Rush_Bolt

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  1. Quote:
    Originally Posted by Ultimo_ View Post
    Same amount per endurance used, yes. For instance, if Defenders currently do half as much damage as a Blaster, that means they're using twice as much endurance. Worse, they have toggles that Blasters don't generally have. That reduces their overall ability to defend themselves.
    For the sake of conversation, I'm using made up values.

    Currently, a Blaster spends 1 END for 10 Damage. A Defender spends 1 END for 6 Damage.

    Under your system, a Blaster would spend 1 END for 10 Damage and a Defender would spend 1 END for 10 Damage.

    Am I understanding you correctly?
  2. Quote:
    Originally Posted by Ultimo_ View Post
    1) Standardize endurance costs across all power sets. The amount would need to be determined, but it should be something that will allow all ATs to use the same endurance for the same effect (eg. use 20% endurance to defeat a "standard" spawn of 3-4 Minions/Lts.
    Doesn't this effectively make everyone do the same amount of damage?
  3. Quote:
    Originally Posted by EricHough View Post
    For all of those pointing out how much redraw is in traps I have to re-iterate that most trap laying is done at the beginning of combat - so the actual redraw when it matters is going to be fairly low. You lay down your caltrops, drop an acid mortar then open fire - or you summon your seeker drones to absorb the alpha, drop caltrops, and so on. FFG has a long enough duration that with a little care you should never need to summon it in the middle of combat - barring an AV fight or something similar. Web grenade is about the only power that sees a lot of use in the middle of combat and any other secondary that has a single target immobilize or hold (dark say) is going to invoke as much redraw.
    True. I ranked it based on the raw amount of redraw there'll be, not really on how intrusive it is.

    The thing with Traps is... you're going to use them in every. Single. Fight. And that with slotting, Acid Mortar, PGT and Trip Mines will all be up again in an extended fight (read: AVs). Since the first two are significant debuffs, they're far more potent to put into play than some of the attacks so redraw in those cases is likely.

    Hey... at least it's not Kinetics level of redraw.
  4. Offhand, yeah, FF would be the least redrawy.

    Looking at the (De)Buff sets to pair up, I'd say it'd go like so, least to most:
    Force Fields
    Sonic Res
    Radiation
    Dark Miasma
    Thermal
    Storm
    Cold
    Empathy
    Traps
    Trick Arrow
    Kinetics


    As for Blaster secondaries, I'd wager:
    Devices

    Everything else.
  5. The Brute is 850. But technically speaking, the gaps are much closer.

    A Brute's Melee Damage Mod is .75, whereas a Scrappers' is 1.125.
    .75 x 850% = 6.375

    1.125 x 500% = 5.625

    Less than a 14% difference between the maximums.
  6. Rush_Bolt

    Blaster weapons?

    Quote:
    Originally Posted by Krowseye View Post
    Would it be possible to have a blaster that used a sword or axe to shoot their attacks?
    Hmm... I think you might be on to something.
  7. Quote:
    Originally Posted by Oedipus_Tex View Post
    If the answer is that "it would make enemies go flying" then I have to wonder what is so different between Sonic Repulsion and Repulsion Field. I have and use Repulsion Field on my FF and enemies don't get flung all over.
    Just for note, the biggest difference is that on Repulsion Field, you have complete control over how and where it's used.

    As Sonic Repulsion is a toggle you place on an ally, you only have control over when it's used. To utilize it to the same level of extent as RF would require a great deal of teammate micromanagement.
  8. Quote:
    Originally Posted by 1VB_FIST View Post
    Well, if pistols get selectable ammunition types, lets hope that AR does as well.
    While that would be very nice, it's also very unlikely.

    Current speculation is that Change Ammo is an actual power in the Dual Pistols set. Adding that into Assault Rifle not only breaks the cottage rule, it bulldozes it and builds a freeway bypass.

    Also, has any pre-existing set been changed when a new mechanic/trick is debuted in a new set?
  9. I'm not sure I like the decrease in -RunSpeed for Glue Arrow and the addition of -ToHit in Disruption is a little Wut?, but overall I think these are good ideas.
  10. Yeah. Defense means avoiding damage. Resistance means reducing damage.
  11. I'm pretty sure I'm going Blaster for my gunslinger. Also sure that I'm starting Praetorian and going Villain.

    Just haven't figured out if I want Energy Melee or Devices.
    EM for the great self-buffs, Dev for the concept and tricks it's got.

    Thinking on Devices, I wonder if Targeting Drone will buff up Pistols the way it gives Sniper Rifle a little bonus damage. I doubt it, but you never know.
  12. Quote:
    Originally Posted by taekoUSA View Post
    When Rogue goes live, the traps Defender will get pushed up by the Traps MM...
    "Pushed up"? I'll assume you mean, "pushed out," aka supplanted, replaced, whatever.

    In response: HAhahahahahahano.
  13. Quote:
    Originally Posted by Trickshooter View Post
    I'm... of the opinion that asking for buffs to a set that's already potent isn't really necessary (Traps, that is, I don't know much about Devices).

    Rad and Dark have lengthy animations, too, but I wouldn't go asking for them to be sped up, you know?

    Despite what should be shortcomings for the set, it still works really, really well. Sort of like Spines.

    Edit: Also, I don't think any Regen buff/debuff values change based on AT.
    I agree.

    Those suggestions are all tweaks. Not fixes and, yes, not necessary. They're in the "It would be very nice if..." category. If the Devs do put them in, I'd say, "OMGAwesome! Thank you, Devs!" But if they don't go in, I'm not going to go all, "OMG Devs suck!" because, well, that's dumb.

    Traps, as is, is a good set. It's really, really good. I prefer it on Defenders because it's even better and the playstyle's just right, but it's good overall.

    So I accept that these probably will not happen. But like I said, it'd be nice if they did.

    Either way, I'm gonna keep playing it.
  14. I wouldn't go that far, Lin.

    We (RO) are able to "disprove" things because we stack them up so much that the game bends over backwards for us.

    Rains? One rain isn't going to do much. 8 rains is going to ruin any spawn's day. And even then that's more due to the -RunSpeed in it to keep things there.

    A Defender can only go so far.
    MANY Defenders... well, that's us.

    A better lesson to learn is the mechanics involved and how to use them to their fullest. And to tie this back into the discussion at hand, Time Bomb's mechanics are not exceptionally team-friendly.
    Can the mechanics be manipulated enough to make it effective? Yes.
    Could it likely be done easier and faster other ways? Most certainly.
  15. Yeah. Traps' animation times are all over the place.

    Hopefully the Devs will give this a look over and with even more luck, maybe we can get some changes for us and Devices.
  16. Quote:
    Originally Posted by taekoUSA View Post
    Easy Fix to a Traps defender is to make Poison traps a range power. Make it a something the defender can just toss on the ground with in a 10 ft radius... like a grenade. You drop in on the herd, it triggers off....boom. If you do this with the Def Traps set it would make it more workable. I would not recommend doing this for MM or other ATs, just Def.

    Having to walk up in the middle of all the may hem and drop a trap in the middle is not good for a Def that can't heal.
    Looking over this caused me to go back and dig up my list of suggestions for tweaking Traps when it was still in this latest Closed Beta. Overall, Traps does not need a fix. Could it use tweaks? Yes. But nothing about it is broken and would necessitate a fix.

    I still stand by my list though, mostly because all the changes are not revolutionary but are mostly just cuts to animation times that I felt (and still do) were a bit on the long side. Any others I suggested were putting the powers on their proper footing in comparison to other similar powers.

    For reference, my list:
    Quote:
    Web Grenade - Decrease cast time to 1.17s. This should be crossed over to Devices/Web Grenade as well. This brings it in line with Blaster Secondary Immobilizes AND shaves some time off a rather clunky animation.

    Caltrops - Increase -RunSpeed to .9. Again, cross over with Devices/Caltrops as well. This brings it in line with other AoE Slows (Glue Arrow, Ice Slick, Quicksand).

    Caltrops - Increase Radius to 20'. Currently, at 15' Caltrops is the smallest AoE Slow available: Quicksand/Glue Arrow/Ice Slick are all 25'. Again, cross over with Devices/Caltrops version.

    Triage Beacon (Defender version only) - Increase +Regeneration to 200. This brings the power in line with other changes made to powers to maintain 1/.75 "rule."

    Acid Mortar - Reduce cast to 1.83s. A 2.17s cast time for what could be seen as the most used power in the set is a bit hampering toward fast moving teams.

    Poison Gas Trap - Reduce cast to 1.83s. Again, 2.17s is on the longer side of things; it's actually longer than the majority of Controller/Dominator AoE Holds' cast times.

    Seeker Drones - Not a change, per se. Currently, there's a noticeable lag between when the cast time ends and when the Drones become "active." Can this be reduced/eliminated?

    Trip Mine - Reduce cast to 3s. 5s cast is exceptionally punitive and puts the player at excessive risk should a mine be attempted to be placed within melee range; even if all aggro is currently controlled via tanking. Cross any changes over with Devices as well.

    Trip Mine - Reduce interrupt period to 2s (3s also acceptable). Either that, or allow -Interrupt enhancements to be slotted. Cross over with Devices/Trip Mine.

    Time Bomb - Reduce cast to 5s. A 9s cast time (according to in-game numbers) is completely unacceptable. Cross over with Devices version.

    Time Bomb - Reduce interrupt period to 4s. 8s of interrupibility, again, is not conducive to team play. Either this or allow -Interrupt to be slotted. Cross over with Devices/Time Bomb.
  17. Quote:
    Originally Posted by Oliin View Post
    Who knows, it's certainly not one of the buffs they fired off in the demo though.
    Yeah. I pointed that out in the Hero-Con thread.

    So if somebody's got information that DP does have Aim, it'd be new news. For now though, I'm currently going on the assumption that Change Ammo is replacing Aim in the set.
  18. Most of my current characters will stay as they are. Only my Elec/WP Stalker will be turning into a Rogue.

    I fully plan to roll up a ???/Elec Dominator to go full Hero, a PB to go full Villain and a Dual Pistols Blaster to go Vigilante.
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    Well, other than it apparently has Aim in it, which is good.
    It does?
  20. Quote:
    Originally Posted by Horusaurus View Post
    I talked to the devs quite a bit about it. Dual pistols has a lot of very speedy attacks. The pbaoe is it's tier 9, no it does not have an end crash, similar to rain of and fullauto.
    Interesting. I thought as much.

    Judging also by how often it was used, it'll be the lowest damaging "mini-nuke" but also the fastest recharging. Seems like Dual Pistols might be exactly what I expected: "the Claws of ranged sets: Fast, cheap attacks that recharge quickly."
  21. Quote:
    Originally Posted by Westley View Post
    *looks up at the pages of posts about how wonderful Traps is*

    Nah.... I don't think I'll run one, it's too popular.

    Where's all the UNpopular sets nowadays? I don't really see any!
    Go roll up a Thermal/ Defender. Never seen one of those around. Must be pretty unpopular.
  22. Woots! Going Rogue just keeps getting better and better.

    The more I hear about it, the more I want it!
  23. Quote:
    Originally Posted by MinMin View Post
    Mind gets Mass Confusion at 32; I think you meant Mass Hypnosis.
    Blarg. Yeah. Meant one thing, typed another.
  24. Rush_Bolt's Guide to Picking Teammates - Blaster Version
    Q
    . Can you kill things?
    A. Yes

    Congratulations, I want you on my team!

    This has been another edition of Rush_Bolt's Guide to Picking Teammates.



    So, um... yeah. Anyone who turns down a Blaster because they're "single target instead of AoE" is a dummy.
  25. Quote:
    Originally Posted by Soulfire_MxO View Post
    What I'm looking for is feedback concerning both powersets
    Gravity's a tricky one: It blooms late and even then it's so-so. Thanks to the buff to Lift (finally!), it's got a really nice early game damage-dishing ability which can go well with Psi's early bloomer, Mind Probe.

    If nothing else, Gravity will give you a very loose build to play with (since a lot of the powers in it are rather... well, no, on Dominators). Definite pickups are Lift, GravDistort, GDF, Wormhole and Singy. Ah, Singy... one of the best pets you could ever ask for.

    Psi's a little slower these days, but makes up for it by packing a melee that hits like a bloody truck: Mind Probe. Drain Psy will help alleviate the inevitable END crunch of running full bore and PsyScream and PsiShock will be good assets for mowing down the softer parts of spawns.

    Quote:
    and ESPECIALLY why the general feeling seems to be that Grav isn't on par with other primaries. Any help would be appreciated, thanks.
    Gravity is generally seen as lacking because:
    A) No per-spawn use control tool until 26. Earth has Stalagmites, Fire's Flashfire, Ice's Slick, Mind's Mass Hypnosis, Plant's Seeds: All of them are at or before level 12.

    B) Little to no AoE potential. Aside from the Hold and Wormhole, Gravity's only other AoE tools are Crushing Field and Dimension Shift. Not even gonna go there.

    C) Gravity was the ST Damage set of Control sets. Dom's don't need ST damage since they've got an entire secondary with tons of it.