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We've looked into this one. Apparently the AI reacted funny to the phase changes. Currently the AI thinks everyone is a valid target, even though it can't actually deal damage.
Code is looking into it, and Bab's might be able to do something to make them a lot more transparent. That should make it much more apparent that the targets are phased out.
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I'm kind of working blind here as I don't know what this originally looked like or when/why it changed.
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because almost nobody uses this power in game?? Or...?
Come on dev, let's just change the power all-together!!! You know you want it!
I know dev usually doesn't want to "change" a power that's been out for so long as "somebody" (like extreme minorities) like the power but you have to admit this AoE Phase Shift thing is not well liked at all. Sometimes as a businessman, you ask yourself, "Should I satisfy the 10% or the 90%?"
Gravity Control has a bad rep and a lot of it has to do with Dimension Shift comes too early (thus Wormhole too late) and the lack of "practical" aoe controls.
Funny I just got criticized for criticizing this power when I am the first one that brought this to Dev's attention. This tells me two things:
1. Very few people care about this power (by not taking the power in the first place) because it is that un-practical. I am not saying it is a complete waste of power as it does have its use (much like anything else in this game, hell even I took Jump Kick 'cause I like the flip...)
2. Those who claim they love it actually rarely use it so almost no one knows/cares. -
A perfect power for having +Psionic resistance is Clarity. Your mind and ears are so sound that other mental abilities have a hard time maniplating you!
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Assault Rifle - Sniper Rifle - Reduced animation time to 0.67.
This means Sniper Rifle takes 0.67s less time to shoot? The old casting time is 4.87s? -
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I just got DS and haven't yet to understand its use only maybe to use when the team is getting whooped. My DS will hold my targets and at first...they will attack byut real quickly stop and just stand there. I can see the visual effects but no damage. I assume that DS does not damage just hold targets?
I dk but I'm not thrilled having taking DS so I am respecing as soon as I can. Someone please reply to inform me of the use of DS if its a good power to have.
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You won't feel a thing if you respec out Dimension Shift. 9/10 Gravity users either don't take the power or took it but never use it. Only that 10% of Gravity users trying really hard to like this power (like me) or claiming the power has "nothing wrong with it", which we know is not true at all. If there is nothing wrong with the power, why do most people hate it so much?
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Speak for yourself, don't pretend to speak for all grav users. I know it's true that there's nothing particularly wrong (edit: mechanically, I have no argument with it being made more apparent it's in use) with the power itself. If people don't use it *intelligently,* that's not the power's fault. Why do people hate it? *Because some people have no clue how to use it, and use it poorly.* Much like, oh, Telekenesis, Repel, Force Bubble, Hurricane or Group Fly.
I don't have to "try really hard" to like the power. I know full well it's situational. On the other hand, if someone *doesn't* like it, hey, it's not a foundational power for a controller like a single target hold.
As for the person you were replying to:
- No, DS is not supposed to do damage.
- It holds targets in a way, yes - it makes them intangible, unable to hurt anyone (though they can still move - if they resist immobs, they may still be able to run) or *be* hurt. This obviously doesn't do anything for Containment.
- Its use - completely removing a group from a fight for a while. AOE hold not up, and you don't need more incoming fire or aggro from the AOE immob? DS while you finish the first group. Use it as a "ghetto stealth" to get past a group, or for a pause in the action. In one of those tight lab rooms with a boss and another group, and you don't want the boss's aggro right now? It takes two holds to hold a boss - but only one application of Dimension Shift.
It is situational, absolutely. If you think there's another power you need more, there's nothing wrong with *not* taking it - it doesn't fit into everyone's playstyle.
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You are one of those 10% people I was talking about...
You try really hard to like this power. Hey, I used to say Stalker's Repluse in Energy Aura has a PURPOSE and I took it! I felt the power has a purpose when I push a boss to a corner (I probably lost 20 endurance doing that...)!
You can make a point for every power in the game. Some powers are a lot more useful than the other and Dimension Shift is one of those that is super situational and you won't feel a thing if you respec out.
You list out different situations where DS serves a "purpose". I can also list even more situations where DS is completely waste of time, confusing and ANNOYING. The things that DS can do, AoE sleep can probably do better or hold. And you need a lot of team communication for DS to be "not annoying". Believe me, I've tried to like DS. About the only time I use DS freely is when I solo.
Feel free to disagree. I know I am not the minority here. -
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Actually, I've been thinking about it....
I don't think Defender Trap debuff/buff values will be different from MM/Corruptor's because if it is, then the dev will have to adjust Corruptor's version as well.
So basically, Defender will be having a Secondary as strong as Mastermind's. Good luck.
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I for one would welcome a buff to corr traps. It would be one of the first times I've been actively playing a set that would see a positive change. The last time was my fire armor brute when they changed healing flames.
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Yeah, this Defender Trap could be the reason for the dev to look at Trap again. I mean it takes them 3-4 years to finally realize that Corruptor is paying more endurance. That wasn't a "buff", it was a "fix".
Well, hopefully Defender players can get the dev to buff Traps for Corr/Defender. MM's version is fine. -
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but other than that they were able to directly port everything over or at least pull powers and visuals from existing powersets.
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Then I really don't get earth assault for doms. I know we have the melee attacks from stone melee... but where are the stone blasts coming from?
Or are they using the same animations as other blasts with new particles, which you don't consider different animations?
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Earth Assault is a special case.
When Sunstorm first started, we gave him some training (read: shackled him to the desk and forced him to look at spreadsheets) and gave him a bunch of bugs to fix to learn the systems.
Fixing Bugs doesn't teach everything, though, so he put together Earth Assault as a set to experiment with and learn the ropes. Eventually, he got it into shape and it turned out to be quite a fun set. We wrote it up as a full proposal for the next round of proliferation, since all the work had already been done...and, here we are.
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Lol. The Shackles I didn't mind, but the IV's were obnoxious.
No "Eventually" about it, I was play testing it after the first round of proliferation and have been waiting anxiously till I can build one on the live servers. Never played a more "tankish" feeling dominator, despite it having no armors.
Some very good guesses here on the powers, but Earth Assault will be a very melee heavy set. Also opted for the regular Hurl boulder Animation, since the Propel Boulder animation uses the full 3.5 second long propel animation. Now I may be a huge fan of propel for my grav doms/Trollers, but the thought of having 2 versions of it didn't seem too fun.
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Ha!! I was right that /Earth assault will be melee-oriented as the ranged attacks will take a long time to shoot which is fine if they are on 8s and 12s.
I don't mind a melee assault set as long as there are some resistance/defense to back up a little. Oh, I am excited now!
I will so make an Earth/Earth and hammer with my buddy Turd. -
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I just got DS and haven't yet to understand its use only maybe to use when the team is getting whooped. My DS will hold my targets and at first...they will attack byut real quickly stop and just stand there. I can see the visual effects but no damage. I assume that DS does not damage just hold targets?
I dk but I'm not thrilled having taking DS so I am respecing as soon as I can. Someone please reply to inform me of the use of DS if its a good power to have.
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You won't feel a thing if you respec out Dimension Shift. 9/10 Gravity users either don't take the power or took it but never use it. Only that 10% of Gravity users trying really hard to like this power (like me) or claiming the power has "nothing wrong with it", which we know is not true at all. If there is nothing wrong with the power, why do most people hate it so much? -
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We've looked into this one. Apparently the AI reacted funny to the phase changes. Currently the AI thinks everyone is a valid target, even though it can't actually deal damage.
Code is looking into it, and Bab's might be able to do something to make them a lot more transparent. That should make it much more apparent that the targets are phased out.
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Thanks!
But can we just get Group Lift and call it "done"? -
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Can you give us a hint at the utility power for the set? (ie powerboost, buildup,...)
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Earth's Embrace, maybe?
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I am REALLY hoping it's not Powerboost or Build Up/Aim. Earth Embrace will be much cooler. I rather have a unique Earth Assault set. -
I am mostly excited about /Earth Assault.
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So in your opinion, do you think MA is a bit under-performing right now even after the changes? I know MA is not unplayable.
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It is by no means unplayable, and in terms of pure levelling performance I don't think any player, neophyte or expert, is going to have difficulties playing the set and getting at least decent results.
What I think it lacks is that it doesn't especially excel at anything, except perhaps executing pretty (and often long) animations (CAK is still questionable, though). I say that within the context of asserting that the vast majority of powersets *do* excel in something, or alternatively have a unique combination of strengths, relative to their peers. This is not just true for scrapper powersets, or melee attack sets, but nearly all sets everywhere: so much so that I think that failing to satisfy that criteria is itself grounds for re-examination in my opinion (my opinion is that all powersets should have at least one good conceptual reason for existing, and at least one mechanical reason for existing, or its design is flawed).
I have lots-o-ideas there, but I think its also true that scrappers in general, and even martial arts scrappers in particular, are not a high priority issue at the moment.
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Yeah I agree and that's why I thought a true Flying Kick (with about 20-30' range) would make MA stand out a bit more. MA doesn't have the best stun (EM has), doesn't have the best knockbacks (Claw) and doesn't have the best burst damage (EM or DM Stalker), and doesn't have the best damage type (all smashing).
I think Eagle Claw and Cobra Strike could use some buffs. I mean 6 attacks out of 7 are all Kicks. Cobra is the only "Punch" which does pathetic damage and a very standard melee stun. This shouldn't be called Martial Arts IMO as Martial Arts actually focuses on "punches" a lot. Thai Boxing? -
I am really not thrilled with Stalker Broadsword as Stalker already has DM/EM/MA for ST damage. I doubt BS's burst damage is higher.
I was looking forward to Ice Melee Stalker as nobody else has Ice Melee besides Tanker. That should spice things up a bit.
As for Defender's Trap, it will be just as strong as Corruptor's. -
Actually, I've been thinking about it....
I don't think Defender Trap debuff/buff values will be different from MM/Corruptor's because if it is, then the dev will have to adjust Corruptor's version as well.
So basically, Defender will be having a Secondary as strong as Mastermind's. Good luck. -
I think Castle is looking into it now. We'll see if this is a bug or not.
I hope they can just completely change Dimension Shift. Change to something that is more practical.. something with 60-90s recharge range that can be used more frequently.
You know what.. I think I'll actually use Dimension Shift more if it only affects one target.
Give me Group Lift! -
I thought my Ice/Trap was ok back in Issue 12. I basically just Team Teleport in RV or Warburg. I could own some dominators and trollers. Team Tp allows me to port FFG with me so I don't lose mez protection easily.
My absolute nightmare is Blaster of course and Ice Tanker. I literally can't do anything to Ice/EM Tanker. Yeah, he may step on the traps but so what? My damage was beyond pathetic on ice tanker. I think I was doing like 20-30 damage and he has Hybernate and Phase Shift I think. -
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Redraw on almost every single attack? Ewwww.
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Corruptors can do one "better".
AR/TA/Mace.
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Yeah, that'll be a whole new level of "OMG why did I create this stupid character?"
Here's hoping the porting of /traps to defenders makes the devs re-look at traps.
People are talking about all of the negatives of just porting the cor version of traps over. One positive is trip mine (if ported unchanged) will be pretty big damage in defender-land. It is worth noting at least. Just get enough defense to toe-bomb it and ignore all of your other attacks.
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Just don't take Time Bomb.. please..! -
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lol unless i'm reading your post wrong, your saying either "Take it or leave it" to 20% defense? Traps is so gimped in pvp, it definitely needs attention.
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Actually, I bet Trap was overpowering that they had to nerf Poison Trap's puking effect!!! -
I have to say I am least pleased with Stalker's Broadsword. I mean we already have DM and EM. Who needs Broadsword?
I was really hoping for Ice Melee. -
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The only thing we don't know is if Defender's Trap debuff/buff values are the same as MM and Corrs. If that's the case, then I don't think /Trap will be a popular Defender set, the same reason why Corr/Trap is kinda rare (it was awesome until they nerfed Poison Trap).
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Well considering most of Traps effects come in the form of pets (and not just pseudopets, but actual targetable pets that show up in a pet window) they'll probably have the same effects.
Unless of course a new set of "pets" is created specifically for Defender Traps, with higher values
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I think Castle would at least upgrade FFG and Acid Mortar. The rest are pretty much standards. FFG can have base value at 18% and Acid Mortar can debuff at least 25% resistance?
I don't think it's that hard to do as VS in Electricity set has different values for Blaster and Defender.
Castle may just need to change these powers and call it "balanced"! -
Actually, I have a strong feeling that seismic smash will make it because that is such a signature power.
I have a feeling that /Earth will be a very gimpy ranged set but very strong melee.
/Energy Assault has turned out to be a lethal ranged set and so is /Fiery.
I am guessing 3 Stone Melee attacks, Tremor, one faster throw rock and one slow rock like Hurl but with at least 10s recharge to make it hurt! -
Cosmic Burst is one of the best tier 3 blasts.
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The only thing we don't know is if Defender's Trap debuff/buff values are the same as MM and Corrs. If that's the case, then I don't think /Trap will be a popular Defender set, the same reason why Corr/Trap is kinda rare (it was awesome until they nerfed Poison Trap).
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Looks like MM is going to get /Thermal in I16.
http://www.cityofheroes.com/news/gam..._overview.html
Very good read.
I am just not so sure about making another "bubble" MM. I have had enough with Ninja/FF. -
I am having an orgasm reading that page... damn, this game is so good!!!
Yes, Earth Assault!!! -
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this isnt quite on topic of making a ranged eagles claw, but...
I suggested once or twice instead of major overhauls, the MA set gets some activation time rework instead.
Think of this, when you use storm kick, your character does the spin kick, and then ends in the "i am a baddass" pose. The character will keep that pose, as it is part of the animation.
However, it is not in the activation time. If you say, use thunder kick, then storm kick, then crane kick, your character will skip the pose part of the animation, because the activation time is shorter then the animation is.
So, lets apply this to crane kick, and eagles claw. if you want to watch the full animation of eighther attack, you can. if you are in the middle of a fight, you dont need to, you can chain some attacks and skip a little on the end of the animations. if eagles claw allowed another animation to start while your character was "falling" back to the ground, it could look totally freegin awsome, and would improve its DPA without ruining its badass-ery animation. jump in air, POW!, flip and as you start coming back down, THUNDER KICK IN FACE!
this change would improve MA DPA and DPS both, by allowing eagles claw to be worked into an attack chain without killing its speed, AND it would still keep the much loved OMG KICK animation.
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That's not exactly how it works. First of all, most attack animations have a rooted portion that cannot be interrupted (normally), but transition to a non-rooted animation that is interruptible and can be interrupted by another power activation. When attacks return to a "stance" that's basically what's happening: the stance is generally not part of the attack's animation per se, but it is part of the animation sequence that is triggered by that power. Activation time (cast time) essentially plays no role in how animations play or don't play.
Second, if my understanding of the animation engine is accurate, you can't just allow thunder kick (for example) to activate right in the middle of eagle's claw, because the character won't just execute a thunder kick in mid air, the character will jump to the beginning of the thunder kick animation which will probably skip them back to the ground instantly. The current game engine doesn't support skeletal animation blending, and this won't appear visually correct.
Finally, I asked BaB if there were any opportunities to shave animation frames here and there from MA and the result is the MA set as it is now. Ironically, the current MA times would have made MA into a good single target performer relative to other melee primaries, except for the fact that BaB redid *all* the melee animation times and put MA back into the middle as a result (in particular, turning Katana from mediocre into a monster in one jump).
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So in your opinion, do you think MA is a bit under-performing right now even after the changes? I know MA is not unplayable.
I am mostly concerned with MA on Stalker because Scrapper at least gets an aoe knockback/down to protect themselves when they get swarmed but Stalker's MA doesn't get any aoe at all. Stalker MA just seems kinda pointless in comparison to DM and EM.
I mean combos on Dual Blade Stalker kinda suck but they made 1K Cuts better for Stalker to make up for it. It seems MA doesn't excel in anything but "style".