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Posts
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Quote:Now I remember it I think the lack of a taunt aura in /Elec was the killer for me. I didn't really like Momentum in the end because I play scrappers for that 100% uptime feeling and Momentum kind of made me feel like a brute chasing his Fury bar, but it was seeing everyone else steal aggro fro me that really got to me.You haven't played a tw/da scrapper then. It is insanely durable, deals large quantities of damage, and eats more end than you could ever hope to manage without LOTS of slotting.
I have one (scrapper, not brute) at 50, and its just super gravy. I wish I was a brute and not a scrapper tho for taunt aura, because when fighting +4s, they have a bad habit of running away after I have nuked 80% of their life. Thankfully I am end-problem free, due to lots of effort spent slotting. I am also always post 50% def, well over softcap, for both range and melee. What I do lack is aoe, which sits at a paltry 38%.
/Energy does have a taunt aura, however small which is probably another plus in it's favour. -
Quote:Lol you have the same scrappers as meThank you PrincessDarkstar. I favorite'd your other post about TW builds from a while back and am looking at them today. Maybe I need to revisit my TW/EA. Maybe I am just spoiled by my Elec/SD and DB/WP level 50 scrappers
So more freedom with /EA than /ElA, but a little less damage. Do I have that right?
And yes that is right.
Quote:Oh, and @PrincessDarkstar, if I go to 50 with my TW/EA, should I get Physical Perfection, or Shadow Meld for iTrials?
But I always prefer to build assuming I will get left alone (Since I have no idea where I am ever going on trials) so I would take Shadow Meld personally.
I know that different people have different opinions on that however, but I hate ever being hit with a debuff. -
Quote:Haha I work in customer services and I agree with you 100%, but the spirit of the words is right. If you own a butchers shop and everyone comes in asking for bread there is no point saying 'I don't sell bread', damn well make some and sell them it, even if it means you have to stop selling meat.While I agree the the idea of giving squishies long-term mez protection is not the best idea, especially buyable on the market, and I'm pretty against it, really, I want to address this one point.
The Customer is Always Right is a horrible, outdated and misinterpreted ideal that does not work. It does more to encourage and reward bad behaviour/bad customers at the expense of beleaguered employees than anything else. (This article does an excellent job of summing up why.)
Do I wish that, upon feedback from the community, the mez protection was removed from that Amplifier? Absolutely. Did I expect them to? Not really, unfortunately. But I wouldn't use 'the customer is always right' as a reason as to why they should have. The community did give great feed back but the devs didn't take that direction. -
Aside from not having the stones to redo DP I don't think they want to revisit every other power in /Mental, because many people only take that for DP and it would need a buff imho.
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Quote:I deleted a bit in my post where I had a suggestion for actually making the game a bit more dangerous to compensate. I was thinking something along the lines of 5-10% of AV damage being unresistable (And maybe smaller portions of EB/Boss damage), unless you are stood near a tank. This would make the game harder overall, but would further create a gap for tankers to be in.I'd give a very provisional "maybe" to Arcana's idea about Tankers buffing the defences of nearby allies; my main problem is purely that the game isn't exactly short of such buffs these days, and while it might make a -very- small difference to the perceptions of people towards inviting a Tanker to the team, it wouldn't really add much to the play experience of those playing the Tanker themselves. It just doesn't sound like much fun. It would be worth testing to see if I'm wrong on this, however.
I'm really just sceptical that the developers would want to make teaming a sturdier experience for us all on average; this game already allows us a lot more leeway on that metric than most games.
As for making it fun for the tanker I don't know about other people but when I first made a tanker in CoX (And when I make them in other games) I do so knowing full well that the rest of the team will be doing the work, and that as long as I can concentrate on holding aggro, not getting killed and keeping them alive I have done my job.
My idea for the special damage mechanic was meant to add a bit of fun to the play more than this however. But I agree that it would probably be a nightmare to code.
Quote:This is another solution to the unfair capping issue: speaking as someone who plays all the melee ATs regularly, I'm not terribly keen on it, for purely emotional reasons. It's as fair as raising the Tanker offensive caps, it's just I just enjoy my Brutes where they are. It may well be that the Dev's decide that it's Brutes that are the outlier, as Arcanaville put it, and alter them instead. -
How fast do you kill at level 25? Most of the game bar fire farms doesn't drop insps at a rate where you can always have the one you need (Or the 3 you need), just check the blaster forums for why they want mez protection.
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Quote:Actually it is a misunderstanding that feedback shouldn't be acted on, based on a lifetime of being overlooked.This seems to be quite a common misunderstanding - that feedback must be acted on, beacsue it's feedback.
Generally you get a test group, find out what they like and dislike, and either act on what they like, or realise that the test group wasn't the right group in the first place so therefore replace it with a better group.
In this case they ask feedback of the beta testers, then ignore it, which is fine if they don't think the beta testers are a valid cross section of the game. But if that is the case they should stop asking for our feedback and start asking feedback from whichever group they do think represents the right cross section of players. If they keep asking our feedback you have to question if they are just asking for it to keep us placated, allowing us to feel special when occasionally our feedback matches what they want.
That is a very parent/child relationship where the parent knows best, but this is a different type of relationship and the standard quote is 'the customer is always right'.
Also this wasn't just 'I prefer red to blue' feedback, which is very subjective, this was often passionate feedback about the direction the game was heading and how close they are to losing dedicated long term players. If I was in charge I would be extremely worried about upsetting part of the long term playerbase.
I know the idea is to grab as much money as they can before the game closes, a business is a business after all, and CoX can't be too far from closing, but that doesn't mean we should be happy with it. -
Except the game doesn't play nice like that and you know it.
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Quote:I think you misunderstood me, or I musunderstood you twice.Thee PPM value doesn't have anything to do with the cap. Or rather, the cap applies after your proc rate is calculated off of the PPM value. So you could have a capped proc rate of, say 50%, and still have a "4 PPM" proc.
I realize that limits the actual PPM you get, but that's just how the system works. If it helps any, even the current system can fail to achieve its PPM "target" rate with a top-end chance of 100%. If you put a 4 PPM proc in a power with a 20s actual recharge, you aren't getting 4 PPM out of it.
I should't have mentioned the 90% cap, what I meant was that when they introduce the new forumula for PPM (Using actual recharge instead of base recharge) they will also be upping the PPM numbers, so what is a 3PPM proc now might become a 4PPM proc.
I think the 90% cap is being introduced at the same time, which was why I mentioned that. -
Quote:The problem is that mitigation stops mattering the minute you team with a buffing defender/corruptor or a controller/dom, or even a tank/tanky brute/tanky scrapper. It isn't an uncommon situation unless you are talking about solo, and even then if you know eventually you won't need the mitigation you are better off toughing it out to get the rewards at the end in most cases.I don't know if I can agree with that. Energy blasters deal damage slower. But they have gobs of mitigation relative to Fire blasters. Is that enough to balance the two? Perhaps not in very top end play where "mitigation doesn't matter," but now you have wandered out of that territory and into normal play. KB matters. When we get our sustain power, KB will matter even more, because delaying damage allows time for regen/heal ticks to work.
If you only have to deal 10% less damage, that safer route could be a no-brainer. I think the damage gap has to be higher in order to make it a meaningful advantage for Fire.
Edit: If mitigation only matters when solo or low level then it shouldn't be weighted so heavily on the -damage scale, so 10% less damage than fire might be the right place to aim for. -
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8 hours mez protection for ~$4 is absolutely game changing for a vast majority of toons. It is no wonder they aren't putting much effort into fixing blasters when you can now buy everything you need to enjoy the game instead.
There was a whole feedback thread pretty much full of people who didn't want to see these going on sale and they completely ignored it. Surely the point in feedback is to listen to what your customers want? They are only listening to the yes men who think the sun shines from their collective *****.
They are vastly different from inspirations, which people are less likely to buy because they are short term, and less likely to use because once used you have to buy more, which is basic psychology. I would also guess that 8 hours worth of mez protection from inspirations would cost vastly more than this. Temporary buffs don't give that feeling that long term buffs give, so many people who care about max performance will be bothered by these.
Even ignoring how much the mez protection can mean, 8 hours of 5% defence would have allowed my recently levelled toon to start rolling at +0/x8 in the mid 20's instead of 35, which completely throws off levelling balance.
People doing 'the really hard way' are already wanting people to spend money in the store for super inspirations (A great plan by the devs to sell more by the way) and I wouldn't be surprised if these powers aren't suppressed there and will be added to the must have list at some point. -
Quote:If snipes get a buff which as a happy co-incidence brings them on par with melee sets it reduces the possibility that blast sets will get a proper buff which does the same thing but in a more intuitive way.The idea is to make them more worth taking, not reduce the penalty for people who happened to take them for situational reasons. If the DPA of the snipe was anywhere near the normal DPA for blaster attacks they wouldn't be worth the fact that they could still revert to their interruptible state.
Plus, I fundamentally disagree with a design rule of the game that the insta-snipe change counteracts. Melee DPA is significantly higher than ranged DPA, all things being equal, and that's not an accident or a mistaken perception: its deliberate. Outside of fire, its extremely rare to find ranged DPA higher than 1.3, and the average hovers just below 1.0. Conversely, melee DPA rarely drops much below 1.0, and in fact averages significantly higher. Most melee attack sets have at least one attack with a DPA at or near 1.3, even excluding assassin's strikes in stalker sets. Most ranged sets don't.
That insta-snipes, which in most builds will only be available 50-75% of the time, elevate ranged DPA by about as much on average as the invisible ranged penalty embedded in the game design is in my opinion a fortuitous accident.
To put it another way, if Insta-snipe is a problem, what's Clobber?
Blast sets do need more damage, but one extremely powerful power doesn't seem to be the way to go about it imho. -
I quite like Arcana's idea about protecting the team the closer they are to the tank, but I agree with Johnny that an endurance discount won't really have an effect in practice, because you can't then spend that extra endurance on attacking to any real degree. And not many people were raving about how awesome the Defenders old inherant was.
But I think that (Assuming Brutes aren't going to see any nerfs at all) there needs to be a slight mechanic change in the game to make Tankers more needed, as well as the changes to tankers themselves.
I am starting to get behind the idea of tankers doing more damage, though possibly mitigated by something like 'the more people close to the tanker the more of that damage bonus the tanker sacrifices to keep them alive, and the more taunt bonus they get'. So a solo tank can do good damage, but then in a team situation will have all the tools to keep people out of danger. It has occured to me that this will not reduce redundancy when you have 2 tanks, so would need to add some of that damage back for every toon in range that was also a tanker.
However that doesn't remove the fact that many people aren't in real danger to begin with aside from death patches, and AV's that have had to be given overpowered powers.
So I would add onto this that Tankers should have some kind of ability to mitigate the effects of the special trial mechanics where people die instantly. Something where they have to be active but where they can save someone who gets 'marked for death' if they are paying attention. Something like 'intercept' where the tanker gets the damage instead and resists most of it but still gets hurt (Maybe the inherant gives them resistance to unresistable damage equal to the average of all the other resists or something). Then the tanker can save the team, but in turn will now be relying on the team helping them out to get back up to full health.
It is a slight nod to the holy trinity, but I don't think too much.
I would personally accompany this with a lowering of brute caps (No need to really touch the base numbers) which allows for a tank to have a proper survivability advantage on teams. If the resist caps are (Tank>Brute>Scrapper) 90/85/80 then I think the damage modifiers should work in a similar ratio (A few % out to account for HP), but in reverse order.
Without something unique though I don't think there is anything short of giving tankers a massive damage buff that will remove the question of 'why not bring a brute instead?'. -
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Quote:Do you not think it is a better idea to make the power fun for everyone rather than keep it a niche power? Or in this case take the thing that annoys one group of people and replacing it with something that annoys another group?*shrugs*
Then I don't think this fix is aimed at you then. IMO, the change to snipes is meant to make Snipes fun for the players that already wanted to take snipes but either only use them on rarer instances than a normal attack or to the players that just couldn't justify using a power slot on such a power.
There are plenty of powers that work in a variety of ways without annoying anyone, so they don't have to make snipes a power that only some like, it should be liked by all and loved by some.
Quote:How is that fun? I mean, yeah, being able to hit a particularly dodgy foe by just sniping them sounds interesting but it's undermining to defense and only defense. So it's not fun on my defense characters. Not that your Blaster would be sniping my stalkers in PvE but it's the principle of the thing. It just makes a joke out of dodging/deflecting.
I agree with this. I don't think snipes should become the power that people build around, but it should no longer be a power that people automatically skip. -
Quote:I have a TW/Elec and a DB/Nrg and at the moment I am leaning towards /Nrg being the better secondary.I haven't played this character for a while, but I did get her up to level 41. So now that I am interested in titan weapons again, I keep reading that TW/Ela is the best build, i.e., Electric Armor being the better secondary than Energy.
But is that for just Brutes or Scrappers as well? In other words, is TW/ElA good for a scrapper, or is TW/EA better for a scrapper?
On my /Elec I managed to have endurance issues , and I would suspect both secondaries would have similar issues which puts /Nrg ahead because Energy Drain > whatever Elec uses.
Also I would not build an /Elec without Shadow Meld to hit the i-cap, which stops you picking up Physical Perfection to help with those endurance issues, and you have no such issue with /Nrg.
/Elec will help you do the greater damage I imagine (And probably slightly greater survivability assuming you take a specific build path), but I think /Nrg gives you greater freedom. -
On my TW/Elec I built for 32.5% to all positions and went with Shadow Meld to i-cap me and it really helped in those situations where you get heavy debuffs, I would assume TW/Dark can be built in a similar manner, but I would now never build a scrapper without either perma i-cap or Shadow Meld.
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Every post I read just makes me think Brutes need a good nerfing.
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Quote:Is that accounting for the PPM numbers being adjusted upwards when the 90% cap is introduced?From the store bought version on beta Achilles Heel is dropping a tier from 20% to 3PPM.
As far as I know the store boughts are still counting against 100% proc chance, so haven't got the adjusted proc rate yet.