-
Posts
746 -
Joined
-
Merry Christmas to all who celebrate it! And happy everything else to those who don't!
My sonic blaster hasn't gotten to take it yet...
Quote:Anyway, I think the main reason the sets you point to (Archery, Dual Pistols and Assault Rifle) get non-crashing mini-nukes that recharge faster is because the sets consist primarily or wholly of a highly resisted damage type.
The other sets, like psi blast, ice blast, fire blast, etc. have less resisted types of damage by comparison. Also, sets like Sonic Blast, Electric Blast and Dark Blast have particularly potent secondary effects that are also prevalent in their nukes while Archery and AR kind of don't have supreme secondary effect (more of a mix) and DP has watered down versions.
Quote:It's like there is a price one must pay to get a mini-nuke (or depending how you see it, perks you get for taking a crashing set). I wouldn't expect any more sets with mini-nukes unless it's a weapon blasting set or the set does primarily smashing or lethal damage.
Seriously, if the devs made a new set...like....toxic blast with great toxic damage mixed with fire damage. Would you expect a potent mini-non-crash-nuke on top of your -speed/-regen/holds secondary effect? Conversely, if a new toxic blast set *did* have a mini nuke, I'd expect it to do a mix of toxic and lethal damage with mainly just some -speed and immobilize thrown in...
Quote:See the two words I bolded. You have to work hard to achieve a similar effect. Sure, you get it a little more often, but I have good recharge, build up, aim, mob drops. Can't use it every mob, because we're already at the second mob before the first hit the ground, but I can get it off 2 or 3 times a short mission with ease. A longer one like the ITF ones I use it probably 5 or 6 times. What you feel is useful clearly differs from what I do.
For your last sentence, I'm not sure if you're saying that the smaller nukes aren't useful(that's laughable if you are), or if you're saying that big nukes are more useful (which is what I am questioning, since I haven't found that to be the case, personally.) -
Quote:All those are valid examples of how nukes get used. What, exactly, does that prove in the context of what I'm talking about?lets see if I want some of my bukes changed ???
Elec/Elec/Elec Blasters
Aim. Bu. ball Lighting, Static Discharge, Thunderrous Blast ????? dead mobs... nope..
Rad/MM Blaster.
Aim. BU. Irradiate, Psi Schock Wave, Atomic Blast.... Dead mobs... nope. ..
Fire/MM
Aim. BU Fireball, Psi Shockwave, Inferno... Dead Mobs.. nope...
Nrg/Nrg
Coserve Power..Aim BU Power Boost. Dead mobs flung 40 feet away... nope...
nah thats ok.. Ill stick with what I got..
If you read my post above, I gave an example of how I can achieve similar results with my Archery/Devices blaster. The major difference is that after I get done with the nuke, I can still rip away with every other primary attack and my end bar will not crater, and I will not have needed to use a blue.
Then I can do it again for the very next mob, for the entire mission, if I so choose.
We both get a screen full of dead mobs...I'm just way safer when I do it with my AR/ice and my Archery/devices. And I get to keep on doing it without a break. -
Quote:Here's something I've noticed. I can achieve very close to that effect with my archery/devices by leveraging Defiance before nuking.Pretty much what Alpha said. If they were made "more useful" they'd likely be made weaker. Sorry, but there is nothing more satisfying than having a tank herd a room and Nuke them. What little is left is easily mopped up and onwards.
Couldn't disagree with you more and, disturbingly enough, with saist more.
A single trip mine plus a gun drone summon gives me around +66% damage boost. Then I add Aim(+60%$) and nuke...what's left is mopped up by an explosive arrow and my gun drone. Maybe I'll add a single red inspiration if I want to go overboard. Oh...and add caltrops and smoke grenade for an extra 8% or so.
It might not quite get up there with Thunderous Blast...but I sure as hell repeat it more often. What's more is I can use that solo and at no time is it a risk of me crashing my end bar. So in a sense its a hell of a lot more helpful on teams since I can do it repeatedly and consistently.
I'm pretty sure I've saved my whole team more times with that simple combo(or a variation using Time Bomb for even more damage) than I ever have with Thunderous Blast(awesome though it is to look at).
In the end I'm left with a nuke that is more helpful on teams and solo than TB or Nova. -
Quote:Err...isn't that a change? I said that I was more satisfied with the smaller nukes. But I never said that all nukes needed to be changed to conform to the same formula...merely that they should be comparatively useful over the course of a mission.You can take my BU+Aim+Inferno mob-slayer combo when you pry it from my charred, dead fingers.
If anything, tier 9s do NOT need changing. Some could simply do with a damage or, hey, even acc increase. Some of them are too weighed down by their secondary effects, which tend to be superflous when compared to simply making stuff fall over in huge numbers.
Hell, my Empath/Psi defender is more than capable of making whole mobs fall over with her Psi nuke.
I'm not exactly sure how I'd change every big nuke...but for elec I would probably start by giving it a chance to return a significant portion of end per mob hit. -
Ok...back the truck up here one minute.
I'm not a powergamer or min/maxer in any sense of the word.
I have played blasters almost exclusively since Issue 1(specifically an elec/elec/elec).
Please also read my post carefully...as what you seem to be accusing me of I have actually addressed in my post.
This is basically my observation as I came from elec, ice and energy blasters into assault rifle and more so archery as my preferred blasters. I've recently added Dual Pistols to that list.
Also, there is no way you 'nuke every minute' with your elec blaster...unless you are talking about using Incarnate abilities to mitigate ED on recharge. You don't even nuke every spawn(unless you take spawns really slowly).
I can literally nuke every spawn with my archery/devices(I sometimes simply choose not to). And I also run no risk of cratering my end without recourse if I happen to be out of blues(AFAIK being out of blues isn't an impossibility).
I don't have a problem if you disagree that other nukes need tweaking...but please stop attempting to put words in my mouth.
The point of my post is this: With an AR or Archery blaster, my nuke is used to great effect very often at little to no detriment to my character. This is not as much the case with my elec/elec or my fire/fire.
As I noted before, I didn't go out of my way to try to come to this conclusion, nor am I trying to belittle the effectiveness of a 'huge nuke'. I actually stated that I love the effect of the bigger nukes...not so much the downtime, recharge and end cratering. -
I have no idea how often this gets brought up, or if there is a suggestion thread similar to it, but I just felt like I had to say it.
Some of the blaster nukes need some reworking.
I was playing my elec/elec/elec blaster the other day and I realized just how little I ever use his nuke solo and how little sense it makes to even do it.
Higher damage nukes with long recharge times don't seem to fit with the theme of the game much these days. Especially when you're a solo player. I get much more mileage from Rain of Arrows, Full Auto and the Dual Pistol nukes than I ever do from Thunderous Blast, Blizzard or Nova.
While in theory, I don't like homogenizing powers across all sets(tier 1 and 2 blaster powers*cough* *cough*, I just feel like the lower damage, shorter recharge nukes simply outperform the other nukes because they are much less situational.
I can let loose with ROA in the middle of a fight even if I'm relatively low on end and have no blues. I cannot do that with Thunderous Blast and expect to survive if everything doesn't die.
Don't get me wrong, I love to see everything drop from a single power, but I also realize that not having a more useful nuke, leaves the other sets a tad behind. I'm thinking more of elec blast here than anything else...but I think all nukes should be similarly useful. -
Quote:Ninja Run should never have been part of a booster pack, period. It should have been part of a full travel pool powerset.I would like a mixed bag approach. List the power's cast time and the animation's time and let us mix and match (if you pick an animation that is too long for cast that is your get out).
Whether they could do that within a set or in general the more choices the better.
I for one would LOVE some other animation for Ninja Run. Chiropractors must get rich in Paragon City between the hitting and everyone running around hunched over. I love the power but the animation doesn't work for say, my robot. Building such a useful power for one type of character is like designing it with a stiff legged robot walk animation, then making everyone use that LOL.
Its been six years. More than enough time for at least one new travel power pool to be added. -
Quote:Ok...stop right there.Imagine this -- if each one of us only got ONE friend to join up and play, we would DOUBLE the population of CoX, DOUBLE the revenue being generated, and -- most likely -- DOUBLE the budget being provided to the support team.
That, dear friends, is a good thing indeed for us to reach for.
Let's actively try and make it happen, instead of bemoaning the current state of things (as is the usual wont of players in the forums -- it being human nature)! Each of us can, today, try and bring one person into the game.
Let's do it, and see what happens!
-- Vivian
Firstly, I have been playing this game since Issue 1. In that time I have gotten more than 14 or 15 people to join up and play. I'd say I've far surpassed your little quota for actively encouraging enlistment.
Secondly, I have absolutely no interest in becoming a free marketing rep for NCSoft and doing the job of their marketing department for them. That is not the responsibility of any player.
Depending on word of mouth to market your product is fine, as long as it is not your only significant source of marketing. Because only a moron would do that when trying to increase the player population of an MMO.
Finally, you must be joking when you tell me that if I'm unhappy with the poor implementation of a feature of this game, that my best recourse is to hit the road and do free marketing for NCSoft? What the hell is their marketing department for? Do they even have one still?
What they need to do is hire decent animation talent if they don't have any. And if they do have some, then give them time and space to work on something before releasing a half-***** version of it.
That is the one and only bottom line here. Please find somewhere else to sell your volunteer marketing job, I'm not interested.
Crappy work is crappy work. If something is mediocre, then don't release it until it's in a decent state. They asked us if we wanted alternate animations and then failed to deliver something worthwhile. Why in the hell would I feel that's my fault for not doing enough for the game? -
-
What's all this nonsense about Justice server being dead?
Justice has been constant yellow since I19.
I ran a LGTF on it last night and got 7 or 8 shards.
There were more people who wanted to join us and we were full.
There were also a bunch of people doing the Tin Mage and Apex TFs.
IMO, the Warzone was a bit too crowded. It actually had a second instance.
P.S Golden Girl, that was scary...even for you. -
Quote:That's mostly BS. I ran a LGTF last night and everyone got at least 5 shards by the end. Myself and two other people got 7, 8 and 8 respectively. How does that equate to one person getting the lion's share?If a shard drops, everyone on the team should get one, not just the resident goof-off. Sicne shards cannot be sold or traded, this would hurt other people exactly how...? It would certainly be more incentive to team.
We already have to endure the so-called "random number generator" with everything else: salvage, rare recipies, the works. I'm a little tired of having to endure it one more time, since as I've said several times before, IT SEEMS ANYTHING BUT RANDOM.
What seems to be going on is that the number generator actually picks one person to get the lion's share of incarnate stuff, not only for one mission but for the entire TF. Yeah.... I'm enthused. *flat affect*
Also, at least 3 of the drops were multiple shards from the same mob for 2 or 3 people.
To give you some perspective, Blizzard recently posted about random number generators in relation to the Diablo series of games. Even when someone gets 7 or 8 sword drops in a row(and they're playing a Sorceress or some other class who won't use them), the system is actually still fair. It's just luck.
Furthermore, if each drop gave each person a shard, people would run the content even less, since everyone would have their shards that much quicker and be done with high level content that much faster. -
Quote:A PEBKAC problem!Yeah well I solo'd that same mission of a Psychic Blast/Kin defender that only has SO's. If my uber squishy can do this mission solo then the problem you're experiencing isn't with the game it's somewhere between your keyboard and your chair.
When you're in tech support...you see these a lot.
Some of them are downright hilarious. Others make me want to exterminate most of the human race...well I still kind of want to do that. I just can't seem to get together enough weapons grade plutonium... -
Quote:I'd be interested in how this would be determined myself.How would you determine the drops then? Enemies Killed? My emp wouldn't like teaming with you but my blaster and scrapper are in. Buffs given? The opposite! What about the poor tank who holds the agro? Maybe give it based on how often he hits taunt? Now we're just being silly. Random is Random. If someone is leeching, kick them. Most TF's could be done with 7 players, if a little slower, but if they were leeching they wouldn't be missed anyway.
The LGTF I ran last night with my thugs/poison saw the Crab Spider and Blaster on the team making most of the actual kills.
I know I made more than a few myself, but MMs can't nuke whole groups in a couple of shots. Should they have gotten all the shards?
I probably debuffed more than anyone else on the team. Maybe I should have gotten more of the shard drops because of my 1337 debuffing skilz!
Our controller mostly just held things and used Phantom Army and Phantasm while healing. Maybe she should have walked away with the lion's share.
Starts to sound kind of stupid when you try to break it down like that, doesn't it? -
I just got mine.
I unlocked the Alpha slot on the day after I19 went live. Just completed a single LGTF and picked up the extra 7 shards I'd need to make the common boost. I had enough Vanguard merits for the G'Rai Matter.
So basically on TF and had my common boost to Recharge. This will mean more Noxious Gas on my bruiser more often! Let the farts begin!! -
Electric-Knight makes some valid observations.
This goes beyond simply one side being 'purists' and another side being 'efficient'.
There are Vets who want to level up as many alts as they can past the 'boring' parts of the game. But those guys will still be here 2 years from now. Nethergoat's still here. And probably will be after I die.
When you hand that power over to newbie, low level players though, it creates a different perspective for a customer who may suddenly not be interested in sticking with your game past the first AE sprint to 50.
When AE first hit and the PL farms were rampant, I had the 'pleasure' of being around the forums of several popular gaming websites. And without fail, whenever someone asked about if COX was worth playing, there was always someone there to say: 'Nah. You just sit in a farm til 50 then there's nothing to do. It's so stupid. The game is worthless now. Play MMO x or y instead.'
To which the inquiring person would say 'Oh. too bad. Thought it might be fun to try something different.'
That scenario happened over and over again unless I or someone else who played the game was there to actually try do do some kind of damage control.
In any case, level 5 may be the most tedious thing for us Vets who have 3 or 4 servers full of alts and who just want to get on with it, but that same level 5 experience also helped to shape our connection to the game because we all went through it at least once.
Do more things need to be done to smooth the grind of low levels for Vets? Are the Vet rewards like travel powers at level 6 and now Inherent Stamina not enough to make things bearable? I dunno. That's something that the Devs would need to decide. -
How the hell long does level 5 even last? One mission? Maybe a half depending on the length of said mission?
-
Thanks for the help Guy.
I didn't even know that the values adjusted themselves based on the class of henchman you cast it on.
It's actually a pretty mean debuff. Maybe not quite as bad as Mask of Vitiation, but satisfying nonetheless. -
Quote:From what I recall, Energy Transfer was changed as a balance fix. It wasn't changed to add a new and awesome animation. It was set to use the same animation as Thunderous Blast from the Elec Blast set.1. Energy Transfer received an absolutely terrible animation when it was rebalanced several issues back.
2. Terrible animations were being implemented when Back Alley Brawler was around, so blaming the underwhelming animations from latest offering on his departure is silly.
They used it because it was convenient...it was an animation that already existed in the game.
That's a totally different thing than making animations that you advertise as a new feature for an upcoming issue to be boring, bland and repetitive.
And I also recall that BAB removed the part where the character went through looking at their fists before delivering the blow. That was done in response to player complaints.
I'd expect that when/if they add alternates animations to Energy Melee, that ET would be given a fresh animation to choose from. Although now I find myself dreading that when it happens based on what we got this time. -
This has been niggling in the back of my mind for a while now, and maybe I'm just dumb but here goes...
I love this debuff. I use it on my bruiser whenever I face a tough boss.
However, I have no idea what the numbers behind it are. They don't give you the stats in the detail description so I don't know how much it debuffs resistance or defense or to-hit. Is there somewhere in-game that gives the real number behind this power? Or is it some super secret thing the devs want to cover up?
Also...why is it not just called Fart Induction? -
Quote:The sensible thing to do in that situation is to not have them go live with this issue.even if they were to recycle old animations, it goes without saying that i19 would have been delayed even further and we already saw how people who couldn't comprehend a target date and not a exact date, got butthurt because it didn't come out two weeks ago.
though I'm sure everyone will be singing their praises if they figure out how to kill redraw with weapons sets.
This is one QoL improvement that deserves some quality time dedicated to it.
It should not have been some homework for the animation folks to play around with. It should have been given some decent time and effort.
Take a look at the alternate animations for MA and SS. You may not like every one, but each one was unique. They made sense with the theme of the set. And I loved the fact that knockout blow got an option that looked totally different and still remained interesting and fun.
These were just bad efforts all around. And extremely limited. Ice Blast got the crappy end of the stick with a double hand toss for EVERYTHING.
In addition to that. I'd have liked some new effects to go with the animations as well. Like not having every lightning bolt be a straight line. Why can't we have an arcing effect at least?
So many things that could have been done but instead they did a rush job. And for what? Issue 19 has plenty of stuff in it that's great on its own. This could have waited another issue or two and been done properly. -
Did it on my thugs/poison at +1/x2
The 2 EBs can't stand up to my debuffing nastiness when I pull them solo.
The real problem was that I thought I had to clear the room so I went back and destroyed each portal.
Is it just me or do the mobs continue to spawn even without the portals? It sure seemed like it to me.... -
Lots of people made the point(myself included) when GR was announced, that allowing flow from one side to the next would not fix the problems inherent with red side.
Badly written content(in terms of the player's role), and having an art style that tends to depress(other folks...I never really got bothered by it) are the two main things that are easily pointed out as to what is wrong with red side.
I personally thought that what it lacked, more than anything, was a unique system for villains to use to measure their progress as villains(not a morality bar).
There was never anything for a villain to call his/her own. You couldn't own your own personal island of villainy. You couldn't eventually carve out a chunk of the isles to rule over(instanced or not). There was nothing there that made you stand out from the heroes except that your powers worked differently. They squarely banked on PVP to push people into the Rogue Isles and it tanked.
If redside had some unique and interesting player mechanics to mess around with and truly let you shape your villain into what you envisioned, I'd be willing to guess that it would be more popular.
As it stands, there is now absolutely no reason to play there. Your brute is more than welcome in Paragon. As is your Stalker(lol), Mastermind, Dominator etc. -
Whether or not it was what was published in the previews of the issue is not the main issue.
I'm trying to imagine War Witch being satisfied with that coming out of the animation department(or anyone for that matter). Is this what they meant when they said they had the same level of commitment to the game, no matter who left?
Because apparently that statement exempted the animation department. -
The fact that you can choose one or two handed isn't a problem. It's that every single one looks the same. You can have one one-handed attack look different from another.
Just look at the new Dual Pistols powers and compare them to the mastermind versions. Worlds apart, and a totally different feel.
If this is what it means to lose BAB, then I think they need to chase after him right now... -
I know there's a bunch more stuff in this issue and I'm going to jump right on the Incarnate content with my 50 thugs/poison MM...but I just had to say it.
The new blaster alternate animations are just...boring.
And repetitive. I was expecting the sort of thing that they did for some of the melee sets. Where you actually had a different option for each power. But it seems like they made exactly 3 new animations. The single right hand extended, the double arm toss and the new Aim charge.
So far I've tried ice blast, lighting blast and fire blast. Am I wrong and are there more variety in the other sets? What the hell happened?
I was expecting at least SOME flashy new animations and at the very least some new power effects.
Now I'm not sad that I can lose the Zapp animation in the electric blast set. But I'm a bit sad that it shares the animation for lighting bolt.
I kept out of the I19 beta due to the fact that I was busy and also I was kind of caught up with X3:Terran Conflict. I figured I'd just be nicely surprised with some new flavor for my favorite blast sets...but these are downright boring. It's almost like a rush job and a letdown after Kinetic Melee and Dual Pistols.
Please tell me these are just the first set of new animations that are coming to blaster sets...