Dispari

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  1. Quote:
    Originally Posted by LostHalo View Post
    It's in all honesty just the Mayhem missions.
    It's fairly easy to forget to stop everything that my toon might be doing ("Hmm, I have an hour of time to play...well, I see an ITF is going to start, I think I'll get on that as soon as possible") to make sure I get that range's badge...because otherwise it's a pain in the *** to acquire. If I could get a hold of the missions by my own power later on, it wouldn't be an issue. But yet, I can't.
    The thing is, we're comparing Invader (get a bunch of exploration badges in mayhems) to the equivalent blueside, which is Task Force Commander. Maybe stopping to do mayhems is inconvenient, but is it more inconvenient than doing six entire task forces? TFs aren't something you can "get a hold of" and do of "your own power later on." Most of the TFs aren't something you can do during your hour before starting an ITF. And they're definitely a pain in the behind to obtain.

    I don't think Invader is the best implementation of an accolade. It can be a bother sometimes. I have about 20 redside toons so I have something in just about every range, and a lot of friends, who can help me get the badges. But even if I had to stand around in zones asking for people to invite me, it'd still be far more convenient than doing six entire task forces.

    Quote:
    Originally Posted by EvilRyu View Post
    What about hero slayer badge?
    Like I said, Force of Nature is an annoying badge to get redside. But its equivalent is Geas of the Kind Ones, which requires no less than three things that are IMPOSSIBLE to do without a team. Everything in Force of Nature can be done without a team, even if it takes a while. Geas also requires over 1600 kills on enemies that only exist in one zone. Over 300 of which only come out at night. Then there's the 2 GMs, Sally (twice), and a task force.

    Hero Slayer isn't even that hard anymore. The real painful ones are 1000 PPD and 10 arsons (and only because it's buggy). You only need 25 "heroes" to get Hero Slayer, and if you do one LRSF (for Marshall) and have done your other 10 mayhems, you should have Hero Slayer already. That's without fighting even one other hero through your entire career, which is unlikely. Back when Hero Slayer was 100 kills, you might've had a point.

    All the accolades save Marshall I would say are easier redside. Atlas is easier than Marshall. Demonic Aura is FAR easier than Eye of the Magus. Geas of the Kind Ones/Force of Nature is about even, because both are grindy and require a bunch of crap. But I'd still give the point to FoN because it doesn't force you to team.
  2. Quote:
    Originally Posted by Slashman View Post
    Actually, I sometimes feel like my 33 fire/fire dom is unfair to play...

    I hardly even need to use Fiery Embrace now...
    My last high level Dom had BU. My new one is Plant/Earth. I don't miss BU at all. I can still one-shot minions and annihilate lieutenants. What's more, Plant packs a punch with damage as well, and Earth packs some mez. I can hold bosses in about 2 seconds even outside of Domination thanks to Seismic Smash. I also get random AoE stuns. I can Power Boost when Domination is down to get super-long mezzes. Then throw down Creepers to do damage while I crunch badguys. The two combined have really high mez and really high damage. Really wild toon. I'm looking forward to adding Soul Drain to all that!
  3. Quote:
    Originally Posted by Slashman View Post
    Teamwork isn't made vital by having blatant deficiencies. That basically makes each person have to perform a role regardless of if they might want to do something else at any given time. That's not encouraging socialization so much as one dimensional thinking.

    That sort of thinking is something that makes me nauseous because it puts images in my head of needy people who crave 'belonging' and have to seek it by being a vital link in a carefully laid out chain.
    There are classes that do it all though, so people who want to do it all can. But we also have niche classes that people can pick from.

    Some people here seem to want classes that do everything. Some people here just want classes that do one thing so we have to team. But we have some of each, so there's something for everybody. There's no need to rebalance Defenders so they can fight. We have support ATs that can fight. Soon enough you'll be able to play them on whichever side you want. Defenders are there for people who don't care if they can fight or not, because they want to be totally rockin' on buffs/debuffs.

    Quote:
    Originally Posted by Samuel_Tow View Post
    We're talking about concept here. "A single target hold from an epic with a long recharge" isn't exactly concept, now is it? A Dominator is not a dedicated damage dealer. I've played Dominators, and they are not damage dealers. Yes, they deal damage, but their focus is not damage. Nor are their damage-centric abilities all that impressive, either visually or practically. And if I want someone to reign destruction, I'm going to want massive fireballs and fire from the sky, not smoke and fire cages.

    You're not going to win this one. It's my concept, I choose what it should be. Doubly so, since I'll be able to have my cake and eat it, too, very soon, so I don't see why that remains a problem.
    Firstly, I'm not trying to "win," I'm trying to understand. And it's not a "problem" so much as me comparing my concept to yours. Personally, If I was to make a "fire mage," my first thought would be Dominator. Because in my concept of mage, the person would want to have all sorts of spells and abilities, and the only thing a Blaster can do is cause harm. Dominators can do so much more. I like Blasters, but if we're talking concept, Dom makes so much more sense to me.

    I disagree that Doms aren't damage-centric. Castle even said he was worried about suggesting the Dom change because the numbers he was suggesting would basically mean that Doms have two primaries. Secondaries are usually built to be weaker and to augment the primary, but in the case of Dominators, they have the highest base damage of any toon you can make redside. If that makes them "not damage dealers," I don't what to say.

    Per Castle, they have "two primaries" now, and their main focus is to mez AND to do damage. My Plant Dom tends to use about 2 mez powers and then goes right into laying down the hurt from that point on. I'm not sure how everyone plays Dominators, or how people think Dominators are "supposed" to be played, but if I spent more time mezzing than dealing damage, I would feel extremely useless, and probably would be.

    How long ago did you play Dominators? Because my Doms are definitely damage dealers.
  4. Quote:
    Originally Posted by Border View Post
    Speaking for my server, I think they're easier to get because Blueside content is run so much more often then Redside.
    Quote:
    Originally Posted by Aura_Familia View Post
    And as other's have said and you've alluded to the issue is less folks run LESS villainside content on some servers.
    Quote:
    Originally Posted by Clouded View Post
    On Freedom, I'll see at least 1-2 STFs a night being formed in various global channels but I rarely see a RSF being formed (maybe 1-2 a week, and that's being generous).
    I will admit (and think I already did) that I'd rather earn the Atlas Medallion than Marshall. If that was an option, there'd be a whopping one thing (unless I'm forgetting something) that you'd have to team for to get accolades redside, compared to at least 10 blueside. I can't say how hard it is to form a villain team to do stuff on various servers, but I'd be willing to bet you could form one villain team of 6-8 people to kill Scapyard once before you could complete 7 task forces and kill the GMs blueside.

    Though if it's just coming down to personal taste of "I don't want to solo them," that's a totally different argument than ease of attaining. I tend to solo through most of it fairly quickly, possibly teaming for cold demons and Family bosses (usually with 1-3 friends tops).

    And... I have a great VG, great SG, good global channels, and a lot of friends. So I have no issues getting people together for Scrapyard or LRSF, even if I have to schedule a night for it (can't usually do a PUG LRSF).
  5. Quote:
    Originally Posted by LuxunS View Post
    I've seen this posted before. I think the problem lies not in the actual requirements for the badges, but the difficulty in putting a team together red side to do them. Even on freedom its hard to put together teams for things that aren't tf/sf or farming related.
    The only things you need a team for are to do the LRSF and to fight Scrapyard. In comparison there are several things you need a team for blueside. 3 GMs, 13 AVs, 7 TFs... That's at least 10 teams just for the GMs and TFs.

    I can't speak for every server, but I have a nice VG full of people who are happy to help kill Scrapyard. LRSF is less frequent, which is why it's the only one I'd do blueside.
  6. Dispari

    CoV: RWZ

    Quote:
    Originally Posted by Scythus View Post
    Typical heroes. Too daft to understand the complex principle of entropy. Who needs stuff when none of it will ever last? Life is the opposite of order, and order must reign supreme.
    Can I have your stuff?
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    That depends on what you prioritise as the general output of a mage. In my universe, a mage with the power of fire would generally focus on burning things first and foremost, and do fancy tricks like making cages out of fire on a distant, like, fifth. Which is why choice is a good thing.
    Even when the overwhelming majority of foes don't just fold under a hit of damage and will persist and bother you? Many of which can easily kill you if you don't do something about them, and some of which can mez you if you don't mez them first? It seems like a mage would bring more than just damage (your example states fire, and fire does NOTHING else) to a fight. After all, if damage isn't working... well, you can't do anything else. You aren't taking other abilities 5th, you're taking them... never. Unless you count a single target hold from an epic with a long recharge.
  8. Quote:
    Originally Posted by Samuel_Tow View Post
    Let me put it like this. If I have a concept for a very powerful... Mage, let's say, who's able to... Let's say lay waste to cities with fire. CoV-side, I can't pick a Stalker, for one because they're all smaller-scale fighters, and for another because they don't wield many of the direct elements (yet). I could pick a Dominator, but while their damage is decent, it's not quite decent enough for lack of Build Up, Aim and a decent selection of large-scale AoEs. They do have larger-scale control, but this isn't exactly what I have in mind. I CAN make a Blaster, and the concept is pretty much tailor-made for that, but I can't take that Blaster CoV-side... Yet. Once I am able to, I will have no complaint to make regarding AT balance.
    I think the concept of a mage fits Doms better than Blasters. All Blasters can do is deal damage, while Doms can do all sorts of creative things.

    Anyway, there's one secondary with BU, one secondary with Aim, and one secondary with Fiery Embrace. And the only one really lacking in AoEs is Energy, unless you're counting nukes.
  9. Quote:
    Originally Posted by LostHalo View Post
    As long as they don't use CoV's Accolade requirements as a guideline. Even after supposed fixes, the villain-side requirements are still dumb as hell.
    I seriously don't get this. Who keeps insisting this? Why do people think it's still true?

    Villain accolades require less GMs, less AVs, less task forces, and less kills. CoH requires 7 task forces, 13 AVs, 3 GMs (or more, I forget, but it's at least 3), and more kills. Not only that, the kills are on insanely irritating things like Sorcerers and decoys.

    I've earned every single villain accolade at least twice. All the HP/end ones can be earned in just a few hours (I have the full set of HP/end on 5 toons). I've never once earned Eye of the Magus or Task Force Commander, and Portal Jockey only once. You'd be hard-pressed to earn Task Force Commander in any reasonable amount of time. And enjoy doing 6 TFs that are just 10+ kill-alls of the same gang in a row. On every character.

    The only annoying one redside is Force of Nature since it requires so many kills of Longbow and PPD, and the arson badge is buggy. But considering the blueside equivalent is Geas which requires over 1600 kills on enemies that only exist in one zone, a TF, and 2 GMs, I'd say that's about even. And the only one I'd say is easier or faster on a hero is Atlas Medallion. And only because you have to get a team of 8 to do half of the LRSF to get Marshall.

    If GR lets me mix-and-match for accolades, I'll be getting EVERY accolade except Atlas redside.
  10. Quote:
    Originally Posted by Artemis_Alencia View Post
    My fiance really has his heart set on a Blaster so I am thinking of a melee type but I guess I could go Fire/Kin for the damage and lockdown while he blows things away. I am somewhat worried of losing Agro with a scrapper (I havent played as a scrapper yet only a tank and I think I will miss taunt) but I guess with the amount of damage they do it could hold the agro mostly.
    I've heard that Blaster + Tanker is a pretty good combo. The Tanker is durable enough so as to not need much support (if any). And he can hold all the aggro to keep the Blaster safe, who can sit in back and decimate as much as he wants. It should play out similar to the Brute + Corruptor duo.
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    I'm not saying it's bad and everyone should hate it, but at the same time, I enjoy flat stat characters as well, and CoV plain doesn't have access to those. Or doesn't at the moment, at least. Taking Blasters villain-side will be one of the first things I do. Not because I think Blasters are cooler than villain ATs (they're actually last on my list of favourite ATs), but simply because CoV lacks a simple, straight-forward, no-frills outright damage dealer that doesn't have to jump through twelve hoops to even see his damage.
    I pretty much disagree here.

    I plan to take Controllers, Blasters, and Scrappers over to redside. But I also plan on taking Doms, Brutes, and Masterminds over to blueside. I don't care about "base stats" or "gimmicky inherents," all I really care about is how the toon performs on average.

    As far as lacking solid damage -- a Blaster has 1.125 range and 1.00 melee. They also get a highly-gimmicky inherent which rewards them for fast attack chains. Like Brutes. Nobody would argue that Blasters are among the highest damage dealers. But...

    Even if you discount Brutes (which if you're in combat at all, unless you're among people who are sapping all the aggro, should have at least 50%-80% Fury and be doing fantastic damage), there are several redside ATs that do great damage right out of the gate.

    Stalkers and VEATs all do 1.00 damage. Stalkers will also get at least a 10% crit rate. Even without inherents, both Stalkers and VEATs are doing quite good on sustained damage. No gimmicks or hoops needed, they just flat out do 1.00. Granted Stalkers aren't usually that sought after for teams, because of their lack of AoE (in my opinion at least). But VEATs are always a good choice.

    Doms also have 0.95 range and 1.05 melee, averaging out to somewhere around 1.00 depending on how range or how melee heavy your secondary is. I tend to consider Doms the Blasters of redside, because they're squishy and high on the damage. I have a Plant/Earth Dom I play like a Blapper after the confuse toss. I can't express how fun it is to hit someone over the head with Seismic Smash with a 1.05 damage modifier. And then swing my hammers around.

    And MMs, between all their pets, do very good damage. I'm sure the math would be pretty complicated (since they're lower in level), but even though the pets have low modifiers like 0.35, you get six of them.

    So unless you consider "summon your pets" as jumping through hoops, or consider damage scales of 0.95 to 1.05 to be inadequate for damage, there are at least 4 ATs redside that come right out of the gate doing great damage, no hoops.

    If you're looking ONLY at base damage scale:

    1.200 - Squid form for Khelds
    1.125 - Scrapper, Blaster range
    1.050 - Dom melee
    1.000 - Stalker, VEAT, Blaster melee, Dwarf form, pet (non-MM) melee
    0.950 - Dom range
    0.850 - Kheld human form melee
    0.800 - Tankers, Kheld human form range, pet (non-MM) range
    0.750 - Corruptor, Brute
    0.650 - Henchman 3 melee, Defender range
    0.550 - Henchman 2 melee, henchman 3 range, Controller
    0.450 - Henchman 2 range, henchman 1 melee
    0.350 - Henchman 1 range

    Overall, Scrappers and Blasters are the top damage dealers right out of the box (discounting squids). You have 4 villain ATs that are right below that before you even reach the next lowest damage dealing toon for base stats. And MM pets range from 0.35 to 0.65, but again, you get six of them. So if Blaster/Scrapper damage is your baseline for adequate damage, those are the ONLY two ATs you can ever play. Except maybe a squid-only kheld.
  12. Quote:
    Originally Posted by Local_Man View Post
    An Earth/Rad Controller can stack ungodly amounts of -Defense, with Quicksand, Stalagmites, Stone Cages, Radiation Infection, Earthquake and even Salt Crystals, Fallout and Stone Prison.
    Quicksand is -25%, EQ is -10%, and all the other four earth powers are -20%. RI is -25%. Fallout is -30% but I wouldn't rely on having that. All-in-all, that's -140% not counting Fallout (-170% with). Two of those are autohit, many are AoE, some are stackable.

    Dom values are lower, but the pets are the same (cause they're pets). So Dom gets -15% from all the earth powers, -25% QS and -10% EQ. But rather than one or two powers out of your secondary, your whole secondary will debuff defense. And the powers vary in strength from -15% to -30%. Thorn Burst is a PBAoE and Fling Thorns is a 30 foot cone, and together they do -45%.

    ST options are even nicer with things like Impale doing -22.5% and already lasting nearly twice the recharge. With the Earth powers and the two AoEs, that makes -140%. So before Fallout and before any ST Thorn powers, the two sets are tied at -140%. With the ST powers, the Dom would pull far ahead because it'd only take one Ripper (which is technically a melee cone) or one Impale and something else to beat the 30% of Fallout.

    Plus, Dom gets Thorntrops to more easily floor move speed, and Aim just in case you have trouble hitting to begin with. Or in situations where all that massive -DEF isn't working (like against Mako).

    Food for thought.
  13. Dispari

    CoV: RWZ

    Quote:
    Originally Posted by Zombie Man View Post
    My list was referring to enemies fought cooperatively at the same time. If we listed all the foes fought both side fight separately.... well that would be almost all factions.
    Oh, I see.

    Where's the Hamidon co-op zone again?

    Yes I know you probably mean the mini-Hami during the LGTF!
  14. Dispari

    Blaster Nukes

    Quote:
    Originally Posted by Mr_Connery View Post
    for Targeted AoE nukes...you won't get optimal damage and recharge, you'll have one but not the other with 5 slots.
    1) Positron's Blast: ACC/DMG
    2) Positron's Blast: DMG/RECH
    3) Detonation: DMG/RECH
    4) Air Burst: DMG/RECH
    5) Standard IO: RECH

    ACC: 26.5%
    DMG: 95.9%
    RECH: 98.29%

    You also get 2.5% recov.
  15. I have two story arcs, one published and one in progress. I plan on working on one when the filesize is upped. And maybe when the custom options are unlocked more. Right now I have more things than can fit in one story. The other one that's published I currently dislike due to the random ranged attacks added in. I'm not messing with either one until some upgrades appear. But I do have some stories I want to tell.
  16. Dispari

    Brute - Dom

    Nothing wrong with SS/Inv. I have an Elec/Inv that I use to farm +2/x8. And SS I'm pretty sure outdoes Elec in damage (I just find Elec more fun). You'll get the benefit of high damage, extremely high accuracy (20-60% ToHit unslotted!), and great RES to the most common damage types. SS/Inv should hold you in most content, even with just SOs.

    If you start trying to min/max and do really crazy stuff, I'd shoot for Tough/Weave, bonus recov and end reduction (you'll need it), +recharge, +HP, +regen, and +S/L DEF. My invuln is slotted up to soft-cap S/L DEF with +15% HP and some other mix of the other stats to keep her going. She can handle just about anything save severe psi. So slot and flavor to your liking.
  17. Quote:
    Originally Posted by NightErrant View Post
    CoV is extremely linear in comparison to CoH.

    So every villain always goes Mercy-> Oakes -> Cap -> Sharkhead -> Nerva -> Martial -> Grandville.

    However, at level 35 you can deviate and focus on RWZ or Cimerora, but other than that there's not much deviation.
    I usually just did Cap, Shark, Martial, GV. You can skip over Nerva if you try. And I often get friends to speed me past the low levels.

    Though these days I might just stop going to GV. The painful navigation combined with annoying ambush enemies with web grenade plus the newspaper being 90% gangs you don't want to fight means I hate the zone. I'd rather end my days in RWZ, exemped in Martial, or in an AE building.
  18. Dispari

    CoV: RWZ

    Quote:
    Originally Posted by Zombie Man View Post
    So you're talking about Requiem in Cimerora, then, no?




    They apparently also agree to hate more than each other:

    • Anthropomorphic manifestations of Winter.
    • Overzealous Longbow.
    • Traitorous planetary defenders.
    • Redcaps and their allies.
    • Enemies of DJ Zero's friends
    • Friends of Requiem, regardless of time period
    • Hamidon

    Oh, and invading alternate dimension mutated humans.
    Don't forget everything in the Shadow Shard. Villains don't get to go there very often, but when they do they sure don't make any friends.
  19. Complete answer: We don't know.
  20. Of all the duos I've done:

    Two Blasters:
    Blasters work okay as a duo. They're squishy, but do high damage and you can focus fire and alternate taking alphas. It takes some expertise though, so not for beginners. It can also get painful in some level ranges though, and eventually you may want to resort to teaming.

    Two Controllers:
    Two controllers can be great at high levels. You end up with buffs and a lot of mitigation through mez. The problem is, 1-31 and sometimes even 32-40 can be really, really slow. You're safe and all, but you just take forever to kill enemies. You also end up burning blue.

    Two Scrappers:
    Scrappers can dish out damage and take it. So they can do most content in the game fairly well. In a duo you shouldn't have to worry about crazy stuff most of the time. There are certain gangs and situations that are anti-melee though. But Scrappers are kinda point-and-click.

    Two Brutes:
    Like two Scrappers, this can go well because they take damage and dish it out. The problem comes when Fury is factored in though, meaning one person is usually struggling to get Fury while the other person has it.

    Two Corruptors:
    Corrs are great. They do good damage and buffs/debuff. If you get the right mix of sets, you can get a duo that can handle nearly anything. Dark, Rad, Cold, Storm, and Traps would all work well for keeping eachother alive and keeping badguys down.

    Brute and Corruptor:
    Not much I've seen that outdoes Brute and Corruptor together. The Brute takes all the aggro and protects the Corruptor. Brute gets full Fury and gets to do damage. Corruptor sits in relative safety behind Brute's aggro, buffing, debuffing, and dealing damage. The two together have everything but mez (and you could even have that with the right combos).

    Two Dominators:
    This one's tricky. It's like two Blasters. You have good damage and the relative ease of locking enemies down, but you're also still squishy and one mistake can have you both dead. Generally Doms fit better in team situations.

    Two Masterminds:
    Like the Brute and Corruptor duo, this has everything. You can have the safety of hiding behind pets that are buffed by both of you (I'd avoid sets like Thermal and FF though, for sanity reasons). With the right setups you can sit behind pets that are blazing enemies into dust. Traps is a good set to have passive protection for you and everyone's pets while also having stuff to do in combat. Pain is a good choice too. Dark and Storm are also debuff-heavy enough so as to keep the enemies down.

    Plenty of other combos out there of course. Those are just the ones I've personally done up to a respectable level, and my personal experiences with them.
  21. Quote:
    Originally Posted by Samuel_Tow View Post
    When CoV rolled out, there was not a single AT with a decent damage modifier, and from what I saw, not a single AT with any really impressive modifiers of any kind at all. CoH-side, if I wanted to deal damage, I could always pick a Scrapper or a Blaster and just out and out deal damage. CoV-side, I had to choose between Brutes with 0.75, Corruptors with 0.75, Dominators with... How much did they have before the changes? Stalkers with 0.9 or Masterminds with something like 0.55, though for them this isn't terribly relevant. Yes, some of them could kind of manage it by use of their inherents, but in actual gameplay, this played out as much like a gimmick as it did like a direct strength. Now, of course, these days we have Stalkers with 1.0 and Doms with 0.95 ranged and 1.05 melee, so we sort of do have direct damage dealers, but this about my impression of original intent, rather than current reality. As we've all seen, the original intent for City of Heroes was something very different to what it mutated into by player disregard.
    I'm not sure I really understand what you're saying. Your argument sounds like you're saying the CoV ATs suck without their inherents. But you can't play a Brute without Fury or a Stalker without Assassination, so you can't JUST look at their base numbers and say they're weak because of it.

    Whether you feel it's a good idea or not, the CoV ATs rely more heavily on their inherents than the heroes do. In fact, a few of the hero ATs could not have inherents at all and you'd barely notice. Hero ATs were designed and balanced before inherents existed. As a result, they're weaker, to make sure the classes aren't unbalanced after the change.

    CoV ATs are designed to have their inherent powers. Stalkers start off with hide so that they come out doing controlled crits at level 1. And as much as you seem to think so, there's no situation where you're going to run a Brute in combat and have 0 fury all the time, making the Brute do crappy damage with his pitiful 0.75 modifier.

    It didn't matter that all the ATs had low base damage modifiers. All that mattered was that Brutes did great damage with high Fury, Stalkers had controlled crits, and Dominators had Domination. Corrs can debuff and scourge, and MM damage is dispersed through their pets.

    You may view that as too gimmicky, but you still can't discount the benefit of the inherents in normal play. The gimmick may make the ATs not fun for you to play, but you're missing half of the picture if you just look at a Brute and say "He has low base damage."

    Quote:
    Secondly, the changes and additions the CoV ATs have undergone over the years directly depict, in my eyes, that the original design put a little TOO much faith in gimmicky inherents and a little too little in decent, strong AT modifiers. I'm not sure what led to Masterminds getting Bodyguard, so I'll skip those, but let's look at Stalkers. By everyone's admission, their design was really, really not what it ought to have been. They are, in fact, one of the instances I can point to and define "decent," as they could both solo AND team somewhat, but no-one really ever picked them, because they could do neither decently, and the fix for them was a straight-line buff. Stalkers got more damage, more hit points and then more damage besides via additional criticals. They went from a gimmicky AT that more or less HAD to hit and run to one which probably ought to, but can also stand and fight in a lot of cases, simplifying and strengthening them in the process.
    I don't think the changes were a sign that the inherents were too gimmicky. I think it's more a sign that the classes themselves were unbalanced or the inherents poorly designed. If anything though, an AT needs to end up with good stats, whether they do that through pure core stats, through a significantly strong inherent, or both. Stalkers originally didn't have either, and Doms were great but only with certain builds which lead to a smoothing-out of their performance curve. Brutes attain their awesomeness almost entirely because of their inherent, but it's because the inherent is more or less reliable in all situations (unlike Domination was).

    Brutes were never changed, and they have probably the most gimmicky inherent there is. You have to maintain constant combat and be under attack as well as attacking to have the benefit from your inherent. And if you don't have it, you do less damage than all the other melee types. If that's not gimmicky, I don't know what is. However, as its endured the test of time, it shows that Fury was well-designed, if gimmicky.

    Stalker inherent was changed to be usable in more situations, more often. The AT also gained core stat buffs, but if the AT was going to be balanced around pure core stats like some of the hero ATs, Assassination wouldn't've been buffed so much. I would even argue it's LESS gimmicky, because Stalkers used to only crit when enemies were mezzed, meaning you needed a pocket Dom.

    Domination could have perhaps been viewed as too gimmicky. But it still is. The thing was, Domination used to have a large +DMG component, making having Domination on as often as possible the intended goal for all players. Now that the damage is inherent to the AT instead of tied to the power, it's not as needed. However, Domination still offers numerous combat benefits, and having it around often is still a good idea. The basic gimmick of the power, to attack enemies so that you can enter an uber state where you're more powerful, is still in tact. It's just less sought after.

    MMs got bodyguard because they were so easy to kill and all you could do was throw pets at badguys. I always thought the MM inherent power could just be coded into the core stats of the pets and then there wouldn't be a need for the bonus. So I always felt it was kind of a weak inherent. But I recognize the need for it, since it promotes keeping pets near you.

    Quote:
    I just wish that there were a hybrid character who could perform well without the need for gimmicks, but I have little hope that will ever happen. Even if Going Rogue brings us new ATs, which I hope it will, but it probably won't, they'll likely be even more gimmicky.
    The "need for gimmicks" as you call it isn't a problem. It's just a different way of designing classes. Take a look at Tankers and Defenders, who have the weakest inherents in the game. They also do weak damage, and are some of the most unpopular ATs. And there are always people trying to suggest a better inherent.

    Not everyone feels that the "gimmick" is a bad idea. But at the same time, the gimmick doesn't have to be overbearing. Scrapper gimmick is just random crits. The AT doesn't heavily rely on them, nor is it something you even need to think about.

    There are quite a few reasons why inherents exist. One reason is to give variety between the ATs. Without inherents, the difference between a Stalker and a Scrapper, or a Corruptor and a Defender is just modifiers. Inherents allow an AT to focus their strengths and weaknesses more specifically than just a boost to a core stat would. Stalkers are a good example of this. Instead of having crits, the AT could just do a lot more damage. Instead, the damage is focused around times when you're sneaking and hiding. And in theory (although most people disagree and think it's a crappy design anyway), the Defender inherent is meant to highlight performance when you need it most.

    There's also the fact that inherents can just be fun. A Scrapper's inherent is so basic and automatic that you could just replace it with a flat damage boost. But that wouldn't be near as fun as randomly seeing large crits pop up and one-shot enemies. Or counting how many crits in a row you get.

    tl;dr version: Inherents are good, inherents exist for a reason, "gimmick is bad" is not universal, don't ignore inherents when comparing ATs.
  22. Quote:
    Originally Posted by Arcanaville View Post
    In actual fact, any player with a pulse is going to outpace both Tankers *and* Scrappers at lower levels (crits are going to add some damage, but on average they are only good for about 7% more damage on average).
    On average, yes. But on average, are you sure that on average the crit rate is about 7% on average?

    Your analysis is pretty good though. I think if I was to play another Brute I'd forgo slotting damage in the low levels entirely, and focus more on end.
  23. Quote:
    Originally Posted by Eric Nelson View Post
    Won't someone think of the giant turtles?????
    You know, I was ready to roll my eyes at this whole "giant turtle" thing, but I went to DA to check it out myself, and couldn't believe what I found!

  24. Quote:
    Originally Posted by Golden Girl View Post
    GR will make this way more complex too - like Hero teams can have Vigilantes on them, but a lot of Vigilantes could be in Villain zones when you do a search
    Yeah. SOME upgrade to the system is going to have to be done.

    If I'm a hero, and I want to invite a rogue, can I see them in the search?
    If that rogue is in Cap, can I still see them?
    Can I invite someone in Cap if I'm in Atlas?
    If I'm a hero, do I see pure villains or only rogues/vigilantes?
    How can I tell which version of Ouroboros they're in?
    Will villain zones be added to hero searches and vice versa?

    Lots of unanswered questions so far. vv
  25. Quote:
    Originally Posted by Sardan View Post
    As nice as your suggestions are, they'd lead to unsolicited tells to team leaders.
    Not if we can also clearly see that the team already has 8 people in it.

    Though you're right that a "looking for more" flag would be useful too. But also have some "not looking for more" flags and things.