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I dunno, I still kinda think it will be Back Ally Brawler. Galaxy City is gone, and unless I am missing him somewhere else in game I havent seen him. Plus he never had a TF.
Who would initiate the Statesman TF? I suppose they could change all that too. maybe they will put BaB there instead. -
eh, I dont see the reason for all the hate on the new stuff.
The trial makes it so you can be lvl 10 in like 15 minutes. if you dont ike to run the new contact, wait for a dfb for a few minutes in atlas and then proceed to Steel Canyon.
Twinshot and crew- it is true there are some annoying traits, but really, they fianally wrote personality into the characters there. It's all personal preference if you laugh or cry or get mad at the dialogue. IMO I cringe and hated when Rogue of the X-men said "shugah" or other cliche southern dialogue, enough that I had a negative response to seeing her as part of a comic. but lot's of people like Rogue, so whatevs- its all opinion.
i will say, manticore is a total asswipe. I wouldnt take that **** from anyone in real life, even if odds were aginst me or I was ganged up on or whatever, and it does bother me there is no option to tell him such in the game. All you get is "Oh ok! me so dumb, thanks for money super manticore!!" So yeah, that lack of choice does bother me some.
Bottom line, when I played through the twinshot arcs I did think to myself "there is a solid amount of basic info here for new players" and also " Wow, they really did a good job writing some personality into this group for a change". I also found the writing on Matt's arc to be good enough I really did want to help the guy find his wife. So, all in all, I think the new stuff is a success and i look forward to seeing more detailed stuff like this expanded into higher lvls, and alternative low level stuff, maybe with a different group to work with, brought in. -
EM needs a small change to make it feel like a solid set. It does great ST dmg, and the stuns are fine for mitigation. I find the stuns do as well as my other characters that have a knockdown effect- while not reliable per se, over time it is a constant form of mitigation that does make a noticable difference.
My gut feeling is that total focus should be turned into thunderstrike. It would keep its animation, and mag stun, and still do big dmg on the targeted foe. It would then also do some moderate aoe on surrounding targets- but then also include a mag 1 stun to them.
This way, the longer animation is justified because the dmg is increased with aoe splash dmg, and also stun is added to help mitigate incoming dmg. I would see this being used well in the set- EM really is a set somewhat focused on taking out the hard targets. So you use this on a boss or liut, the target takes a good chunk of dmg, and his minion pals take some dmg and possibly get stunned also.
This change would increase EM aoe potential some, which is one of the big complaints, and would help in sort of a back door way with the crazy long animation time on TF as it would make the animation time worth while- lots of value packed in to justify lots of time.
Also- so far as ET, I agree with the idea posted earlier the dmg needs to come right away followed by self dmg, which could leave the animation time the same but make corpse blast much less common. This change would keep the power as is so far as normalization but removes the headache of corpseblast. -
I would have quit by issue 9 or 10. I had messed around in CoV beta for a while and had a few characters i wanted to make. I had them made, and stopped playing them by the time IO's were introduced. red side was too dirty and annoying to travel in and I had no interest in making any more blue bar monitoring characters.
ED and the broad nerfs left a real sour taste in my mouth, most of my characters had their entire style or personality thrown out the window. Some of them were over nerfed, some had the powersets decreased in performance well beyond the implications of ED.
Then IO's came in to play, and I had a way to take a character and instill some of that personality back into them. I had a way to take a powerset, or set combo, and make it play completely different depending on what set of bonuses I went for. Like my Kat/SR scrapper with stupid recharge vs my kat/SR scrapper on SO's, or my Kat/SR scrapper that went for +HP and dmg bonus.
Best of all there was now a way to get decent amounts of rech and especially endo reduction AND get ED dmg and good ACC. Just franken slots was a 100% improvment to some of my oldest, worst affected by ED characters.
So yeah, IMO, IO's saved this game from closeing down the servers years ago. I credit IO's with turning the game into what it is today, thriving and evolving still. -
http://boards.cityofheroes.com/showthread.php?t=278037
You are not the only one that is looking for something not represented well in the game. -
lol, at some of this thread anyway.
really? raise the aggro cap?
Come on why dont you people just come out with it.
1.) burn gets de-nerfed
2.) Raise the aggro cap!
3.) make a thread about how to IO your fire/ice tank with maximum recharge and survivability in mind
4.) go back to I3 and profit
I mean, thats all fine i wouldnt mind it- so long as the target caps for attacks dont change, and they dont undo the mob stacking changes they made years ago. but if they do this, then I want IH as a toggle again too. Just sayin.
i mean really, theres a thread called burning fish in a barrel on page one of the tank forums- at least that one is up front and honest. -
So I post a few off the cuff numbers and no one has anything to say now? I thought for sure I would get a few "see.... tankmage" responses or something.
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So... this I am sure has been brought up before. I have numerous characters where it is impossible to trim down their backstory to fit within the 1023 character limit of the description text box.
Why is this limited to 1023 characters, and can it be increased? This goes all the way back to my first character in issue 2, seems like by now this should be something that could be changed. -
Hey that's me! 2nd from the left in the first pic. I didnt win
but it was still a lot of fun! Saw a lot of good costumes last night. Thanks again for putting this contest on!
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This is what I would do.
Leave the defense and offense values alone. I do not think tanks are wimpy in either area. maybe raise the dmg cap so they benefit from team buffs etc a little more. Cant really raise the def cap, and the res cap is what, 90%? I dont see that going up either.
What i would change is taunt aura effect, it should be a little stronger so taunt aura+punchvoke is enough to pull aggro off of brutes or scrappers. Tanks should be able to draw the attention of everything.
then, I would increase the radius of pbaoe and dmg auras. This would give tanks the ability to affect more foes with punchvoke. It would give them a "bigger" presence in battle.
The result of these changes would be: less taunt, more pawnch! I always thought taunt should be like a last ditch type power used to gain the attention of a foe way out of range, like a foe chasing down your squishy fleeing team mate. taunt shouldnt be on autocast. If i want to insult everything i punch, i will make keybinds with witty lines of dialogue and powexec commands. Otherwise I should be able to just run in and throw a punch at everything in sight until the whole mob is t'd off at me.
Anyway, not sure tanks need much changing, but if i were to alter them, this is what I would do. -
Quote:Thanks!Damage Scalars:
Defenders: .550 Melee, .650 Ranged
Blasters: 1.00 Melee, 1.125 Ranged
Corruptors: .750 Melee, .750 Ranged
Damage Limits: (including base 100% dmg)
Brutes: 775%
Blasters, Corruptors, Scrappers and Stalkers: 210% until level 21, then it jumps to 500%
(IF I recall correctly Scrapper criticals don't count against the dmg cap for them. )
All others: 200% till level 21, then it jumps to 400%
Hit Points:
Blasters, Defenders, Controllers, Corruptors, Dominators and Stalkers: all have max hp at 1606. (although it looks like stalkers will be getting there HP limit raised in an up coming release.)
Scrappers and Epics: cap at 2409.5
Brutes: 3212.7
Tanks: 3534
Defenses: Brutes, Scrappers and Stalkers all have 75% the strength of tanks in their defense/resists (unless I'm missing something). The pool powers get a bit wonky for other ATs and don't quite match that.
It would look like I overshot a few things then. I would say if defender range base is .65, I would start this At at like .6 Scrapper crits dont count. I might be wrong, but corruptor scourge doesnt either.
Dmg cap 400% isnt too far off then if we include the base 100%. I think if I include base 100%, my gut feeling on fury would be off- I would then cut that in half to be 100%. So 100% base, 90% or so from enhancments, 100% from fury and then 100% or so left over for team buffs. But, I might be misunderstanding that concept yet. LOL, last time I really sat down and compared numbers I used brawl index. lol, remember those? Where does the time go....
I still dont know on HP. I guess as a start I would just lump in with the bunch at 1606. Testing with regen etc would have to be done to see if that needs to go up or down. I kind of think it might need to go up to 2000 or so to make reduced value regen still provide any kind of meaningful defenses. If this AT would be .55 or .6 of tank values for armor sets, a .55 regen set combined with 1606 HP cap might be pretty well neutered. I think this catagory would require the most tweaking to get right. -
Quote:my memory is failing me on a few of these (working 10 hour days 7 days a week lately will do that) but....So...
Approximately what values did you have in mind? As a percentage of Scrapper def/res and blaster damage:
Base damage value.
Damage cap without Fury.
Damage cap with Fury.
Ranges.
HP cap.
Resist and damage base values.
Resist and damage caps.
All you have to do is give some reasonable, balanced values, and the whole tankmage argument is utterly demolished.
Dmg, I dunno, .65 comes to mind. What are defenders? .7? I guess I envision it as just a smidge lower then that at base.
dmg cap.... is there a difference of with and without fury? Does brute fury actually go on top of the dmg cap? I know scrapper criticals dont count... thats a harder one to nail down without testing, but 400% was my gut feeling, but that would include fury as part of it. Something like, 90 or so % from enhancments, 200% from max fury, and that would leave 100% to gain from teams. This is based off my understanding that blasters are what, 800% cap? Or is that brutes..... lol like I said my memory fails me but that should be a rough guess. This AT wouldnt gain as much from team buffs as other AT's, thats part of what keeps it from outshining the others. Other more specialized AT can gain a lot more from team buffs.
Ranges is pretty easy, they would be half. 20' bitter ice blast, 40' on flares, 30' cones. This brings foes closer, so they will close in faster. low base values means enhancing range wouldnt be as effective as less durable AT's.
HP cap honestly I am not sure. it would really require some testing with the regen set, or willpower even to know. Certainly no where near melee AT's.
Resists.... cap would be like 40 or 50%. Dont remember the AT scalers off hand for defense. brutes/scrappers .8? tanks 1.0? I dont recall. if scrappers are .8 I would say this would get a .6 or .65. I see it as an /invuln could take fighting pool and approach the 40-50% cap for S/L similar to how brutes scrappers and tanks can approach their respective caps.
This is all very rough, and would need testing to show one way or another. I may be(probly am) wrong on the AT scaler numbers, but this should give a rough guess as a start point for base values and such.
Anybody feel free to jump in and correct my numbers! Like I said my memory is pretty foggy on those, havent had to crunch them for a long while. -
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Quote:metaphore tankmage hyperbole blather. Creative.Trouble is, you're not asking for a car in a new color. We can do that now with color customization.
What you're asking is for the auto dealer to talk to the car manufacturer into making a Hummer into a Formula One Race car, while still keeping it as sturdy as a Hummer of course. This way you can go as fast as the other Formula One cars, but you can also drive over them if they get in your way. Heck, why bother with taking the turns when you can drive right over the barriers...
Of course you want it in Twilight Blue Mica. -
Quote:Actually I was thinking about this last night- granite could be a problem.So you're saying I can't be a stone armor fire blaster? Spoil sport!
1.) I do not know if all animations would be possible in granite form. At least i do not know how a rock monster would have the dexterity in the hands to hold a bow and arrow or machine gun. this could be dealt with the same as melee sets- disable the ones that dont work.
2.) and more importantly, the balances to granite may be overcome to easily. brutes can deal with the -dmg with fury. Sure, granite brutes do less dmg then others, but I have never heard a granite brute complain about it. Fury can compensate for the -dmg quite handily.
The -rech would still work as intended i think.
The movement penalty. This would be a big issue, as ranged attacks negate this for the most part. Who cares if you cant get into range to punch the foe- you dont need to, you just shoot him.
So yeah, granite would need new penalties, or at least some of them replaced with others because of the nature of the AT.
I think sheilds could potentially be an animations problem too, though in this case AR and BR and archery would be disabled anyway as 2 handed weopons. I do not know the mechanics of shields animations to know if they would interfere with regular blasts though. I wouldnt think so as some of the animations can be found in epic pools, but I do not know for sure.
Anyway, as I thought about it, I decided rather then hold up the AT because of one power in one set, or animation issues, the At could be released without these sets available and then they could be proliferated later if the devs chose. That would allow them to put off the issues until more test time or more time to deal with the issues was available. Sort of like how energy melee got stuck down at the bottom of the list to proliferate to scrappers because of fears of critical energy transfer. Or how ninjitsu got bumped down because it would require new powers be added because of hide. -
This thread so far:
Downtown at the car dealer......
Me: So I was looking at this sedan. I Like how it drives, and fits my needs- but this color just isn't what I want. Never was a fan of red.
Salesman: Well thats a good choice. That sedan has been a good seller for us.
Me: Well, I would like to buy one. does it come in twilight blue mica?
Salesman: Sorry, if you want blue this sedan only comes in sky blue.
Me: Darn. I really dont care for sky blue. I see you sell that truck in twilight blue.
Salesman: Yes we do, it is a popular color.
Me: Well, can't I get this sedan in that color?
Salesman: Haha, heavens no. If we sold this sedan in twilight blue, it would overpower all the other colors and we would sell all sedans in just twilight blue then.
Me: lolwut?
Salesman: Cant you just buy the truck? I think what you want already exists as this truck here.
Me: errr...no, that truck really isnt anything like this sedan.
Salesman: gah. just admit it. What you really want is a Ferrari. Because if we sold a twilight blue mica sedan, it would be a Ferrari and then everyone would just buy the Ferrari and no one would buy a sedan or truck.
Me: Uh.... well, no I really just like the sedan and I like twilight blue.
Salesman: This is pointless, I dont see why you just can't buy the truck.
Me:.......... -
Quote:Ranged brute would be closer. No tankmage though.No, no, he's saying that's all you'll be, but you mustn't be too strong or too weak while doing it.
In some ways the OP reminds me of a more generalized, less narrowly focused Johnny_Butane.
Basically he wants a tankmage that can be made with no effort or restrictions on theme. There are plenty of ways to do that before the late thirties, but they all require too much work.
Despite his denials what it really comes down to is that the OP wants a ranged Scrapper.
And if he gets what he wants i'll make one too, but i won't bother pretending that it's anything but what it is.
Survivable close to scrapper/brute: somthing like that. But it would appear the arguments here stem from people that can not wrap their head around the idea of total survivability as a sum of components.
I do NOT want ranged attacks ON TOP OF brute and scrapper armor levels. The range would be A PART OF, or if you want it more simply IN PLACE OF SOME OF the armor values. The devs have been saying range is defense for 7 years. It should not be an issue then to take an armor set and reduce it by the appropriate amount to accomodate this "range is defense" value.
Brutes do good dmg. not at first though. In fact, at first they do really pathetic dmg. it ramps up from fury. where does fury come from? Some from attacking, but that only gets you so far. the really good dmg output comes from relatively high fury, which really only comes from putting yourself in a high risk situation. So, RISK=REWARD. This AT wouldnt deviate from that.
All this tankmage blather is really just hyperbole and strawman garbage. -
Quote:Putting a shield in the hands of *anyone* requires extensive animation work, even if they don't retool the powers in the set. Think of how many blast animations use both hands. Covering them in ice or fire or rock can, to some extent, be done with auras, if all you want is a theme for a character concept. Actually porting armor sets over would require at the very least rebalancing, if not more animation work on top of it.
So lets look at the numbers the devs consider balanced for ranged characters, ones with a wide variety of themes available, which admittedly HEATs and VEATs don't have so much of.
Blaster - high damage, limited mezz protect (Defiance T1/T2 attacks), no in-set armor (until epics).
Blast/sonic corruptor - medium damage, full mezz protection, 11.25% base resistance (Sonic Dispersion).
Sonic/blast defender - low damage, full mezz protection, 15% base resistance (Sonic Disp).
We will ignore anything else in the sonic set, so you can avoid gimmicks. You can pick any point in that survivability/damage spectrum of blaster <-> corruptor <-> defender for your hypothetical AT to lie. Where would you like it to be?
Given that the lowest damage corruptors probably overlap with the highest damage defenders, and the lowest damage blasters aren't terribly far from the highest damage corruptors, it may be a rather narrow window.
I will reply to this line of thought one last time.
Defender/corruptor buff and debuff sets are not balanced based soley on what they do for that particular characters dmg output. And also, the dmg output of those AT's is not balanced soley on what can be done for that character with the buff and debuff sets.
buff and debuff sets are balanced based on what they can do for a team. Defender dmg and corruptor dmg is also balanced with team buff AND personal dmg output in mind. It is not as black and white as everyone here makes it out to be.
buff and debuff sets are really the tank mage sets. Look what a team of defenders or corruptors can do with a slew of force multipliers. Look at the results of some of the super teams that have been put together. The repeat offenders, I think the largest SG in the game(or it used to be anyway if it isnt anymore) was founded on that very idea.
1 defender is not a tank mage. it's not even all that powerful. 8 defenders= breaks the game difficulty. This is why direct comparisons of dmg output between blasters/corruptors/defenders fails to grasp the entire scope of balance. -
Quote:Nah.If there was a Scrapper / Blaster Archtype base w/ a good choice of primaries/secondaries? Fuggedaboutit. Nobody would run anything else. okay, some people would. But min/max ers would not choose anything else. You could softcap a ranged AoE character to all damage types? Heh. Let me guess, with decent resists large mez/KB resist and good health thrown in? the only way to make the game a challenge would be to run at +5/x12 allatime.
Caps would be in place and modifiers set to prevent tank magery. Besides, if someone spent billions on a IO build for this AT it wouldnt be any different then any other AT with money thrown at it. This was pointed out earlier by others.
Min/Max would actually play something else, as the something else would be able to achieve higher values of whatever they are after. blasters would do more dmg, the other ranged AT have team buffs and force multipliers, and the melee AT's would be a lot more durable. This AT would hardly become the farmer's choice. Min/Max is all about lvl 50 maximum powah!! builds. A IO purple blaster is going to better then this AT in terms of dmg, and at least be equal in survivability if not surpass this AT.
The point of this AT is not lvl 50 MAXIMUM POWAH!! but more lvl 1-50 on SO's and lucky drops. If someone took this AT and MAXIMUM POWAH'd it, they would likely run into the HP cap, the Res cap or both. Team buffs would easily put this AT at the dmg cap, well before other pure ranged or pure melee AT. And def soft cap is a moot point because you can do that on anything already.
If I did not feel there was room for this AT in between the ones we already have, I would not have suggested it or put this much effort into the discussion for it. -
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Quote:Domination is not a gimmick. Neither are fury, criticals, or scourge. I never said they were. in fact fury is part of my proposal. I did say domination is a mechanic i am not particularily fond of. Positioning, or more precisely, kiting and hover blasting, or simply running away and shooting at foes chasing you are gimmicks, and are accepted forms of play for the current ranged AT's. I do not want to have to hover blast etc all the time to use ranged sets.Alright, here's a bit more civil of a response from my thoughts.
First of all, the OP says that there are too many "gimmicks" in the ranged damage ATs. Then goes on to list things he perceives as a gimmick. Positioning, Domination, and support sets. Positioning is an inherent necessity for using ranged attacks, or any attack really. Needing to position your attacks hardly counts as a gimmick. Domination is not a gimmick. It is an inherent power that allows the character to perform better. In your view, are critical hits a gimmick? Scourge? Fury? Support sets you seem to dislike only because they are based around teaming. With the exception of Empathy, they are all just as useful solo. And a great many concepts can be achieved visually and mechanically with that are a match for what you are looking for. That's without even including VEATs and (arguably to a lesser extent) Khelds.
"Positioning is an inherent necessity for using ranged attacks, or any attack really. "
Not really. Sure you need to get in range but thats hardly positioning. And you dont need to position for a ranged attack, thats the whole point. they work just as well from max range or from 5 feet. Do scrappers need to move 20 feet every time they use focus?
Team sets are hardly just as useful solo. Parts of them are, some more then others. Many do not offer a whole lot to a solo player. Those sets are balanced around team play, so i do not expect them to offer a solo player that much utility. if you mean solo utility in the sense that you can still use them to slot IO sets, then they are no different then picking power pools for set mules.
Quote:Now that that is out of the way, a Ranged/Armor AT would not offer the playstyle you are looking for. With the exception of a very few enemy groups, the enemies of this game focus mostly on melee damage. Solo, you would attack once and then be standing in melee anyway without the ability to slow, knockback, control, or otherwise maintain distance from your enemies. Thus, you would have to position yourself which is, in your view, an unacceptable gimmick. Not only that, but for this new AT to avoid stepping on the toes of existing ATs it would have to deal something like Defender level damage. Of course, there would then be no reason to bring this AT on a team over the existing ones.
As for stepping on toes, i will refer you to the dichotomy of defender and corruptor. When cov beta came around, and even a bit after, scourge was adjusted to give corruptors a difeerent feel then defenders. Otherwise, what is the difference? Answer: scourge and AT modifiers. What is the difference in my proposed AT? Answer: Fury and AT modifiers. -
Quote:I also like Proliferation. In fact i cant wait to roll an Ice Melee scrapper...some day.Before we get a new AT, can we finish Powerset Proliferation?
There are still 440 IMPOSSIBLE Primary/Secondary Combinations, because sets have not been ported around that could be used by other AT's.
I also want this AT.
I also want more options for Jet boots
I would also like some robot wings/jet pack/binders/etc so I do not have to choose between feathers or dragon wings or nothing for a robot character.
I would like some new mastermind pet sets.
there are a lot of things i and many others would like. prioritizing them is somthing the devs and marketing will have to figure out. -
Quote:Yay! Flea gets it!!You don't get it. The desire isn't to have an unkillable tankmage. The desire is to have more variety.
Hell, with incarnate powers EVERYTHING can be a tankmage now. So what's the harm is having a fire blast/fire armor that is LESS damaging than a corrupter and LESS sturdy than a fire armor scrapper? The fact that I can make something just as strong and just as sturdy with other powersets doesn't answer the question. -
Please do not put words in my mouth. if I wanted a tank mage I could make one of several with IO's and incarnate powers etc in game. If I wanted a tank mage I would not have proposed several limitations to both primary and secondary in my OP.
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Quote:it is only obtuse in that everyone making comments here is assuming I do not know about all the suggested AT's and powersets already, that i havent tried them out once or thrice. I apreciate the community opinions and feedback, but I did not make a "which At/power combo for xxxxx" thread, I am suggesting a whole new AT.Sorry, I think as this play style is already in the game, and is easily achievable, i would be more interested in new AT's that give a more unique game experience than what is already available.
Your DP/regen? Traps would again be more suitable as with a couple triage beacons out, that is basically what you are. Stone/ice/ice tanker fits your other example. Fire/shield/fire scrapper your next, arrow/fire/fire blaster your last. Add in incarnate powers and the lines blur even more.
OP: it's an idea that has been floated around a few times. Until it is realized you at least have a few options that can give you the play experience you are looking for. If it is obtuse for pointing them out, so be it. I hope you find what you are looking for.
You have fianally given your opinion on it, namely you would rather see something else first. I respect your opinion, but disagree with it as I think the payoff in terms of sheer number of character concepts to be had for the required developer time is a real bargain. I also feel many posters here have discounted just how different an AT like this would play compared to what we already have.