SinisterDirge

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  1. Quote:
    Originally Posted by Zaloopa View Post
    I believe someone also said they're working on making the turnstyle work in missions as well, so you may not be limited to street sweeping either.
    It's about ******* time. This is the single biggest issue I have with the bloody thing. Thanks for being the bearer of good news.
  2. Quote:
    Originally Posted by Benchpresser View Post
    I think someone on the Dev staff liked Marvel's whole Skrull Invasion/Dark Reign/Siege storyline a bit too much. BUT if they are shifting back to more individual hero focus that made this game soo good it can only be a GOOD thing.

    This gives me a hope that when the Battalion arrive the Devs can strike a balance between the 2 foci- a couple larger raids to beat off the Battalion's big attacks and then "street-level" encounters with the city's heroes fighting individual plots.
    Agreed. I think the thing that bothered me the most about the incarnate system is that when it was released, the Devs seemed honestly suprised that there was interest in a solo path. It showed a shocking disconnect with the playerbase.

    What I am appreciative the most on this new solo path, is I can street sweep in the incarnate zone while que'd up in the turnstyle and if no trial actually starts, I won't be frustrated that I haven't made any progress at all.

    I really hope the coming storm has the same options from the start without having to wait 14 months before a solo path to enjoy the content is released.
  3. Quote:
    Originally Posted by ClawsandEffect View Post
    Maybe they won't sell your credit card information on the black market. But willingly giving them the opportunity to do so because you're too lazy and impatient to earn influence yourself is just....to put it bluntly.....pants-on-head stupid.
    Couldn't agree more. If there is one thing I have learned, it's that there should be more pants on the heads of people walking around.

    If I see a free player even considering the idea, I would happily give them the 25 million to cap them.
  4. Quote:
    Originally Posted by ClawsandEffect View Post
    If you use an RMT site to buy virtual items/cash in an MMO, they can sell your credit card number immediately, and the purchaser will have up to a month to use it for anything they want before you'll even know you've been ripped off. And even if you catch it within a few days, as long as whatever they bought has been shipped the crime has been committed and they will most likely get away with it.
    I don't know how it works for other people, but if my card gets used in a way that doesn't fit my profile( whatever one they have built up around me) the card gets declined. Sometimes it is a pita, but it is there to protect them more than me and I am thankfull for it.

    Not condoning anything here mind you, on either side.
  5. Quote:
    Originally Posted by FredrikSvanberg View Post
    I decided that debuffs would be more useful for the purpose of weakening your target in preparation for an assassination, and to make the Stalker more desireable on a team.

    The game already has melee blasters. They are called Blasters.
    Would the debuffs not knock you out of hide?
  6. Quote:
    Originally Posted by FredrikSvanberg View Post
    I like Redlynne's idea for "critical placate".

    I would scrap the AT entirely and replace it with a melee/support AT with similar mechanics; hide, AS and placate remain, but the secondary would be a new kind of powerset that merged defenses and debuffs, similar to how Dominator Assault powersets merge melee and ranged attacks.

    Hide would be an inherent.

    The secondaries that immediately come to mind are:

    Dark Miasma/Armor

    Poison/Regeneration

    Storm/Electric Armor

    Radiation/Energy Aura

    Kinetics/Super Reflexes

    Pain/Willpower (with fewer heals and more debuffs)
    Very interesting idea. What about instead of debuffs though, make the AT a melee blaster for real and have the secondary a mix of ranged attacks and defensive powers.
  7. Quote:
    Originally Posted by Ishaila View Post
    Poison Trap is not skippable by any means. Its a very potent tool.

    Arguably, the only powers that you could skip without gimping yourself is Trip Mine, really. I personally like the Triage Beacon, given i'm a MM and don't have a means of healing save my Aid Other/Aid Self, and my incarnate buff.
    I would skip detonator before trip mine every single time.
  8. Sorry. Unbreakable constraint.
  9. Quote:
    Originally Posted by evertheskeptic View Post
    Is it worth slotting the whole Lockdown set in Poison Trap?
    You could... Depends on what set bonuses you are chasing. I like 5 grav anchors and the lockdown proc myself.
  10. If you want aoe death machines, spines/ fire, dark, or elec. Extra points for fire.

    If you want spines with less end issues, willpower or regen. Seems like you have the differences figured out.

    If you want a little extra survivability, invulnerable.
  11. Well, put together a build in mids today. Just updating my previous post.

    1) layered defenses are always über. I don't have mids in front of me, but I am unsure if you can layer enough to make that much of a difference. I can take a look at that tomorrow.

    - This is indeed the case, for me at least. There is not enough layering for me to be comfortable relying on it.

    3) The bots do more than enough damage to take out the hard targets. The trick is keeping them alive to let them. With Scorpion shield, you may be able to softcaped, again, need to load mids up for that. A resistance shield may take you further as it will stack with sonic.

    -You can indeed softcap with your prot bot bubble. However, the bots will neither be at the softcap, or resistance cap.

    With a resistance shield, you can be capped and it is trivial to get within one purple insp. of the softcap. That makes you a little tougher in my mind. The bots will still be very exposed though. keep the mobs on you, and it shouldn't be that big of a deal

    A word on a demons/thermal pairing. One of the reasons why it works so well, is because thermal shields stack with your buffs from your demons. A demons/sonic would have very nearly identical synergy with the resistances, but you may be wishing you had some of thermals debuffs.
  12. SinisterDirge

    New Archtype

    Quote:
    Originally Posted by Leo_G View Post
    Exactly the point, really.
    No, my point is to take existing combinations in the game to fulfill this need for an highly survivable ranged damage toon. Not create and balance a brand new AT in order to fulfill a role that is already viable by multiple AT's already.

    What this suggestion is seeking is a ranged toon that rewards lazy play. The suggestion is not interested in tanking for a team, or grabbing aggro from a squishy player, or even positioning oneself to properly use a cone attack. This suggestion is requesting the ability to attack without any thought put into approach or anything. It doesn't want to drop a debuff that allows it to walk into the spawn unscathed, it doesn't want to have to chase a destiny buff that allows mez protection. All it wants is to toggle up and fire at the mob from a distance, and if anything sneaks up behind it, it doesn't have to worry. Who cares about situational awareness right? In order to balance this AT it would have to do less damage than a defender and in order to make it seem like it isn't doing crap damage, it wants a fury mechanic. Can't wait to get on a team with people this AT appeals to.




    Quote:
    Because you're not thinking outside the box?

    Honestly, I'd suggest thinking of the general concept of the AT (a sturdy ranged fighter) and start building the AT from there, starting with perhaps the limits of what you think the AT should be able to do...
    Honestly, I'd suggest making a suggestion in the suggestions and idea's sub forum.

    It is all well and good that the op claims that yes, it is currently possible, but it is not what he is actually looking for while giving examples of horrible tactics(laying a mine field) and is shocked that here in the archetypes and powers discussion people are actually giving recommendations on how to fulfill his wishes while using what is already available and just changing ones tactics. Shocked!

    Quote:
    First, I look at the AT of Tankers. I like Tankers. No one seems to think they're overpowered. They're the most upfront survivable AT there is and the damage they are capable of isn't bad at all. They may not outstrip other ATs but considering half the time they are in no danger, it more than balances out. Conversely, look at Masterminds. Probably more survivable than Tankers but can do more damage + buff the team some with the downfall of requiring the management of a bunch of pets.

    So, the way I see it, you've got two flavors of 'Tanking'. The straight-forwardness of Tankers or the more complicated yet more diverse Mastermind.

    Why not add a new flavor of 'Tanking' that differs from the 2 we have? I mean, we practically have 3 flavors of 'melee' and 3 flavors of 'blasting', this suggested AT can have capabilities lined up with what a Tanker can do but still not overtake what a MM can do with its variety...think, if Tankers can do their thing but with the option of being at range, is it somehow unfair to be able to do that when you've got Scrappers and Brutes able to survive similar levels of punishment but do so much more damage?

    Same justification for this hypothetical AT. A ranged Tanker, so to speak. With the same general offensive capabilities of a Tanker with the added utility of range.

    So then why play another melee over this AT? Specifically Tankers? Well, Brutes and Scrappers can still output more damage than a Tanker period. That is why you'd play a Brute/Scrapper in that instance, because they do more overall damage. Why play a Tanker over this new tanker type? Easy, because the main advantages of a Tanker (taunting) would come from being close while this new AT could have advantages by being far. It adds a layer of complexity over a Tanker that makes room for the new utility but puts its tactics at odds with itself in some scenarios. Not only that, but consider that buff and damage auras in armor sets only provide their effects with foes nearby...

    Inherent power can be something like 'Brace for Fire' or some such where one needs to be planted in place for a time (near the ground) for 'some benefit'....Hmm...

    Archtype: [Insert Name]
    Primary: Armor
    Secondary: Blasts
    Epics: Some control and melee attacks
    Inherent: Buster Shot, a passive that boosts range and attack strength while 'Brace for Fire' is unsuppressed. Adds a massive taunt to sniper attacks and makes them uninterruptible.

    Primary Armor would be straight forward and on level with Brute but with HP of Scrapper.

    Epics would basically be a version of the melee pools but with the ranged powers replaced by melee powers.

    The secondary...would be different. On par with a Tanker's melee attacks. The control power (the stun/hold/etc) of each set would be replaced by Confront, a ST auto-hit taunt that has longer range. The Snipe would be upgraded to do heftier damage, taunt in a wide range when used from ranged and be uninterruptible when one has 'braced themselves' for the shot.

    Sets without snipes will have a power altered into one (Ice Blast and Sonic would probably lose control powers for it).

    Aim is replaced by 'Brace for Fire', a unique taunt aura toggle that works similar to Fury in that, when you turn it on and *stay still* for a time (the bar will fill up when you stop moving near the ground), the toggle will grant you extra range on your attacks and add 'Buster Shot' damage (a static amount of extra damage, like a proc) to all your ranged attacks. However, once a foe get within melee range (15ish feet) your aura will catch them and the majority of your range is suppressed except your snipe, which will be unable to be interrupted if you have braced yourself.

    So a hypothetical blast set would be....

    Radiation Blast:
    1. Neutrino Bolt (ranged minor energy dmg, -def, *special* +range, Buster Shot proc)the range of pretty much all the attacks, with a foe in melee range is 30-45ft. with no foes nearby, it is regular distance
    2. X-ray Beam Eyes (ranged moderate energy dmg, -def, *special +range, Buster Shot proc)
    3. Irradiate (PBAoE moderate energy dmg, -def, *special* Buster Shot proc)
    4. Electron Haze (Cone energy dmg, -def, knockback, *special* +range, Buster Shot proc)
    5. Confront (ST long ranged taunt)
    6. Brace for Fire [replaces Aim](self toggle, +ToHit, improves Buster Shot proc, PBAoE taunt)
    before one gets this power, the AT will have very short range all the time and the Buster Shot proc will fire randomly and at a lower frequency. With this power, a 'fury bar' fills up when you stop moving until full, then a 'Braced to Fire' status is gained which boosts range when no foes are nearby, Buster Shot improves in frequency and snipes become uninterruptible. If you move from the first location you braced yourself at, the bar goes down relative to the distance. Nudge yourself left, right or forward a dozen feet and the bar only goes down a little and will quickly refill the instant you stop moving. Bust out into a full Super Speed sprint or TP 200+ ft to another spot and the bar bottoms out.

    you could actually skip this power if you were fine with the shorter range, didn't feel like dealing with the 'have to stand still a moment' mechanic or don't like using snipes.

    7. Proton Volley (Sniper, Extreme energy damage, -def, AoE taunt, *special* +range, Buster Shot proc)
    8. Neutron Bomb (Ranged TAoE, moderate energy dmg, -def, *special* +range, Buster Shot proc)
    9. ???
    It would seem that people are forgetting that when the brutes, masterminds etc, were conceived, it was for a separate game. Yes they are available to both factions now, but I imagine they would have approached the creative process differently had they thought cross faction possible. If we are going to make a new AT, make it something different.

    Sounds like an idea that you have put some thought into and it might just do well in the suggestions and idea's forum. This however is a very far cry from what the op is interested in. This toon sounds like it might actually need to use tactics in order to leverage its strengths. It sounds like it might be interesting to play.
  13. Quote:
    Originally Posted by Mr_Grey View Post
    Also, I don't understand all of the Statesman hate that permeates the playerbase. Usually it sounds like the typical "Screw you, Father/Authority Figure!" response that usually comes out of know-it-alls, and other times it's just nimrods who refuse to segregate character from creator
    For me it's that he is a Mary Sue that I haven't actually seen him do any of this cool **** he is supposedly capable of.
  14. 1) layered defenses are always über. I don't have mids in front of me, but I am unsure if you can layer enough to make that much of a difference. I can take a look at that tomorrow.

    2) Correct, but don't forget your prot bots can't bubb themselves either. 11% is the enhanced defense they cast.

    3) The bots do more than enough damage to take out the hard targets. The trick is keeping them alive to let them. With Scorpion shield, you may be able to softcaped, again, need to load mids up for that. A resistance shield may take you further as it will stack with sonic.

    4) as long as you can keep him alive, sure, but really, assbot is at home firing from range. You may want to consider both aid other and repair in order to keep him upright, further stretching your power options.

    5) these two sets don't really synergize well IMO. When layering defenses i try to maximize one layer before building on the other. I am unsure whether it is possible to get either high defense or high resistance here, or just midrange on both. Usually I build my mm's so I take the aggro, and let the pets do their thing. I would not be confident I could do that here. Again, would have a better idea after I load up mids.
  15. Everyone but States. Sure, he knocked the mothership the **** out, but what has he done lately?
  16. SinisterDirge

    New Archtype

    I disagree it would be a tankmage. I think in order to balance the idea, the damage would have to be piss poor without the benefit of debuffs to compensate. That screams an AT that will take more time to take out a mob than I am interested in. That is why I would rather have the devs work on something a little more interesting than a big burly pew pew pewer.

    As far as the concept thing goes, I think the easiest path to disapointment is expecting the game to conform to your concept. It is much less frustrating if you build a concept out of tools that are already available in game. If the game at some point adds something that fits your concept even better, how cool is that?
  17. SinisterDirge

    New Archtype

    Quote:
    Originally Posted by Eldagore View Post
    Not really. Sure you need to get in range but thats hardly positioning. And you dont need to position for a ranged attack, thats the whole point. they work just as well from max range or from 5 feet. Do scrappers need to move 20 feet every time they use focus?
    Should tanks be switching targets constantly and be aware of where the spawn is in order to maintain aggro? Should scrappers be taking out the problem mobs first before their end can be drained or the mob bubbles the spawn? Should the brute not make sure that he is in the middle of the spawn to maximize aoe's? Do any of them not position themselves for cones? This idea that melee toons don't and shouldn't be positioning themselves is strange to me.

    Quote:
    Team sets are hardly just as useful solo. Parts of them are, some more then others. Many do not offer a whole lot to a solo player. Those sets are balanced around team play, so i do not expect them to offer a solo player that much utility. if you mean solo utility in the sense that you can still use them to slot IO sets, then they are no different then picking power pools for set mules. .
    Rad is awesome to solo with. As is dark, traps, time, kinetics, cold and Storm. Take cold for example, arguably one of the best "teaming" sets. All you need to optimize for a team setting are the two shields. Give each an extra slot and you are good. Frost works is completely optional. The rest of the power set helps you as much solo as it does to team. How many set mules require 2 powers and a single slot each?

    Name me 3 out of the 9 debuff sets that are not just as useful solo as teamed. Your free pick is thermal even though it is more of a buff set.
  18. SinisterDirge

    New Archtype

    Yep, that's right Claws. However, Silverado used tactics and carefully thought through what exactly he wanted to do, and how to go about it. The Op is not interested in that sort of playstyle for this AT.
  19. SinisterDirge

    New Archtype

    Quote:
    Originally Posted by Wicked_Wendy View Post
    I also enjoy my Blasters but honestly I sort of doubt they will ever go for your idea. It would be great but I can see them discussing it being too powerful and wanting to nerf this or that to kee it equal to all the others.
    I could see it happening, but to balance it, there would most likely be some serious adjustments to the modifiers.

    Something with the defense of a tank would most likely do less damage than a defender. Something with the defenses of a scrapper would probably do less damage than a corr, but more than a defender.

    The thing is, the only thing that makes defender and corr damage worthwhile IMO are the debuffs/buffs. It would be too much of a one sided trade to give up the buffs/debuffs for an armor set when doing sub optimal damage.

    Now maybe have an AT that has stalker lvl defenses and hit points, but closer to blaster damage and it might be something I could get behind. Problem is, that is already quite similar and possible with veats as explained numerous times.

    In the end, although it may be an interesting idea, it has for the most part already been addressed and doesn't need a brand new AT to make it achievable.
  20. SinisterDirge

    New Archtype

    Quote:
    Originally Posted by Leo_G View Post
    You, and others suggesting work arounds, are being intentionally obtuse.

    Okay, so what if someone wants to make a character that uses 2 pistols, can regenerate super fast and cannot be 'killed'? You know what experience matches that to a T? Dual Pistols/Regeneration or Willpower. Want to know what is just a cheap substitute? DP/Energy blast with +regen IO bonuses and Rise of the Phoenix from epic pools. Or Empathy/Pain Domination + Dual Pistols and Soul Transfer.

    What if someone wants a character that shoots ice powers but also covers their body in stone/granite? Or a character that shoots fire and carries a shield? Or fires arrows and covered in flames?

    It's nice to build work-arounds to fulfill a concept that is otherwise impossible, but that's not what this thread is for, now is it?
    Sorry, I think as this play style is already in the game, and is easily achievable, i would be more interested in new AT's that give a more unique game experience than what is already available.

    Your DP/regen? Traps would again be more suitable as with a couple triage beacons out, that is basically what you are. Stone/ice/ice tanker fits your other example. Fire/shield/fire scrapper your next, arrow/fire/fire blaster your last. Add in incarnate powers and the lines blur even more.

    OP: it's an idea that has been floated around a few times. Until it is realized you at least have a few options that can give you the play experience you are looking for. If it is obtuse for pointing them out, so be it. I hope you find what you are looking for.
  21. SinisterDirge

    New Archtype

    Quote:
    Originally Posted by Eldagore View Post
    Traps and trick arrow deserve a special mention. They do allow for solo use quite nicely.

    BUT...


    it still isnt quite what I am after. Again, i am not knocking the sets or AT's. but a Brute or scrapper, when you see a spawn, you just go for it and start throwing punches etc. there is no stopping to set up a minefield, or spending your first 2 or 3 actions setting up a poison trap or triage beacon.
    And thats the difference- i want to just go for it, and start blasting stuff without gimicks or set up time. I want to use tactics for especially difficult fights, not almost every fight. I want to cut loose and chuck fire everywhere, and not be stopped dead in my tracks for 15 seconds because a tesla knight clockwork put me to sleep, or a crey liut hit me with a mag 1 stun punch so my dmg aura detoggles and half of my defenses are suppressed. I dont want to rely on "chance for knockback" to keep me from getting 2 shotted. I dont want to be forced into the endo drain metagame to play an elec blast character because thats the only way to survive long enough to win the battle.

    I want to blast. i want more reliable defenses that keep me moving for a faster paced, less tactical, less gimmicky solo game, but only enough defense that a normal spawn poses a similar threat as it would to a scrapper or brute. I want a simplified blasting experiance.
    Fire/traps corruptor. There should be no setting up. All the powers in traps help you just as much as anyone on your team.

    If you think traps is best played by setting up a mine field, you have never seen a decent trapper in action. Ffg gives you mez protection. If you can't softcap a trapper, you need to go back to build school.

    All you need to remember is to drop acid mortar and pgt as soon as they are recharged and you are good. Everything else is fluff. Want a little pseudo resistance, drop seekers on the spawn before you head in. Taking a bit more damage than you are used to, drop a triage beacon. Want to drop the recharge of a hard target, web nade the crap out of them. But you don't have to. You can just fireball everything in the face. I rarely even use trip mine anymore, don't like the interrupt time.

    It is exactly the type of experience you are looking for, but are ignoring it because you falsely believe you need to set up a kill zone and pull the spawn to you. Set up the kill zone right at their feet. Be in there before the tank, let the scrappers mop up your leftovers.

    It's no different than targetting the Sapper first, or making sure the problem mobs are taken out in priority.
  22. Quote:
    Originally Posted by McCharraigin View Post
    Truth this.

    Devs, not all of us players who have a /fire toon and enjoy the ambush farms are "farmers who charge 40 million a run with five purple sets and vengence"

    I just like to earn enough tickets to get orange salvage...and it was very theraputic to beat up on waves of bad guys.

    Now that you have nerfed my way of gaining orange salvage, how in the blue blazes can I get some to drop in regular gameplay???

    When it comes to orange salvage after level 30 or so, the real number thingy hates all my toons guts. I get it very rarely.

    Lisa-Sad and bitter Panda
    Roll 10 to 14 bronze instead. Sell drops. Buy oranges. It's more oranges per ticket than what you are currently doing.

    Also, ambush farms are not any less therapeutic, they just reward less.
  23. Quote:
    Originally Posted by Moonshires View Post
    What the heck is up with knockback?

    Seriously, 2 maybe 3 feet is all anything is knocked back now. That's not enough to get most things out of melee range.

    My energy blaster gets retired until that changes.
    Bug or Feature?
  24. If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest

    "Okay, nobody move! I dropped my contact lens."
  25. Look, even if you do cap xp earnings in ae, I believe it is naive to think that will prevent any further changes to the ae story tool set. I can't remember the last time the devs fixed a bug without introducing 3 others.

    Hell, I would argue that the profanity filter ***** affected way more arcs in the system than any of the exploit fixes to date. That one by they way had nothing to do with farms.

    I don't think that taking the interest to use a part of the game away from a large demographic of people that use it is worth it in order to stop a few exploiters. That is why Marty was developed. The ambush farms were not exploits, the devs just felt that the rewards needed to be adjusted. If they were considered an exploit, they just would have closed the option off and never mentioned it.

    People are going to have to accept that while the original intent of ae was for story writing, it has evolved into something else as well. It is not the first time this has happened, and it won't be the last.

    I assume that people who feel this way also always ensure to use the turnstile system as that is the devs preferred intent of how to run incarnate trials.