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Posts
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Joined
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Quote:It's pretty much a Beast Run type travel power with a stealth temp toggle that's about as good as stealth. Superior Invisibility, it is not, so no naps.Can I walk up to Hami and lay down for a nap, or is this something I can run past baddies with on the way to a mission?
Running around and jumping as a panther is quite a bit of fun though. -
The speed is nice, another place to put a LotG recharge is nice, and the added defense can come in pretty handy if you already have some defense but you aren't capped.
Two uses I've found for it are extra control and defense while stealthing missions, and as a sort of mini tier 9 on an invuln tank: if i've got a good handle on aggro already, I can throw out one last taunt, then hit Afterburner and take less damage for a bit while Dull Pain recharges and regeneration does its thing. Also would be useful for occupying one AV while the rest of the team fights another. -
Egyptian, Native American pieces. More pieces but simpler ones would be better, to me, than fewer but really dramatic ones. For instance, I'd get far more use out of Native American style leather/deerskin pieces that can be recolored and integrated into other costumes than a big over the top feathered headdress. Not saying you shouldn't do that too if people want it, but for me, pieces like that have very limited use, and that's far less important to me than being able to integrate. The Gunslinger pack pieces such as the belt with the big star are an example of what I mean: I can't see using that on anything but a full-blown western movie type character, whereas there are probably ways to make a gunslinger-flavored belt that would still work on a more modern character.
More female hair, especially long. Cascading curls like Wonder Woman often has. More variations on existing styles, so I can reuse a style and have it not be identical apart from color.
Gloves and boots that match the Metal texture.
Golden Age, Silver Age pieces. Barbarians, medieval, and magic.
More elegance. Imperial Dynasty was *great*. Boots to match the chest/legs pattern.
Jewelry! I abuse the heavy neck chain shoulder option frequently because it's about the only option.
Long skirts and robes, maybe limited to powersets that don't have kicks in them, so nobody has to figure out how to animate Martial Arts, etc with them.
A third color. Probably not on the agenda.
Thanks for putting up this thread. Having a costume that fits the character and looks different from my others is about as big a deal to me as the powersets, and the continuing expansion of costume possibilities is really what keeps me in the game. What you're doing is very important. -
If you're teleporting in to attack, just hit the key for the power after you start to port. You'll still be hovering, but it looks to me like the attack starts going off, so at least to me, it matters less about the hovering bit.
I think the hover is there because without it, you start falling immediately, and if you've got any sort of lag or shaky connection, you wind up falling out of the sky, potentially taking a bunch of damage and landing on hostile mobs, and they added the hover in to fix that. It would be nice to be able to turn that off, though. -
I've never liked the exclusivity concept. I didn't like it when I was a couple months behind the people who had been around since beta, and I don't like it now when I'm showing a friend a costume and they can't use the pieces themselves because they haven't been around long enough.
I've since bought my way to tier 9 because I wanted to use a couple of the celestial pieces, and I'm not complaining about that; it was my decision. I don't care about the money involved for me. But it sucked when I couldn't do anything about getting a cool new vet thing like being able to use travel powers early, because I'd never heard of the game or the company until months after it was released.
It bothers me that the work's been done to develop the costume set, and here's a subscriber that wants to use it, but it would cost him three hundred dollars to get it. -
Quote:Me too. I understand what they were trying to do with containment, but I think it has some really unfortunate side effects, such as this.It makes me cranky to see the Immobs go out the instant we see spawns, before the Tanker can gather them, freezing them in their (widely separated) places.
I've also rerolled a DB/WP that was based around melee cones because any time I teamed, I got to use Attack Vitals on one or two guys at a time, because of regular immobilization of spread-out mobs.
On topic, Phase Shift used to be cool, before it wasn't nerfed for pvp, right around the time pvp came out. -
Just yesterday I was thinking about rerolling an elec/elec blaster as a kin/elec, but I'll probably go elec/kin instead because every kin power I looked at seemed to work the same on a corruptor. I don't care that much about getting the kin powers earlier, certainly not enough to give up scourge. Maybe there's something I'm not seeing, but I'll wait six levels for Fulcrum Shift quite happily if I can go from being a damage dealer technically because I'm a defender with kinetics, to being a damage dealer who also has kinetics.
I just don't see the point in making it a defender and giving up all that damage. Vigilance isn't something I feel I can build around. I guess I could skimp on end reduction for team-only powers like buffs, but otherwise I don't see it as a solid feature I can do much with. I'm certainly not going to build the whole character as endurance-challenged just so I can reap the benefit when I'm on a team of half-dead people. The damage buff is certainly appreciated, but I team enough that it often goes unused. I don't know how to improve the situation, either, but I do hope defenders get something that makes them a clearly better choice for reasons other than getting the powers earlier.
This makes me sad, as one of my best characters is a defender. I love the idea behind the AT, but I think corruptor secondaries are too close in power to defender primaries after Going Rogue and side switching. For what it's worth, I feel the same about scrappers and brutes: if the mechanics don't favor the hero AT (such as Sonic Blast's debuffs on a defender, or scrapper powersets that work better with criticals than with fury), the villain AT is probably a better choice. And I say that as someone that never plays redside, so these are not my pet favorites from back in the day. -
Is there a post somewhere that explains what all of these are? I can pretty well guess at "Cyberpunk Costume": it's probably a cyberpunk costume. "Amplifiers" I am less sure about, but I could use a '64 Super Reverb if that helps.
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Depends. If I'm on an energy blast or storm summoning character, I am the center of the universe, and it's all moving relative to me.
On a tank, I'm constantly shifting position a bit, which is how I can tell I definitely have aggro. If they don't pay attention to my every little movement, something's gone wrong. And I'm always trying to put myself on the other side of the group from the team, so the aoes hit them less.
My new dominator keeps darting in and out of melee range due to having pbaoe and cone attacks, and my scrappers go wherever they can do the most damage. Defenders go where they need to be to protect the team. Etc. Sometimes that means moving once per fight, sometimes it means moving a lot. -
Quote:Thanks for the information. I think the PPM change will be unfortunate for really heavy recharge Dark Armor builds, though it will be much better while leveling up. My two 50 DA characters have pretty weak recharge: the one without Hasten gets a buff out of this overall, and the one with Hasten and one purple set has 125% recharge while Hasten is up, and that looks like it will be about even with the existing IO version. (Both have about 100% recharge in the power itself.)No, I don't consider this proc to be very abused. Here's how it works now:
This power has a recharge of 30 a 1.17second cast time and an Area Factor of 4.
IO version has a 20% chance to proc.
SBE version has 3 PPMs and thus has a 39% chance to proc.
PROPOSED CHANGES
Theft of Essence: Chance for Endurance
PPM: 4.5
0% Global Recharge/Power Recharge
Proc Chance: 58.4% per target
0% Global Recharge/95% Power Recharge
Proc Chance: 31.0% per target
100% Global Recharge/95% Power Recharge
Proc Chance: 21.3% per target
200% Global Recharge/95% Power Recharge
Proc Chance: 16.4% per target
300% Global Recharge/95% Power Recharge
Proc Chance: 13.6% per target
Is it possible to, instead of using the actual recharge number, use the recharge that would be required given the last use of the power? That is, if the power has a recharge of 30 seconds, and I last used it 15 seconds ago, I must have about 100% recharge. If I last used it 30 or more seconds ago, I'm using effectively 0% recharge. Whether the power was up or not, I wasn't using it, and the proc wasn't going off. This would have the effect of letting procs charge up to some cap (maybe the current IO % chance) on the first fight, or in powers one does not use as often as they come up, but would achieve the reduction of proc effect in spammable powers if you spam them. That way at least the penalty for high recharge is only applied if you're actively using the recharge on the power in question, which I think might save a lot of arguments. -
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How will the change to PPM affect the Theft of Essence proc?
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Why? I haven't analyzed the numbers on it, but on my main, I use it whenever it's up and there's something in range of it, which is fairly often with all the extra range that character has.
Having tried VS, it's a neat idea and all, but in practice I tend to find it not that useful to me. If I'm already in the fight, I'm busy draining mobs. If not, I can summon it, but it will take a while to catch up to me, and half the duration on it goes to waste. At least, that's how I remember it; I don't play the elec/elec very often. -
I put it in Fire Ball for two reasons: as stated above, it's a way to get ranged defense out of an AoE, and the recharge is better, at least while levelling up and pre-spiritual alpha, than using Positron's and a common recharge. I care a lot more about those two things than I do about the proc.
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I for one like Battle Axe just as it is. No gimmicks, relatively few outlandish animations. I like the appearance of the Minotaur Axe from Titan Weapons better than any of the Battle Axe options, but I tried TW and didn't like the slow, slow, fastfastfast nature of the set at all. Seemed to be effective, but variable speed attacks are a thing that, now that I have tried it, I don't enjoy. Yes, I'd rather play Battle Axe. I hit things with an axe, they take damage, sometimes they fall down, I'm happy.
Add a new powerset, everybody wins: even if I don't like it personally, there's more diversity and enthusiasm. Revamp an old powerset, the people who prefer the new way win, the people who don't prefer it lose. And many of those will be old vets that are here for the long haul.
So, fixing obvious inconsistencies like the really slow old Flares animation made sense, but adding gimmicks to old warhorse sets, to me, does not make sense. -
Quote:That's me, Almost Noone. I use the stealth IOs quite a bit, and prefer using Zephyr for KB protection, since I can put it in Fly's default slot and not use up a slot in a resist or defense power.sooo...a bunch of IOs almost noone uses...and still no staff fighting.
Whee, indeed.
I can't say I agree with the reasons given for delaying staff though. It was ok to release the two sonics and the two archery powers at once. I actually prefer powersets to come out in batches, so we don't see one powerset take over the server, like it did on Dual Pistol Weekend. -
I wonder if something as simple as increasing the range on blaster attacks would help. It wouldn't do much for blappers, I guess, but I've found my main, an energy blaster with Boost Range on autofire and extra range from Cardiac, is a lot more survivable by being able to fight not only outside the range of melee attacks, but most ranged attacks as well. Mezzers usually die running up to get in range of using their powers.
I enjoy that one plus a couple of others I've had for a while, but I doubt I'll roll any new blasters. Damage is really the one thing they're designed to do (aside from outliers like the elec/elec end drain), and the nuke makes them special, only in this age of incarnates, you don't need blasters to obliterate entire spawns, because the tank can do that with judgement. -
$300, I think, almost all on store-bought enhancements for mid-level characters: slot store-bought set as slots become available, never worry about upgrading the set or effects of IO level on exemping again. (I don't care about going below the minimum level of the set.)
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Quote:I have a dark/sonic defender, and she's ridiculously survivable. Adding a sleep cone to Dark Miasma gives you even more control options, and the sonic debuffs are quite nice.Sonic Blast is worth trying on a Defender. The damage isn't much lower than on a Corrupter, but the Res debuffs are significantly better from both your primary and secondary.
Plus the extra surviaibility from the Th Hit debuffs in Dark Misama are better on a Defender.
That said, I've got a mid-40s Sonic/Energy blaster, and taking GW's patron pool gives me enough cones that I can just cone stuff to death all day if I want. Also pretty nice. They're both good combos really, and Screech's stun stacks with stuns from either of the other two powersets, and Oppressive Gloom out of the epic/patron. -
Quote:Agreed. I'd be willing to bet that I want customization for Oppressive Gloom alone more than I want anything else in the schedule.I am not usually a blunt person, but: until this is done, along with the regular pool powers, "power customization" is an unfinished job. It should be in the schedule. Maybe you want to release two more Incarnate powers before you tackle this. Maybe your powers/animations teams are busy refining Beast Mastery and Staff Fighting, and working on a couple more power sets for the next few months. That's all good, and I get that. But this should, at least, be in the schedule. "Finding time" should not be an issue. Please, I implore you: make time.
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I think it should be free, because to me it's just finishing what they started with the primary/secondary customization. Which, by the way, is probably keeping me in the game; I started losing interest, but when that came out, characters felt much more like they were something I had invested in and created, rather than "my powerset/otherpowerset guy".
That said, yeah, I'd pay for it. I'd pay for it even if they did an overt cash grab, such as announcing you can buy it now for many points or wait six months and then get it free. I'd buy it the instant it became available, because powersets and costumes are what make the game for me, and costuming powersets is a big part of that. In the end, I care a lot more about that than I do about how they finance getting it done. I just want it done. -
I like some of the ideas here. I'm all for using the existing powersets on critters in new and interesting ways, and against scripted gimmicks such as are found in incarnate trials, specifically patches of doom, untargetable things, etc. I prefer for there to be a hard way and one or more easier ways than to feel railroaded. A good general example is the end of the ITF, where you can separate the healing nictus from the AV or just try to overpower the healing effects with more damage.
What I'd like to see is smarter mobs in a few ways:- Individual mob AI
Specifically, support mobs. Tsoo sorcerers are one of my favorite mobs, because they really do make the whole group harder to deal with, but their targeting seems a bit random. Often I'll see them frantically trying to heal a doomed minion. Maybe they could prefer bosses and lieutenants. - Group composition
For critters that work well as a team, have the presence of one increase the chance of spawning the other. Also, more variance from spawn to spawn. For instance, Malta are a harder group, but generally there will be one, maybe two sappers. Add a mob group type, then have each villain group have a few single-purpose options.
Malta could have a sapping squad, CoT could have a squad of Earth Thorns with their slow powers mixed with heavy ranged damage, etc. A spawn group could then have one big squad, a mix of smaller ones, just one smaller one, none at all and just random critters. This way, groups aren't all the same difficulty, and fights are more interesting because you have to look at what you're facing. - Group AI
Right now, mostly groups stand around until they detect enemies, then fight the enemies. They're pretty much unaware of any other groups, and there's just the one option: charge in and fight the players. Instead, they could flee towards another group, possibly a patrol, so that players will have to fight two groups. Or, sort of like an ambush, they could call for backup, and a patrol group, if there is one, or all patrol groups, start heading for the location the original group was in when the distress call went out. Or, they could head for a bit of useful terrain, like a bunch of pop-up turrets or the blue and green crystals in CoT maps. If there was a chance for each of these things, there'd be a lot more to think about while beating down groups of mobs. They'd also seem more intelligent, which I think would add a lot to the atmosphere of the game. - Maps
I'd like to see a new kind of map that more closely matches real world buildings, and also is, in the case of headquarters, designed to be defensible. It's hard to have the groups act more intelligently when the maps are really convoluted and seemingly random, but a counterexample would be the Council map with the room of death in it, where it's hard not to engage the entire room at once, and you get shot at from all over. That would be a good place for fleeing groups to retreat to, for instance. Or, the high level hero tip mission where you rescue people from Arachnos has a map with a really long corridor and some things you need to fight in the corridor. There's always a spawn at the back, but that would be a great place to put some Nemesis-style long-range snipers that will start shooting when you're engaging other spawns. Add some short-range protectors for them that *don't* charge the players unless they get close, and then players have to take the snipers out at extreme range, ninja in and disable them unnoticed, or just take the extra fire until they can get there as a team. I think that would be doable with what we have now, and would be a way to add challenge with multiple roads to success.
Rereading, I'm pretty much just agreeing with what Arcanaville said, especially regarding constellations of mobs, encounters being a bit less predictable with (more or less) the same mechanics we already have in place, and I really like the pacing idea. That gives people who don't want as much challenge the option to take it slow and let the groups peel off one by one, and for greater challenge, the team needs to hurry through the regular mobs and then survive the bigger encounter at the end. Probably rough on people who routinely stealth through to the end of a mission, though. Not sure if that's a problem. - Individual mob AI
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On Virtue I get "Cannot find map!", to which I want to respond, "Have you tried using both hands and a flashlight?"
Hope it's up again soon, as I spent real money to buy attuned IOs and the sale is over in a few hours.