-
Posts
1698 -
Joined
-
I just realised another annoying side effect of this. Lots of my scrappers (And other scrapper builds I see) have Tactics in the build either as a set mule, or to be activated when really needed. Now blasters are going to complain if we don't run the power.
I also think tying it to a magic number like this is a bad idea, it just means that some sets can leverage it and others can't, which creates unnecessary disparity. Either have it set to something that all sets can reach with a bit of effort, or something that no sets can reach alone. Or as mentioned in this thread tie it directly into BU/Aim if that was the intention. -
-
Quote:Where is it specifically stated that not having a temp power makes it harder but not impossible. Which proves my point because you still win with regular tactics assuming you have a decent team (IE: The first time I ran this I don't think half the team even realised we had temp powers since they didn't appear in the trays for everyone) and we still won.Rather hilariously, the very next post down in my list is this one.
I have never said nothing can be failed, just that lack of prior knowledge won't cause an inexperienced person to always fail. In the case of the other thread the first time I MO anything I make sure I have a team capable of buffing, debuffing and destroying anything just in case there are things like that we miss (Buffing, debuffing and destroying being the standard tactic for the rest of the game). -
Quote:That progresses you even if you fail ...Tina Macintyre had a mission, still available in flashback that is 10 minutes:
http://wiki.cohtitan.com/wiki/Tina_M...in_lab_-_10:00
Quote:Already stated Pither's missions:
http://wiki.cohtitan.com/wiki/Efficiency_Expert_Badge
Steal formula from Crey: 15 Minutes
Kick Longbow out of base: 30 Minutes
Get Info About Malta Group: 30 Minutes
Kidnap Diocletian: 30 Minutes
Beat some sense into Fortunata Iverson (both parts - untimed and timed.): 30 Minutes after you find the information. This is a defeat all, no less.
You were saying? -
Quote:You know what you can do with that type of arguement.And FYI: Itrials and Incarnate content are not required parts of this game. Nothing in this game is REQUIRED.
But not having them never stopped you from taking part in any other content. Now if you don't have incarnate powers you are locked out of the newer content, so you are forced to either accept never reaching the max level (Levelling being the main reason a lot of people play MMO's in the first place) or to run these trials. They are in that sense not optional.
Quote:If you do not want to do incarnate content...that is your choice; kind of like participating in hami raids. But just like hami raids...if you want the POWER that comes with something...you either do it or you don't. And FYI HOs were a godsend back in the day (and I still use a few here and there on some of my builds).
Quote:And FYI.. stating that certain things do not require leadership and knowledge outside of incarnate content is simply degrading to those who have actually done them and led them. Have you ever done the Abandoned Sewer trial?? No?? Then you have NO clue what you are referring to. Ever led a hami raid?? No?? Hmmmmm.....
Take your own advise son. -
Scrappers Strike has very very good stats on it, so it really depends on your build. If a power needs a little bit more recharge than a others then it should go there.
Personally I put it 5 into Rend Armor (Not the Dam/Rech) with a -res proc. -
Quote:I assume that is for level 50 though?Well with a Blaster you have Aim and Build Up and slotting buts each of them on a 45second recharge. Based on Arcana's calculations this means you can FastSnipe 70% of the time. Not a huge benefit against regular mobs if you save Aim/BU for AoEs but useful for sustained ST DPS.
Giving blasters a discount at WW would have done more for ST damage at level 50. It is the mid levels that need the largest improvement and they aren't going to see that from a not very often usable snipe. Especially when they may need to pick their powers carefully and can't afford a luxury situational power. -
Quote:First I don't care about Hami raids, they seemed nothing more than a failed experiment to me until incarnates came around and brought the idea back. And on top of that the rewards did not prevent you from progressing though the game.Seriously... Tell that to a Hami Raid leader... They'll laugh you out of the game. This statement shows that you clearly don't understand how a Hami raid works (either before or after Issue 9).
Quote:More to the point, you clearly don't know how Incarnate trials work either. There are only a few points where missing a badge will lose the rewards for a whole trial, and that is only if the leader doesn't know enough to adjust tactics before the fail point. Then again, that is where experience leading a trial shines: an experienced trial leader can adjust their tactics (provided players follow the tactics change).
In this respect, trials are more dynamic than other content.
And it doesn't matter how many times you can fail badges, the fact is it happens and is poor design. They were introduced as a bonus, but it is now more like a penalty when they are failed.
Quote:STF: That is why I still see some of these fail with PUGs
ITF: That is why I still see some of these fail with PUGs
KHTF: Well after the developers have gutted the rewards and nerfed the trial, this isn't being run very much.
LRSF: Still has a good chance of failure if you don't have a good group.
Mother Ship Raid: Wildly different experiences, depending on league composition.
Hamidon Raid - both the pre i9 and post i9: See the Hami Raid info above.
Abandoned Sewer Trial: You haven't done those either, huh? Not talking about DFB, but the high level trial. You most certainly need different tactics to get past the last battle. With the shields/respawning rikti.
Not mentioned by I Burnt The Toast:
Cuda Strike Force: You need specific ATs, and you need special tactics for the battle with Riechsman thanks to the temp powers. Or you can play the delaying game and wait out the ambushes (about 45 minutes each) to "avoid" death.
Some might have tricks to speed them up, but you can't fail just because the ambushes appear in the 'Cuda TF. And if one person forgets to use their temp power or clicks too many glowies it isn't a problem. -
Quote:They do get a bonus to the way they exemp, which is one of the big draws* to purple sets.As an aside, I think ED should be reexamined with regards to sets (notably purple quality) that get nothing by 6-slotting over 5-slotting except for the 6-slot bonus.
I think.
*The planned draws anyway, I don't know how many people even know what % they will get out of each power when they exemp. -
-
Quote:But it would be a buff to the snipes of some dominators, so an overall nerf to those that can't leverage it.Wouldn't it be more appropriate to say it is no change at all? They didn't actually make dominator snipes worse.
Like getting a below inflation pay rise. You might get given something, but in real terms are worse off compared to where you were and those around you. -
Quote:With the change not being made yet I am still willing to call for it to be rethinked.This is true, but it also is less interesting. While all the powers have a similar goal, I like that they have different mechanical functions and are each unique to their own secondary. This type of thing also lends itself to other theme appropriate suggestions.
I'd recommend we focus our energy on thinking of how to make suggestions that work with the proposed changes or only very slightly modify them, rather than saying throw out the work and testing done up to this point and start over.
If the intention truly was just cutting downtime and making it more likely to go into a fight at full health then a base change would allow them to use every secondary to get the active mitigation that I think is needed. Changing these powers now means everyone is pretty much forced into at least one particular power and cuts down on interesting ways to revamp the rest of the secondaries.
By revamp what I mean is that each power should either boost damage, or provide some kind of mitigation through short stuns, +def, +res, kb, -range etc. Then you can pick the secondary you want based on how it mitigates damage rather than because you refuse to take Handclap.
Edit: Also how are they going to balance the regen and end costs of powers that have different requirements? For example if Energise is going to need recharge slotting does that mean it gives more regen because you can't slot that as much? In which case builds with global recharge will get more out of it. Will Handclap get a large endurance cost to be equal to the cost of running some of the toggles? Will the toggles get endurance discounts for those that only want them as +regen rather than caring about the damage they do? Etc. -
Quote:Also is the activation time the same for all snipes once you factor out the interrupt time?I know they cut the Interrupt out for 'enhanced snipe'; did they shave down the casting time as well (or are they one and the same?)? On the vids, it didn't seem as if they were taking a full four seconds to fire one off (but my memory's kinda fuzzy).
The AS changes went live without the AS animations being normalised, I wouldn't want that done again. -
-
Quote:Valid for the powers that don't send stuff flying. But even if you can find time to use the power, if I have to take a power intended for combat mitigation I would much prefer it to be changed so it actually worked well as well as gave the regen buff.Well, without slotting, Lightning Clap recharges in 30 seconds. I'm guessing the recharge of Might of Thunder will be the same and am fairly sure the sustain mechanic refreshes but doesn't stack, so you can get the power to recharge in 15-20sec without much slotting. All you have to do is decide when is the most convenient chance to use it. You don't need a few seconds between spawns, you just need 2 seconds at any point you're not fighting.
KB to KD, or remove it and have reliable stun.
But I guess the beta forums will be a good place for that feedback. Hell it might even get listened to! -
It isn't the level of regen I was on about, but how the fudged it into each powerset in what I think is an unfair manner. Some sets got good powers buffed, some sets got powers most people skip buffed and so will have to now take powers they didn't want.
Then consider the next round of buffs, they now have powers they don't really want to change.
Simply adding it to the base and saying 'the first step is reducing your downtime' would have probably been widely welcomed rather than derided. -
-
Quote:The whole post though was talking about low levels, so I would have assumed you knew that is the situation I was talking about."Useless at low levels" is a far cry from "useless except for massive recharge builds".
And once per mission is still handy for boss fights.
In this post-inherent stamina, ninja run, travel powers at 4 world most builds have plenty of room to take powers even more situational than build up at low levels.
Granted this is the internet and context doesn't always go over well, so seeing someone right about BU being useless does deserve a 'WTF are you mad?!'. -
Quote:Yeah it is very unlikely to be a problem with your specific account, and more about how your computer is running the software.Even if they could get into your account, it wouldn't do anything to help us diagnose the problem if it's an issue with your computer.
If you gave your username and password to someone they could log in from their own account, but equally I could then call everyone names and sell all your stuff (Not that I would, and most people on the forum probably wouldn't either) so it isn't a good idea to give that kind of information out.
I hope that when you follow the link from Alpha you get the help you need. -
Quote:But if the snipes were just changed to become useful powers without needing the gimick they would really help those struggling for a full chain early on, and the benefit would be universal across all sets regardless of if you have Aim, BU or both available.Well, I can still use the snipe just for its range benefit between fast casts. Early attack chains are rarely seamless anyway, so the longer animation of a snipe isn't hurting like when you get to late game and can fill out the attack chain without a bad DPA power.
The AS changes made AS an amazing power no matter if you were in combat or not, I expected something similar for snipes to be honest. Maybe my expectations are what is wrong, but I think blasters are in serious trouble and was expecting serious help. -
Quote:I will agree to disagree on DP, many people do.You should not need to be in melee combat for longer than 60 seconds...hell, you shouldn't need to be there for longer than 30 because that's how long the buff will last in a combat situation.
It also tics slower, lowering the amount of aggro it might attract. Currently, Chilling Embrace tics multiple times a second, the new aura only tics every 3 seconds.
I think it's fine and concede that you'll have your own opinion.
As for Lightning Clap you are right most combats won't last that long but most teams don't stop for a few seconds in between spawns while you refresh your buffs and it is probably very easy to end up in a fight when you realise the buff has run out, and the way regen works the longer you are without it the worse off you are. I just think they should have taken the time to also make the power itself worth using, so people aren't having to use an otherwise poor power just for this buff.
Chilling Embrace I don't quite see your point about the tics, I think they were slowed down to stop it being overpowered but they won't change how easy it is to wander too close to an additional spawn (Or run across a junction to find a mob in the turning which is suddenly aggroed). I might be wrong on just how big 30' is, but it sounds dangerous. That was more a general observation than a complaint though. -
Quote:I couldn't find your exact post (These blaster threads are moving quickly!), but I assume it was you that I was trying to remember. I think you might have mentioned it would give elec a 3rd blast, which was what prompted me to put T3.I have sugested something along those lines a few times accross these threads, although never said T3 so I guess some one else also had the same idea. Note I am not arguing the viablity of the snipe, i do think it's too situational still, just was commenting on skipping those powers on damage oriented builds.
-
Actually a good alternative would have been looking at the average health a blaster finishes a fight with, the average time the next fight starts and then seeing what regen the blaster needs, adjusting it to what they think is a reasonable level and then adding that onto the base regen. Because it seems like the real intent of this change was simply to lower downtime and prevent blasters from having to start a fight while still dangerously low on health.
-
Quote:At low levels I stand by it being useless (Or close to useless) because it is only up once a mission.Calling a superior power like Build Up "useless" unless you have a "massive recharge" build is borderline delusional.
That was my point.
But it still misses the point and is a tangent we don't need to go down any more. -
Quote:By default Aim puts your snipe on a 90s recharge. That isn't really an improvement.I would disagree with this assessment of Electrical Blast, I think it made out Well. Like Assault Rifle it now has the option for a third single target attack that it lacked before. Yes Zapp isn't quite as good as Sniper Rifle but it's still a solid improvement especially when you factor in that unlike AR Elec does have Aim so you can get more FastSnipe uptime for characters without the abiltiy to perma-FastSnipe.