-
Posts
3613 -
Joined
-
While I don't share the rage, I did find the excited, upbeat tone of the server event announcements a bit out of place.
I was on Guardian as a refugee from a scheduled player event we couldn't have on Justice, because Justice was kaput. When the server event messages came up on Guardian, I had time to comment to my teammate, then we were both hurled into oblivion, and had to restart our mission from scratch.
Not a biggie, but worth a sigh. -
Well, this is a discussion we've had before, and there's a LOT of strong opinion on the subject. For your reading pleasure:
In you personal opinion (Toughest w/o Tier 9)
How Good is Willpower?
Toughest possible combination for hardcore play?
Selecting a primary
Willpower vs Invulnerability
My general sense of the consensus, such as it is, about the primary sets has traditionally been:
- Stone
- Invulnerability
- Willpower
...with the caveat that Inv and WP are very close despite a slight edge to Inv in typical play...
and then the field degenerates into arguments over Shield-with-HOs, Electric-with-IOs, Dark-with-IOs, and Ice-with-Hibernate.
There is a more solid consensus, however, that WP has a harder time holding aggro than most sets. It's doable, but it might be tougher for someone who's rusty, like yourself. -
I ought to mention that a lot of this discussion is theoretical. ALL Tankers can get the job done, and there are some sets that are absolute monsters with the right build, without suffering any of the penalties for Granite or Rooted. For most circumstances, sets like Invulnerability, Willpower, Shield, Electric, and Dark are more than enough tank.
Stone is sturdier, but for most content that sturdiness will not make much difference -- a live Stone Tanker is not defensively better off than any other live Tanker -- but a Granite Tanker will always be enduring Granite's penalties.
It's only for theory, edge cases, and deliberately seeking out hard challenges that Stone's extreme durability really comes into play. -
Quote:Shield can, if the player chooses, exploit a little trick with HOs to get more DDR, and with enough recharge, overlap applications of their click mezz protection power for even more. It's possible to get to the hard cap for DDR (95%) in this way. I personally choose not to use HOs in that way, but lots of people do, and I'm not saying they're evil. Castle, when he was here, at one point gave indications they were aware it wasn't working as intended, but so far they've given no indication it'll change.I don;t know what MA is going to offer in the form of DDR but Granite is actually marginally better off when it comes to DDr than Shield. Shield has 56.2% DDR and Granite + Rooted sits at 60.6%.
The Ageless Radial Ephiphany Destiny Power can help out here too but I think Rebirth would offer more survivability and the End isn't that important to a Granite Tank. With so few toggles to run, their end usage is better than most.
SR Scrappers can hardcap DDR right now with normal SO slotting -- I can't imagine SR for Tankers would be nerfed in that department, so they ought to be able to, as well. -
True, but Stone also has an answer of sorts to Psi. If you can live outside of Granite, running Minerals and Weave can get you above the soft cap to Psi with standard slotting. Not everyone takes (and slots) the other (non-Granite) armors, and the combination of all of them is only moderately tanky while being endurance-heavy...but you CAN be "acceptably strong to most damage and soft-capped to Psi," then toggle over to Granite's "fabulously strong to everything BUT nothing to Psi," as-needed. Or just drop into the non-granite armors + Minerals when the Psi gets too nasty.
Quote:Also worth mentioning is the fact that a Granite Tank has the best Mez protection in the game.
Another durability issue is defense debuff resistance (DDR). Granite's high resistance values make defense debuff less immediately fatal, but if you're wanting the toughest possible character, it's something to keep in mind. Stone tankers have enough DDR to help out -- the raw number is less than the soon-to-come Super Reflexes set, and less than Shield built with DDR in mind, but slightly higher than Invulnerability. Inv, however, can offset defense debuffs somewhat by saturating Invincibility with enemies, and thus can leverage its DDR better. But if you build a cushion somewhat above the soft cap (say, 50%-55% instead of 45%), a Granite Tanker will still resist debuffs reasonably well.
Rooted also has good end drain protection.
Remember, Stone gets this fantastic mitigation at a price. Stone Tankers in or out of Granite give up a LOT of mobility, even when slotted for runspeed bonuses. It's surprising how often the "cannot jump" issue crops up. And in Granite proper they give up significant damage and recharge. -
-
Quote:That's what I was trying to convey -- the 45% does not change.In terms of the time period from Issue 7 to Issue 18, after the critter accuracy change and before the introduction of the Praetorian class critters, the soft cap was spoken of as 45% defense, but it was also explicitly stated (by people in the know) that this was a "soft target" - thus the term "soft cap" - because even if you ignore tohit buffs which are uncommon, defense debuffs are extremely common and only SR scrappers can really ignore them for the most part - and not even they can if their defense is literally 45%. The defense to shoot for was 45% plus a buffer for defense debuffs, but that buffer was both situational and a matter of personal preference. So all we could say is the soft-cap was 45%, shoot for something at or higher depending on how much buffer you wanted.
I ignored debuffs in my post, because debuffs situationally move a character relative to the soft cap, but I don't consider that "moving the cap" any more than I'd consider slowing down my car to be "moving the speed limit."
Leaving aside the (highly limited) Incarnate Trials (and "DE-in-tip-missions-for-some-reason") change, your individual relationship to that 45% number, if you want a buffer against debuffs, may vary, but it's not sometimes a 41% soft cap and sometimes a 49% soft cap. In particular, I always try to correct the misapprehension that "you'll want more than the soft cap if you intend to fight +1 or higher enemies," which I see a lot. -
-
I'm not nearly so sure it's useful or helpful. See below:
Quote:Now, some def is nice in many situations, but I've been standing around with 120 def from buffs with nothing of my own, so sometimes any defense you bring with you will literally do nothing.Quote:If you want to rework your build, maybe use your second or third build to make a soft capped blaster you can... but that'll gimp your damage, which in my opinion, defeats the purpose of being a blaster.
Quote:Unless someone went out of their way to avoid any enemies with debuffs or self buffs, the softcap wasn't even a fixed point before. The truth is, when it comes to defense, more is always better
And the origin of the term "the soft cap" was because more defense was almost never better. More defense (than the soft cap) is often completely wasted. -
-
-
Not sure what you mean here. If you mean "the added speed as they ran from one guy they had attacked over to another guy," yeah, that's nice, but if you're under the impression "they attacked faster because of the recharge benefits of Speed Boost," you've misunderstood what you were seeing, as recharge buffs do not affect pets.
-
Quote:Everyone's already addressed the classic points. I'm going to opine that if such a change was implemented, you'd soon find it's not nearly as fun as you imagine. People tend to lose interest in grossly overpowered characters pretty fast, and grossly underpowered is frustrating. You'd soon find the forums full of suggested builds which would begin to seem a bit like the ATs we now know.I am guessing the idea of balance plays into powerset match restrictions. Once again balance trumping fun, in this case a BIG fun factor.
Eh, you can already make hundreds and hundreds of different character powerset combos. I dare you to level them all to 50. So there's already more variety than you or I will use. -
If they really want to make money from Freedom, they'll have an (expensive) option to remove the security chief missions. They'll make a mint.
-
Quote:I guess I don't understand this sentence. As I understand it, the Numina's, Regen Tissue, and Miracle uniques do not enhance the power itself at all, but provide a set bonus of +x% regen and/or end.The other procs(Numina's, Regen Tissue, Miracle)should all go into Health, as it's available whenever you exemp down unlike PP.
As a set bonus, it's available up to 3 levels below the IO level, even if the power itself is unavailable because you exemplared. So a level 15 Regen Tissue in Physical Perfection would grant you its fixed +25% regen even when exemplared down to level 12, despite Phys Perf being a level 44 power. So there's no incentive to put them into health just for the purpose of exemplaring, although having them in the form of lower-level IOs is better for exemplaring. -
Never have been a fan of this idea.
-
Nerf healing.
All of it. Regen, self-heals, team heals, inspirations, set bonuses, everything.
I've felt this way for years, but never really said it.
It could be done proportionally, I think, in such a way that it wouldn't really hurt any one character proportionally more than the others -- in a world of rare, weak healing, even a lesser empath would still be a godsend.
Damage, of course, would be nerfed commensurately, according to some kind of carefully-worked-out formula.
Why? Several reasons.
Healing is un-dramatic and antithetical to the idea of struggle and sacrifice. In the movies and comic books, the heroes always, as far as I can recall, always get beaten down and hurt/damaged/weakened, then struggle on despite their wounds and pain. They don't go ZING and fix everything every 15 seconds. We don't love Wolverine because he's instantly better after getting hurt -- we love him because he drags himself over to the big bad guy, bleeding and gritting his teeth in agony, and still gets the job done.
Healing makes it hard to defeat/kill players -- SO hard that the eventual solution in every game I've seen is to make damage so freaking huge and fast that the characters go down before the players can react -- because if they can react, they can fix almost anything. This is, again, totally counter to our dramatic stories, in which the heroes press on, injured or weakened, and are slowly driven to take more and more desperate risks. In what stories does the hero instantly fall so fast the reader sits there, stunned, and the tale is over?
Real life, maybe. But these are larger-than-life characters...this is a comic book, not the Battle of the Somme* or Cold Harbor**.
* Almost 20,000 killed and 40,000 wounded in the first 20 minutes or so of the attack
** 10,000 killed and wounded -- one historian estimates 7,000 fell in the first 8 minutes
Like any other player, I'm used to making sure my life and other resources are topped off at each pause in the action. But that occurs pretty much only in games -- not in fiction, fantasy, or real life.
It's much more interesting to have to decide whether to press on when injured, at partial capacity, or understrength. It's more dramatic AND more realistic.
I'm not sure the numbers I would use, but I would want the game to have less healing available less often, and I would threaten players with more gradual defeat, where they had more choice over how much to press their luck, where they had time to worry -- to turn back or to reject the safe course and press on in the face of difficulty and increasing danger.
There would still be Regeneration and Willpower and Empathy and all the rest; they'd still be the kings of healing...compared to other sets. They just wouldn't fix everything almost immediately and keep everyone topped off all the time.
Less one-shotting. If I can gradually wear down any player, any powerset, there's not so much need for gigantic attacks that will shred squishies, in an effort to even try to threaten the Tankers. Tankers will still outlast the others, even still ignore some threats, but it won't be quite so stark a difference.
It's more interesting when the players have to weigh the risk and have time to decide, even time to sweat, to dread, instead of instantly falling over and saying, "Dammit! I couldn't even react." It's more heroic (or more impressive villainy) to persist despite wounds and pain and win in the end, than to always be at absolute peak strength, freshly rebooted, every few moments.
Nerf healing! -
Well, if it makes any difference, I was definitely able to switch to a character on a different server, claim the e-mail attachments, and slot them.
-
I JUST e-mailed a bunch of items to myself...and there was NO 15-second delay. I did 8 in a row as fast as I could send them.
Was this changed in a recent patch? It makes sense to have the anti-spam delay, but not for items you mail to yourself (you can't harass yourself), so this would be a welcome change. -
I have a friend who insists the Controllers are "the highest-damage AT" when they get to the epic/ancillary levels.
I don't know that I agree, but I haven't really examined the issue. But with the containment bonus (which, frankly, is not especially a strong point for Illusion) high-level Controllers can do quite a bit of hurt. It's possible to have the bad guys holding their head s AND falling over.
Quote:That's the basis for most of my favorite characters. I like a good concept and name and nifty powers more than just a pile of points. Furthermore, I find I like playing with other players who are excited about their characters more than I care what build they're playing, even if there are "holes" in the team. For example, you wouldn't think a Fire/Stone Tanker is necessarily either an indestructible tank nor a damage king -- and you'd be right. But I've had a blast teaming with one recently because the player is so enthusiastic about that particular character. I tell my teammates to play whoever they want and I'll adapt.I was quasi-new when I made him. It was more of a "oooh THAT sounds cool" kind of thing.
Hey, it's the least we can do for someone who sounds like a regular guy. Actually, four regular guys, judging by your user name. -
-
Quote:I'm with the Lemur on this one. I was going to say "Claws/WP Scrapper...no, wait, Fire/Fire/Pyre Tanker...no, wait, Earth/Rad Controller...no, wait, Energy/Energy Blaster...no, wait, MA/SR Scrapper...no, wait, Inv/SS Tanker...no, wait, Ice/Storm Controller...no, wait, Arch/Dev Blaster...no, wait, Storm/Dark Defender...no, wait...the list goes on for a while.Nearly all of the time, it's whichever one I happen to be playing at that moment. That's a strong testament to how well made the ATs and Powersets are these days.
I often find myself logging on to a character just to check bids or badges or whatnot, and thinking, "Look at all these cool superpowers! Well, it won't take long to run out and try X," and next thing I know it's bedtime and I've just finished a Task Force with random strangers.
Sometimes it seems like changing AT and powersets really revives my interest in playing. for example, I'll go from a Stone/Stone Tanker to an Energy/Energy Blaster with no defense bonuses, or an Elec/Shield Scrapper. Variety is the spice of alts! -
Quote:You're making me want to pull my Ice/Strom out of retirement and respec her.What you will see is foes in the Arctic Air AoE act actually confused. They run towards you or your teammates, maybe attack, or maybe turn and attack one of the other foes, or maybe turn around to try to run out of the AA AoE, or sometimes go back and forth starting to run away and then starting to run to attack and then run away again.
Quote:You can use Frostbite to keep the foes in the area, but that kind of wipes out the "afraid" aspect of the power.
Oh yes, the proc makes it even better. I ought to mention I was using it during my low-level experiment described in the preceding paragraph.