StratoNexus

Renowned
  • Posts

    3314
  • Joined

  1. In a world gone mad, ordinary people need examples of excellence to provide hope. Who will inspire them?

    I felt all kinds of clever by providing the player choices, but I see others have done the same thing.

    I think its pretty polished. I will be running one more test, the last time I ran it I may have had a spawn issue in the last mission (or we may just have missed the spawn).

    Mission 3 has a bugged glowy which spawns and activates when its supposed to, but doesn't glow or make noise. It is functional, just not very noticeable to a player searching for it. I am leaving it in, that way the devs can see the bug and hopefully figure out the issue.
  2. Elec Armor (on scrappers) and WP can aid in causing scatter even before low HPs. I have not seen any consistent scatter on my SD/Elm tanker, but I have not played it long.
  3. Quote:
    Originally Posted by BackAlleyBrawler View Post
    I can tell you that Ninja Run was a real nightmare to get integrated into the game. It has to layer on top of pretty much everything and work in conjunction with every combat mode and every power. It required a ton of animations (115+), an insane amount of sequencer moves 1,800+), and a lot of restructuring to many of the other existing player moves.
    You better believe it was worth every single second you and the team had to spend thinking about and working on it. Ninja Run is the single greatest addition the game has seen since the new Katana animations and it may even be better than those (the STF is close, but I can Ninja Run and enjoy all the content, I can only enjoy the STF content when doing a STF).
  4. Quote:
    Originally Posted by je_saist View Post
    and it doesn't work on Master Runs.

    I stand by my statements. It's not that fast. It doesn't jump that high. It's not a replacement for a real travel power. It's a toy.
    You want a "real" travel power on Master Runs?

    On the STF, there is 1 of 5 doors that involves any sort of travel.
    The Kahn TF is the same.
    The ITF is in Cimerora, an itty, bitty zone.
    I've only run Barracuda and LRSF once, I don't remember what they are like for travel.

    NR is fast, you jump plenty high, you can stick to slight inclines to ride up walls as high as you want, and it is a fabulous travel power unto itself. I am glad to see travel is continuously being moved from a power selection to a costume option.
  5. I have a mission with a collection item that activates upon the rescue of an escort (it activates on the rescue, before you lead them out).

    The collection does indeed become active (you can click it and complete the objective), but it fails to glow and make noise once it becomes active. This naturally means people who play it will have trouble with that objective.

    I have tried several things to make this work: changing the object; adding a 2nd collection; removing the collection and then adding it back in. No glow - no sound.

    Anyone see this before? Anyone have any ideas?
  6. Quote:
    Originally Posted by HacknSlash View Post
    [Personally? I'd resummon/reposition singularity. He's a bonfire that tanks, he rarely dies, and you should have a recharge set slotted in him anyway. Oh, and watching longbow go flying as one appears in the middle of the spawn never ceases to amuse...]
    Recall Friend also works for this, but it has 4 more seconds of animation and that interrupt thing to deal with.

    Singularity is actually quite adept at taking most alphas, but I was able to stealth past spawns and drag him in as the tank. Of course, when you abuse him this way, he does get killed more often than normal (which is still infrequent).
  7. Congratulations. This arc is indeed deserving, I have run it several times on several different characters, because it is always fun.
  8. Quote:
    Originally Posted by Arcanaville View Post
    The only reason for slotting a lot of endurance over other enhancements as a tanker is if kill speed is completely irrelevant to you, and the reason you're attacking at all is primarily for gauntlet. In that case, the only thing that matters is that you can maintain a high level of activity, and you don't care what that activity does. In that case, you want to slot accuracy and endurance reduction specifically over damage, because neither DPS nor DPE matter to you anymore, and the only thing that matters is EPS which will limit your activity level.
    Aye, if you are relying on your teams endurance to do most of the killing, then its probably better to skip damage enhancers in the early levels. I have even slotted taunt sets in all my attacks in the early-mid levels to see if they made gauntlet a bit better than slotting damage enhancers. I couldn't really tell a difference between maintaining aggro with enhanced damage or enhanced taunt, so I opted to switch back to damage in the late 20s/early 30s.
  9. Quote:
    Originally Posted by NetMinder View Post
    Stop slotting attacks for damage pre-20s?

    Im serious. Tanks get thier damage going in the 20s, right about the time SOs make them great. Early on, +8% or +16% damage on a low/moderate damage power isnt going to make that much of a difference. Changing those reds to blues can help quite a bit. Toggles are a different matter. First off, again +def/+res isnt that great pre-SOs and carving .21eps to .16eps (33% end redux) is really trivial compared to some slots in Punch. Punch is 5.2end 4s(1.2act) recharge. Dropping 33% end redux in there is 1.3 end reduction per use or if spammed, a .25eps reduction. Makes that .05 eps reduction in an armor seem even smaller.

    Moral of the story:
    Teach tanks to slot attacks for end redux, accuracy then damage in the early levels. Later on its not as important with Stamina and +end powers, but until those, it makes all the difference.
    Are you sure? I thought that damage enhancers and end reduction enhancers were equal in effect on the DPE of a power.
  10. Quote:
    Originally Posted by Sailboat View Post
    Although it comes pretty late in the game, and often gets little respect, Scrapper Evasion does provide some mitigation.
    lol. Of course I meant mitigation based on having enemies nearby. Shield scrappers are iffy, but the -damage is probably enough to qualify.
  11. Quote:
    Originally Posted by JamMasterJMS View Post
    Except for OG and CoF
    Both of those powers already tend to keep enemies from leaving the area.

    Quote:
    Originally Posted by Silverado View Post
    Yes that is a correct description of the current situation, however it doesn't answer the reason why Scrapper damage auras don't have a (much needed, IMO) taunt component. The functionality of these powers basicly call for it, as they need the enemies to stay within melee range for their intended function to work properly (aka dealing damage)
    The devs do not particularly want the baddies to be quite that stupid all the time. Neither do I. It is deemed acceptable that enemies thwart your offensive punch a bit by positioning, but less acceptable when they neuter your defense with just positioning (and the devs already do have the enemy AI designed in such a way as to make it a bit more smart even with that).

    It certainly could be argued to add taunt to these powers (and Evasion). However, I like that the AI has some more control vs. my Claws/Elec scrapper and I also like that some sets have this taunt advantage that other sets do not.

    Elec armor can manipulate the AI by draining enemy endurance (and I imigine LR can cause panic as well). Fiery can manipulate the AI very well with Burn. DA of course has OG and CoF as controls, so they don't really need still more enemy manipulation techniques, IMO.
  12. I believe when the game released, only Invincibility, even for tankers, had a Taunt effect. When they added gauntlet in Issue 3, they added a Taunt effect to the other tanker auras.

    I believe the Taunt effect that gets translated to scrappers is only in powers that provide a direct mitigation benefit to the scrapper. That seems to be the design principle that guides the devs, based on what we have seen.

    I believe this is why the damage auras (and Evasion) for scrappers do not Taunt.
  13. Quote:
    Originally Posted by Lord Mayhem View Post
    Sigh. Buffs... only buffs... it's even in the title of the thread...
    Why "only buffs"? I understand that people are only asking for this treatment for buffs; I am asking you to tell me why you mind using some powers, but not others. Which you proceed to do "just in case", although that is precisely what I wanted to know.

    Quote:
    Originally Posted by Lord Mayhem View Post
    But I guess I'll tackle this head on, just in case you fail to read the line above as well. Attacks (and debuffs and controls) are obviously very different because they affect something which will probably not be around for very long and will likely be trying to defeat you, unlike your ally who should be with you for the whole mission (all things being equal) and unless they're a damn poor teammate will not be trying to kill you. What that means is that attacks/debuffs/controls involve a lot more tactical thought re when/where/how to use them compared to an ally buff which, as a preventative measure, should probably be up all the time - you just never know when someone might be attacked due to an unforeseen ambush, overspill of the aggro cap, over-aggroing by themselves (maybe by using fireball at the wrong moment ), so if that damage/attack type is present somewhere in the current mission then you should probably maintain that protective buff shield on all allies. Also there is only one way to use a buff, whereas attacks can have other applications (as debuffs, as an aid to pulling, as an aggro tool, etc.) - again, more tactical decisions/uses. Many of my favourite powers have multiple tactical uses (Howling Twilight is a very good example).

    I like ongoing tactical decisions - 4 minute buffs do not really involve ongoing tactical decisions, to my mind - they are just a time-dictated task to maintain (i.e. a chore, to many) - no real thought or skill involved once you determine whether they are needed in the current mission - and even the chosen 4 minutes for the duration seems rather arbitrary. Now if there was a defensive buff you could cast on a teammate that gave them +75% resist (all) for 10 seconds, that could instead be cast on an enemy for a -37.5% resist (all) debuff for 20 seconds, but that also caused -75% resist (all) to the caster for 10 seconds when used, and it had a 3 minute recharge, then that would be a protective buff that required ongoing tactical decision making (especially if it was in a powerset without heals, like Force Fields, so that was one of the few ways of preventing damage to teammates directly) - that would be a buffing power that I would find fun.

    Taking your ridiculous accusation to the opposite ludicrous extreme, would you rather mastermind pet upgrades were changed into 4 minute buffs as well, in case someone somewhere enjoys activating those? After all, they do have very cool animations... Hey maybe the detoggle bug should be brought back as a "feature" too... [Warning: sarcasm may be present in this paragraph]
    I can understand where you are coming from. I do think time-dictated tasks can be enjoyable, especially if you buff between other actions instead of just doing bubbles for 30 seconds. I do occasionally refresh the 4 minute buffs all at once, but normally I shield between blasts/controls/whatever. The shorter duration buffs like SB, Fort, CM, Clarity, etc. I almost always do between other tasks, its very reare for me to just go down the list of teammates applying CM or SB, unless we are waiting at the mission door for people to arrive (which is rare itself, since teams I am on have a tendency to start once we get barely enough people to hopefully survive).

    There are plenty of sets that do not require time-dictated buffing. There is room in the game for sets that do require time-dictated buffing, IMO. I can also argue that there are times where even these single target buffs require some tactical thought, but I admit its rare. I will argue against changing the nature of these buffs, however, because I enjoy the sets as they are and I am pretty sure I would lose a lot of my enjoyment if they were changed as suggested. Minor duration tweaks, maybe. Make bubbles last until you zone, not my cup of tea.

    As far as your MM question goes, I didn't mind the old MM buffing method and my pets died frequently enough that I probably was buffing them every 5 minutes or so. That is not to say I was/am against the change to MM buffing, but I did not mind the old way either.
  14. Quote:
    Originally Posted by Lord Mayhem View Post
    especially as I don't benefit from the buffs either.
    You benefit a great deal from buffs you put on others.

    Why do you want to only use your powers at the beginning of a mission? Do you only want to toggle on Fireball, and then walk through a mission without having to press anymore buttons? Do you like activating Freezing Rain? Other people like activating Deflection Shield.
  15. Quote:
    Originally Posted by all_hell View Post
    Is that why I could run along the side of the wall?
    Yes. It also lets you change direction in the air like CJ and SJ. So good, so good.
  16. Here is my current build.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1414;725;1450;HEX;|
    |78DAA593D952134114863BC98448F6181276B2B0642510BD1102A204AD4289A644B|
    |9502035840662A526A9242278E503B815587A6569954F61F926CA1358FA042EF12C|
    |9D94F74E25FFD77DE6EFD3E74CCF148E569C423C5D122677BEAA379BA5F57243AFD|
    |765C3B65EAE48A32CFD795995CD960CE7F556783A5CAC3D867B428840C7582A8041|
    |666EEA2DDDD0C3DDE88ADC93465366568DC347554336F49D4AB5D23AF6AD1A07B22|
    |18D56A63370166BB56AE67AA565C866D34E93F5BA94BB1C5F937ABD62ECBB9469FF|
    |A00533DFB57AA59C59AEED1E970A3AD4D6381E808A12F07F8EA5D1D5D644CC2C445|
    |698E3042D41E84912A653841CDA4D64B7883118C4442C44484408C928E1854DD920|
    |AD698ED3CE73DA1CA75D20B817090B60B7A8B4164E6BE7B4039C36CB697BC067659|
    |FB0C6052E7D05219B09636DAB6D8F42E70E180F09CE7D823B60A23EFA088BB0AA97|
    |1369BD6B14B21708C15B84C86D46911005BB83ED66478AD332820C1B185CAA01D70|
    |DAAD5BB4A98B84719B21B8425F07994CFC38D7AB9D1096E34C18D9E80CFC7CFCFEA|
    |FB49CFE8FC2FC66F42DF1FC2589B4F4758A86358E557D9FD6FD8774298784BC89E1|
    |282E00B285FE00B85A6BE12126784243FAC97E0EBE72ACCFDEFE9CEC04742EC03E1|
    |140C83AACCC1FB022B1F7AC0D8248C6D31B6093325C2555835CC476619E69D46BC0|
    |C1F2022627E9A5D01DFA83AEDD17E18B8C56B0885D486A1437AF4E123C613C67728|
    |6C54447E1092DF08CBB02AAAFA8DF24EE33E06EF34CE55E4C137A9FA9DCC5268EA0|
    |2E322C10C86381B44BC0D97B04024A552A7F840D37CA0693ED0341FA806BE8C7A83|
    |325CC20C6F3A836F64525C06C3AC6A76364DBD8C68DD6F137EB8DBDABF911C40B38|
    |8A2D6FDD48489DFC690D6FD4AFFEBFAE4ECE4E9BD6307BD8B5204316DE06813650B|
    |A7DB38D271B48352C669FBB3B353ACE712163487328F92437986269B03C481E2447|
    |1A1B8513C285E143F4A106508E51D4AFB2F97D2F293|
    |-------------------------------------------------------------------|
  17. OMG OMG OMG
    Ninja Runs grants FRICTION !!!!!!!
    TY TY TY TY TY TY TY Ty
  18. Quote:
    Originally Posted by Dispari View Post
    It could be that I hate watching timers and having to think out how long I have before I have to reapply. And watching things start to blink and call me into action sucks.
    I choose this one. Mainly because that is probably the defining characteristic of these powers. It is the reason I find them fun, chasing the clock, keeping the buffs going, reapplying them between blasts (or controls).

    Since that aspect is so prevalent and often complained about (isn't that the basic complaint in the OP?), it would makes sense that this is why people either like or dislike using these powers.
  19. Quote:
    Originally Posted by Crush_Stalker View Post
    Are the procs from obliteration not unique? If not, this is the first I had heard of it and I will be using it in other builds.
    Nothing in Obliteration is unique. Go to town!
  20. Quote:
    Originally Posted by Aura_Familia View Post
    Errrm, what game play advantage would actual fishing be?

    We don't have professions here.
    What are day jobs, if not professions? Logging out near water could grant Fishing as a day job. Is fishing often represented in comic books as it is in many fantasy novels?
  21. Quote:
    Originally Posted by Liquid View Post
    I haven't chosen to totally sacrifice. Bone Smasher is a great power.
    HeHe. True.
  22. Quote:
    Originally Posted by Dispari View Post
    I hate single-target shields. It takes sooooo long to buff up a team, and I have to recast them every 3-4 minutes. It's even more complication/annoyance when I have to upkeep other powers like Frostwork or Forge. I usually just end up recasting them during battles which is boring. It works on my Ice/Cold Controller because all her stuff is long recharge and after I do her basic volley I can just sit back and buff. But that's no fun.
    I will never understand why its fun to target a Tsoo ink man and press the "5" key but its unfun to target ally blaster Betty Sizzle and press the "7" key. do you just not like the animations for buffing? I give out Speed Boost sometimes just to enjoy the range gut punch to an ally (and I like the spinny FX too).
  23. Quote:
    Originally Posted by Liquid View Post
    FYI, I brought up a single example of a second situation that can pop up as well as the SD issue, and then mentioned some more powers. I'm not sure where you got "Teams with KB mean I never get SD off except on one or two guys." from. But it wasn't me.

    My point is, it's not just one power, or one player. AoE KB can disrupt multiple peoples powers, multiple times in a single mission. Expecting the AoE KBer to anticipate every situation where that might happen is unrealistic. I am going to have times where Explosive Blast knocks guys out of an area before some AoE is executed, because I'm not psychic.
    Understood. The prevelance of PBAoE powers does not preclude my belief that KB does not interfere with them as much as people fear. Disruption of other peoples powers happens all the time, and KB is not the most common cause, IME. Defeat is the most likely culprit. I bet I have ruined more Fulcrum Shifts and Soul Drains and Footstomps on my Fire/Fire/Flame blaster than the 30 most prolific Energy blasters combined (due to KB, they will have a fair amount of defeats themselves). AoE Immobs are likely more egregious at disrupting other peoples powers than KB. Two tankers (or a tanker and controller) trying to manage aggro are often at odds.

    I propose that KBing people out of other peoples AoEs happens less often than people complain and even when it does happen, is almost never problematic, merely ego busting. When you use Breath + Ball, then the tanker Footstomps, his Footstomp doesn't hit much, but you rarely hear complaints. When you use Torrent + EB, then the tanker Footstomps, its a disaster and you have ruined his fun! I take exception to that attitude and I do not believe the solution is to avoid KB so as not to hurt feelings. 19 times out of 20 the Footstomp hits a bunch of people, 1 time out of 20 those people are on their backs 20 feet away and near dead. In a few seconds Energy Torrent will be back and can finish off most of them (in the meantime, the tanker can wasd over to the area and punch stuff while the blaster single targets stuff, all of which assumes no on else on the team is AoEing the baddies while they are down or before they were sent flying (as corpses in that case, most likely)).

    Quote:
    Originally Posted by Liquid View Post
    No. Again, I just want to use powers I love without getting complaints even though I know what I'm doing and am not endangering the group.

    Also, I'd like to play a superhero game where Knockback is not so reviled, because it's a staple of the genre, and I love it, but I think that would take an overhaul to this game that the devs would not want to do.
    People complain. Its what they do. I have indeed had countless complaints that someone can't get FS off because the spawns are dead too fast. Obviously, if the spawns are dying that fast, FS is not needed, but people, rightfully, want to use their powers. It is up to them to find the way, although I will try to encourage them sometimes or guide them to find the way.

    Quote:
    Originally Posted by Liquid View Post
    I want to point out that you're basically implying that one guy's powers take precedence over two. This is why I dropped Energy Torrent. My fun doesn't take precedence over the rest of the team. I'm just one person, there will usually be 2-4 people on the team who have AoE effects that I'll disrupt enough to annoy them.
    There is no implication that one guys powers take precedence every spawn over others on my part, only your argument supposes that someone must be subjugated. No one has the right to complain because occasionally they lose out, but someone else (on the same team with the same goals usually) gains.

    You have chosen to totally sacrifice so that others can enjoy. That is, IMO, aberrant behavior, just as egregious as if you asked others to totally sacrifice so that you could enjoy. Just as you can share, others should be able to share with you. Some spawns, your KB will not be useful because your (and your teams) attacks will be killing them. Sometimes a wall will be there to use (or impede, depending on the goal). In some spawns, the KB will send the enemies flying before the rest of the team even gets a chance to engage. Sometimes Torrent will hit just before Fire Sword Circle acquires its targets. Othertimes, it hits just after, the baddies go flying and then burn to death as they land.

    The amount of times the timing is bad is minor, but painful, like missing 5 times in a row can be. Skill can minimize those times even further, and, again, I am not just talking about skill on the part of the person using KB powers.

    Quote:
    Originally Posted by Liquid View Post
    This is the third time I've seen it implied that the spawn will be annihilated in such a short time, and therefore KB isn't a problem. I don't get complaints about KB if spawns go down that fast.
    Then why do you get complaints? I can barely understand if we are talking defender level damage, it gets a bit tough to defend rampant KB for little effect (lower or just plain low/no damage KB does require more judicious application on the part of the user, IMO). Blaster level ET and EB are never unwanted, IMO.

    Quote:
    Originally Posted by Liquid View Post
    Sorry, I disagree. I think the game is not designed to allow mob scatter to be beneficial. And I think it should have been designed so that it was (but it's too late now).
    Most KB does not scatter much. Occasionally, scatter can be beneficial. It is up to the team to make those statements true, not the KB user alone (although the KB user can often compensate on his own for a teams lack of ability or a situational impediment by taking an extra second of movement).
  24. Quote:
    Originally Posted by Liquid View Post
    Let's say you see the Scrapper/Brute/Tanker get into the low yellow or red on their health after jumping into a spawn, you think "I'll save you!" and use Energy Torrent (or a similar power) to knock the bad guys away from them. Now, the Scrapper/Tanker/Brute isn't an idiot-- they knew they were low in health, and triggered Dark Regen right at the time they needed it. But, you activated Energy Torrent a fraction of a second earlier and just KBed all their targets away, they waste the Dark Regen, and the mobs are out of Aura of Fear or Oppressive Gloom. You just made the situation more dangerous for that character.
    Not necessarily. The scrapper is almost assuredly in less danger, as most of those guys sent flying are probably thinking about a different target. Also, it is very possible that many of the KBd enemies are dead or will be in mere seconds.

    Brutes and especially tankers may very well be in trouble, since they hold aggro. Of course, managing aggro is a big job for those ATs. Managing aggro does not mean holding all hate on oneself at all times. It involves knowing when and how to control who the enemy hates. It involves knowing how to position the enemy on a variety of teams (if you have KB users on the team, stop standing in the middle of open areas, if you are on an outdoor map, be prepared to move a lot, the wasd keys do not bite ). It involves knowing when something bad has happened and you need to pull out and let the rest of those wingnuts on your team deal for a few seconds (believe it or not, they probably can handle it without you for a bit).

    It is getting annoyingly repetitious to see this type of example brought up as if its a binary state in missions. "Teams without KB allow me to use SD to full effect all the time. Teams with KB mean I never get SD off except on one or two guys." That is flat out ridiculous and I believe most people know that. Are we really asking for a change because a few times a mission someone else looks cooler than me?

    You all should understand that I play melee-centric characters more often than not. My location is what it is for a reason. I sympathize with having FSC or SC or Invincibility or RI "ruined" by KB. My occasional twitch when it happens, does not allow me to fail to realize that whole bunches of baddies likely just got controlled in a way I now have to deal with, but could be beneficial (even though they would all be dead if you just would have let my damn FSC hit them all ).

    Quote:
    Originally Posted by Liquid View Post
    Sure, maybe you two work it out, but not only does that character have 2 other powers like that to deal with, but there are more people on the team than just him or her. So you have to worry about Jim's Sleet, and Suzie's Cinders, and Jack's Foot Stomp/RttC or Invincibility, etc. Eventually, you may come to the realization that in most cases, it's just not worth using Energy Torrent most of the time, in most teams.

    That's why my Energy Blaster no longer has Energy Torrent: it's the most fun to use against large groups of foes, which most often is on a team, during which time it is most often not a good time to be using Energy Torrent.
    That is too bad. When Cinders takes precedence over a blaster using their AoEs, I believe priorites are badly off. The Fire controller needs to feel cool, so the blaster can't scatter corpses? The tanker needs to keep Invincibility saturated or else he will be in more danger? Is that because he has to kill all the bad guys, so we have to wait the 20 seconds it takes instead of letting the blaster wipe the enemy in 8 seconds?

    Quote:
    Originally Posted by Liquid View Post
    The problem isn't actually the KB, though. It's all the other AoE powers. But I think it's too late to make this game not be AoE centric. I hope they address this if/when they make CoH2.
    The problem is that people feel KB users have to learn how to (or not to) use their powers instead of realizing that people have to learn how to use the KB. Train not the KB user, but yourself. (It certainly helps when the KB user spends some effort as well, but only one of those events is in your control, so I'd concentrate on the events in your control).

    Dropping Energy Torrent is certainly an option in your control, but it vastly weakens Energy blast and your team, IME.