Cyber_naut

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  1. DA is a great set as is, as it offers layers of protection and lots of extras, and one that really benefits from IO's. The heal is fine, and considering how powerful it can be when used properly, it should use lots of end.

    If there is one power that could be tweaked, it would be cloak of fear. For what it does vs. end use, especially when the set also has opressive gloom, cof is a joke of a power.

    But before they even think of playing with DA, they should buff super reflexes which has really fallen far behind all the other sets due to IO's, and now the defense busting mechanics the devs have been introducing to offset defensive builds from said IO's.
  2. Regen really points out what survivability is in this game.

    Notice how many of the posts talk about how good regen is when you add defense. This is true, because defense will improve your survivability far more than any other factor. If you don't get hit, obviously you don't take damage, and on top of that, you completely avoid secondary effects like slows, minus regen, minus rech, etc.

    Of course, the devs noticed this, and in trying to lessen the gap between the value of defense and things like resistance, regen, etc, started adding defense busting mechanisms in the new content like tip missions and incarnate material. That has increased the need for layered survival techniques, meaning stacking defense with things like regen and resistances.

    That's why a set like regen has moved up in the ranks of secondaries, because it offers a lot of survival powers to add to any defense you can build with pool powers and io set bonuses. On the other hand, a set like super reflexes, has dropped like a stone, imo, because once you get past it's defense, it offers little to nothing in terms of layered defenses, while io set bonuses do not offer resistance or regen bonuses anywhere near rivaling defense bonuses other non-def based sets benefit from.
  3. Quote:
    Originally Posted by comdo99 View Post
    I was wondering is street justice any good ?
    I like to know before I buy it....
    is it better then super strength or the others with high damage ?
    To answer your question, this set does mediocre damage, both in terms of single target and aoe. If damage is your main concern, for either situation, there are several sets that would suit you better.
  4. Quote:
    Originally Posted by Mephe View Post
    Looks like the whole scrapper and brute forum disagrees with you (well at least the ones that have done countless hours of testing):
    http://boards.cityofheroes.com/showthread.php?t=267544

    SS/Fire has the highest single target DPS potential of all the melee toons. Everybody can take gloom so adding or removing gloom from the calculation has no impact.

    SS/Fire also has the best AOE damage. That's a problem. Balance is important, no one powerset should be the best at everything.

    But don't worry, they probably wont nerf SS until they port it to scrappers, when they see just how insanely broken it really is on a high damage melee class.
    Your post is filled with inaccuracies too. Let me help.

    We were talking about SS. SS is not king of single target damage. SS/fire is a top single target damage COMBO, but again, you're bringing in a specific secondary and using a pool power, neither of which is part of SS. The reason the ss/fire combo is so good is due to rage buffing the outside powers of a secondary that delivers damage, and pool power that does considerable damage, and even still there are other powersets on par with fire ss in terms of single target damage. Take SS with most secondaries and you will find several other powersets that outdamage it in terms of single target damage. It's a similar situation you see with ill/rads, ill/colds, and fire/rads, etc - its a combo situation you're pointing out, it's not specific to a powerset itself.

    Secondly, you're talking about 'balance' but only looking at an extreme, end game example, and looking at a powerset combo rather than the powerset itself. That's not a good way to balance something. Leveling up a SS is not the greatest treat in this game (assuming you play the game rather than have someone power level you). No honest person who is familiar with the set would claim SS is 'overpowered' from level one to fifty. And it's easy to ignore all the drawbacks like the fact it has virtually no aoe until the 30's and the endurance issues the set causes, because you're only looking at extreme end game builds.

    I've seen this before with energy melee. People were taking it and talking it up on the forums because it was good in pvp due to its burst/exotic damage, and the devs mistook it for evidence that the set was overpowered in pve. So they nerfed it and now the set lies broken in the corner. If they do that to one of the most popular melee sets in the game, it will severely damage this game. This game needs more sets like SS, not less. If you disagree, I can guarantee you that you and the nerflings are in the vast minority on that one. I could provide links of all the posts where people talk about how much they like the set, but that's probably not necessary, is it?

    And finally, again, if you're really concerned about balance in this game, why aren't you focusing on the buff/debuff late game combos that can do things melee toons can only dream about?
  5. Quote:
    Originally Posted by Mephe View Post
    So this to me needs to be thought about at a higher level. I think we all will agree that StJ cant match SS's single target or AOE DPS for a brute or a tanker.

    So do non free sets mean that they must be balanced around the best set in thier AT in order to meet the expectations of the buying public?

    I think all sets need to be balanced around the best, and if the dev team thinks the best is too good, then they need to fix that.

    Lets look at beam rifle, the only other pay set. It definetly is not the best AOE set, but it is close to fire in single target DPS. Beam has a crashless nuke that hits pretty darn hard, and other side effects that help it be competitve to fire.

    Personally I do think SS needs to be nerfed some. It can't be king of single target and AOE DPS. I would drop its single target DPS to less than StJ, and footstomp needs to be dropped to a 8' AOE. Fire melee should be king of AOE.

    Edit..
    After looking at fire blast a bit more, blaze is just so out of whack that it also needs to be nerfed. Its animation time versus the damage it does make every other blast set look like crap. Beam even with disintigration going cant get close to fire blasts high DPA of blaze.
    OK, this post is so broken it needs to be corrected.

    First of all, SS is not 'king of single target'. In fact, without using a ridiculously powerful pool power like gloom, SS is mediocre in terms of single target damage.

    People like SS because it has great aoe. And people like having great aoe because in this game, you routinely fight multiple foes. And this being an mmo, people tend to team, making the number of multiple foes you fight increase, which makes aoe even more valuable. Than add to that the fact you get more rewards for killing more enemies faster, and obviously that leads players to want more aoe even more.

    So your solution is to nerf a set customers clearly enjoy, and make it more like sets customers do not enjoy? That's just a really, really bad plan, for reasons that should be obvious.

    If you want the game to thrive, then you want to give your customers more of what they want, not less. Make new sets on par to SS, and buff up the old sets to bring them up to date. I literally feel bad for players on single target toons in the new incarnate stuff, because it makes aoe even more of the game than it was before. And its not like the enemies have gotten easier to deal with - just look at the feedback when the praetoria zone was released. The answer is not to make SS be more like ice melee, the answer is to make ice melee more like SS.

    And finally, if you're REALLY concerned with 'overpowered' in this game, focusing on some melee set and somehow not noticing how buffs and debuffs ridiculously overshadow anything a melee set can do is just ridicuwrong.
  6. Quote:
    Originally Posted by Angelxman81 View Post
    The devs are so focused into not making overpowered powers that forget make powers fun. I guess is a Positron thing.
    Those could have been great additions but... Nothing awesome. All new tier 5 are pretty lame. If at least we could have power pool customization...
    THIS. Stop worrying about making new stuff overpowered and be more worried about making new stuff that is LAME. They take a good idea and completely ruin it because they're terrified of making super heroes 'too powerful'.

    I tried the new jump attack, and the recharge time vs damage makes it pretty much useless. Either up the damage or lower the recharge time.

    And when making new powersets, please make sure they have substantial aoe ability, because this game has always been about aoe, and it becomes moreso about aoe as we move into incarnate territory.
  7. Now that we have to buy powersets, could we at least see what the powersets do statistically before we buy them?
  8. I haven't seen any of the negative stuff mentioned by the OP, but then again, according to the OP himself...

    "I myself have personally not encountered any of this"

    neither has he, lol.

    And assuming people who decide to make toons on this server are 'elitist' is simply wrong in most cases. I made a toon on this server because I figured it would have a high population, without being too high (coughfreedomcoughlagcough) and get the most attention from the devs.

    Ultimately you'll get the same personalities on this server that you find on any other, so pretending this server is vastly more 'rude' or 'elitist' than another is just nonsense.
  9. Quote:
    Originally Posted by Hyperstrike View Post
    Actually no. You don't have the "right" to complain. You're ALLOWED to complain, but it's not a right. You have the ABILITY to complain, but not a right.

    Addditionally, other paying customers have the ability to oppose your POV and call you on your complaint.

    I live in the US, so actually, yeah, we do have the right to complain. Sorry adolph.
  10. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I just wanted to hear some more opinions on this... Personally, I believe that *all* damage should be typed. I find it unfair that someone who invests a lot into a good build, both inf. wise and time wise, is just as likely to be one shotted by <super Incarnate NPC power> as someone who uses SO's. What some people would call challenging I would call cheating.

    I would like to see what the popular opinion is on the forums... Do you feel that your billion influence, 5 purple set having awesome character should be just as easy to one shot with nova fist as that alt you just got to 50 who still uses SO's? I understand it seems like the mechanic is in place to keep things "fair" for everyone, but to me it just seems unfair. It makes it feel like all that hard work we put into building up our character's survivability was for nothing in the end game content.
    I wholeheartedly agree with you. The best part of this game is the fact there is diversity of builds (which I saw very clearly when trying a certain competitor game...) and that effort is rewarded with improved performance for toons on which said effort is spent. These types of attacks wipes this out and makes everyone even, and, well, that sucks. And most people seem to feel this way, as evidenced by the ghost town that the keyes trial has been relative to other content.

    If I walk into an encounter as a tank, I don't want to be dropped pretty much as easily as a blaster. If you make survivability differnences virtually irrelevant, whats the point of having at's, or enhancements or even levels.

    The devs seem overly concerned about the content being 'too easy' because they think the majority of players want some obscene challenge. OK - make a difficulty slider on the next trial and I'll bet you whatever the hell you want that the majority of players won't be maxing out that slider, especially when the reward differences are as miniscule as they are now.

    The reality is, most players (NOT ALL, before I hear the few who like to play max difficulty all the time) play a super hero game because they like to feel super, not mediocre or weak. And when you have what amount to cheat attacks that drop pimped out lvl 50 toons in one or two shots regardless of what they do, that does not create that super feeling most players are looking for, lol.

    Once again, the answer is a tool the devs have had since day one - the difficulty slider. Those who want a challenge should be able to go plus 4, plus 5, plus 10, whatever floats their boat, while the base difficulty should be moderate or even easy. There's no need for cheat attacks. Players who want to get dropped in one or two hits will find that very easily with the slider set at plus 8.

    And scale the rewards proportionate to difficulty. For the maniacs playing at plus 6, give them great rewards equal to the challenge.

    Do this and you satisfy your audience that likes easy, moderate AND hard. This doesn't require the cure for cancer, just common sense and some programming.
  11. I'm fine with the suit. The 'scales' or whatever you want to call them are a bit too obvious, and I definitely don't like them on the shield, but it looks good enough to me. It looks a hell of a lot better than the disaster of a spiderman suit for the new spidey movie.

    The key for this movie is if the new actor can pull off the role, and if the movie has a good story and some action.

    In Superman Returns, I liked the design of the suit even less, but I forgot about that because the actor nailed the role. The only problem was, the story SUCKED and there was too little action, so the movie was a failure in my opinion. People will be fine with the suit design if theres a good story and good acting.

    I saw some promo pics for the comic book redesign, where superman is flying around with some sort of midget cape. Now THAT looks bad.
  12. Quote:
    Originally Posted by bAss_ackwards View Post
    So, when this does hit the live servers - what Power Sets are you going to be pairing with Street Justice?

    For me, I'll be remaking an MA/SD I have into StJ/SD and a new StJ/Inv character. I thought about making a StJ/Willpower, and still might sometime in the future but for now I think those two will do just fine.
    When is it being released exactly, I got the idea from all the devs talking that it would be released in i21?
  13. Quote:
    Originally Posted by Arcanaville View Post
    Based on SO slotting, Regen blows the doors off of most other powersets on mitigation. It even does well compared to Willpower. Its only in invention-slotted higher end builds that Regen's weaknesses start to become apparent.
    This game has obviously moved past IO's, so that point is irrelevant. And if regen is 'blowing the doors off' other powersets, why are the devs buffing it?
  14. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    So it should be much more tougher than WP, Inv, and SR?
    The active play style of regen is why I play it. I played all the secondaries fully IOd out at some point. S/L softcap */ElA, */FA, */DA, WP, Inv, SR and Shields at the softcap even the up and coming EA (ok before the changes coming up). REGEN is NOT the push over that people make it sound like to be. Play style is gonna be way different than the rest. You just can't go attack crazy.
    Yes, I'm saying it should be tops in damage mitigation.

    Whether you enjoy having to work more to utilize your secondary is irrelevant to the fact you have to work harder to use regen than pretty much any other set, for similar, or in most cases, inferior survivability, especially late game. And like you said 'you just can't go attack crazy', which is a pretty big negative when applied to an at that is all about going 'attack crazy'.

    And I'm saying this as a completely neutral party because I detest spending time on using my secondary so I have little to no interest in playing regen anymore anyway. I'm just looking at the game from a balance level and wondering why anyone would take regen over the other secondaries outside of wanting to push their playing abilities and test their skill.
  15. Quote:
    Originally Posted by Arcanaville View Post
    Are you actually saying Regeneration is the only melee secondary that offers "only survivability" especially with the caveat that the other thing it offers is endurance?
    Is that all you got out of my post? If so, put down the calculator and take a reading comprehension course.
  16. Quote:
    Originally Posted by bAss_ackwards View Post
    Instant Healing toggle returns, Scrappers tanking Hamidon, dogs and cats living together... mass hysteria!
    I ran a regen to 50 recently and pimped it out, had instant healing up almost all of the time, with softcapped s/l def, and it's not as powerful nowadays compared to other sets as some seem to think it is.

    It's far from unplayable or broken, but performance-wise, I wouldn't pick it very often. My problem with it is that you have to spend so much energy on keeping yourself alive, at best, at the same rate as other secondaries that require little to no effort at all, and some of which offer offensive bonuses on top of that. As things stand, regen should be far and away the most survivable secondary, because that's pretty much all it offers (survivability) and it requires more energy and attention to attain it than the other sets. And the one extra regen offers, endurance benefits, was diminished when stamina became an inherent.

    Maybe these buffs will move the set in the right direction, but I doubt they will be enough to make the set truly competitive performance-wise.
  17. Quote:
    Originally Posted by bAss_ackwards View Post
    Just a heads up, those numbers are getting updated in a future build.
    By updated I hope you mean improved. I like the look of the set, I'm glad they gave it some aoe and made it relatively quick in terms of animations and feel, but the numbers look low to me. I know they can't make every new set better than the old ones performance-wise, but if you're going to sell them, at least let them compete with the top tier sets.
  18. Quote:
    Originally Posted by Horusaurus View Post
    Funny thing is he spent more on the sound system than he did on the reactors. Nothing is more important than a great monologue.
    Nananana nah nah nahnahnah, nununah nah nah, nuanana nah nahahnah....

    sonofa...
  19. Wow. Well I had no idea thats how it worked, I think I might have gimped my brute and not even realized it...
  20. I'd be surprised if every other power in your build is better than tough, if overall performance is your goal.
  21. Quote:
    Originally Posted by Noble Savage View Post
    Relax--no immediate plans for primal Hamidon. And even if we were going to redo it, I'm sure the giant amoeba aspect would be retained even more than we did on the Praetorian aspects of Hamidon.

    But now I'm really curious--tell us more about why you like it. Essentially all the players I talk to seem to find the art on that charcter a little too plain and static, and the posts I've seen in this thread rarely mention the original Hamidon among their favorite designs. Let us know why it's awesome. That's what this thread is all about--what resonates with you and why.
    Like others have said, it's cool in that it's unique in how you have to fight it. One, you fight inside of it, and two, you have to destroy it's parts before you can kill the whole thing.

    If I was going to alter it, I'd make it mobile - the whole thing (have it ooze into zones for zone events?...) and the parts inside of it would move around to attack invaders.

    The only thing that is not fun about something like this is you NEED a large group of players to do it. I would design encounters so they could be done with less people, but allow them to scale with larger groups, and offer bigger rewards for larger groups to encourage community. I like the new trials and I love joining the leagues, but it would be even better if it could be done with less players when less players are available to play. Maybe new hami feeds off bio-energy and grows larger when facing more foes....
  22. Quote:
    Originally Posted by Liquid View Post
    It's a giant amoeba. It's a sci-fi apocalypse-causing monster of a simple and elegant nature. There is no simpler cell-based organism than an amoeba, yet it threatens the entire planet. There's something interesting about that.

    I also agree with Arilou about the colors. The bright and varied colors are unusual for a giant monster, but that only adds to its uniqueness.

    If you want to update the art assets on it-- make the Nucleus, the Mitochondria, and the goo fancier looking or something, that's cool (but be careful, graphic lag is already an issue for many people in that raid). But please don't make it "evolve" to the point that it is no longer an amoeba.

    That's my answer as it pertains to Hamidon himself.

    However, this reaction of mine really isn't just about Hamidon. If you had made this comment ("That's one I'd like to get my hands on for a update") about pretty much any NPC in the game that was there at release, I would have had the same reaction: please don't change their general design. Updating their art assets to be higher res is great, but please don't change who they are.

    I have a fondness for this world that is similar to the fondness I have for Marvel and DC, and the characters and groups are the reason for that. This world now has a history filled with groups and beings that feel iconic to me. For most of these groups and beings, it feels like they fill a need in the universe-- an archetypical niche that must be filled. Alter them too much, or remove them, and it feels like there is a void (see the removal of the 5th Column-- we no longer had Nazis in the game, and the Council were a pale, watered down replacement, both in lore and graphically). Characters change and evolve, and this is understandable and often good, but if they ever change too much, people who love them get upset. Electric Blue Superman is the perfect example. The design was really cool, but he wasn't Superman anymore.

    The original design of this game, in both the writing and the art direction, was high quality. I know that the technical aspects are certainly out of date, but there was great attention to detail in most of the NPCs that existed at release, in both lore and visual design. If you want to make alternate universe versions of Nemesis, the Clockwork King, and Dr. Vahzilok that look radically different than their primal counterparts, that's awesome, and I look forward to what you would do with them. If you want to update their textures to be higher res, but maintain the current design, that, too, is awesome. But I'd rather the established characters retain their current designs rather than undergo anything close to a reimagining.

    If you want to know what resonates with me and why about the various NPCs in this game, I could continue to post about each group and character in it. That's going to be a lot of work, though. It would be easier to talk about the ones that don't resonate with me.
    In other words, if it 'aint broke, don't fix it, and I totally agree. You guys have a great world here, not much of it needs changing - it would be far better to add to it, than spend time altering things many players already love.
  23. I think you guys really nailed the main signature villains in cov. Simple and nasty. Mostly dark, monotone colors which is what these villains are all about. Recluse was a great idea as a humanoid spider, whats nastier than that? Mako is a great monsttrous villain, nothing fancy just a humanoid shark. Black scorpion looks like a lumbering cyborg manscorpion with 'lived-in' tech armor. Sirrocco looks like an exotic, ancient warrior. And as others have said, ghost widow is a great design with the mix of white and black, and long flowing hair that meshes well with the whole ghost thing.

    The costumes match the character. That's why so many have voiced their unhappiness with the new cot design. The new, colorful, flashy armor does not match ancient wizard cult. Colorful, flashy costume designs are fine, but they need to go on colorful, flashy characters. Like faultlines girlfriend, (I can't remember her real name because I call her bloobs...) her bright blue costume works great for her because it fits her character, but if you redesigned arachnos into bright blue leotard costumes, you might put the cot unrest to shame...

    As far as newer designs, the warworks are great looking enemies. Nice simple robotic designs with simple colorization. It fits the character, because they're built for battle, they're not going to be complex or flashy. Actually, most of the praetorian designs are top notch, the only one I wasn't very impressed with was the destroyers which just came across as generic thugs to me.
  24. Quote:
    Originally Posted by Angelxman81 View Post
    Well, they said "I21 & Freedom to launch later this year" so, if we got an October or November release, consider yourself lucky.
    It is true that this year will be only 2 Issues: 20 and 21
    We should feel 'lucky' to get 2 issues a year? As a paying customer, I don't feel 'lucky', I feel disappointed - the devs need to improve on releasing new stuff faster.

    From what they are talking about in terms of issue 21, there seems to be a lot of new stuff in that one issue (assuming a bunch of it doesn't get pushed back into i21 part 2, 3 and 4...). Instead of packing everything into issues that take six months to get out, they should release what the can more quickly to retain player interest, because once players leave, they run the chance of losing them permanently.

    If issue 21 isn't ready by september, I'd release a couple of the new powersets to keep people busy.
  25. Quote:
    Originally Posted by Amy_Amp View Post
    So Posi, how is that Staff melee set coming along?
    I gotta say, I wasn't very excited about the next issue, until they talked about street justice and now the leak of that staff fighting video. Oh, the power of communication...