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Quote:Just to note, +ACC doesn't do that much to +DEF. In fact, you should be glad they changed it. Previously almost all the bonuses were +ToHit. Now only the Kismet unique is, and only +6%. You should also be glad they did what Arcanaville suggested, and implemented elusiveness, meaning +DEF sets actually reduce and counteract accuracy (in PvP).Speaking as a MA/SR scrapper ... the absurdities of accuracy set bonuses (and how high they can stack up) always felt like the devs were saying (to the DEFensive powersets), "awww, your entire primary/secondary is still managing to protect you somehow? here let us FIX THAT so it's completely worthless all the time (in PvP) by default."
How many player powers have Defense Debuff on them? About * 50 * of them.
How many player powers have Resist Debuff on them? About a dozen?
How many player powers have Regeneration Debuff on them? Do I even need a second hand of fingers to count that high?
Which protection scheme collapses most catastrophically from cascade failure brought about by Buffs and Debuffs? DEFense.
Which protection scheme intrinsically resists the very Debuffs meant to Debuff it? Resistance.
"Hey ... there isn't enough +Accuracy sloshing around in the system yet! Let's add more on, like ... half the IO sets we're gonna put in the game! And let's make the bonus really HUGE! Like, 3 to 5 times as huge as any of the global mezz duration bonuses or resistances or the defense bonuses or resist bonuses or ... well ... anything except RECHARGE! Yeah, that'll be popular!"
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Quote:Rikti are pretty laughable for Widows and WP toons actually.Stacking -defs. Every. Freaking. Attack.
Even their thrown spears (Pilum's, for you history bods) have -def.
Vanguard are death for Res toons.
Cimerorans are death for Def toons.
Rikti tend to splatter anything without discrimination (i'm looking at you, Chief Soldiers) -
Quote:I'm someone who switches targets almost constantly because I'm OCD and hate to waste a high damage attack on someone with low HP. I also enjoy playing sets that reward me for target-switching. I love Elec because I get to bounce around to use Thunderstrike and Jacobs Ladder to hit the most targets possible, and make sure I'm dropping Chain Induction on someone who will survive the impact so it'll jump.The knockback in Crane Kick, if used badly, will occasionally cause you to run a few feet forward. How this is worth any significant level of complaint is beyond me -- it doesn't affect DPS worth a damn, of course, since DPS only matters for high-hitpoint targets like AVs, and they seldom take any effect from knb. It doesn't "scatter," since it only moves one guy and you're a hard-hitting, single-target attacker who will certainly be able to finish off that one guy, yet inexplicably I have heard AoE players complain about it.
That's sort of a silly little introduction so I can explain why I like Crane Kick and what I do with it. I tend to switch off my current target and Crane Kick a separate target so he goes flying. The result is good mitigation while that guy has to get back up and run back over, usually in time to be kicked away again. It works especially well with ledges. -
Quote:I don't know. Part of the fun I have is being challenged. I do +2/x8 with a Brute and build my characters so they can handle really challenging situations. I've been trying to build one of my other toons up to do AVs and Pylons and stuff.Maybe they should consider that a pretty significant portion of their player base has been playing the game for years without that sort of "challenge", and they don't need to resort to it for us players to enjoy the game. To me it smacks of the game master who so desperately wants their NPCs to win against the player characters and will take efforts to see to it they do regardless of whether their players enjoy the results.
Sure we've been going for a long time without much craziness, but we still do have some difficult and challenging content. Large numbers of enemies seen in the Mothership Raid is challenging. Big tough AVs with lots of enemies around is challenging, like in the LGTF. LRSF with a big group of AVs is challenging. ITF battle is hardcore. Reichsman battle is tough. Hamidon is tough. Yeah, not everything should be totally off the wall, but if all the content is the same non-challenging content, the game would get boring for a lot of people.
For an encounter designed for 2-3 teams, you need something to pose a threat or else he's just a big sack of HP. It's not based on huge spawns of ambushes or multiple simultaneous AVs/GMs. If the devs really wanted their NPCs to win they could just load him up with autohits and stuff. They don't want him to win, they just don't want him to fold over like a house of cards.
The way you make it sound, people would prefer he just stood there and didn't do anything. And without any gimmicks or new mechanics, that's pretty much what he'd be doing when it's 20+ people against one GM.
Again, I don't really like the gimmicks they came up with, but I like that they're trying to do something different. -
Quote:As far as I'm aware, there is a 24 hour period. I personally know someone, as well as have seen a couple threads, who lapsed but only for a few hours. The petitions they sent got answers saying that since it wasn't disconnected for more than a day, they were still in the running.Yeah would be nice if there was say a 24 hour breathing space allowed between acounts going active/inactive.
Either way, i got mineNow according to my accolades, im a
LOYAL V.I.P!!!! oh yeah
If the record shows that at the start of the day on the 12th, and the end of the day on the 12th, your account was active, seems like it wouldn't be an issue. -
Quote:No, I know that. I'm saying not only is Traps able to do stuff for a whole team, but it's a more well-designed set.Just to say it, Devices isn't SUPPOSED to do it for the whole team. It's a BLASTER secondary. Blasters don't use buff/debuff powers to support the team.
What I'm saying is that in the same way Thermal Radiation is Fire Armor for your team, Traps should theoretically be Devices that you use for your team. Instead it's a WAY BETTER Devices that you use for your team.
Devices is full of powers you can rarely use, or are hard or annoying to use. The huge setup time, or the interruptable nature, or the fact that you have to keep using them (the pet) make it a really unfun set. And even if you were using them, it takes way longer to do what other sets can just do directly.
As you say, it lacks direct melee damage. Really, it lacks direct damage period. All the powers it can use to do damage with (besides trivial caltrops or taser damage) are interruptable, and thus can't really be used in combat. The main issue with Devices is that none of the powers are actually usable in a fight. They have to be used before, or at the very best, while someone else is keeping baddies entertained.
The second painful issue is that the powers all have limited or minor impact. Targeting Drone is cool, but for a good 95%+ of the game you don't need a ToHit bonus. Cloaking Device is nice to stack with other stealths, but it doesn't really help you kill badguys or stay alive. Gun Drone is useful, but you spend way too much endurance and time summoning it. The whole set is full of stuff that just doesn't contribute much to an actual fight, or if it does, is a big hassle to actually set up.
Traps took a hint from this. Its buffs aren't interruptable. They don't take 8+ seconds to take effect. They all have a clear and intended effect, varied though they may be. Devices should be redone this way. Remove all the unnecessary setup times, make the powers more meaningful, and remove the godawful cast times. This applies mostly to Cloaking Device, Time Bomb, and Gun Drone.
Triage Beacon, Acid Mortar, Forcefield Generator, Poison Trap, Seeker Drones. All of these have a cast time around 2 seconds, none of which are interuptable. True it's also stuck with Trip Mine and Time Bomb. But the new powers were designed to make it a gadget set that has powers that are usable in just about any situation, which are quick to set and benefit from. Gun Drone is a pain in the rear. Cloaking Device does very little. Targeting Drone, while nice, has limited benefit in the vast majority of the game (outside of allowing lazier accuracy slotting). Devices needs to be made more player friendly, with powers that are more universally useful.
Oh, and Time Bomb sucks no matter what set it's in. -
No, you still have to drop whatever you're doing and go run an arc at 40 or else you can't have them. You can train to 41 and not have the option of an epic at all.
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Last we heard, BABs and crew were looking to fix Claws, DP, and probably AR (if that's what he meant by "shotgun mode").
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Quote:That much I agree on.I agree. At least with Devices there is only one power that is conceptually bad, and even then we can skirt the edge of the Cottage Rule by at least keeping it as a power that makes a large explosion, all that needs changing is how the explosion is delivered.
Changing the entire nature of a power is the cottage rule. Changing Time Bomb to Seeker Drones would be a cottage replacement. You go from a big nuke-recharge explosion to a debuff/mez power. Way too drastic of a replacement. If however you replace the big nuke-recharge explosion with a big nuke-recharge explosion that just does it a little differently, that seems okay. In fact, those powers are so similar that it's hard to even come up with a proper analogy that would be roughly equivalent in a power exchange situation.
The other non-cottage thing I support is simply adding things on. As long as the basic nature of the power remains in-tact, I think it's okay to add extra effects. Hence, my suggestion to add crits to Cloaking Device. The nature and purpose of the power remains, but it gains another effect. It's not a whole new cottage, just a new wing.
I'm on the fence about changes such as Conserve Power -> Energize. The basic nature of the power remains, but overall it was changed drastically. Most people don't care that CP was altered because it was just that bad of a power. But if they were to make a similarly drastic change to another power, it could either turn out really good or really bad. It's not a FULL cottage change, but it can still be a bad choice based on the way it's handled. I can hardly imagine many people thinking the change to Energize was a bad move though. -
All I know is my friend was on a resub, but the card on file was frozen. She didn't think about it until a few hours later, and switched cards out. She has an email form support saying she wasn't deactivated long enough to be disqualified, so she sent that email as a petition to get her badge.
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MA is kind of like a mini-SS. In a way, a lot of the Scrapper primaries have weaker or less frequent secondary effects. It seemed to be one of those common classic themes that are slowly disappearing as we have proliferation and new sets, like how the "Brutes/Tanks are all about high damage, slow attacks," mechanic poofed with Dark Melee, Dual Blades, and more recently Claws. I think if SS is given to Scrappers, MA will have to be reconsidered.
SS has pretty consistent and powerful knockdown effects, with a guaranteed mag 3 hold on one power. MA is split between knockback and stun, and CAK which is just kind of random.
Then there's Rage vs Focus Chi.
Other sets tend to have a niche, like Fire doing high damage, Katana being highly accurate, DB doing combos, and stuff. MA's niche is stun/knockdown, but it only has a couple powers for each, so it can't reliably do either. And when put alongside SS, it would likely fall behind in pretty much every field. -
I actually thought this was going to be a troll thread just from the title. Even if it is a quote, taken out of context, it can sound quite offensive. So I can see how it might upset someone.
If this is your second offense as you say, I'd be much more careful choosing words for broadcast. -
I was actually doing this in Cap. Starting from Black Line, first jump is from ground level, onto a plane, onto a rooftop. From there, I leave autorun on and try to see how long I can go before I trip and land on the ground.
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I got mine.
Friend of mine has to file a petition. She only let her account lapse for a few minutes, and support told her that she'd still be in the running, but hasn't gotten the badge. -
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Seems like it would be easier to just wait for GR and side-switch for these.
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Quote:I'll give that a shot, though...I've had this issue from day one, and found a workaround. Whenever you are "done" with your current viewing of the boards, LOG OUT.
Then when you come back, log back in again. Everything that you've viewed in that session should be marked as read. Try it out and tell me if it works for you please.
That's annoying, since then it marks EVERYTHING as unread and I have a subscription list of over 100 threads which will all take me to the first post until I "read" it. As an OCD person, I insist on clicking through every thread so they show as read.
After testing it, it seems to have worked, as one of the previously persistant threads allowed me to click it twice and go to a later post in the thread than the first post.
*sets to work clicking the last page on 103 threads* -
I'm having a new issue and I wonder if it's just me.
New threads created after a certain date are not being marked as read for me, no matter what. Older threads that I'm subscribed to that are older than a couple days will work fine. But all new threads, even if I click the thread, click "go to first unread," click last page, or even POST in the threads will stay "unread" and always always take me to the very first post.
Like I said, older threads work fine, but newer ones just plain don't change off of unread. It's really annoying when there are a bunch of threads in my subscriptions that are marked as totally unread, and clicking "go to first unread" takes me to the OP, even if I've made several posts in the thread.
Not only have I closed my browser to try and fix this, but I completely rebooted. Anyone else having this issue? -
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Quote:Funnily enough, I agree on snipes but not on nukes.I'd also completely do away with all of the sniper attacks in those sets. That's one power that really has no usage considering its balancing metrics in comparison to other ST powers.
Similarly, all blaster tier 9s would become endurance draining nukes, rather than just some of them. Again, like the sniper sets, the balance metrics don't work right with the other tier 9s in blast sets. The tier 9s with low recharge values, in an era of City of Kins and City of IOs, creates far too much redundancy of powers.
Snipes are really dumb in my opinion. They don't do anywhere near enough damage to be worth what they do. They don't do that much more damage than your regular attacks (in fact, Total Focus does more than a snipe). The powers have long animation times and are interruptable, meaning you can't use them in combat. So you pay for a long animation power that barely does more than your normal attacks that you can only use once per fight. Or... you could just run in and use Total Focus.
However, your comment on nukes confuses me. The most popular Blaster for farming is Archery because of its tier 9. Not that I don't enjoy my Nova on my Energy Blaster. It crashes all my stuff and prevents me from using any powers for a while. It's fun to do a huge boom, but the long recharge means I can't rely on it. It's still not really overlap, because it doesnt' fit into an attack chain. It's a once-per-fight thing, while the crash nukes are once-every-few-fights thing. Anyway, Nova is 305 damage with 360 recharge while Rain of Arrows is 225 with 60 recharge, so do the math. -
Quote:With the way we can stack buffs in this game, there's a big issue with things being either too easy or too hard. With 2-3 teams of people fighting one enemy, there's practically nothing you can do to make him any challenge. You can stack buffs up to 90% RES and 45% DEF, and dodge almost all attacks and reduce damage dramatically.I was told after the first test that the hold is a mag 100 version of Glacier. In short, there is nothing that can either prevent this or break out of it without significant stacking (10 Clear Minds for example).
I struggle to understand what's supposed to be enjoyable about being subjected to such an effect.
Outside of detoggling, unresistable damage, and massive mag mezzes, all of which are pretty much equally lame, he's just a big sack of HP. It's pretty hard to make an enemy that doesn't employ "cheap" tricks that can pose a threat to even a standard team of 8, much less 2 or 3 teams. It's also kind of hard to generate fun too. If it's too easy, it's a snoozefest. If he just does a bunch of irritating stuff like do unstoppable holds, that's not fun either.
The devs redid Hamidon to try and create an encounter that works for large teams, but it's way too gimmicky in my opinion.
I agree stuff like detoggles and mag 100 holds aren't that fun, but I can't really think of anything else they could do to make the encounter mean anything. At least they're trying. -
I've always found Devices to be a poorly designed set. By comparison, Traps does a lot of the same things, with added benefit of doing it for the whole team. It also does some far more useful things like the Forcefield Generator and Poison Trap.
1) Web Grenade is the only starting tier-1 on the secondary side that Blasters get that does no damage. Its cast time is also slightly longer than all the others except for Subdual. Another issue it has is that it causes redraw. While this is true of all the immobilizes if paired with a weapon set, Devices is the most logical secondary to pair with the weapon sets and thus creates a problem. It would be like if Fire/Fire somehow caused redraw. Recommendation: Damage (Toxic webbing? Electric?), and animations that allow it to shoot from a gun or bow (might open up a world of headache for BABs though).
2) Caltrops is a decent enough power depending on what you use it for. Skippable, but overall not terrible. Recommendation: Nothing really. There's nothing inherently bad about Caltrops.
4) Taser is a pretty lame power. While it does technically enjoy the benefit of range which most secondary powers don't, it's only 20 feet so it's not enough to really mean anything. Like Web Grenade, this causes redraw with weapon sets. In exchange for having a mere 20 foot range, it has absolutely zero secondary effects. Compared to the holds in Elec or Ice, it's very underwhelming. Only Energy has comparably poor effects, but it has other powers in the secondary to stack with and apply higher mag stuns. Recommendation: Hard to say. Maybe make it melee so that you can justify giving it more effects. Maybe more damage, longer duration, or at least bonus accuracy. And fix the redraw if possible, same as Web Grenade. Difficult to imagine what would make this power better while still making sense.
10) Targeting Drone is one of the really good powers in the set. It boosts accuracy by a large amount, and has a cool visual. Unfortunately, this power comes at the cost of Build Up, which all the other sets get. As a result, you have good accuracy, but no damage boosts. Accuracy is something that's rarely a problem for most well-built toons, although TD will allow you to pierce through DEF (being ToHit and all). Recommendation: This power can be left alone, though honestly I'd like to see it given a universal damage boost of a small amount, like maybe 10-15%.
16) Smoke Grenade is another power that just sort of is. It's not inherently a poor power, nor is it really fantastic. It's as skippable as Caltrops, even though it can be used to achieve some nice stealth options. By itself the power is decent. Recommendation: As with Caltrops, this power doesn't necessarily need to change. Unless redraw could somehow come off. But it's less of an in-combat power, so isn't as necessary as the others mentioned.
20) Cloaking Device is one power that has huge room for improvement. The main problem with the power is that it just plain doesn't do anything. It adds a small bit of stealth and a small bit of defense. But neither of these things is that significant for combat. Recommendation: Honestly, make it crit. Only the first attack, but you get a crit from it same as Stalker hide. This would make up for the set's lack of Build Up by allowing one attack when you open to crit. AoEs like nukes would only crit half the time. I can't crank out numbers off the top of my head, but it could be made 75% (like Widows) if a 100% damage boost would be too powerful.
28) Trip Mine is another one of the nice powers in the set. It can be a pain to use however. Being one of the only attacks in the set, it sucks that it's interruptable. The power isn't bad by itself, but on teams it can end up being rarely used. The best use of it is to lay several and lure a badguy into it, which basically never happens on teams. In the thick of a fight, AoEs may prevent you from ever using one. That combined with the long cast time can mean it rarely if ever gets used in actual combat. Recommendation: Hard to say what this power needs. Tentatively, I'd suggest removing the interrupt time and increasing the recharge time, making it into something you can use in combat, but make it less feasible for drop-and-pull strategies.
35) Time Bomb. Ah, where to start? It only does 40% more damage than Trip Mine, yet has a nuke recharge timer, and takes a full 30 seconds before it actually goes off, in addition to having an 8 second interruption time. You could actually easily lay 2 Trip Mines in that time, and do more damage. Any competent team would be able to mow through a group in far less than 30 seconds, and the only other good use of it is to run ahead and lay it in a separate group, which you can only do with full invisibility (which is impossible to obtain with primary/secondary alone -- very poor design). Overall, just a very bad power. Recommendation: Cottage rule. Just throw this power out. Replace it with an Omega Maneuver variant, because it's just that bad. Omega Maneuver has the same recharge and similar stats. The difference being it's actually USABLE.
38) Gun Drone is a power that seems like it's severely hampered based entirely on the AT it's on. While on one hand Blasters don't and shouldn't usually get pets, it's really no fun to wait all the way to 38 to get such an unfriendly power to use. It's nearly 40 endurance for a pet that only lasts a minute and a half, and it has an agonizingly long cast time which is, on top of everything else, interruptable. To top it off, it requires 100% recharge to be out all the time. Recommendation: The drone doesn't really do a lot, and isn't even that powerful. For being a 38 power, it should really be more friendly to use. Take off the interrupt time, and reduce the cast to a friendly 1-2s. Make the recharge match the duration, and extend the duration out to 2-4 minutes. I can't recall off the top of my head if it allows multiple instances, but if it does, that would need to be removed for the duration/recharge change.
The set as a whole is plagued by lack of attacks that aren't interruptable. It hardly even has attacks at all for that matter. Many of the powers have long cast times (which are interruptable). All the powers cause redraw with the sets that they're most likely to be paired with. The set has no Build Up or damage boost of any sort. All the powers are on long recharges and a hassle to keep using. Many of the powers can't actually be used IN combat. And it has a lot of utility powers which are either minimal in benefit, can't stack with anything else to reach any meaningful bonus, or are generally not very helpful.
Getting rid of all the annoying interruptables, making the pet friendlier, making the powers more in-combat ready, and giving some of the powers more of a purpose would go a long way toward making the set good.