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Quote:The same way not being able to spell "you" does?lol. thats ridiculous.
You guys cant wave the "subscription cancellations"-flag at EVERY idea.it makes u lose credibility.like massively
No, probably not.
Quote:Also it would help if people who want to express they dont like an idea, would at least READ what the idea is about.
Guy talks about raid-like adventures into zones of the opposing side -> nay-sayer talks about STARTING in Atlas after outbreak!
I mean at least TRY. Is that asking too much?
Try using that gray stuff between your ears as more than a windbreak. Is that too much to ask? -
It buffs Fly speed so you can move during the Hover period, and it can also be used to maintain your altitude, regain control of a fall or maneuver around (somewhat) after the Hover period ends.
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Quote:The Dev Digest will function again, properly, or they'll be e-mailing me updates manually when Castle posts.It's also *different than the forum we had for 5+ years*. It may or may NOT be able to do that.
Infermashuns. I needs dem.
And on the subject of "is anyone else bothered by"... look at Stateman's eyes. They're... crooked, or something. It's like... the inner corners of his eyes are... wrong... It's creepy! O_O -
Quote:A couple of people does not constitute "endless threads".Sigh.
I've already said I'm not going to go searching for threads when my claims have been attested to by other posters IN THIS THREAD.
Third time, are you going to show me those "endless threads" of people complaining about defender soloability, or are you going to continue to weakly insist that "they're there, you just have to find them"?
Put
Up
Or
Shut
Up.
Quote:THIS is dismissive. I've aready said these complaints are not rare, so you simply declare I don't know what I'm talking about and wave your hand. It's not going to make me go away.
First page of the defender forums, I see this thread. Scrolling down, I see a second thread, but by the 9th post of that thread, the OP's complaint was already proven to be dramatization on his part. Nothing else on the first page.
Second page... nope, no-one insisting that defenders suck solo.
Third page... first post, someone demanding a damage scale increase for defenders, but not because of solo concerns, no, it's a Going Rogue "no-one will team with me because corruptors are teh betarer!" panic attack. One more post complaining about defender damage, but as before, it's entirely focused on teams, not solo.
If I keep going, is this mythical "common complaint" going to manifest? No, because no matter how many times you insist that it's happening, it isn't.
So once again, your hyperbole and ranting has been proven to be just that, hyperbole and ranting. Just like every other time you've done this. You provide no evidence when asked. You offer nothing but personal opinion backed by "facts" invented on the spot. And when pushed, you insist that everyone else is wrong and tell us all to go find the proof ourselves.
But we all sit here, trying to explain things to you, trying to reason with you, and you ignore us, then tell us that we're being dismissive because we don't accept your statements without question or stop asking you to provide proof of your statements. I am dismissive because I refuse to acknowledge another one of your blatantly deceitful attempts to get an AT buffed after seeing you do it over and over again dozens of times in the past. Yes, that must be it, I'm the one who's not being reasonable here.
You know, you're about one step away from portraying yourself as a paranoid raving drama queen. Might want to back up a bit before you go completely over the edge. Take it from me, crazy isn't as fun as it looks on television.
Quote:I didn't invent any problems, they exist.
Bull doody.
Quote:Others noted them before I ever did.
Quote:Any data I've used has usually come from Mid's, though I have pulled numbers directly from the combat logs, on occasion. If you have an issue with my numbers, I suggest you tell Mids that his numbers are wrong, and inform the devs that the combat log is producing false data.
Neither the game nor Mids' shows TA defenders having "around 25%" -Res. And you can't even say that you might have had some enhancements skewing this because -Res is not enhanceable, so there goes your only weasel hole.
Do you really think tens of thousands of players who use Mids, or over one hundred thousand who play the game, wouldn't notice these things? Especially after many, including myself, have tested these numbers and verified them so often?
How stupid do you think we are?
Quote:There are Defenders that have low damage AND low defenses. You can't possibly dispute this, yet for some reason, you continue to try.
No, there is nothing to dispute because your entire foundation for the statement is in error. YOU skip key powers and complain about the solo capabilities of your defenders, and YOU see that as a flaw in the AT or game. I don't do that. Talen_Lee doesn't do that. Uberguy doesn't do that. Almost no-one else does that, and of the few who do, they ask for help and we help them by telling them what those skipped powers do and why they're worth taking.
But you keep doing it, and coming back here to fuss about it because you do not want to accept that the game is not City of Ultimo.
You prove nothing, except how inflexible and demanding you are. You certainly don't prove that there's a problem, nor do you prove that any intelligently built defender, regardless of primary or secondary, cannot solo efficiently, safely and easily.
There is no dispute here because you bring nothing but your own personal fantasies to the table.
Quote:Interestingly, you describe how Defenders have the ability to boost their damage, and say I missed so many things, but you don't seem to realize that I have never suggested increasing Defender damage. I didn't mention those powers because they don't provide any kind of defense.
If you don't even know what you're saying at this point, it's a good time to stop saying anything.
Quote:I never said that there were sets that have NO mitigation, only that there are sets that suffer from FAR LESS.
That implies that others do not.
How far are you going to backpedal? You are aware that everything you've said has been quoted, so even if you try to edit it all out or change it, you're still hoist on your own petard.
Quote:A Force Fielder can only use Dispersion Bubble (though the powers that bounce foes around help, when they work). An Empath can use only THREE of his 9 powers for his own benefit. Cold and Sonic suffer similarly. You'll notice these are all BUFF sets, and AS I KEEP SAYING, this is where Defenders need some help.
You take the most extreme corner cases and try to paint them as the most common situations. Not just once in a while, consistently, and at the same time, you categorically deny that the defender has other tools to deal with those corner cases, you simply say "He's going to do this, then the enemy will do this and the defender is toast! TOAST! DOOMTOAST!". You refuse, absolutely refuse to accept that the defender in question could do something else and sidestep his/her "kryptonite", you just insist that the only solution is to buff the buffing sets.
Don't think or use any other powers, the solution is to change the game!
No.
Quote:Tough, fully slotted is 23% so Cold Dom's 20% is less than Tough. You can't compare an unslotted power to a slotted one, so I compared them fully slotted with SOs. These are not "Ultimo numbers," they're from Mids, so I suggest you take it up with him.
Need some catsup for that foot?
Quote:7% Defense is negligible, however you choose to spin it. Yes, Dark does better with less Defense because it's coupled with debuff to the foe's accuracy, but 7% is still negligible. I've been told that Defense really only starts to be useful around 20% (though, in fairness, my own experience with it, while limited, has shown that 15% is where you start to notice it's value). And AGAIN, I've already said Dark does fairly well.
What is 7% Defense plus 30% -Damage and 20% +Resistance?
Stop thinking in one dimension.
Quote:Regen Aura does provide a very serious regeneration boost, but you have to live long enough for it to be of any use. When foes are often doing 30-50% of your health with every hit, you're not going to last long even with the aura in effect.
Is that really how you play? I doubt it, but I'm starting to wonder, since you're so adamant that the only way to survive as a defender is by relying on one power in your primary.
Quote:The Force Fielder does have protection against most status effects, that's true, but I've seen PLENTY of foes resistant to knockback.
Quote:Add to this that knocking them back is VERY endurance intensive,
Force Bubble is 0.69 endurance/s. For comparison, Snap Shot (the tier one with the fastest recharge) slotted with ~95% Endurance Reduction and 66% Recharge Reduction costs 0.82 endurance/s if all you do is shoot it repeatedly. It costs more to attack than it does to use Force Bubble.
Your FUD doesn't work here.
Quote:and you have little choice but to PFF after a couple of foes (because you have little ability to take damage).
You turtle up and pretend there's no other option, then come to the forums and insist that FF is horribly broken because you chose to ignore every other tool available.
Quote:I will say, however, that I'm playing a Force Fielder because by the time he gets into his Epic Pools and picks up Temp Invulnerability, he's going to have 71% resistance to smashing & lethal, as well as 30ish% Defense to everything! Not small numbers, by any means. He just has to wait a rather long time for them.
What, you thought no-one saw your thread about making an Iron Man homage and turning down the blaster suggestion because you didn't want to wait until 41 to pick up the Force Mastery APP?
Be honest. If you'd done this character as a blaster, you'd be having this argument over on the blaster forums, insisting that everyone who disagreed with you was just being dismissive, that the AT was broken, that half the powersets were terribly designed, etc.
Quote:Until Fulcrum Shift, Kinetics is limited to 25% damage reduction, if it hits.
Quote:Same for the heal, it's not always reliable.
Quote:Same with Repel, it's not always reliable.
Quote:I didn't realize Transference could drain ALL the endurance from foes, and in an AOE, no less! That is useful, indeed.
Perhaps you'll struggle less if you... read... pay attention...
Quote:Again, though, I've said all along that Kinetics, like Dark, seems to perform fairly well.
So it's bad, but it's good?
Backpedaling, the new Co* travel power, courtesy of Ultimo.
Quote:Accelerate Metabolism is only a 30% regeneration increase. Relatively minor considering the Defender's low health. It's most important use is the recovery buff.
Quote:I already addressed Lingering Radiation,
"Radiation Emission has a small heal, and powers that debuff enemy to-hit and damage, and even a hold. that makes it one of the most effective defensive sets. However, it has limits. RI reduces To-Hit by 48%, which is pretty decent. However, if your foe DOES hit you, you have no defenses. Fortunately, Enervating Field reduces damage by 25%. The other drawback is the extreme endurance cost. Before Stamina, the endurance cost of running these toggles and attacking is prohibitive."
That's your entire commentary on Radiation Emission. Nothing about LR. I'm guessing that you don't even know what LR does, but you're going to look it up as soon as you read this then come back and backpedal around for a while to try to convince everyone that you know what you're talking about. Again.
Quote:and EMP Pulse is an occasional use power. It's the equivalent of a Nova, and can't be considered a power for regular use.
Quote:Sonic Cage, like other similar powers, is of limited value, but can be useful. The repel in Sonic suffers the same disadvantages (reliablity, endurance cost) as other repels, and Liquefy is another occasional power.
Quote:Storm's Thunder Clap is borderline useless. Its accuracy is appalling, and it only affects minions. On the upside, if it DOES hit something, it can be stunned for a very long time.
Quote:Freezing rain spreads foes out as the run.
IT HAS A KNOCKDOWN COMPONENT! IT HAS A 70% -RUNSPEED DEBUFF! IT'S IN A POWERSET THAT CAN FLOOR THE MOVEMENT SPEED OF +3 FOES WITHOUT ENHANCEMENTS!
Why do you believe all powers only do one thing and can't be used in conjunction with other powers?
Quote:Hurricane and Gale scatters them.
Quote:Snow Storm causes them to scatter (very slowly).
Quote:Tornado tosses foes around randomly.
Would anything short of Castle's IWIN button make you happy?
Quote:Lightning Storm has significant knockback
I suppose you consider a mag 0.67 KB, which is effectively KD, to be "almost as bad"?
Quote:and will scatter foes too.
if
you
use
your
other
powers
like
Snow
Storm
or
Freezing
Rain.
Quote:Only O2 and Steamy Mist don't scatter foes, and O2 can't even be used by the Defender while the mist provides very limited protection. Since the only other source of protection is Hurricane, Storm Defenders facing scattered foes are at a disadvantage. Indoors, they can't scatter as far, and can be pinned in corners. Outdoors, that's not possible.
Quote:Slowing an enemy's attacks isn't going to help you if they're demolishing you in a couple of hits.
Quote:The Trick shooter is still not going to have any actual defenses and his damage is still going to be low, so he's still going do get killed.
The only problem TA faces, at the severity you describe, is in taking the alpha for a large (5+) team.
Disagree with me. Go ahead. Talk to me like you know TA one hundredth as well as I do. I relish the hilarity that I already know will ensue.
Quote:The "best AOE hold" you refer to is another Nova-style occasional power. If you're going to start counting these, then Tankers have well over 100% mitiagtion (and we both know that would be misleading).
And the fact that you've never used those tier 9 powers which you steadfastly deny can be used frequently just betrays how little you know about them, about how they are used, about how they can be used or about how players tend to use them.
Quote:I didn't miss anything. What you say I missed were powers to boost damage, and I wasn't referring to that. Again, I'm simply quoting the numbers directly from Mids. if you don't believe them, I suggest you complain to him. -
TT and NF both have 10s base recharge times. TT has a 1.67s animation, NF has a 2s animation. They're two of the fastest animating and recharging cones in the game. Fistful of Arrows is the only cone that I can think of at the moment with a faster animation and recharge time.
So even before any math is considered, you're looking at an improvement over nearly all other cones and AoEs, just based on the time it takes to use TT and NF and the recharge times (cycle time).
Quote:I have a cold/dark with perma hasten that currently has TT slotted with the purple Immob set. I could move a few things around to make your slotting suggestion work(already looked at mids) and only be 0.3 seconds from perma hasten. Plus I would get to sell those immob purples for some nice influence.
How much does it increase AoE damge going from standard slotting to proc heavy?
Slotted with three standard damage procs (Posi's Blast, Trap of the Hunter and Clouded Senses) instead of damage, the average damage output becomes ~77 (20% chance for each proc to activate, 71.75 damage per proc, so average would 71.75 * 0.20 = 14.35. (14.35 * 3) + 33.8 = 76.85).
Realistically speaking, though, you're not seeing averaged damage output in the game, you're seeing the full effects of the procs when they trigger. Nice, pretty 72s floating over the critters' heads. Do you know what else deals ~72 damage?
Dark Blast slotted for 95% +Damage.
Now imagine hitting a critter with Dark Blast three times simultaneously.
Then twice more (the procs in NF).
While still delivering the full DoT damage from NF and the unenhanced DoT damage from TT.
Statistically unlikely, getting all five to trigger on a single critter, but it can and does happen occasionally. More often, it'll be one to three. But that "more often" is the typical situation for every critter in the spawn.
You'll hit dry spells, of course. Some nights, it feels like I'm not getting any procs on some spawns. And on other nights, I'm literally melting entire spawns in 3.67s (the total animation time of TT + NF).
Yes, I'm absolutely serious. TT with three damage procs (and NF with two) is just... brokenly good. The average damage output is better than slotting TT for damage, the spike damage is just ridiculous... and the damage 40-80% -Res on the target(s) will make you want to take a shower. -
Quote:Relax, Fury. At this point, what's really going on has been obvious to everyone. Turbo_Ski saw the title and fired off a reply without reading the first post, and isn't adult enough to simply say "Sorry, I overreacted, I was wrong". Instead of behaving like an adult, he/she tried to cover by derailing the thread with complaints, accusations and random commentary about how we should all be playing.This is the first time on this board that I've been called a liar.
Don't let one person's immaturity affect you. It isn't worth it. Save it for grown-up arguments. -
Quote:Single-target, Sonic Blast.Okay, I really have to make a Defender. I have decided on a Rad/. But, I cannot figure out which secondary is best. By "best", I am looking for shear DPS. I do not need any control/mitigation/etc from the secondary, just damage.
AoE without IOs, Archery or Rad, depending on the player's skill. Archery is a late bloomer, though.
AoE with IOs, Dark Blast with three damage procs and two Range IOs in TT, two damage procs in NF. Chain spam cones with matched range, watch the procs devastate your enemies, laugh maniacally. -
Quote:So you can't produce a list of those "endless" threads by defenders claiming that they're having horrible experiences with soloing?Luminara:
It's not only about Empaths, and it's not about people skipping large chunks of their power sets. I've seen it said over and over in thread after thread by poster after poster. Defenders don't solo as well as any other class. It's said over and over that they're "not supposed to," that "they're a support class." It's not just disgruntled Blasters. I'm not making stuff up, any brief browse of the Defender forum will show that this is true.
I'll remind you once again that I am a frequent poster in this forum, I do read the vast majority of threads in this forum and I do know what the general sentiment is in this forum, and if you can't provide proof that I've sorely mistaken what I've read or missed every one of those "endless" threads, I will continue to call your claims into question.
Quote:You're simply being dismissive, declaring that anything that you disagree with isn't a "legitimate, realistic" concern.
Quote:Attacking me isn't going to strengthen your position. I'm not about to go looking for threads, there are many to choose from, find them yourself.
Either put up or shut up, it's that simple. Let's see that list of "endless" threads of players saying that defenders complaining about the solo experience.
Quote:SOME have damage improvement tools. Those that do (excepting Sonic, since that's apparently broken to some degree) STILL have lower damage than anyone else.
Yes, I know, scrappers and brutes don't follow that rule exactly. But take another look, and you'll see that in a way, they do. Ranged sets typically have more and better AoE/cone options than melee sets. So while the scrapper or brute is safer than the blaster, and may be safer than some defenders, they're also more limited in how many foes they can affect at once and they're forced to function in melee range, where they take correspondingly more damage on each successful hit than someone fighting outside of melee range typically has to endure. The ranged ATs deal damage to more foes at a time and they take less damage due to the lower damage output of critter ranged attacks, and they pay for that overall increase in damage output with a small sacrifice in personal safety.
Balance.
Quote:Kinetics can boost damage by 25% (making the effective damage 0.65+25%=0.77, which is better, but still lower than anyone else).
Kins can cap their damage solo.
Quote:Radiation has multiple debuffs to reduce enemy defense, making them easier to hit. With accuracy a limited problem, this is actually a limited benefit, and doesn't actually increase damage output much.
Quote:Trick Arrow has a couple of debuffs to Defense and a couple to Resistance, to the tune of around 25%. Assuming a foe has resistance to debuff, this is a boost comparable to what Kinetics provides.
You also missed Dark Miasma's Tar Patch (30% -Res), Cold Domination's Sleet and Heat Loss (30% -Res apiece), Sonic's Sonic Siphon (30% -Res), Storm's Freezing Rain (35% -Res)... and that's not addressing -Def, which is also available in many primaries.
In fact, almost every primary has one or more powers which improve damage output.
Quote:SOME have access to defensive tools, but these tools are either debuffs, which provide less mitigation than anyone else has, or they're buffs, which the Defender can't generally use on himself. Coupled with less health, this is less defense than anyone.
Quote:Cold Dom has several attack rate slows, which helps survivability over the long haul, but is of limited value against groups of foes or foes with strong single attacks. IT has Benumb, which reduces incoming damage by 62%, which is quite good, actually, but it's a single target power with a long cooldown. Outside of that, there's Arctic Fog, which provides 7% Defense and 20% Resistance.
Quote:7% is nothing, and 20% is less than TOUGH provides.
Tough is 15% Resistance to Smashing and Lethal.
And why are you using some enhanced values and some values without enhancements? Your numbers in your little rantparison are all over the place. Gosh, if I didn't know better, I'd believe you might be deliberately trying to downplay various defender abilities in an attempt to shore up an argument that you lost before you made the original post.
Quote:Dark has a variety of powers reducing enemy accuracy and damage. It also has a couple of Fear-type holds.
Quote:As a result, it actually provides fairly decent defense. However, if the foe DOES hit, the Dark Defender has only 7% Defense and 31% Resistance.
Yes, Ultimo, a Dark/* can cap his/her own defense using only Shadow Fall. Against everything below +3s or AVs.
And that 31% Resistance is applied after the -Damage is calculated, too. So that Dark/* has, solo, the equivalent of 50% resistance to Smashing, Lethal, Fire, Cold, Toxic, Special and Unique, and 81% Res to Energy, Negative and Psi.
I don't think any Darks are going to be crying into their drinks over taking a hit or two.
Quote:Darkest night reduces enemy damage by a further 37%.
And Howling Twilight applies a mag 2 Stun (15s base) and 62.5% -Recharge.
Quote:Empathy has a self heal, and two auras, one for endurance and one for health. It has no other powers that help the Defender. Of course, the Regen Aura is pretty strong. Unfortunately, having very low health means the Defender cannot withstand damage long enough for the regeneration to help much. This is helped somewhat by the secondary, but if hit, the Empath has NO Defense OR Resistance.
That translates to one tick of 5% health regenerated every 1.115s.
Survive 5s and you've recovered 25% of your HP.
Oh, hey, look at that, there's a self-affecting heal available which can be slotted up to ~25%, animates in 2.03s and has a base 8s recharge. That means an Emp/* who has slotted his/her PBAoE heal for Heal and Recharge Reduction can heal him/herself for ~25% every ~6.1s.
Hm... 6.1s with 5% HP regenerated every 1.115s and 25% HP restored by the heal... 6s, over 50% HP recovered. Somehow, I'm not convinced by your claim that Emps can't take a few hits.
Quote:Force Field has Dispersion Bubble for personal defense, and several powers to toss foes around. However, these powers are not always reliable,
And that FF defender gets something that only one other type of defender gets, protection from Holds and Stuns, in exchange for having lower personal protection than some other primaries.
Play a defender without any status protection, play it to 50 solo, and you'll have some clue just how much of a difference that makes and why it makes FF not just tolerable, but very, very good solo.
Quote:leaving the Defender open to attack while having only 15% Defense and NO Resistance. He does have the PFF for emergencies, however.
No defender is in any real danger, regardless of primary, unless he/she is taken out of the fight by a status effect. FF sidesteps that for two of the three most common and debilitating status effects. It does matter. It does make a difference.
Quote:Kinetics can debuff foe damage by up to 25%, and has no other defensive measures.
Quote:Radiation Emission has a small heal, and powers that debuff enemy to-hit and damage, and even a hold. that makes it one of the most effective defensive sets. However, it has limits. RI reduces To-Hit by 48%, which is pretty decent. However, if your foe DOES hit you, you have no defenses. Fortunately, Enervating Field reduces damage by 25%. The other drawback is the extreme endurance cost. Before Stamina, the endurance cost of running these toggles and attacking is prohibitive.
Quote:Sonic has only the Sonic Dispersion Field, providing 23% Resistance, but it does have the stacking Resistance debuffing, which can increase damage output where the foes have resistance to debuff.
Quote:Storm fares rather well, actually. Hurricane is nearly all it needs, as it just floors enemy accuracy (-58% to-hit). It also has Steamy Mist, providing 7% Defense, and 31% Resistance to Energy, Cold and Fire. Outside of this, it has a number of powers to knock foes around, slow them down and so on. The irony of this set is that it spreads foes out, making it less useful in open areas, such as outdoors!
Quote:Trick Arrow also has a variety of powers to reduce incoming damage, but no direct defenses. There's a hold in the Ice arrow, but it's single target. Poison Gas reduces enemy damage by 31% and Flash reduces to-hit by 10%. None of these are staggering numbers.
Quote:Only Blasters have less defenses, but they are compensated by having large damage, meaning they are taking less damage (defeated foes do NO damage). Defenders have less damage, limited defensive options and less health.
Quote:Not my numbers, the numbers I'm referring to are from Mid's, and from threads like this one. -
Quote:BAB said that redraw can be "up to" 2/3rds of a second. He didn't specify which powers or powersets, just that little bit of information, "up to 0.66s delay" after the weapon powers were changed to remove the "baked in" redraw time.Having checked theoretical DPS calculations against in-game DPS for an attack string that actually had several steps of redraw in it, I'm pretty sure that redraw is only 1-2 clock intervals (clock interval = ~.132 secs). It's an incredibly tiny loss of dps, approaching maybe 4-5% if you're using only extremely fast attacks and alternating every time.
I've never bothered timing it, despite having multiple TA/*, */TA and Archery/* characters, because I usually only see redraw once or twice in a fight, and then only if I've done something wrong, like Hovered too close to the ground with my Archery/Energy blaster, or I'm doing something like fighting an EB with my TA/Dark and have to reapply debuffs.
The one time redraw has ever bothered me was when I was trying out Pulse Rifle attacks on my Bots/TA. Didn't much care for having to redraw two weapons, it did feel distinctly slower than I expected. But with a single weapon, I don't even notice it. -
Quote:How fast were you running before you slotted them? All movement bonuses are added to the base, so if you already had a high movement speed, an extra 15% probably won't be distinguishable. Some players can spot the difference (i can immediately tell when my Jump Speed has dropped by even the slightest amount), but most tend to ignore or miss small differences.Speaking about which, I have two 7.5% +movement from Gift of the Ancient and I can't really tell the difference.. T_T
Potentially more relevant, how tall is your character? How fast you feel like you're moving is very much a matter of perspective in this game. Short characters feel like they're moving at a greater clip than larger characters, even when the actual speed of movement is exactly the same for both. My Fire/TA is a very small woman, under 5', and at ~24 mph RunSpeed, she feels disturbingly fast, but on the other hand, my main character, my TA/Dark, stands a bit over 5'6", and running at ~24 mph, she just doesn't feel nearly as fast as the Fire/TA.
That is, incidentally, why Fly also feels like it's so slow. Perspective. When you're 300' above the ground, your visual reference points are passing below you very slowly, so you feel like you're moving slowly even if you're at the Fly cap. If you fly down close to the ground, it feels like you're moving much more quickly.
Which is, also incidentally, a big part of why I adore Hurdle + CJ so very much. I'm typically bouncing along at almost exactly the same speed I would be if I'd taken Fly, but it feels like it's faster because I have the perspective of buildings, NPCs, trees and various other things giving me visual reference points which are closer, and therefore delivering that feeling of moving along very quickly. -
I haven't had any issues escorting regular NPCs while using a Stealth IO or Superior Invisibility since the AI change. But I also don't use Sprint, or a travel power, when I'm escorting, so that may be why.
Well, except for the one who simply wouldn't move at all even though I'd cleared the entire map, wasn't using any Stealth/Invis and had "acquired" him (the -Stealth power was applied, indicating that he was supposed to be following me). Had to get a GM to TP him to the mission door. >.< -
Quote:Delightful. Thank you.Couple notes:
The Hitting post death thing has always happened but it was fairly restricted to which powers caused it prior to I15. Engineering has found the cause and a fix should be in I16.
Quote:As for the AI being alerted as soon as you activate a power (and not on being hit or missed by the power) again, this has always happened but been relatively unnoticable due to certain other restrictions. By broadening the tolerances of those other restrictions (which gives me some freedom to do some things that previously were not possible) this issue became much more visible. We're still looking into solutions to address this in a better fashion. -
Quote:Might be for controllers (i keep meaning to respec into it on my Fire/TA so i can test it, but also keep forgetting... those silly dancing fire monkeys keep distracting me with bad puns), but not for defenders.Mastermind/Trick Arrow/ Glue Arrow effects disappear when the target of the attack is defeated. The Glue patch area of effect used to stay on the ground after target defeat until the power's timer expired.
This was fixed in the patch on 7.22.08:
but was broken again when Issue 13 was released back on 12.02.08.
I don't have a controller or defender to check, so is this happening for those AT's as well?
I brought this to Castle's attention two or three (or maybe four... i forget) weeks ago, he forwarded it to the appropriate people to get it fixed (again). When, I don't know, but I do know that they know, and that they know that I know that they know, and I know that they know that I know that they know, so... *shrug* I don't know when it'll be fixed, but I'm certain they'll fix it as soon as they can. -
We just had a 2x XP weekend. Prices always skyrocket during and immediately afterward. They'll drop and stabilize again over the next few weeks.
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Perhaps, but if that were the case, they wouldn't have altered the AI to make NPCs follow Stealthed/Invis players reliably even when the player's character was at the Stealth cap.
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Quote:+Movement applies to +RunSpeed, +JumpSpeed, +JumpHeight and +FlySpeed.If i'm trying to boost my run speed, will movement speed bonuses help, or will it only have to be run speed bonuses? Thanks for any info.
+Movement is separate from each of the independent bonuses, so you can stack five 4% +Movement with five +4% JumpSpeed/Height, or five 5% +Movement with five 5% +RunSpeed, etc. -
Quote:*starts a new character, skips Outbreak, zones into Atlas Park*I think it would be cool to have invasion events where a group of villains can TP into Atlas. Or heros could TP into Gradville.
Oh, hey, contact waypoint. I'll just meander o-*gank*
Um... okay... *goes to hospital*
Let's try that again. *exits hospital*
Now, let's see... ah, my contact is that wa-*gank*
Ha ha, very funny. You guys! *waves finger and smiles, clicks hospital button*
Now, time to get that mission! *exits hospital*
I'm going to make it this ti-*gank*
...
Come on, guys, I just want to get to my contact so I can pick up a mission. Why don't you go fight that higher level character standing AFK over there? *goes to hospital again*
*exits hospital*
*ultra-ganked before the screen changes*
-_-
Seriously, it's not amusing any more. Let me get to my contact, please.
*insta-gank*
*gank-a-tron*
*lol-gank*
*wedgie-gank*
*gank gank gank gank gank*
/quit
Quote:Not really sure how they could pull it off withit it getting exploited or griefed,
Quote:but I think it would be neat to do if it was done properly. -
Quote:During the I9 beta, players were slotting +Stealth IOs into Swift and Hurdle. This made it abnormally difficult to complete escort/hostage/rescue missions because the AI would "lose" Stealthed/Invisible players very easily. The developers attempted to compensate for this problem by adding a power to the escort/hostage/rescue NPCs, a -Stealth power, but this solution proved to be even worse for stalkers (it completely shut down their Hide powers), so the decision was made to remove the ability to slot any IO sets in Swift or Hurdle (and the -Stealth power set to 0... not removed, and i have no idea why).I'm confused on this issue. I was planning to try slotted Swift and Hurdle for once just to do something different but looking at their listed acceptable enhancements they can't take any of the IO sets.
Is this just a listing bug? I would figure at least they could take running or leaping (preferably universal travel). Those aren't listed though.
The AI has been improved, but the decision not to allow Swift or Hurdle to accept IO sets stands for various reasons. For the specific case of Universal Travel sets, the developers felt that it would be problematic if players were permitted to slot multiple copies of the sets, such as one in Swift, one in Hurdle, one in Sprint, one in each of the veteran reward Sprints, one in Prestige Power Slide... could add up to a tremendous advantage for practically no investment (in terms of powers/slots), so for balance purposes, none of those powers accept Universal Travel sets. -
Quote:BS called back, left a message. It said, "No."As far as DWM disabling with a full screen program running, I'm inclined to call BS on that one.
Quote:That thing was a thorn in my side for a long time, even while running full screen it was still running at full capacity on my process list. Unless of course it reactivated as soon as I tabbed out of CoX.
But that's all it does, sit in the background. When you're running Co*, DWM disables all of the advanced window elements and graphical effects, and it doesn't reactivate them until you exit the game. It doesn't sneak around behind your back, turning settings back on when you're not watching it, it just sits there and waits for the game to send the "I'm done, your turn" command.
When I'm logged in to Co*, I spend half my time tabbing out to read the forums. I wish DWM would remain active when Co* was running, but it doesn't. -
I have an idea. It's a really great idea. Really. We should open up the game to griefing everywhere by allowing open PvP. Think about it. Demeaning and abusive /tell, /b and /l spam, entire groups of tardcicles congregating in a single zone and causing lag that makes costume contests seem downright zippy, hordes of rampaging jerks blocking entrances to missions deliberately in a concerted attempt to prevent players from escaping them...
Really, it'd be just bloody freaking great. Totally. -
Quote:Manoa, I love you. I love you so much. You just made the transition so much easier for me.You can bookmark http://boards.cityofheroes.com/forumdisplay.php?f=547...that'll send you directly to the English forums, which has a similar expanded layout as the old forums.
-
Subjective Feedback: No option to expand forum categories on the main page, so the reader is forced to open each category, then open another category in order to reach the forum he/she wants to read. Needs to be more intuitive and user friendly, or have an option to subscribe to entire forums (not just threads).
Hyperlinks aren't colored. In fact, they're visually indistinguishable from plain text which has been underlined. Should be colored to make them easy to quickly identify as links.
Popup tooltips are really freaking annoying and distracting. -
Quote:No, there are threads by Emp/* "healers" who skip everything but the first attack in their secondary and complain about how difficult it is to solo. There are threads by blasters who come over to defenderland, skip almost the entire primary and complain about how hard it is to solo. There are threads by dishonest people who deliberately misrepresent their experiences (such as willfully playing a defender poorly in order to make a skewed comparison to a well slotted and played scrapper) in order to generate complaints about how hard it is to solo.I'm afraid I have to take exception here. It's well known that Defenders solo with greater difficulty than ANY other class. If you're suggesting otherwise, you're just wrong. There are ENDLESS threads that describe how weak Defenders are solo.
Legitimate, realistic complaints about difficulty soloing are rare, and when they do crop up, they're typically because it's a new player who knows nothing about the game, or how to slot/use enhancements.
Unlike you, I do read the defender forums frequently, and I do pay attention to what's being posted, and I do see more than my own personal agenda. And unlike you, I'm not seeing "endless" complaints about defender solo performance. But go ahead and prove that I'm wrong, post a list of those "endless" threads.
Quote:Consider that they have lower damage than anyone (Controllers, with Containment to help them, actually do quite significant damage, particularly at later levels).
Quote:Consider that they have lower health than anyone (except Controllers, who have the same health, but better mitigation). Consider that they have less mitigation than anyone else (yes, the debuffers can get some mitigation from their debuffs, but the degree of mitigated damage is very small compared to other ATs; buffing sets have almost no personal mitigation).
Quote:These are not debatable, the numbers simply don't lie.
Go ahead, roll out some numbers for us. Show us some more of that "proof" you've become so famous for.
Quote:Soloing some Defenders is just painful. Defenders in general solo more slowly, and with less safety than any other class. -
Quote:You're not even reading this thread, you just noted the title and came in to vent.If it was really the knockback component that saved teams for you, then you would be using Repulsion Field instead not Force Bubble. You're only using Force bubble for the Repel effect which doesn't stop foes from performing attacks like knockback does.
Force bubble also hurts fast paced teams that lay down slick/rain type pets immediately at the start of combat. By the time you shoved them haphazardly into a corner they would have already been dead because you just blew it out of placed AoEs.
Go back to the first post and read. Stop ***** posting, you're not an *****.