EvilGeko

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  1. QR

    I think the idea is to apply the Giant Monster code to all mobs. So that all mobs would be even cons. If so,

    /unsigned.

    Not because of the rewards, but because it would suck any and all challenge from the game unless mobs were rebalanced with this in mind.
  2. QR

    Late to this thread, but I think that Kheldians are peachy after the buffs. I think a small (-4) amount of mez protection to hold, sleep, stun in the passive T1 power would be fair simply because the SoA get mez protection as a birthright.

    The SoA though have a power crunch and the Kheldians have a slot crunch. My PB reroll (post-13) is doing fine, but the 20s are such a PITA because Dwarf isn't so hot without slots. By the 30s, both ATs seem to be fine.

    I still want my -4 points of mez protection.
  3. [ QUOTE ]
    So /signed that I can feel it. [u]While we're at it, can we get rid of minimum level requirements for hazard zones so I can run a mission team heroside without running into 'ohhhh, sorry, the next mission's in Crey's Folly and you're too low to get into there' every other mission?[u]

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    I agree with a couple of exceptions:

    Hamidon
    Shadow Shard (which should be either Co-op or Free for all PvE)
  4. EvilGeko

    Conditioning

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    QR

    While I would take any buff offered, with three of the four SoA branches being clearly overpowered (not complaining I <3 my widow and huntsman) and the banes being darn good, I think you all are going to have a hard time getting Castle to come on board with this.

    The SoA's inherent is that they are full of win. I wouldn't be calling too much attention to the AT in general.

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    Overpowered? Which one isn't overpowered? And why are they considered overpowered?

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    OK, we won't have much longer to talk about this but:

    The SoA are all classic Tank-Mages. They are high damage, ranged/melee combatants with significant defense and mez protection.

    The Widows can trivially soft-cap defense to all positions while having scaling resistance, complete mez protection and strong psi resistance.

    The Crab has Dull Pain and significant levels of damage resistance.

    The Bane (which is the one I think might be merely strong instead of overpowered), has moderate defense, resistance, +health and mez protection.

    [/ QUOTE ]Dont think tankmage or overpowered think near-perfection. VEATs only flaw are not having inherrent stamina and health. All other ATs are not up to par.

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    Which was my point all along. While I wouldn't object to more regen/recovery for Conditioning, this is an AT that is not suffering in any way.
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    I wonder why they didn't make it work for the leaping pool too?


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    Piston boots IIRC are the costume piece for SJ.
  6. QR

    From reports of the devs panel at Comic-Con, it looks like the devs are way ahead of us on this point. So SCORE!
  7. EvilGeko

    Conditioning

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    QR

    While I would take any buff offered, with three of the four SoA branches being clearly overpowered (not complaining I <3 my widow and huntsman) and the banes being darn good, I think you all are going to have a hard time getting Castle to come on board with this.

    The SoA's inherent is that they are full of win. I wouldn't be calling too much attention to the AT in general.

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    Overpowered? Which one isn't overpowered? And why are they considered overpowered?

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    OK, we won't have much longer to talk about this but:

    The SoA are all classic Tank-Mages. They are high damage, ranged/melee combatants with significant defense and mez protection.

    The Widows can trivially soft-cap defense to all positions while having scaling resistance, complete mez protection and strong psi resistance.

    The Crab has Dull Pain and significant levels of damage resistance.

    The Bane (which is the one I think might be merely strong instead of overpowered), has moderate defense, resistance, +health and mez protection.
  8. [ QUOTE ]
    The 6th slot in both dwarf forms is 3 points of mez protection.

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    You are a mean man!
  9. [ QUOTE ]
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    Redside needs more love. That's not exactly a mystery.

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    IMO it's fundamentally flawed. It's supposed "virtues" make your efforts seem small and unimportant. I shall rejoice when GR allows me to redeem my villains and hopefully start the ATs in Paragon.

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    I'm not sure I completely agree with that general sentiment, but I do think that the red side is a little too much "Lawful Evil." And when it isn't Lawful Evil, it usually jumps to Chaotic A**hole.

    I think the better target for City of Villains should have been "Neutral Selfish." Although after The Dark Knight came out, Bat-sh*t Crazy would have been popular as well.

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    That's part of my problem with Redside, but mostly my problem with Redside is that it doesn't make a lick of sense. No society could run like that, there would be open warfare at all times. The game jumps between a totalitarian state and buffoonish evil.

    For example,
    [*] Who cares whether LR doesn't want you to kill Arbiters. His troops will attack you anyway.
    [*]Why are they so nasty at the university? There's no reason for it. I'll bet in Cuba under Fidel, the instructors at the universities liked some students, hated others, just like in any U.S. college.
    [*]I can rob, cheat, murder and steal....but I can't wear a cape because LR says so. K'.
    [*]I'm such a badazz villain at level 50 that, of course, I don't have anything better to do than to break into City Hall for some joker I don't know.


    Redside is filled with this nonsense. I like the ATs, I don't like them any better than blue ATs, but they're cool. But they're stuck in a place where doing newspapers tends to make more sense than doing the content. I rejoice when my villains hit 35 because then I can mostly ignore villain content from then on.
  10. [ QUOTE ]
    Also: If an attack does 50 points damage for 10 endurance, and the wounded minion has only 40 HP left, then any additional damage slotting won't do any good, but endred slotting will.
    Sorry, I played a Broadsworder who wasted a lot of End that way.

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    As well: If an attack does 40 points of damage for 10 endurance, and the minion have 50 HP, a damage SO means a dead minion with one attack, while an end reducer means a dead minion with two attacks for a wasted 5 end and whatever the recharge/animation time.

    Works both ways.

    It's why I love Parry on my Broadsword/Regen. Does just enough damage to deal with situations like that while my big hitters...HIT BIG!
  11. QR

    I start teams for TF/SF/Trials exclusively. Don't have the slightest problem doing it. Justice for All, our server channel is a very easy TF recruiting tool. I really don't see the point in teaming for missions, but I'll join a mission team.
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    Starting from nothing, a Damage enhancement or a End Redux enhancement will offer the same damage per endurance benefit.

    But the damage one offers superior dmaage per second too, so its a no brainer which one to slot currently.

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    It is a no brainer. You slot for End Redux.

    My SS/Inv Brute could solo maps set to diff 2 with maybe a single Rest break from the early teens onwards. 1 Acc and 2 End Red was all I slotted initially in her attacks. I didn't start slotting in Damage until the 30s.

    I play the pre-20 levels a lot, and with a very few exceptions I don't see what all the fuss is about End. Anyone who slots for Damage before End Redux has noone but themselves to blame for their pre-Stamina troubles.

    Smurphy's Endurance Dysfunction Guide should be a sticky in every AT forum.

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    Let's try a simple example:

    Let's take a power that does 10 damage, recharges in 9 seconds, animates in 1 second and costs 10 endurance

    [u]Slotting with one damage SO (or two damage DOs for the pre-SO folks)[u]

    Base damage = 10
    Enhanced damage = 13.3

    Damage per endurance = Damage(13.3)/Endurance(10)=1.33
    Damage per second = Damage(13.3)/[Recharge(9)+Animation(1)]=1.33

    [u]Slotting with one endurance SO (or two endurance DOs for the pre-SO folks)[u]

    Base endurance cost = 10
    Enhanced endurance cost = 7.5

    Damage per endurance = Damage(10)/Endurance(7.5)=1.33
    Damage per second = Damage(10)/[Recharge(9)+Animation(1)]=1


    In your example, it works for Brutes because they get the free damage from Fury, but for most other ATs it doesn't make sense to slot for endurance until you're at the ED cap for damage. Stronger attacks means, in general, you use less attacks to kill the same amount of mob. This is why right now, damage enhancers provide an equivalent benefit to endurance cost as an endurance reducer does (to the ED cap).

    However, stronger attacks also kill faster and so you increase your DPS at the same time and in the same proportion.

    Damage enhancers are currently significantly more important that endurance and recharge reducers to most ATs. Thus why I signed the OP's idea even though I don't think it will happen.
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    The exception (to me) would be "chained" content - to lead you through a villain or villain group's story (see... well, just about everything that leads up to you fighting Countess Crey. Or her bodyguard, rather.)

    And the nerf was not unjustified. Death to the 'speed katie!" was overdue, and if it is never looked at as a "speed reward" again, awesome.

    I would, however, much rather see new content (and zones, and leveling paths) redside before seeing this. Just sayin'.

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    Wow, Bill disagrees with me. Never had that happen before!
  14. By this I mean expand the ranges where characters can do content anywhere the villain group appropriately scales. For example:

    Indigo the level 40-45 Malta contact. Why would we outlevel her at 45? She sends us exclusively against villain groups which scale to 50. Or on villain side, any of the dozens of contacts that have us going against Longbow. Especially side contacts who we could miss on the way up.

    I would love to be able to do Croatoa missions at the high levels, and really there's no reason that all those enemy groups wouldn't present an acceptable challenge at 50. The Tuatha and Redcaps already have missions that scale up and down (see holiday events). The KHTF would be great if it were a 30-50 TF. Might even get me over the unjustified nerf to its rewards.

    I'm not suggesting that we be allowed to fight level 40 Hellions. But if the story arc or missions are against the Council, then let us fight them at level 40 without regard that the contact is the Natural 20-25 contact.

    And this could go in both directions, giving villains at least one TF at 30-34 that they're missing now.
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    *Glares at Stalker Ela*

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    I felt bad for Stalker players when they got that.
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    When the enemy is blue or below (knock them back) or the enemy has -kb protection (no effect).

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    This. Also I think Psychic Clockwork have -KB protection and so can be KB with Energy Torrent.
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    Devs Hate Scrappers

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    Why -> ?

    That's been true for awhile. Were it not true, we would be awaiting SS or EM or Ninjitsu in I16 instead of the utter fail that is ElA.

    /threadjack
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    Raid Suggestion

    Rularuu the Ravager in his 200 foot tallness in a Co-Op area of the Shadow Shard.

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    Yes please!
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    How about adding a bit of QoL on story missions? As it stands, it takes forever and a day for most newbies to get into this game, particularly since there's no travel power till 14 when they don't know they can earn one at lvl 5.

    but I almost quit soon after starting because of the frustration involved in running around.

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    QFT and its not just this game. I hope I'm not outgrowing these kind of games, but I no longer enjoy spending time running around all the time - its hard to believe I ever did.

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    Do you fight along the way as a lowbie?
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    In theory, this is all balanced by there being no "end of mission" reward in terms of XP/Influence/Prestige. In practice...not so much.

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    How about adding a bit of QoL on story missions? As it stands, it takes forever and a day for most newbies to get into this game, particularly since there's no travel power till 14 when they don't know they can earn one at lvl 5. Something like choosing +50% debt (or 50% of the debt you would get if <lvl 10s got debt) and getting rezzed at mission start. Also, you could tighten the range at which players are given door missions (and maybe FedEx missions too). I know you want lowbies to explore the world, but I almost quit soon after starting because of the frustration involved in running around.

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    Disagree.

    This game was very fun at low levels. I remeber when I was first hacking mobs around Atlas as a noob. I remember remarking then how close everything was, how well designed the mission system.

    Seriously, there's no other MMO I'm aware of that has travel and mission options this convenient.
  21. QR

    Don't think it's too likely to happen, but what the hell...

    /signed.
  22. [ QUOTE ]
    WoW ===========>

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    As Cat said, we already have raids. Two end game raids to be exact. Asking for more isn't asking to turn the game into WoW, as I believe we had our first raid before WoW existed.
  23. [ QUOTE ]
    Redside needs more love. That's not exactly a mystery.

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    IMO it's fundamentally flawed. It's supposed "virtues" make your efforts seem small and unimportant. I shall rejoice when GR allows me to redeem my villains and hopefully start the ATs in Paragon.
  24. [ QUOTE ]
    How is this different from Hami Raid ? apart from the specific 'raid' channel (well Hami uses Request)

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    I think the OP is asking for more raids and yes a raid grouping/chat system.

    And on that point:

    /signed.

    I think up to 6 groups (48 players) should be able to join in a raid. All group buffs would work on anyone in the raid. A raid channel would work similar to group, except that it would have an option that only the team leaders could speak in raid chat.