Frosticus

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  1. Quote:
    Originally Posted by Tokyo View Post
    If I were to look at the Devs farming "fixes" from a Devs standpoint; I would first have to ask someone to smash a brick over my head repeatedly until I had suffered enough brain damage...

    I rather look at the fixes from a farmers perspective.
    Fair enough, but the devs are devs and they tend to look at things from their perspective. If you want to understand changes that aren't glaringly apparent then it is helpful to look at it from their viewpoint.

    I could full-well be mistaken, lord knows I've spend far more time butting my head against them than anything else.

    I'm trying to look at the issue from both sets of shoes having farmed a whole bunch myself. This change indeed barely affects my farm setups, but manages to be pretty annoying on my more conventional toons. I'm not a fan of it the mechanic, but I do like equality. From a farming perspective a 2ish second unaffected period would hit me a lot harder, while currently hitting my normal toons about the same as the current system.

    I'm fairly sure they gave self rezzes to npcs for a reason. A short unaffected period would promote that reason better than the current no-target system imo.

    It's not fun, I wouldn't claim it to be. The current system isn't much fun either. As to which is less fun I say flip a coin, but unaffected period accomplishes the task with more equality and to a more complete extent. I guess I'm an equal opportunity no-fun kind of guy.
  2. Quote:
    Originally Posted by Spectreblade View Post
    As it stands now, some player rez powers grant "Untouchable" status when used and others do not. I do not see why this should not be the case for NPC's as well, like it was before the patch. However, all player rezzes give a period of immunity to XP debt. Those were added to counter the opposite problem to this one, i.e. "rezzing players going splat before having a chance to interact with the enemies resulting in extra risk disproportionate to the reward involved." Why not have that same period apply to NPC's as well, in the form of not giving rewards during that period?

    This would solve the problem, while still allowing players to defend themselves against such an enemy. And if that enemy does stay up long enough for the period to end, then it will have taken enough effort to defeat it again for the players to be rewarded for it again.
    Depending on how long the "no xp" period lasted you run the very real risk of fully reversing the initial problem. Now you have people spending time defeating things and getting no reward whatsoever (in the case where aoe splash damage isn't vaporizing them)

    I can't say it with absolute certainty, but that would also defeat the purpose of the original design intent behind enemies self resurrecting, which is namely to add another layer of difficulty to the encounter. You'd still have the same issue of players using aoes to defeat the target before it had an opportunity to serve the purpose of being resurrected.

    While it seems fairly clear to me that the devs were spurred to make these changes due to rewards being earned with minimal effort/time I'm sure a tangential goal was to ensure resurrecting enemies are allowed to fulfill their purpose from an encounter difficulty standpoint.

    A "no xp" period, would pass the criteria of preventing the earning of extra rewards, though run the risk of actually punishing players. But it would fail at preserving the encounter purpose of rezzing enemies.

    The current method of "no target" sometimes passes and sometimes fails the extra rewards criteria as pets and non-target damage powers are not affected. And it sometimes preserves the purpose of adding depth to the encounter and it sometimes fails for the same reason as the reward portion

    Applying a 2 second "unaffected period" would pass the criteria of disproportionate reward rates and ensure enemies survive long enough to return to the fight.

    All three methods have "anti fun" factors compared to how it used to be, but in my mind it is best and most fair to go with the one that affects everyone equally in all circumstances while also best succeeding to achieve the secondary goal of resurrected enemies increasing spawn difficulty.

    If I had a choice I'd probably return it to how it was before. I actually like curb stomping them before they can even get up. I find it fun and funny.
  3. /therm with the 2 res procs will make for some meaty pets.

    Then again traps with the two def procs and manuvers will make for a tankable demon prince (even after they lower his def numbers it will still probably be at soft cap) FFgen+manuv+2 procs = ~30% def. He's at 25% now, I don't think they'll lower him past 15%, but maybe.
    with chilling embrace and shiver he should pull a lot of aggro.

    Just a couple possibilities for those thinking of deviating from the standard bodyguard set up. Cause with so much potential st -res it could be beneficial to specify their targets.

    Also I want /cold domination for MM's.
  4. It's all these reasons and maybe a few more. It is pretty important for pvp.
  5. Fire/fire dom that makes everything else look like it is using a butter knife while it has a chainsaw to dispatch enemies.
    -haven't seen one, but I've got a mids build that does so much more damage than anything else it is disturbing.

    Ill/cold with perma PA
    -again haven't seen one, but it is possible and it would do everything an ill/rad does except faster.

    If BaB's ever gets rid of redraw I'll give a nod to a perma pets Bane that would be right up in the 400 dps range like the fire/fire dom. But until then.

    Warshade.
  6. Quote:
    Originally Posted by SpittingTrashcan View Post
    I'm not entirely sure this is the issue they were trying to resolve. Someone brought up AFK PVPIO farming, and that seems slightly more likely, although this change really doesn't do much to curb that either...

    It's a puzzle, to be sure. A solution that doesn't really match any of the problems I can think of.
    Quote:
    Originally Posted by Tokyo View Post
    I was of the opinion we were discussing resurrecting enemies being untargetable...

    The only reason for this change I can think of is to deter its use in exploitative farming. However, as explained before the change does little to deter farmers.

    The idea that this change was made to give resurrected NPC, PC targets a greater chance to survive is..well, absurd.
    Not survive, you are looking at it in the wrong way. Look at it from a dev standpoint.

    It has been postulated by others that one of the main reasons for this change was because you could earn double rewards from self rezzing enemies with out double the effort. Some of things you could do with regard to AE farming highlighted this.

    Basically if you looked at something like the jellybean farms the enemies (other than the gm) all had a self rez. Those ones in particular only rez to about 3/4ths health, but that isn't the case for all rezzes. Anyway, they would usually be killed before they had fully stood up resulting in nearly 100% risk free rewards. Double rewards for minimal effort/time.

    It has also been happening with freaks for years, though not as obvious as those mobs I'm talking about had a 100% rez rate. But the devs did notice the issue with freaks awhile ago and lowered their xp. I don't have the quote handy but the dev (castle or posi) specifically talked about the propensity to earn double rewards off of them.

    We know how the devs feel about earning extra rewards without extra time invested.

    I've also said that while this was targeted at reducing this issue/exploit/problem (w/e you want to call it) the mechanic they have utilized is not equally affecting all PC powers.

    *Of course allowing them to attack while untargetable is certianly promoting the idea of the npcs getting their licks in before being defeated again... hopefully that isn't deliberate though as that isn't the issue, or rather it swings part of the issue in the opposite direction. The issue is earning double reward without extra time investment.

    Now this change may have gone through to minimally impact the pvp IO farming. Or it may have gone through to address earning double rewards with nearly no extra investment and just happen to minimally impact pvp IO farming. Then again most (all?) player rezzes already have an immunity period already and I don't see them going through all that effort to singularly prevent auto targeting a player with a single attack when afk farms make use of other factors that allow them to happen far more than that factor. (ie using the oro tf settings to weaken one of them, pets, and non-target damage powers).

    I can't say with absolute certainty, but I think an attack on afk pvp IO farming would have come in a far more obvious format.
  7. Quote:
    Originally Posted by Carnifax_NA View Post
    * Agreed, my Plant/Emp joined a team and ran the Dreck mission last night (tankless and with only 2 deaths, one being lil me who let a Tank get too close towards the start. Go team!) and it was hardly noticeable in any meaningful way, didn't slow us down at all.


    Didn't notice any untargetable rezzers firing off attacks either.
    I've seen motorists not realize an emergency vehicle is approaching and they continue merrily on their way, oblivious to their surroundings. Doesn't mean the ambulance wasn't there.

    The current setup affects some more than others from a technical standpoint. Generally an attempt is made at avoiding mechanics like that.

    Ideally they would have just left it alone, but they have identified an issue that needed resolution: self rezzing enemies going splat before having a chance to interact with the players resulting in extra rewards disproportionate to the time/risk invested.

    I'm well aware that "unaffected" isn't a fun mechanic for many people, but it is the only one I can think of that will equally impact all player powers while still resolving the issue stated above.
  8. Frosticus

    Tanks a lot!

    Quote:
    Originally Posted by Memphis_Bill View Post

    That said, I wouldn't be surprised if the two problems with them would be tracking (turret tracking, that is, as you mentioned) and potentially damage - as if I'm beating on a tank with my SS tank/brute, I want to see it getting dented.
    If we can get over not cutting a hellion in half with headsplitter we can get over not denting a tank with haymaker.

    I'm all for any new enemies. I recently created an arc for myself that has a bunch of enemies that I rarely encounter (ie those scorpion-creys) and had fun facing something a bit different while not being ridiculously OP'd like most custom enemies in MA.

    /signed.
  9. Ya cold is nearly as top heavy as the old /psy assault used to be. It is an amazing set, but waiting until lvl 35 is painful.

    The team value cold offers is great even in the early game, but it isn't enough to generally carry the show (pre sleet), so as pointed out it isn't as in demand as kin at lvl 20, or therm, or pain. So it doesn't solo as well as other sets (until late game) and it doesn't team as well as other sets in the early game.

    Which kind of leaves it in limbo.
    It should have been released with sleet and frostworks switched. That alone would turn the set around.

    All well, I'll just pl any new cold project I make into the late 30's... so I can deal with it I suppose.

    As for rare primaries, I'd say everything other than fireblast isn't all that common. Dual pistols is prevalent right now, but will likely fade to obscurity once the shine wears off. The rarest of the rare is likely energy. I'd say rad is pretty rare too, but I still see the odd rad/rad in the late game, whereas seeing energy is like spotting a leprechaun.
  10. Quote:
    Originally Posted by chriz2ferx View Post
    Do the pets have any kind of healing for themselves (IE: like protector bots)? I am guessing we don't know for sure or if it will be any good

    I was initially going with Storm, but I realize I have done Storm to death on other toons, and a group heal would be very nice if this is indeed a melee-oriented set with no or limited abilty to heal themselves or eachother. I have only done one Empathy character, and have never done Thermal or Pain, so I am thinking most likely Thermal or Pain unless the pets turn out to be very resilent on their own
    The pets have very good resistance. One of the teir 2 pets has a pbaoe heal and a single target heal. Not something that will keep them alive in a bleeding edge battle, but could easily supplement a weaker healing set like storm or poison, or compliment the regen of traps. Looking over the powers and their numbers the only secondary I personally wouldn't see it playing that well with is TA. But only because TA is so good at maintaining range while DS is a up close and personal set. It could still work though.
  11. Quote:
    Originally Posted by Tokyo View Post
    Please don't give the devs anymore ideas on what to nerf for future updates.

    K, thanks. bye! d;D
    If you read what I said to completion you would not have responded in this manner. Assuming of course you had any idea what is being talked about.

    thx bai!
  12. Aliona did you try sending him a message telling him he was a noob?
    if that didn't work did you try calling him a noob in broadcast?

    if neither of those work, well I'm fresh out of ideas.
  13. Quote:
    Originally Posted by Pixel View Post
    They should make it work like phase shift, where if an opponent logs out, then you can log out, and beat their *** on the login screen.
    ok, this was really funny.
  14. Frosticus

    Demon Set

    Quote:
    Originally Posted by Swansu View Post
    Do the pets that attack with Hellfire also get -res as well? Or is it just the -res from the whip attacks thats making it easy to steamroll?
    Well seeing as how I have the set open right now.

    Tier 1 Hellfire demonling (1 of the 3 little guys) gets:
    corruption: 20.71 dam, 1 sec cast, 4 rech. -15% res for 5 seconds
    hellfire: 25.69 dam , 2.03 cast, 6 rech, -15% res for 5 seconds
    hellfire breath: 30.36 dam, 2.67 cast, 16 rech, 30 degree cone, -15% res for 5 seconds

    Tier 2 Hellfire Gargoyle (1 of the 2 medium guys) gets:
    corruption: 26.63 dam, 1 sec cast, 4 rech, -20% res for 5 seconds
    breath of hellfire: 36.71 dam, 2.67 cast, 10 rech, 30 degree cone, -20% res for 5 seconds

    Should be pretty fun.

    *someone said ingame that the damage aura the gargoyle gets also does -res, but it isn't shown at the character creator as doing that, just toxic damage. So proly not.
  15. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Yes and no. It doesn't provide a huge overall bonus, but it does provide a nice bonus where you really need it: solo facing a single tough enemy (i.e. a Boss or EB).
    You should take a look at his test results if you haven't. I agree it is a nice bonus, just not nearly as large as most people believe (myself included prior to him conducting the study).

    I just added the 30% dam bonus onto vigilance in my mids. Looks really good for the traps/son I've got loaded.

    I really doubt people are suddenly going to be satisfied with the solo speed of their FF/elec's, but offender builds should be noticably stronger. I mean it is the difference of 70.5 vs 81 damage for something like charged bolt (3 SO's). But for something like my storm/sonic that easily puts out 100% -res it is the difference between - 118.4 and 136.6 on shriek. That is definitely going to be tangible.
  16. Frosticus

    Demon Set

    Quote:
    Originally Posted by Swansu View Post
    Do the pets that attack with Hellfire also get -res as well? Or is it just the -res from the whip attacks thats making it easy to steamroll?
    Yes, one of the tier 1 pets applies -res and so does one of the tier 2 pets. The numbers they apply it in are very high too. They are fairly short duration though so not too much stacking from looking at the numbers.

    Looks like at any time though the target will have -35% res (at least) before lvl scaling of the pets. With bursts of double that or more. Easy enough to keep another 18%+ on target with your whip too.

    The other thing that looks like will push their damage to insane levels is how fast they can attack as many of their attacks have very short cast times when compared to things like bots/mercs/thugs/zombies.... Well all of them aside from ninjas, who have pretty fast attacks too.

    Glancing through the powers we have the highest potential dps toon in the game just introduced. Pair it up with a -regen debuff and I bet we'll see some easy AV's dropping in under 2 mins. No wonder they drop bosses so fast!

    I'm not complaining, I will definitely be playing this set.
  17. Frosticus

    Demon Set

    I've been logged in for awhile now.

    Demons look like their damage potential is through the roof with all that -res.
  18. Frosticus

    Demon Set

    Need to roll a dead cattle herder. Maybe Billy Crystal

    get it?
  19. Going to be taking a look a new sonic blast offender build, that 30% damage buff will result in some strong numbers for final output.

    Should probably only be second to fireblast corruptors for min/max builds.

    *How fast are the damage buff ticks evaluated?
    If they are fast like assault it won't buff things like lightning storm, but if they are slower it could be really good.
  20. If the charts in question are from several months or so ago, then yes they included scourge in the analysis.

    Scourge is greatly overstated by the general populace. It is a much lower damage increaser than people realize.
  21. Quote:
    Originally Posted by Sharker_Quint View Post
    hordling berzerkers have always been like this. it's nothing new. just carried over to other things.
    The nice thing about them is I just hit them with a mez (that does a bit of damage) and then head to the next spawn. When they self destruct a short while after being free I get full xp for the kill and really did nothing and they rarely catch back up to me so risk free.

    They also don't seem to attack before they are targetable (iirc), they spend the rezzing time casting their ice armor. Compared to a freak tank rezzing and trying to two shot you before he becomes targetable. Despite it being the same mechanic I think hordlings are working well, but other rezzing npc's not so much.
  22. Quote:
    Originally Posted by Clave_Dark_5 View Post
    Six folks at eleven AM on redside means that rumors about it's death are greatly exaggerated though.
    On life support might be more accurate. Though it has arguably been on the donor recipient list for quite some time.
  23. MM's exploit this "no target" issue in both aggressive and defensive mode. Aggressive because pets can still target things and defensive because these npc's aren't bound to the same no targeting rules as we are so they will attack you immediately.

    Other toons simply work around it with pbaoe's and other powers that require no target to function.

    Not really seeing why my stormy can immediately debuff the freak tank, but my rad has to wait until it has tried to 2 shot me.

    I get why they decided to make this change as insta killing them as they stood up was not working as intended, but as of now this affects some pc's and not others. A much more complete fix would be to apply the "unaffected" effect to the npc rez for a second or two and still allow targeting.

    Yes, still allow targeting so that everyone is on the same footing as soon as the unaffected period expires otherwise you'd still be giving advantage to some powers over others.

    edit: I used the phrase "exploit" because the devs seem to listen to that word and may actually result in a change.
  24. FFG struggles to keep up with just sprint turned on

    It really needs a massive speed increase, which would greatly help traps get over the perceived "need to pull" and "need to turtle" that has been attached to the set.

    With just cj+hurdle and a quick hop of about 50 ft into a spawn it takes a couple/few seconds to show up. That isn't cool.

    I find it ok on MM's considering the pets are generally slow as molasses too (though faster than FFG still), but on corrs and defs it is really apparent just how slow it hovercrafts along.

    *then again, I've often wondered if the devs play the game at all similar to us. Or if they just use base run speed between things?
  25. No it does not. Perf proc adds ~0.2 eps over time, but is of course random and in bursts, but ya.

    I believe a chain of GFS, cremate, incin is the "best" but requires a lot of recharge.

    You should search through the scrapper boards a bit more, I know the fire chains were talked about in length a month or so ago.

    SC has an unenhanced DPA of 116.5, which would make it very worthwhile.
    iirc SC has one of the highest DPA's in the game once you eliminate the fast casting blaster nukes (ie dreadful wail). Pretty impressive for a defense power.... and an aoe...and on a short timer...and with kd....and with a huge aoe....and only costs as much as headsplitter.... which it does more damage than...and with a built in teleport...

    Of note though if you plan to use it as part of your single target attack chain is two things.
    1. you need to target the recticle which often means it takes a bit longer than the actual cast time.
    2. shields performs FAR better when surrounded by enemies fueling AAO. SC is so powerful it usually eliminates all of them.