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Posts
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Quote:Because tanks don't get ranged sets.
You're proposing that the AT worst equipped for melee get sets that force it to be there? The only thing squishier than a defender in melee is a petless MM.
You'll get Dual Archery first.
I would say blaster would be squishier then defenders, after all they don't have near as many buffs/debuffs to keep themselves alive. So I can see defenders getting melee after blasters get melee.
There are also several defender powers that are effective closer to the people in the middle of combat, maybe not FF, but traps and some other sets do play well up close. -
Quote:One of the reason the devs do not worry about +damage as much, is that every AT and pets all have damage caps, so they can only get so much extra damage. So if they get the powers balanced right being at the damage cap is not broken. Now that doesn't change how people view fulcrum shift as overpowered or not, just lowers it's importance.It really is astounding that Fulcrum Shift hasn't seen its day in court yet given it lets the user skip damage enhancements because the buff is so high. But from dev comments about other powers it appears they are less concerned with +damage powers than actual attacks, at least at the moment. Fulcrum Shift is one of those powers I'm happy to use (abuse?) atm but every time the game updates expect to be modified. The other offender is Phantom Army, which is well and truly ridiculous (would you let your Tankers be invulnerable to all damage, mezzes, controls, and secondary effects? then why someone's pet? "because you can't buff them" is just a recipe for trouble on an AT with access to huge debuffs.)
I have always been a bigger fan of human tanks over pets. PA is stuck using the game AI which is lacking, and it's damage self heals. Now I do see what you mean, and also wouldn't be surprise to changes to either power, but since ED, GDN, and the aoe control changes I seldom get shocked when powers are adjusted. -
May I ask why not? Brutes do have skill based primaries, such as claws and DB. Nin does not have anything in it that interferes with being a brute, except maybe smoke bomb, and that is not any worst then other limited use powers in other sets. I also see Nin as a set that will be ported to scrappers, after all ninjas were in the devs mind for scrappers when they let them use throwing stars.
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Quote:I didn't play CoX back then so this is coming from what I've heard not personal experience. However my understanding is that it's not that Devices was to good but that Targeting Drone was to good (primarily pre-ED). Even back in it's hayday the rest of the set wasn't considered stellar. It was mostly that pre-ED TD allowed you to 6-slot attacks for damage and still hit reliably.
Well they left Trip Mine and Time Bomb in Traps. But other than that I agree, Traps is an example of how a "Gadgeteer" set should have been designed. Obviously most of the Traps specific powers aren't really suitable for Blasters but the general design philosophy of powers that are themselves stationary but can still be used effectively in combat is a lot better.
Actually in the beginning it was smoke grenades that were too good. There was a decimal error and the pretty much became the best defensive power in the game.
As far as IOs and TD, I don't include them. The game is based on SO's, so if they have to balance one power because of IO's the whole game needs to be. Which they won't do because IO's are optional. Also with IO's they have some +tohit, but most of it is +acc which is inferior to tohit. -
I don't think BaBs will ever make punch and kick not put away weapons. Generally only powers from the weapons set, or a related set don't call redraw. Brawl and the inherent origin attacks are exceptions since they are just, originally, attack fillers for the early levels.
Also since punch and kick are pool powers I would expect all other primary/secondary sets to be changed first. Though I would love to see them work around the TA/AR redraw. -
Quote:Instead of chain induction, they could do it like peircing rounds from DP. It is a narrow cone, and would make ET more like a hadouken. Which to me would be better then trying to have the game AI work with restraints.
From doing Crimson Revenant's (believe that's his name) arc, BAB's Total Focus is a PbAoE, can't remembe if his ET is though...but I can see a change where ET is sorta like Chain Induction, but it's more of a straight forward jump and not bounce around. -
There is some I agree with here.
EM they really need to give TF the thunderstrike treatment Full damage to target and aoe spash damage. EM is not that bad of a set, it is just hurt by too many slow single target attacks.
EA was underbuffed. To me they should of given EA energize, like they did ELA. They should of combined the passives and add end drain resists to it. Then add an aoe knock up power like ice patch, called energy field where any targets that walk on it get knocked up, or it could be some sort of taunt aura, as long as the set's taunt is not connected to it's heal. Just as long as the sets only taunt is not in it's heal, after all if you need a heal, why do you want to make everything around attack you.
Fire I am not to familiar with, but it's immob protection should be moved to another power. A tank shopuld not have to scatter everything just for a minor protection. As far as knockback, it is annoying, but it is a common hole that is easily filled.
I am not sure adding more protection is what a tanker needs on their inherent. Overall, they are the sturdiest AT, and their biggest weakness is soloing speed. Maybe something that increases damage while solo, and when teamed it gives either a damage buff, or damage debuff to attacks depending on team make up. So the more portecting allies you have (defenders, controller, and tankers) they do more damage, and a damage debuff for offensive teammates.
I am going have to jump on the band wagon on Domination. It is a great inherent, and much better after the devs changed it then before. As far as doms relying on it, that is normal for villains. They were designed around their inherents, while heroes were just added on later. Stalkers center around on theirs, brutes are bigger on theirs even more then any other AT. MM's inherent adds to their survivability more then anyother AT. About the only one with a weak inherent are corruptors, and that is because it is really effective on EBs and higher. -
Quote:You are confusing your science origin. Being a scientist does not automatically make you a science origin. Using science does not mean you are science origin. The science origin is about side effects from science, such as radiation and serums, that give the person powers.
Batman's primary source of power is Natural, since he achieved it strictly from years of training mind and body but he does use a lot of Science and Technology to acheive his goals. So lets call him a NAT/TECH/SCI.
In my mind I don't care HOW your body mutated and allowed you to perform super human feats the fact is it did. Without that mutation your just a regular guy or girl.
Now Wolverine, by my defination is probably about the purist Mutant we've discussed. He, sort of like Synapse, had no desire to have the alterations done to his body through the use of science but he always had the power to heal himself and doesn't seem to age. I'd call him a MUT/SCI
The Fantastic 4 like I said I don't care how their bodies mutated they did. Reed Richards is still a scientist and uses that in battling Doc Doom and many others along with high Tech devices HE designs and builds. Let's call him, and to make everyone happy we will use COH standards (a bit), a SCI/MUT/TECH I usedf SCI first to make COH happy :-D
Iron man is clearly very much TECH but remember he also perfected the power source which keeps him alive and runs the thing.. Even in his ordinary life, if a Playboy Billionaire HAS an ordinary life, he's involved in both Technology and Scienece. I'd give him a TECH/SCI rating.
Batman has no science to his nature, you could argue his use of science to counteract the joker toxin as part of a tech origin, but not science, since Batman does not get any abilities from it.
The FF are not mutants, they were mutated yes, but their powers were not part of their DNA from birth. I will point out Franklin, Reed and Sues son, is a mutant, since he was born with his powers.
Iron Man is pure tech, no science, even his heart would fall under tech since it is a cybernetic implant created by tech. Now Ultimate Iron Man could be called a mutant or science origin along with tech, but that is an off shoot character.
Wolverine is far from pure Mutant, he is definetly mutant science. While Synapse is pure science, since until Crey got to him he was a normal human. -
Quote:No the point is try defining fun for me. Just because you don't think it is fun doesn't mean I don't find it fun. People find it fun to find ways around limitations such as end use. Just saying something is not fun does not mean much, since different people will have different types of fun. The devs need to find a balance for everyone. Not just you, and not just me. Which I think the devs did a good job, this is one of the fastest paced games with very little down time.You're right, I didn't address it directly. The point is not that it can be done, but whether it's fun.
No this won't work. Some people, myself included, will take stamina no matter what. I have characters that have +end powers and I still keep stamina. I like to have it those times when things do not go my way, I don't need it, but it suits my style. -
Since a warrior tends to be melee character designed to take damage so others don't, that would be a tanker. You can even choose if you use axes, maces, two swords or shields as well.
Though I agree CoX does not require certain builds, though the right team makeup can make things go faster -
Quote:I guess you have never played an energy melee stalker then. When stalkers got EM the devs had pre-nerfed ET and TF. ET does no self damage instead of a crit, and TF has the same crit as energy punch.Sadly it appears Energy Transfer on stalkers seems to be the reason it was nerfed on tankers. Now Tanks have glowing Pomp Pomps that are as effective as ..... Pomp-Pomps. Still they are pretty..
It is stupid to blame one AT for the change of an obviously broken power, and it was. Though I will say the devs over nerfed ET. Maybe if TF or ET got made similar to thunder strike and part of the damage became an aoe it would help. -
Quote:Though I agree with most of what you said, this is completely false. Brutes have a damage cap of 850%. 100% fury only gives a 200% increase to damage, which brings a brute to 300% damage. Still no where near their cap, even if you slot 3 SO for damage you are still less then half the cap.
Brutes rarely slot damage because they can cap on fury for free so why bother.
The reason a lot of brutes do not slot damage is that end/recharge tend to have a greater effect in play. Being able to generate fury faster and attack longer tends to add more damage then what slotting for damage does. -
Quote:I think that is because when you enter a new mission or zone, the game is actually summoning new pets when you zone. The system tracks updates, and active pets, but not much else. Also if you summon a replacement pet, while the rest are upgraded, then the replacement pet gets upgraded once you enter the mission.Cause this is getting annoying.
<---DS/FF and loving it, surprisingly, but for one thing.
I bubble my minions before I walk in the door, and when I get in the bubbles are gone and I have to start all over again.
There's no lag other than the usual load time, which is only a few seconds.
Reported bug, or WAI? Thanks! -
It shouldn't, end red slotted in upgrades should just lower the cost of the upgrade, and ones slotted in pets should reduce the cost to summon pets and their powers.
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Quote:
You get a whopping 2.5% def to all positions for a cheap 0.07 end/sec and can slot a lot of usefull IO's (karma -KB, kismet +acc, LoTG +recharge)
Ok so you attack another poster about their opinion and spew this useless stuff. Why would anyone use CJ as a IO mule when Crabs already have a defense auto power and a defense toggle available. CJ is good for mobility and a little defense, but it is not needed as a defense IO mule. -
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All's I said is that in my experience SoA's seem to be very well-rounded AT's (after lvl 24 mostly) and actually had an easier go of it vs EB's compared to other Villain AT's.
YMMV.
This is my experience, SOA's are well balanced. I have a crab, and my damage is as good as a corruptors, I can take and survive more attacks then most other squishies, I have some of the best status effect protection in game, and some nice buffs that I do not have to reapply every 4 minutes. We only have 3 major holes knock back, end drain and -defense, not a bad trade off for me.
As far as soloing I have no problem at all even pre-stamina. I have soloed all my arachnos arcs up to 35, and no problem. Yeah I use insps but I need less then my brute does, my brute goes through far more blues then my SoA on an EB. -
Quote:Just so you know yellows are a to hit buff, not an acc buff, so they will not change the numbers for acc. Also the combat window does not show the Acc slotted in powers.Well max ACC you can get is 1.9 if the combat status window is correct . wont past 1.9 ACC then its hardcapped .
(pop yellows and show ACC to see the result)
Other side whats the fascination of people slotting so much ACC into powers especially earlier on , teaming its beter to get Tohit (So leadership skills) and a kismet+6% to hit .
Nowadays with auto exemp , even 1 ACC SO garantees around 50% hit on a purple (not like old days where it was around 10%)
Solo dont bite more off then you can chew . too high levels xp is not worth the kill rate of slotting more ACC at cost of damage and kill speed .
Combat training offensive serves one purpose its tohit debuff resistance .
So if you like fighting a lot of COT missions that power works wonders .
And cheap too one slot is all it needs -
I don't think adjusting serums recharge would help it. It gives resists but not much else, so only people that use their commando to tank have a use. Just looking at the other MM's special buffs the ones with a 600 second recharge all give extra pets. The other 2 buffs are on much shorter timers.
I would rather it be a build up type power where they get 10 seconds of increased damage and to hit, with a 1 minute or so recharge.
Though I agree with the stealth strikes already mentioned and cutting the aoe CC timers in at least half, and I wouldn't mind if the web grenades became aoe on the same timer it is on now. -
I do not know why people have exagerate the problems with mercs. Yeah their timers need some work, serum needs to be reworked, and some other smaller fixes, but they are not as bad as some people are saying.
The knockback is still better then bots, the AI using aoes are no worst then any other MM set, and their damage is not near as bad as people are saying. They do have the weakest damage, it is just not as bad as some are saying. I remember someone tested damage on vault doors a few years back, and they found that mercs did about the same damage as bots without the burn patches.
I also find a lot of the medics problem is people fighting at range. Being Traps I find my medic charges in less then my bots and thugs. But my Merc/trap fights at a much closer range, so my medic isn't having to run up from the pack.
I will end with saying, is being the weakest member of the strongest group all that bad. After all there are a lot of sets much weaker then mercs. -
Quote:No it is still just an 11.25% increase. It doesn't matter if you add the 11.25% to the total, or each power and add them together, it is still the same number. It is just MM's have a lot more damage then defenders and that 11.25 is increasing a larger number.Yeah. While a defender may get 18.75% damage out of assault, the mastermind spreads their 11.25% damage multiple times to every single pet. So a solo defender gets a nearly 19% damage boost, a mastermind gets 11.25%x7=cumulative 78.75% damage bonus to themselves and their pets' overall damage output. Not shabby.
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Quote:If you're taking mercs, you may want to gas up the medic, and make his suicidal melee running tendencies useful for a change
lol
I would use the spec ops. One my medic doesn't do the suicide runs more then any other of my mercs. They don't have cone attacks, and they have an melee stun.
Also I believe Noxious Gs has a 45 second duration, so impossible to perma, or get it on two pets at once. -
Actually Castle did try to remove the -def crash, it was at the same time he removed the only affect self period. He had tried replacing it with a -recover period which cause an outcry. Especially combined with the end crash, blue bars emptied out quick.
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Quote:Why don't you read what you quoted, I said mercs still have problems. I also said I was just pointing out mercs have had fixes in the last few years, and not completly ignored like you have said.You are completely right, Mercs have no other problems!
Seriously? You bring this two changes up? I, and many others, run through an entire list of huge flaws that have existed since MM's first showed up in CoX and you remind us of the stealth and brawl changes?
Fantastic. Thank you so much.
I will also point out just because we think something is a problem, it does not mean it is. Mercs work, it is a decent set, it is just poor compared to other MM's. There are other sets that under perform mercs, shouldn't they be fixed first. -
Quote:Wrong on both accounts. The brawl change was no a universal pet change, in fact people have asked for other pets to have brawl removed. Also the stealth change also stopped special ops from continually turning stealth on and off.The Medic got buffed accidentally because the Brawl fix was an universal Henchman change.
The Stealth 'fix', which only removed the speed debuff, didn't help much either. Spec-Ops Stealth is still useless for the Mercs, as the other henchmen are still fully visible. There isn't much you can do with their on-and-off Stealth, even when seperated from the rest.
Yes, I'm looking a gift horse in the mouth. It's a skinny, smelly, spitalic horse, that has no legs.
My point also wasn't that mercs have been fixed, it was that they have been improved in the last 4 years. -
Quote:Mercs have had some fixes. Stealth has been fixed, as has medic's brawl. The set is not perfect, but it is not like the devs have ignored mercs for 4 years either.Typing on my phone can be a pain sometimes. I meant 3 almost 4. I know good and well when the game came out and I'm sorry but arguing the the it is alright the mercs haven't been fixed because it's only been 4 years is just dumb. About as dumb as criticizing meaningless and trivial point like you are doing.
And for the record, you are contributing even less to this thread then you think I am.