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Posts
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Joined
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I run both maneuvers and both assaults, but only one Tactics (TT:L).
I've yet to be in a situation where one tactics, plus my normal power slotting (still using SOs) weren't good enough. Once I get around to swapping to an IO build it'll be even less of an issue.
I personally wouldn't consider the added end cost of pool Tactics worth whatever scant few %Tohit I might be missing in such rare instances. -
Quote:I can think of two. Superior Conditioning. Physical Perfection. I would freaking KILL for PP on my Widow.Better question for the VEAT is this, why would you want any of the epics when your entire powerset is so full of win that its over flowing with it? I can not think of a single power in those pools I would want on a VEAT if going by what brutes get.
Endurance management tools are IMO the one glaring hole the SoAs have. I was very disappointed when SoAs just got copy/pasted brute pools with no thought or consideration put into the idea that "WOW these unrelated ATs don't play the same or have the exact same strengths and weaknesses at all!"
Edited slightly cause my reading comprehension apparently sucks. -
I could take or leave a DDR buff for my DM/EA brute honestly, what I would like though is for the Heal in ED to be frontloaded like the Damage and ToHit buffs in Dark's Soul drain.
As is vs a single target (such as a problem boss or AV) ED's heal is absolutely useless (provides a 3% base heal). Hell I would say that vs anything but 4 or more mobs it's virtually useless (12%base heal).
I'd like to see it switched from 3% per mob up to 10 mobs (3% for 1 mob to 30% for 10 mobs) to 10% first mob +2% per mob (12%for 1 mob to 30% for 10 mobs). Normally this wouldn't be possible, cause a heal isn't a duration based buff, however I believe it's possible to do this in this case because there is a delay on the heal (0.25seconds) where the game basically stores a buff that says *heal you this many times after this amount of time* and the 10% heal wouldn't be allowed to stack.
Standard code rant applies. -
Yeah that's what i meant. Buying new ones when the freebie from the lvl 5 mayhem/safeguard isn't an issue, but it's only really practical to use those for actual travel.
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Quote:Even with this I wish that they had gone with the 3s and 6s recharges of Sonic Blast instead of the typical 4/8.I would assume for Rad blast the powers were changed to make them identical to the other primaries tier ones and twos so they would be identically effective for defiance. (You know when you get stunned, slept or held, you can still fire off tier 1 and 2 powers from the primary and tier one of the secondary?)
One of Rad Blast's distinguishing features (on defenders/corruptors) is the rapid fire play of the lower tier blasts, I wish that they had preserved that Feel for the set when porting it to blasters even though they did have to modify the recharge. -
Quote:More than just those things, the activation times for Crush and Gravity Distortion used to be MUCH longer (3.1 and 3.2 seconds respectively). This is because activation times weren't factored into power balance at the start of the game.I had no idea Gravity was even worse than it is now once (and I say this as a big fan of Grav). How did anyone play the set back then without rerolling or /wristing?
In fact Singularity apparently STILL uses the much longer activation times.
So yes, as sad as it is, Gravity used to be MUCH worse than it currently is. -
I have a few Sky Raiders themed characters with various power/AT combos on a couple servers. I've always really liked their general look, I just wish that we could get permanent Jet/Porter packs already.
(Excuse the monstrous hands, I just tend to use them all the time, cause I really don't like the mittens normal hands are.) -
Quote:That's one idea I've often thought about. (More or less a PBAoE/location AoE version of Wormhole.)Could it be fudged using a pseudopet which uses a short duration Taunt and a wide area PBAOE TP Foe to get things gathered into the centre I wonder?
It wouldn't really have the feel or look of some invisible force gripping the mobs and towing them inward, but I think it could be made to get the job done.
Still, that would be an idea for a new set. It's been 7 years. Dimension Shift isn't going away, so all we can hope for is for it to be made better. -
A "Pull-in" mechanic is an often requested one, unfortunately the current game engine can't do it.
There's no Reverse Repel or Knockback effect that works toward your character (or target) instead of away from it.
The only possibility would be to summon a pet behind the mob and have the pet cast the Knockback, but there's no way to make sure the pet is summoned BEHIND your target. So just as often as it ends up KnockIN, it'd also be KnockBACK, KnockRIGHT and KnockLEFT with no knowing which it would end up as until it happened.
If you think knockback is hated now, just imagine how maligned such a power would be. -
Quote:The code exists to flag a powers as "Ignores Phase."Regarding toggle/patch phase powers - there's a technical issue with making a phase power anything other than a click. Specifically, a toggle or patch power works by pulsing a short duration effect repeatedly while it's active (generally, the effect lasts slightly longer than the pulse time to ensure that it stays perma). That works fine for a debuff or whatnot, but what happens when the effect is a phase?
Say you had a toggle or patch that applied a 0.75s phase every 0.5 seconds. The first tick will phase the targets just fine. But when 0.5s rolls around and it tries to apply the second tick of phase.... all the targets are phased, and so can't be targeted! If it's a toggle, it will detoggle at this point, since its anchor is no longer a legal target. But even if it's a patch (or if it somehow didn't detoggle), the phase will expire at 0.75s, and the enemies will be unphased for 0.25s until tick 3 rolls around.
The only way to prevent this is to make the phase last less time than the pulse, but then you have the same problem of the enemies being periodically unphased before the next pulse arrives. So in general, phase powers can't be anything but clicks or *self* affecting toggles.
Hamidon has this ability already, so a toggle/pulse phase power could be coded with that functionality. (Code rant etc. etc.)
Even without giving that tech to the players there's a second way that a Phase Patch could work.
Have it spawn two pets at your target location. One unphased and one with a self-phase power. This allows the first unphased pet to phase enemy targets, and the second phased pet to maintain it via the "Phased can attack Phased" PvP functionality (which again would have to be implimented in PvE if it's not already (I don't recall/think it is)). -
Quote:I can agree to pretty much all those changes. One note though, when Siphon Life got changed they gave it full damage for it's new recharge time, so there's really no reason Life Drain shouldn't get bumped to the standard 1.96scale for a 10s recharge.Shadow punch: Becomes 6s recharge, with appropriate increase in damage
Smite: Becomes 8s recharge, appropriate increase in damage
Nightfall: ... crud. I've lost the AoE formula. Oh well, I can't give an exact number, but I'd turn it into a 45 degree 40 foot cone, with whatever tweak in damage and/or recharge is given by the AoE balance formula.
Torrent: Also becomes a shorter, wider cone
Life Drain: Damage becomes scale 1.32, recharge decreases to 10s, end decreases to 10.192.
Quote:All of the various possible new dark sets are interrelated and thus will need to be handled carefully - Sunstorm posted about this once.
It's the Controller aspect that's the problem. A lot of the ideas people post for Dark Control canibalize Dark Miasma, but no matter which way they look at that If they want to proliferate Dark Miasma to Controllers to match Dark Control, they'll need to make new powers to fit the holes. Since they'd have to make a full set's worth of new powers anyhow I would say leave Dark Miasma as it is (with a few modifications, mainly to Fearsome Stare and Fluffy) and just make Dark Control a fully new set.
Here's an idea I posted in the Lady_Jade thread a long time ago (edited a bit since then).
Quote:
Dark Control
1) Tenebrous Grasp -- Single target, Moderate DoT, Fast recharge: Foe Immobilize, -tohit
(Standard issue black tentacles.)
1) Soul Storm -- Single target, Moderate DoT, Moderate Recharge: Foe Hold
(I would like for Doms to have access to Soul Storm specifically, since it's GW's signature power, and She's supposed to be the Dominator within the Patrons. Since Going Rogue some Hero ATs have already been able to get SS from varying PPPs anyhow, so there's no real conflict of Heroes using GW's trademark power.)
2) Tenebrous Expanse -- Target AoE, Minor DoT, Moderate Recharge: Foe Immobilize, -tohit
(Standard stuff.)
6) Fetid Wastes -- Location AoE, Very Long recharge: Foe -Speed, -Regeneration, Chance for Vomit
(Location targeted pet similar to Quicksand or Tar Patch. Lowers enemy movement and regen, has a low chance to cause mobs to vomit (hold? sleep? whatever) each tick.)
8) Starlit Shroud -- PBAoE Toggle, Slow recharge: Foe -Tohit, -Damage, Chance for Placate
(Basically Chill of the Night, trading the damage for the chance to placate. More or less a Dark equivalent to Arctic Air.)
12) Oppressive Gloom -- PBAoE Toggle, Moderate recharge: Foe Disorient, Self Damage Special
(Same ol' OG it's always been. If OG proves to be too much of a pain to balance it can be switched to Dark Pit(modified to Control set standards) instead.)
18) Stygian Embrace -- PBAoE Toggle, Minor DoT, Slow recharge: Foe -End, Self +Regeneration, +Recovery
(Kind of a variation on warshade's Stygian Circle power. Drains the HP and End of any nearby foes, returning it to you via regen and recovery.)
26) Spirit Squall -- Target AoE, Very Long recharge: Foe Hold
(Ranged AoE version of Soul Storm.)
32) Surging Shadow -- Target AoE, Long Recharge
(Animates your enemy's shadow and turns it against them. Summons an immobile Shadow pet (like Phantasm's decoy) for each target within the radius of the power. These Shadows are targetable, and attackable, but are indestructable. Each Shadow uses Deathshroud, damaging and taunting foes to attack them. Basically creates a damage field that absorbs agro for you. Since it's not a real pet, and each Shadow despawns when it's anchor mob is defeated, the power's recharge would be MUCH shorter (Say 60-90seconds) allowing them to be resummoned frequently.)
Dark Miasma would get the following changes:
Fearsome Stare - Cone shortened to 50feet. Recharge increased from 40seconds to 60seconds (maybe even up to 90s depending). Magnitude lowered from 3, to 2. This still leaves it useful for neutralizing minions, or for stacking, akin to Thunder Clap's uses from Storm, but makes it so that you can't use it very well as a primary control method.
Dark Servant - Gets the Mastermind treatment... Recharge upped from 240seconds to 500seconds. Retains it's 240seconds duration.
EDIT: Oh yeah, Dark Assault.
Most likely something like this:
1) Dark Blast
2) Shadow Punch (1.32ds, 6s recharge)
4) Gloom
10) Shadow Maul
16) Smite (1.64ds, 8s recharge)
20) Siphon Life or Life Drain (1.96ds, 10s recharge)(Counts as the set's Utility power, cause the main powers you would put here, Soul Drain and Dark Consumption are already in the PPPs/APPs so can't go in the set.)
28) Night Fall (hopefully with a wider cone)
35) Moonbeam (I would frankly rather get something else here, but the snipe is most likely)
38) Midnight Grasp -
Quote:I know that it works like that in PvP (Phased players can attack Phased players) and while I don't know if that works in PvE (aside from Hamidon), one would think it could be applied there easily enough. (Standard code rant applies.)I think tech now says that phased can attack phased. If so, this is clever and I like it. However, I think players in the field would be unable to attack mobs outside of it. Nothing relocating wouldn't help.
Would probably greatly benefit from a new GFX that clearly marked the boundaries of the patch so that, for instance, your team's Emp standing outside the field doesn't keep trying to heal the Tanker inside the field and wondering why it's not working. -
Quote:Frankly, I find MOST support sets make better Controller secondaries than Defender Primaries.
Storm is a big one for that. I MUCH prefer pairing it with a control set that allows me to negate the KB if I want to (Fire/Earth/Ice/Plant immobilizes) or with Gravity allowing you to combine Crushing Field with Freezing Rain to form a debuffing knockdown field mobs can't escape from. -
My favorite support set to PLAY is probably Dark Miasma, by a rather large margin.
My favorite Support set to play WITH is basically anything, provided it's controller knows WTH they're doing. -
Honestly IMO, if you're giving ANYTHING up to slot the heal proc it's not worth it.
I have my Ice Melee tanker's Frozen Aura heal proc'd, I think it's actually fired THREE times* since I friggin slotted the thing (many levels ago), and I solo with him on x8 (depending on what mobs I'm facing).
So if you have extra slots laying around and nothing better to put in them, sure go ahead, but if not Don't bother. It's a waste.
*I willingly admit it may be firing off more often than that, But I've never noticed it and I tend to watch for procs cause I get a sense of satisfaction seeing them go off, even if they don't really provide much benefit. -
There are way to improve Gravity WITHOUT BREAKING THE COTTAGE RULE.
Any of all of the following ideas would be a boon IMO:
LIFT
1) Convert Lift into an AoE. This gives Gravity a bit of area soft control for the very early game, which it completely lacks atm.
2) Failing that, at least increase the damage of the Controller version to 1.32Damage Scale (DS) to match both Dominator's Lift, and Mind Control's Levitate, which is 1.32DS on both ATs.
Propel
1) Reduce the casting time of Propel. This won't necessarily help Dominators (other than giving them another ranged attack if they care to take it) but it'd be a BIG help for Controllers.
2) Failing that, increase Propel's Recharge and Damage to make it more worthwhile for it's activation. (Note that this doesn't actually improve Gravity's overall damage, it just attempts to make Propel worthwhile.)
Currently Propel deals 1.96dDS every 11.5s (8s recharge 3.5s activation) or ~0.17DS/sec, and it's damage per second of activation is 0.56DS/sec. For comparison sake lets look at other 8s recharge blasts.
Tier2 blasts have roughly the same overall damage (1.64DS every 9.67s (8s recharge 1.67s activation) for ~0.17DS/s) but their damage per second activation is DRAMATICALLY higher (1.64DS/1.67sec=0.98DS/sec). To bring Propel up to the same damage per second activation it would need to deal roughly 3.44Damage Scale.
So if they don't lower it's activation, I propose pushing Propel to 3.56scale on a 20s recharge giving it 1.02DS/sec activation. This would actually lower it's sustained damage slightly to 0.15scale per second, but you would spend a LOT less time locked into the propel animation over the fight, so you could be doing other things,.. like controlling.
Dimension Shift(and Blackhole in Dark Miasma)
Convert it from a Target AoE into a Location AoE patch such as Quicksand or Tar Patch. Have it tick a short duration phase, say 0.75slong, every 0.5s, which affects BOTH enemies AND allies within it's radius (but only immobilizes foes) so that if you don't want to deal with them right away you just stay out of the phase and it works just like it does now, but if you WANT to interact with the mobs you can enter the phase field and attack them like normal. If it proves a bit too much heat for you, you can just get out of the patch and be safe from the phased mobs.
Since the immobilize doesn't protect from knockback or teleport, an ally could also go into the phase field, target a phased mob and then KB/TP/Worhole them out of the field to be dealt with individually. Or on the flip side, if you don't manage to get all the mobs in the field when you first cast it, you can KB/TP/Wormhole them into the field after it's set up.
Also rename it Dimensional Breach or Dimensional Rift, since Dimension Shift is more of an Action, while the power's now more of a Thing.
Wormhole
1) Lower it's activation time. Really it's too damned long.
2) If not, at least apply the stun right away so that mobs can't shoot, EVEN IF IT HITS THEM, you while the power's activating.
Power Order
Depending on which changes are implemented a change to power Order could be made. I know they shied away from doing that recently when they changed Electric Armor (Conserve Power/Energize) but it HAS happened before, when they moved Taunt in tanker melee sets to level 10.
At the very least, even if they made no other changes, I would like for them to move around Dimension Shift/Wormhole/GDF. There are 4 options that IMO make more sense than the current order for those 3 powers:
1) Wormhole at 12, Gravity Distortion Field at 18, Dimension Shift at 26
2) Wormhole at 12, DS at 18, GDF at 26
3) DS at 12, Wormhole at 18, GDF at 26
4) GDF at 12, Wormhole at 18, DS at 26
EDIT:
Something I would like to see for ALL control sets, where it applies, is to have the Damage over Time of the Immobilizes cut down to a remotely reasonable duration. Currently they're 5ticks of 0.2ds over NINE POINT TWO seconds. (!)
I would like them to be shortened to 4.2seconds to match the current Hold DoTs OR have BOTH the Immobilize and Hold DoTs cut to 3.1seconds (the same as Dark Blast's Gloom). -
Indeed, many have lamented the lack of primates.
I'm rather indifferent towards them myself. -
I thought about it, but I don't really care for them. (Mostly cause of the color thing, though I suppose I could have changed the costume color to match.)
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I would definitely like to be able to change SG names.
I inherited my SG from a regular group I used to run with, cause I'm the only one who still plays anymore. I've never been particularly fond of the name. Still, I don't want to give up the millions of prestige (largely earned by me) that the SG has, just to start over with a name I picked myself. (I'm an avid base builder, so the thought of starting over at 0 again is horrifying.)
It's not anything AWFUL mind you, I just don't really care for it. (The Adjudicators, on Guardian if you're wondering.) -
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Quote:Ah Castiel (Misha Collins). Also hot.
This is why I watch this show..well that and the soundtrack,humor,pop culture refrences I understand..and things like this
http://www.youtube.com/watch?v=0ESOGHVt0pI -
Quote:In addition to that, I'd like them to remove the SIDE restriction on titles too.Restricting titles in general is a remarkably bad idea, as well. Most of the origin-specific titles aren't actually origin-specific, they're just arbitrarily divided between the origins so that each had an equal amount. And in general, I'd like to see us able to enter our own titles by hand, anyway.
Why can my Hero have the title DREAD, but my FREAKING VILLAIN can't? (My Dark/Ice defender uses that title.) -
Would it be terribly sad of my to admit that when I watched Supernatural, it was just because Jensen Ackles is hot?
Sorry lil anime, No pretties, no watchy. -
I've often thought about actually testing to see if the RNG is working properly, because I'm always shocked at how often I miss things when I have a 75-85ish% chance to hit (mostly while level, pre-SOs). I always monitor my Last Hit Chance, and pay relatively close attention to my hit rolls, and while I know intellectually that any randomized system can be very streaky, and that you simply tend to notice misses more than hits, I can't help but occasionally stare at my screen in complete disbelief at my horrible luck.
Frankly though, I'm just too lazy to do the testing. So I just shrug, sigh and hope that if there is something wrong Arcanaville will figure it out.