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Is that... is that something slung over his back? That looks like a handle...
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Congrats War Witch! Though you know we're going to want you to post more often now.
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I can tell you right now. If you make your posts "in character," you're going to quickly become my favorite dev.
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Maybe personal player/character housing that uses inf instead of prestige.
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Quote:We can call it opinion because that's what it is. Maybe you don't like power customization, but I do. I think it's one of the best things that we've gotten. I think Cimerora itself is pretty bland, but the ITF is one of the most run task forces in the game. RWZ is one of my favorite zones.I think you all are just missing my point completely. Its not just the broken promises. Its the fact that I know they can do better in terms of real content when you look at issues 1-3 and issue 5. Thats what I am saying. You can all it opinion if you want I dont care.
I'm sorry if you don't like some of the recent additions. The devs can't please everyone all the time, and there will always be some changes that you don't enjoy. But just because you personally don't think an issue was "good enough" doesn't mean the devs are breaking promises. No dev ever said "We promise that our next issue will please Ryu." -
Quote:Short Circuit is melee though, so you'll almost assuredly have to get into range where they'll attack you. Mez options like Flashfire and Seeds of Confusion don't have that same drawback. Also, every Controller and Dom primary has some sort of quick-mez they can use, but not every end drain person has access to Power Boost.If I'm doing the math right[1], using Power Boost/Short Circuit from stealth gives you about 95% end drain on an even-con enemy. That's an alpha strike- they may or may not get a shot off before it lands.
Granted, I'm not trying to say that an Elec Blaster should have the same sort of powerful and reliable damage mitigation that a Controller has. Just that comparing end drain to a mez is kind of apples to oranges. -
The legality of gold farming has never been a concern to the people doing it. They don't need legal permission. They'd be doing it either way.
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Bots/Dark eh? Let me think.
Another Mastermind will fit with the first one. Dark is a good secondary, and can benefit from stacking or from other buffs. Another bot MM would mean you'd have extra plasma and missiles going off. Thugs has similar capabilities with DEF and AoE damage. Zombies would allow you to stack more -ToHit and mez effects like immobilize and fear. Dark, FF, Pain, Thermal, and Traps are all good picks for secondary, and something you can use to support both of you at the same time. Or you could just go Storm for totally ridiculous knockback.
Corruptor would be good if you can get something that won't be overly bothered by the knockback the bots will be doing. The same secondaries apply. Cold and Rad might work too. I don't know if Kin would be that great unless your MM friend is good at keeping pets in melee. For primaries, even though you said no fire, that's probably the one I'd take. But Ice, Rad, and Sonic all have things to contribute too.
Dom is another good choice. Take one that can immobilize and prevent knockback and you can emphasize the AoE damage that bots do. Fire and Plant would be my picks. They both do good damage and have quick-recharge mez powers. I'd personally take Plant because you also get Creepers. For secondaries, anything that does good AoE or has other nice benefits. So Earth, Fire, Psi, or Thorns would probably all do well.
I wouldn't recommend a melee toon honestly. The knockback and scatter the bots will be doing will be a pain. -
Quote:Excuse me, but I believe the public has a right to know the devs' favorite food, pop song, and shoe size. If I can't PM them, how will we know?!Alright, who's been abusing the privilege of being able to PM BAB by sending him stupid stuff and questions?
Quote:Wow, are we ever spoiled by the unprecedented access we get to designers and devs.
I've sent... maybe four or five. I know I've sent:
* A PM to BABs listing all of the emote issues related to flying
* A PM to Castle about how body scale math works (referred me to pohsyb)
* A PM to pohsyb about how body scale math works
* A PM to Positron about a bug that I thought was fairly severe
It doesn't really bug me that BABs is turning off PMs. I don't think in general that there should be that many instances where people would need to contact him personally and privately. Even my own PM to him probably would've fit fine in the animation bug thread.
As long as BABs still drops in occasionally to let us know he loves us, the PM thing is pretty minimal.Though even if he and the other devs are a bit more quiet on the forums for a while, I'm sure it's because they're working on GR.
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Quote:That's why I pressed him for a more extensive list. I'd say 3 things out of, what, 10 jillion features is a pretty good track record.Ryu cites items like CoP, City Vault, and base raids as "broken promises". A less childish way of looking at this would be to acknowledge that the devs are just people doing their best, not malicious Norse gods, and a shockingly large percentage of software projects fail. Businesses run on schedules and can only alot a certain amount of time for non-critical tasks.
The rest of what Ryu said was all opinion-based. Ryu personally not liking a new task force doesn't mean the devs are lying or failing to deliver. -
Quote:Most mez takes place within about 3 seconds of engaging the spawn, and can even be used to alpha. Things like Flashfire, Seeds of Confusion, or Volcanic Gasses. Outside of long-recharge nukes and such, there aren't really any end drain powers that can do that.You can basically say the same about any kind of control, though. A team of eight fire/ blasters could probably level just about anything in the game short of an AV from sheer firepower, but some people just want to play Earth/FF controllers. Which is really what I consider my Elec/Elec. I'm not a blaster, I'm a controller who just happens to be very, very violent.
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Quote:Broken promises? Such as? I'd like to hear some. You sound like you have a huge list ready.Considering past experience and let down I am just not getting my hopes up on this. I dont think its going to even be 1/4 of what CoV had to offer. Too many broken promises.
So far all they've really promised is a new starting zone, ultra mode, two new powersets, and the ability to side-switch. -
Quote:I have an Elec/Inv Brute, and the end drain is never a factor. I do occasionally drain bosses to empty, right before they die, but anything below that doesn't fall. And if it's an AV or something my drain is insignificant. If I had end drain in my secondary too, or slotted my powers for end mod, it might be different. But I would find those slots wasted.On the contrary, I'm not being theoretical at all, and have experience playing a sapper character. My problem with the sapping playstyle is that by the time it's done any good, the enemies would already be dead if you'd built for damage instead of endurance drain.
End drain is very binary. Either you drain all their endurance or it contributes nothing. So you're racing against damage, and if you have to go out of your way to do that, you're just wasting effort. -
I think maybe this is as good a place as any for this. I recently put together a totally insane Defender build. I never really could get into Defenders so thought maybe I could get more out of running a Defender for the debuffs instead of the damage they do. But slottable debuffs only include Rad (pointless), Dark (doable), and Elec. So I came up with this build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Crazy: Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Electrical Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(7), Dct'dW-Heal:50(9), Dct'dW-Rchg:50(15)
Level 1: Charged Bolts -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(15), Efficacy-Acc/Rchg:50(43), Efficacy-EndMod/EndRdx:50(43), P'Shift-EndMod/Rchg:50(46), T'pst-EndDrn%:30(46)
Level 2: Radiation Infection -- DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(3), DampS-ToHitDeb/EndRdx:50(3)
Level 4: Accelerate Metabolism -- Efficacy-EndMod/Rchg:50(A), RechRdx-I:50(5), RechRdx-I:50(5)
Level 6: Swift -- Run-I:50(A)
Level 8: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(9)
Level 10: Short Circuit -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(11), Efficacy-Acc/Rchg:50(11), Efficacy-EndMod/EndRdx:50(42), P'Shift-EndMod/Rchg:50(43)
Level 12: Lightning Bolt -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(13), Efficacy-Acc/Rchg:50(13), Efficacy-EndMod/EndRdx:50(37), P'Shift-EndMod/Rchg:50(42), T'pst-EndDrn%:30(42)
Level 14: Hover -- Flight-I:50(A)
Level 16: Ball Lightning -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(17), Efficacy-Acc/Rchg:50(17), Efficacy-EndMod/EndRdx:50(19), P'Shift-EndMod/Rchg:50(19)
Level 18: Health -- Numna-Regen/Rcvry+:50(A)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21)
Level 22: Lingering Radiation -- Acc-I:50(A), Acc-I:50(23), RechRdx-I:50(23), RechRdx-I:50(40), RechRdx-I:50(40)
Level 24: Choking Cloud -- G'Wdw-Acc/EndRdx:50(A), EoCur-Acc/EndRdx:50(25), EndRdx-I:50(25), Lock-%Hold:50(34)
Level 26: Fallout -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(27), Det'tn-Dmg/Rchg:50(27), AirB'st-Dmg/Rchg:50(31), AnWeak-Acc/Rchg:50(34)
Level 28: Tesla Cage -- P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod/Acc/Rchg:50(29), P'Shift-Acc/Rchg:50(29), P'Shift-EndMod/Acc:50(31), Efficacy-EndMod/Rchg:50(31), T'pst-EndDrn%:30(37)
Level 30: Mutation -- Efficacy-EndMod/Rchg:50(A)
Level 32: EM Pulse -- P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod/Acc/Rchg:50(33), P'Shift-Acc/Rchg:50(33), P'Shift-EndMod/Acc:50(33), Efficacy-EndMod/Rchg:50(34)
Level 35: Voltaic Sentinel -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-EndMod/Acc:50(36), Efficacy-EndMod/EndRdx:50(36), SvgnRt-Acc/EndRdx:50(37)
Level 38: Thunderous Blast -- P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod/Acc/Rchg:50(39), P'Shift-Acc/Rchg:50(39), P'Shift-EndMod/Acc:50(39), Efficacy-EndMod/Rchg:50(40)
Level 41: Electric Fence -- Empty(A)
Level 44: Charged Armor -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/EndRdx/Rchg:50(45), TtmC'tng-ResDam:50(45), ResDam-I:50(45), EndRdx-I:50(46)
Level 47: Power Sink -- P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod/Acc/Rchg:50(48), P'Shift-Acc/Rchg:50(48), P'Shift-EndMod/Acc:50(48), Efficacy-EndMod/Rchg:50(50)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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Set Bonus Totals:- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
- 25% FlySpeed
- 183.1 HP (18%) HitPoints
- 25% JumpHeight
- 25% JumpSpeed
- MezResist(Sleep) 2.2%
- MezResist(Terrorized) 2.2%
- 20% (0.33 End/sec) Recovery
- 50% (2.12 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 25% RunSpeed
The idea would be to be able to drain groups of foes and even AVs as fast as possible, but also have other debuffs to fall back on and support a team with.
So on a scale of 1 to 10, how viable, and how crazy is this build? -
Quote:This is like watching a preview for a movie and saying it's going to be disappointing because it'll only be a couple minutes long.When comparing it to either CoH or CoV; which gave us multiple zones (each with enough to give us that 'whole world' feel); a full compliment of ATs and powersets and level 1-50 content... what I've heard of GR falls drastically short of that. It seems more on par with Issue 10 [+ Issue 11].
Or, in other words, we've only seen a glimpse so far, so don't judge it yet. -
Quote:What I'm saying is it would either:You don't really know what the potential set bonuses/attributes would be, so saying it would have "no +DMG" is a guess.
A) Lack any +DMG like the current accurate sets, or
B) Have DMG, and then have to balance 5 attributes and have to skimp on one or several of them
I never once said we SHOULDN'T have accurate ToHit sets. What I am saying is that they would almost certainly be very disappointing. I don't know how you slot your powers, but I can pretty much guarantee the sets wouldn't do it that way. Probably not even close. -
Quote:There's actually a problem with that, where you spread yourself too thin on bonuses. Knockback and slows can afford it, since for example, all slows really have to do is:Personally, I'd like to see more crossover bonuses in sets. For instance, knockback sets often give some damage and so do slows, but none of the holds or immobilize do. An accurate to hit with damage would be very popular I bet.
Slow
Endurance
Recharge
Now take for instance what an accurate ToHit set would need to do:
Accuracy
Damage
Endurance
Recharge
ToHit
Now you can argue that Damage should or should not be present, but that's where the problem lies. Some people won't want to sacrifice +DMG in a power like Follow Up, while others could care less about damage in Soul Drain and wouldn't want +DMG taking away from other essential areas like recharge.
Recharge intensive pet sets suffer from this. To me, "recharge intensive" would mean that the power has a lot of recharge. The sad fact is, a full set doesn't even give +70% recharge. And what's worse, the set doesn't even give a full +95% damage. So it fails to accomplish anything that I would consider worthwhile. After doing a bunch of math and comparisons, I suggested that they make some changes to the set during the open beta after determining that the set doesn't allow you to do anything you can't already do through frankenslotting (except get some set bonuses). But nobody seemed to care. I think the set has too much emphasis on accuracy and endurance myself.
Now, the solution would be to have different versions of sets. One for accurate ToHit that has +DMG and one that doesn't. Or a hold set that doesn't enhance endurance. But they've never really done this in the past for other sets. Though I wish they would.
The other problem would be numbers hitting the values people want. For a power like Follow Up, I would want 95% Damage, 95% Recharge, and enough accuracy to hit things, so around 40-70%. The set would be adding endurance and also ToHit. There's no way those values would all add up to something acceptable. The set would have to skimp on Damage, Recharge, or ToHit, and probably end up being a disappointment all around, and just be frankenslot fodder. -
I never said we shouldn't have it. I said I'm curious what people are slotting for. An accurate ToHit set wouldn't have any +DMG in it, so I'm wondering why people actually consider it important to slot for +ToHit in a power like Follow Up, but not damage. Because if an accurate ToHit set came out, you'd still be frankenslotting.
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Quote:Frankenslot for what? I usually just toss a damage set in there and it gives me what I need. Accuracy, end, recharge, and damage as a bonus. Unless you're trying to squeeze out every bit of ToHit and forfeit the damage entirely? I never really found I needed more ToHit than any of those offer.Soul Drain
Follow Up
Blinding Feint
Warshades Mires
Might be one or two others.
Reason I ask is you are kind of forced into slotting (or frankenslotting) these powers. It would be nice to have an Accurate ToHit Buff recipe set, or add in another ToHit Buff set that has at least some accuracy built into it. -