Sailboat

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  1. Or at least slotting set bonuses for resistance instead of defense is. But in theory, it doesn’t have to be.

    Throughout the early years of COH, resistance builds generally were regarded as more solid than defense builds, but accumulated changes have reversed that, at least in the high-performance end of the game.

    My understanding of the situation is that Castle has implied that there are so many defense bonuses available that he thinks it’s a bit too easy to get significantly high defense on a character. I’m not saying, or asserting that Castle said, soft-capped defense is inappropriate for many characters…but it might be a little much seeing so many soft-capped builds that started out with no defense from powers at all. Furthermore, Castle didn’t say the Devs are considering changing the set bonuses to reduce the amount of defense available. Instead, if I understood him, he was implying that making an equivalent strength and variety of resistance bonuses available would be problematic because players could also stack in the already-existing defense bonuses and become even more mind-bogglingly strong.

    I understand that, from a game-design point of view, it’s desirable not to have too huge a gap in performance. But I think it would be nice if resistance builds were possible, without being overpowered. Ideally, there should be (at least) three strategies for avoiding damage (I’ll omit discussions of healing/regenerating, which is valid, but does not bear on my suggestion): pure resistance, pure defense, and a mix of the two.

    But how can we create a smorgasbord of resistance set bonuses that will allow resistance-based builds to accumulate enough to be roughly as well-protected as soft-capped defense-based characters can already be, without permitting stacked defense and resistance bonuses to grossly exceed the current paradigm?

    I believe a mechanism already exists that could be adapted to achieve this.

    This is difficult to explain, I hope I can make my idea understandable.

    Certain IOs are flagged as “unique,” and each character can only slot one of that IO. If you try to slot another one, the game won’t let you; the slots are grayed out and it will not work. And all set bonuses obey the “rule of five” where the game checks for how many of a given set bonus you have slotted, and only allows 5 copies of that bonus to work.

    Perhaps the defense set bonus IOs, AND the resistance set bonus IOs that already exist, AND the new resistance set bonus IOs that I am proposing be added, could all get some kind of similar flag on them that would recognize how many bonuses you already had slotted (like unique IOs do recognize themselves) and allow only a certain total value to be slotted (like the “rule of five” allows only a certain number of bonuses to be active).

    Exactly how this would work is a question for the programmers, and exactly what proportions of defense and resistance limits would be “fair” is a question for the game designers. I won’t venture any guesses.

    Would this be abusable? Yeah, probably someone will calculate some combination of defense and resistance through some oddball slotting that works really well. But people already do much the same thing with defense.

    I am not proposing making defense weaker than it now is, nor making resistance stronger than defense now is. I am trying to propose a balance. I am trying to propose more interesting choices among top-end builds. Right now “slather on the defense, because you can’t get enough resistance to matter” seems to be the consensus, and it’s less interesting than if there were more (valid) choices (in how to do this specific thing, reduce incoming damage -- I am not trying to denigrate other choices such as regeneration or recharge bonuses).
  2. Quote:
    Originally Posted by Mental_Giant View Post
    End Game content is an unqualified good.
    With the qualification that it renders current 50s substandard until they have gone through it.
  3. Quote:
    Originally Posted by Necrotech_Master View Post
    [*]blizzard (nuke with no target cap)[*]rain of arrows (very strong attack with no target cap)
    You said in another thread that RoA has no target cap. Are you basing this on City of Data?

    The City of Data page tends to be confusing about how it describes powers, but if you look closely, it has a link to "summons static object" for these powers which describes the psuedo-pet effects...and both of them (under the damage-inflicting part of the "static object" listing) say: Max targets hit: 16.

    I'm pretty confident these powers do both have a target cap of 16.
  4. I don't quite know what to think.

    Without having access to the ninja run power, I've played a travel-power-less build to 40, and frankly, I felt slow and somehow incomplete when teamed, and when solo, I was sometimes deterred from traveling to stores or just stopping off to check the market, because who wants to go all that way on foot? When switching over to my characters with travel powers, I immediately felt a small difference. Admittedly this may be psychological; as a slow player with many alts, over the years I've come to associate "level 14 and a travel power" with the start of a character's transformation into a true super.

    I've thought about buying the pack and putting Ninja Run on some of my characters. In some cases, it makes no sense at all character-wise. For example, Easter Island, the volcanic stone tanker, currently teleports -- how did you think the statues got where they now are? -- and would look silly. Great Goblin, the nasty little spines/dark armor Scrapper, could in theory use NR, but he has to keep Combat Jumping running anyway for Immobilize protection, and at that point it only costs one power pick and no extra slots to get Super Jump. The Last Minoan, minotaur with axe and shield, already has the fighting pool, the speed pool, the leaping pool, the fitness pool, two complete attack chains (single-target and AoE), and is soft-capped on defenses. He won't get much out of an ancillary unless he takes the third-tier power (like Fireball) but that would involve dropping THREE of his current powers, more than just dropping the travel power for Ninja Run. Some other builds are like that; there's nothing really compelling to take in place of the travel power...Caltrops? A self-res?

    My truly travel-power-less build would probably be improved by NR and will take it if I decide to spring for the pack. But WWII pilot Airacobra will never give up flight (I can just hear the team chat now..."Your name is Airacobra and you don't fly?") so that's another build where NR is moot.

    Some of my builds are jealous of NR's flip animation, but certainly not all of them...some are too dignified or too immobile.

    I guess that's what the Devs were shooting for -- a power that's helpful for some builds and desirable for some concepts, but not desirable enough to replace travel powers on all builds either from a game-mechanical or roleplaying perspective. So I guess they hit a pretty good balance point.
  5. I run across these things all the time. I've thought about starting a thread like this.

    I work in downtown Washington, DC. Every morning when I get on the elevator to the Metro (subway), I press a button that says "Mezz" (for mezzanine level).

    My work involves lots of documents that mention Tanks (storage) which are usually on farms (tank farms) and radiation, almost always abbreviated as Rad., and sometimes shields (radiation shielding).

    I will look around next time I'm at work and try to find some more.
  6. Quote:
    Originally Posted by Radubadu View Post
    HOLY CRAP!!! I didn't know you could change the animations I thought you could just change colors... now I just have to wait to go home lol.
    yeah, Martial Arts and Super Strength didn't really have colors so they gave us a set of alternate animations for each. So far it's just one alternate for each power. No word on whether even more alternate animations are coming for these sets.
  7. Quote:
    Originally Posted by Necrotech_Master View Post
    archery is a good attack set because rain of arrows has no target cap
    Say what?

    City of Data says this for the RoA pseudo-pet that does damage:

    Max targets hit: 16
  8. Glad to see Trip Mine mentioned. With a lot of recharge, you can put down a sifgnificant minefield without it being too burdensome, and even on teams you can often drop one or two before a fight without slowing people down.

    It's hysterical to do things like knocking a bad guy back with one mine and he lands on another mine (or more than one). Also, outside a certain range from you...60 feet, maybe? 80? Not sure...the mines will not detonate, even if someone steps right on them. You can use this by laying a tight cluster of mines and then backing way off...let a teammate (Tanker or some substitute) pile up a bunch of bad guys on top of the Trip Mines, and then you come running up. When you get into range all the mines go off at once, each one hitting all the bad guys...it's just awesome.
  9. Quote:
    Originally Posted by Radubadu View Post
    Couldn't agree more. However, when you say swapped to ground punch... can you do that?! If so I had no idea!
    It's one of the alternate animations for Super Strength in the power customization screen.
  10. Quote:
    Originally Posted by FourSpeed View Post
    3> Once done - you're done. Slot 'em and Forget 'em - they'll perform that
    well for the entire career of your toon, no management required. What's
    more, you'll have that level of performance as soon as possible, and it will
    be consistent along the way (unlike SO's which "oscillate" as you level).
    Case in point -- I have a level 50 Tanker who carefully frankenslotted slotted a bunch of 25 and 26 IOs as soon as he could. Some of them cost 50 Influence for the recipe and 5 influence for each piece of salvage (and more to craft, of course). That's stupidly cheap, much less than buying SOs. The end result enhancement in his attacks:

    95% damage
    95% recharge
    45% accuracy
    30% end reduction

    Now that he's 50, I could spend money and time upgrading that frankenslotting (can't improve on the damage and recharge much, but could pump the acc and end red up). But he gets global accuracy bonuses already, and the 45% acc is usually enough for me, so all I'd be doing is improving the end reduction, admittedly significantly (and/or adding some small set bonuses if I partially-frankenslotted).

    I get enough set bonuses elsewhere to meet my needs (notably, soft-capping the character's defenses) so there's no particular urgency to upgrade the attack slotting.

    So I could improve my endurance consumption. But since my endurance issues are manageable, so far I haven't bothered to upgrade this level 50 character's slotting. Still using the level 25-26 trash I bought almost for free, and still performing at a very high level -- higher than is possible with SOs, and not far below the highest performance possible.
  11. Quote:
    Originally Posted by MachineSlave View Post
    I Mostly Farm all the time, so i want a tank which can handle as much as possible
    If you mean "as many minions as the aggro cap" then I agree that's good for farming. However, in case you're implying "I farm all the time, so I want a tank which can handle as much incoming damage as possible," I feel the urge to nitpick. I frequently see players assert that farming is the ultimate challenge, or say "my character is super tough because he farms."

    That's silly. Part of "farming" (optimized volume killing for rewards) is to pick enemies who do NOT beat you within an inch of your life and use up all your resources. If you just barely survive each encounter, you won't be moving fast and you won't be ready for the next fight immediately. Therefore, challenges exist in the game which are much more difficult and dangerous than farming.

    Dedicated farmer characters need to be just tough enough not to be defeated by their chosen prey, and the rest of their build should be dedicated to defeating foes as rapidly as can be sustained over the long haul (usually with AoE attacks).

    I don't care if people want to farm, but it's weird when they act like it's the ultimate challenge. Farming is a routine activity (assuming you're doing it right) that most people do in order to acquire high-end items so they can do the tougher, non-farming content more easily/successfully.
  12. Quote:
    Originally Posted by Fireheart View Post
    You have Hasten, but nothing in your Primary or Secondary benefits much from Haste - except your slightly gimped attack-chain.
    I'd venture to say that Hasten benefits Healing Flames' recharge, which is helpful.

    I concur with you that it's a shame to miss out on single-target damage.
  13. Quote:
    Originally Posted by Hindenburg View Post
    Happy, you are over the soft cap as is..your at 45.5% avg on all positional defenses. Actually with CJ turned on, you are closer to 48%..

    I would definitly remove the 3rd slot in your passive skillz (Agile/Dodge/Lucky), its only giving you 0.5% def.
    How would removing that third slot in the passives impact his defense debuff resistance?
  14. Blueside recipes:

    28 Mocking Beratement taunt/rech/range
    28 Reactive Armor rech/res
    26 Steadfast Protection -knb
    34 Scirroco's Dervish dmg/end
  15. Quote:
    Originally Posted by Umbral View Post
    */Invuln isn't nearly as bad as it used to be since the change to Unyielding. I'm actually considering making my next Tanker an Invuln/Mace because, after playing with the numbers on a few Scrappers and Tankers, I'm really starting to think it could be fun to play and tough to kill.
    I'm a convert to Inv/ on Tankers. I also have mature Shield, Fiery Aura, and Stone Tankers, and I have fun with all of them...but for certain kinds of ears-pinned-back heavy combat I find the Invulnerability set the most fun.
  16. Quote:
    Originally Posted by Werner View Post
    Heh. While there might be a build out there to do so, that's really not my goal. My goal, if you can even call it a goal, is to have fun with it from 1-50.


    Well, but Crippling Axe Kick is only a single enemy, and Burn is an AoE, so I don't think of that as much synergy. We also discussed which epic I should take to make sure I didn't pick up any synergies. Body is out, because I'll really need the extra endurance it provides. Darkness is out, because you can leverage Tenebrous Tentacles and Burn. We might have said no to Weapon, because of Caltrops and Burn. So I think it's supposed to be Martial Arts/Fire/Fire to avoid any synergies.
    Fireball/Fiery Embrace might count as a synergy.

    You could just take an epic and avoid taking the synergistic powers -- like Darkness mastery and just taking Torrent.
  17. Quote:
    Originally Posted by Umbral View Post
    You obviously don't know how fear actually operates then
    "I don't know the meaning of the word 'fear' !!! Or 'feast,' 'feat,' or 'February'! I'm going to have to get that page replaced in my dictionary, I guess."
  18. Well, you don't need to "take" anything to the tailor.

    Make sure you have the recipe itself, the ingredients, and the influence. Go to a crafting table and craft -- the recipe and ingredients will disappear.

    Now go to the tailor and select the wings options pulldown and you'll see the tech wings.

    Good luck, and if I have misunderstood your issue, please clarify.
  19. Last night I saw there were only 17 Psionic Threat Reports for sale Blueside. I put one up for sale (which I had purchased for 5 influence) and it cleared for 950,000 influence within minutes. That's 190,000 times what I paid for it.

    I'm not really bragging about it, as it was pure luck -- none of the other sales that I saw were for anything close to that much, so maybe it was an extra-zero typo. But it wasn't completely impossible that someone paid that much intentionally, as a lot were going for 200,000 in the same time period.
  20. Quote:
    Originally Posted by AWishForWings View Post
    I already own a Spines/Fire Scrapper but I feel the damage is kinda low.
    If a Spines/Fire feels low damage to you, I don't think I can help.
  21. Check out this thread dedicated to people helping out folks stuck for costume ideas or seeking better-looking costumes. Post in there and you'll get help.
  22. All Blueside.

    Recipes listed:

    Two 29 Entropic Chaos dmg/rech
    26 red Fortune def/rech
    35 Dampened Spirits to-hit debuff/rech
    35 Perfect Zinger chance for Psi dmg

    Recipes sold:

    35 Ghost Widow's acc/hold/rech: 150,000
    35 Entropic Chaos chance to heal self: 2 million
    35 Analyze Weakness acc/rech: 44,444

    Crafted IOs listed:

    29 Befuddling Aura Confuse/rng
    35 Devastation acc/dmg/rech
    35 Decimation acc/dmg/rech
    35 Touch of Nictus acc/heal

    Crafted IO sold:

    35 Decimation Chance for Buildup: 5 million
    30 Crushing Impact acc/dmg/end: 8 million
  23. I have Dark Mastery Torrent on a character. But it's strictly for concept. I decided to take it after playing with the holy shotgun shells temp power -- cone knockback amused me so much.

    I found a use for it -- in AE missions, when a custom boss hits Build Up, he will hit right through my soft-capped defense (MA/SR). A single hold won't neutralize a boss. But most of them can be knocked back, and then I keep them at arm's length for ten seconds until Build Up expires.

    And one time I blew some baddies off a ledge while they were smashing one of the Blasters into the red. But that was the only time I ever felt like it saved a teammate from defeat.

    Note that, as MA/SR, the character is primarily single-target focused anyway, and is used to chasing things Crane Kick knocks back, or using positioning to nullify the disadvantage of knockback. Scrappers with more AoE may find Torrent more disruptive.

    The build predates Physical Perfection being added to the Scrapper epics. Also, I did not have room for a third-tier power like Energy Torrent. If I did have the power picks to spare, I would seriously consider respeccing into Physical Perfection and Energy Torrent.
  24. For what it's worth, I feel that most Blasters shoot too early.

    Right after they have burned off their best attacks, assuming they didn't take the alpha and die outright, all the debuffs and controls start to take effect. Now the enemies will take lots more damage and not fight back...if and when the Blaster's good attacks recharge.

    The time you "waste" positioning yourself gives your team time to put their powers into effect and prepare the battlefield.