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Quote:To be fair, a thread simply titled "WST Suggestion" doesn't really explain itself, y'know?Uhm, scooped?
Also, scooping your scooped. -
Quote:The fact that it's meant to be run by characters who need a respec. So it actually is meant to be a bit of a cakewalk.So what exactly was wrong with running a respec trial and actually having a chance of failing? It's not supposed to be a cakewalk!
Quote:We now have multiple options to adjust difficulty, including the effective levels of enemies and the size of the spawns. If the trial is too hard for certain teams (or too easy for certain teams), we can use the difficulty adjusters to fine tune the challenge for each team.
To be clear, I'm not 100% opposed to adding in an option to speed up the reactor phase in some fashion, but it has to be optional. I also wouldn't be opposed to fixing up the reactor waves a little bit. As I recall, they have a habit of spawning something like 0, 0, +1, +1, 0, -1, -2, which is a bit odd. -
Quote:I'd bet that Sonic was specifically designed so as to not plug the psi-hole of armor sets.Ugh, I'm starting to hate that "psi damage is x's weakness", because it's practically everything's weakness. Especially armor sets.
Quote:- Regen (almost always attached to -rech, Regen's bane, and new-MoG still doesn't aid against Psi)
- Invuln
- Granite
- Ice
- Energy Aura
- SR (when it's non-positional)
- Shields (same as SR)
- Fiery Aura
Leaving Willpower, Elec Armor, Dark Armor, and non-Granite Stone as the only four armor sets that have protection against psi attacks.
Quote:Psi is far, far too common of a "this set's weakness" in this game.
Quote:I think this was because without it being common, the sets mentioned would be too strong from the view point of the devs.
Let's nevermind that by the time we begin encountering Psy damage in the case of Praetorian and CoV is before all but Willpower actually can resist it, and the mentioned sets also are far from powerful in any sense of the word. (Coralax bosses, Fortunata, and Seers)
Though really that complaint falls apart since even with some early psionic enemies around, none of those sets are powerful to begin with yet, as you yourself say. To a low-level Invuln character, psionic is just about equally as dangerous as any form of elemental damage.
Also, another thing I forgot regarding Sonic Resonance: Can we please reduce the endurance cost on Disruption Field? It does half as much as Enervating Field, but with the same cost. While one could argue that the ability to cast DF on an ally somehow adds to its value over EF, I don't think "slightly more convenient (except when it drops all the time due to elevators/distance)" is equivalent to -25% Damage. Edit: Oh yeah, and I think DF also suffers from the clipping/saturation problem, since one target within its radius must the ally you cast it on, it potentially affects one less enemy than EF. -
Quote:While I see what you're going for, I don't see why this needs to be addressed. It seems to me like knockback resistant enemies are a legitimate weakness of the set.Forcebolt: the impact causes bruising to the target, reducing their damage resistance by 15%. (unstackable from caster)
Logic: forcebolt is a low damage attack, and a mandatory choice for masterminds of the forcefield secondary. Adding a debuff gives this a use against KB resistant foes, and gives forcefielders a nasty new trick when KB fails, an effect that makes up half their mitigation. The limited nature makes forcefield still behind more debuff-centric powersets, but allows them to add something extra to a group even when other team members are providing defense.
Quote:Deflection shield: +25% resistance to -defense debuffs
Logic: forcefields relies heavily upon defense to provide protection to allies. Defense debuffs cause rapid failure of this protection. This change would allow the protection to be a bit more reliable, and would make it a welcome buff to defense-based allies who rely on defense but on whom the extra +defense might usually prove slightly redundant. This also makes forcefields stand apart from other +defense sets that offer a wider variety of tricks. They may offer more tricks, but forcefields would stand as the more reliable protection.
Insulation shield: +25% resistance to -defense debuffs
Logic: see above.
Dispersion Bubble: +25% resistance to -defense debuffs
Logic: see above. This with the other two shields then provides a whopping 75% resistance to -defense, making the presence of a forcefielder very welcome to defense-based characters, especially against foes that would reduce that kind of mitigation.
Perhaps a smaller amount in each shield (5-10%), with a higher amount in Dispersion Bubble (35-45%). That could work too.
Quote:Sonic Siphon: add -15% damage.
Logic: this gives sonic resonance a mitigative debuff in its prescribed power, an effect that is especially strong versus archvillains and their like. As such foes are problematic when facing the attrition of survival that pure resistance faces versus sustained high damage, this allows sonic resonance to bring added mitigation, but only against limited enemies.
Quote:Sonic barrier: add 20% -defense debuff resistance.
Logic: due to the commonality of -defense lethal attacks, this reduces the effects of said attacks even as it reduces the damage.
Quote:Sonic Haven: add 20% resistance to -end and -recharge debuffs.
Logic: this softens the side effects carried by many energy and ice attacks, even as the shield softens the damage.
Quote:Sonic dispersion: add 10% resistance to -defense, -tohit, -end, and -recharge effects.
Logic: As the shield protects from lethal, negative energy, energy, and ice attacks, this allows the bubble to also soften the common effects of said attacks.
Quote:Clarity: add 25% resistance to psy damage, and 20% resistance to -tohit debuffs.
Logic: the -tohit protection is in theme with the increased perception. The psy protection follows the mez mitigation: if this effect can protect from mental manipulation, it makes sense it could also protect from mental damage. This also allows sonic resonance to protect against psychic damage, a valuable talent as psy damage is both common and a common weakness. This allows sonic resonance increase versatility as a set the team can rely on for added longevity.
The ToHit Debuff resistance I could get behind. Anything to make it a more attractive power seeing as how Sonic Dispersion already does half of what Clarity can.
Not mentioned: Liquefy. Why why why why WHY is the Resistance-oriented set given a -ToHit, -Def power as its tier 9? Why not make it -Dmg, -Res? Please? -
Quote:Do you really think your taunt aura is critical in an AV fight?So when both of them are right on top of each other use only my single target damage attacks and turn off my taunt/damage aura and don't taunt as a tank or brute. Yea that is a great solution.
Quote:I am not attempting to tank both AVs at once. With both standing next to each other, I attack one on my brute with aoe attacks (just like most of the other 15+ people including tanks and other brutes) and get aggro from both. My attack chain is footstomp, burn, fireball with maybe a KO blow tossed out there as well. I do not view be less efficent at dealing damage as a viable option.
And since you keep getting sequestered by using AoEs, maybe single target damage would be more efficient after all?
Quote:On the times when I am on a toon with taunt and both are next to each other, I taunt when I see someone else with 2 rings that wont get out of the way. Since taunt is an AOE power poof.... warning 2.. held 2 seconds later. Since I cannot control others not taunting when they should and not getting out of the way when they should, I am just asking for a warning to be a warning with time to react. -
Quote:I'd be okay with doing both, I guess - opening the missions and offering the vouchers. But I still think it's very odd to make it a perk of being a level 50 to be able to skip content. Either it devalues the content, or you're basically admitting the thing you're allowing players to skip over was a pointless restriction, but have otherwise felt the need to attach a premium to.In one sense, vouchers for capes and auras are a perq for players with level 50 characters who have probably done those missions innumerable times already. Gating the skipping of aura and cape missions through 50s ensures that you at least had the chance to do those missions.
In another sense, it's not another hoop to jump through. It's one less hoop. I have a lot of level 50 characters, and not all of them have the cape unlocked, and most don't have the aura unlocked. If I suddenly decide I want the aura on a 50, just spending a merit to get it is a big convenience.
Quote:Finally, making a voucher means the devs have to change very little. When you use the voucher it just sets the same bit on the character that doing the corresponding mission does. Actually changing the missions so that any character can do them at any level would likely require more sweeping changes. This kind of change gives the devs -- and us -- more bang for the development buck.
Also, another idea for a voucher: I know it's a little late, at least for most players, but how about a Vanguard membership voucher, to grant a character the ability to earn Vanguard merits prior to level 35? Again, I know, likely some code issues involved, but I thought it was a neat idea. -
Quote:It's entirely possible to be all three - higher end, much longer recharge, and much lower effectiveness (compare World of Pain to Fortitude). And even then, you're looking at a pretty major altering of set balance, since it's still personal defense or resistance those sets didn't get before. And actually, for that matter, in the case of FF, debuff resistance as well.we will see, you seem a great deal more confident making absolute predictions than i am. though for the sake of balance, yeah the end/rec or effectiveness would have to change, that just makes sense.
Also do you really think it would be balanced for Kinetics to give itself Speed Boost on top of Siphon Speed? -
Quote:Vouchers sound like a neat idea. I definitely see the potential there for something interesting.
Account Rewards: Astral Christy and Empyrean Michael offer vouchers, new account-bound rewards. Vouchers cannot be traded, but they can be accessed in your global mail. These vouchers include Aura, Cape, Alpha Slot, Incarnate Shard, and Incarnate Thread Vouchers.
But I do have some ideas about expanding the system, and trimming some fat.
1) Okay, we're now at a stage where we're allowed to skip the Cape Mission, at a cost. Cool. Level 1s with capes are okay, as long as you pay for it. ...But at that point, why add in another weird meta-game hoop to jump through? Why not allow characters of any level to access and complete the cape and aura missions?
I realize there's some complexities involved with this, primarily the hero aura mission, which is a hunt mission against three specific groups of level 30 enemies. This would necessitate either making several sets of hunt missions that are level appropriate...or tossing the old aura mission in the trash, since it wasn't very fun to begin with. There may be similar problems with the level scaling of Lost and Rikti in the new cape arc, but this should be somewhat easier to solve.
Another small problem is that right now villains gain these missions from their starting contacts once they reach the appropriate level range, and this could interfere with the normal flow of missions. Moving these missions to a new contact (perhaps another Facemaker type) would hopefully clear that up.
I also think that this cost is pretty fair due to the way these missions work. If you want a cape at level 1, the missions don't change: You still have to fight Lost, you still have to fight Circle of Thorns, etc. Now getting a cape at level 1 is perfectly possible, but it's a challenge to do so (one lessened by simply gaining a few levels, which won't be hard if you're attempting these arcs to begin with). And it doesn't involve locking it away as a somewhat out of place Incarnate bonus and avoids advocating outright skipping content. The devs just went through all that trouble to revamp the cape mission, and now they want you to skip it?
2) More vouchers! This one's simple and has already been suggested many times already, which is a testament to something. Give us vouchers to unlock Midnight Club access and perhaps Ouroboros access (I realize that Ouroboros works differently and this may also necessitate a code change). If an Incarnate character can apparently grant a boon to another in the form of allowing them to wear capes, then certainly they can put in a good word with the Midnight Squad or the Menders, can't they?
3) Add vouchers to the Alignment Merit reward table. This one's pretty simple. Alignment merits are fairly comparable to Incarnate merits, but actually are more valuable individually than Empyrean Merits. It certainly doesn't take the power of a god to vouch for another character, right? If my hero has proven himself to be a stand-up guy, shouldn't he be able to ask the city to go easy on his protege and let him have a cape? -
I would disagree. Rares are not any more costly than the tiers that come before them. They are only hard to get insomuch that you need to invest in both prior levels of Incarnate power to then move up. They are very much an attainable goal. As said above, it takes about a week to get a guaranteed rare, and in that time it's reasonably likely to get one randomly.
However, I will agree that Very Rares are definitely not for casual players. They require more than twice the cost of getting a Rare - crafting the second Rare as well as procuring a Very Rare component. -
This will simply never happen at any point, ever. And if through some miniscule, infinitesimal chance it did? That part where they didn't touch the endurance cost, or recharge time, or effectiveness of the power wouldn't be coming with.
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Quote:What in the world does this have to do with the perceived level of challenge in each trial? Also, I would say it's not so much that BAF is easier, rather than it's far, far harder to screw up. People understand "kill enemies, fight AVs" but plenty of threads have proven that "use temp power" completely and utter throws some players.and the BAF is easier than the Lambda?
1. BAF has a cut scene that ties up every player for 1-2 minutes before they even get inside the compound. Lambda has a much shorter cut scene that takes place at the conclusion of part two of the trial and when it ends you are transported to the exit area to use your acids and attack the Av -
1) Don't aggro both Nightstar and Siege.
2) If you are going to aggro both Nightstar and Siege, then understand that a level 1 warning is sufficiently dangerous and act accordingly. -
How does one pet spam on a Mastermind when the pet powers themselves have fairly significant recharge times? Why on Earth are the upgrade powers being balanced against what another power can't actually do?
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Quote:The ability to unlock auras at any level rather than 30 is one of the vouchers available, which means you could use them from the get go also, at a premium.It just seems really odd that the Auras and the emotes will be account wide and accessible from either A) the get go in regards the emotes or B) at Level 30 when you got all the other auras (which can usually be replicated by the booster pack auras, some even look better...Omega aura looks WAAAAYYYY cooler than the bog standard fire aura for example and these will actually get people running the Aura mission again...since it seems to be so rarely run these days thanks to the many auras now available from level 1) while the costume set is a level 50 only reward.
Of course, there's still confusion as to how the new auras work, thanks to that asterisk on the update page. If they really are Incarnate-exclusive, they're equally a bad idea. Offering what is essentially travel power customization in aura form, only to lock it away as an exclusive unlock is shooting themselves in the foot. And I'll take it as a personal insult, since my recently-created digital lifeform characters are perfect for the Binary and Pixel auras.
But the description is so contradictory and poorly phrased, I'm not sure if that's the intended design or not. -
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Quote:Calling this new unlock the "solo" path is dubious, if not outright backwards and wrong.That doesn't seem to be the implication. What are you going to use to buy these vouchers? I'm guessing Astral and Empyrean Merits. Which means you'll need to keep running the group content in order to help the solo characters.
Frankly, I have no idea what this feature is trying to achieve.
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The options now as presented to a solo-Incarnate are: Tough out Ramiel's arc or stop playing solo in order to earn merits...to go towards helping other characters gain access to the same tedious, penalizing grind your first character is stuck in. (Keep in mind that they're allowing you to trade merits in for something that normally takes more than 1 Trial to unlock, AFAIK. I doubt it will be as cheap as 1 Empyrean merit.)
Even the average, somewhat casual-ish Incarnate player (IE, me) has little use for this. They're unlikely to squander their flighty merit rewards on something they can achieve by just doing Ramiel's arc, teaming if necessary, or continuing to participate in raids they clearly have no qualm with.
In fact, who this system serves the most is the power gamer: The one who has access to the largest pool of merits and a long list of characters who are in need of a quick Alpha slot unlock. And even then a power gamer can just blitz Ramiel's arc. -
Quote:If only one of the very first Incarnate slots featured a nuke power with unique graphics that was also a real whiz bang attack...that would be very visually distinct! Even better, there could be at least four major variations, meaning they would be even more distinct!Actually I didn't have any problem with Incarnate-specific costume pieces to begin with. I like the idea of having the "highest" characters have at least some degree of visual distinction, even if only a small fraction will ever actually use the costume pieces, probably.
Quote:They're available to only level 50's, but how many level 50's will actually be wearing all the pieces?
Quote:
Oh, for crying out loud. You mean like how capes are restricted to level 20 characters and above and auras to level 30 and above? Like how a bunch of costume sets and pieces are locked behind Veteran Rewards? Or maybe how a bunch are locked behind missions you can only run during the winter and Valentine's Day holidays? Or how Vanguard pieces are locked behind doing the Rikti ship raid a bunch of times? Or maybe the ones that are locked behind $5 or $10 "booster packs"? Or maybe the slot that's locked behind collecting trick-or-treat salvage (or dropping a few million at the market) during Halloween? Or is it more like the emote that's locked behind completing Ernesto Hess's task force? Or the one that's locked behind completing the Neutropolis zone event? Or the ones that required you to keep your account active for several consecutive months?
I mean, you're acting like this is totally without precedent, as if all of a sudden, there's this weird new thing coming down the pipeline.
Quote:Why is it that some folks have such a huge problem with there being cool little rewards for accomplishing things in the game? Why is it that those rewards always must be limited to influence and experience, ho hum?
Quote:If it's the latter, well, work for it; that will make it all the sweeter!
Quote:I like the fact that not every level 1 schmo will be running around with this stuff on, that the devs understand that it's cool to have stuff in the game worth getting excited and putting in time and effort to achieve. -
Considering you're still paying the cost of the henchman summon (end/recharge/activation/animation), and you'd still be paying the non-endurance costs of the upgrade power, I don't see why not.
Plus the heavy endurance drain does weird things due to the varied endurance consumption of different MM secondaries. -
Quote:Well you've run it before multiple times since 2010, and not me, so you would know what you're talking about........Quote:Oh the hysteria..
It isn't as hair trigger fail as this person is perceiving it, follow the green puffy heals, grab a tank to haul Anti-Matter around, do some crate smashing for temps, then an epic end fight and over.
Buck up little camperz.
Considering they spelled out the mechanics of the raid, yes, it's not really hard to think of some griefing tactics. How effective they are remains to be seen, but I've immediately identified three possible ones, one of unknown difficulty, one of high difficulty, and one that sounds pathetically easy, but is sort-of policeable. Edit: Actually, four, another hard one, but with dire consequences. -
Quote:At no point did I perceive it as a "hair trigger" fail. I'm sorry if you were led astray by my unclear wording.It isn't as hair trigger fail as this person is perceiving it, follow the green puffy heals, grab a tank to haul Anti-Matter around, do some crate smashing for temps, then an epic end fight and over.
Also, Anti-Matter's HP is not the only obvious grief point in the raid. -
Yeah, but any damage done to Anti-Matter permanently increases the difficulty raid-wide. Even if you kick them before they kill AM, it will still negatively impact the raid.
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While I'm not 100% on the mechanics, I believe that a Self -Endurance effect on a click buff power based on each target hit is either impossible or potentially server-lagging.
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Quote:And as usual the rabble out on the streets can starve, eh?We heard the same thing about the Lambda and BAF but I haven't seen any of it since their release to the public. Besides with the new League system options, you can choose who does and doesn't come along and or you can vote them out and put a 1 star on the person, that way you never have to team with them again. Remember we do have a ranking system with notes for ourselves to use
I'm not even sure BAF is griefable (unless perhaps you knocked escapees toward the exits? Or somehow contributed enough DPS to kill one of the AVs early?), but Lambda is definitely griefable. They've mitigated most of the ways, but it's still possible. Such as taking the elevators before the team is ready. Plus there's plenty of things you can do outside of raw game mechanics to doom a raid.
In this case though, it looks like the fail condition is literally just "deal damage to Anti-Matter". Who doesn't regenerate his HP, note. -
The problem with doing a split tier system is that you then inherently make one Trial more valuable than the other, at least for a character just starting on the Incarnate tree.
Making the shifts Judgement/Interface would work. Alternatively, give all four slots an Incarnate shift, but have them only stack a certain way. Most likely by tier. IE, Judgement + Interface would only be +1. Judgement + Lore = +2. Judgement + Destiny = +2. -
Not only does it look far more complicated than BAF or even Lambda, but following the guide, it has multiple phases and mechanics that look extremely griefable.