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Quote:You can certainly have an opinion but that doesn't stop it from being wrong.It's all opinion-based. But just to complicate things, I usually compare the ATs like this:
Scrapper - Stalker
Tanker - Brute
Defender - Corruptor
Controller - Mastermind
Blaster - Dominator
But then, the ATs I don't like are Stalker, Tanker, and Defender. I like MMs but don't usually invite them because they're often more solo-focused than I like. I like to have Controllers on the team but not to play them. The ATs I seek first for teaming are Scrappers, Brutes, Blasters, Dominators, Corruptors, and Controllers. Then if I don't have those I can look for the others.
Or, if you prefer:
Stalkers are Scrappers done wrong.
Brutes are Tankers done right.
Corruptors are Defenders done right.
Masterminds are pet Controllers.
Dominators are mini-Blasters with mez.
Overall I like 3 of the hero ATs and 4 of the villain ATs. To personally play, 2 heroes and 4 villains. On a team I would usually seek 3/3. So I give a slight nod to villains as being better ATs in general.
If you're comparing the ATs like that, you're doing it wrong. Period.
To say a Stalker is a Scrapper done wrong equal of saying a Scrapper is a Stalker done right. This is not correct!
A Brute is a Tanker done right but a Tanker is a Brute done wrong!? Can you see where this is going?
If you can't flip it and it make sense, then it's the WRONG PERSPECTIVE! The ATs can't be viewed like that![EDIT] For completeness sake, you really can't compare them *at all*. They all have mixed abilities and tactics that don't translate over the AT divide. -
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If by brutal, you mean clumsy then yeah. Claws is the most brutal. There's nothing clumsy, clunky or weak-looking about a clawed gut punch and then ripping out their entrails.
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And the late-game zones tend to make very little sense too.
-Why are there Rikti just walking around Founders Falls?
-Yeah, possessed scientists just happen to hang out in Portal Corp parking lots taking pot shots at heroes that frequent there...
-The security in the Zig must be a joke. I mean, there's inmates just standing around right outside the walls. -
Quote:I wouldn't be in a position to really debate balance anyway. But rather than shuffling through all this 'passive' and 'upgrade' business, why not just ask for a 'conjoined activation' option? You turn one toggle on and it just turns them all on without requiring all the animation time/clicking. Don't want them all on? Turning off clicks can be done without affecting other power activations.
Are they balanced? I mean, if they're enough of a problem that we see endurance management threads as regularly as we do, are they really balanced? Dark Armor used to have mutually exclusive shields, and that was considered balanced at the time, despite a general lack of enthusiasm among the player base due to exactly that mechanic. Are toggle-heavy powersets really balanced, then, if they... encourage the same "turn this toggle on and that toggle off for this fight" behavior that used to be true of DA?
Consider that a philosophical question, if you would, so I don't have to spend a couple of weeks debating it. I'm up to season 5 of my annual review of DS9 and really want to finish it before February ends. >.< -
The prime concern I have is, what happens if you only want to run 1 of your many toggles? On my Kat/SR, he often turns off the AoE or Melee defense toggle because he constantly runs Ninja Run (I'm respec'ing him to get more +recovery from IO bonuses and reset all his sets so he's running mostly on common IOs). He's got weave and tough too but really, he usually only needs 1 or 2 of those toggles to defeat his enemies.
In my situation, I see no way around your suggestion except making every toggle so cheap it's not an issue to run. That just cannot be done. It's not balanced. Toggles are balanced *because* they cost endurance. Making them cheap like Combat Jumping or some such would require so much rebalancing, you're better off just learning to manage your endurance like everybody else.
However, looking at it from a 'New Game' perspective, it does make sense. Why would my invulnerable guy need to 'turn on' his invulnerability to fire/cold if he already was invulnerable to smashing/lethal? Should he not simply turn on 'invulnerability' and that accounts for anything within the scope of the set? I believe so. The upgrades make sense and if the game was originally designed in such a way, it probably would turn out a bit more manageable than being forced to turn on a list of toggles if things get turned off.
As for the upgrading click powers, that's covered by IOs, is it not? The more heals you have the more heal IOs you can slot and the more +% heal bonuses you can muster. It's the same deal with my Spines/DA stalker who happens to have the presence pool who slots Fear IOs. -
Quote:So maybe update Sleep to make it more attractive? How about an 'Amnesia' effect the longer you sleep. For whatever reason, while entranced into a sleep state/preserved by a case of salt crystals/put into a hybernative state by cold/sniffin' funky mind-wipe pollen/etc. you begin to 'forget' how to use your powers (or are simply unable to use them until you're fully awake). Starting from your most recently obtained powers and back-tracking to your earlier ones, they begin to gray out. After you're awake, it'll take the duration you had been asleep to gain access to all your powers. For NPCs, since they have fewer powers, the effect would be greater with less duration.[ QUOTE ]
With elec melee, the usefulness of some of the sec effects like sleep
[/ QUOTE ]Sorry, sleep is useful since when?Most epic fail effect ever...
For electrical melee, the sleep wouldn't have a huge impact, but then the sleeps are mostly in the ST attacks and accompanied by many other secondary effects so it doesn't really *need* the sleep (I tend to forget it's there). I could imagine having a 'sleeper' on the team that will mez the spawn and the team actively focuses on the bosses (the ones not put to sleep) afterwhich they turn on the AoE and slaughter the spawn who are groggy and unable to use their more effective powers.
...but then what team would actually coordinates and who bothers with ST dmg? Well, they should! -
Quote:LOL that was exactly what I was going for
A surprised gentleman wearing a monocle. I guess that one's been used.
@ Shadowclone:
Someone's walking down the street, ready to go to church or something. They're waving high to anyone they pass. A guy with a trench coat and hat is up ahead on their path and they start to say hello when the stranger opens up his coat and flashes them! *-*
Okay, a random-ish-er one:
S_U -
Quote:It's more realistic, IMO. You're not going to have an entire city full of flashing lights and casinos. This isn't Starwars, where an entire planet is characterized by one particular topographical feature. Yeah, Las Vegas has flashing lights and casinos and over-the-top sights, but there are places around Las Vegas that isn't so great looking.Redside needs more content. And alternate zones that don't look like they're designed in the world's biggest garbage dump. Even the area that should, in theory, be more geared towards tourists (St. Martial) is bland, broken up, and trashy. And really - even with construction going on, would any tyrant let their "capitol" (or at least headquarters) get as much garbage on the streets as Grandville has, once you step off the armor plated walkways?
And this goes for all the parts of the Rouge Isles. Yeah, they didn't take all of the 'city' parts of PO, St Martial, Nerva and Cap and stick it all in one 'zone' then take all cemeteries of Shark, the jungles of nerva and the rocky outskirts of Cap and stick it in a 'wilderness' 'zone'. No, they put variety within the zones because it's far more interesting than having huge boring zones with only 1 'feature' like Skyway, Steel, Galaxy/Atlas, IP, hell even Terra Volta is a big snore. In all honesty, they could have just crammed those all into one big 'city' zone and have been done with it...and they still wouldn't hold a candle to the variety of just one of the areas in the RI. -
Quote:I think that sums up my feelings about the game quite perfectly. Why can't all relationships be like that?
I just play when I feel like it and I get to have fun with no strings attached. -
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But...I like the animation on my Kat/SR scrapper.
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I don't frequent the games boards but I had an idea for a game and please forgive me if it's been done.
You simply make a face using 2 letters/numbers/symbols with an underscore between them and the the next person describes what that face is expressing. For example: X_X easily described as a dead face. But X_0 is a face after someone got shot in the eye with a BB gun.
So to start:
0_q -
Not Every College Reject Ogles Ladies On Greasy Yardsticks
Are we trying to stump each other?
UUUUURANUS -
PS: Incidentally, this would have a big impact on characters like Blasters and Dominators who have, pretty much, 2 offensive sets to add outbound tags to. They'd end up with the capability to expand their offensive abilities to have greater affect on a greater number of foes while the ATs with defensive sets would only get to make this choice for 1 set.
It'd work the other way around, too, because the defensive ATs could get greater invulnerabilities through tags to add to their defensive abilities. -
Quote:I'd actually like to revisit an idea I posted about in another thread about power customization. I called the idea 'Tags' and it'd flag on all of your powers, kind of like an IO. But I'd say the 'Tags' would be rather permanent, something you couldn't change with a simple respec (it'd be possible to, but in such a way that it couldn't be gamed like by using multiple builds).I had actually been contemplaing an entirely separate idea concerning IOs with a negative side effect to balance out a strong boost. That alone (well, combined with Power Customization) would be a solid way to make signature powers without actually creating a Signature Power system. Might also help mix up slotting some if you can get a really good unique effect of the IO/enhancement.
Basically, it'd be a system of add-on effects that would be linked to eachother in a balance/counter-balance manner. Of course, you could choose to 'not' use tags and play vanilla, you can shore up a weakness or emphasize a strength...but it'd all be linked (and PvE only).
It'd work something like: Just like you have a primary and secondary powerset, you could choose a 'Tag' for the set. Similarly, the in-game enemies will also be 'Tagged'. The 'tags' would have 2 pools: inbound and outbound.
Outbound = usually a tag you'd add to offensive powers like attacks, debuffs and controls. Examples:
-[Undead Slayer] > your attacks harm foes with the [Ghost] tag and additionally have a heightened chance to connect; CoT specters and other undead type enemies will be vulnerable to such attacks
-[Fey Slayer] > your attacks add -regen and -res against any [Mystic Creature] tagged foe. Such foes would include Croatoa enemies, and others such as Warwolves
-[Impervium Piercer] > does additional non-resisting damage vs foes using the [Tech Armor] tag. Would include Crey Tanks, Paragon Protectors and other such heavily armed foes
Inbound = usually a tag for defensive powers such as shields and buffs. Examples:
-[Ghost] > +res and defense to smashing and lethal. Random chance to break free of controls
-[Mystic Creature] > +res energy and neg energy. Attacks from a 'Natural Origin' foe occasionally have no effect
-[Tech Armor] > +res to all but psi. Debuffs from a 'Science/Tech Origin' foe are reduced in effect. Debuffs from a 'Magic Origin' foe are increased in effect
Of course, this is the bare basic of the idea but it's more customizing the foes and encounters than it is customizing the character. I think it could add a lot of dynamic to battles and make for an interesting 'Arch Nemesis' type scenario where your character being specialized to deal with a certain faction or perhaps a certain faction having your number and being your weakness.
So, if I wanted to create an exorcist character who is great at handling undead, I can pick any powerset and add [Undead Slayer] to their attacks. If I wanted to make someone who specializes in exorcising ghosts, I'd probably use a set with psi damage along with [Undead Slayer]. For exorcising demons, you'd probably choose [Fey Slayer] instead.
Also, as you get more Vet rewards (because you're more in touch with the different enemies and their attacks), you're rewarded additional tags so instead of just 1 tag on your sets, you can get 2 or 3. So your exorcist who one specialized in ghosts can expand into demons as well. Or perhaps he equips his powers to have non-mythical applications too and can affect [Tech Armor]ed foes. -
I have a forum problem. I'll play an MMO and start reading FAQs and guides and then start reading other stuff like suggestions and RPs. Next thing I know, I'm reading forums on my cell phone or posting with my laptop
I'll play the game when I get home, of course, but that's after I check up on the forum. CoH's boards, you have to subscribe to the game to use which is cool because I'm not 'bound' to the game like FFXI. Taking a break for a month or two or not logging on every day doesn't 'break' me in-game so that leaves me more time with the forums and then log into the game and pick up where I left off.
It's the casual-ness of this game that keeps drawing me in to play (and back to its forums)! -
I'll go with that idea. Sounds nice.
But I'll just add a 'what if' suggestion to think about flavor and balance:
The power is a DoT of you just unloading a clip at the target, nice dmg, decent rech, good acc, no secondary effect. What about endurance cost?
Also, what if we add a -def effect? Along with that, and the (6?) ticks of lethal dmg, do you feel a low cost and rech would be balanced by each tick requiring a ToHit check? If each tick had -def, each subsequent shot would have a better chance of hitting. -
Sorry. I figured if you wanted to read posts discussing signature powers, it was a good idea to point you to the 40+ pages of players talking about just that.
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Quote:It's not random, only the mag 4 fear is random at a 25(or something)% chance to occur. The -ToHit is autohit...so long as the target of the AS survives.Something else I'm wondering is why was the Demoralize effect made random instead of guaranteed?
Couldn't they have made it a self-granting temp power, though? Like, instead of granting the target a demoralize 'temp power' that then affects all within range of him, why not just grant it to yourself everytime you pull of an AS? Just make it not affect self. I'm sure they tried this already, I just want to know why it didn't work. -
Quote:And?Not to mention the fact that every AT with a melee set gets Energy Melee except for Scrappers.
Every AT with a melee set gets Fire Melee except Stalkers.
Every AT with a melee set gets Claws except Tankers.
Every AT with a melee set doesn't get Ice Melee except Tankers.
Have I made my point? But the cool thing about Stalkers is whatever melee set they get proliferated will be awesome. They already have all the 'meh' ones.
If they get Fire Melee they'll most likely get Fiery Aura and BU+FE+AS would be killer.
If they get Ice Melee they'd be able to sleep everything and assassinate in pure safety.
If they get Axe/Mace, well...here's the thread... -
Taking AS is up to you and your playstyle. Me? My elec/regen took it when it first became available, he uses it as an opener often enough and he'll use it mid combat after knocking down a foe with Lightning Rod or Thunderstrike. I just really enjoy using it. Reasons why anyone would take AS for their Elec stalker:
-Demoralize. You're going to be attracting some attention with all those AoEs. Being able to fear some and debuff their ToHit to make it harder for them to hit you is always a plus.
-Single Target Damage. As an Elec stalker, you're lacking ST, same as a Spines stalker. You don't have to take AS to cover that up though but it's right there available for you at lvl 6...
-Tactical Burst Damage. Because AS will not alert foes to your presence during its use or if it misses. If you use a normal attack from hide, the enemy will immediately be alerted to your presence even if you miss. Also, they will be alerted to you *the moment* you start the attack. So Thunderstrike from hide = the enemy looking and shooting at you the first 2 sec of your attack. Sure, LR doesn't *break* hide but it will still alert the enemy even if it misses.
-It looks Frikken cool! I *STILL* yell "CHIDORI!!" every now and then when I use it. Even if the attack did crap damage, I'd probably take it because it looks so awesome. -
Mine is a Spines/Dark. Solo, he switches tactics from jousting to AS>retoggle to mez-everything>detoggle>placate>AS. On teams, he'll play 'scrapper' and just leave toggles on and throw crits at range then get in close and mez/melee.
Obviously, this can only be done with a certain kind of build. He has ranged attacks from primary and PPPs, frankenslotted auras as well as the presence pool. Thanks to the IOs, the accuracy and endurance cost of them isn't so bad (around 95% for acc and endurance) and the duration is high (around 60% enhanced except CoF which is 95%) and the bonuses from fear sets give around 15% to terrorize duration too. It's not the greatest control but it's very noticeable and synergizes with demoralize too.
If the team is already control heavy with doms, he'll save his efforts and just AoE crit.