Kyria_Shirako

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  1. Quote:
    Originally Posted by Oedipus_Tex View Post

    EDIT: And speaking of death patches, since all of the Blaster T1 and T2s now have identical cast times, I wonder how doable it would be to develop two new animations that allow these powers to be cast by Blasters with no rooting (i.e. all blast sets use the same animation to shoot while running, exception being weapon sets). There is already some established precedent about Blasters being able to use their powers in situations where others can't.
    Oooh. I actually really like the idea of cast-in-motion Blasters, fragile-but-agile instead of just fragile. I don't really think it singlehandedly solves all the balance issues that Blasters have, but skillful maneuvering and range actually could be a noteworthy defense if Blasters were allowed to kite like bastards, and think it'd be an astounding amount of fun for them to be granted maneuverability in lieu of all the things they're not supposed to have.
  2. Quote:
    Originally Posted by Shadowclone View Post
    Yes people are doing more damage, but so are blasters. Blasters will always do the most damage.
    Of course they will. There's no real question of that at all; The question that's sparked interminable debate is whether their sacrifices in terms of defense compared to their closest damage rivals - Scrappers and Brutes - is worth their damage and range advantage. Burstwise, this damage advantage has proportionally shrunk with the advent of Judgement attacks.

    I've switched mains (well before I20, from a Fire/En Blaster to a Fire/Shield Scrapper) largely because I've found it not to be the case that Blasters really get a boost from their increased damage and range proportional to the value of an entire defense set. It felt very much like I hadn't tasted power until I finally experienced an omni-positional softcap.


    That said, I don't think this performance gap has really gotten any wider since I20. Yes, Judgement has proliferated, but there are countering factors.

    First, that we've seen in recent content some new mechanics where that range advantage actually proves significant. Blasters are boss on Apex. They're are also extremely helpful during the BAF Escapee phase, moreso than their melee counterparts; and their range is also useful during the final confrontation in the KIR, especially as Entanglement and Obliteration beams rear their heads.

    Second, the Judgement burst damage gap is not the only one that's closed. Now Blasters have Destiny, which either gives them the ability to ignore mez like their non-squishy counterparts, or temporarily achieve their defenses.

    So while I think Blasters could use a little help, if you've been fine with how Blasters were balanced before, I don't really see why you'd stop playing them in a post-I20 world.
  3. Deltoid P. Hamsterlicker.
  4. Kyria_Shirako

    I Am Awesome!

    Fm/SD does that. It's pretty hilarious when you do it during the BAF, too!
  5. Quote:
    Originally Posted by tanstaafl View Post
    Otherwise playing the market (see a few threads in that section) but that might take you longer than the 4 days for alignment merit method.
    That depends. Learning to do so might take some time - But once you've gotten okay at it, the returns are torrential; Far better than any other source of character power per unit time with the possible exception of the Incarnate Trials.

    Crafting purples made me enough money to buy a full Apocalypse set in about two weeks with a relatively small investment of effort - and I'm kind of middle-class as far as marketers go.
  6. Quote:
    Originally Posted by Elegost View Post
    katana/regen
    survive
    Katana/Regen survives better on the trip up, but Regen is fiddly and requires constant attention to your health bar. Some players may enjoy that on-the-edge, but healing yourself detracts from your DPS.

    When Shield is softcapped it has as much survivability as anything (Especially with Rebirth destinies available, covering for Shield's one weakness, the lack of a self heal), does more damage, has an amazing short-recharge quasinuke, and isn't continually forced to stop attacking in order to activate heals deal with incoming damage. Shield is amazing on Scrappers.

    I went and switched mains because I was so amazed by Fire/Shield's lategame performance. I have never regretted this decision.
  7. This is one of the only things I strongly dislike about the Incarnate trials - The lack of transparency. It's generated a lot of people who have an aversion to Trial content believe they're being screwed over by the participation system rather than just the RNG, but I have absolutely no way of proving this one way or the other. People get screwed by the RNG all the time and that's almost an accepted part of life, but when people get screwed by a hidden, Byzantine system it feels six times as unfair.

    And as frustrating as I find that, it can't be one tenth as frustrating as it is for people who haven't had my luck.
  8. Wait until you've got your Fm/SD's softcap on. SD is semi-squishy on the trip up, but the moment you get your defenses to 45%, your Fm/SD will become a god/dess of hilarious and unholy destruction.
  9. Kyria_Shirako

    so?

    If... That means Fire Melee/Shield Defense, then yes, it's absolutely godsdamn awesome. Fire Melee's got good single target and an excellent AoE, and then there's just how awesome SD is on Scrappers.

    I actually switched mains from a Blaster because of that combo.
  10. I almost exclusively use maximally levelled IOs, for three reasons.

    1) Maximum enhancement benefit.

    2) I rarely ever Exemplar; If I want to run sub-50 content I tend to use characters I'm still levelling.

    3) (and perhaps more relevant to your query) For the most part there is very little content in the game sub-50 that is so difficult that it requires your full percentages and set bonuses, especially now that you get powers 5 levels above your exemplar level.

    That said, if I did develop a serious hankering to exemp at things, I would more than likely use Zombie Man's Exemp Build strategy.
  11. Quote:
    Originally Posted by atomicdeath View Post
    So for when i need better team support i can put on Nerve, Paralytic, and rebirth destiny. And it will go better with Void judgement.
    20% -dam and 50% -dam for 30 secs. 70% sounds good.
    This right here. Paralytic gets tremendously better if you have other sources of -Dmg, such as Darkest Night, Toxic Ammo, Fulcrum Shift or Void Judgement.
  12. Quote:
    Originally Posted by Johnny_Butane View Post
    You know what else is totally unfair?

    Sets like Dark Armor, Electric Armor, Fiery Aura, Ice Armor and Stone Armor get to have Interface work in their auras at all but Invulnerability, Shield Defense and Willpower do not.

    So yeah, my Invuln thinks that one target Procing is just fine.
    This does neatly segue into my overall problem with Reactive as live. A lot of the Incarnate stuff has given us a pretty incredible amount of power, but Reactive-Interface far too strongly affects specific powersets based on the presence or absence of pseudopet rains or damage auras. It struck me as very skewed and weird design that could not possibly be working as intended; I'm glad the Devs eventually agreed.

    As for the single-target issue, I don't mind procs affecting multiple targets. Regular procs do that, and you've always been able to build Freddy the Proc Monster. I just mind Caltrops melting armies like they were made of thermite.
  13. Quote:
    Originally Posted by Katten View Post
    Along with this, the common choosing of the other sets actually directly increases the usefulness of choosing ageless (since often the other's will cap you to those attributes).
    You're not wrong, but it would take quite a lot of Barriers or Rebirths before they actually start achieving any sort of genuine redundancy. They'll cap you to those attributes so briefly (5 or 10 seconds) that as long as you didn't fire them at the same time you'll still see a ton of benefit out of having multiples. Hells, even if you did you'd see a bunch of benefit over the duration of the buff.

    Maybe this reasoning applies less to Clarion, though, as mez protection only needs to be stacked so far.


    Quote:
    And any character who already has survivability nailed down will almost certainly love this offensively usable destiny (as well as the ability to run ALL toggles ALL the time).
    With the ToHit incrementation and general increased deadliness involved in Trial Mobs, a lot of people with strong survivability may need it to be a little stronger these days.

    I could maybe see Ageless really being useful if for some reason you couldn't afford or didn't have the various IOs and accolades that really tend to shore up endurance/recovery and recharge boosting. Mileage varying, of course, but so far in 9 50s I've never had a character whose end issues couldn't be solved with a combination of reasonable slotting, Numina's Convalescence, Miracle, Atlas Medallion/Marshal and Portal Jockey/Born-in Battle.

    The recharge may have interesting applications but I don't really see it as being as useful overall as the cross-AT survivability increases that the others tend to provide (What's harder to get in set bonuses: 5% universal defense and resistance, 200% regen, or 10% recharge?) and protection against debuffs is neat - but debuffs are situationally present, the waning periods of debuff resistance tends to stack better with existing debuff resistance, and one could argue that 5% Defense is 10% debuff resistance.

    All of that said...

    Quote:
    Originally Posted by Edana
    Ageless is at worst an AoE speed boost and at best the ability to largely ignore debuffs and endurance crashes. That it is considered the weaker of the Destiny trees shows just how game changing Destiny is proving to be.
    ...You're right that even Ageless is still orders of magnitude more useful than, say, the nonReactive Interfaces. It's not that Ageless is bad. It isn't. It's just that in general purpose work it's less awesome than the others.
  14. 1. Alpha, which is a brilliant bit of mechanical tinkering that had me once again toying with Mids builds on my favorite characters seeing how much juice I could pull out of the thing.

    2. Destiny. I wanted to give this to Judgement, but I couldn't; Nothing has changed the survivability curve of my /Shield like Rebirth Radial's regen. And with everyone else, it's still wonderful; my WP brute loves 10s of capped resists, and I'm sure the squishies can't get enough of the mez protection. In incarnate trials I T4 this first, in part because the T3->T4 jump tends to be pretty huge in Destiny.

    3. Judgement. Explosions. Massive explosions. Really hyper super massive explosion final attacks. Mechanically it's not the most game-changing thing in the toolbox, but thematically it's the kind of thing I've been internally begging for since hitting 50 - and if you managed to work a Musculature Alpha into your build...

    It was harder to order the first three, because they're all wonderful; my last two were a little more clear-cut.

    4. Interface. I'm not sure why it gets the good press it does; overall Interface is really badly designed.

    Sure, all the other trees have maybe one booby prize tree (Alpha's Nerve; Destiny's Ageless) that is mechanically lackluster and will rarely be taken, but Interface has exactly one side of one tree that's worth getting excited about. Some of you above have, in fact, said as much, using the strength of that one halftree as a supporting argument. Other than Reactive Radial the effects are too weak to really hurt most AVs or do anything significant to trial mobs before Judgements, or even alpha-powered AoEs wipe them out - and the one half-tree that IS good is brokenly good in Rains and Patches, benefiting different powersets with such stark irregularity that I can't imagine that the nerf bat is too far behind to make Interface behave like other procs.

    Still, it's better than:

    5. Lore. Limiting themes in a game that's all about bringing your own concepts; weak uptimes, lack of renameability if you're not a mastermind, lack of special commands if you're not a mastermind. The pets may have some sting themselves, but overall it's a disappointing waste of potential.
  15. Kyria_Shirako

    WTF: Eden trial

    Which is really sad, because Eden feels so damn epic.
  16. Really good teams with lots of Judgements and some level shiftery can actually get away with steamrolling the facilities; it's standard MO with one of the groups I run with. Gets you tons of iXP and doesn't leave the squishies to die repeatedly.

    Still, it's not something I'd try to rally a PuG around.
  17. I've had a problem with the varying importance of these messages, too.

    Some of them are completely unimportant; I'd be happy if just "War Walker Charging Orbital Lance" stopped appearing, because you see the red circle and that should be warning enough, and even then most buffed/melee types can pretty safely ignore that circle.

    By itself, this wouldn't be a problem, and I could just sort of block it out if it didn't hide more important messages - Like the Nova Fist message.
  18. Were it necessary to have a participation mechanic, then above all else it must be transparent. I would tell people exactly what they have to do to be considered 'participatory' by the system. If telling the players what constitutes participation would allow everyone to break the system, then it is a bad system.

    Even if they eliminate the Mastermind flaw and various other aberrations from the current system, even if the system by some miracle of analysis was a reasonably fair metric of participation it still will cause egregiously counterproductive behavior just because the one time a player ran around aggroing the entire Training Facility without actually killing anything, or left Brawl on auto, or they stood on one leg and recited the Badger song in League chat over and over was the one time it graced that player with a very rare, and the players have no way of knowing whether or not it was unrelated.
  19. This is more or less why I'm only T3ing Lores on my characters for whom none of the pets are an excitingly perfect fit (which certainly applies to everyone I've started taking through the Incarnate system thus far.) Comparatively speaking T3 is not a lot of work stacked up against a T4, and I wouldn't really be too miffed to have to make another.
  20. Kyria_Shirako

    Astral Merits.

    Quote:
    Originally Posted by Lothic View Post
    Well since I'm going to have all of my T4s done on my main within another week or so WITHOUT using all my Astrals or ANY Empyreans I'm going to have plenty of them racked up so that what -whatever- they're going to be good for I'll be ready for it. I'm just against the automatic kneejerk assumption that everyone ought to go ahead and burn Astrals and Empyreans regardless if they need to or not. *shrugs*
    It definitely wasn't kneejerk; I realize that it's a gamble, and depends on what they come up with. While I doubt that what will be available will be superior to better Incarnate powers acquired more easily, there is a chance I may indeed come to regret the decision to burn them. For now, though, I have numerous 50s, and reducing the grind by a significant chunk while getting multiple characters their T3s and 4s is very much worth it to me.
  21. Kyria_Shirako

    Astral Merits.

    I look at it this way - And with some of my non-Mains I even cast this eye towards Empyreal merits:

    What the hell could they possibly release, available via astral or empyreal merit, that would be better than higher-tier Incarnate powers?
  22. I don't know the answer to your question; I'm working on getting my first Ion judgement as we speak. But I do know that this is the most awesome name for a thread, or, for that matter, anything short of "Cute and Fuzzy Cockfighting Seizure Monsters."
  23. Quote:
    Originally Posted by AkuTenshiiZero View Post
    Does anyone know yet what determines which reward table you get at the end of a trial? Because I heard it's dependant on how much damage you dealt. I don't want to believe the devs would implement a system that flat-out screws supports/tanks...
    It's not dependent on damage. We don't know what it's dependent on, but it's a screwy and hidden series of variables already known to disfavor Masterminds and lots of people for no good reason. There's a lot of heavily justified complaining about it already being done here:

    http://boards.cityofheroes.com/showt...wpost&t=258308
  24. Kyria_Shirako

    Tray Management

    For me:

    1-6 are number keys, but after that I start wrapping around the keyboard.
    R is 7, and is often reserved for ranged attacks on melee, or snipes on ranged attackers.
    F is 8, and is often one of my movement toggles (e.g. Hover)
    V is 9
    C is 0

    With Alt and Ctrl modifying things to the second and third tray as desired. I find it works well.
  25. So I'm on a team of four players who know each other RL. I'm playing an Ice/Kin Corruptor, and we're doing the Hero Morality mission of the team's Nin/Nin stalker at +1x8. The one where the mission holder's doppelganger comes and fights you.

    When we get set up for the doppelganger, we duck into a small office room to filter the spawns through the doorway. I'm still playing with the powers at this point, but I've selected Repel, and this looks like one of the situations where it could be useful to keep enemy spawns out the door. So I turn it on.

    Our Dark tanker and stalker are is out in front, stacked up beside the door, I'm right behind them, and our Darkfender is off to the left. The doppelganger arrives, the battle starts, and suddenly... everyone goes flying away from me. Not the enemy, my team.

    That's right, the Nin stalker doppelganger had Smoke Bomb, Confused my fluffy butt, and caused my teammates to go flying into the walls of an enclosed space, repeatedly. It turns out neither Dark nor Nin give you Repel protection.

    Of course, by the time I'd figured out what the hell was going on, we'd all but wiped. And I couldn't stop giggling about it.