EvilGeko

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  1. I tank just fine on my Brute SS/Regen, so yeah, I think Tankers would be fine. It's not a face-rolling set, but I think that's one of its charms.
  2. Quote:
    Originally Posted by Deus_Otiosus View Post

    Stalkers on the other hand bring nothing to a team that wouldn't be better filled by a Scrapper.
    I don't disagree with that. But I also responded in PM as this is a bit off-topic. I don't agree however that a similar situation doesn't exist between brutes and Scrappers.
  3. Quote:
    Originally Posted by Deus_Otiosus View Post
    These are differences in amounts that only min maxers really care about.

    Otherwise Shield Defense is completely out of wack balance wise in favor of Scrappers vs. Brutes. The devs don't care, because in their eyes the difference is minor, even though that means Shield Charge for Scrappers does something like 40% to 50% more damage and that the ST DPS boost Scrapper's get is well beyond any mitigation benefit the Brute gets in return.

    I'm sure you'll make a thread about that soon though.

    I'm sure that won't stop your pet agenda, but that's my take on how the devs see things.
    I agree. That's not fair. Well, the effects of the damage boost are, but Shield Charge not fully benefiting from Fury does not.

    I have more level 50 Brutes than Scrappers BTW. I'm not biased in favor of either AT.



    Quote:
    Really?

    Sorry, but those two quotes really don't match up even remotely.
    Why don't they?

    I think Stalkers and Scrappers are pretty close in damage potential, so much so that I don't perceive a difference on average. I also don't see a major survivability differential either around the average. I think it completely sucks that certain sets like Regen, Will, Ice and other sets with Dull Pain clones don't get the full benefit of those powers and I would change that. But on the whole, I have not found Stalkers to be significantly weaker defensively than Scrappers.
  4. Quote:
    Originally Posted by MisterD View Post
    So there ya go Geko..a list of things BS has THAT spines can't do. And you know what, it is JUST as worthless as your list of things spines has that BS doesnt..since they arent the same sets. But hey..I only compared the DPAs...now..what was the thread started based on the DPA on broadsword...oh yeah! This one.
    You just reiterated my point. You were the one that compared Spines to Broadsword. As I stated, that's plainly a worthless comparison because as an AoE focused set, its differences in DPA are explainable by other advantages.

    This is why I'm using Katana as a comparator.

    If balance in a game like this means anything it means that when someone chooses a power, a class, an archetype, etc. that they will not in all cases be either superior or inferior to other like choices.

    Of course, Spines has lower DPA than Broadsword. Spines is also attacking in AoE every other second. The list you made of Broadsword's advantages over Spines is correct. No argument. But let's compare Katana and Broadsword:

    Broadsword has:

    Larger per attack damage

    Katana has:

    Better recharge;
    Faster animations; these two lead to

    Better DPS;
    Better Burst damage; and
    Better abilities to leverage procs.

    Broadsword and Katana are not in balance. If Katana is a balanced set, and I would opine that it is, the Broadsword MUST be underpowered. Now, as I said in the OP, it's not by a lot and there really doesn't need to be a major buff here. But Broadsword is at a material disadvantage to Katana. This is a fact. That's not fair to those who select Broadsword and those who selected Broadsword long ago.

    I'm not sure how long you've played, but when the game first launched, there was NO mechanical difference between Katana and Broadsword. IIRC they even had the exact same names for their powers. This was changes so that there was more than an aesthetic difference between the sets. But when they did that, they introduced a mechanical advantage to Katana. When they added proc damage via Inventions, they made it worse. This is not a statement of my opinion. This can and has been shown.

    Your argument seems to be Broadsword is fun, so it needs no buff. That's a legitimate argument to make, but does not answer the charge I made.

    But again, I thank you for your arguments. Debate keeps issues alive.
  5. This is not a criticism, but a question. The Incarnate lore is that you're being empowered by the Well of the Furies. These are not necessarily extensions of your own powers. Therefore, the 'concept' argument seems odd. Every Incarnate's concept includes being empowered in some way by the Well of the Furies. Whether you were just a really well-trained cop, or a sentient robot, or a human-plant hybrid, after unlocking Alpha you now gain a portion at least of your powers from a specific source and concept.

    Do folks just ignore that and consider Incarnate progress as "new levels"?
  6. Quote:
    Originally Posted by Madadh View Post
    I see a lot of talk about adding some smashing damage being better than just adding damage. Or adjusting it so that the current damage is now partially smashing, partially lethal. Is this a real mechanical change? Doesn't almost every single thing int eh game have the exact same numbers for smashing defense and resistance as they do for Lethal defense and resistance. Other than Broadsword and Katana Parry, I can't think of any other way to end up with a different numbers for smashing and lethal. If it's reasonable to assume most enemies are designed somewhat similarly, than adding weird splits between smashing and lethal would have almost zero actual game effect. And if broadswords performance really does need an adjustment, then it strikes me that this can't be a real solution.
    No believe it or not. Some enemies are weak to smashing or lethal while being strong against the other. The most prevalent example being the Devouring Earth.

    http://wiki.cohtitan.com/wiki/Devouring_Earth
  7. Quote:
    Originally Posted by MisterD View Post
    So yeah..most sets do have better DPA than BS. Because, ya know, it is SLOW. Thats because it is a giant sword. Does anyone think spines is a bad set? Anyone? No? Well..spines has worse DPA in all 7 powers..than BS! Wow, how bad MUST spines be then??
    All the things Spines has that BS doesn't:

    A ranged ST attack
    Slow + Toxic + recharge debuff in all attacks
    A Damage Aura (Did you really, truly try to compare Quills to a standard attack?)
    A 15ft radius AoE
    A ranged Cone

    Certainly there are other sets like Axe that could use a pass, but the structure and power order of Katana and BS are nearly identical. But the devs did not ensure that BSs damage made up for its much slower animations. Comparing the DPA of an AoE focused set to BS is irrelevant. It's comparing apples and oranges.

    But I must thank you for your arguments, for they have keep the discussion lively.
  8. Quote:
    Originally Posted by Mercator View Post
    Broadsword exceeds Katana in burst dps, don't forget that. It's not totally inferior.
    The burst stat is best encapsulated in Damage per Activation. And Katana smokes BS in that.

    I look at it like this. Headsplitter delivers about 3 damage scale for 2.33 seconds of animation.

    Golden Dragonfly + Gamber's Cut delivers 3.5 damage for 2.5 seconds. While at the same time being able to deliver two chances at procs, crits, etc.
  9. No. You don't need to have the travel power active.
  10. Quote:
    Originally Posted by Zombie Man View Post
    Well, then, you didn't read my post carefully.

    I posited a situation of a team that couldn't steamroll.
    I mentioned pre-Incarnate because what Incarnate team can't steamroll a ITF. But you made the team into a suped-up IO team that can steamroll. You changed the situation to avoid the case where KB would be the best tool for a team that couldn't steamroll *in that situation* with the powers they had at hand.
    Zombie that's not what you said. This is what you said verbatim:


    Quote:
    Originally Posted by Zombie Man View Post
    On the ITF, before Incarnates made them trivial, Torrent from a Dark Defender would KB the entire spawn, including Bosses (in the same direction) giving everyone two free shots. Thus, no need for anyone to take the Alpha, and also preventing the Cimmies from using their team buffs. This means follow up controls and debuffs actually worked on them.

    Otherwise, the Tanker would jump in, all the Cimmies would fire off their team buffs, and then they'd be hard to hit and nearly impossible to mez.

    Also, during the Imperious fight, it pushes the adds away from the healing Nictus so they can be killed.

    The same tactic does wonders for +4 Praetorians. On a Lambda run, where we're focused just on destroying the objects, spamming Torrent keeps everyone alive. On a Keyes, it knocks the IDF from the reactor leaving the terminals to be powered up.
    The underlined is the only qualifier you used in that post. That qualifier limited the timeframe to pre-Issue 19. That qualified limited the power level to ONLY pre-Incarnates.

    Now YOU HAVE CHANGED THE SCENARIO. In this way:

    Quote:
    Originally Posted by Zombie Man
    I remember when the ITF first came out *and teams regularly wiped*. I don't care whether that's with IO teams or non-IO teams. They regularly wiped... except when I Torrented the mob first. At that time there were Tankers that couldn't handle all the -Def. Or there were no Tankers at all on the team. The mezzers couldn't hold the spawn.
    You did not say that in your post above. You pushed the time frame from Pre-Issue 19, to early Issue 12. Issue 12 launched on May 20, 2008. Issue 19 launched on Nov. 30, 2010. More than two years later. Your original scenario allows for any tools available on November 29, 2010. One of those tools, and the best tool, was to have a super-team of heavily IOed AoE death machines. One of those tools was to use Torrent from Dark Miasma and Dark Mastery. However, the latter tool was not the 'best' tool for the scenario you originally offered. Again, I'm not saying it wasn't a useful tool, or a valid strategy to use given the team you had. But you defined the parameters, and I showed how, within those parameters, you had a superior option to using Torrent or other KB.
  11. Oh and another thing:

    DARN YOU ALL!!! I'M MAKING ANOTHER ALT BECAUSE OF YOU LOT!!

    Energy/Devices. Darn concept toons.
  12. Quote:
    Originally Posted by Miladys_Knight View Post
    I can't remember ever being able to KB any of the Named AVs you just listed and once again smart play is the watch word. In an open area map an energy blaster need only hover over the spawn far enough out of mob melee range to maximize AoE using hover or a raptor pack. On indoor maps (with the afore mentioned ROOM) this is not usually an option and requires the melee toons to use smart play or suffer for their own ignorance.

    [/COLOR]
    You do realize that those AVs have a spawn of mobs around them? If you move the AV, you move the spawn.

    I agree with you that the Energy Blaster hovering above the spawn mitigates the KB sufficiently. However, that contradicts your point that the melee player need move the spawn to a corner. As I pointed out and you seem to acknowledge, that is not always possible.

    It would not be any evidence of ignorance on the part of the melee player not to move the spawn to a corner because none would be readily available.
  13. Quote:
    Originally Posted by Gorgar View Post
    KB gets demonized on the forums far more than immob ever does, though.
    I think that's because AoE immobilizes are much more limited than KB effects. Really only two ATs have AoE immobilizes as primary powers and even then not all combinations do.
  14. I think a lot of people believe I 'hate' knockback. I do not. I actually love KB. I think it's very fun and a core part of a superhero game. What I do hate is that encounter design and the reward system works to make KB a tool that should only be used sparingly, if ever.

    I've been here since the beginning and I've seen the devs remove strategy after strategy for dealing with problems other than "KILL THEM!" As another example, I love stealth. I think it's a very useful tool and darn fun. But, the devs have worked tirelessly to ensure that stealth's benefits are lessened.

    Likewise, while Zombie thinks I'm giving him grief over his example out of KB antipathy, he's wrong. I don't think the use of KB in his example was wrong or problematic or even not useful. I'm just lamenting a game that makes that clearly a sub-standard strategy to just building a godmode team and killing everything in seconds. I like doing that sometimes, but AoE death teams gets boring too.
  15. Quote:
    Originally Posted by Zombie Man View Post
    Yes. You did change the scenario -- to one with a stronger character.
    Here's the scenario as you presented it Zombie Man:


    Quote:
    Originally Posted by Zombie Man View Post
    On the ITF, before Incarnates made them trivial, Torrent from a Dark Defender would KB the entire spawn, including Bosses (in the same direction) giving everyone two free shots. Thus, no need for anyone to take the Alpha, and also preventing the Cimmies from using their team buffs. This means follow up controls and debuffs actually worked on them.

    Otherwise, the Tanker would jump in, all the Cimmies would fire off their team buffs, and then they'd be hard to hit and nearly impossible to mez.

    Also, during the Imperious fight, it pushes the adds away from the healing Nictus so they can be killed.

    The same tactic does wonders for +4 Praetorians. On a Lambda run, where we're focused just on destroying the objects, spamming Torrent keeps everyone alive. On a Keyes, it knocks the IDF from the reactor leaving the terminals to be powered up.
    I quoted your whole post so that nothing is taken out of context. You said, "On ITFs prior to Incarnates".

    Here's what I said:

    Quote:
    Originally Posted by EvilGeko View Post
    When a KB heavy team beats my 16 min. pre-Incarnate time on an ITF, then we'll talk about it being the best tool. The best tool is and always has been killing things quickly and efficiently. And KB is the enemy of quick and efficient kills.
    I read your post carefully. My response was targeted towards the scenario you posited. If you meant, "Pre-Incarnate, non-heavy IO using teams" I might have agreed with you and moved on. That's not what you said. You said pre-incarnates. In Issue 18, I had teams rolling the ITF that had no need of KB.

    No change of the scenario. Exploiting the holes in the scenario you posited yes. But then, I am a jerk.
  16. Quote:
    Originally Posted by Miladys_Knight View Post
    If you read it, the mobs were not in a nice clump. They were gathered in the center of the room and left there. It would have taken a similar amount of time to gather them near any object so you aren't depriving your team of the Blaster's AoE damage. I would call that team work. It should flow both ways. Smart should be expected from everyone on the team not just the KB user.
    The center of the room is a nice clump. To give you an example. On a Lambda trial, are you suggesting that the tank should waste the time trying to move Marauder to one of the corners? Because if you move him too close to that open door, he might leave the courtyard and the trial fails. So it's best to fight him where he stands.

    I can give you examples from nearly every TF and/or trial. Take the STF since its the WST. Where the heck do you expect the tank to move Arbiter Sands and his spawn?

    On the ITF, in the final mission, many of the spawns are on bridges or otherwise not near corners. Where is the tank supposed to move them.

    On the LGTF, where exactly should we be pulling Hro'Dotz to? Right by where Honoree spawns? That doesn't seem to make a lot of sense.

    On the KHTF, Mary is already hard to control. Where is this mythical corner I should pull her too, and why would she stay there.

    I could do this all day!
  17. Quote:
    Originally Posted by Clouded View Post
    Geez EG, that's a pretty ugly thing to say but par for the course for you.

    I have a NRG/NRG Blsater and a Fire/Fire Blaster (both 50+1). They play radically different but I'm guessing you wouldn't know this assuming, based on your hate for KB, that you have never played a NRG/ Blaster for any serious amount of time.

    By the way, there are a couple procs worth slotting in NRG's ST blasts that really help make the set that much more effective in ST damage. Sure, it probably won't beat out Fire Blast but it's still a very fun set to play. I'm sorry you feel otherwise.
    Do you people just not read whole posts?
  18. Quote:
    Originally Posted by Zombie Man View Post
    K, you win. It is never the best tool because you can imagine the situation changing so that it's not the best tool.
    No, KB is not the best tool, because it's not the best tool. You gave a specific scenario where you thought KB was the best tool. I showed that it would have been better to just have a stronger character. You falsely accused me of changing the scenario. I didn't. In both cases it was an ITF. In both cases we are talking about the tools characters have to meet the challenge.

    Your use of KB in that instance was reasonable and sound. It was not the 'best' tool. Best means

    Quote:
    Originally Posted by Merriam-Webster
    1
    : excelling all others <the best student>
    2
    : most productive of good : offering or producing the greatest advantage, utility, or satisfaction <what is the best thing to do>
    3
    : most, largest <it rained for the best part of their vacation>
    Best is killing the mobs as close to instantaneously as possible. That's not a bias. That's simply fact. Dead mobs do 0% damage, have 0% defense, and are no longer an impediment to your goal.

    Knocked mobs, by contrast, are incapacitated. That's useful, but they still retain all their health and the ability to eventually retaliate. When they are dead they don't.
  19. Quote:
    Originally Posted by ArcticFahx View Post
    Until energy is removed from the game (which it will never be), it's a valid powerset choice and marginalizing players who take it is being a bit of a dick.
    Jeez, please follow the conversation chain. That was sarcasm in response to MiladysKnights use of 'ignoramus' to refer to people who don't like KB. Hell just read the whole post, where I make it clear that its sarcasm.
  20. Many folks will tell you that being a healer isn't very useful in CoH. There is some truth in that, but it's not absolutely true. The answer to your question is you want a Thermal or Empathy Defender. A Time Defender is a decent healer as well, but a much better buffer/debuffer than the other two IMO.
  21. Quote:
    Originally Posted by Miladys_Knight View Post
    I've seen said KB haters charge into the middle of a room on a map and gather up all the mobs AND THEN STAY THERE like the ignoramuses that they are and then yell at the Energy blaster when they unleash their AoEs. All the ignoramus has to do is gather that pile of mobs into a corner and they have no problem at all even with an inexperienced KB user.

    It's not only that we need smart KB users its that we need to educate the ignoramuses on the mechanics of KB so that they don't inadvertently become their own worst enemies.
    If the mobs are in a nice clump like that, why the heck would any ignoramus Energy blaster blow them all away. And why should the melee player be expected to waste time moving them to a wall or corner to accommodate the ignoramus KB user. In fact, what ignoramus still plays Energy Blast in 2011 when you can recolor Fire and have a good set? <--- THE PRECEDING IS SARCASM IN RESPONSE TO MILADYS KNIGHT'S USE OF THE TERM IGNORAMUSES TO REFER TO MELEE PLAYERS! PLEASE SEE RELEVANT PORTION BOLDED ABOVE IN THE POST

    See other people can use unjustified insults too! <- THIS IS THE TAG SHOWING THAT I WAS NOT SERIOUS ABOVE!
  22. Quote:
    Originally Posted by Infernus_Hades View Post
    The best rule is if you have a person using knockback and it irritates you tell them quite simply - You knock it back you kill it.
    The best rule I've found is to not play with people who play in a way that irritates you. The only time that bites me is when I'm leading a team because as a personal policy I will not kick people for having and using KB powers. I tend to just suffer through it, or if I'm on one of my stronger characters just do the objectives so I can end the team quickly.
  23. Quote:
    Originally Posted by Zombie Man View Post
    No, it is not.

    You're taking the example of a team that is so overpowered, it can ignore the high resistances and self-buffs of Cimerorans. Of course, *in that situation*, KB would slow things down.
    This is what you said:

    Quote:
    Originally Posted by Zombie Man
    And sometimes, KB is the best tool.
    That, as you have acknowledged, is false.

    Quote:
    But I remember when the ITF was first introduced and teams were wiping and melee were complaining about their -Def, and controllers and debuffers were complaining about their seeming immunity to mez. In that case, KB kept the team alive. Dead teams don't complete the ITF that quickly.
    So you're saying that teams that suck need KB?

    Quote:
    So, yeah, if you want to continue the change the case study so that the parameters make KB or any other type of control irrelevant, you will always win in making your point that KB is useless. But there are cases where KB has been useful. I've seen them. I've used it. Teammates didn't complain about it. There are cases in which your premise is simply very wrong because it's not the rosy case you always present.
    My first post in this thread said that KB can be useful. You did not say that. You offered the premise that KB is sometimes the best tool. KB is NEVER the best tool.

    The best tool is and always has been making defensively strong, AoE strong teams that can kill a spawn in seconds. I'm not saying that's how everyone should build their characters or that that style of play is the most FUN. I'm just saying that in this game, it is the best tool in the box. That doesn't mean it's the one you will always use or have available. Just that it's the best.
  24. Quote:
    Originally Posted by Zombie Man View Post
    Not when the foes are especially resistant to other buffs and controls and then buff up further. If they're weak to KB and strong to most everything else, and KB keeps them from using their self buffs, then KB wins.

    You're letting anti-KB feelings keep you from using the best tool in the box. And sometimes, KB is the best tool. It does have mechanical advantages to it. It's not just for show.
    When a KB heavy team beats my 16 min. pre-Incarnate time on an ITF, then we'll talk about it being the best tool. The best tool is and always has been killing things quickly and efficiently. And KB is the enemy of quick and efficient kills.
  25. Quote:
    Originally Posted by Infernus_Hades View Post
    Really it sounds like you want the boring and mundane and not the extraordinary. Gather 'em up slaughter, rinse and repeat. Those players daring to be having FUN - well ban them to the deepest of hells for daring to muss up the conga line.
    Yeah, that's about it! Great Summary!

    The great news is most people I find are perfectly willing to maximize efficiency and rewards. So its win-win. The few poor slobs who love KB. Well, what can you do? (other than use KB, of course)