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Posts
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Quote:Missions are already set up like "Hero Mission" so you can't set a mission that's in Atlas if you're on a team with a Brute. Also, there's already a "you can't teleport to this zone" mechanic. Try teleporting to a friend in Outbreak! This issue is already locked from both sides.I think the primary issue is something along the lines of:
- Invite Blaster
- Give Blaster star
- Blaster sets mission in Hero zone
- Brute activates Mission Teleport
Of course, they could probably set up the zone teleport so that it makes sure you're allowed to enter the zone, but it's just another source for bugs to come from. -
Really wish we could just invite people anyway. I mean, if I'm in RWZ on a Brute and I invite a Blaster in Atlas, that doesn't mean I can go to Atlas. It's a hassle having to make people come to RWZ before I can invite them.
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...without losing my stuff.
What files do I need to make a copy of? I know I need to snag my costumes, Custom_Critter, CustomVillainGroup, logs, Missions, PowerCust, and screenshots folders. Along with chat, keybinds, options, and wdw. Is there anything else I'm missing? Or would an uninstall/install keep some of those files around?
Just trying to make sure I don't lose my outfits and things after an install. I can probably redo all my in-game settings from scratch. Setting up GFX and stuff might be a bother though.
Any thoughts? -
Quote:I deal with bosses using Carrion Creepers, Audrey, Domination, Strangler+Seismic Smash, popcorning them with hammers, or just killing them.Also, do you not get in-set ST confuse powers to stack with it? SoC is great (if you've got domination) but you still have to deal with the bosses and such.
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Some of it, maybe yeah. And I'll give you the rest of it, but this one stood out to me the most:
Quote:Complaining about a little extra endurance on an AoE hold like this one is nitpicking
Regular AoE hold: 15.6 end
EMP Arrow: 23.4 end and -1000% recovery for 15s
With base recovery, that's -25.06 end you would've otherwise earned back over that 15s, meaning you're paying effectively 48.45 end for the hold. If you have Stamina you lose even more, losing out on 37.2 end you would've otherwise earned over that 15s, for a total end cost of 60.6.
I don't think "This power can cost you almost four times the endurance of a regular AoE hold" is nitpicking.
Granted it's still an okay power and if I had a TA I'd take and use it. But it has its ups and downs. It's not all ups. -
Quote:Actually:Yeah, EMP Arrow is one of the better powers in the game, not the worst - if you just looked and saw that it was an AoE hold at 60 seconds longer than most AoE holds, you'd miss its great features:
-- Total area affected is over double that of other AoE holds
-- Duration is twice as long as other AoE holds
-- Power doesn't suffer the accuracy penalty of other AoE holds
-- Damage inflicted on machines
* The duration even for a Controller is 27.9s. Enhanced to +95% that's 54.5s. So it's definitely not "60 seconds longer than most AoE holds," unless most AoE holds are -6 seconds long.
* The radius is 35ft, while most AoE holds are 20-30ft. It's not "over double" any other AoE hold. It's not quite double half the sets, and only about 17% larger than the other half.
* The duration is ABOUT twice the length of other AoE holds. They're all around 14.9s, with EMP Arrow being 27.9. It's not quite twice as long.
* You're right that it doesn't have an accuracy penalty, and damages machines, but you forgot:
* The recharge is 300s (5m) instead of 240s (4m).
* The endurance cost is 23.4 and you have -1000% recov for 15s. Most AoE holds are 15.6 end.
I wouldn't call it great. Certainly not one of the best powers in the game. Probably wouldn't call it useless or the worst power of 2010 either. Just sort of exists. -
I made:
Sandra Dubeaux
DP/MM Blaster
Colette Noir
DP/Dark Miasma Corruptor
Riley Tiranis
DP/Traps Corruptor
I also tried out DP/Kin, DP/Rad, DP/Energy, and DP/Pain on test. I believe including the ones I made, minus the Pain one which I just made for fun, those are the most popular combinations. DP benefits from being in melee and sets that can allow it to sit in melee, as well as sets that it can stack -DMG with. -
Quote:Back in my day we had to push a hoop with a stick down a dirt road.Back in my day that didn't matter that much because you had unsuppressed travel powers to get in front of them easily. Also, super speed could be toggled on when getting attacked and off when attacking in order to make the squishiest blaster invincible. And you had to ride trains from zone to zone in order to get to where you wanted to go. And the damage resistance cap was 100% for all ATs. And there were none of these newfangled inherent attributes based on archetype. And City of Villains was nothing more than an unconfirmed rumor.
I could keep going, but really, we should just drop this. Mine's bigger. -
Quote:No, the game can definitely tell if you're flying near the ground or flying way in the air. All the powers in Traps, as well as the Elec auto Grounded, work if you're hovering but touching the ground. Random other powers won't work if you're flying no matter what. I have an SS/Elec Brute. If she's standing on the ground she benefits from Grounded and can Foot Stomp (and Hurl). If she's hovering she still gets the benefits of Grounded but can no longer Hurl or Foot Stomp. If I lift up off the ground she has none of it.I think...THINK...that it's because the game can't really tell if you're just over the ground, or whether you're 500 feet in the air, during power activation.
There are actually a decent amount of powers that you can't use while flying, and it's for this reason, IIRC.
This is one of the things I wanted to make a thread about. There are a ton of powers that can't be activated while flying, period, but also plenty that allow you to use them if you're flying, provided you're close to the ground. Just the fact that the power Grounded works while flying shows me that the logic of allowing it to work is not that much of a stretch.
Powers like Lightning Rod, Foot Stomp, Ouroboros Portal, and many others should work while flying, provided you're close to the ground. -
Looks like the groundhog sentenced us to another week of closed beta.
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Quote:That's pretty much what I thought when you posted the "vs Scrappers" thing. In summary:Because I'm starting to get sick of being hit with a straw man every time post a single sentence. And especially from you, Dispari. You ought to be better than this.
* You said DP is bad at soloing
* I said I have no issues soloing with lethal ammo
* You said "I guess I'm used to fire/archery"
* Someone said fire/archery are extremely powerful
* You said "Let's compare DP to Scappers then"
So what exactly WERE you going for, then? I'm curious now. -
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Quote:I did an overview of every single Defender primary set (which debuffs) and compared them side by side for both "defensive debuffs" and "offensive debuffs."If one person can do something with a powerset then the powerset is alright for whatever that something is. I am still basing around an SO build btw. Players behind the powersets are the ones in question.
I'd say that it could take more concentration for the TA, the level of concentration would surpass that of the level of concentration a Scrapper would need to tank two of the inner circle for sure.
I'd have to have a macro to autotarget Ghost Widow and a macro to autotarget Scirocco to make it easier.
That is to say, "defensive debuffs" being anything that makes badguys kill you less. So -ToHit, -DMG, -recharge, or mez. Anything you have to cast on the enemy. Note that +DEF, +RES, +HP, and heals DO NOT fit in this criteria. "Offensive debuffs" are anything that makes badguys die faster, like -RES, -DEF, -regen. Again, things like +DMG do not fit in this category.
Not only did Trick Arrow have the least amount of offensive mitigation AND offensive debuffing potential, but it's also the only set that doesn't also have some sort of buff too. Meaning Radiation Emission, Storm, Dark, even Cold not only have the ability to debuff offensively AND defensively BETTER than Trick Arrow, but they also still have buffs and heals to stack on top of that.
So I guess if you're talking about the difference between a Tank having 42% DEF and being "soft capped" with a TA along, or your Tank is so incredibly on the verge of dying all the time that the extremely meager benefits of TA tip him just over the edge and let him live, you'd be right. Otherwise, TA is a very poor defense set. It doesn't contribute enough defensively, it doesn't contribute enough offensively, it has no player buffs, and it doesn't offer anything else. Or in other words, while it's possible your TA is contributing some amount, literally any other set would contribute more. -
I thought they were just going to do that TF through Ouroboros. That would mean you don't have to rewrite any of it.
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Quote:Well I'm not sure what playstyles you support, but I have no issues soloing both Blaster and Corr with lethal ammo.That's kind of why I'm apprehensive to just take and use other people's conclusions - oftentimes either I miss something, or they're based on a playstyle I don't support. In this case, I kept seeing Piercing Rounds touted as a big help, and assumed it helped in general (my fault), whereas practically all I fight is spawns of upwards of six enemies at a time.
Can pretty much always line up PR to hit 2-3 targets for the opener, and even in the midst of battle I can often hit 2 targets. Even if I only hit one, it's high damage and does -RES so if I drop it on a boss or lieutenant I get my money's worth.
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Quote:This one I'll dispute. You mention debuffs, so what are you soloing with? I solo with lethal. ES has a 70% knockdown chance, which outside of guaranteed knockdowns is the highest you can get. You also have 4 powers that can hit multiple targets (you have all the time in the world to set up PR while solo), -DEF, -RES, various random knockdowns, and a stun/hold.2. The set does NOT solo very well. Yes, if you have 50 Blasters stacking the same debuff on an enemy, they could probably debuff it into nothingness, but the likelihood that I'm going to actually see more than... Well, one Blaster (myself) at a time is rather low. As such, my debuffs are worth precisely bugger all, and I can't even stack them very well between my own powers to begin with, what with Pistols lacking a decent secondary effect. When you play solo, debuff effects do very little, at least compared to the kind of damage hit you take in using them and ESPECIALLY since enemies will sometimes resist the damage type of your debuff ammo.
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Sure. The devs thought for some reason that they needed to balance powers differently. So completely ignoring tier, endurance cost, recharge, range, or secondary effects, powers are only designed to deal damage based on their cast times. You get totally upsidedown sets like Fire Blast where the tier 2 does more damage, recharges faster, costs less endurance, and has longer range than Blaze. You get things like nukes being useless and things like Flurry and one of the PPP Shark attacks being the strongest attacks in the game. For a set like DP that has a lot of animations at 2-4 seconds, it would do a lot of damage.
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In PvP the only factor for determining damage is animation time. For silly reasons, Flurry is one of the highest attack powers you can get in PvP. So a set that "sucks because it has long animation times" would be pretty great in PvP.
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I just thought I'd post this since I just got done leveling my DP Blaster up to 30. I know a lot of people are worrying about the damage output the set gives outside of incendiary. While I'd like to see a few upgrades to the set myself, let me report the sorts of things that I do with my toons to help get a better view of the set's versatility.
Someone earlier reported that the set only does good damage when you're using incendiary, and because of that you should always use incendiary which takes away the set's unique factor. However true that is, damage isn't always the only concern. Granted I use incendiary almost all the time on my Blaster, but I swap ammo when the situation calls for it. So take a typical day in my Blaster's world. For comparison sake, I'll also put Fire Blast in here and what I would be doing if I had that.
Mission 1) I hop on my Blaster and get a team going. I default to Incendiary Ammo and kill things. My damage is good. If I had Fire Blast, my damage would be better.
Mission 2) One of our Controllers has to go and the team support is lacking a little. Because at this point it's more important for our team to stay alive than it is for me to do good damage, I switch to Chemical Ammo to lessen the incoming blows of the badguys. If I had Fire Blast, I'd have to look for more teammates quickly, or hand off inspirations to people.
Mission 3) The team has regrouped and we're fighting well again after getting a Defender. I no longer have to worry about team support, so I switch back to Incendiary Ammo. With Fire Blast, it'd just be business as usual.
Mission 4) The team goes and ends up fighting fire demons in a PI mission. As it would be silly to be using fire ammo, I switch to Cryo Ammo and up my damage on them while doing slows. If I was Fire Blast, I'd just have to suffer through it.
Mission 5) We now go to fight Carnies. I consider my usual incendiary, but remember that carnies are weak to lethal. So I switch to Lethal Ammo and do some -RES along with -DEF and knockdown. If Fire Blast, I'd just be doing the basic fire damage as per usual.
Mission 6) We run into a tough AV and wipe. While regrouping I glance around and see two other DP users. I coordinate with them and we all switch to Chemical Ammo for the AV fight, which drastically reduces his damage and we're able to survive enough to kill him. If I was using Fire Blast, I wouldn't be able to coordinate or conspire as my only option is to deal damage. We'd have to stock up on inspirations.
Mission 7) I decide to solo for a little while. I start off with Incendiary Ammo because I'm doing okay, but once I run into some harder enemies I switch to Lethal Ammo for the knockback, to keep them planted on the ground so they don't retaliate. With Fire Blast, I'd just have to pack inspirations.
Mission 8) I hop on my DP/Dark Corr, who generally defaults to Chemical Ammo so that I can stack -DMG with my Dark debuffs. However, I always switch to Incendiary Ammo when using HoB, and Lethal Ammo to solo in extreme safety. Fire Blast? Same experience all around.
It's not always about doing damage. If you're in a safe situation where you can default to Incendiary, then by all means do so. But no other set allows you to adapt to a situation and pull strings so that you're a step up. If Fire Blast, Archery, or Radiation are faced with a situation they can't handle, you have no options other than to pack inspirations or find some teammates. DP has the ability to look at the situation and pick what's best. That, I believe, is the reason the set doesn't pack the punch people expect it to. -
Quote:DEFENDERi think it's been pretty conclusively demonstrated that you can make some hideously powerful builds, but what i really want to see is a few more hideously bad builds through cherry picking from any set. Preferably in some combination of three approaches:
1) Powers chosen from all sets.
2) Powers chosen from specific archetypes.
3) Powers that seem like they should be good from the name or in game short description, but actually tend to under-perform.
Primary:
1) Entangling Arrow
1) Caltrops
2) Repel
6) Sonic Cage
8) Detention Field
12) Lingering Radiation
18) Repulsion Field
26) Black Hole
32) Time Bomb
Secondary:
1) Pistols
2) Lightning Bolt
4) Moonbeam
10) Electron Haze
16) Sniper Blast
20) Explosive Arrow
28) Torrent
35) Explosive Blast
38) Thunderous Blast
How to lose: You can't do much but make badguys intangible. Most of your other powers do knockback. You'll have tons of redraw, have no Aim, two snipes even though that's impractical, and other generally weak or impractical powers, like Time Bomb or only having one Elec blast (discounting the nuke) so you can't do any real draining.
SCRAPPER
Primary:
1) Barb Swipe
1) Power Slice
2) Slash
6) Touch of Fear
8) Impale
12) Calling the Wolf
18) Dark Consumption
26) Lightning Clap
32) Shockwave
Secondary:
1) Resist Physical Damage
2) Death Shroud
4) Quick Recovery
10) Temperature Protection
16) Grounded
20) Resilience
28) Lightning Reflexes
35) Revive
38) Soul Transfer
How to lose: Basically no mitigation, unless you count small amounts of RES and Touch of Fear. Long animation times and power picks that don't sync up. You can't stack any meaningful debuffs, some powers don't even have secondary effects, and you do very poor damage overall. You only have one AoE, and it has no secondary effect and just makes badguys attack you more. At least you can revive when you die. -
Quote:It does. I can vouch for it, as my level 50 Widow has one and she can use it at level 1 (it's in Sprint).It works at any level, as long as you still have access to the power it is slotted in. I've used it in the Ouros into that sends you back to level 1.
However, if I wanted to get a stealth IO it would be to use it for some purpose while leveling up. Having an IO I can't use until 47 is pretty pointless. I was trying at four different levels to get it, so I could have it at a lower level and maybe sometime by 20. I could never get it so I gave up.
Lucky my Widow got one so long ago. -
During closed beta a team of all Blasters did some of the Faultline arcs with AVs. After a couple deaths they realized that stacking toxic damage on the AVs would floor their damage and make them harmless. No other set can leverage advantages this way. The only set that comes close to "set up the battle in your favor" is Dual Blades.
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Quote:The stupider you are, the stupider you think everyone else is.Dunning-Kruger Effect.
Kruger and Dunning noted a number of previous studies which tend to suggest that in skills as diverse as reading comprehension, operating a motor vehicle, and playing chess or tennis, "ignorance more frequently begets confidence than does knowledge" (as Charles Darwin put it). They hypothesized that with a typical skill which humans may possess in greater or lesser degree,
1. Incompetent individuals tend to overestimate their own level of skill.
2. Incompetent individuals fail to recognize genuine skill in others.
3. Incompetent individuals fail to recognize the extremity of their inadequacy.
4. If they can be trained to substantially improve their own skill level, these individuals can recognize and acknowledge their own previous lack of skill.Just go visit any obviously satyrical Internet article and see how many angry dumb people who don't get the joke are calling the original poster a moron.