between every enemy group, or not constantly running out of end in the middle of fights, isn't easy, it's just not frustrating, annoying and unfun. And even getting stamina is not going to eliminate endurance issues, it's just going to make them less ridiculous, especially for low level toons, and especially for low level toons that require toggles. Even with top end builds, you can still run into end issues with stamina.
This is a great decision by the dev team. Then on top of what I mentioned above, they're giving players 3 more options for power choices, which can create more varied builds.
I'm also glad to hear that issue 19 is coming out in the fall and they're already looking to test issue 20, which seems to indicate they are rolling out issues more quickly. I also like the fact theyve included a new tf in I19 and that primal toons will be able to enter praetoria. It makes me forget all about the recent emote pack they revealed, lol. -
Quote:Of course it would be better, that's the point - willpower is already pretty damn good, it doesn't need to be better. Lower than average aggro ability is one of willpower's weaknesses. If willpower was underperforming, I would support buffing that ability, but since it clearly is not underperforming as a set, I don't support buffing wp's aggro abilities.I don't doubt it. I don't doubt it with most forumites. Would not RTTC be better with a slightly longer duration so that taunt is not so much of a needed power? If it doesn't make a difference to good players with good builds then would it not be more fun and paceful for players teamed with bad Willpower tanker players with bad builds if Willpower kept aggro longer?
It's not penalizing Willpower players who don't care. -
Spines is hard to get into because it is really, really weak until late in the game - you need most of its powers for it to be effective and fun. But later on when you have all your aoe goodness and the endurance to use it, it's a very fun set, especially on teams. It's definitely the weakest single target set, by a lot, but it's also the best aoe set, if you have the patience to get there.
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There's no question that WP's taunt aura is very weak, but as others have pointed out, every set has weaknesses, and this is one of WP's. Having said that, I've got a WP tank at 50 and I have no problems getting and holding aggro via attacks and taunt.
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Agreed. The seers are just laughable, if the massive kb isn't enough, they floor your recharge on top of it.
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Quote:I agree with you completely (though i'm not quitting....). Was on a team tonite, all experienced players, and we were getting slaughtered despite moving at a snails pace and pulling.One of the things you'll notice when you examine Primal Earth critters that exist over large level ranges, like Longbow, Arachnos, and CoT, is that the low-level versions are significantly easier to deal with than the higher ones. Longbow won't start tossing out -resistance grenades till the 40s. CoT Ruin Mages and Spectral Lord LTs don't show up till your 20s and Earth Thorn Casters your 30s. Most critters groups on Primal Earth are pretty tame in the 1-20 range (with a few notable exceptions like Wyvern and Vahziloks). The problem with the critters in Praetoria is they are built like they should be level 40+ by the nature of the extreme damage and multiple stacking buffs and debuffs.
I again had another few hours of play last night that was completely destroyed by repeated team wipes by Clockwork. To the point where people just kept quitting faster than I could invite them. There is no legitimate reason why it needs to be like this. It's not fun, it's not challenging, it's just frustrating. Cause you're pulling out every trick you know, using strategy, having a well-balanced team, and YOU'RE STILL GETTING WIPED. Sorry, but it's not my idea of fun. I'll repeat what I said before -- an average PUG should easily be able to run thru even-level content with a minimal amount of death. If they can't something is wrong.
I've played thru all 4 of the major arcs in Praetoria and I'm done. Sub expires soon and that'll be the end of it. Maybe if things get toned down in the future I'll come back, but I'm not gonna pay for something I don't enjoy playing, and honestly it's too little, too late, as the damage has already been done (first impressions and all that junk). And I certainly can't recommend the expansion to anyone I know. There was so much potential here that's completely marred by poor design choices that just don't make any sense. It also doesn't help that the devs have been completely silent on the issue (and pretty much every other issue that's come up). Not a great way to foster good relations with your playerbase. Meh, whatever, I'm done. I've expended way too much negative energy on this already. I and others have said what we needed to say, take it or leave it. After 3 months in beta with dozens of posts repeatedly saying the same things it's clear no one is listening (or caring, or bothering to explain why things are the way they are), so there's no point in beating the dead horse any longer.
If some people like it this hard, that's fine, but there should be a difficulty slider that can provide this kind of challenge for those that like it, and an easier game for those that don't enjoy going to the hospital or resting after every group of enemies. I'd love to hear the dev explanation for why they simply did away with the difficulty slider for this expansion, because I can't think of any logical reason for doing so.
Playing solo I don't have much of a problem, but on large teams it gets flat out ridiculous, especially on melee toons. The art team gets all A's on this expansion, but whoever decided difficulty level and enemy stats gets F's. If this is the future direction of this game, where super heroes are struggling to defeat a few minions, then I'll be done with it also. I'd love to hear the devs address this issue. -
I think the posters who feel the difficulty isn't so bad are probably primarily soloers or on very small teams. Soloing, I've had very littel problem with the praetoria missions.
However as teams get larger, the difficulty gets RIDICULOUSLY too high. I don't mean slightly too hard, I mean stupid hard. Going to the hospital after every other spawn (or countless ambush...)hard. I don't know why they went away from the difficulty slider mechanic, but I strongly suggest they go back to it.
I can imagine new players trying this and thinking its some kind of emergency room simulation.
Some players like hard, and thats fine, but hard was attainable by pumping up the difficulty slider. A lot of people like to feel powerful and not visit the hospital every five minutes, so the base difficulty should be easy. This way more people are happy becuase there are more options instead of the only option you have in praetoria, which most seem to agree, is too difficult, especially for toons that are such low level, with minimal powers and slotting. -
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I've downloaded the .psd files, but they won't open - says it's not compatible with my version of photoshop (cs2). Could you make the files available to be compatible with cs2?
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In terms of AAO, for once I actually agree with castle when he said that AAO is fine as is.
Looking at the rikti pylon situation, where SD's are herding groups of monkeys or other minor enemies around them to saturate aao, one player outdid many of them on a db/elec at 262 dps. That out-dps'd even fire and dm sds with saturated AAO. So either db or elec is overpowered (and I certainly would not argue that), or fire isn't doing enough damage (and I wouldn't argue that either), or people are overexaggerating how good AAO is and underestimating how good some other sets can add dps to a build.
I think most people are gravitating towards sets that are easy to build defense with, and among the offensive secondaries, SD is obviously the one starting off with the best defense. The answer is to improve options for building resist/heal sets for optimum builds, not tearing down defense sets. If it was as easy to build top end toons with res/heal sets as it is def sets, I think you'd see a lot more examples of high dps output with elec, da and especially now with the fa changes, just like you see with the db/elec in the pylon thread.
And the reason I suggest building up the res/heal sets and not tearing down the defense sets is this - in terms of the hardest challenges in the game, you'll hear a LOT more instances of people complaining of being ridiculously 'squishy' on a res/heal set than you'll hear complaints about things being 'too easy' on a defense set. In other words, there's plenty of 'kryptonite' for even the best defense based 'uber toons', but way too much kryptonite for similar toons based on res/heals. Res/heal toons probably feel like they're stuck in a bad episode of smallville where even their pen ink is made from meteor juice... -
Quote:Or cover SR's ranged and aoe defense in one toggle and give SR a new, useful power. This could fix any balance gaps with other sets, allow SR to get survivable levels of all around defense earlier, lower end costs and make the set more flexible whereas right now you pretty much need every power outside of elude and quickness.Again I really think we should continue with figuring out how to balance out Shield Defense as well as Super Reflexes and less focusing on petty arguing on any other AT. This conversation should be about SR and Shield Defense. Someone brought up to buff Elude almost like MoG, I think that would go a long way into helping SR. I also think they should switch the order Evasion and Lucky in order to really help out SRs large AoE hole.
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Quote:I was using claws as an example.
I think the complaints coming about with KM are the same ones coming about with Dual Pistols.
That the set isn't THE BEST OF THE BEST!
The numbers on Dual Pistols were run, and the set didn't fall at the bottom of the list, infact it came pretty much in the middle.
And yet, it's OMG a terrible set and yet, people were playing the other bottom half of the list before Dual Pistols came along, over the top half of the list.
That's not the point, I'm not arguing that the set needs to be the 'best of the best'. But if it's not fun to play and is mediocre to poor at everything, then it's a lame set.
As mediocre as dual pistols is/was, at least it's a fun set to play and has lots of aoe, and on top of that, has a cool 'gimmick' that adds to the fun factor with changing ammo. Despite all that, I still see FAR less people playing dual pistols nowadays, I expect we'll see a similar dropoff with KM if it's as gimpy as it seems to be.
I'd love to be proven wrong on my intitial feelings about KM, because I was really looking forward to a new melee set, but I'm not overly optimistic. Time will tell I guess. -
Quote:LOL, so me saying that claws with shockwave and focus offers better mitigation than KM with its smaller cone aoe kb (and only a chance of kb) and its single target chance for stun equates to me being either 'monumentally ignorant' or 'lying'? That's just ridiculous and ironic all at once.But it requires a PhD to use RT? What about a PBAoE power with a hefty KD chance? How about a single target power with a good stun chance?
I am leaning towards monumentally ignorant, although you may actually know what KM can do and are just lying.
Shockwave is indisputably better mitigation that km's aoe mitigation - wider cone and better aoe kb, and it recharges in 12 s without any rech enh. With decent recharge you can keep entire mobs almost permanently, and more importantly, consistently, on their backs. So without question claws has better aoe mitigation capabilities.
KB has the advantage in single target mitigation - claws has a single target kd which is negated by km's single target stun (though I would argue claws st kd is a bit better than the chance for stun...), but km pulls ahead with its -dam.
Having said that, imo, aoe mitigation is usually more valuable than single target mitigation, because in this game, in most cases, you are fighting multiple opponents, and very rarely are fighting one hard target. That is why claws has superior overall mitigation imo. If you disagree, thats fine, but to claim my argument is ignorant or deceitful is completely assinine. -
Quote:I had a feeling that it had to do something with the age of the powersets.
I don't have a problem with it and I kind of embrace "weaknesses" because they can make things interesting.
Thanks a lot for the quick reply.
If it was just a matter of the 'age', then I'd think castle would have given FA kb protection with the upcoming changes. The fact he hasn't would seem to indicate that the hole is intentional and not some relic of the early game.
DA is a late blooming set, and you need to get the endurance use worked out, so don't give up on it too early. Late game, and especially with IO's, DA is a beast. -
Spines with pretty much anything is a good farming primary because you can pick your enemies to match your secondary, and spines does great aoe damage all by itself, even better with more offensive secondarys like DA, elec, and FA. But it has weak single target damage, so you'd have a very hard time soloing AV's regardless of secondary.
The best all around scrapper combo, imo, is fire/SD, though I'm not sure how bad the SC nerf is going to hit the combo. Fire does great single target and aoe damage, and SD gives you additional aoe dmg, and good starting defense so you can reach softcap defense with IO's, and softcap defense is pretty vital if you are going to take down avs.
Having said that, literally any scrapper combo can be built into a pretty respectable all around toon or specialty toon, especially with IO's and using pool powers, so pick something you enjoy and make it work for you. And with the two build option, you could make one build for aoe, and the second build could be your single target build. -
Quote:I'd say that keeping all minions stunned while in a mob is superior to all of the team assists you listed. Then on top of that DA matches the damage aura which also provides some aggro management. It's also got a fear aura if you want to go that way. And its rez has an aoe mag 30 stun. And its got stealth if you need someone to sneak to an objective. No secondary comes close to DA in terms of team advantages.I'll give you that SR brings nothing to a team, hell, Castle won't even give scrapper SR a taunt aura, but that doesn't explain the other goodies out there. Regen's another set that offers a team nothing.
Invul gets one of the best taunt auras available which assists teams.
Elec gets end drain and a damage aura.
Shield gets both the taunt aura and the knock mitigation from shield charge.
While I won't argue that DA's mez isn't beneficial to teams, its self-heal is irrelevant here. A good DA player will be sitting in the same sized spawns solo as teamed.
I don't see DA's mez providing any more team mitigation that the three sets I've listed here and they all get KB protection.
Having said that I can see the argument where all melee classes should have at least some kb protection, but then again, I can see the argument where its ok that some don't. -
Quote:But a set like DA is superior to other sets when its on a team. I wasn't talking about teamates helping the DA mitigate damage, I was talking about DA helping to mitigate damage for the entire team. OG alone perma stuns every minion in range, which provides great team damage mitigation (or you can go fear with CoF). The heal works better with more enemies in range, and its a heal that with a few baddies nearby that can take you from 1 health to full. The damage aura obviously is helpful to a team not only due to aoe damage but additional aggro control. Then look at a set like SR, that literally brings no additional team benefits, and the team advantages are clear.Translation: Things with team buffs aren't as bad as when they don't have team buffs. Ok.
Everything else you stated is just as true solo as when on teams. Damage auras add damage. True. SD gets an AoE and a variable damage buff aura but still has KB protection. Elec gets a damage aura and KB protection.
I can see where you misinterpreted my post. My intention was not to say that DA sucks. My intention was to state that DA isn't superior to the other sets in any way that warrants it being penalized with the KB hole.
It's also got some unique toys that other sets dont have like a self rez (with an aoe mag 30 stun...) and stealth, so it makes sense that some other sets would have something it does not, like kb protection. -
No, imo, tanks should have the best kb protection, followed by brutes, then scrappers, then stalkers. Just my opinion.
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[QUOTE=Sir_Lionheart;3115749]Quote:That works. But I guess if you're creative enough you can justify just about anything, which is why I said the kb argument ultimately isn't a matter of what is right or wrong, but a matter of opinion.Actually, concept-wise, I don't see why SR and nin get kb protection, they don't strike me as 'sturdy'. Concept wise they would avoid kb by dodging blows, but if a blow connected, they should get knocked around.
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Not disagreeing with you, but if "Acrobatics" somehow gives KB protection (I never got that), I guess it's not a far stretch for SR and Nin to get it, too. Maybe they are getting knocked around, but always landing on their feet. -
Quote:You should try EM on a calculator, I hear its FABULOUS, lol.I'll offer my $0.02 on KM based on some (admittedly limited) testing with a level bumped 41 KM/SD scrapper loaded with level 40 SO's and a level bumped 41 BS/SD scrapper also loaded with level 40 SO's. Both scrappers had identical secondary builds and power pools.
First the subjective on KM/SD. It really does feel slow, slow to attack, slow to kill and generally the animations (and the Nascar sounds) really bothered me. I felt like I'd make an attack, wait a while as my character conjured the ghost of Dale Ernhardt and finally decided to hit the mob then repeat the process.
Performance wise I was fairly underwhelmed, it was, of course, capable of soloing radio missions at base difficulty but it still seemed very slow. The animations are pretty, but they take all day and the damage seemed lacking. As a test I ran both scrappers through several radio missions facing the same type of mobs in similar missions. I ran Carnies, Council and Nemesis, all missions were the typical "kill boss x" and I ran them as kill-all.
In every test the BS/SD was considerably faster killing the mobs than the KM/SD. According to my stopwatch it usually took the BS/SD about 2/3 the time to clear each mission as the KM/SD with both facing 0/0 mobs, or base difficulty. Ramping things up to +2/4 it got much worse with the KM/SD taking twice as long on average as the BS/SD.
I ran each scrapper through 3 radio missions at 0/0; once vs Carnies, once vs Council and once vs Nemesis. I then ran 3 more radio missions with each against the same mobs set to +2/4.
Based on my experience I'd have to say that KM/SD is certainly playable, but it's far from optimal. It's capable of running +2/4 with rather a lot of care (both had roughly 24% def... the BS/SD pushed the Melee to ~43% with Parry, over the soft cap with it stacked) but KM really was outperformed by Broadsword.
As things stand right now I have no intention of rolling a KM on live, if the set gets some changes I may change my mind later. Unfortunately in it's current state it doesn't interest me.