PrincessDarkstar

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  1. PrincessDarkstar

    Is TW/DA Viable?

    It sounds like a good combo to me, but the endurance issues probably force you down a particular build path, which limits what you can do compared to other combo's.

    That said I would think it has great potential, if you like Momentum (Which I don't).
  2. Quote:
    Originally Posted by SteelRat View Post
    Source? Couple of other things to be aware of here.. firstly CoH is quite an elderly MMO and I would imagine (I'm guessing, because I don't have figures to backup my conjecture) the new shineys over the years have further thinned the playerbase.

    Secondly, as CoH introduces more zones and revamps existing ones, this is further going to spread out the thinning playerbase. Given that players with level 50 characters have for such a long time been asking for end game content, have we any proof that people who still wanted to alt left at a higher rate than people who finally got the endgame content they wanted and returned?

    Thirdly, now the server lists have been merged, EU players who were only limited to 4 servers (realistically 2 for English speakers) now have 15 (or so) to choose from and the facility to move existing characters to other servers made that much more available than previously. Several of the people on my global list have active characters on Freedom and Virtue who previously only had characters on Union or Defiant.

    The game is past its "over populated Union / 800 concurrent user" hay day simply because of its age and the other factors I've highlighted. That situation isn't about to change, and imo the Incarnate System has very little to do with that.
    Pretty much every time I see a post from someone coming back to the game it is 'because incarnates wasn't what I was looking for, but now I am back because DA means a solo route'. That tends to signal to me that there are likely lots of people who have left for the same reason and never come back. I know I left for that reason and have really struggled to find a team on the character I rolled when I came back because everyone is raiding, and by everyone I mean the same group of people over and over.

    Either way changing the dynamic of the game from casual and 8 man max teams to raiding is not usually a good idea and even if there is no proof of it I hope you can see that the change had the potential to alienate most of the existing playerbase.

    End game content never needed to mean huge multi team raids, it meant clever mechanics and content that got harder and harder. They should have stuck to the formula that had served them well up until that point. Or at the very least they shouldn't have introduced a new type of incarnate only reward. Allowing people to unlock incarnate stuff from normal XP and drops would have meant those who had no interest in raiding could have continued as they were and still not been left behind.

    I honestly expect it to get worse and worse because the more +levels you need to do the new content the more those who aren't farming the trials are going to miss out and the harder it will be to catch up. We will then see even more people leaving. And if you don't think people have left I would point you to the amount of dots on the server status page, only 2 servers now ever seem to have more than 1 dot, and that wasn't the case before incarnates.
  3. I hit 50 on Saturday though I am not fully slotted yet (Still a few bids on various things so a few powers are still on SO's) and have no incarnate powers.

    The first thing I have noticed is how much endurance I eat through I was hoping that I could use Energise as a heal that has an end discount as a side benefit, but I am having to use it as an end discount that has a heal as a side benefit. Lacking the recharge to have it perma at the moment is quite hurting performance by more than I thought (And Energy Drain doesn't seem to drain as much as Mids shows, but that needs more testing). I have swapped the Regenerative Tissue proc for a Miracle proc to help a bit.

    I also took on the first DA arc (Where being short of defence I thought I would struggle) and immediately got annoyed by the confuse and terrorise so respecced into Tactics instead of Super Jump, but it does't seem to have made a great deal of difference and is very very annoying (Particularly because I can't use Energy Drain so if they catch me low on end as Hasten is about to crash it can cause me serious issues!). Still I only died once on the first arc (Due to casting Water Spout against a wall instead of in the spawn) which I was very pleased with (On +0/x8).

    My next objective is to finish slotting and then take on a pylon, which I should be in a position to do soon. Sadly with having to use Energy Drain so often I think my times will be lower than I hoped, but I will see.
  4. PrincessDarkstar

    Bio Armor video

    Quote:
    Originally Posted by SmegHead View Post
    I'm pretty sure it has a minimal graphic setting that removes the tumors.
    In that case the set looks really, really nice.

    Being able to pick and choose which parts are covered is a nice touch. Just needs a revamp of spines now
  5. PrincessDarkstar

    Bio Armor video

    So you spend most of your time looking like a giant tree root?

    I know Ablative shatters but if you aren't getting hit then it sucks, I thought they would have learned their lesson from Granite.
  6. Quote:
    Originally Posted by Biospark View Post
    I am amazed at some things that are being stated. Glad that we have this opportunity though to hash it out for all to see.

    Many of the "opponents" of perma-fast snipes are also saying that it will not be that great of an improvement. Ok then, why would you be opposed to a more sensible system that is fair across all ATs. Tied to +ToHit like it seems to be, is flat out favoring certain builds and AT/powersets.

    And IF, this is not that great of a boost (which, I am sorry, IT IS), why does it surprise anyone that people will build for it. They will. The problem is that whatever system is used should be just as "Achievable" for any snipe-using Powerset AND any Snipe-using AT. The current porposal IS NOT EQUITABLE.

    The more I think on this, the more I am in-line with Arcanaville. If you currently have no aggro, then the attack should do Double Damage to its target AND have the interrupt. IF you have some aggro, then it becomes a standard, non-interruptable attack with some value around its current one, perhaps slightly lowered because of activation rules. THEN, people could take the attack and use it either way, but it would only be stellar dmg AS A SNIPE.
    I like this suggestion.

    I am in the camp that the change is pretty poor (Because fast snipes won't make much difference since the thing snipes needed was damage just as much as activation time and ST powers have narrow use anyway) but completely unfair to several combo's.

    Regardless of how good or bad the snipes end up, it should be set in a system that every powerset has an equal chance of leveraging it, and ideally in a way that you cannot build to take greater advantage of it, or at least do so without being forced into certain powers. Even worse it should not be set in a way that a team can completely change the way a power works for you to the degree that this can.

    If they really only want fast snipe with Aim/BU but are worried about sets without those powers why don't they just change the recharge so you can't mash it?
  7. I have found Shadow Meld great at helping you take incarnate alphas so would definitely be worth having.

    One thing I noticed on your build though is that when Stealth is supressed you fall under the 45% softcap, unless I missed something. But I don't know if that matters much to you.
  8. I will add my voice to say that I am finding Water Spout to be a magnificent power for situations like this.

    My latest build only just got most of its IO's last night, but prior to that I was running at +0/x8 against Arachnos on just SO's and when the Tarantula Mistresses popped up in number Water Spout was the difference between winning easily and losing heavily because it gives you enough time to take out the debuffers while they flop about. If you don't have much experience of it I should say that it doesn't even usually knock things out of melee range, though you may have to turn around occasionally.

    I did the first DA arc last night on the same settings and expected to get hurt a lot because I only have ~45% defence at the moment but again Water Spout was the difference and I hardly noticed the debuffs (Died once because I was debuffed through the floor on a spawn where I accidentally fired Water Spout against a wall instead of into the mob!).
  9. Quote:
    Originally Posted by Fuegocito View Post
    I'm kinda sad to say, but the only one I may be addicted to is /Devices from blaster secondary. Yes, yes I know that it is severely underpowered, but since the rest of the blaster secondaries are so melee oriented, I just can't bring myself to take them. I just don't feel that melee is the place for guys that use range to the enemy as a defense. Likely a failing on my part, but thats how I feel. That and I like the stealth and targeting drone I get from the set A LOT. And, hey maybe they'll buff the set someday soon (tm) and I will feel vindicated . . . yeah some day soon . . . yeah . . . <sigh>

    Fuegocito
    You might be getting your wish in a semi roundabout way now.
  10. Quote:
    Originally Posted by DMystic View Post
    Well the thing is everyone can make use of this. Some combinations can do it easier than others though.
    Which is the exact issue.

    Quote:
    Originally Posted by DMystic View Post
    As for using some other mechanic, after the change to AS for Stalkers people began planning out ways to do the same for Snipes. The problem with Snipes was finding a trigger that's available to all the different AT's that have Snipes available. +To-Hit is one of the few player's can feasibly control on their own.
    Not 100% true because although you have some contol there are some sets where you cannot reach 2% without outside help or Aim/BU. Which puts it outside of what I would call reasonable control.

    It also leads to situations where you might not have as much fun on a team if nobody else has Tactics, which is a pretty bad piece of game design.
  11. I would add to this that if you cannot build enough defence into your character you are probably better off taking a defence set, because although layering is good, 2 small layers is not as good as one great layer (And capped defence is the key layer).
  12. Quote:
    Originally Posted by StratoNexus View Post
    Back in the distant past, before I13, we didn't have all these IOd Defense builds running around because you couldn't really get there with what was available. I built my blaster around regen, because one of my problems was the fact that I could survive fights, but then had to wait before engaging more. While I am of the belief that this is not going to be enough, we are getting a lot of regen. This is significant and will be a large help (but blasters have a long way to go), especially on high end builds.
    I think this is where our disagreement lies, before IO's (I can't actually remember much about that time to be honest) I was perfectly happy with the performance of my characters. It wasn't until the ability to run at */x8 came along that I really noticed some of my characters pulling ahead of the others.

    Now when I look at blasters I don't expect to be able to take a full spawn alpha in the face, or run at that kind of difficulty on SO's, but I do expect them to have the potential to reach that kind of level (Because all other AT's have that potential, desipite different playstyles). My sadness comes because these powers to nothing to help that.

    Picking nukes as the priority above snipes would have at least come closer to giving them enough damage to clear a spawn should you manage to survive the alpha, the snipe change doesn't really help even if abused.

    Quote:
    Originally Posted by StratoNexus View Post
    Well, they likely know more about how many gallons are in there than you or I. I understand their concern with giving too much though. If you give too little, you can feel free to add more. If you give too much, it is harder to take some away. Look at the hand-wringing they are doing over Drain Psyche. This is the perfect opportunity to adjust it so that it helps more at the low end (or even without any enemies needed) while also bringing its ridiculous high end in line. But they are hesitating, and rightly so, because they don't want to take away something they gave us in the past, even though they know they should.

    Here are my hopes.
    1) They can determine this will not be enough in beta and implement some additional mitigation by I24.

    2) If that is not possible (and it very well may not be), that they have a form of additional mitigation laid out and prepped so that after gathering some data on live, if the changes made in I24 turn out not to be enough, they can more quickly implement additional changes (say by late fall) rather than having to wait until I33 to look at blasters again. Use this time focusing on blasters to be prepared and ready to deliver on the statement that the beati... er buffs will continue until performance improves.

    3) Increase the blaster ranged dam mod to 1.25 and the melee dam mod to 1.125. Increase the corruptor ranged dam mod to 0.9. Increase the defender range dam mod to 0.8 and give defenders scrapper base HPs and the stalker HP cap. (what? )
    I too hope this is just step 1 on their tentative plan to bring blasters in line, I just can't help feeling that they are aiming for a different performance level from me, or are badly judging the starting situation.
  13. Quote:
    Originally Posted by Aett_Thorn View Post
    I think it just applies to these new Blaster survival powers. Not just any toggle that might make you more survivable in general.
    Which really confuses me, why bother putting the survivability into a toggle at all if you have to change a second bit of code to stop it supressing? Just have it passive and be done, then you can still actually revamp the awful powers to make the sets appealing for more reasons that 'this sustain power keeps me alive better than that one'.
  14. Quote:
    Originally Posted by St_Angelius View Post
    I made the same suggestion in both threads too, and got over looked as the more well known forum posters debated other things.
    I think this is a good suggestion, whatever mechanic they pick should be fair across all powersets, so something like this would allow them all to leverage it in the same way.

    I think it is probably (Sadly) against the intention because Hawk doesn't like us using our powers very often and thinks inconsistency is great fun (Yes that was a dig at Hybrid).
  15. Quote:
    Originally Posted by Reppu View Post
    That.

    I'm mildly confused that nobody picked up on this huge change.
    I think the quote was 'any toggle to do with survivability will no longer be supressed' or words to that effect.

    I wonder if that is across all AT's? And if it would include debuffs like Darkest Night.
  16. Quote:
    Originally Posted by Dz131 View Post
    I find it weird all the survivability buffs are in damage auras. Since they get suppressed when you're mezzed. Devs trolling?
    I think they mentioned having them no longer supressed, but I could be wrong.
  17. Quote:
    Originally Posted by DMystic View Post
    So which sets can't reach this even if it's only temporary?

    As also mentioned in this thread tying it to BU/AIM doesn't work at all since not all sets have BU/AIM

    Remember being able to make it perma is a side effect and not the intended operating standard for this particular change.
    It isn't usually a good idea to have side effects (Good or bad) that some people can make use of and other cannot.

    If the intention was that it should be a once every so often ability then they should have used a different mechanic.

    It is unfair that certain sets will be able to spam their snipe and others will not, because god knows they all need the boost.
  18. Quote:
    Originally Posted by JayboH View Post
    How about being able to configure the likelihood of inspiration drops to what you could use... say 70% chance of break frees dropping, etc...
    Instead of relying on an outside source they should have something inbuilt that works like your suggested 70% chance for breakfree's. Which then gives them just as much chance as other AT's to get a red which they can use whenever they want without worry.

    If blasters had so much damage that they found reds (Or some other flavour of insp) as useless as other AT's find breakfrees then I could see it working, but they don't.
  19. Quote:
    Originally Posted by JayboH View Post
    See, I have to disagree here. Removing mez threat from the game is a bad idea. It makes no sense in the lore, either. Why can only players use mez against enemies and have players never think twice about enemies that can use mez.
    NPC's don't need to have fun.

    For example I played SWToR for a while and one of the (Many) things I disliked was that everything knocked me back, which I found a really frustrating way of slowing me down.

    This type of thing works backwards as well though, for example I remember playing Baldur's Gate and when fear is used against you and your party spreads to the 4 corners it causes all sorts of problems, but you using fear just meant you had to wait for the runners to come back.

    Some AT's should have to worry about mez, because different people find different things fun, but making a change now which 'could' have such a massive effect would be fatal. I am not saying they suddenly will make scrappers vulnerable, but it worries me.
  20. Quote:
    Originally Posted by StratoNexus View Post
    I'd say it is more like needing 20 gallons of gas to get there and blasters had 12 gallons and these changes added 4 more gallons. The sustain changes are significant, but we will still be scrambling for those other 4 gallons whereas every other AT has 20 or more gallons and can spend their time detailing and adding better parts.
    I guess we disagree on just how significant the changes are.

    I think the snipe changes are poor (Though well intentioned in part). I think they will probably create a fairly large ST disparity between those who leverage them and those who cannot. They should have used a mechanic easily leveraged by all, or that couldn't be abused at all. Thankfully in an AoE focussed game better ST damage is niche. My largest complaint about this is those sets that finish at 19% tohit, when you get on a team you might love your toon, then be dissapointed when you end up solo, even though a faster snipe would actually be MORE use when you are solo!

    I think the sustain changes are woeful (In execution and intention), changing the downtime period on an AT who's downfall is being killed VERY quickly does next to nothing in my eyes (If I see a Fireball getting to the mob before me I know pretty soon there will be a dead blaster behind me, but it is only blasters that have such a problem), and the changes have been tacked onto powers that create an imbalance between the sets because some got good powers and some didn't. It also makes it harder to make the grand changes I think are necessary because now every set has an overpowered power that they rely on and are nearly required to take (Which is always bad design).

    Lastly I think the very fact this is the way they chose to start means the devs either think the tank already has more than 12 gallons in it, or that they would be happy filling it to 18. Or worse, that they can't afford the petrol to fill it all the way to 20.
  21. Quote:
    Originally Posted by Miladys_Knight View Post
    You need to qualify that some what. Once you hit the soft cap on defense with insps loading up more provides little benefit.

    A damage buff from eating reds is the same. If the increased damage output doesn't allow you to defeat at least one class of mob in one less shot you still face the same amount of incoming damage.
    Coming very late to this thread and not sure if his has been replied to yet or not, but a power similar to Hide would work here, but instead of +invis it would give -aggro. So the opening power on each volley would cause no aggro.

    This is very similar to a suggestion I made for a chance to stun on all AoE's which will ensure that alpha strikes are staggered. You could have 75% chance for 1s stun, 50% chance for 2s and 25% chance for 3s (Non stacking). So at any one time only a portion of the group would turn around and shoot you in the face, giving you chance to kill a few before all the damage comes.
  22. Quote:
    Originally Posted by Wavicle View Post
    Almost, except none are strong enough to really care, especially since you can't depend on getting any one particular buff out of them. Also, by not accepting them I can also justify not giving them out. :P
    One gives 5% defence and 10% resist! Which at mid levels can take a defence toon from good to awesome.

    Arbiter Hawk mentioned somewhere making the buff cancelable, which will see me cancelling anything that isn't that one (Or other good ones I might be forgetting). Personally he would be better off making the buff selectable instead of random.
  23. Quote:
    Originally Posted by Grey Pilgrim View Post
    Well, be careful of how you read it. Arbiter Hawk and Synapse are pretty conservative in how far they will go with things, preferring to take small steps and not go too far. Too conservative, in my opinion (I still think a few Peacebringer powers need tweaking after last years tweaks), but they're not expending a bare minimum of effort when they do make adjustments. I do appreciate their conservative approach for the most part. Players tend to call reductions of power even in beta nerfs. If I were a dev I'd make small adjustments as well, given that annoying tendency.
    I see the need to start small, but this is a drop in the ocean compared to the changes I (And many others by the look of it) think are necessary. It also shows me that they don't see 'most secondaries are useless' as being a problem because they are keeping the powers people now think are useless, and rather than making the power useful, they are tacking on an extra benefit to using it.
  24. Quote:
    Originally Posted by Wavicle View Post
    They can stop accepting Fortunes, like I did a while ago.
    But the other Fortunes are all very beneficial so its almost cutting off your nose to spite your face.
  25. Quote:
    Originally Posted by Arkyaeon View Post
    Well... just team with 1 other and boom there you go? Or is it self buffs only? Don't forget yellow insp.
    1 other person who took a specific power that I don't see many people using at the moment.

    It also helps create the situation where you may find it great fun being on a team where you get perma-snipe then find it disheartening when you have to solo, which is never really a good situation.