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Posts
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Thats a job well done, you have added to all the evidence the heroes can use against you and solved their unsolved mysteries through confession. All that remains for you to do now is stand down and come quietly.
Very good work old boy, it must of took a lot of effort and some love. It makes me want to recap old memories through screenies but alot of my pics are obscured by a large combat log window XD
Keep updating it wont ya there is new content comin in soon and I will wanna read more. (Some tactical pics would be nice). -
Sensible decision, the idea of George Bush saving the world...well its beyond my imagination.
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I dont think I see enough of them about. Buffs are superior to debuffs in many ways. Sonic is very fire and forget with no anchor worries. Great for any team really. People dont see what it is that you do or cant measure it and thats a problem. The new effects may create their own when its live.
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If I see a "take it all" tanker then he gets fort, other people generally need fort for damage.
If i see a "take some of it" tanker I give fort to everyone else.
When it comes to having to heal 2 people at once this shouldnt happen really but needlessly does, then I have a choice, sometimes its quicker to heal one than go for a mindchange and end up healing no one, but usually its the one with the most aggro, because once they drop the aggro shifts and it could be on someone else.
As an empath most of my levelling was spent only having to heal one tanker, more time for other stuff. Around empaths tankers should be getting and taking it all doing their best to keep damage from even being inflicted on the rest of the team, but this is not always fun, especially for blasters and one may go to low health and find themselves simply forted.
I find empathy a bugger to play requiring alot of concentration to the buff symbols as I rather perma cm people or see the buff on people before they have to ask. Very reactive set spoilt by long action times that counter reaction, but on tanks you have that little bit of extra time to react.
If one person needlessly gets themself in over their head the choice isnt tough.
People can expect Perfection when they give Perfection -
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Melee sets are melee sets. People build to taste, slot to taste and play to taste. Id stick with looking at just the base numbers in melee sets.
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I'll be looking to assume the same criteria for all secondary effects. As long as its the exactly the same, its comparable.
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i like where your set bonuses are mainly biased and would suggest the tp pool, tp foe, tp self and team tp with that combo and put the TP down to passing thru the netherworld. My Necro is dark so tp is nice but just wondered if ya think itll be cool.
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War is something that is forced on people. People need to make decisions about what part they wish to play. My part will be seen on the Rikti ship, I will be roleplaying each and every fight trying to kill rikti, but I have no doubt they will fall defeated with 5hp left (as some foes do if ya read their health) and then I wont be able to hit them cos they are temporarily phased in place as our "TPing villains to the Zig and their TPing to within the ship is in contest with eachother until they fade away with me not knowing what teleport won.
Not enough REAL rp goes on, I wanna see Cats meowing within missions, i wanna see teams of RPers mission sharing that new content, even if its partly doing some exemped to get story content with friends and helping them level.
I feel alone, I cant RP and stand around for long in Pocket D and GG, I have to be arresting somit, cos the fight is still goin on. -
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Any comments/Suggestions?
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Yeah get Taunt
[/ QUOTE ]I'll have fire ball, beats taunt anyday
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yeah 32 secs of recharge, 13.5 secs of taunt if lucky, if it hits, almost 1/5th endurance at base, rubbish on less than 6 targets for economics. Yeah I am sure it beats taunt for doing +3 Babbage with just a stormie for the defender.
Edit: Edited out theat the end of that paragraph
Seriously though I am down to thinking if people like ya to team with then what anybody else says doesnt matter. I just check ya builds for "what not to do" -
Many people find Brimstone not a must take and so a dont bother taking power, which makes Fiery Aura over-capping in Fire stupidly and then some look a like it has a wasteful cap. I have rarely needed it and I personally believe 1 end slot or 1 res is fine if taken allowing more slots elsewhere like mudpots.
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Any comments/Suggestions?
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Yeah get Taunt -
It wasnt an actual reply to you Spad sorry, its somit i thought I'd get off my chest on this, your post, with everything else stated.
My open line was "Problems come from being new." I agree with ya.
Ill also like to add, that if your a tanker who given an opportunity to say "ready" before people start still has everyones healthbars more traffic lighty than your own then something is definately SUBAR. (screwed up beyond all recognition) -
Problems come from being new. Some people get to mid twenties before seeing what Tankers are supposed to be doing.
Sometimes the level of support in PuGs are diabolical. Who hasnt seen a FF defender whose build went PFF, Force Bolt, Detention Shields and the rest are attacks? The guy mainly ends up solo so fair enough, getting a team can be hard and getting up the first few levels as a defender can be painfully tiresome and slow. He never gets a team then one day he gets invited to one and everyone things he his selfish, lame or whatever. I find empaths that went heal aura to resurrect quite sick myself because heal other is so much more. One empath said "I have res" like thats the words anyone wants to hear.
You take 8 experienced players and they all made lvl 1s I am 100% certain the game would be 10 times greater than your average PuG. I dont just class anyone with a 50 as experienced necessarily just people who know how to build and play a toon and then team together properly.
Lvl 6 Frostfire has been a herding playground for my Icetank. Atta has been owned, every single entire foe to no defeats, no one wanted the hospital trip, there was no defender and no controller but in both cases what we did have was teamwork and the sharing of insps, give certain insps to certain people and let them do their job its all fairly good to go.
In an ideal team with the builds you can currently have you could be completing lvl 10 missions on Invincible with barely a hitch but this isnt an ideal world cos ya just cant get the people with their powerchoices that would gel to that level of performance.
In short overall team experience counts for what any one player in a team can or cant do. My achievements arent even close to being the result of myself, they are of everyone around me. At 50 Ghost Widow can put my tanker down with Soulstorm cos i dont have 5 clearminds or the equivalent on me, not alot I can do about it. Luck of a great team is either behind you or it aint.
If anyone says "You cant Tank till SOs" that is a "Oh no you didnt!!" from me. You can, with great support and a good build. Just with many peoples lack of experiences dont expect to see alot of either, add that "You cant Tank till SOs" myth to "Toggles are end hungry".
I dont worry about low levels, you hardly get much debt to wards the first debt bar, people are new, I love people for trying (that doesnt include split up in a death room and cry for heals), I just dislike those with 50s who are installing the "cant be done" attitude cos they couldnt do it.
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I was hoping to show numbers by today before my working week starts again but I dont think I will be done in time. Datamining as I call it sucked a load of time out. I really really do feel sorry for all the [censored] the Devs may have to sift through. So much for them I know has been "'we need this!"*shows some perverted maths to back it up*'". I personally refuse to accept in one persons case any maths from them seeing as in their build guide they have Combat Jump 3 slotted for endurance...
Also Base figures need to be worked off from, people slot to taste, you can go 3 dam 1 acc 1 end 1 rechg keeping most of all things proportionate except for any durations, and with durations they may not in the ideal circumstance be needed at all but the ability to slot them is a matter of convenience alot of the time they simply offer the same level of control/time as you would get from a rechg, only with rechgs you may have to use the power again sooner thus costing more endurance, lowering endurance and the amount of attacks you can achieve till the endurance is 0.
I have seen quick maths using the Magnitude of an effect in a formula, which I personally find disagreeable, the important factor from Magnitude is the damage sustainability that it can offer. Mag 3 holds works on a lieut for 10 seconds, how much incoming damage is removed? Mag 2 holds work on 10 minions so how much incoming damage is removed? Controls are there for damage mitigation purposes and magnitude determines the level of rank of foe you can the lower damage per second on. In any formula in comparing level of controls overtime between sets magnitude needs to be swapped out for a new quantity SDPS, sustainable damage per second.
Id like to get numbers from numbers to simply every effect in the game down into just 2 terms, terms of SDPS and DPS (not necessarily high burst neither as sometimes the tortoise may be better than the hare). -
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The build post-SO with a nice little respec to fit in Stamina.
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Vet respecin into stamina is nicer, it is imo better to be nearer a pure build till 20, but saying that, if given a choice of taking a travel power or aid self, Id take aid self, for downtime reduction etc and travel on the jet pack or flight pack. -
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As for mace, it is nearly par with the entire Axe set, but instead of KU/D it has a stun chance. With a swap around of a few powers (tier 8 with 6) and change the looks, it would be more interesting thing to play.
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It has both KU/KD and stun chances and it sucks with both. I can't for the life of me figure why it would be interesting to play.
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Its these kind of feelings that give me a feeling, that there is a je ne sais quoi, indescribable, attractive attribute or quality unfairly missing from the set.
All sets could be balanced around meeting certain criterias lets say there is 5 of them, but lets say there is a 6th hidden, possible thing most sets are getting, while a couple of sets dont and so, people arent appreciating them. I personally think it lies in the ability to do a economical ST chain within a 10 second period. Not all sets are all that economical but then maybe they dont also have so many long limiting animation times or two sets of damageless controls. -
The plus side of FA is that its easily perma, which for an Invuln is better, how many Invuln/Ice's are out there and how many milk defence off of slept foes kiting an AV though?
Id like to see a developers list of benefits. I can visualise some personally ie alpha mitigating, split herding, an only effect self moment or a few seconds of survival in a small team. If it had not been for already having a power like icepatch Id might of thought up some more.
Shame I dont really know of NPCs detoggling to take more hits or to drop in another form of mezz protection ie it had a mag 4 hold resist --> mag 2 sleep --> not anymore so use that mag 3 hold. -
What if you dont want Earth mastery for an epic?
Plus whats worthless to you may not be worthless to someone else. One cant talk for everyone. -
I find Mace and Axe balanced enough as I have said I did in the past but a new thought came to me, a new sense of thinking, one I hope to not effect how things are with other sets in any actual way but make up for the lacklustreness that people find in Ice and Mace. The thought actually came from when looking at Ice Melee. I was just hoping for "more" opinions up to now.
Some people may say things like "Frozen Aura is worthless give me a Ice Sword Circle" and then some unknown poor sod has his beloved Frozen Aura changed overnight. I doubt that will happen. I doubt the Devs would ever change a power completely but I think a new key factor may allow parts of the rest of Ice melee get some love and still without being overpowered in anyway compared to anything else. For this I wouldnt mind knowing typical Fire Ice chains really.
Mace is not bad on AoEs, its not bad in comparison to Axe with its secondary effects but lacks a ST chain thats as economical as Axe and so is "failing" there imo.
I hope to of completely convinced myself of all this by Sunday night and do a painfully boring thing, one of those long posts showing figures -
My first post is just to get peoples feelings on the subject.
I do not believe the Devs would change any power completely. I do believe all sets are really balanced for PVE purposes. That comes from me finding common quantities between sets. For most common relationships I mainly go:
Ice melee --> Stone --> Superstrength --> Energy Melee
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__________________________!________________!
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____________Fire---------> Axe ------------> Mace
In a roundabout way it is possible to compare Mace with Ice. However I gather there will be unknown quantities but I dont have a hard time in finding things relatively well balanced even if I have to look outside of the set.
The two melee sets I have picked on have been picked on by many as being lacklustre. Lacklustre in damage mainly.
Concept, a particular niche with concept and aesthetics to suit are all very important but people would still like a more glorious build up chain against a single target.
My first post was looking for ideas really. On the american forums there is a thread 60 pages long on Ice melee....probably only made up of just 8 people with some terrible math fu. Now there is another thread on what else is not balanced.
Things brought up both sides of the Atlantic may of helped influence changes to Firetanks a bit more and made mine less challenging XD. -
Is Ice Melee missing something? That little bit of oomph for fun factor, damage? Since the changes to icepatch has it lost its ranking amongst other sets for level of control and has it still not been properly compensated if it needed any cmpensation?
I have an /Ice and I like her, her icepatch has made her able to get away with a bit more than my other tanks a bit. I think i got defeated just a couple of times, both times having been dc'd whilst soloing a large group of +2s. My stone is a little further along the first debt badge bar and my /fire is way out in front (rightfully so), a logical expectation wouldnt you agree? Does icepatch make up for the rest of the set?
Tier 9 powers are supposed to be what people are waiting for but who made that rule? Does it have to be the way?
Anyone have any good tricks/uses with Frozen Aura? In PVP id imagine the sleep detoggling some blasters knockback protection and armour, in PVE i can possibly only wish for something similar. Before any effect self only moments or things like an unstop crash it maybe a useful control and benefitting from slept minions defbuffing your invincible whilst kiting a AV is probably sweet an all, but possibly used in very rare circumstances or with little hope of great expectations.
If there is fault with the set, rather than change powers completely and upset someone, somehow, somewhere, sometime, or even change the secondary effects of any power what kind of a buff would you like to see?
I am personally leaning towards quick fixes, should a fix be needed, inv/ice possibly great in teams but horrible to solo so i thought in terms of damage ie:
Greater range on frost, itll easily hit 2 well lined up but its still "short", for someone with superpowers, strong enough for carrying iceblocks on ones body, Id of thought blowing cold air would achieve a longer distance than that, better range = less repositioning = better attack rate and chance of multitargetness increased. Or atleast change it to 1.5 - 2 times its damage per endurance for lack of range.
Freezing Touch: Instead of 6 damage ticks over 5.1 seconds, make it 7 damage ticks over 5.95 seconds and so on par with the other attacks, slightly better for those who look at the swords and think why with my concept? Just like Phoenix tanks.
Then give Mace Tanks a change to Clobber by giving it the same level of damage as Jawbreaker. This I think will give a more dpe friendly single target attack chain and make clobber not be like a babies dummy hitting you in the head but with total chance for disorient.
Numbers bore me, there was a bit of maths involved in my thinking, but the numbers and calculations came to me like flashes of light leaving no residue of how they came about.
I have played most the sets though, having 4 tanks and being able to play other peoples on other accounts. -
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Its better to be the maker of the teams so that you can better make sure you can learn your limits progressively whilst being sure you get adequate support in more ways than one. At low levels you can tank for teams, you can take taunt at 10 and use it but you cant be expected to be the sole answer for everything in the process. I like to tank of the bat really, I took taunt at 4 on 3 of my tanks, its gauntlet that sucks in low levels and to me this is what needs fixing.
[/ QUOTE ]Taunt is part of the tanker secondaries. None of these have taunt at level 4, they're not available until level 10. Taunt AURAS however are part of the primary, and ARE usually available from level 4 (or level 1 if you're a Fire Tank).
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pedant
noun
1. a person who makes an excessive or inappropriate display of learning.
2. a person who overemphasizes rules or minor details.
3. a person who adheres rigidly to book knowledge without regard to common sense.
4. Obsolete. a schoolmaster.
/my bum
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Its better to be the maker of the teams so that you can better make sure you can learn your limits progressively whilst being sure you get adequate support in more ways than one. At low levels you can tank for teams, you can take taunt at 10 and use it but you cant be expected to be the sole answer for everything in the process. I like to tank of the bat really, I took taunt at 4 on 3 of my tanks, its gauntlet that sucks in low levels and to me this is what needs fixing.