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Posts
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I am concerned that the negativity of a fair number of people during these Facebook events is actually making these events less than helpful as a marketing tool. This makes me sad.
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An angel MM would be great! I want Word of Power for an attack.
If we can have demon MM, we can have angels too, darnit. -
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Quote:I do actually see quite a lot of other Brutes besides SS/FA in game. I think a lot of people do play them and it is only natural that the forums are full of questions about them, since the forums is where you go to learn about stuff, including farming. Despite that, people play other brutes and other ATs.Go look in the Brute section and tell me how many threads you find on the first 2 pages about SS/Fire and farming. We already have cookie cutter builds, and a lot of people are playing the same thing. If your suggestion were done, I'd give it a month, tops, before some intrepid power gamer figures out he best combo and everyone is playing that instead of SS/Fire brutes.
Pointing to SS/FA brutes is actually a vindication for the OP. A build like SS/FA can exist, yet most people still play other things.
Quote:You're completely discounting the fact that people interested in being the most powerful they can be will play whatever has been proven to be the most effective. All your suggestion does is enable those builds that people are going to use anyway to be even more broken.
Just like Power Customization ISN'T going to happen. Just like inherent Fitness, ISN'T going to happen. -
Quote:What is wrong with Frostfire's background?If the lack of lore (or lore organization) isn't convincing, then consider examples such as this: http://www.cityofheroes.com/game_inf..._outcasts.html
What does that say about how management feels about the lore of the game? -
Maybe this is a sign the devs are going to fix Quartzes!
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You are not going to get a lot of comments, because you seem to be well informed.
We will have to see what Dark Blast looks like to really know. If Life Drain remains a poor attack (seems likely), then I'd lean toward /Nrg for some help with single target damage output. -
Trick Arrow - it is very controllery already, swap out the debuffs for the added AoE controls a control set needs.
Archery Assault - would need some work for melee attacks.
Radiation Control and Radiation Assault
Wind Control (or maybe Storm)
Water Control (might be too much crossover with Ice or Storm though) -
It is a cool idea, it really is, but I do agree that one of my favorite things about this game is that my powers and my costume are totally separate mechanically. Now, that is not to say they need to be roleplayed separately. If you want to pretend that the cloud and lightning aura at your feet is due to the intense heat and kinetic chaos your powers are emitting, you should.
If you want to play that the glowy arcs of electricity are keeping you safe, do so. Just because it is really weave, maneuvers, CJ, and bunches of set bonuses actually keeping you safe, does not mean you should not pretend its the aura of your choice. -
Quote:Don't cop out just because we disagree. If everyone has to agree with your post and your opinion in order to be considered valid, then you are the one with unrealistic expectations. The fact that I like the way the current mechanic for disintegration works in no way means it should not be changed at all, just that I like it as is and see real drawbacks to making it less dangerous.sigh... I don't know why I even bother posting feedback anymore. All folks here wanna do is praise and worship the devs for everything. It's clear to me now that nothing the bosses use is unbalanced on these trials. You've convinced me, you really have!
I'd love to see some changes in Keyes. I'd like to see only 6 terminals per reactor, 2 per floor, instead of the current 10 per, with 4, 4, then 2 on the floors. I'd like to see a more clear way to know who is being disintegrated. I'd like the flashy notification for entanglement to go away (partly to aid in seeing who is being disintegrated) since there is no use to the flashy notification. I'd like the Time Stop to actually stop everything except Anti-Matter. That means Disintegration and Obliteration Beam stop (as well as our own regen and recovery and even recharge if it was possible). -
On its own, it is a bad power. With the purple proc, it is a good power.
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Severe? I do not think that word means what you think it means. I have seen some stuff that indicates a mild drop, but nothing that indicates a severe one. What are you referencing when you say we know of a severe drop off in blaster popularity in the high levels?
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Quote:Meh, what you posted feels pretty much like current nukes. Kill all the minions and Lts., neutralize the bosses. No single spawn is worth a crash, ever. Rage, SoW, and Unstoppable all last for mutliple spawns (or in the case of SoW and Unstoppable allow one to last vs. a very strong opponent). I can see the benefit of your improved nuke with the real, unavoidable crash, but it seems only barely better than the current version and still not worth even the shorter crash. If nukes could somehow work on multiple spawns (or had a significant impact during a fight vs. a very strong opponent), then a crash would make sense to me (kind of like your Raging Lunatics idea might work). However, I don't really want to change what the nukes do or turn them into something else.I consider all of the crash to be all of the crash when I say that, and I do think -recovery would be less of a big deal if a) the nuke removed the immediate threat completely, and b) it lasted less long than the threat was removed for.
It is true, I often get to use my nukes on two spawns, but, of course, the 16 target cap means it is not really two spawns. I actually love the nukes, just like most every player I ever meet in game. My "main" blaster doesn't have it, because I am damn well not turning 7 (or 8) toggles back on all the time and she is a walking nuke every 12 seconds anyway. I have skipped it on a few defenders, mostly those that run lots of toggles or where it doesn't fit thematically. But generally I take it and use it (and on my Emp/Ice/Dark, I almost feel it is worth the crash, especially in places like on top of the towers in the ITF, but Blizzard is kind of unique, especially when Soul Drain is maxed).
Quote:Its very difficult to say, because these are areas that the very people who debate these topics never seem to find themselves in: highly suboptimal and situationally inconsistent situations that apparently nearly everyone else but forum posters find themselves in almost all the time.
Indeed, on most teams it can be very easy for blasters to leverage the range advantage. I frequently kill stuff while armored ATs are still just trying to run over to them. I frequently have ranger teammates kill stuff while I am trying to run to it when I play an armored character. Even when teams go all splits and start tackling multiple spawns, a blaster may be able to keep up for a bit. -
Shortly after D&D 3 and the D20 system came out my one friend and I created a system that abolished classes altogether. It was fun and allowed us great ability to design the types of characters we wanted. It is of course a lot easier to make that kind of system when you can approve and deny player choices as DM fiat and when you know the players are choosing powers primarily for role-play reasons. We called it the freedom system and sometimes D20 freedom.
However, we still occasionally ran games without that system. Obviously, creating characters and even leveling them up under the Freedom system took much longer and required a lot more thinking. You also had to (I use this term loosely, as I don't think we ever forced someone to, but people always did it on their own anyway) sometimes choose abilities based on what had happened in the session, and those were not really always complimentary to the general character's motif. Sometimes it was nice to be able to head in, make character and just be able to play, without having to think about those things and knowing that the powers you were going to get would enhance your chosen role.
I am generally very happy with the sets the devs make. While I'd love to be able to make my own sets, it is not because I want change what exists, but because I want to make stuff that does not exist (or proliferate stuff that exists). -
Quote:There are many angels displayed in game both in Paragon and in the RI. The two new vendors in Ouro are only the latest.I always got the feeling the game steered clear of any type of angel types period.
Likely do to just not wanting to deal with the subject, but also because they mention Greek Mythology quite a bit, and the Greek Mythology didn't really have the angels we think of today. -
Quote:When being disintegrated, the only thing that should be damaging you is disintegrate. If you are remaining next to AM or you are standing on top of allies you need to adjust your tactics. There is no reason that with heals and respites you should be below full when the last tick hits. That is the point of the Disintegrate game. Before the final tick, you must be at full health. If they change that last tick to anything less, the game loses any play value.No bit of practice is really going to matter for when I just happen to not be at full health when a tick happens. And again really why does it have to tick for so high and rely on the 1 shot rule. It should tick lower and tick more often like a fire dot. So its still hard but not an outright death sentence.
Honestly, if it was less and you could likely ignore it while just spamming attacks and letting AoE healing fix you up. It sounds like that is what you are asking for, something you could ignore and just let AoE healing cover. The entire point of this mechanic is to force one person to disengage for 15 seconds while they and leaguemates use respites/heals/regen buffs to keep them alive. -
Traps/Sonic or Rad/Sonic are always good.
Perhaps when I21 comes out /Fire blast may be nearly as strong. -
Quote:Indeed. But I had figured we were giving up on equalizing the leveling and reward earning potential. At this point, I am interested in QOL tweaks that are also straight buffs, even though they will not have a major impact on the normal metrics. I am just looking to eliminate the annoying or obviously older design concepts. Not that I would be opposed to Raging Lunatics, but I am more interested in just removing some of the more egregious drawbacks that already exist in the sets.But none of those things would significantly improve blaster leveling or reward earning performance for midrange (not end game optimized or invention-heavy) blasters, nor would they significantly improve survivability for players that are already challenged in that area. So in that sense, as I said the devs could keep buffing blasters, and there are blaster lovers out there that would appreciate every single buff, but at the end of the day the on-paper offense/survivability ratio of blasters would only change a little. Allowing us to shoot three attacks from mez was probably the biggest buff to survivability and total offense the devs could pull out of their hats.
Quote:Incidentally, the crash isn't the problem with nukes (for the nukes that crash). The problem is the powers don't do enough damage for nukes that crash. And even the ones that provide mitigation (i.e. Nova's knock, Thunderous Blast's drain) have effects that last less than, or equal to, the amount of time the power tries to incapacitate the blaster. TB debuffs foe recovery for 20 seconds. It debuffs self recovery for 20 seconds. That's not really a good trade. Nova debuff self recovery for 20 seconds and applies knockback to the targets. No knockback effect that doesn't ragdoll the target into a pretzel in a tree lasts 20 seconds.
I don't dislike that type of crash, as I am perfectly happy with Unstoppable, Rage, and SoW. But even if we made the nuke instantly obliterate even bosses or maybe even EBs, they still would not be worth the harsh crash, IMO. I cannot see a way to reconcile Nukes having a crash for blasters, outside of your Raging Lunatic concept. I love the idea behind Inferno and Nova. I even like the idea behind needing some moments to recover from that type of power. But what the nukes do gameplay wise, does not really match the way they work in a story environment and the crash is just inappropriate.
Quote:You know what a good emergency attack for blasters would be? Shield Charge. Its fast (1.5s vs 3.0 for Nova, 3.7s for TB). It has knockdown. It has absolutely no drawbacks and the blaster could still fight. You can use it every 90s. It even doubles as an escape power because it as a teleport range of 60 feet. It has offense, defense, alpha strike, and escape all wrapped up in one power. And we give it to melee archetypes. -
Quote:I am not sure when I came around to this idea, but I think it was sometime in I13 or 14. I was really frustrated that Blasters were not given any real changes in I11, but since I loved blasters from I5 on, I rolled with it. I was livid when I saw that VEATs were basically blasters, with the stuff we suggested in I10 to make blasters better (mostly because while I'd like to play VEATs, I'd prefer to play one based on fire or electricity or ice or something other than clawes, bullets, energy, and/or Psi). Eventually, I realized how awesome it was that blasters were allowed to continue as is.If I could wave a magic wand and fix it, I would. But if the only way to do that is to make blasters just like everything else: like defenders but with more damage, or like corruptors but with less buffing, or like dominators but with less control, I would rather they remain what they are, even if what they are is numerically less than everything else.
"Fixing" blasters takes away a big element of their current gameplay, reliance on teammates (or an expensive IO build and good inspiration use). It is tough to reconcile a gameplay element that is as far out of "balance" as blasters, but I think it is kind of cool.
That being said, there are still many, many things that could be done to improve the blaster state without making them just like the other ATs.
Nukes that don't crash (maybe a modestly faster recharge as well).
They could get a bonus to their move speeds, the better to facilitate moving in and out of melee. Possibly even added control and friction.
Snipes with some advantage (for starters, it could gain a defiance bonus that actually represented its full animation time).
Offensive toggles do not shutdown when mezzed, just suppress.
Perhaps some +perception/perception debuff resistance to Aim and maybe even Build Up.
They could regain the endurance advantage they once had over other ATs.
As the AT that is designed to "require" ally support, I think they should be able to benefit from it more than they currently do. While raising the HP cap or resistance cap are ideas along this vein, there are other unique things that could be done that do not infringe as much on making them more like scrappers. The unique things may be harder though, because they would likely require new techs.
More specific stuff could be done for individual sets, Swap Ammo could be made to matter more, /Devices could be given a once over, VS could be made less of a hassle, Blazing Aura could be altered, etc. -
Short answer: Always slot the proc first.
It is always better to slot the PerfShift proc into Stamina. The very first thing you should put into Stamina is the proc, once you reach the level where you can.
At base endurance, even QR is better off with the proc. If you have the accolades or other +max end, it is ever so slightly better to slot the end mod IOs from lvl 35 on (or make sure to keep them at +3 SOs), but I think the utility of the perfshift proc outweighs the small end gain from the regular IO (when hit by a recovery debuff, the proc can still give you end, while the regular IO has in essence been stunted).
The various epic powers, Superior Conditioning and Physical Perfection will always yield more end (on average) with the proc than just end mod slotting. -
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I am normally all for potent enemy powers. Malta and KoA are two of my favorite villain groups. I am also always happy to see powers that hamper melee users, while rangers can work around the issue thanks to range attacks.
Glue Grenade is just too much, IMO. I love KoA. I love caltrops. I loathe the Glue Grenade. Glue Grenade might be an acceptable power to throw at Incarnates. It may even be OK to hit level 40+ people with it (although it is likely too strong even at those levels). But it is absolutely obscene to toss at level 20-30 characters.
It could be workable if the debuff lasted 15 seconds after leaving the patch. Or maybe have the patch be larger and the debuff lasts 5 seconds after leaving it. -
I have survived many disintegrates thank to Respites. I consider them them within my own power. I did have one trial where I got hit by disintegrate 3 times. I had run out of respites, I imagine that will be a rare circumstance, but in that situation, you are totally relying on outside help (barring having your own heals, of course). Either way, I really like the disintegrate mechanic as it exists, although I might still want an easier way to target an ally who is being disintegrated.
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One thing I will say about Regen is that player mistakes can cause death. If you decide you can get one more attack off before hitting a heal, and you are wrong, you could end up dead. Of course, Regen has a power to solve that problem, but it is not very functional, sadly. Making Revive workable should be a priority before I21 releases, IMO.
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Quote:The hurricane does indeed still work on the untouchable pet. Their version of the cane has lost the repel, but still has the chance to occasionally do some KB. I recommend making a bind to control this pets movement, as the hurricane is a massive debuff and well worth using as much as possible.Just a quick question before I drop a whole bunch of threads on crafting the incarnate power, does the intangible version of the support ally's hurricane still work? also if it does, does it have a tendency to push foes around as much as any other hurricane would?
/bind button4 "petcom_name "Monsoon" goto"