Oedipus_Tex

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  1. Quote:
    I mentioned earlier that it is highly unlikely to have an 8man team without any additional mitigation beyond the lone FF user. Also as I said before, FF is the only set that suffers in performance the higher the mitigation is on the team. Part of my problem with this effect is that it happens rapidly because of how diversified this game's mitigation is. It really only takes a 1-2 other defender/controllers or a solid tanker to put a FF on the path of being just weak blaster. Sure, you're still contributing at that point, but it's very little that you're actually adding to the team to the point it would have been better to invite another dps, and it only gets worse the more of those ATs are added. Of course, some might say, they have contributed on such teams on a support level, but I would have to ask you if you sure you weren't just idiot-proofing an already bad team players that would have more in common with Leeroy Jenkins. I believe you used the word, Stability here, but I perceive it as idiot-proofing, and I don't see that exactly as a shining achievement in FF's favor to compensate for it's lack of offense and variety.

    I still feel like this is an example of card stacking. You are listing only negative possibilities and not accounting for positive things as advantages. Where do you grant something to Force Field, you immediately write it off as a minor advantage.

    Mezz protection is huge. We don't get to go: "Well Force Field has mezz protection, so that's one thing, but Cold has minus this and that and this and that and that's four things, so Force Field is one fourth as powerful as Cold." The relative weight of each advantage has to be accounted for. Force Field has effortless mezz protection for the caster (an ENORMOUS advantage on its own), team mates, and their pets. To call that a small benefit is really stretching it.

    Getting mezzed is scary as heck, especially at high levels when even a seconds delay retreating or eating a green means death. Not having to deal with that at all is really useful, as is the ability to instantly revive with no stun by eating a wakie during heated combat. My Dominator character died about 40 times on teams during the past weekend (ok, I played a lot) and about half of those deaths can be traced to getting mezzed. We actually had a Cold Domination Controller with us, but despite being well played she wasn't enough to stop me (and the other squishies) from dying over and over due to an extremely difficult set of missions for the team makeup we had.

    The other thing is that a difference of 5% (it's actually more like 7%) looks small on paper but in practice is tremendous. An enemy with a 5% chance to hit you will hit you 1 in 20 times. An enemy with a 10% chance to hit you will hit you 1 in 10 times. That's twice as often. An enemy with a 13% chance to hit you will hit you 1 in 7.6 times. When at high levels a single attack can easily take off 800 or more points of damage every attack counts. This is what reliability is all about. And why -ToHit doesn't really get a showing; its useful but extremely variable.

    I'm tempted to write more about the fact that just because a team has good protection doesn't mean it specifically has Defense, but I'm exhausted. I will leave it at simply: some sets, like Electric, Dark Armor, Regen, and Fiery Armor are "survivable" but still "improvable." Also, dead Controllers and Defenders do no controlling or defending. Despite your assurances to the contrary, I find team members get dead quite frequently, for a variety of different reasons.
  2. Quote:
    Originally Posted by Turbo_Ski View Post
    No, I think people get upset in the same fashion as the Kheldian forum did prior to them getting buffed and the status-toggle change. It's a cult-following mentality where fans are unwilling to acknowledge any flaws in a set they are totally engrossed in, for they perceive that any slight made against the set is a slight made against them. The rebuttals tend to be overly exaggerated and usually not even responding to what was posted but how they perceived what was posted. A real world example of this behavior would be Scientology and its followers, and all the mudslinging that ensues when someone makes fun of their religion.

    Contrary to what some of these "cultists" think, I don't think Cold is without flaws or the best set or anything like that. Those that have followed my posts in the past, would know this to be true with my absolute hatred with how Frostworks works mechanically and how it's hindered severely by HP caps. That said, I refuse to deny or ignore obvious flaws in any set, no matter how I or others feel about it overall.

    I'm actually a power set Athiest. No cult following for me. While I can see an argument for buffing Force Fields, I still like the set enough to play it, for reasons that have already been laid out. I also think some other sets (pre-buff Fiery Armor for example) needed some love. It didn't make them unplayable or "the worst."

    Now I also happen to have a lot of experience with Sonic Resonance, and I think a lot of what you're saying about Force Field actually applies to that set. You seem to be giving it a free pass because it "has debuff." I don't understand that at all. Sonic Resonance makes me feel like a helpless peon watching my teammates slowly be drained of life while my endurance bar sits as empty as my ability to solo. +Resistance doesn't even help teammates dodge secondary effects. IMO it is in far worse shape than Force Field, although still serviceable enough to play.

    By your analysis though, every team is already 100% survivable, with no need for protection, or at least seeking protection only incidentally and not explicitly. In reality, teams do wipe, powers do miss, ambushes do happen, and teams do exemp and add team mates 10, 20, even 30 levels lower than themselves. In fact that may be the crux of the headbutting here: you are arguing survivability is a given, and we are arguing it is not.
  3. Quote:
    Originally Posted by Turbo_Ski View Post
    I didn't say IOs devalue FF. I said they were irrelevant when talking about balancing sets since they require a long time/money sink to see any effect and the benefits are equally available and rather consistent amongst all sets.

    What devalues FF is it's lack of variety since day one when the game has changed dramatically since. FF would have been considered fine in it's current condition if we were back in Issue 2, but we've added so many new sets and improved old ones since that the set has become outdated by comparison. We have more sets now that bring -Tohit/+def in addition to other forms of damage mitigation that FF's "no offense, only defense" design philosophy hinders it greatly.

    Cold is easiest to relate because they are so similar here, and while some people get oversensitive and immediately assume I hate FF and just needlessly bashing it, I'm not. I'm looking at this from a logical perspective, after having played every other support set except traps past 40, and FF is the only support set completely lacks offensive abilities. Damage mitigation is common, when I say that I speak of everything from +Def/+Res buffs to controls to tanks and MM pets soaking damage. The more mitigation that accumulates in a team the more survivable that team is, and the more survivable the less value FF offers. The same thing happens to every support set, but the difference is that having offensive abilities (-res/+dmg/+tohit/-def/+rchg/+end/+rec) sets a constant minimum value of utility for the set, where as FF just skyrockets down to zero utility.

    As I said early in the thread, my opinion of FF won't change til it has either a massive damage AoE (like OSA) or an AoE -res or +dmg power to bring it up to the standard of every other support set. It's the major gaping hole that is hold the set back from being on par with rest of the support sets. Til then, it's easily the worst support set because of that, that's not a statement that it doesn't do it's job.

    I think what frustrates me and so many other people is that rather than say "I just don't like Force Fields" you make sweeping global statements like "It's easily the worst support set" as if you were laying out a universal truth. The fact that this many people are arguing with you, and apparently argue with you every time you go on this line of attack, should tell you that it is not as cut and dried as you make out. Your "logical perspective" consists of posting numbers devoid of context and claiming they represent game performance. What they actually represent is a spreadsheet mentality and a lack of understanding of why so many people find this set attractive. The fact that you can think of a situation where a set is not the best choice does not make it the worst choice. That is ridiculous, and the furthest thing from "logical."
  4. Quote:
    Originally Posted by Local_Man View Post
    I can understand being frustrated by continually speed boosting the team, but Speed Boost will have a significant effect on the effectiveness of the team -- mostly due to the Recharge buff. I consider SB to be a key power in the set and one of the main reasons to have a Kinetics character on the team.

    Personally, if a Kin joins my team and won't SB the team, I generally make a note of the person and won't team with him again. I don't make a stink about it and generally don't say anything. I also won't kick somebody for that, but I can choose to avoid him in the future.

    I use a series of binds that lets me SB the team by simply hitting a keypad key for each team member. To add ID, I hit the "0" key -- I don't bother with ID most of the time, but may use it on someone having knockback problems or to Un-Stun a teammate.

    Pretty much this (although I don't make note of people). Keeping Speed Boost up is annoying, so I don't get worked up about it being up only 50% of the time or whatever, although the Kineticist who does better is something to be praised. The ones who don't Speed Boost at all go to the bottom of the list in the odd event I happen to remember their names (rare).
  5. My rerolled Mind/Ice Dominator (previously Mind/Cold Controller). It's actually almost like cheating. Super Speed in, sleep the group, grab the glowie, maybe kill something in two or three hits. I eagerly await IOs in the next few weeks.
  6. Quote:
    Originally Posted by Turbo_Ski View Post
    You're only looking at FF being able to get up to 45% def and saying it's somehow more reliable because it excels in that single category. Where as every other set does a multitude of buff/debuffs to damage mitigate. Case in point Cold brings 40% def in addition to -102.5% recharge AoE debuff, 20% unslotted res to energy, 30% unslotted res to fire, 45% unslotted res to cold, -30% def AoE, -30% res AoE, and an AoE knockdown patch in sleet. Explain to me how all that AoE damage mitigation is inferior to a 5% def difference and status protection FF offers. A 5% +def/-tohit difference that is easily covered by multitude of sets, including a defender's dark blast.

    You're back to saying that FF is reliable, but Rad, Dark, Cold, Kin, and Storm are reliable in the same regard as for protecting the team from dying and they bring damage multiplying abilities. You wouldn't see any significant difference in the team's survivability if you replaced your 1 FF with any of those sets. The problem remains though that FF is the only support set that rapidly gets completely devalued as the amount of buffs/debuffs/controls/MMs/tankers/brutes increases in the team. If it had some sort of massive damage power like oil slick or some form of -Res/+dmg to spread around it wouldn't have this problem. That said, I don't see FF being any more "reliable" than any other support set, in fact I see it as only "reliable" in a vacuum.

    I'm absolutely aware of what Cold Domination brings to the table (not 40% defense, as previously pointed out), but I'm not the one arguing that everything that's not a Ferrari is a stage coach. Your Cold Domination guide is actually quite good, even if I disagree with it in some places. It's a shame you're so hung up on Force Field, and simultaneously side stepping arguments for the set you know you can't win (e.g. the fact that Force Field itself benefits tremendously from IOs--the thing you've said "devalues it"--because it can soft cap to basically everything while scoring insane +Recharge from Luck of the Gambler and Red Fortunes.) You seem like a nice person but you are not arguing so much as playing contrary, for reasons I don't totally understand.
  7. Extremely long post alert.

    Original poster, something else we should probably explain is what is meant by "end game" in City of Heroes. If you've come to us from WoW or one of several other MMOs you may be under the impression that the goal of City of Heroes is to build yourself to max level and then take on a set of "end game" raids that require a specific set of powers and abilities. That's true to an extent, but doesn't capture the full picture.

    The truth is that City of Heroes allows you to rise and fall in level as you take on various tasks. Sometimes your level 50 character will drop down to level 20 to do a set of missions. Sometimes it's level 35. Sometimes it's level 50, but several of your teammates are lower level and being supported by the rest of the team. At top level, presently, there are only a few major task forces/raids to consider. We're getting more soon, but no one here can speculate about what power sets will be most useful because it is new content taking CoH in an entirely new direction.

    The other topic that we neglected during this discussion is an explanation of what Force Field actually does, and how defense works in this game.

    Basically, in this game, Defense lets you dodge attacks. If you dodge you take zero damage. Typical enemies that are the same level as you have about a base 50% chance that they will hit you or miss you. Raising your defense by 45% puts them at a total 95% chance to miss. This is called being at the "soft cap." It's not possible to get a number better than 95% chance to miss. If you get more than that, it doesn't protect you any further, but it does protect you against getting debuffed.

    For example, say you have +65% defense (so enemies have a 50% + 65% = 115% chance to miss you, which caps at 95%). What happens is that extra defense sits around as a buff that makes you suffer less if you get hit by a "defense debuff." Defense debuffs typically include Earth Control powers, sword attacks, and attacks that involve some kind of gun or bullet. The extra defense is also useful against the occasional enemy who has a +ToHit buff.

    The other thing to understand about Defense is when someone says they are "soft capped," the next question that should be on your mind is "soft capped to what?" In this game, Defense is expressed as a series of "positions" and "damage types." The "positions" are "Ranged," "Melee," and "AoE." The damage types are "Fire," "Cold," Energy," "Slashing," "Lethal," and "Psionic." (There is also a "Toxic" damage type, but defense does not exist against it.)

    Individual powers then have what are called "tags." These tags indicate the nature of the attack and which defense is used to dodge them. For example, the power Ice Bolt fires a small block of ice at you. It is "tagged" for Smashing, Cold, and Ranged. When you defend against this power, you use whichever defense you have that has the highest value. So, if you have 20% Smashing defense, 10% Cold, 5% ranged, you use the smashing defense to attempt to dodge.

    Now, what some people have done with their characters at high levels is taken advantage of the fact that your highest defense is what is used. Smashing, Lethal, Ranged and AoE tags are very common types of attacks. Some characters use high level recipes to "soft cap" themselves to these positions. However, three things should be kept in mind about this:
    - They only keep to the soft cap as long as they avoid being mezzed
    - They have no protection against attacks that are tagged for things they don't have defense against
    - They only operate like this as long as they are playing at a level where they can maintain their bonuses. If you drop 3 levels below your IOs, you lose the bonus. So typically these characters are only soft capped when playing at level 47 or higher

    Force Field, as a set, brings defense against Ranged, AoE, Melee, Lethal, Smashing, Cold, Fire, and Energy. On a Defender, it is possible to cap these values at any time you are playing at level 22 or higher. We said Toxic doesn't have a defense type, but it does have a Resistance (which simply lowers how much damage you take when you do get hit), which Force Field provides at 40%. The only tag FF does not defend against is Psionic. In practice, this works out to it protecting against every power set in existence except for some of the attacks in Mind and Illusion Control, and anything out there that is either "untagged" (very rare) or auto-hit (extremely rare but present in one well known "end game" encounter where Force Field is valuable for other reasons).

    There is another set out there called Cold Domination that does provide very good defense and lots of utility. It's a great set and I encourage you to check it out. It provides single target shields comparable to Force Field but no "big bubble" power. With a couple of people on the team providing defense, this can stack up to the 45% "soft cap" we were just discussing. However, it's still not as reliable as Force Field, because they can't do it on their own. This is actually a much bigger deal than is at first apparent. It might seem like if you manage to stack your defense up to 40%, 5% from the soft cap, that you're doing very well. It's true that 40% defense is good, but the way the math works, 45% defense is twice as good. This is a big part what I'm talking about when I say Force Field is "reliable." No matter who joins or leaves the team, you've got yourself armored to the teeth.

    The second thing is the IO deal we were just talking about. Because the "big bubble" power affects the caster as well as the team, Force Field makes out great with defense IOs herself. It's extremely possible, at high levels, for the Force Fielder to have defense that outstrips all other "squishies" (at which point calling him or her "squishy" is kind of silly.) At that point you have a team of tanks, defended by a super-tank, who in addition to mezz protection also have protection from endurance drain. (I can't tell you how useful endurance drain protection really is. It is probably among the most dreaded mechanics out there, because getting hit with it will shut off your Tankers and Scrappers armor. The notion that you can "just use inspirations" is risible, frankly.)

    A lot was also said earlier about just having a Controller run in and mezz the enemies. I play plenty of Controllers, and I can say the idea of doing this without some kind of backup is suicide on high level teams fighting things that are actually dangerous enough to need mezzing. The reason a FF'er works great there is it allows the Controller or Dominator (and really, everyone else) to go completely buck wild, throw caution to the wind, and charge in to every fight like a tank. It is truly transformative and cannot be expressed on a spreadsheet. You should also not trust charts that show -ToHit as a comparable advantage to Force Field's +Defense, because that number varies with the level of the enemy, can miss, and typically requires stacking to be useful or a particular target to stay alive. As I said before, what is valuable about Force Field is reliability.

    All of this is not to say that Force Field is a perfect set. It has 3 amazing powers, and one really good one (Personal Force Field). The other powers, IMO, vary between "interesting" and "not that great." However, it is still a really good set. I would love for some of its powers to get a bit more effective. In the meantime, it's still a set that I invite to my team whenever I can find one.
  8. Controller and Dominator pets.

    Also, 02 Burst.
  9. Quote:
    Originally Posted by Turbo_Ski View Post
    And I would say Rad, Cold, Kin, Dark, Empathy, Sonic, Storm, Traps, Trick Arrow, Pain, and Thermal would better options than FF since they bring abilities that enhance your control abilities (+tohit/-def/+recharge and mag stacking) and your damage (-res/+dmg/-def/+tohit/+recharge). This is of course with additional protection that compliments the dmg mitigated by your controls just fine instead of overcompensating past the need of your controls and offering none of the previous mention benefits.

    EDIT: if it's any comfort, I think Poison is a far weaker set than FF. Though that isn't totally fair since it was design solely as a MM support set.

    Worse than Trick Arrow?

    Ok you just lost all credibility.
  10. Quote:
    Originally Posted by Turbo_Ski View Post
    PS: if I'm looking for the "stability" as you call it, I would invite any controller instead.

    THIS Controller, and his 10 Controller Alts, would like you to invite a Force Fielder to back me up, because Force Field is very helpful. :P
  11. Quote:
    Originally Posted by Turbo_Ski View Post
    The game has changed a lot since the early days. Malta and Carnies aren't as tough as they were prior to CoV. We have Break Frees now, the ability to convert other inspirations into BFs and CABs, more variety in sets on teams, more options in personal power choice, and toggles not dropping when mezzed. All of this eases the burden against end drains and status ailments and lessens their impact on teams.

    All this lowers the potential worth of FF's status protection and end drain resist, which wouldn't be a problem if those along with +Def weren't all that the set had to offer. The set is weak because it overspecializes on things that have become less important as the game has changed and as power variety increases.

    I'm sorry but again I have to disagree. "You can use a breakfree" is like saying "You can use a red for damage instead of -Resistance" or "You can use greens instead of a heal." I would normally not argue this vehemently, but since this is a discussion with a new player I want my opinion to register.

    I also want to point out that for some reason you are neglecting to mention that among the beneficiaries of recent changes are Force Fielders themselves. They no longer drop Dispersion Bubble if they get slept, it just suppresses. They are also able to IO themselves to astounding levels. I have an Elec/FF Controller build that is soft capped to Ranged, AoE, Slash, Lethal, Psionic, and Energy, and something like 3 points away from being capped to Fire and Cold. That's on a Controller. A Defender, with it's better values, should be able to do even better.

    Additionally, AoE mezz protection prevents ally toggles from dropping, which is what keeps them soft capped in the first place. Seriously. Take a look at any Blaster, Controller, Defender or Corruptor build that is IOed for defense and the first thing you'll see is that getting mezzed lowers their defense so that their house of cards instantly fails.

    Again, not trying to be ugly or start a fight, but I do feel just as strongly about Force Field being a valuable set as you feel against it. Fewer players playing Force Field means fewer of them for me to recruit to my team.
  12. Quote:
    Originally Posted by Turbo_Ski View Post
    ...except in offense and variety. It's easily the weakest of the support sets end game because of that and it along with Sonic needs revision. Particularly in how detention/cage works (like why aren't these timed toggles?) and complete redesign of Force Bubble, Repulsion Field, and Sonic Repulsion.

    I have to disagree. When I am leading a PUG there is one power set I will trip over myself to invite to the team. That power set is Force Field. Once I get that bubbler it doesn't matter who joins or leaves, because a FF'er brings something no one else can: stability.

    And by the way I do this on my Cold Domination character.

    And yeah, stability. FF+ 7 Blasters? Let's do it. FF + 7 Tankers? Why when you could have had seven Blasters with Tanker level protection?
  13. Quote:
    Originally Posted by Fleeting Whisper View Post
    It's not quite so simple. The real question is, what defines the nuke power? Is it simply a large burst of damage? Then yes, altering the values for that damage is fine. But if the goal for the power is to be a glorious explosion of elemental power (or insert appropriate description) which therefore leaves you drained, then turning a nuke down to the equivalent of a mini-nuke isn't in the program.

    The cottage rule is based on the intent of the power design, not a rigid definition that allows players to find loopholes in order to support their pet suggestion. I don't know what the specific intent for the nukes is, but the cottage rule is not so rigidly defined.

    Agreed, but I don't think this contradicts what I said.
  14. I have to say when I read stuff about the game being "too easy" I wonder if I'm not the worst player this game has ever seen. I have never solo'ed an AV, die regularly, and except for one character have never managed to regularly solo anything at settings higher than +0x5, and that is a serious struggle. Rikti Mentalists give me absolute fits. Carnies can rip apart just about any character I have. Malta are an absolute no-go for any but one or two characters. None of my characters solo with bosses turned on. All it takes is two enemies that can chain a sleep or hold and it's "inspirations or death" time. You can only carry so many inspirations so the incentive to continue fighting at such difficult settings quickly evaporates.

    Some of that may come down to the ATs I play. I don't have any "flavor of the month" characters. I only have one Scrapper. I have to say though that when people talk about everyone in this game being so overpowered and able to solo this or that I think it's an example of extreme hyperbole.

    [EDIT: Although part of this might come down to what the term "solo" really means. I have a character or two who can wipe out a map of carefully selected enemies. I guess this is a kind of soloing, but if this is what we mean by it, of course the game is boring, you're only encountering 3% of it.]
  15. Quote:
    Originally Posted by Panzerwaffen View Post
    No, it's not. Apples & oranges...

    Two can play at this game!

    Why not remove any travel times from the game completely? We should all just be able to stand in one place and click to instantly enter the mission instance. And there should be a market interface there, and vendors for anything a player might want to buy, and crafting tables too!

    If those things constrained the game as much as Stamina did? Yes.
  16. Quote:
    Originally Posted by Panzerwaffen View Post
    Well, there certainly is a benefit to moving quickly through missions, so therefore I would say there is, in fact, a penalty to moving slowly through missions as well. The faster a player can move through content, the greater their rate of reward gain, whether it be XP, inf, merits, drops, whatever.

    Why not just make every loading screen take five times as long, since thats is basically the same thing.
  17. Quote:
    Originally Posted by Kidou View Post
    They won't be changing any of the nukes due to the Cottage rule...

    But honestly. I love nukes, and I wish I had one on every character.

    The "cottage rule" doesn't really apply here. The cottage rule would violated if you took a nuke and turned it into say, an armor power. Changing the values on powers (endurance, damage, duration, range, chance for knockback, etc) does not violate the rule. Nor does adding additional features to a power. Powers that were pure mezz sometimes get damage added for example.
  18. Quote:
    Originally Posted by Fuzzitron View Post
    Deceive is great and all for solo play. On Virtue, my ILL/Rad controller couldn't get on a team for a week after using deceive during a TF the week before. I was nearly begging someone for an invitation who was building a team for Moonfire a few weeks ago. He told me "I heard you use deceive and we don't want that!"

    I told him, "If someone had a problem with me using it, they could have at least said something about it to me. I have powers of illusion not mind reading but I can read. Tell ya what, I'll take the power off the tray if that will work for you." He said 'okay' and we had a blast on Moonfire. My character is actually sought after now that people know I won't use Deceive on teams.

    I know this won't sway your opinion about the power, Local Man, but know that some people are like that soup chef in a certain Seinfeld episode.

    BTW, I've been using your guide to level my ILL/Rad and it's been fun so far. Thanks for sharing it.

    I have never heard anything like this before. If people are not using Confusion powers on teams that's quite the surprise to the Plant and Mind Controllers who have AoE Confuses.

    Deceive is arguably best single target mezz in the game. And on a Task Force? One of the best powers you could possibly have in your arsenal. Take it, slot it, use it, love it. Since you are on Virtue, you may also need some info on private channels for finding teams. Send me a private message if you need that info.
  19. Based on what you've said about wanting something like a Blaster you may actually be looking for a Dominator. Controllers are a lot of things, including some that are good at dealing damage, but I've never had one that felt much like a Blaster.

    Take a look at some of the Dominator secondaries. They typically consist of a blend between a Blaster's primary and secondary, usually with 2-3 single target blasts, a few "Blapper" melee attacks, and 1 or 2 flavor powers typical of Blasters (i.e. typically Power Boost to boost your control, Build Up or Aim for burst damage, or an extra AoE power).

    The only thing Dominators tend to lack is AoE, although they make up for it in their epics. The new Fire APP gives them Rain of Fire and Fireball. You can also get Sleet and Ice Rain from the Ice APP.

    I don't want to put you off Controllers completely if you're set on using one, but now that we can freely pick our ATs there's no reason to force yourself into one or another.
  20. Quote:
    Originally Posted by Pitho View Post
    There's only one thing that might annoy me from inherent stamina:

    Seeing temp powers I never use spew onto my trays after I respec some characters.

    But that's an issue with the respec system, not the change specifically. Most of my characters are just gonna end up taking more convenience powers, which is nice.

    /cleartray will fix this.
  21. Game must have heard me talking smack. Just got done with the Justin Augustine TF. I was playing a Rogue and happened to be in villain Ouroborus when the TF completed. Result: no merits, no badge, no "this TF is over" pop up. Sent in a petition, but tourists be warned!
  22. It's well known this Task Force is not that exciting. However, there are some moments of beautiful artwork in it that make that kind of a shame.

    I was looking through my screenshots folder this morning and found this image, and after seeing this really hope some tweaks to the Shadow Shard come about:

    [EDIT: Added second screen capture.]








    Thanks again to the group that decided to do an insane 4 AM run of this TF by the way. All three grueling hours of it.

    Anyone else have shots of this TF (or the other Shadow Shard ones?) I really think it's one of the best looking, content aside.
  23. Stamina was an albatross. I'm glad to see it moved to inherents, with absolutely no regrets.

    Now I'd like to see some new Pool Powers though, to give us more options for branching out. Preferably something that is "laterally powerful" rather than "vertically powerful" like an ability that lets you see enemies on the map if they are within 300 ft, the ability to grab objects from across a room, the ability to create distractions that cause enemies to head toward another part of the room without detecting you, the ability to hold extra inspirations, etc. I think there's a lot of potential left for creating these kinds of things to make us spread out more in our choices.
  24. BTW if you do move to Virtue, the way to join channels someone mentioned above is to do the following:

    - Right click the text info box (the box where all your combat, xp, etc text goes)
    - Select "Join Channel"
    - Join the following channels:
    - Virtue TFs 2010
    - Virtue LFG Alpha


    If you don't hear anything on these channels right away, it may mean you're not actually listening to them. To fix this:
    - Right click on the text info box
    - Select Edit Tab
    - Find Virtue TFs 2010 and Virtue LFG Alpha in the Available Channels list (right side of screen)
    - Click Add to Add each channel to the tab


    Note that these steps will work on any server, but the names of the group search channels will be different (they are player created). I don't know the names of any channels other than the ones currently used on Virtue. Every now and then the channels will "fill up" and we all migrate to a new channel, so you may have to update the channel name from time to time.

    Hope that's helpful and have a great time.
  25. Quote:
    Originally Posted by Splat-Fu View Post
    First off... thank you everyone again for your great feedback.

    Yes, I tried a fire/kin controller last night. *happy noise* fire, fire, fire! Very fun. Not doing near the damage I heard it could do but, I'm playing it to support a team anyway

    I tried other servers before landing in Freedom. I'll remember your advice however, on those other servers I could hear my voice echo across the city...

    "Anyone there? Hello?"

    Fire/Kin really doesn't become a damage powerhouse until later levels. That's true of most Controllers in general.

    Since you've said you enjoy support and usually play the "Cleric" type role, one combo I'm going to recommend to you is an Earth/Thermal Controller. The damage will be terrible at low levels, so plan to team. Once you cross the threshold of the 30s and get your pet, you'll have a tanker with you 24/7 you can heal and buff. In your 40s you start getting your additional buffs.

    One of the best things about this game is that unlike some others, it actively encourages you to roll multiple alts and experience the game from many angles.