SpittingTrashcan

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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    Could you offer some insight as to why the Blaster version of Ice Patch is so small, then?
    Easy: presumably it's the Tanker version of Ice Patch. Arcanaville actually mentioned upthread that a lot of the Blaster secondaries were thrown together at the last minute from existing Tanker powers, and this is presumably one result.
  2. Quote:
    Originally Posted by BrandX View Post
    Bio Lumunious...hmmm...yeah...sadly...it (to me) feels like...more nekkid heroes!
    Girl One will be happy for the company.
  3. Quote:
    Originally Posted by Adeon Hawkwood View Post
    The issue I can see with that (besides it probably becoming another Oil Slick Arrow in terms of bugginess) is that you have a toggle power that has to apply one effect when originally activated (place a bomb) and then perform a different action while it's active. I have no clue if that's possible or not, but I can't think of any other toggle powers with a similar effect.
    True. I can see a way to do it, where the toggle actually has a chance to drop a bomb on every tick, but uses the Pistols code to change that chance from 100% to 0% when it is active, but that would be a hell of a hack.

    Quote:
    The other issue is that this toggle has to only affect bomb pets (I think that's doable, but I'm not certain) and would probably affect the bomb pets of all of the players on the team.
    This is actually not as much of an issue. I know for a fact that it is possible to have an AoE power that only affects your own pets: see the Mastermind minion upgrade powers. The toggle might end up affecting the caster's other pets, but since its effect is basically only to interrupt interruptable powers and most pets don't have any of those, I don't see a problem there.
  4. Quote:
    Originally Posted by TrueMetal View Post
    I've seen this comment from different people in this thread and it doesn't make any sense.
    Then I invite you to consider the distinction between "I'm glad X was included" and "I'm glad Y was not included." Perhaps some of the people currently unsatisfied with what is included would have been happy if what is currently included was not, but if they had expressed that enjoyment in that fashion I would have likewise considered it a strikingly ungenerous sentiment. And I'm reasonably certain that if the pack had included both what is there and animal elements, the people expressing relief that the animal elements are not present would not be expressing joy that there was something for everyone.

    But more simply: if you like what is in the mutant pack, say that. If you talk about what is not in the pack, it tends to suggest that you are doing so for a reason.

    Full disclosure: I like what's in the pack, and will be buying it. I would have liked it even more if it contained more things, including animal elements. I'm holding out hope that animal elements will be included in a later pack, or as part of a free update.
  5. It's not exactly what I was dreaming of, but it's not an extraordinary reading to say that the items that David quoted me asking for are present as I described them.
  6. Quote:
    Originally Posted by Street_Wolf View Post
    I, for one, am incredibly happy the devs didn't turn the Mutant booster into an Animal booster, and instead chose to go with the sort of weird, well, mutated look that I love.
    I also like the items available in the Mutant pack. That said, "I'm happy that you didn't get what you want" is a profoundly ungenerous sentiment.
  7. Quote:
    Originally Posted by Mental_Giant View Post
    Let me be the first to complain
    Too late.

    Also, it may just be possible that given the level of demand for monstrous items, it was decided not to put them in a $10 expansion pack and instead include them in a later free release. While nobody ever promised fish heads in the mutant pack, David Nakayama did state that bushy animal tails at least are in production right now.
  8. Quote:
    Originally Posted by Adeon Hawkwood View Post
    It's an interesting idea, but I don't think it would actually be possible within the mechanics of the game.
    I can just about see a way to do it. The power would have to create a bomb pet on first activation, that constantly tries to use an interruptible self-destruct power. The toggle then creates an aura whose sole purpose is to apply a minor effect periodically to the bomb pet. This interrupts the self-destruct, whereupon the pet tries to activate it again. When the toggle is turned off, the bomb is no longer interrupted and detonates. The bomb would then also go off if you walk too far away from it, similar to a radio deadman switch.
  9. Quote:
    Originally Posted by PuceNonagon View Post
    losing team gets 25 merits and the winning team gets 50
    I jumped right to this. This is exactly the kind of reward structure PvP needs: a meaningful incentive to participate, and a further meaningful incentive to win. Everything else is gravy, but this is key.
  10. I was going to buy it anyway, because I must have access to every bit of costumery - I always find a use for it sooner or later. But having seen the blades? And the tails? And the gloves? And the boots? Lordy yes.

    I'd like to offer some solace to folks pining for animal bits, as well. Many animal bits are already confirmed by David as in production, IIRC. The fact that they're not in the booster does not mean you won't get them - it means you won't have to pay an extra $10 to get them.
  11. Power Boost and Boost Range turn Sirens Song from "really good" into "completely bonkers". Nonetheless, I have a soft spot in my heart for my mulleted metalhead Son/Elec. I should play him more, but I have a low stress tolerance so I end up rolling moar Tanks.
  12. Oh hey I should be on topic for a change.

    Speed Boost is why I will never play a Kin. I can barely tolerate bubbling on a FF; a 90 second duration targeted ally buff is right out, and Kins that team and don't have SB are really only hurting themselves to a degree I wouldn't be able to ignore.
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    But to me, one of the WORST concepts is mouth-based blasts, and a whole powerset that's about shouting with your mouth is just... Well, stupid.
    Pardon me, Black Bolt is writing a message...

    He says he's sorry you feel that way.

    (De gustibus non est disputandum, but I fully understand why the devs chose to make Sonic blasts come from the mouth. There's fairly significant precedent.)
  14. I've been rolling 30-34 in part to generate severely undersupplied recipes that cap at 30. However, I may need to check the tables more carefully - it's possible that splitting rolls between 35-39 and 10-14 will have a better chance of generating the worst-supplied recipes.

    So the answer to the question asked upthread may be "because I'm poorly informed and lazy". So it goes.
  15. Quote:
    Originally Posted by ketch View Post
    I'll leave discussing the merits of controllers as solo toons to someone else.
    I'm someone else. Controllers, broadly speaking, can be built to solo anything. Any specific controller may or may not have difficulties with some situations.
  16. Quote:
    Originally Posted by Arcanaville View Post
    Web Grenade/Caltrops + Ignite. For some reason I don't recall anyone really harping on Ignite until I mentioned a couple years ago that Ignite has scale 5.0 intrinsic damage. Its smaller, but makes Burn look like Power Push.

    People don't like it because of its long cast time, but Ignite deals a ridiculous amount of damage if you can just keep the target from running out of it. Like, Nova levels of damage.
    The funny part is that as far as I can tell, Defender Ignite uses the same pet and deals the same damage. Application on a Traps/AR is left to the reader, but probably ends with AVs burned at the stake.
  17. A brief aside: the term is "Elite Boss."

    A warning for Ouroboros arcs containing Elite Bosses would not go amiss, and would be consistent with warnings attached to other potentially unsoloable content.
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    I'm still no closer to figuring out what I'm "supposed" to be doing with all my Blasters than I was before.
    I think the point I'm trying to make here is that trying to figure out what to do with a character depends on other factors than that they're a Blaster. Here's the only blanket statement regarding Blasters I can get behind: they do a lot of damage. On a team, that's your only responsibility; you can optimize for it, and get noticeable returns, or you can not do so and still perform adequately. When solo, you have to figure out how to deal damage and not die; the solution to that problem varies wildly according to powersets, enemy group, difficulty, and player temperament, and some Blaster builds just aren't as good at it as others.

    Although: one perfectly viable solution for just about any Blaster is to bring a pile of Lucks to every mission, eat them three or four at a time, and just kill everything before they run out. It involves frequent trips to the vendors, but it's nearly universally applicable!
  19. Quote:
    Originally Posted by Forbin_Project View Post
    Just wanted to say that I pretty much agree with everything Aett, Dechs, and Spit have said. However I would like to add that I think being able to mix and match powersets from AT's would lead to less diversity as build nazi's would seek out the ulitimate minimax in sets.
    This is the story as I was told it: way, way back in the early early pre-beta days of the game, there were no archetypes and powers were available a la carte. The problem that they ran into wasn't so much min-maxers building super-builds - although I'm sure that happened - but more that many players who weren't well versed in the mechanics would simply pick out powers that looked interesting and end up with characters that couldn't do anything. ATs were partially designed to prevent tankmages, but more importantly they were also designed to force players into minimally functional builds.

    Of course, the devs back then also had a much lower bar for "minimally functional" than we would ever accept today.
  20. Quote:
    Originally Posted by FourSpeed View Post
    Maybe you'd prefer to not have a crappy AHUI further cluttered with
    information that is very easy to determine already?
    This is a bit of a stretch. It presumes that you know the values for the formula for recipe prices. It also presumes that you know that the formula exists.

    The vendor price of an item would be one additional datum in the rollover information. I wouldn't call that excessively cluttered, and it wouldn't even necessarily be part of the AHUI.

    What I would like to see added to the AHUI is, in addition to the last 5 prices for an item and their dates, the lowest price that an item has been traded for in the last five minutes, hour, day, week, and month. If the "impatience tax" were made more public, perhaps there would be less outcry over AH prices based on seeing only momentary price spikes and not long-term trends.

    Anyway, if wishes were fishes...
  21. Quote:
    Originally Posted by Samuel_Tow View Post
    When I talk about mixed messages, I'm not kidding around. I just wanted to point out that in this very thread a person told me that he's soloing +1x3 spawns with a Blaster solo by staying in melee all the time an never batting an eye and another person told me that Blasters shouldn't be played solo and that they should be very difficult to play like this even at default difficulties. I don't mean to question anyone's position on this, but what do I take away from it?
    I'm not sure if you're talking about me, but I don't believe I ever said that Blasters shouldn't be played solo, nor that they can't be played solo. What I said, and what I meant, was that because Blasters in general have a high focus on dealing damage, they benefit from teams that take care of all concerns other than dealing damage, and can get a lot of mileage out of powers that they wouldn't be able to leverage as well solo.

    I then went on to agree with other posters that a Blaster built from the ground up around a goal of fighting solo in melee can be quite effective at fighting solo in melee. In fact, I play such a Blaster myself. I doubt I'd be able to get away with what I do with different powersets, or even a different build - and I'm talking strictly about power choices here.

    What you should take away is that blanket statements about ATs are not very accurate.
  22. So let me try to rephrase the situation for my comprehension.

    There's basically two options when it comes to multi-mission teaming and rewards.

    TF mode: everybody must be there at the start, and everybody gets the rewards at the end.
    Arc mode: anyone can join at any time, but only the arc holder gets the rewards at the end.

    TFs and Trials only offer TF mode; AE missions only offer arc mode (and don't have any special rewards at the end); most other content can be done once in arc mode and then any number of times through Ouroboros in TF mode. What you're asking for is the option to start Ouroboros missions in arc mode.

    If that is an accurate assessment of the request, then I'd say this is potentially desirable, and probably not exploitable (due to the reward restriction on arc mode), and I'm not terribly concerned by increased complexity on the player side. But I don't know how technically feasible it is.

    (One thing does stick out for me in the OP: the claim that there are "no rewards" for Flashbacks. In fact, there are merit rewards for the whole team for completing a Flashback arc, which can be substantial! That's why arc mode rewards would have to be implemented alongside arc mode teaming.)
  23. Quote:
    Originally Posted by Aett_Thorn View Post
    Just wanted to say that I pretty much agree with everything that Emberly said.
    Quote:
    Originally Posted by Dechs Kaison View Post
    Just wanted to say that I pretty much agree with everything that Emberly said.
    Just wanted to say that I pretty much agree with everything that Aett and Dechs said.
  24. Because of the AoE advantage, the attack sequence with best DPE is not the attack sequence with least EPS. You cannot optimize both at the same time.

    Well, actually, I take that back. There's an attack in the game that has unusually high DPE, and also unusually low EPS and EPA. It's even a pool attack, so you can add it to the attack chain of any character, and it does a great job of filling any sized hole in an attack chain to keep you constantly active.

    That attack... is Flurry.

    You may accuse me of being facetious here, and I kind of am. But the point here is important: the best-performing, highest-efficiency attacks have a high up-front cost, and if you can't cover that cost you'll be locked into low performance and inefficiency. The reason why measures such as IOs and Stamina are so popular is because they mitigate up-front costs (EPS) to a level where you achieve not only higher performance (DPS) but also higher efficiency (DPE). A wealth of endurance (through recovery and lowered endurance costs) enables purchase of damage in bulk, which gives you more damage at a lower unit cost. To the best of my knowledge, there is no way around that.

    But this conversation is about enabling your playstyle, not pushing mine. In which case, Flurry becomes a dead serious suggestion as one of the cheapest ways to generate both damage and activity. You should also be pursuing all powers and situations that give "free" damage: Fire attacks, Fury, Containment, Criticals, Scourge, and Defiance all spring to mind.

    But I can't recommend many of the usual methods I'd use to increase efficiency, because most of them have unavoidable up-front costs. Hasten, for instance, increases the uptime of click damage buffs and of your most efficient powers - but it comes with an unmitigatable endurance cost, so it's out. Assault can be well worth its price in endurance, but because it consumes part of your desperately needed out of combat recovery, it's out too. The same applies to damage auras, which are AoEs with the endurance efficiency of ST attacks.

    Actually, you know what'd really hook you up? Masterminds. They have an effective endurance pool of 700 end (!) to draw from, and get sevenfold (!!!) returns from Assault and other force multiplication tools. Try a Demons/Traps out for size - you have lots of things to do, the whip attacks are actually worth using because they debuff resistance, and Demons are aggressive and tough especially with the buffs and debuffs from Traps covering them.