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Posts
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Quote:I don't consider breaking a power to be "better".But it's "a whole lot better than" what you suggested. The point was, it's moot to compare the 2 suggestions because one is to give you time/opportunity without making the power cheaper while the other is to simply make the power cheaper.
80% end +15%*3 EoT = Gives you a short (read: immediately after nuking) period to be able to stabilize your endurance without losing your toggles. Overall endurance used is increased significantly. For any non end stable build (read: most builds using SOs) you will run out of endurance even faster than before after nuking and recovering to full as they will have to deal with both a recovery debuff and an EoT. Strictly this is a NERF for every situation other than having at least 5 small blue insps on hand to come out even. With this change your only option is still the same as before, except that you get to keep your toggles if you have all the resources available to keep them.
75% end = After nuking you are left with 25% endurance and 0 recovery, however the effects of this is alot more than simply making it cheaper. It is not completely reliant on any outside sources to be an effective power but can also benefit from having such powers or resources. If you don't have any blue inspirations or recovery power you can still fire off a few attacks (to finish off anything your nuke didn't kill) before running out of endurance, however you will still run out of endurance fairly quickly if left unmanaged as the recovery debuff is still significant. If you do have a recovery power you will have enough endurance to get to the next spawn before your toggles or an EoT crash you to use the power (in case your nuke or your teammates kill everything). Or if you have blue inspirations to manage it you can keep fighting, not have to retoggle, and need less blue inspirations than the current situation to bring you back to the status quo.
Your option gives time/opportunity (at the cost of 25% more end than the current version), but so does mine and it also strips the need of outside resources, gives you more combat options, and uses less endurance overall.
The situation of nukes really calls for a buff, not a tradeoff. I could see an EoT working, but the total end used really shouldn't be higher than it is currently. And really the massive recovery debuff already serves the purpose of an EoT. If your toggles use 2 EPS, after nuking thats going to be -10% end over 10 seconds added on to any EoT.
Quote:Or Transference? Or Conserve Power? Or Dark Consumption? Or Power Sink? Or Consume? -
Well, khelds are pretty much sacks of hp and resistance on legs, they needed the buff alot more than brutes/scrappers/tanks do.
That said, I do agree that godmodes should have a lesser crash (for the same reasons that I hold of crash nukes). I like the t9s of WP and SD but I don't think they should simply be clones of them. I think they should still have a long recharge and be affected by recharge buffs (which WP and SD are not), simply changing them to not detoggle you would go a long way in making hard crash t9s be more attractive. -
For me the only reason to not be vigilante is Frenzy for Doms and hero for my toon that does tip missions. No reason to be rogue as vigilantes get pretty much the same thing except with a far more useful ouroboros.
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Varies between builds.
My Fire/Cold and 2 Fire/Kins only have base slot since heat loss and transference manage their endurance respectively. (1 Endmod IO)
My Mind/Fire, SS/Fire, and TW/Elec has it 3 slotted (1 perf shifter end, 1 perf shifter end/rech, 1 endmod proc)
My Fire/Time has it 4 slotted (same as above with an extra dual)
Sometimes a toon only needs 2 slots in which I use 2 efficacy adaptors for the small hp bonus. -
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Quote:We both know a cost free nuke would be broken.Well of course. Your suggestion is to simply make it cheaper. And your suggestion is worse than someone suggesting the nukes should cost no endurance. So what?
Quote:And 1 small blue inspiration is 25 END. 1 medium is 33 END. Most likely, any player character is going to aim to get their combined toggle costs to be under 2 END/sec. So that's less than 20 END cost over that 20sec period of no recovery. 1 medium blue will get you through the crash with toggles intact and 2 small blues would be enough to get you through the crash and some extra to get off some attacks. My suggestion isn't to cheapen the nuke, just give you more options (namely one that doesn't drop your toggles). -
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At least in other games pets can actually keep up with you. In other games calling them a "glorified DoT" works.
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The fire wings and waterfall jetpack are very cool. The helmet pieces are also nice. Everything else is uggglllllyyyyy.
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Quote:Dom holds with domination up come in 2 parts. A base 17.88 sec mag 3 hold and a base 26.8 sec mag 3 hold. It's a total of mag 6, but the 2 durations are different which affect stacking. You would also want to be Mind or Fire Control as they have the fastest animating holds they allow the most stacking. You'd also want to be /fire not /earth. Earth has power boost but power boost is not required to stack up to mag 50 holds, the amount of dps fire can put out is far better. Power Boost is also not double duration on holds. Unslotted it is, but with 99% hold duration in dominate the duration is increased from 35.6 and 53.4 to 53.2 and 79.8 respectively, with 50% up time at best (283% rchg).It's the same Hold protection the purple triangles give, and permadoms have been permaholding AVs for years. I've even heard it done with Ice Control.
Consider the following:
* Domination makes your holds mag 6
* The single-target hold recharges pretty quickly (8s) and lasts a while (17.88s). With 95% Enhancement for Hold and Recharge, plus the +123% recharge required for permadom, this makes the power recharge in 2.51s (for a 4.58s cast cycle) and last 34.86s. It stacks with itself 7 times without breaking; 8 more often than 7.
* Earth Assault happens to have Seismic Smash, which is a single-target hold that recharges in 20s and lasts 11.92s. With the aforementioned buffs, it'll recharge in 6.28s (7.78s cast cycle) and last for 23.24s; stacking with itself nearly 3 times perma.
* There's an AoE hold you can use in case something misses.
* Many pets have holds, such as Singularity, Jack Frost and Animated Stone
* 6 mag * (7 stacks ST + 3 stacks Seismic) = 60 magnitude hold perma, not including the AoE or pet.
EDIT:
Oh yeah, I forgot... Earth Assault also has Power Boost, which effectively doubles (+98.34%) the duration of your Holds; which in turn effectively doubles their stackability while it's up. Between the single-target hold and Seismic Smash, you're looking at 120+ magnitude for whatever brief moment they all overlap in happy harmony.
But yes, as said, perma doms have been perma holding AVs for years. With no need for pets or power boost either.
Correct. -
Quote:Kahlan solo'd the STF a looooooooong time ago. http://boards.cityofheroes.com/showthread.php?t=253928I know people have soloed the RSF, but the STF? Proof or it didn't happen.
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My feelings for this change are sorta mixed. 1) I felt the dual/team insps were pretty lulzy before this change, so a buff to them is cool. However, 2) Theyre insps, insps are strong enough as it is, without them lasting lol5minutes.
And no you're not going to be soloing hamidon with this change Ultimus, unless you mean lgtf hamidon and thats been done before. -
Quote:Wait, are you saying they added 5 min insps or you want them to?Serious, with this change I am just thinking of the possibilities that I could do. Solo MOSTF and MOLRSF would be fairly easy. (Damage cap Brute + Res Cap + Def Cap for 5 mins + Fiery Embrace)
This isn't a complaint but I am just thinking WOW they gave us a lot of power by making this change. -
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Quote:I wouldn't mind an EoT, but not with your numbers. Your suggestion would be a total of -125 end, which means even if you pop a recovery power or a stack of blues you will still be losing endurance after you topped out in addition to the drain of your toggles (since all toggles would be negative recovery when factoring the recov debuff of the nukes), I'm not sure but it's not a whole lot better than current and definitely worse than my suggestion of simply reducing the -end to 75.Lol you guys just want to cheapen the cost of the power. But then that'll come with a weakening of the damage (and the Defender version doesn't hit all that hard on teams anyway) and a lessening of the effects (such as the -ToHit or Endurance Drain).
Now if all you're concerned about is keeping your toggles going, maybe a DoT (drain over time) effect could be exchanged for the all-at-once cost of those nukes? Something like an 80 END cost up front + 3 tics of 15 EoT over 10sec (or 10 tics of 4.5 EoT over 10sec). That still leaves you some endurance to pop a few blues, or if you have an endurance refill power, it'd only drop you to 60 afterwards from a full bar.
But I'd much prefer the damage, the range, the debuffs, the mez, the target cap, etc to be ramped up to make these powers unique, not just another vanilla AoE.
As for the damage/range/radius/debuffs/mez/target cap I think they are fine. Blackstar and Dreadful Wail in particular have fabulous -tohit and stun respectively and don't need to be slotted to be effective debuffs/mez (not to say its better than inferno's DoT, but well, yeah). As for the target cap, I can't remember if they are 10 or 16 targets, but in general I try to avoid messing with target caps, cause that can have bigger effects on powers and balance than many people realize. I think just fixing the power to not be a complete sacrifice of all your resources would bring the power in line with other abilties.
I don't believe judgments make nukes any less of a valid choice if they didn't blow all 100% of your endurance, (until you start throwing large amounts of -res (sleet) and musculature around, then judgments are just silly broken compared to nukes). And its not like you're picking 1 or the other. My fire/kin corr has both Inferno and Judgment and having 2 nukes is most definitely better than 1. -
A good speed run offers more shards/min than an actual 'Shard Run' by breaking down (or using) the component at the end in addition to usually a couple shards while fighting through. Also much less chance of getting RNG screwed.
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Demonic,
Archmage,
Grim Wanderer,
Spirit Warrior,
Heart of Darkness,
Mook. -
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Quote:It's the people not the game. People go afk while forming or alt/tab in and out from their browser. Or are in the middle of chatting. List goes on. Sometimes I hold up the queue while I finish typing out instructions, but that doesn't have anything to do with being inattentive.23 of 24 players entering...
Okay, we've all seen the queue stop with one person left to click the green button, and we've all seen at least half a dozen snarky comments in league chat about how "there's always one." Doesn't that tell you something? The fact that this occurs with 99% regularity indicates a system behavior, not a player behavior.
My theory is that the server is initializing the trial and simply not updating the player count once TEAMSIZE-1 players have been recorded as entering. Has anyone ever seen a Dev confirm that this phenomenon is the result of inattentive players rather than the system itself? I am convinced it has nothing to do with one person falling asleep at the keyboard, as it is simply far too common for that. -
I don't really have a main. I hold more or less equal value to the toons that I play.
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Quote:It was 2x fire/cold, 1x sonic/cold, 1x fire/kin, 1x fire/shield, 1x elec/shield, 1x spines/wp, 1x fire/mental. That was super stacked, but tbh it was what people normally brought anyways, we all had similar interests in min/maxing and builds. Post i19 we stopped trying, the new incarnnate tiers kinda ruined it for us.Things I can tell you do that we don't - you were targeting the Nictus Essences. (Actually, I like to do that, but the team normally doesn't do it that way. Our best times recently though have been when the Essences are defeated by AoEs and the like.) You look like you also have a very nicely built team there, four Corrs and four high-end damage scalar ATs for maximum force multiplication. I can't tell powersets, of course, but that looks like it's built for speed.
In contrast, we pretty much always speed with whatever people bring, occasionally tweaking if we have too much AT imbalance. Lately we just run with whatever. We often have 1-2 non 50s along.
For Rom: It all dies super fast from aoe, with just a bit of single target to make sure the 2 nictus died before rezzed rom dies. Drain Psyche and Benumbs on the nictus maximize how effective killing all of them all at once is.
I really miss the race for top times, it was the most fun thing to do in the game for many people I grouped with. And while Oedipus Tex mentioned speed ITFs are boring, I consider it the opposite, calculating every move to minimize the amount of time you do each task no matter how small is quite exciting. -
Quote:Indeed, I was so happy when I read that they were stopping mission fails on TFs, since I always thought it was stupid. Then found out you could fail 2 missions total? All I could do was LOL. Since the main issue (that I noticed) was LGTF, and there are only 2 failable missions on that TF, one of which you only fail if you're doing a solo/duo run, which meant the change didn't even affect lgtf.Speed runs are not breaking the rules. They are simply being as efficient as possible by doing the minimum actually required. The closest I would say any come to truly perverting the intent of any mission is when people intentionally fail missions to cut time. Most stereotypical comic book heroes would not do that, at least not if failure led to the harm of others. Of course, not all our characters have to be stereotypical heroes, or heroes at all, so that point is not really unambiguous.
IMO, if you fail any 1 mission of a TF you should fail the whole TF, I'm sure many would disagree with me though. -
Quote:Whatever run gave you that idea was not a speed run.
This was a speed run.*
Even a radically overpowered kill-all is going to take a good 40 minutes.
* This is the best time achieved by me or folks I know personally. It's not typical, even for us. 20-25 mins is more normal.
This was pre i19: before interface/judgment/lore/destiny came out. Typical completion was 15-19 minutes, anything over 20 was /uninstall
WHF:
Speed ITFs can be completed in half or less the time of a kill all, easily (as Uberguy said), that's not marginal, and offer the best rewards, even for lowbies looking for xp. -