StratoNexus

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  1. Quote:
    Originally Posted by PeerlessGirl View Post
    I said that "those (Consumables) are per character" meaning that when you use one, it's gone, it's not "per account" meaning that all your characters on an account get to use one before it's gone.
    This makes me sad. It will make me mad if Respecs/Merits are handled that way. As long as the stuff we currently get under the Vet system is not altered, I do not really think I can be too upset that future rewards may be handled differently.

    The fact that the consumables are one shot per account items is annoying, but considering the other stuff we can get (not the least of which are 150 extra PPs/month), I do not feel like I can complain much. I want to say the new system feels like it is giving us less, because everything in the old system was account wide. But that would be closing my eyes to everything else the new system is granting and focusing just on this one specific type of reward which will have less impact than it might have had under the old system.
  2. Quote:
    Originally Posted by Johnny_Butane View Post
    No, I reject this.

    'Heavy melee fighter' implies to me that both their offense and survivability are superior because the term 'heavy' can carry such connotations.
    I agree. I want a term that only discusses that they draw aggro as I already included Damage as part of their role.

    Quote:
    Originally Posted by Johnny_Butane View Post
    Melee Crowd Control, Decoy, Spearhead, Arggo Control. Those are appropriate terms.
    Decoy is good, but a bit too pansy for my liking. Melee Crowd Control might work, it is a bit wordy and I was trying to avoid the word control for clarity. Aggro Control is decent, but has 2 drawbacks; first it contains the word control and second I am not sure Aggro works as well for people new to gaming in general. Spearhead might work, but I am not sure the reference is clear enough, plus it lacks the connotation of maintaining aggro.

    So far I think I like Spearhead the best.

    Quote:
    Originally Posted by mauk2 View Post
    Try 'heavy melee fighter' for tanks, 'medium melee fighter' for brutes and scraps, and 'light melee fighter' for stalkers and blasters.
    Actually, I was trying to keep the range/melee distinction out of the Roles section. Melee and Ranged are not Roles, they are relative locations and a description for power ranges.

    It is all moot anyway, since it seems the devs have already taken care of this concern for Freedom launch and will have made their own choices about phrasing and how to communicate the AT roles for new and old players alike.
  3. More players would appreciate defender blasts even when teamed if they had a higher base damage. Maybe enough people already do, although I still seem to find they are regularly one of the hardest ATs to find in the search list (although I was on a full BAF trial last night where we had 7 of them besides the one I was playing, so 1/3rd of the whole trial was blue shields, predictably awesome ensued ).
  4. Quote:
    Originally Posted by The Grim Heaper View Post
    Wow.. historically I'm lucky if I get 10 threads per lambda - and you usually get 15-20?!
    Agreed. Sorry OP, if you were regularly getting 15 threads a trial, you were just massively lucky in the past. Are you sure you were not thinking of totals after converting a few Astral Merits? I normally get 4 to 8 threads on a Lambda, even with killing a lot of baddies.
  5. Quote:
    Originally Posted by Ghost Vision View Post
    I personally don't like this trailer at all. It shows a lot of stuff but doesn't really show anything.
    I am pretty sure that is what a good trailer does. I loathe trailers that show you all the good stuff and leave nothing for the actual product to show me.
  6. Quote:
    Originally Posted by Snow Globe View Post
    They have repeatedly said that you will lose nothing with this change. I highly doubt that it will change from all characters to 1 for the entire account.
    I got all pacified and was throwing myself into wholly believing this, then I saw someone talking about Enhancement Unslotters and Vouchers instead of Certificates (and I understand that those vouchers could have been from the store, while the Paragon Rewards may be account wide).

    So once again, I hope the devs could clarify. When you choose the option to get Unslotters or Boosters, does each character gain them or do you just get them once per account? What about rewards like respecs, are they still for each and every character (including ones not yet made) or are they one per account?
  7. Quote:
    Originally Posted by Jagged View Post
    Hate the term "Meat shield"
    That was one thing I didn't love either, but I did not want to use the term Tank, since it could be confusing and I had already spent too much time on something that would just be for demonstration purposes. I do think it conveys the needed information, especially for a new person trying to figure out what the various ATs can do.

    Protector, Aggro control, enemy engager were all terms I considered and passed by. I am sure there is a better word or phrase, but it is just not coming into my head.
  8. Quote:
    Originally Posted by TheSuperFrog View Post
    Keep in mind that Burn for scrappers still has the fear component, so things will run away from you. If you plan on using Burn a lot Brute might be a better choice.
    To be technical, Burn for scrappers does not have a Fear effect. However, NPC AI does have a thing about standing inside damage patches. Enemies do not flee instantly like they used to and some even stay (I guess you can overcome the flee AI by generating enough hate sans taunt effect sometimes). That being said, the taunt effects Brutes have are helpful at reducing scatter from Burn (I usually use Burn at the end of my chain, so it gets full value from PS and many things die when I activate it, before they could even choose to flee).
  9. Quote:
    Originally Posted by Jibikao View Post
    Do the debuff duration all last the same time? Only 2-3s?
    They last much longer and in fact it is pretty easy to get them fully stacked. Granted, my Diamagnetics are generally on AoE focused characters, so for me I am debuffing entire spawns to-hit. Is it useful vs. AVs? Nope. Both the -to-hit and -regen are resisted so much they are irrelevant. But against regular spawns, the -to-hit is very useful and the -regen is more useful than people realize (but keep in mind, this Interface is primarily for mitigation, the small added offense is just a side bonus, if you want to add offense, you choose Reactive).

    Regen does not actually work by granting X number of HPs every second, but rather grants a base amount of our health every X seconds. Regen buffs and debuffs change the time interval rather than the amount of health gained. A small debuff in HP/sec could translate into a significant gap between health ticks, which can make regen debuffing more useful vs. Lts. and bosses than may first appear.
  10. Quote:
    Originally Posted by Cyclone_Jack View Post
    3. Not sure I like this one, specifically due to the requirement of having to rework a few power sets.
    To be specific, when I originally suggested the idea back in Issue 10, I said to add mag 6 Hold, Stun, Sleep, and Fear protection that lasted 10 seconds to Aim and Build Up (I think I included Fear, but I may not have) and allow both powers to be used when mezzed. I suggested the same effect to be added to Full Auto (I know I was thinking about reducing the duration to 8 seconds, but I do not remember if that made it into my original suggestion). I suggested adding mag 3 Mez protection against Hold, Stun, and Sleep to Targeting Drone (I believe it was just those 3 for Drone). Dual Pistols did not exist at the time, but I'd likely add the effect to HoB, perhaps have it last 15 seconds.

    There are times I wish Castle's blaster thread had not been purged.
  11. Diamagnetic is primarily a defensive choice. The extra offense from the -regen is small. It may save an attack or two vs. bosses, but generally you choose this because you want to prevent damage. Enemies will hit you noticeably less, the to-hit debuff is nice.

    The Paralytic is also a defensive choice. The -def may be useful while on leagues with lots of 50s and 51s. If you fight 54s in regular content a lot, you may value the -def (although that is doubtful). But the -damage is effective. I think it is a bit less valuable than Diamagentic, unless of course you are already capping Defense, in which case the defensive value of this is quite handy.

    Gravitic is solely defensive in nature (I have not tested the -special against enemies that godmode, it is possible you could reduce the strength of those and get some offensive benefit, but I am not sure). My Emp/Elec/Power has the Gravitic, and before you get to tier 4, the recovery debuff is far too uncommon to count on (I never saw any benefit at tier 3 from this Interface choice, I don't even think it is very good outside of the -recovery). Even at tier 4, a fair number of enemies will still get to recover endurance. So while at tier 4 the recovery debuff is noticeable and helpful, it is not always reliable. I have not done any kind of testing to see how well the -recharge may be helping me. I like slow effects in general, but this character generally fights enemies who are out of endurance or health quickly.

    Reactive is generally awesome. I do not think there is some hidden secret to the other Interfaces that most people miss. Reactive is that good, IME. Of course, on a league, it is likely so many people will have it, that it could be handy to have a 2nd one to switch to for trials.
  12. Quote:
    Originally Posted by Arcanaville View Post
    In fact, the exact opposite is true. Regardless of blaster archetype popularity they've always been datamined to have the most problems with leveling, going essentially back to the beginning of time, which is why they are, as far as I know, the only archetype to have been revisited on three separate occasions and targeted for archetype-wide buffs. The first time, their health was increased to its current level and its damage strength cap was increased to the current level (blasters originally had lower health and only a 400% damage cap). The second time, they were given Defiance 1.0. The third time, they were given a revamped Defiance that allows them to shoot some of their powers while mezzed and replaced the health-scaling damage buff of D1.0 with the more follow up-like damage buff of D2.0.
    Blasters, as an AT, were only altered twice. Defiance, more HPs, and the higher damage cap all came at the same time. One could argue that the debt reduction in I12 was primarily made to help blaster leveling, I know I believe that to be true (and I am not bothered by that, debt adjustment of some kind was actually quite a popular player suggestion in the thread Castle had made to discuss the blaster AT). A lot of players I encounter do not really seem to be bothered by the occasional blaster death and I think the debt reduction did have an impact on the level of frustration from defeat.
  13. Quote:
    Originally Posted by Pinkpup View Post
    But most times it was their fault for grabbing too much agg or get sloppy. And that is a problem with a good emp on a team, people start thinking they are Mr. TotalAwesome and start taking crazy risks.
    What you call a problem, I call the huge benefit Empathy can bring.
  14. Quote:
    Originally Posted by TerraDraconis View Post
    XP boost is already an existing Veteran reward. It isn't something new. Your chasing the horse long long after the barn door was opened.
    True, but I was never able to buy as much as I wanted. I am perfectly fine with them offering these options for sale, but to some people that difference matters.

    On that note, does anyone know if using that vet reward after 50 does anything? I never remember to use it while leveling.
  15. Quote:
    Originally Posted by Another_Fan View Post
    Its especially painful when I know if I weren't mezzed I could win through. The carnie boss example above is the perfect example of this. Mezz is that things I win button.
    Having been killed by MIs while playing scrappers, I can assure you that MIs are not solely reliant on their mezzing to win (although I have been killed on scrappers due to getting mezzed, since they can stack so much, I have also been killed by MIs even without getting mezzed). This is also true on my blaster with Clarion. Even with Diamagnetic stacking some modest to hit debuff, I do not think I'd face an MI without an inspire or two. That being said, I doubt I have actually tried to take one on without inspires (and considering I run at x5 or 6, I normally play in less than ideal circumstances to try running into spawns without an inspire or 3 running).
  16. Honestly, what are you trying to have me learn? What do I need to say to get you to realize that I understand what you have typed, but disagree that it means we should just ignore this concept completely? Alternatively, what else besides, it is hard, it is time-consuming, and it was scrapped 9 years ago are you willing to discuss?

    Quote:
    Originally Posted by Forbin_Project View Post
    1. Exactly where does it say that anything the devs has said or done has an expiration date? For example anything posted by the devs over 3 months old isn't valid anymore.

    2. I didn't make a statement without any proof. That the devs tested free-form power sets and discarded them is a fact.
    Indeed, a fact I never disputed. I only claim that what they decided in 2002 is not necessarily wholly relevant in 2011. That is not to say the decisions made back then should not be acknowledged, but nor are they iron-clad foundations to frame our discussions on.

    I see you asked me another absurd question as well. I guess I have to ask one back. Exactly where does it say that everything the devs have ever said will remain true and inviolate forever?

    You seem to believe:
    1) Stuff the devs did at game release is inviolate and is allowed to be used as evidence that things they did at game release should never and will never be revisited.

    2) Anything they revisited and changed after (sometimes long after) game release is not a relevant example that point 1 in untrue.

    3) The fact that vast amounts of employee turnover has occurred since game release also fails to invalidate point 1.

    4) The fact that the entire game is under new management and has had a large infusion of capital and resources also fails to invalidate point 1.

    5) The fact that the studio creating the game has had a major organizational restructuring as well some obvious philosophical changes does not invalidate point 1.

    6) The fact that the game is making a huge change in its business model as well as the method of releasing new content fails to invalidate point 1.

    I am starting to believe as long as Forbin_Project needs point 1 to be true, no evidence against point 1 is valid (until Forbin_Project needs point 1 to be untrue, then Point 1 will be invalid).

    Quote:
    Originally Posted by Forbin_Project View Post
    The devs don't have to constantly waste time on the forums repeatedly explaining and justifying their decisions to every Tom, Dick, and Harry that doesn't like the answers he's being given. If they did that they'd never get anything done.
    Who is asking them to? Is there a point to this statement or are you just being ornery? The Suggestion and Ideas forum is a place where players can, "Have an idea or suggestion? Talk about them here!" Forbin_Project does not constantly have to waste his time telling every Tom, Dick, and Harry that they should not talk about suggestions and ideas in this forum because the Devs are never going to do it anyway, or do you?
  17. Quote:
    Originally Posted by Another_Fan View Post
    Yes defiance really works best when you don't need it
    Which is not necessarily bad. I very much like that a lot of the blaster inherent just works. I am not sure how well the shoot while mezzed thing saves blaster lives, but I do know I think it adds a level of fun to the AT (and I am glad the +damage mechanic just functions from attacking). I frequently kill a guy, sometimes even two while mezzed thanks to it. Will it save my life while soloing when facing a very dangerous opponent? No. But it will allow me to still play while teamed and I get hit by a mez, but most of the really dangerous stuff is hitting a tanker, or I am buffed so that I can survive but we do not have mez protection, or the enemies are debuffed to not be very dangerous. The ability to do something, anything, is actually a fun mechanic.

    It is even sometimes fun while solo, even if it does not turn very many tides. It is nice that even when mezzed I can look at what I am facing and choose to save a breakfree, because, as you say, I don't really need to be operating at full against a more limited problem (of course, that brings into play the point that I can use that BF later, when the situation is really dangerous; inspiration management is more important at standard difficulty levels, where inspirations do not rain from the heavens).
  18. Quote:
    Originally Posted by Forbin_Project View Post
    No that's actually the opposite of what everyone has told you, but as usual you either dismiss and ignore anything that you don't want to hear, or you try to misinterpret what was actually said.
    Sigh. Such a sad tangent we have gone down together. You took exception to my examples of things that so many people thought would never happen and yet did happen. Apparently, this thing that is not ever going to happen is different enough in your mind as to make those other things that were never going to happen not similar enough. Fine, we diagree. You asked me for a quote. I asked you for one. Neither of us are capable of producing that quote, which is of course why we both challenged each other with the absurd request (my challenge was to demonstrate that your request was absurd, but so many failed to realize that and seemed to take the request as real).

    Then I got annoyed that you suggested I was ignoring points made by others, when I am actually CONCEDING those points. I never argued against the fact that this would be difficult and time consuming. NO ONE HAS. I completely agree. Why is it so difficult for you to grasp that? I am not dismissing or ignoring what others are saying, I am agreeing with their points. My only disagreement is that I do not think those points mean we should just shut up and not even think about or discuss the idea. I think the concept is well worth exploring in theory, at the least. Despite the truth that the idea would be difficult to work out and likely time-consuming to implement, I think it is interesting to discuss and has many positives,

    Then Techbot Alpha suggested that if I were trying to disprove something you said (and I am not actually clear on what it is I am trying to disprove, perhaps the idea that the current devs have thoroughly investigated this concept and discarded it as unworkable), that it was up to me to find proof you were mistaken. He actually stated a principle that is fundamentally wrong when he said:
    Quote:
    Originally Posted by Techbot Alpha View Post
    It is not up to him to find evidence. If you want to disprove someones statement, it falls on the disprovee to provide said evidence.
    In order to demonstrate how ridiculous his principle was, I made a statement. One which could very well be false, but is actually quite difficult to disprove. No definitive statement by a dev existed at the time of my statement (and none exists at the time of this post either). If I really cared, I could even make a strong circumstantial case in support of that statement. But the statement itself was never the point. The point was simply that the burden of proof is more often on a person making a claim than it is on a person challenging a claim. And ironically, Techbot Alpha seems to agree since after I made that statement he said:
    Quote:
    Originally Posted by Techbot Alpha View Post
    That's not evidence. I see no quoted source or links. Something you were calling for only a page or so ago.

    This argument hath no ground to stand on, methinks.
    So when I ask you for proof that the devs have looked at this concept significantly more recently than 2 years before launch, I am being unreasonable. When I make a statement without any proof, I am being unreasonable. When you make a statement without any proof, you are being reasonable.

    I am going to go drool in the corner now while I think of more problems and benefits of a more freeform system of character creation than we currently have (and I think the current system already is massively freeform).
  19. Quote:
    Originally Posted by Snow Globe View Post
    I read that. I am pretty sure I understand it. I am pretty sure it does not answer my questions.

    When you spend a token are the new Paragon Rewards granted to all characters you have, including ones you have not made yet?

    The Vet Rewards all were, it is not clear if some of the new rewards will be.
  20. Quote:
    Originally Posted by Johnny_Butane View Post
    Change the Tanker AT description on the site to be truthful like the first post in this thread says.
    They really should redo all the descriptions come Freedom. Blasters are not heroes, corruptors are not villains. The villain descriptions have the extra "role" descriptor, the Hit Point descriptor is not useful information for a new person, and the style of the descriptions are different (the villains use "You will" or "You are" but the heroes say "He can" or "he does"). Some sample new descriptions follow.

    Tanker
    The Tanker is an irresistible force combined with an immovable object. This Archetype can withstand the attacks of large groups of foes while still inflicting good damage.

    Tankers are not totally invulnerable, but their skills allow the other Archetypes to play their parts, too. Tankers are effective hand to hand combatants and through attacking and drawing enemy attacks upon themselves they are an asset to any group. They primarily engage enemies in melee and through various methods keep many threats focused on themselves, instead of allies.

    Tankers proudly stand in the front lines of battle in order to protect their comrades and punish any enemies.
    • Roles: Meat-shield, Damage
    • Damage Mitigation: Very High
    • Damage: Medium
    • Support: High
    • Primary Power Category - Defense
    • Secondary Power Category - Melee


    Blaster
    The Blaster is an offensive juggernaut. Whether up close or afar, he can deal out tremendous amounts of damage.

    In comparison to the other Archetypes, the Blaster is the most damaging to the enemy. With potent attacks that cover a wide area, they can often eliminate many lesser enemies quickly. But the Blaster is quite fragile; this Archetype has relatively little ability to avoid enemy retaliation. Situational awareness is their best method of survival, but they do have some helpful, if limited, means to control foes.

    Blasters must be on their guard before getting into combat; while their immense power can overcome most foes, alone they are quite vulnerable. The Blaster can turn the tide of a conflict, but they need their allies to help them succeed.
    • Roles: Damage
    • Damage Mitigation: Low
    • Damage: Very High
    • Support: Low
    • Primary Power Category - Ranged
    • Secondary Power Category - Melee/Utility


    Corruptor
    The Corruptor is a superb range attacker who can weaken foes and embolden allies with a wide variety of powers.

    They have potent debuffs to cripple enemies and solid buffs to enhance the abilities of teammates, making them quite valuable to group. Dealing good damage from a safer distance, the Corruptor can unleash impressive blasts.

    Fortunately, Corruptors have Scourge, a special ability that allows them to deal a critical final blow to already weakened enemies. As an enemy’s health drops, their chances for a critical strike dramatically increase, making the Corruptor a deadly foe.
    • Roles: Buff/Debuff, Damage
    • Damage Mitigation: Medium
    • Damage: Medium
    • Support: High
    • Primary Power Category - Ranged
    • Secondary Power Category - Buff/Debuff

    Brute
    Brutes are made to fight and revel in hand-to-hand combat.

    With strong offensive Power Sets designed to inflict punishment and impressive defenses to take it, they're the best there is in a straight melee fight. Protracted battles only make them more fierce and their attacks gain power because of it. They can draw the attention of enemies, which can be an aid to less durable teammates as well as fuel for their attacks.

    They build up Fury as they attack and are attacked, multiplying their base damage potential dramatically. This unique combination of powers makes their strategy one of speed and aggression.
    • Roles: Damage, Meat-shield
    • Damage Mitigation: High
    • Damage: High
    • Support: Medium
    • Primary Power Category - Melee
    • Secondary Power Category - Defense


    Scrapper
    No lone enemy wants to cross paths with a Scrapper - because odds are that only the Scrapper is going to walk away.

    Ferocity and skill make the Scrapper a master of hand to hand combat. Alone or with allies, they will seek out those who oppose them and bring them down. While not as effective as Brutes or Tankers at drawing enemy attacks, they can assist in keeping enemies off less durable allies.

    The Scrapper is resilient, only Tankers and Brutes can withstand more damage. They have impressive attacks and on top of that the ability to inflict random critical attacks, which can deliver devastating damage to enemies.
    • Roles: Damage, Meat-shield
    • Damage Mitigation: High
    • Damage: High
    • Support: Low
    • Primary Power Category - Melee
    • Secondary Power Category - Defense
  21. How do these rewards work across multiple characters on the same account? Vet rewards generally applied globally, so a costume unlock would be global. I assume the costume unlocks in the Paragon Rewards program are also global. Respecs earned with Vet Rewards applied to every character, therefore each time you gained a respec, it was across every character, even ones to be made in the future. If we purchase a respec with a Paragon Reward token, are we getting one respec to use across our entire account or do we get one respec per character, even for characters we have not yet made? What about Enhancement boosters or Unslotters? What about the fancy inspires?

    When we achieve Tier 6, do we get 5 Enhancement Unslotters on every character, including ones we make after we gain that reward or do we just get 5 to use across all our characters?
  22. Quote:
    Originally Posted by Techbot Alpha View Post
    That's not evidence. I see no quoted source or links. Something you were calling for only a page or so ago.
    I think you missed my point, while amazingly getting my point at the same time.

    Apparently, I do not need facts to support my statement. Someone told me, "if you want to disprove someones statement, it falls on the disprovee to provide said evidence."
  23. Quote:
    Originally Posted by Deus_Otiosus View Post
    JB's consistent intent is to make Tankers clearly and easily superior to every other melee AT in the entire game.

    He never addresses the mitigation disparity, and only focuses on this magic situation where Brutes and Scrappers are completely perma-HP capped, perma RES capped and perma DEF capped.
    I disagree. I think his intent is that he wants to play brutes, but he just doesn't realize it (actually, I am pretty sure he does play brutes, so he likely gets it on some level).

    He frequently says he does not value the extra mitigation tankers get.
    He frequently says the damage level of brutes is more iconic of the type of comic characters he prefers.
    I say he should realize the Brute AT is made for him. Just because he does not value the way the tanker AT is created does not mean it is valueless, since many others like tankers as they are.
  24. Quote:
    Originally Posted by TonyV View Post
    It's not silly. Silly is going through flex emotes at a costume contest. No harm done. Silly is an green costume with purple polka dots and a pumpkin head. No harm done. Silly is deliberately naming your character Generic 1337. No harm done. Cutscene bombing the Lambda trial when specifically asked not to is nothing but being a tool.
    Every leader is allowed to kick people for whatever reason they want. I firmly believe that. If dancing in the cutscene irks you and you have the star, kick all you want.

    I have never failed a trial because of cut scene shenanigans. I can understand not wanting to risk anything, but frankly, if you finish collecting the acids, and there are 5 minutes left, and the grenades are at 7 or more, dance away, IMO. You are free to disagree, I am free to love posing in the cutscene. Everyone wins (until you kick me, of course, then I lose, but thems the breaks).

    Fortunately for me, I have never seen anything but amusement at cutscene dancing on the servers I play on, so I have lucked out and not had a leader who kicked for that reason.
  25. I love cutscene antics. I like doing it. I like it when teammates do it.

    I have kicked people at the end of a TF, but not for being silly and having fun.