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Hey states, are debuffing sets like Dark Miasma gonna get this too?
Giving Shadowfall defense debuff resistance makes perfect sense since to-hit debuffs have the same cave-at. A defense debuff basically adds numbers onto enemy accuracy like it would against defense.
I usually wouldn't think of it, but I did an Anti-Matter mission today and *shudders* oh god, the defense debuffs! They completely nullified Darkest Night's to-hit debuff and then some! -
Form of: A Gopher- and I'll dig a ring around this bad guy!
Form of: A moat- to fill in the ring and trap him until the authorities arrive.
form of: An Alligator- because you can't have a moat without an alligator. -
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I have a question about the changes in issue 5.. that werent listed on the patch notes...several costume parts are missing now... ones before issue 4 were have they gone? Are they gone forever? to list a couple...
<ul type="square">[*]Suit Jacket under the "Jacket" section of upper body creation [*]The old pants, They have been replaced in "Pants" but they are very differant. you cannot color each section (upper lower) on those.[/list]
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I believe those are known issues. -
Bringing all the mobs there won't work since you can only debuff 16 of them.
I usually go about it group by group. Fearsome Stare, Tar Patch, Irradiate, Neutron Bomb, Electron Haze and then move on. -
Just got back after 4 hours of doing stuff and I see that the thread has degenerated to this...
All I can say is wow...just wow...
That, and Erratic will kill us all. -
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Well, can defenders P L E A S E get a damage increase then? In light of the controller containment feature, defenders now have, by far, the weakest offense in the game.
Otherwise, this is a defender damage nerf (it's not a controller damage nerf, since their containment feature more than compensates for it).
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I think you might've missed all the replies to this: Only Enervating Field was nerfed, all the other powers are untouched. -
We wouldn't lynch or shoot poor CuppaJo! We still love her!
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A lot doesn't sound right.
Tar Patch still works at 30%.
I haven't noticed a Darkest Night nerf, WinterAncient also did some testing with it after I5 and found numbers showing it wasn't.
At the moment, it seems the only thing that's been nerfed is Enervating Field. -
It's not. Even though it may seem to be overpowered in the lower levels (because it's very powerful in the lower levels, yes), it works out nicely by the time you've gotten to DOs.
I've gotten my sonic/energy blaster to 13 and find it to be quite nice. The set is mainly single-target in the lower levels, and is good at being so. The AoE in set, so far, is disappointing, but rightly so due to the great single-target capabilities.
The recharge, endurance drain, animation speed and damage of this set all seem to be right on. The -res effect is neat because chaining your attacks intelligently gives good reward.
It's good, but it isn't overpowered, and I like it. -
We can't forget all of the Issue #2 Fixes to Dark Miasma because this was BIG news for all those dark defenders out there (all two of them).
Off the top of my head:
-Darkest Night: To-hit debuff enhancements now work in Darkest Night
-Shadowfall: Shadowfall's resistance buff can now be enhanced
-Howling Twilight: Rez amount per enemy of howling twilight increased; howling twilight's range increased.
-Dark Servant: Dark Servant can now move and has a duration and recharge time in accordance to other pets. Dark Servant no longer uses fearsome stare.
-Twilight Grasp: Twilight Grasp's heal is no longer based upon enemy level, it is a fixed amount.
*later in issue #2, but before issue #3*
-Twilight Grasp: Animation time for twilight grasp greatly reduced. -
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Can we have a few light powersets that are significantly worse than all the darker powersets at release, but then are fixed and become good? Naturally, this is coming from a Dark Miasma fan
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It's not that they have to be significantly worse, they just have to be horribly mangled and broken in every thinkable way.
I'll get to relive the glory days of Dark Miasma, 'cause my villain is getting the brightest powersets I can find! -
Force Field blast! Force Fields in this game are just warm fuzzy little bubbles of protectivity. The most they can do is minimal damage and knock people off of their feet, but they can do so much more.
Don't think of them as warm fuzzy protective spheres, think of them as sheets and bubbles of force. You could make concussive missiles out of them, use them to throw enemies into the air and them slam them down, crush enemies with them, and whatever else you can think of! Think Force Missiles, think Lance of Disruption!
If you have the ability to create and control sheets of force, would you rather make a bubble around an ally or trap an enemy within one and then constrict it? -
I'unno, I've just always liked Atlas Park better than Galaxy City. I think it's just better layed out than GC. It's more grand, more majestic, something that newbies could look at in awe. Galaxy City is the vanilla starting place. It's bland, it's boring, and it doesn't have a statue of Atlas.
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Only in the mid-game is a defender such a pivotal part of a team that the death of the defender results in a team wipe. In the early game, defenders simply don't make that much of a difference, so the team is fighting within reasonable boundaries. In the late game, the defender isn't needed as much since everyone can take care of themselves at this point.
In the mid-game, however, a defender makes a lot of difference and pushes the group up to a point where they're fighting things they normally can't. When the defender dies, the healing/buffing/debuffing stops and the group is soon to follow since they can no longer handle the enemies they're fighting. Seeing this happen is a magnificent display of how important defenders are in the mid-game.
As for blasting: If you have better things to do than blasting, then do them, but also realize that you can only do so much buffing before it becomes wasteful. It is true that defender blasts do more than just damage, and that fact is not to be overlooked. Your priority should be defending, and sometimes using your blasts is a part of that. -
You can't do a 300% to-hit debuff vs +4 enemies at any one point in time. You can do a heckuva lot, but not that much. That number is dependent on having 3 fluffies having their darkest night on the same enemies at the same time while they're all standing with their PBAoE debuff in the middle of the enemies while they spam twilight grasp. You must have your darkest night up while spamming twilight grasp and fearsome stare and basically doing nothing but that. The total for that comes out to about 500% vs even-lvl enemies if you're slotted well. Realistically, you won't get anywhere near that in most fights, that happening would be equivalent to the planets being perfectly aligned. There's just too much chaos working against you. I estimate that I hover at around a 200% accuracy debuff for most fights, and at around 350% in AV fights.
The power effectiveness modifier for +4s is 48%, lowering that 300% (although a more realistic number is 175%) to 144% (96% more realistically) Minions have a base 68% chance to hit, LTs an 85% chance and bosses a 102% chance.
So final to-hit is:
Enemy/rediculous/realistic
Minion: 5%/5%
LT: 5%/5%
Boss: 5%/6%
Very close, the defense debuff from shadowfall puts you over the top on the boss accuracy. You then take a very sharp turn at +5s. That 300% debuff turns into a 90% debuff (200% to 60) and enemy accuracy rises:
Minion:5%/12%
LT: 5%/31%
Boss: 22%/62%
The curve continues to get increasingly vicious as you go on and it makes you glad that we have so many debuffs. The problem occurs when lower-lvl players hit this vicious curve sooner, so they'll be good for defending vs +2s but worthless against +3s. Adding more debuffs increases the relative level that the curve will happen at, but will make it all the more sudden. Of course the second you get mezzed, things go straight down the tubes no matter what level you are and what level enemy you're fighting.
On a positive note: Darkest Night's damage debuff is increased by Tar Patch's resistance debuff. 1 tar patch + 1 darkest night = 50% damage debuff. -
Wait, a blend between a controller and a defender? Wouldn't that be...a controller?
Anyways, I think the negative energy control idea is neat, but I'm also hoping for a tad more than just that. Possibly some crazy secondary or something, who knows.
Remember, folks, sarcastically or not, Statesman is in no way a jerk. Although he can be annoyingly evil at times with all the vagueness and teasing and letting us drown ourselves in our own anxiousness and speculation. That's true evil that only a master could pull off! -
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*looks up Arwan. Can't find anything about an island*
My ancestory is Norse, so I don't know much about Celtic stuff.
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Arawn, Celtic god of death. He's a rather neutral fellow, doesn't deal much in mortal affairs. -
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I live on an island that's so far out at sea that noone, not even Manannan mac Lir, can find it while living! Who am I?
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Arawn.
Is now a bad time to mention my teenaged obsession with Celtic mythology?
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Hurrah, someone got it!
Let's face it, I just love saying "and island so far out at sea that not even Manannan mac Lir can find it!"
Our state's founder, Roger Willaims, was said to have left Massachussettes in a huff when he was oppressed religiously. In reality, he was kicked out as part of that religious oppression stuff. -
Er....you're gonna have to think a tad more Celtic if you're gonna get this one.
Just a tad -
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FYI
Jack (i.e. me) has a BA in Classical Civilization, a MA in Ancient History and a MA in Greek & Latin. My specialty: ancient religion. I know ancient Greek, Latin, Italian, French, German, some Aramaic, Coptic, etc.
Basically, I'm EXTREMELY picky with mythology. Trust me on that.
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I live on an island that's so far out at sea that noone, not even Manannan mac Lir, can find it while living! Who am I? -
MOTHRA!!!
It can be a 3-part invasion:
First the catepillar comes in and starts destroying stuff. When we beat it, it makes a cocoon and stays like that until we deal a billion damage to it. The longer it stays in the cocoon, the more powerful it gets. Then it'll finally emerge as MOTHRA, the hardest of the forms and we'll have to beat it down yet again. -
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I remember purple 5th column boss in my level 15 "find the escape route" or "arrest education officer" mission.
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I remember never even thinking this was a bug and taking an hour to whittle him down, with multiple trips to hospital and back to contacts for inspiration refills.
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Hah, I just got a lvl 25 tank to beat him for me. A lvl 20 boss in a lvl 15 mission?! Ouch! My last hostage was right next to him, too. -
I remember when missions were frontloaded.
I remember when Dark Miasma wasn't good at all.
I remember when the lvl cap was 40 (I joined in about a week before they changed it).
I remember watching an AR/Dev throw some smoke grenades onto a group of +3s and solo them without taking a single hit.
I remember a time with no respecs, no capes, and no badges. -
So then what's with the part that simply makes the enemies invisible instead of intangible?
Are we not supposed to be phasing out foes of a largely higher lvl than us? If so, then I really don't see much reason as to why. It's hard enough to hit them and it really doesn't help us defeat them. It would, however, allow us to run the heck away. -
We don't know if there will be any resistance to this kind of effect. Somewhere in there it says that scrapper and tanker toggles are going to get new resistances and whatnot. Phasing could be one of the things they get resistance to. Although I'm not sure how since the phasing powers ignore magnitudes altogether.