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Posts
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Joined
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My top 13. (I couldn't figure out which of these three to drop off to get to 10)
Fury does not build as intended.
Fly is not a viable PvP travel power.
The difficulty of leveling and equipping toons decreases the number of people who can get involved in competitive PvP. Make a paid PvP expansion where you can auto level to 50 and get unlimited loot for a toon, but can only play in the arena and PvP zones.
A good PvP build can be very different from a good PvE build. Allow players to toggle between build so they can use the same toon to be good at both PvE and PvP.
People often have to reset matches multiple times to get an acceptable map. Add selectable maps, as well as the ability to eliminate maps from the selection while still having a random pick.
The buggy system generated matches are confusing and no one uses them. Remove them from the terminal.
Very few people use the arena on live because of the lack of competition there, while test server arena is filled with people. Allow the arena to be cross-server.
If you are killed, youll sometimes get a bounty dot on the map where you died. This can lead to having multiple dots on the map and being unable to distinguish your true bounty.
Allow players to choose between Tier2 inspirations and SOs if they have over 6000 bounty.
Its annoying to have to trudge through multiple zones to find out where the greatest amount of PvP is happening. Add a /pvpcount or other slash command that would give a count of heroes and villains in the various pvp zones. If possible include people on /hide in the count.
The lethality of NPCs in the PvP zones means dealing with debt is a penalty of PvPing while on your way to 50. Decrease the number or level of NPCs in the zone.
A player can do most of the damage to another player and still get no reward if an off team player kill steals him. Award partial credit for Bounty based on damage, as is done for XP when 2 different unteamed players defeat a mob on the street.
While we know it might be impossible until a server-less configuration, cross-server zones are very, very high on player wish lists. -
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then give those throwaways the boot. Everyone then deletes their throwaways, and all is well in RP-land. ^_^
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How do you RP offering a bunch of new heroes a place to learn, and then summarily killing them all off? The funeral expenses for all those lowbie heroes is mind boggling. -
What I see in I11 makes me very excited.
I like the fact that they have (and presumably will continue) to introduce loot, and then make the game harder, but instead of making it harder for everyone, they give us the ability to crank it up another notch on our terms. I have long desired to be able to turn the difficulty up to 6, but it looks like with the options we are getting for missions, we will be able to do even more.
Starting us down the road of power customization is a great thing. It gives us all the clear indication where you are trying to head.
I am intrigued by the new mechanic Dual Blades is introducing, I imagine this is something that could be expanded upon in the future if it works well. -
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Rain of Fire - Totally agree, if you have a controller with you to immobilze, ROF will do very nice damage. I still don't like the activation mechanism, since it disrupts the flow of the fight.
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Try this bind for Rain of Fire, I use one like it for Rain of Arrows and Freezing Rain on other toons I have.
/bind lshift+click "powexec_name Rain of Fire"
This allows you to just hold down the left shift button and click, and the power activates. -
1) With no buffs I would like to hit my enemy 66% of the time. With no buffs I would like my enemy to miss me 50% of the time. Yeah, I know those are incompatible.
2) Buffed out the wazoo I want to hit the defender always, but I also prefer a no guarantee system, so I am happy with the 95% cap. I have no defense and my enemy is buffed out the wazoo, I expect to be hit always.
3) 25% of the time I want to hit a target that is "unhittable". As the "unhittable" defender I would be happy totally dodging attacks 75% of the time. Obviously, that will get most Defense based toons dead pretty quick though. If I as the defender get hit 25% of the time, but ~75% of those hits are mostly dodged, I would still feel like my defense was useful. As the attacker, I would at least be able to hit and feel like I am doing something. I guess that is the key, when attacking you want to feel like something is happening, so missing 85+% of the time is harsh and begins to feel pointless.
4) See #1. At any point where defense and to hit are equal, 50% to 66% should apply.
A partial hit would appeal to me as an attacker, because while I am more tolerant of misses than most, it still can get frustrating. A mostly dodged would appeal to me as a defender, because I wouldn't be so all or nothing. Of course partial hits/mostly dodges run into the issue of what do you do with non-damage effects? Weaken the mag and/or duration of status, lower the power of slows, etc. That sounds like a lot of work just to figure out what to do, and then trying to figure out how to do it as well. -
DE should drop both. DE that do not drop Hami Goo are wrong. Rock men that fail to drop gems are wrong. Tree men that fail to drop Thorn Tree Vines are wrong. If Bleeding Stone doesn't come from Boulders/Granites, where does it come from?
Rularuu and Lanaruu should drop both. They are too all encompassing to only drop from one group, plus it makes hunting in the Storm Palace a nicer experience. Alternately the Devs could get complicated and have Brutes and Elementals drop Tech, and Wisps and Eyeballs drop Magic. I think having them all drop both is the best way. -
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Aim is a 50% (defender) or 62.5% (blaster) tohit buff.
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37.5% for blasters.
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BU is a 20% tohit buff (10% on blasters).
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15% for blasters.
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So the best buff you could get from one Tactics is 3 slotted on a defender, about 20%. Less than a small yellow.
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Your value of yellows is a way too high. Try the following values:
S - 7.5%
M - 18.75%
L - 37.5% -
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DEVs can we change it so AVs don't run from rain effects?
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I thought they did change this, it seems like they might have missed rains (or maybe they didn't include rains on purpose).
From April 5ths patch notes:
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Archvillain and Monster class critters should now be more courageous when faced with Caltrops or similar powers.
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I noticed that I could keep Hot Feet on without making them run away, but it and Caltrops use some different mechanics than Freezing Rain.
I would bug it when an AV runs from my Freezing Rain, it may not be the intended behavior anymore. -
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Therefore, its introduction into the game as it is now was a MISTAKE in the same way that a hole in the geometry is a MISTAKE.
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While I agree that the Shivan temp power is a mistake, it is in no way a mistake in the SAME way that a hole in the geometry is a mistake. Shivans are an entirely DIFFERENT kind of mistake.
Edit: Err, yeah, what Arcanaville said. -
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You missed his point entirely. He wants drop rates drastically nerfed so that every who isn't an elite farmer will have no chance of getting a rare, and instead will have to buy them.
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Or maybe he suggested putting a 24 hour timer on the same TF/Trial dropping a rare to the same character. Which I am sure would really hurt all the regular/non-farming players, because casual, non-farmers regularly do the same TF/Trial repeatedly in the same day. -
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The net result of buffing FM consume would be that /FM blasters would be getting a substantial endurance management tool "for free" as a secondary benefit of taking the FM secondary.
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Is that what Power Sink in Electric Manipulation is?
I am pretty confident that when Blazing Aura and Hot Feet are on, and with the occasional use of Fire Sword Circle, the Fire Manipulation secondary will use more endurance than the other secondaries (using just those 3 powers will probably use more end than anything the other blaster secondaries can muster). Will they use more endurance per bad guy killed though? That I am not so sure about, and really that is what matters I guess. It is entirely possible that since Fire Manipulation kills so quickly, endurance issues are an important balance mechanism to slow it down. -
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my example was Dark Armor, not Dark Melee, and has nothing to do with dark consumption per se.
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Ok, the example was just to illustrate the point that endurance can be and is used to balance sets.
Do the following statements bear any resemblance to your opinions? I may or may not agree with these statements myself, just trying to further discussion and gain a better idea of what people think.
Dark Consumption from Dark Melee has no counterpart in any Brute, Scrapper, Stalker, or Tanker attack set, and Dark Melee has no particular reason to require higher than normal endurance in order to bring it on par with those other attack sets.
Fiery Aura Consume does have counterparts in other Brute, Stalker, Scrapper, and Tanker sets, and it also requires higher endurance use than many (if not all) other defense sets in order to bring it on par to those other sets.
Fire Manipulation Consume does have counterparts in other Blaster secondaries, but does not require higher endurance use than those other secondaries to bring it on par with those support sets. -
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Dark armor is a set that can easily approach its peers without burning very much more endurance than them. But it can *exceed* its peers by burning *more*.
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How can Dark Melee exceed the other attack sets by burning more endurance?
EDIT: I should note that I believe Fire Manipulation can exceed the other blaster secondaries by burning more endurance, but they already sacrifice most of the protections the other secondaries provide for that benefit. -
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Fire blaster /Fire attacks aren't specifically designed to suck more endurance.
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Is Healing Flames what you mean when you say that Fiery Aura relies on high endurance output to reach comparable performance, or is it more than that? What is it about Fiery Aura that deserves more endurance than Fire Manipulation (I am not disagreeing, just curious as to your reasoning)? -
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The logic behind buffing consume is that its in a defensive set, and specifically a defensive set that relies on high endurance output to reach comparable performance with its peers on average, both for tankers and brutes. In many cases, that is because many of its peers have significant endurance recovery and/or endurance management also.
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What about /Fire blaster's Consume? /Fire blasters fit into both of your justifications, as far as my experience goes. They suck down endurance to reach their potential and other blaster secondaries have endurance management powers as well. -
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Consume could get a buff, but then Dark Consumption would deserve one too. Buffing both of these powers would make Dark/Fire overpowered.
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You make this bizarre statement in the same post where you admit that your Stone/Electric Brute has no end issues because of Conserve Power, Power Surge, and Power Sink? Are you saying that you feel /Electric is currently overpowered and lowering the recharge on Consume and DC would make a Dark/Fire Brute equally overpowered? Of course, regen scrappers then must also be overpowered, as well as /Energy Brutes.
I don't think the 2 end recovery powers a Dark/Fire Brute can get would make them overpowered even if they were both on a 1 minute timer. -
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TY for the post. To me this leads me to be optimistic that once indeed you do get the data points, there is a possibility we can expect to hear some good news.
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It could just as easily be determined that Power Sink, Energy Absorption, Energy Drain, etc. are all performing above their desired level and Consume is the correct performance level. I could easily make that arguement based on my experiences with my EA brute, my Ice Tank, and my friends experience with his /Electric blaster. Or they may decide to treat this like they did Burn. They might move them all to a 120 second recharge (in addition to possibly altering other characteristics such as mob level affecting amount drained), so it would be a buff for Consume and a nerf to the other powers. -
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Clicking on any other power will just queue it till PB's animation is over.
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That is the way it should work. The activation time on these powers have not been removed, they just no longer require you to stay still. -
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I'm of the opinion that defiance damage should be a separate floating number, like criticals. That way, blasters can actually see the defiance boost in a way more psychologically satisfying (and perhaps a bit more obviously). This was done recently for defense: the various "dodged" and "deflected" messages which show that defense is actually "working" were added purely to give a psychological boost to the visibility of defense. Defiance damage should probably get similar treatment.
*Especially* since defiance is one part numerical buff, and three parts psychological buff, its important to make sure its highly visible to get the psychological boost its intended to provide.
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Agreed. -
I am trying to do the Faultline content but am having trouble getting the contacts. At level 16 I went into the zone and talked to Jim Trembler who gave me missions involving Fusionette. I finished his arc and he offered me 2 new contacts, neither of whom were Faultline contacts. I tired talking to Penolope, but she just told me the store was closed. I ran 3 scanner missions and a safeguard mission, and talked to my Faultine detective, and he also offered me two non-Faultline contacts.
Who do I go see after Trembler? -
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We never, ever saw the "Miss" indicators when using pool attacks, so I assumed Gauntlet never worked on pool attacks.
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I cannot be positive, since when running my Tanker, I normally have multiple methods of gathering agro going simultaneously, but I have always felt like Boxing worked on who I punched (I don't ever recall seeing a target I hit with Boxing turn away from me or fail to redirect to me). I think the pool attacks only have the gauntlet effect on the target they hit, unlike the regular Tanker attacks which have the effect in an AoE (this would explain why you would never see the "Miss" indicators as well). Now, while running my Brute with Boxing, I can guarantee it has no taunt effect there, as I have seen enemies continue to run past me after I hit with Boxing. The contrast of Boxing between my Brute (where I see it fail to agro frequently) and with my Tanker (where I have never seen it fail to agro) is quite interesting. Of course, Boxing could be failing to agro on my Tanker, and one of my other agro abilities is making me not see this. -
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Blaster's Fire Manipulation secondary is quite excellent. It doesn't need any looking into.
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You're joking, right?
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Nope. I like it OK as is. I would prefer it if it didnt change.
The only change I would ever want to see is putting the Mez protection back into the set. Since this ain't gonna happen, I'll just have to keep hoping the defender or controllers on my team have a power that grants status protection and that they enjoy using it. When I solo only boss fights with mezzers are very dangerous, althought Lt Gunslingers are moderatley dangerous. Well, Rularuu (sp?) are pretty dangerous too, but I rarely choose to fight them solo (maybe they aren't that dangerous solo for my blaster, I can't recall ever soloing them with my blaster, but I think I am going to go try now) ; if I am going to the Shard, I want it to be crazy full of Rularuu with lots of baddies. -
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Perhaps we should PM the red names as to when blasters are going to get a real look at and not a nerf to an already underperforming set.
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At this point, I would be careful wishing for blasters to get looked at. I remember my excitement when the developers started looking at controllers. I even got one of my wishes when they changed Wormhole into an AoE. Then they killed multiple pets and whacked the snot out of the usefulness of GDF. While I am not opposed to those changes and think they were good in the long run, and I would welcome changes to the blaster AT even though I expect changes would mean some nerfs as well, I doubt most people really would be willing to handle the negative changes that would come with any positive changes.
Blaster's Fire Manipulation secondary is quite excellent. It doesn't need any looking into. I'd much rather Devices continues to get the attention it needs. -
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Had the devs actually done any serious testing, and not just listened to complaining from blasters, they would have seen that the global defense reduction was a bad idea, and no one would've asked that the devs look into removing toggle droppers because melee defenses had taken two substantial hits in previous issues.
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Actually, it may have been wiser to put the GDR and ED right in with I4, since they were obviously already working on them back then. I imagine they chose not to for two reasons: 1) It would have been undeniabley hailed as a major nerf because of PvP (which happened a bit anyway, but less than if it had come concurrent with the Arena) ; 2) They were still fiddling with exactly how big the nerf needed to be in order to get the difficulty where they wanted.
Had they done any serious PvP testing, a lot of things would be different, but they are doing that testing now to the best of their ability I imagine, and thus we will have many changes over the next year. The fact that they reverted PvE hurricane should be heartening to all those who worry about PvP changes harming PvE.
After some more testing with my Kat/Inv scrapper, I am getting very concerned that melee dominance will be too strong once again. I haven't felt this good about that scrapper in PvP since I4. That isn't really a good thing in the long run. More testing will need to be done before I can come to firmer conclusions. -
Why are there blue forcefields? I hate bounding (or even more annoying, tping) along and slamming into the barrier I can't see until I am almost on top of it. Why can't the whole zone up to the war walls be included?
Please remove the blue walls.