Gorgar

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  1. Thanks for doing this. I'm looking forward to using the Baron jacket. As was said above, it's really cool that you went back and did this.

    It's stuff like this that keeps me playing for as long as I have. Seriously. There's been a nice history of QoL improvements.
  2. I hope the dark control and beast sets are out in time for this.
  3. I've always wanted Dark Miasma/Storm Summoning. Defiance would be lovely.

    Fire Blast and Energy Blast would each be fun to double up on. Two copies of Fireball, etc for flaming death at range, or two copies of Torrent, etc, for double ridiculous knockback (and the damage that comes with being a blaster, not a storm/energy defender).

    But if you could duplicate a powerset, Illusion/Illusion.
  4. Quote:
    Originally Posted by Golden Girl View Post
    The end cutscene doesn't feature any skulls.
    What's the point of a Valentine's Day event if there aren't any skulls?
  5. Quote:
    Originally Posted by _eeek_ View Post
    Is tanking a "manly" profession? I always thought of it as being rather mom-like, like a in mother hen keeping the chicks safe.
    That's how my tanks think of it.

    Also, I run ahead, having learned that I need to keep feeding them a constant stream of new mobs with no break or they'll find trouble. But I tend to taunt the group that the team is finishing off as I leave, so that anything that is free to move will follow me. Or I'll taunt new mobs over to where we already are.
  6. Gorgar

    Tights!

    Quote:
    Originally Posted by Bullet Barrage View Post
    I'm not sure if this would fall under the basic tights thing, but the patterns. I have an idea to allow for 3 colors, instead of tights+1 color detail.
    Instead of having the patterns and the tights styling on the same selection section, have a whole different section for patterns, with two of them allowed under the section. I *think* this would be possible because the way the logos under Chest Details work. I think it would completely change the costume experience, in a good way, since all the previous patterns would be available, and you wouldn't be forced into using any at all.
    This would be fantastic. Also agree with whoever said the CoT stuff is exactly what some of us don't want in regards to tights, etc. I'm after simple building blocks, and more of them. For instance, I tend to use the Sharp pattern a lot on gloves and boots, because it lets me put a band around the edge. I'd love to have another one like that which didn't have the pointy bit.
  7. I do like sets when they help give a coherent look to a costume. I often will use the boots and gloves from one set, and the chest and legs from another. I don't have as much use for sets where most of the pieces don't seem to work outside the set, and seem like they're just there to fill out space and let you make Set Theme Guy with all new pieces. And overall, I'd rather just concentrate on the inspired pieces, and being more complete with those. For instance, if the Barbarian rings and belts had come out for both genders, and maybe some basic fur-lined boots and gloves, that'd have been enough. There are already barbarian-style hats, and I think it's limiting to feel that every pack needs to have a piece for every location. The strength of the costume editor is mixing and matching, not using preselected sets, in my opinion.

    It might be useful to do occasional packs of really specialized but unrelated stuff, so that there's a way to put out things people are asking for without having to hype it as a complete set. As an example, maybe the Gunslinger thing could have worked as just a couple of pieces as part of a grab bag pack with friendly a la carte pricing. Not all packs need to be the same size and price.
  8. Ill/Emp makes a great behind the scenes sort of character. Illusion's control is sort of peaky: it's amazing when PA is up, and kind of less than outstanding when PA is not up. So I run mine with Superior Invis on all the time, keep the team buffed and healed with the emp side, try to keep from drawing aggro most of the time (concentrate on two targets, one getting Deceive and the other Blind and Spectral Wounds until defeated), and save the day as needed with PA. It's kind of soloable at 32 because you can buff the hell out of the Phantasm, but a bit painful before that, especially if half your slots are in the buffs and heals. I think of mine as an empath first, and use illusion powers reactively.

    Ill/Storm is far more active. There's enough control just in storm to almost count as a control set, and adding Illusion to it fills in some holes. I have aggro most of the time, but they're too busy dealing with my powersets to get to me. You can always run on low throttle, just running Freezing Rain from the storm side, keeping chaos to a minimum, and break out the fun storm tools when things start to get hairy. Solos pretty well at the point you have FR and PA, because stuff kind of melts. I'm on the offensive almost all the time on this one. Hurricane's debuff helps a lot here. You have to be willing to embrace the chaos, and if someone else goes immob-happy, you can run into trouble when everything just stands there and shoots you instead of flying around the room like it's supposed to.
  9. I'd just like to see another pass made at golden and silver age comic costumes. Look at some comics and add in some bits that currently have no counterparts (generic stuff like ankle-high boots, thigh-high boots with low or no heels, belt symbols, etc), and add nicer versions of some of the older things that could benefit from a revamp (mask textures, etc). I'd rather have this than dinosaurs, underwater zones, moon bases, etc.

    Since a lot of the basic old-school hero stuff was done really early on, and much of the later development seems to be aimed at other subgenres (steampunk, anime, etc), I think another look at the basics would be great.
  10. I'd like to see a bit more benefit from using Taunt while solo. The range debuff is nice. Something further along those lines.
  11. I bought 10 or 12 of the proc and about 6 each of the def/end and defense ones. I had about 5k points sitting around from deciding to buy up through Tier 9, and I have to spend them on *something* someday. I tend to use either just the proc on squishies and the set of three on melee characters.

    I wouldn't buy levels, because I feel like I'd miss out on learning how to play the character. Though I eventually completely IO out my good characters, I don't use Mids; I figure out how the character plays as they level, and decide eventually what the build will be. I'd miss all that by getting free levels, and would not feel like it was *my* character.

    I know how to grind A-merits on SSAs or hero tips, and I spent enough time marketing to make a couple billion, then stopped. I know how to get my LotGs the hard way, but I value saving that amount of time over the money it costs, especially since it's sitting around unused anyway. Might buy more before the sale ends, especially if I get around to doing a respec or two and using up what I bought.
  12. Sometimes I like a powerset so much that I find endless other sets to use it with: Storm, Dark Armor, Dark Melee, Energy Blast, Illusion, Sonic Attack, Empathy.

    Sometimes the first character I have with a given set works so well I feel like they've written the book on that set and it would be almost insulting to do another: Dark Miasma, Invulnerability, Battle Axe.

    But anyone who knows me would tell you I'm pretty much known for storm, storm, and storm.
  13. I haven't logged in since that bug went live. Half my 50s play very differently now, and not for the better, in my experience. I understand not minding or even liking this change for melee-centric people, but I went pretty heavy on the energy blast and storm sets, because for me they were the most fun.

    I don't get why this isn't in the patch notes or the known issues. Either KB was changed deliberately or it wasn't, and they're going to change it back or they aren't.

    I'll keep waiting, because what else can I do? In general I think the intentions are good around here. But if the subscription renewal comes up again at the end of December and still no one has bothered to type out "we changed KB, like it or lump it" or "oh hey that's a bug it's on the list", then I'm done. I'm not even asking when it will be fixed, here, just for a statement of intent. Given that entire powersets were built around KB, I don't think it's unreasonable to ask for clarification: is this an intentional direction change or not?
  14. Quote:
    Originally Posted by Lothic View Post
    It got pushed live because they wanted to have something to counter the launch of Skyrim.
    They launched Issue 12 about a week or two too early to give us Cimerora to counter Age of Conan as well.

    Our Devs have a bit of a history of pushing out patches as "responses" to other games for a while now.
    Well-timed, then. Half my 50s were all nerfy (storm and/or energy) and it wasn't clear to me whether this was bug or feature, so it was really easy to ignore a summons to a TF and slay more dragons.
  15. Quote:
    Originally Posted by Blue_Cavalier View Post
    Sounds like I'll be rolling a Storm/Energy today
    Great, yours can replace mine, which won't see action again unless and until this is fixed.

    While I'm happy for those of you who hate kb and find this preferable, it's a hell of a thing, for those of us who have been playing for years with it working as intended and who liked it that way, to suddenly have knockback turn into nudgeback.
  16. I agree: this does look deliberate. Like I said, if I hated KB, this is pretty much what I'd want done to it. Whether it made it to live deliberately or not, it looks a lot like someone was testing a low-KB option.

    Whether it's a stealth test ("oopsie!") or someone forgot to use production values for physics constants, I don't really even care, but until they at least announce their intentions with this, with half my 50s being KB-based in some way (storm and/or energy) and now feeling very nerfy, I'm not investing further time in the game.

    KD is great stuff. It keeps my Inv/Axe tank, electric scrapper, and shield scrapper alive. However, Storm Summoning should not feel like Battle Axe.
  17. I tested this on a Storm/Energy defender and an Energy/Energy blaster. In both cases, it seemed that KB was greatly reduced in all the Energy Blast attacks, Gale, Lightning Storm, Tornado, and the blaster epic version of Bonfire.

    It looks a lot like exactly what people who hate KB would want to see it changed to. Nothing goes more than a few feet at most. Using Power Push whenever it was up, alternating with other blasts, I couldn't move a yellow-con boss outside of normal attack range before it was eventually defeated. Definitely does not play like it did Wednesday. Felt like I was playing underwater or something.

    Please fix this bug.
  18. Dark Regen requires a bunch of slots to be effective, and a lot of those need to address end reduction in some way, but there are other powers that require many slots to work well: Cloak of Fear, Thunder Clap, Flash, Telekinesis.

    DA is just more complex and interesting, I think, than some of the other sets. Like a sports car, it rewards skill and a big budget, but it's fun regardless, or nobody would ever get good with it. But it's never going to be as straightforward as, say, Willpower, and that's ok.
  19. Quote:
    Originally Posted by Blue_Cavalier View Post
    I agree that the KB in PB powers, Hand Clap, Explosive Blast, Frag Grenade, etc need to be addressed. Possibly a simple magnitude nerf, so that they have to be stacked more to send a minion flying when it still has HP. Pseudopet KB IE Tornado and Bonfire is a different matter though, I believe the unwanted KB there is like the fear in Rain of Fire, something you have to deal with if you want every juicy little damage tick.
    Unwanted? If you want your pseudopet to behave like Burn, play a powerset that gets Burn. Meanwhile, I'll continue to depend on Tornado and Bonfire to keep the mobs from running straight over to kill me. Same with Explosive Blast, etc.

    Until we really *fix* the game by simplifying powersets down to a single attack toggle power that applies hard control and massive untyped damage to every mob on the map, I'd like to hang on to the kb control sets the way they are, even though they have many situational powers.
  20. I was against this when I first read it, but then I realized this option
    1. does not require me to change my build to keep things as they are
    2. speeds up the process of identifying teams I don't want to be on
    3. might mean we don't get this thread every week
  21. Quote:
    Originally Posted by Samuel_Tow View Post
    If one day the game allowed me to right-click on my slots and auto-fill them with enhancements the same way Mids' Hero and Villain Designer does, then I would use it in a heart beat and not bat an eye.
    That's how I always wished it worked, too. I'd rather the difference between characters be due to choices in slotting and skill in playing the result, rather than having ground/marketed better loot. It took me a long time to embrace IOs at all, because of the crafting aspect. Once I got used to it, it wasn't so bad, but it still can be somewhat tedious. Much, much less so than in other games, however.

    The few times I've tried other MMOs, I've pretty much recoiled in horror because the grinding and crafting there felt to me like filling out forms at the DMV.
  22. Quote:
    Originally Posted by Zem View Post
    And which Blaster of yours does as much knock-DOWN as Energy Blast's knock-BACK such that you would even know it's the knockback distance (vs. just knocking them down) that's saving your Energy Blaster's bacon? I'm not saying KB isn't providing damage mitigation. It does. But I think KD is very nearly the same mitigation value while vastly superior at keeping mobs together and thus enhancing all your other attacks.

    Solo this is less of a big deal. On a team, keeping the mobs together is just better for everybody. Either way though I still stand by the statement that knockdown as an unreliable side-effect is better than knockback as an unreliable side-effect. Powers that knockback reliably by design are a whole different story. There the problem, if there is one, IS with the player and not the power. But there is no skill to making unrealiable AoE knockback a positive. There is only mitigating the potential negative.... something you don't have to do with powers that don't have unreliable KB side-effects.
    None, of course! (There aren't any blaster sets that do as much KD as Energy does KB.) I can tell by the fact that even the mobs that prefer ranged attacks (Rikti Mentalists, etc) got blasted so far back that they had to run up just to use their ranged attacks on me, by which point I'll generally knock them back again. Depending on how much of a threat they are, and how long their range is, and what's recharged at the time, I'll hit them with a reliable KB or use unreliable ones until one works, then deal with the next most important threat. The unreliable KB powers do enough KB that with sufficient recharge I can keep the mobs mostly at bay. What slips through deals with Bonfire, and if it gets through *that*, it gets Power Thrusted back where it belongs.

    What makes this work particularly well is Boost Range on auto, the range bonus from the cardiac alpha, as well as some dam/range HOs in the AoEs. This lets me solo the blaster at +4/x1-3. If all the powers did reliable KB, I'd be able to do better.

    But as you say, there's no skill to getting use out of unreliable AoE KB.
  23. I don't know if I have a next tank. I like my inv/axe and dark/dark enough that rather than level another one, I'm more likely to play one of those two.
  24. Quote:
    Originally Posted by Zem View Post
    Percentage chance KBs, especially in AoE form, are the devil. They are NEVER better than KDs.

    This of course all assumes you even care about performance. If you don't, then by all means knock everything all over the place.
    I don't think "NEVER" is quite accurate, in that my energy blaster can solo on a much higher difficulty than any of my others, due to keeping things farther away using just such powers. If the intended context is "performance on a steamrolling team", then "NEVER" might be accurate, though. Steamrolling teams don't have a problem with my KB these days, because either I'm on a stormie that'll just hold off on the KB powers if not needed or I'm on my energy blaster who finds steamrolling boring and will go off and solo instead.

    I've also never quit a team because of badly used KB, but I've politely moved on at the end of a mission many times because some immob-happy controller keeps opening the fight with an aoe immob to lock the mobs in place all spread out so it takes me two or three times as long to take them out. I especially dislike this on a WP or Inv tank, where adjacent mobs buff my defenses. KB gets demonized on the forums far more than immob ever does, though.