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Quote:I don't know where you got your numbers from, but Doms do way more damage than Corruptors. In fact, Doms do the most damage of any AT redside, at least in base damage. They're basically the Blasters of redside now. Unless you're comparing to a Corr that has a lot of +DMG and/or -RES, Dominator should easily outdamage a Corruptor.This is all very interesting but as far as most people playing Doms it places too much focus on how much damage they can do as opposed to what their main job is which is locking down mobs and providing mitigation. I tried maxing out the damage to my lvl 50 Mind/Psi Dom after the I15 changes by taking all the single target attacks and slotting them up but found that it required giving up too much control all in an effort to be a mini-Corruptor when I still wasn't doing as much damage as a Corr.
Corr damage scale: 0.75
Dom damage scale: ~1.00 (0.95 ranged, 1.05 melee) -
Rogue Entertainment's 15th Weekly Redside Costume Contest
Quick shot of everybody who attended this week. After last week I was happy to see we had a lot of good costumes this time. I had a hard time selecting between the males at the end. We also got 100,000,000 in donations from Cappy (you know who you are). So this turned out to be a good week.
Prizes:
1st: 10m
2nd: 5m
3rd: 2.5m
Runner-ups: 1m
Female runner-ups:
Automatica
Amalaxia Mars
Third place:
Illusori - Level 12!
Second place:
Vieux Carre - Level 12!
First place:
Agent Falout - Level 18!
Male runner-ups:
Richard the Dreaded - Level 3!
Blood Red Rebel
Third place:
Lord Superior - Level 19!
Second place:
Deathcall Warlock
First place:
Cyber Fenrir
So, good week overall. Thanks to everybody who came and helped out. My two helpers were there, so that went pretty well. Will probably only have one next week, but it should still be fun. Next CC is going to be Saturday at 9:00 PM CST. -
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Quote:They are. They're also only mag 2. Long recharge, only capable of working on minions, and random usage is not very reliable.Can you do similar studies on Merc MM? I am so tired of reading/hearing people say Merc sucks. On paper, Thug and Robot > Merc because Merc's aoe controls are very inconsistent.
Besides that, Thugs and Robots both have +DEF which makes them harder to kill and gives them more of a lifespan, and more reaction time for you to support them. Merceneries only have RES, and it's limited. Mercs die very easily and their only response is a medic who heals, but his reaction time is slow. Mercs don't have enough damage or tricks to really fit anything.
If you look at units in how durable they are, it comes down to basically:
1) Robots
2) Thugs
3) Zombies
4) Mercs
5) Ninjas
In terms of damage, they're outdone by Thugs, Robots, and probably Ninjas (assuming they stay alive).
In terms of mezzes/debuffs, they lose to Zombies and Ninjas, and even then don't really have much to offer over what Thugs and Robots do.
It's hard to say what their role is supposed to be. They don't really excel at durability, damage, or mez/debuff. They just sort of exist. Ninjas have a similar issue, as they're very squishy (they have DEF, but not enough of it, and no RES to back it up) and their mez/debuff is fairly limited. -
Quote:I'm not sure where you came up with that idea, but you're wrong in a lot of ways.Then again I'm a bit spoiled. My wife runs a kat/SR scrapper, and I run a Sonic/MM blaster, so we debuff both def&res quite a bit more than a defender really ever contributes.
Katana does -DEF and Sonic does -RES.
1) You both only have one set contributing to each. The SR does nothing and the MM does something else. A Defender could have both, such as Sonic/Rad. One Defender has as much potential to debuff DEF AND RES, while for you it takes two characters.
2) Your Scrapper is primarily single target, and requires you to attack. The Blaster has to attack as well. Defenders have several autohit powers that they could employ, and most of their good debuffs are AoE.
3) Your Scrapper is chopping away 7.5% DEF per swipe. The Blaster is cutting away 13% RES. A Rad Blast Defender is doing at least -12.5% DEF per attack, though usually more like 25% with the occasional 37.5%. A Sonic Defender is doing -20% RES per attack.
4) A Radiation Emission Defender could do -30% RES/DEF with two powers, AoE, autohit. Storm and Cold could do -35%/30% RES/DEF in AoE. Trick Arrow could do a total of -40/50% RES/DEF. Even Sonic Resonance could drop DEF by over 35% in AoE along with the AoE -30% RES toggle.
You guys are contributing, but there's no way you're outclassing a Defender for debuffs on a Scrapper and a Blaster. -
I don't understand what you're saying. A sidekick is okay as a patron, but their sidekick isn't? What layer of the chain-of-command cake does it stop being okay for them to be a patron? And they're okay to give you really important, really difficult tasks designed for 8 people to do and conquer the world, but not teach you how to use a couple ice powers?
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Quote:If France lands on me, I would hopefully be killed upon impact.If France lands on you, you need to start learning French... instead of just speaking English.
Otherwise I'd be stuck under all of France (under an undetermined amount of land mass/rubble) without the promise of a rescue team. Although, France is kind of a big place so I suppose I wouldn't be the only one crushed, so they may have a lot of people trying to unearth everything to get to us. Even then there's no promise I'd get rescued before I ran out of air or starved. That's assuming my lungs weren't crushed and fill with blood or something.
Then again, even if I did survive and was saved, it would only be to meet my inevitable end as whatever caused France to rocket across the planet and land on Texas would also probably cause polar shifts in the planet and possibly the melting/incineration of the planet as it's thrown off balance and thrust into the sun. -
I have a valkyrie that's a Broadsword/Shield Scrapper. Alternate version of her as an Axe/Shield Brute too. She's pretty fun.
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Quote:The data mining did show that the the "issue" of people broadcasting for fillers and stuff isn't as big a deal as they thought, but that's not the only reason the changes are being made. You're ignoring the bigger picture, because this new system will make teaming exponentially easier for all players involved. No longer do we have to make sure the team is comprised of at least 50% people in the right range, and no longer do we have to only look for people our level and LOWER. It's also the end of pointless level restrictions and sidekick leashes. This is a big boon to teaming and convenience.:Smacks Forehead:
Oh boy...here we go again with "extensive data-mining"...I love how this term gets applied to massive changes that inherently the devs feel they need to make, but can't fully justify it by any other means. I also don't understand why is it lately when the devs announce some new and interesting features - like new power sets or game content, they have to sour it by removing a game mechanic they admit to not really being a problem right off the bat! Posi states that the concern for bridging requests really wasn't as big as a problem as they thought! It was a misperception by the dev team! But hey, since our data-mining shows that requests for bridging isn't a problem like we "thought", then lets go ahead and change it quick now!
Quote:Come on...the only reason why it doesn't show up in your data-mining is because you probably only looked at the last 4 to 6 months. Hello, that is how long AE has been out and there hasn't been a need for bridges - you already fixed that! LOL However you "over-corrected". If you really want us to use the non-AE game content again, maybe (and I cringe to suggest this) simply turn off auto-SKing in AEs or apply this new system only to AEs and people will eventually not abuse it (I mean enjoy it) so much. They will go back to the more "balanced" system that already exists!
Normal content: At least 50% of the team has to be within about 3 levels to the level of the mission.
AE content: Invite anyone and everyone.
What's not to like about that? Why would we want to artificially create that hindrance and reinstate the annoyances of having to find people within a certain level range? In fact, what's wrong with the way AE does it that makes you want to disable it? And what makes you think it's more "balanced?"
Quote:Now, you may reply with "well we don't want to see the spam of bridging again" ...well again, sounds like you "added" a new mechanic that is going to be awesome which is the email/broadcast filter. Based on actual game play (not short-term "extensive data-mining"), it's the broadcasting and emails that annoy people the most. If other players don't see how some other players choose to play the game, then obviously they can't complain about it. Hence, 1) add broadcast/email filters, 2) leave SKing alone or add your new way as an "option", 3) Fix AE so it doesn't auto SK and allow it to be the alternate mission creator it was intended to be.
I can't think of any possible benefit the old SK system has over the new one. What could you possibly gain from limiting SKing to just two people instead of the whole team? What's "better" about having to only team with people who are very close to your level? What's the advantage to the sidekick leash? What feature does the current SK system have that the new one will not have?
Quote:Ultimately, the dev team really needs to consider how far it "over-corrects" a problem they recently created and not practically re-write the entire game in one issue. It was bad enough you couldn't adjust certain ATs for PvP, now you are taking that same philosophy to PvE. PLEASE seriously consider this new CoX 2.0 before you force it on us!
What's flawed or over-corrected about allowing a team of players, regardless of level, do a mission instead of limiting and restricting who can go on a mission with who? -
Quote:That certainly explains why melees have gotten Dual Blades, Willpower, and Shield Defense. And why in addition to Brutes being the only class that got three new sets last time, half of the melees are getting two sets this time, and one of them is getting a new epic! PLUS some of them got new stuff in i7 as well.Reading comprehension is your friend. I said that the powerset proliferation was for the classes that *didn't* get new sets. Pain Domination and Shield Defense = new, not a lot of proliferation on the ATs that got them. Everyone else got at least one power set that they didn't have before though. I'd still expect Going Rogue to do the same thing.
Not only that, but Doms and Controllers, who haven't gotten any new sets since the last proliferation, are only getting one new set each this time.
I don't think there's any relation between new sets/proliferation. -
Yup. All the other villain epics have 5, except the ones you said. Specifically, the ones with only 4 include:
Blasters:
Flame
Force
Controllers:
Fire
Psi
Defender:
Dark
Power
Scrapper:
Body
Dark
Tank:
Energy
Brute:
Mu
VEATs:
All 4
This will be a good chance for the Mu epic for Brutes to get a good power on-par with some of the other awesome choices. Also a good chance for the devs to either wow everyone or drop the ball on the 5th power for VEATs, although I suspect they'll be something average like holds (or not do them at all since the post did say "most"). I'm just waiting to see what some of the other ones get, like Force Mastery, and what the new Scrapper epic consists of. -
Hitting "first new post" for this thread just took me to the OP.
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Quote:"Additionally, we also conducted a mini-proliferation pass on the Ancillary and Patron Power Pools, adding 5th powers to most Pools and adding Blaze Mastery for Scrappers. This has been something which people have been asking for since Fire primaries and secondary's were given to them."Here's the link confirming it:
http://www.mmorpg.com/gamelist.cfm/g...-Issue-16.html
No word as yet on which sets will get a fifth power (it says most which implies that some won't) or what the powers will be.
Awesome news! I'd now officially consider this a "big" issue. There's a lot more in it than just the recoloring of powers, unlike the smaller issues we've had up until now. This one has a lot of new features, and the added powers for epics just tips it over the scale for me personally.
To answer the OP's question, probably nobody knows anything more than what's said in that interview. If they did know, it would probably be breaking the NDA. -
Was this confirmed somewhere? If so, I'm excited. I was wondering when they were going to get around to doing it, since they said they would at some point.
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Telekinesis can theoretically be useful if you practice and can tolerate the repel effect. However, it's my belief that Mind is more than capable of keeping groups locked down without it, and it's more hassle than it's worth, especially with the awful end cost.
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Quote:Having all those buffs, debuffs, and mezzes are great to a point, and I would never try to devalue the contributions of Dark, Sonic, Earth, or Mind, but if you're steamrolling I think you get to a point where you have too many things to even use before the enemies are dead. You can mez all the enemies and apply large amounts of -RES and +DMG, but they're probably dead long before you finish using all those powers.Nice to see that someone else appreciates the sheer ubery goodness of these two builds. A Mind/Kin can single-handedly control 3+ groups while keeping his team SB'd and topped off on Endurance. Oh, and they also have this power you might have heard of before called Fulcrum Shift. My Earth/TA is in her high 30's and she has 10 powers that have/include AoE debuffs. I don't have an attack chain; I have a debuff chain.
Fire/Dark corrupter = AoE death machine
Personally, I've been on an amazing 7 Warshade 1 Peacebringer team, but my idea of a dream team is me + 7 friendly people who know how to play their toons well. I'd especially like to see a team consisting of the least played/"weakest" builds to show that any team with any toons that are built well and played right can accomplish anything. (Plus, I like the novelty of unusual builds).
I think a real Steamrolling team would be all Elec/Shields, especially Scrappers since their BU and AAO will be higher than Brutes (who can't put Fury into their telefrag powers). Just one of those moves is enough to kill all minions, so if you have 16 of them and alternate them intelligently along with all the other AoEs in Elec, fights should be almost nonexistant. -
Most of my level 50s are melees. I have 2 Brutes, a Scrapper, a Widow, and then a Crab (who is also a Bane) and a Blaster. I honestly don't care for my Brutes much.
Scrappers are my favorite, but they need more options. I'm eagerly awaiting Elec sets. I'd also like Energy Melee and Ninjitsu.
Quote:This, to me, is kind of funny. Scrappers aren't broken or overpowered. They're one of the most balanced ATs there are. Literally. They don't excel at anything more than anyone else. They don't cap out at damage, don't cap out at survival, and can't mez or buff. They're intentionally at least second place in everything.That, plus top-notch endgame performance, equals popularity.
Scrappers are a 100% broken AT (all reward and no risk), but to nerf them would mean driving away a gigantic chunk of the playerbase.
Controllers, by and large, are more broken than Scrappers. They have the damage, as well as the survival, but also mez and buffs. There are several ATs that do more damage than Scrappers, and at least two (if not more if you count Controllers and such) that are more durable.
Even so, Scrappers are balanced well and have the right mix of durability and damage. In general, though, this is only overly useful while solo. What can a Scrapper offer a team that a Blaster cannot? That a Brute cannot? That a Controller cannot? Yet, each of those things also offer something that the Scrapper cannot, whether it's more damage, aggro control, or mez/buffs.
If Scrappers are so broken, why is it there's no real role for them to fill on a team? True, it's not like they don't get invites. I often invite them anyway just because Blasters die a lot and Scrappers don't. But the fact is this game isn't that hard so it doesn't really matter who I invite because it'll usually work anyway. The "all reward and no risk" really only applies to soloing. Teaming, what real risk is there most of the time? If anything, an AT that excels at soloing and isn't that useful at teaming is balanced.
Scrappers are popular because they're easy to play. They don't usually die, and they do damage that doesn't make fights boring. They're a well-balanced, non-overpowered class. Scrappers are easy, but they are less powerful than some harder to play characters like many well-built Controllers. -
Like all tools that have ever existed and ever will exist, tags are useful to those who would use them as they're intended, for the purpose they're designed for. For people who just want to fool around and have fun, they can become useless or even a hindrance.
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I'll share a super-huge secret with everyone here. It's a guaranteed 100% way to get to level 50 in the shortest time possible. If you or anyone you know is interested in leveling up, I have the key. And I'll share it WITHOUT three easy installments of $29.99.
The absolute best way to get to level 50 is to gain experience. -
It doesn't surprise me that there are people complaining about the exp buff to pre-20 characters. It doesn't surprise me because I know people will complain about anything. But it still baffles me.
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I'm getting this stuff too. In addition to the boards seeming to load everything slower. But when I hit "first new post" it tends to take me to something I've already seen. In fact, sometimes it takes me to posts that are before MY post.
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I think Kinetics, Radiation Emission, Stone Armor, Willpower, and VEATs need to be buffed.