Starsman

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  1. Quote:
    Originally Posted by Arcanaville View Post
    The short answer is probably that this game has so many other endurance-manipulating mechanisms that a zero-recharge rest would trivialize many of them. Its unclear what that does to things like endurance drain, for example. It also significantly alters the value of endurance reduction enhancements and recovery boosts, especially for soloers. Such a change would require a significant amount of thinking and testing for collateral effects, which is not the sort of change the devs like to do without a massive payoff for it, which this change does not appear to have.
    I can see the devs pondering that. I have a hard time seeing you pondering that. Rest's interrupt makes it nearly impossible to use in combat, even if you managed to do it it applies extreme defense and resist debuffs that will get you killed.

    In the end, rest just makes the downtime periods shorter while all the tools you noted allow you to simply keep going without having to stop for much longer if at all. Builds with such tools will always have an advantage.

    I seen many ice tanks with perma horafrost, that requires a lot of recharge, enough to make Rest be up every time it's needed, I still don't see them forego Energy Absorbtion and Stamina just because they can rest whenever they feel like it.
  2. Although not exactly look-alikes, Energy Aura is basically a Force Field concept (energy barriers that protect you from harm via defense.)
  3. Quote:
    Originally Posted by Heraclea View Post
    Could just make Brawl unslottable like the veteran and origin attacks. If Brawl accepts slots and cost no endurance, I would probably slot it.

    Would make Brawl useless in the high end, and I don't think that was Arcanaville's goal other than it being sub-optimal dps-wise.

    Making the power not allow IO Sets would be a bit more acceptable.
  4. Quote:
    Originally Posted by Arcanaville View Post
    [QR]

    I'm already on record advocating DPE normalization between archetypes (which I think is an intrinsicly more fair approach overall), but I've often wondered if the "wait for endurance" mechanic shouldn't have been softened by making Brawl cost little or zero endurance. Brawl has a relatively low DPA; at low levels its an interesting power but at higher levels (prior to the advent of IOs) it was largely an orphaned power (although some Tankers and Brutes still used/use it for aggro/fury reasons).
    Funny you mention this, I been meaning to PM Castle about Brawl. If you have not noticed, for a power that is meant to be used by lowbies, the thing costs more endurance than most attacks, it costs 25% extra endurance AND it recharges at 2 seconds while it does the damage of a 1 second recharge attack. My proposal was not going to be as drastic as yours (removal of endurance alltogether) just to get it on spot and lower it's recharge OR increase the damage to it's rightfull place, if needed making the new found damage unennhanceable.

    Being a devil's advocate: The problem I see with buffing brawl is the practice of loading it with procs.

    Quote:
    (More radically, I used to think that perhaps the best way to resolve this was to radically reduce the endurance costs and decrease the DPA of most archetype's first two attacks, with appropriate changes in powersets to counterbalance. However, that would be problematic today as there are other balance issue intertwined with tier 1/2 attacks such as defiance.)
    Not to mention some set's tier1/2 don't really suck at all and are big part of attack chains. Along those lines I always thought the devs should make attacks who's DPS go bellow certain threshold receive an endurance discount relative to their suckyness, this would turn the myth of low dps sets being "endurance lite" a reality.
  5. Quote:
    Originally Posted by Electronite View Post
    Forget i16. I've been waiting forever for i40! Get off your kiesters, devs!

    I hear I99 will increase the level cap.
  6. Quote:
    Originally Posted by Heraclea View Post
    While teamed, defenders get a fairly substantial endurance discount when their teammates are getting hit. I have never taken a defender to 50 - my highest level is currently 37, and that includes 5 levels from yesterday - but while I never try to solo with the character, while teamed that one has no significant issues. I don't know the math for the defender inherent, but it seems fairly effective. Mine only runs out of end when he tries to blast solo.
    Teaming and soloing are two different beasts and should be looked at separately. I rarely do anything other than defending in teams with my defender (sonic/sonic) this includes buffing and debuffing, including two toggles that are all the time up. Since I don't care about attacking myself in teams, team endurance issues are not a concern. Tankers, on the other hand, should be attacking on teams. But again, that's a different issue from the one i was illustrating above: soloing a spawn.


    Quote:
    My controllers have huge issues, though, both with endurance and with recharge. I have not found one I really enjoy.
    Ironically, my controller rarely had any endurance issues tanks to containment. Modifiers have not fully kicked in at early levels meaning I do higher damage than I should, and on top of that, I do double damage meaning amazing endurance efficiency. I had a kick playing my controller to level 20+, and his team demand was so high I rarely had to solo after that.


    Quote:
    For Tsoos with Sorcerers, or CoTs with specters, "can't finish a single spawn without running dry" is hardly an overstatement for those spawns that include them. We learn to simply avoid them because of this. I didn't use those as an illustration, because to do that I'd have to take one of those missions.
    The thing with those, specially the Sorcerers, is they are exceptions not rules. They are some of the few units in this game that were designed as priority targets for holds/kills and their annoyance should not be listed as part of player balance analysis but instead of encounter balance.

    That being told: I always found CoT easier at the high end when the ghosts stop spawning, ironic how the hardest units are low level ones. Critter ToHit Debuffs in this game are just too draconian and deserve one hell of a revision.


    Quote:
    The low level endurance mechanic is annoying but workable versus Skulls; it breaks down in dealing with mobs with heals and accuracy debuffs. While those mobs remain and under 20 characters face them, the endurance mechanic still needs to be revisited to allow players who get them to actually defeat them without tedium.
    Works against Skulls, Hellions, Outcasts, Trolls, Skyriders, Council, Vahz, etc etc. Few groups are on my avoid list and that all depends on my skills. As a controller, i never avoid Tsoo, for instance.

    All that aside: even if those characters were able to defeat 2 spawns before resting, Rest The Power is not up that often. It's a side topic but I have vouched for some sort of Rest replacement in the past, something that gave characters out of combat regeneration so that you regenerate simply by standing still and not fighting or being attacked. This would not speed the game drastically, would still need specific ATs to be looked at, but would make low level play much more friendly.
  7. Quote:
    Originally Posted by Kruunch View Post
    Starsman: Take the same Defender, plop it in a group of 6 or more and then tell me how you're doing with endurance. Accuracy (even with the buff) starts to become huge at early levels when dealing with +L2 mobs.
    Those are not heroic spawns.

    Heroic spawns are either 3 minnions or 1 minnion and a lt.

    There is a chance indoors for the spawn being +1.
  8. Quote:
    Originally Posted by Sarrate View Post
    When I read "end-game," I think 40+ with some IOs involved. Yes, Granite will almost always get the survivability nod. The question was whether the survivability is worth the penalties. My experience says it is not.
    It should be noted that where others take the survival IO approach to attempt get close to Granite levels of survivability, a Granite build will use this approach to just invest in high recharge and mobile builds that overcome Granite's penalties.
  9. Quote:
    Originally Posted by Heraclea View Post
    I gather what you're saying is that, whether I had slotted the attacks in my level 14 tanker for endurance reduction instead of damage, it still would have cost the same amount of endurance to have taken down those two skulls. Regardless of which way I slotted, I'd only have 1/3 of the bar left. Slotting endurance reduction instead of damage would have yielded identical results.
    Basically, yes. with one minor gotcha: the endurance approach takes longer, giving more time for those foes to potentially regenerate. Taking longer also means any toggle you are running will burn more endurance (at these levels i do a LOT of micromanagement with toggles and turn them off between fights, even turn off a toggle I dim unnecessary during the specific encounter.)

    On the other hand, the damage focused approach is a bit more open to overkill waste.

    The accuracy slotting approach is very valid still, after level 12 that accuracy starts to fade and it's good to have some accuracy slotted by level 20.

    Quote:
    There is something seriously wrong with the endurance mechanic at lower levels if a single heroic spawn leaves the player unable to move on to the next.
    I will have to run tests on this again, but some time ago some one brought this up about defenders. I took a defender against a series of heroic spawns and didn't run out of endurance as fast as it was claimed. This was a Force Fields/Energy defender.

    Mathematically speaking, IF a defender at that level was able to sustain 1 DS per second (and that would require a full rather optimal attack chain) he should be able to kill 6 minions at level 10 in a row, without pauses.

    Given he will have to pause due to incomplete attack chain, bottleneck attacks that don't let him attack at optimal speed, and plainly to walk to the next spawn, he should be able to finish the second spawn without running out of endurance but very recommended to rest before the third fight.

    All this is not to note that endurance is fine, I noted how I think certain ATs (specially defenders and tankers) have more end issues than others but the entire "can't finish a single spawn without running dry" sounds extremely overstated.

    Tankers may have higher damage than what I just stated but they also run toggles to be, well, tankers. Oh and yes, I accounted for the low level modifiers on this test. Running the similar thing with tankers does not give tankers that big of an advantage over the defender, he would also have to rest after the 2nd heroic spawn (nonstop fighting dishing 1ds of damage.)
  10. Quote:
    Originally Posted by Dersk View Post
    Besides providing alternatives so that stamina isn't the only endurance management power available to most characters...

    Stamina isn't just popular because it's effective. It's popular because there's generally nothing else that can replace it.

    But there ARE alternatives. Sure, some are either expensive or available to specific primaries or secondaries, but they are there.

    Still, people that have the resources or open doors to take these "alternatives" take both, not because Stamina is the only way but because Stamina is more of a good stuff that allows them to run faster without regard!

    As for alternatives: pre-IOs, Arcanaville ran a very nice test she video captured showing a SO build that went the route of skipping stamina and taking end redux instead and it worked just as nice.

    Sets like Willpower and Regeneration have access to quick recovery.

    Sets like Ice Armor, Fire Armor, Electric Armor, Energy Aura and Dark Melee have endurance recovery powers that can be used to "replace" stamina yet people take both, because it just let them go even faster.

    IOs allow people to make builds that don't sacrifice damage or accuracy, still have recharge and can get 95% end redux in almost all powers, yet people either dont because they want the high recharge builds or do it and still take stamina and any other thing that falls in their hands.

    Perfromance shifters are often taken on top of stamina, another pointer at stamina just "not being enough" mentality that will forever stretch.

    Dominators get to reset their endurance bar every 3 minutes, they still complain this is not enough even on top of stamina.

    Players love to get a kin in the team on top of their stamina (not as replacement) to get insane endurance recovery rates.

    The list of "options" go on and on, and in most situations, players take all that are available to them plainly and simply becasue more endurance allows them to do more (more toggles, faster attacking, more AoE, etc etc) and that will never change no m atter how many more alternatives the devs keep tossing at us.

    The only thing I think is worthwile addressing is the cases where certain ATs just consume way more endurance than other ATs forcing them to run dry barely accomplishing anything.

    As for a note I read earlier on the thread about Scrappers and tankers not being that different in the first 10 levels, well, thats half true.

    Scrappers have a 12% endurance efficiency advantage over tanks at level 1 while fighting minnions. 17.4% advantage while fighting anything other than minnions. By level 8 this is a 20%/25.5% advantage respectively.

    This keeps going on until at level 20 the scrapper endurance advantage is 47.7%/54.7% respectively.

    Here is a table on the progress of that endurance advantage:

    01 12.1% 17.4%
    02
    12.5% 17.8%
    03
    13.2% 18.6%
    04
    14.0% 19.4%
    05
    14.7% 20.2%
    06
    15.9% 21.4%
    07
    17.8% 23.5%
    08
    19.8% 25.5%
    09
    21.9% 27.7%
    10
    24.0% 29.9%
    11
    26.1% 32.1%
    12
    28.3% 34.4%
    13
    30.5% 36.7%
    14
    32.8% 39.1%
    15
    35.1% 41.5%
    16
    37.5% 44.0%
    17
    39.9% 46.6%
    18
    42.5% 49.2%
    19
    45.0% 51.9%
    20
    47.7% 54.7%
  11. Quote:
    Originally Posted by Heraclea View Post
    Yes, it is not obvious to new players that slotting your damage powers for damage is not optimal.
    Have not been following this thread but was gazing through and this note caught my eye.

    Enhancing attacks for endurance cost or for damage are both exactly equivalent as far as endurance efficiency goes.

    Take an attack that does 1ds of damage and has 3 slots. Use the slots for damage. You do 1.25 damage. That's 4.158 end per DS.

    Replace those 3 slots with endurance redux. The attack now costs 4.583 for 1ds, exactly the same amount of DS. Difference is that you are forced to fight longer and your toggles burn more endurance during that time (if you have toggles and that's the case with tankers.) Slotting for recharge instead of damage or endurance, though, that is less efficient.

    Also, since ED does not kick until you slot SOs, it does not even matter if the player was uneducated on ED and went as far as 6 slotting for damage.


    Quote:
    Originally Posted by Heraclea View Post
    And unless they read the forums or guides or are instructed by others as to how to build, nothing tells these players in-game that Stamina is even required, that they will be expected to keep up with older players who have it while teamed, and that the rest of the game has been designed on them taking Stamina as soon as it is available. I don't know how obvious it can be that there's something generally wrong with Endurance as it works in this game.
    The only way to "fix" this is by removing stamina alltogether. Even if you give stamina as an inherent to everyone, if there is a stamina in a pool power players will still think it's needed. Stamina technically has never been desired, but extra endurance allows everyone to fight faster, no matter how much stamina you add to the base, the stamina pool power will always make you faster and therefore anyone else will be comparatively at a disadvantage if they don't take the pool.


    Quote:
    Originally Posted by Heraclea View Post
    Endurance recovery needs to be increased across the board, and endurance costs decreased across the board, so that the pace of play is as fast and exciting at level 18 as it is at 50. Until that can be done, decreasing the recharge of Rest to about thirty seconds strikes me as the most conservative solution that benefits all ATs equally without requiring changes in any other mechanic.
    Endurance costs has been reduced in the past, people still wanted more. Regen scrappers were still taking Stamina and Quick Recovery even after this endurance reduction. Heck look at dominators, they still complain about endurance even when they can reset their endurance bar with every use of Domination. The only way to entirely get rid of "stamina issues" is to get rid of endurance mechanics altogether, something that is unlikely to happen.

    All that being told, "endurance issues" will always exist, but it should be noted that different ATs have more issues than others.
  12. Quote:
    Originally Posted by Heraclea View Post
    So my level 50 Stone tanker is still mostly using the same IOs she had when she hit level 50 in i6.

    Extreme Haxor or Extreme Early Access, you be the judge!
  13. Now that you mention the banner... Seems positron finally got to wee wee. He is no longer weaving in withholding agony
  14. Quote:
    Originally Posted by Basilisk View Post
    There must be a Starsman registered from the EU boards. Looking at Who's online, there's a lot of "xyzname_EU" and "xyzname_ NA"
    Yea, went to the main announcement and read it. Already hunted down my evil clone and he only posted once 4 years ago, also I registered first, so I hope I win my name back
  15. Also, some of you may have noticed either a _EU or _NA appended to your names. Rest assured this is not a permanent feature but only for the interim. We will announce further details of how we plan to resolve the naming conflicts in the near future.

    I really hope Near Future means VERY near future, trully dislike that _NA on my name, and already looked up the other Starsman_EU and he only posted once 4 years ago...

    I'm an identity freak and fear some one may register tomorrow and snatch the plain Starsman.

    PS: Love the new rich text editor.
  16. Wow, this sure is a drastic change.... will take me a while to get used to the new look...

    Hey.... how come im called Starsman_NA?!?!
  17. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Most mace tanks would doubtless be giddy with some Thor-like alternates. Double handed over head Shatter please.

    Better yet, enable auras on weapons (flaming swords, electric mace..), and the double handed over head Shatter. Thank you.

    [/ QUOTE ]
    Knowing BaBs, we would have to be astronomically lucky.

    [/ QUOTE ]

    Counting on it.

    [/ QUOTE ]

    Double handed moves wont happen for the same reason dual wielding or left handed sets didn't get Shields.

    KOBs new two handed move may very likely have a shield alternate or may have been done in a way that your shield hand won't clip. Actually, if it works as I think this means that Cap clones will be happy as it will look like a shield swing of sorts.
  18. Think a few of the new punches are shared with the new Martial Arts alternatives, but need a side by side to really tell. If so this may be their "scrapper SS without proliferation."
  19. [ QUOTE ]
    Yours is a bit more elegant, but violates one of my premises:

    Tankers are fine as the only Tank.

    Your idea would make Tankers better.

    [/ QUOTE ]

    Actually, I'd add a third item to the tanker issue list that has been noted a bit in the past:

    The most dangerous place to be in a team that has a tank is by the tank. This is drastically counter, intuitive. You would expect standing by the tanker to be the safest place in the field because theoretically he has an easier time to cover you. The 4% def may be next to nothing on it's own with just one tanker, but still would alleviate that a tad.

    That being told, as I noted, on their own, a single tanker would not be getting that big of a boost, its adding more tankers that becomes actually useful.

    Also, a buff that only buffs other tankers (missed that bit the first time i speed read your proposal) really makes no conceptual sense, nor would give much reason to invite second tankers unless you planning to have 3 or 4 tanks and threatens making pure tanker teams way too powerful.
  20. Starsman

    The best DPS?

    On my most recent update, due to the constant notes about it, I inclined my analysis in favor of rush-tactics. Meaning I assume not how many foes fit in an AoE given optimization, but instead that all foes are rather spread. This made a big difference in comparing 8ft Radius AoEs against 10ft and 15ft radius ones.

    How I approached it? The average critter tends to measure 3ft across. I assume the distance between each critter is a critter and a half, basically 4.5ft between critters. I think that's on the high end of a spread spawn but it's the best middle ground that would actually spit lower hit rates for the 3 standard AoE measures (8/10/15) without entirely neutralizing most cones, but starting to treat things like Shatter and Shadow Maul like single target attacks (that the masses claim is the rule, not the exception.)

    I still have not done blasters because I feel they should be treated as a whole and all primary/secondary combos should be looked at. At the same time I don't like the idea of averaging Defiance's damage buff.

    I could do blaster sets in isolation but I still would face the defiance damage issue.
  21. The true big difference between the statements is that he who refuses a second tank does so understanding that the tanker is the lest optimal addition to the team if something else is available.

    The one that refuses a controller because he is no healer just does not understands the power of a controller.
  22. [ QUOTE ]
    [ QUOTE ]
    I think blasters and controllers have worse END issues than tanks do

    [/ QUOTE ]

    I'd love for you to clarify how blasters have worse endurance issues than tankers. I may not be too keen on blaster issues, but endurance efficiency isn't one of them.

    [/ QUOTE ]

    The kid just does not know what he is talking about.
  23. [ QUOTE ]
    Even more off topic, but I long thought that if tankers are intended to take a team's share of debuffs, knockback, status effects, and damage, they should be given the tools to take those effects without crumbling. For the time being, that really only applies to mitigating status effects and damage. Knockback situationally so. But, taking a spawn of Mu, or anything else with relevant endurance drain, and being sapped of endurance to the point that the tanker's ability to mitigate damage is compromised is a terrible way to encourage tanking or reward teaming.

    [/ QUOTE ]

    Agree whole heartedly, SPECIALLY endurance drain, but also other debuffs like -endrecovery.

    Another half baked idea I had (but it would treat all builds differently) was to make all defensive toggles cost no endurance. At least that way endurance drains would never be something that would cause detoggles followed by instant death.
  24. [ QUOTE ]
    [ QUOTE ]
    For one thing, it's more of a forum exercise than something that actually happens in-game

    [/ QUOTE ]

    How often it happens is a debatable topic highly tainted by one's point of view and anecdotal experience. It happens. It happens to and bothers some people more than others, but so does being kicked for not being a healing defender.

    I've been refused invites to SG teams that simply didn't want any tanker at all (boy did I quit that SG). I have been refused an invite to a TF because the team already had a tanker. While it problably saved me heartache from teaming with idiocy, I've never seen or heard of that issue with anything other than a tanker.

    [/ QUOTE ]

    If it matters, I recall my scrapper being told no once because they already had another 6 scrappers and a tank and needed a fender or controller
  25. [ QUOTE ]
    [ QUOTE ]
    Vox, many suboptimal teams in this game work, but they are still suboptimal and in many dual or triple tanker teams, the main reason to have them is because you just need some one to fill in so you can get more critters to spawn. Only reason you "need" the tanker in those teams is to fill, and most (not all) content in the game is easy enough that you just don't care who you invite.

    [/ QUOTE ]
    Whether Tanks have a place on min/maxed teams seems pretty irrelevant to me. For one thing, it's more of a forum exercise than something that actually happens in-game, and also because min/maxing teams is more about what combos are overpowered rather than who's underpowered.

    [/ QUOTE ]

    It's not just a forum exercise when the devs are setting out to make content that is harder... I just had an Stephani... i mean epiphany...

    Bit off topic but feel obliged to toss it here:

    Going Rogue takes place in a different dimension...
    Different dimension gives room for even physics to behave different, why not powers...
    Castle noted at some point the Diminishing Returns mechanic we see in PvP MAY be used in new future content exclusively...
    Positron claims we will see end game content in Going Rogue that will make all CoH content look extremely easy...
    Are you guys pondering what I'm pondering right this very minute?


    Resuming my line of thought:
    Harder content is in development, content may not require specific AT usage but may definitively leave any sub-optimal characters out of the game.

    This actually happened a lot when Lord Recluse SF was released, many sub-optimal characters, specially Stalkers and Doms, just received pity slots when no one else was available, or would be invited only to VG runs, and this was not just forum community, this was what happened in game. VG Runs may still be "options" but not everyone relies on those, I would dare bet PUG TFs/SFs are a big majority.