Psiphon

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  1. Quote:
    Originally Posted by IanTheM1 View Post
    Well, IIRC, Castle did say back when the crash was changed a rather lengthy time ago that he'd look at it again, mostly to finally get rid of the Defense Debuff so that Rage stopped unfairly penalizing defense builds.
    SS works fine with Defense sets!
    If you stack Rage you avoid the -Defense crash and it's very easy to stack.

    So in summary - there is no problem with Rage,it works well and is balanced due to the End crash and 10 second "no damage" period.
  2. Psiphon

    New AT

    Quote:
    Originally Posted by McBoo View Post
    Concept and play style is up to the individual player, not the developer and we all remember how well the player base reacted when the developers tried defining fun.


    >
    That's true but the more AT's and powers available the more options for concept and playstyle. In regards to fun, it's another possible AT to play, some will enjoy playing it some won't. It's all about options!
  3. Psiphon

    New AT

    Quote:
    Originally Posted by ClawsandEffect View Post
    And....if Epic ATs are already like this.....why do you want another AT that does the exact same thing?
    I must admit comments like this leave me completely bemused.

    The EATS/VEATS are very limited in their design and powers and therefore their concept options, the introduction of an AT like this would allow for an expansion of these options.

    Based on what your saying why would anyone ever make more than one type of a specific AT?
    If you've made a BS/Regen scrapper why make a FM/SD, they do the same thing?
    Or why not take it a step further?
    If you've made a DM/SR scrapper why make BA/ElA Brute, they both do the same thing?

    The beauty of CoX is the amount of options that you have for powers and customisation. Different combinations even within the same AT make for a completely different playstyle.

    Given that there was such a high demand for power customisation shows how important concept is.

    So in answer to your question:
    Concept, playstyle and above all fun!
    ...
  4. Psiphon

    New AT

    Quote:
    Originally Posted by Carnifax_NA View Post
    Mind you without a reason for the AT to exist or a proposed inherent I don't see what the AT is really for.
    The AT is for dealing damage!
    It would exist to put a smile on your face while doing the above!

    Does there need to be another reason, it is after a game?
  5. Quote:
    Originally Posted by Spec Ops Blade View Post
    Says .net framework 2.0 is not supported on a 64 bit operating system and i click run as admin but nothing im running windows 7 64 bit
    You need to install .Net framework 2.0 prior to installing Mids, this will come in a 32bit and 64 bit version. Download and install the 64bit as it sounds like this is the OS that you're using.

    This makes the assumption that mids runs on a 64bit pc
  6. Quote:
    Originally Posted by Carnifax_NA View Post
    Great power. Just don't pick it up at level 6 or 8 or whatever like I did (level 18 is good I'd say).

    It does cause a bit of sloooow scatter but I find that's rarely a problem on Villain teams who are used to things being a bit more chaotic.

    Any Hero-only players who decide to Go Rogue may be in for a bit of a culture shock when they hit villains. Was on a team which was comprised of 3 corrupters, a Widow and the Brute leader last night when I joined. The leader was a hero player and was asking "So what do we need now on the team" when looking for members. Answers were basically "We need nothing, anyone will fit in happily". Of course this is also true Hero side but a lot of people get hung up on roles and team composition there.*

    * My 20ish Ice/Psi (who just got Drain Psyche, yay) opens basically as Bill does but with cones thrown in. Ice Patch > Shiver > Psi Scream and then in with AA to Drain and use the 1-2 Melee whilest they attempt to do the slo-mo running thing and occasionally hit themselves.


    I can see myself using Domination & Glacier together a lot when I hit 26 or 27 or so.
    I've just started an Ice/Earth and I intend to pick it up straight away!

    As you said it's an End hog so if you mainly solo then leave it to later levels (post Stamina and SO's)when you're better able to cope with it.

    If you team alot then I'd recommend picking it up. It's such a great power with an amazing amount of damage mitigation in it - as long as you're happy to let cut back on your own attacks and let your team mates pick up the slack.
  7. I'm sure, like myself that the majority of players find it a real pain in the a*** finding a team; sending tells only to be told "Sorry on TF or full" etc.

    Simple solution:
    When looking for new team members the leader is able to set a flag - much like the one you set when looking for a team. This identifies him/her as the leader and also shows that they are looking for new members.

    The flag is disabled when leader is unable to recruit - Tf or full!
  8. Psiphon

    New AT

    Quote:
    Originally Posted by ClawsandEffect View Post
    Really, you're not?

    Lets see what you said in the SAME POST:



    I highlighted the part where you completely contradicted what you just said.

    Have you SEEN the things a well built scrapper can do?

    A scrapper has SOLOED the Master of Imperious Task Force badge.

    There was another that killed four AVs simultaneously.

    Saying that you're not asking for good defense/resistance and mez protection and then saying you want Scrapper secondaries is a complete contradiction. The scrappers that did that were both Katana scrappers, one was Willpower, the other was Regen. As such they had to stay in melee range the entire time due to having zero ranged attacks.

    You're proposing that secondary sets with THAT kind of survivability be given to an AT that has a Dominator's ability to deal ranged damage.

    That is a tankmage...by YOUR definition, not mine.
    As I keep saying the ranged damage would be less than the melee due to the risk reward system.
    The only thing that I'm proposing is the framework for a viable ranged/melee damage AT with good survivability. This could be done with the existing Assault sets from Doms and Defence from Scrappers.
    The specific numbers and required tweaks would need to be worked out by the devs.

    You seem to have a blinkered/predefined view of what I'm suggesting, possibly based on previous discussions/arguments.

    Are you saying that it's impossible to get an Assault/defense AT to work no matter how it was tweaked? If so then we're an an impasse, if you believe that it could be made to work with the right numbers then we have a viable AT as suggested!
  9. Psiphon

    New AT

    Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I would ABSOLUTELY LOVE a character that was Energy Assault/Willpower. That's pretty much what build my main Hero would have were it available at the start of the game.

    In order to balance the AT myself, I'd do the following:

    Primary: Assault Powers -- ranged damage on par with Corruptors (sans Scourge), melee damage on par with Scrappers (sans critical hits); Scrapper-level damage cap. Ranged powers have lower than normal accuracy (base 65% instead of 75%).

    Secondary: Defense -- 60% as effective as Tanker defenses (Scrappers, Brutes and Stalkers are already at 75% of Tanker effectiveness).

    HP: Stalker-level base HP, with similar HP cap.

    Possible Inherent choices:
    Point Blank: When in melee range, you get a bonus to accuracy (bringing base accuracy up to 75%) and damage (+10ish%) for all ranged attacks.

    Blind Rage: As your hitpoints decrease, your melee damage increases (max +20ish%) while your ranged damage decreases (max -20ish%).

    All-Out: You build a bar as you use your melee attacks, which enables a click power when filled (similar to Domination). The power, called "Go All-Out" enables a 30-second "super mode," increasing your damage and To-Hit (on par with Aim), your defense and resistance (+10% global Def, +20% global Resist), your recharge and even lowers endurance costs. However, after the power crashes, your endurance is dropped to zero (specifically to detoggle you), but you are able to immediately begin recovering endurance (unlike T9s such as Elude), perhaps even with a brief 5 second period of +25% end recovery as you catch your breath. You can not build your "All-Out" meter while in super mode, so you can not attempt to stack the power as you could with Domination. The bar does not decrease during periods of inactivity, but does specifically reset when you zone.
    Good ideas.

    And call it say Liberator if blue side and Renegade if red side.
  10. Psiphon

    New AT

    Quote:
    Originally Posted by McBoo View Post
    You appear to be suggesting that the proposed archetype should fill a niche that arguably doesn't currently exist in the game.

    It is possible to create something along the lines of what you are proposing by utilizing a blapper or blaptroller build. While their defenses are meager at best in comparison to scrapper secondaries, the damage output and first strike capabilities of a blapper/blaptroller offset the need for high defense/resistance numbers. Mez resistance would also be less of an issue because Defiance now allows blasters to continue to use Tier 1 and Tier 2 attacks while mezzed.

    All in all, you appear to be suggesting a blapper build with natural scrapper level defenses and I can tell you from experience that such a thing would indeed be overpowered and, depending on power selection and IO slotting, possibly a tankmage.


    >
    And again the Tankmage comparison.

    My idea of a Tankmage is high damage ranged attacks combined with mez protection and good defence/resistance - this is not what I'm suggesting at all.
    I'm also not suggesting a Blapper or anything like it - playing a Blapper is high risk, high reward edge of the seat.

    What I'm proposing is the framework for an AT that has a mixture of ranged and melee damage combined with decent survivablity.
    I believe that using the existing Assault/Defense sets from Dominators and Scrappers respectively should allow this. A few tweaks will I'm sure be required but it should be a viable AT.
  11. Psiphon

    New AT

    Quote:
    Originally Posted by ClawsandEffect View Post
    So, you want basically the definition of a tankmage?

    Ability to deal significant damage at range? Check.
    Ability to deal significant damage in melee? Check.
    Ability to survive return fire, perhaps indefinitely? Check.

    That's a tankmage. A well rounded character with no real weaknesses to overcome.

    A blaster has the first two covered, they deal damage from anywhere, but they lack the ability to survive large amounts of return fire. That is the cost of their damage dealing ability.

    Scrappers, tanks, brutes and stalkers have the second two covered. They deal good damage in melee. And they can survive return fire, some of whom can do so indefinitely. But...they must be in melee range to be effective. That's the price THEY pay for what they can do.

    Defenders and corruptors are more support classes. They have damage dealing ability of their own (at range), but they aren't well suited to surviving damage dealt to them. Their survival depends on A) teammates, and/or B) Intelligent use of their abilities.

    Controllers do exactly what their name implies, they control the battlefield, but they are pretty frail. Most controllers also do very little damage of their own, instead relying on pets or teammates to defeat things for them. Don't believe me? Try soloing an Earth/FF before it gets it's pet.

    Dominators have control and damage, but if they encounter something that cannot be controlled easily and is difficult to kill they're in trouble, because they lack any passive survival tools like resistance or defense. If you've ever run into a Fortunata Mistress on a low level Dominator you know what I'm talking about here.

    Then we come to Masterminds. They can be extremely powerful......until you take their pets away. By themselves Masterminds are just barely this side of helpless. They have decent buffs and debuffs, but without their pets sthey deal very little damage. Also, buffs are useless without something to use them on.

    EATs are already tankmages in a way, but they're balanced by the fact that they have access to a wide range of abilities, but they can't have them all at once on the same build. If you choose to have everything on a Kheldian you run into a severe slot shortage, so you are better off choosing something to specialize in most of the time. Choosing a build on a VEAT means you completely shut out half their abilities because they're closed to you.

    What you're asking for here is something that has all the strengths of blasters, tanks, scrappers, brutes and stalkers, with none of the weaknesses associated with them. I very seriously doubt you will ever see something like that put into the game.

    Scrappers and blasters probably would end up obsolete. Why would you invite someone who can survive in melee and deal damage there -OR- someone who can deal a lot of damage at range, when you can invite someone that can do BOTH instead?
    I'm not talking about a Tankmage - always amuses me the way people bandy that term around.

    The idea is for a balanced ranged/melee damage AT, I believe this can be achieved quite easily using the existing sets and I see no reason why it would be overpowered.

    As I said the damage would need to be relative to the risk:
    Ranged attacks cause moderate damage.
    Melee damage is high.

    Blasters would be invited for the higher ranged damage!
    Scrappers and Brutes for their higher melee damage through Crits and Fury!
    Tanks would be invited for their higher survivability!

    In many ways the argument would be why invite the proposed AT?
    - less ranged and melee damage than a Blaster!
    - less melee damage than Scrappers and Brutes!
    - brings no control or buffs to the team.

    It should be a well rounded AT that fills a niche and would probably be good fun to play, certainly not a Tankmage of any description.

    AV soloers would get better results from Scrappers/Brutes in melee and Softcapped Blaster/Corrupters/Defenders at range.
    Farmers would also need to look elsewhere.

    So no not a Tankmage!
  12. Quote:
    Originally Posted by KingSnake View Post
    So, no, defence doesn't seem to incress your DDR for GC. That LOTG would have raised it above the base, and 17.3 is the base at 50 IIRC. Intresting.

    And what you have, will prolly be close to what i have in terms of DDR. ~ 74% (one stacked AD.) I could prolly live with that. I'd be softcapped to all postions, 75% DDR, 45% S/L resistence, and over 2700 HP base, and capped HP with one with the shield running. (and 85% S/L resists.) That could prolly get me past the LR in the STF with a few purples for a buffer zone. I hope.
    I was under the impression that DDR could only be increased via the HO bug on any Shield AT.

    I dropped GC recently so that I could fit in the Fire Epic I don't believe the DDR changed with a standard Defence IO. I've got 3 HO in AD which give me 95% DDR when double stacked (about 80%) of the time and around 70% the rest of the time.

    It was my intention to slot 3 Def/Endred HO's in Battle Agility to increase the DDR during the AD doublestack downtime, I assume this will work.
  13. Psiphon

    New AT

    Quote:
    Originally Posted by Ravenswing View Post
    Essentially, you'd be making Scrappers and Blasters largely obsolete. The balance issues would be horrible. The probability that you'd end up with TankMages too high.

    I understand what you want to do, I just don't think it'd function the way you think.
    Hhhhhmmm...I don't see why.

    At range Blasters would do more damage, in melee Scrappers would do more damage due to Crits - that would be the cost of having both ranged/melee damage.

    Not sure of an inherent though.
  14. Psiphon

    New AT

    Quote:
    Originally Posted by Carnifax_NA View Post
    I'm not sure to be honest. It just doesn't seem that unique to me compared to other ATs, especially taking Epic Powers and the EATs into account. I mean my Claws/Elec/Mu Brute comes close to this already, as can Crabs, Huntsman, Forts, Peacebringers and Warshades.

    Obviously the EATs are more thematically limited which could matter to some people but other ATs can use Epic Pools, Power Pools and IOs to achieve the same things sorta too.

    It's a workable idea and could be balanced, I just don't see it offering much of a unique playstyle really. What would be the proposed Inherent?
    I understand what you mean upto a point.

    The reasons that I would be interested in a new AT like this are:

    Theme/Concept - EATS/VEATS are very limited in appearance and power choice. Personally this is the big one and the reason that I've never been able to make an Epic AT.

    Levelling - As you shown by your Claws/Elec/Mu, epics allow access to ranged damage for melee types and melee for ranged. This is very late game though and is fine if you play mainly at L50. For those that enjoy levelling, access to both ranged and melee damage early on would make for gameplay not currently offered by other AT's.
  15. Psiphon

    New AT

    Basically looking at a new damage AT.

    Primary - Damage
    Port over Dominator's Assault secondary.

    Secondary - Defence/Resistance
    Scrapper Secondary.

    The idea is to make an AT that can play in melee and range and have medium/high damage with the benfits of mez protection and good defence/resistance.

    The primary would need to have the powers modified to account for damage verses risk.
    Ranged powers do less damage.
    Melee does more damage.

    With the right modification of the primary it would allow people to make the Iron Man type character that does a mix of range and melee damage without being overpowered.
  16. Thanks for the details guys.

    I got a purple drop today on a closed book arc so confirms what you said.
  17. Quote:
    Originally Posted by BrokenPrey View Post
    Hi Guys,

    Can some one clarify a couple of points on Purple drops?

    I don't farm but I mainly solo my tanker at 0/8 to optimise the chances of recipe drops.
    Based on my experience I've found that in regards to purple drops.

    Radio missions - you dont get purple drops. Never ever had one.
    Arcs - with the book showing that the arc is open I've had loads of purple drops.
    Arcs - same contact but the book gone (contact continues to give missions) no purple drops.

    Is the above true or simply coincidence?
    I find it very strange that the moment the book disapears so do the purple drops.

    Thanks
  18. Malta don't appear to have much in the way of defence debuff.
    I've been running a Malta arc on my L50 SD/SS Tank without issue (+0/x8) - apart from the odd incident of being hit by an unseen Sapper.
    That was until last nighr anyway when the mission included Nemesis.
    Ran into a mixed room of Malta/Nemesis and used my usual attack chain of Foot Stomp, Shield Charge, Fireball.
    I checked my health after about 10 seconds and it was at about 50% and my defense was collapsing rapidly, I popped a couple of greens and oranges, a few seconds later the my defence was in the red as was my health. I died soon after thinking WTF!

    My DDR varies between 95% and 70% dependant on stacking.

    From what I saw both the Malta and Nemesis had Vengance and tore straight fthough my defense, Nemesis must have quite abit of Defense Debuff.
  19. I wouldn't pay too much attention to the animations at this stage, it's a promo video designed to show off the powers and make them look flashy. I doubt there'll be more than a passing resemblance once it hits.
  20. Quote:
    Originally Posted by Wuigly Squigly View Post
    Juicy Info:

    So after i17 we get GR, which im guessin will release with a small i18 update,
    and then in i19 we're getting:

    •Incarnate end game system: 10 new "Incarnate" levels with new powers, story arcs and other stuff I'm sure, we get a "taste" of it included in GR
    When they talk about Incarnate are they talking about new ATs or an option to build on existing ATs?
  21. Quote:
    Originally Posted by Rush_Bolt View Post
    Six of one, half a dozen of the other.

    It's got some range, which is good for Stoners in Granite.

    It's got some KB, which is bad for Stoners in Granite.
    Being Kinetic it could well be that there are variants of Siphon Speed and Fulcram Shift allowing a Granite to overcome it's negative damage and movement.

    Fulcram Shift variant in place of build up.

    Just speculating of course.
  22. Could it be the perect pairing for granite?
  23. Psiphon

    My Big Mistake

    Quote:
    Originally Posted by Xanerith View Post
    Alright well I think I'll put my earth controller on hold for now and probably try either a fire/plant/ill with rad as my secondary, though I am not really sure which one to choose from.
    I'd roll an Ill/Rad and a Plant/Storm. Both are very powerful combinations but have very different strenghs and weaknesses.

    Ill/Rad has good single target damage and is a great AV soloer.
    Plant/Storm has a lot of AoE damage.

    Both would be very good solo and on teams.