StratoNexus

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  1. After I play some Demon Summoning levels, I will have to finish my AE TF arc and then convince the Devs to give out 25 merits per run so people will play it!

    Of course, I will be busy running +2 STFs and ITFs as well, so it could take a month.
  2. Quote:
    Originally Posted by Sapphire7 View Post
    I don't have numbers to back this up, other than a recent all-MM ITF (2 bots, 2 ninja, 1 necro & 3 mercs // 2 dark, 2 FF, 1 pain, 1 storm, 1 TA, 1 Traps) took about three hours, and we did quite a bit of face-planting in the final fight. Granted we were playing a bit sporadically (the way MMs are wont to do), but a team of 8 Defenders would have eaten that fight alive. At that point the force multiplication (I know, sorry I have to keep using that term) of eight Defenders overrides the damage output of 8 MMs without the massive -Res and -Def. I'm not making any judgment on the balance of MMs versus Defenders, I thoroughly enjoy both ATs.
    But MMs get lots of force multiplication. The team you mentioned had tons of -resistance and -defense and -regen. They also had tons of -to-hit and -damage as well as lots of +defense and +resistance.

    It is mind boggling to me that a team with 2 Darkest Nights, 2 Tar Patch, 2 Twilight Grasps, 2 Shadow Fall, Flash Arrow, PGA, Acid Arrow, Disruption Arrow, Hurricane, Steamy Mist, Freezing Rain, Anguishing Cry, Suppress Pain, World of Pain, Acid Mortar, PT, Seeker Drones, FFG, Triage Beacon, and 2 Dispersion Bubbles could have trouble with any AV fight, much less one that features negative energy damage.
  3. Quote:
    Originally Posted by Biospark View Post
    Hmmm, well I am not gonna look a gift horse in the mouth, but I would have liked it to help newbie Defenders more than that.

    Level 12: 100% + 18% +32% (2 DOs) = 14% boost
    Level 17: 100% + 25% +48% (3 DOs) = 17% boost
    Level 22: 100% + 30% +95% (3 SOs) = 15% boost
    That chart shows new vigilance in the worst possible light for low levels. The damage buff from vigilance is most helpful pre-25 and barely noticeable post-35.

    There are three factors that make new vigilance feel better from level 12-25 than it feels from 25+.

    1) Enhancements are not as strong.

    2) Attacks are usually slotted less well pre-25. One attack may have 5 slots, 1 may have 4 and one or two may have 3. Many people slot two Acc. Many people just drop in whatever until level 22. While some attacks may only be getting a 15-20% boost, others are getting more because they are not as well slotted yet.

    3) Enemy hitpoints have not started to ramp up as much as they do after level 25.
  4. Quote:
    Originally Posted by VileTerror View Post
    Something else to keep in mind, I think, is the matter of themes and the expectations of other players. While I know a lot of people call this nonsense or an imaginary issue, it _does_ affect other players. We already have numerous players telling others "You're doing it wrong" for chosing to play their characters in particular ways. And No. It isn't as simple as just ignoring such people, for numerous reasons both social and personal (although the latter clearly depends on the individual).
    City of Heroes / City of Villains uses Archetypes. They have roles. There isn’t a rule saying you need to play within that role, but the Archetypes are designed towards fulfilling those roles.

    While the entire Issue 17 edition of Vigilance situation seems to present evidence to the contrary (which has kept me rather baffled with Castle's change since Closed Beta), the Devs also have to 'balance' the game while keeping themes in mind. Why don't we see Defenders getting their Damage Modifier raised? Well, I'd like to think it's because the Devs are trying to keep Defenders true to their theme. It probably doesn't factor in as much as I hope it would, but it is something else that I'm sure the Devs contemplate before making changes.
    If the devs want to keep defenders from blasting too much by keeping the damage low, I cannot fault their decision. I do not agree, but I have no real argument against it except that I think people would find it cooler if the blasts were more potent.

    I do not believe defenders were originally designed to not blast much and I do not believe they were originally presented that way and I do not believe they are currently presented that way. I do believe that they are currently implemented in a way which could be seen as such and I also believe that new vigilance will reinforce that concept.

    I argue against the theory that they cannot increase defender and corruptor base damage because it would make them overpowered. I argue against the idea that increasing their base damage would make other ATs obsolete, less fun, or underpowered relatively. I can disagree with the call to emphasize their primaries (or secondaries in the case of corruptors) even more than they are already, but that is a subjective decision I can't really argue against.
  5. Quote:
    Originally Posted by Arcanaville View Post
    It wouldn't, if you could give a definition of "fun blasts" that:

    1. Most defenders would agree were fun.
    2. Most blasters would agree didn't trivialize theirs.

    Blasters and Defenders are placed more or less as far away as possible without (deliberately) making Blasters too strong at the high end or making Defenders too weak at the low end. We could debate the numbers, but I think that's really the real issue. Defender damage is as high as it needs to be, not as high as it possibly can be. And that's not likely to change without someone making an extremely deft argument that causes a major reevaluation of archetype definitions.

    Its not impossible: a similar seismic shift occured with Dominators. I think the argument might be a little harder for Defenders. But I think people were far more successful arguing that the archetype concept for Dominators was wobbly than they ever did arguing that Dominator numbers "were not fun." Because there aren't really any fun and unfun numbers.
    There probably are numbers which are fun and numbers which are unfun.

    Scourge and criticals generate fun numbers. A lot of people seem to like Big Orange Numbers. Watching tons of DoT numbers fly above an enemies head after using Rain Of Fire, Hot Feet, and Burn is fun to me. I assume most MMOs have damage and healing numbers above character's heads because they think the players will find that fun. Old defiance could generate a fair amount of damage increase and might have been viewed as more fun if it generated its own number visible to the player. A lot of people seem to have fun with the number 45 when it is applied to defense. 2,000,000,000 seems like an unfun number when applied to an IO cost for many, while for others it is a very fun number. I have fun with the numbers 8 and 144 for no rational reason.

    Numbers themselves may not be the source of fun, but seeing larger chunks of an enemies health go away after shooting it is probably more fun than barely seeing the health bar move at all. In order to make that happen, somewhere, a number is likely to be changed. Finishing off an enemy (or at least seeing more impressive chunks of health removed) is probably more fun that shooting it 4 times to get it to half health and then the scrapper comes over, hits it once and kills it.

    The dominator changes altered a lot of numbers.

    I am fully aware that the numbers themselves are usually not where the fun comes from. But the numbers are often what needs to change in order to reach for a concept or definition that is failing to be met (or failing to be fun).

    Defender damage is as high as it needs to be to do what? To make them meet the minimum requirements for solo speed? To allow most players to feel like they should take, slot, and use their secondary? To keep the population within whatever range is deemed acceptable? To allow most players to feel like blasting contributes to a team of 2? of 4? of 7? To make sure a lot of defender players barely blast on large teams?

    Is corruptor damage high enough to ensure that their secondaries do not totally overshadow their primaries? Is it high enough after the buffs to doms and stalkers and the introduction of Veats? Is it high enough to fulfill their role as a specialist in dealing out massive ranged damage? Is it high enough that they should still be labeled as High damage?

    I do not think the devs need to reevaluate the archetype definitions for defenders or corruptors. I do, however, think that a few of the numbers currently assigned to some of the AT mods are failing to fulfill those definitions as presented to the players. The definitions seem to make sense. The gameplay does not always seem to match those definitions for a lot of players. I cannot say if it is enough players to warrant any change. Perhaps simply increasing a defender's solo speed slightly will have a big impact on player perception.
  6. Quote:
    Originally Posted by Arcanaville View Post
    Perhaps it seems odd because the devs don't see it that way, because they don't agree with all of the assumptions in that statement. For example we don't know that - for the average player - Masterminds have consistently superior performance.
    I can see that. Obviously, on large teams, having 2 or 3 defenders is a huge boon. Would 2 or 3 MMs on large teams be the same kind of boon? Possibly not. So a big team with a few defenders could perform better than a big team with a few MMs. That could even happen quite regularly.

    Thus the stance that defenders should not be buffed on bigger teams.

    That being said, is it FUN to have anemic blasts on a large team?

    Quote:
    Originally Posted by Arcanaville View Post
    The devs are always concerned about at least two things simultaneously when thinking about things such as this. First: does the change affect the performance of average or typical players in roughly the way desired, plus or minus some spread. Second: does the change affect maximal or extremal performance too much to be considered practical. The first criteria is a measure of the change's effectiveness in performing the task desired. The second criteria is a guard rail that disqualifies certain changes that have unacceptable side effects.
    So which of those two cases does a larger buff to defenders or corruptors run into?

    I find it hard to believe that a real increase to defender (and corruptor) base damage would ramp their outlier performance up beyond any guard rails, considering what outliers already exist. My sarcasm in previous posts comes from this belief. Considering what MMs (controllers, brutes, scrappers) can do as an outlier, it is hard to believe that defender base damage cannot be increased without ramming into a guard rail.

    It is possible the average may be increased too far, but I find that hard to buy, since defenders are already regularly improving damage levels with much higher values. When you consider that many defenders are likely to be spending a lot of time not blasting, I do not believe increasing their base damage mod is going to have a large impact on team's speed through missions, because scrappers and blasters (as well as doms, brutes, and stalkers) will still be contributing the most direct damage (with defenders and corruptors increasing that through buff/debuff). I do think it would make the blasts not anemic and more appealing.

    But, considering the thought process of a large team with two or three defenders/corruptors as opposed to two or three MMs, I concede it is possible it is not the edge cases that may be seen as problematic, but rather the average or typical case instead that causes concern over higher defender/corruptor damage mods.

    Is the average or outlier "performance" of defenders and corruptors likely to be so high with increased base damage mods that it trumps fun blasts?

    Quote:
    Originally Posted by Arcanaville View Post
    (Its also the case that MMOs are collaborations. Castle might decide one way today, he might get overridden by War Witch or Positron tomorrow, he might allow Synapse to make a call different from his own the next day, and then they might all have a meeting and come to a consensus decision about something that is a blend of - but not entirely representing any one of - all of their sensibilities, all as part of the process of collaboration. You don't get to have one single vision for every single detail of game design in a game this big, and few game designers would likely work for someone who tried to impose one.)
    This seems like Castle's call, based on many of his previous comments. Obviously he collaborates with his co-workers, but this is his area of expertise and I'd expect him to have the main voice.

    I really invested far more energy into this than I should have, considering the fact that even if no change is made to defenders at all, they will still be great fun and highly desirable to me (both to play and to team with). I love defenders and corruptors that blast even at their current damage mods and I find blasting to be fun.

    I still think the current vigilance change is the wrong way to go.
  7. Quote:
    Originally Posted by UnknownWarrior View Post
    Quote:
    Originally Posted by StratoNexus View Post
    Somewhere between, "we have endeavored to make improvements that are useful in as general a case for Defenders as possible, without adding to their already strong effect when combined with multiple Defenders," and adding a MM set where the primary has force multiplication on top of whatever force multiplication MM secondaries add.

    Its a good thing MMs can't team like defenders.
    *scratches head*

    Sarcasm, right?
    Right.

    It strikes me as odd that they are concerned about top end, edge case performance when it comes to possible improvements for defenders and corruptors and yet when releasing a new set for an AT that is top end and edge case already, they feel free to dance on that edge with abandon.
  8. Quote:
    Originally Posted by Another_Fan View Post
    Then how bout some actual insight into where the game is going in terms of balance. Sorry my moral compass kind of died the last time I stopped a fight by turning the people doing the fighting into pincushions ?
    Somewhere between, "we have endeavored to make improvements that are useful in as general a case for Defenders as possible, without adding to their already strong effect when combined with multiple Defenders," and adding a MM set where the primary has force multiplication on top of whatever force multiplication MM secondaries add.

    Its a good thing MMs can't team like defenders.
  9. I'd care less about fire/cold/range/aoe defense and more about sm/le.

    I am not sure how much you want to spend, but with all your defense powers you have ample room for LotG +recharge.

    I'd probably drop Maneuvers (or Combat Jumping, but I really prefer to keep CJ) and be a few points below cap with only one guy in range in order to take Hasten so I can have Dull Pain and better attacks more.

    The below build is much more expensive than yours, so maybe its right out. I left Maneuvers in, but, again, I would swap it out for Hasten.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Battle Hardened: Level 50 Natural Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5), C'ngImp-Acc/Dmg/Rchg:50(5), C'ngImp-Dmg/EndRdx/Rchg:50(7)
    Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-ResDam/EndRdx:40(17), RctvArm-ResDam:40(19), RctvArm-ResDam/Rchg:40(23), S'fstPrt-ResDam/Def+:30(25)
    Level 2: Smite -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(9), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Dmg/EndRdx/Rchg:50(11)
    Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-ResDam/EndRdx:40(19), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam:40(23)
    Level 6: Dull Pain -- Mrcl-Heal/EndRdx:40(A), Mrcl-EndRdx/Rchg:40(25), Mrcl-Heal/Rchg:40(27), Mrcl-Heal/EndRdx/Rchg:40(27), Mrcl-Heal:40(29)
    Level 8: Siphon Life -- Nictus-Acc/Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(13), Nictus-Heal:50(13), C'ngImp-Dmg/Rchg:50(15), HO:Nucle(15), HO:Nucle(17)
    Level 10: Swift -- Run-I:50(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(43), LkGmblr-Def/EndRdx:50(50)
    Level 14: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(29), Numna-Heal:50(37), Mrcl-Heal:40(50)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(43), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(45)
    Level 18: Dark Consumption -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(31), Erad-Dmg/Rchg:30(31), P'Shift-EndMod/Rchg:50(31), P'Shift-Acc/Rchg:50(34), P'Shift-EndMod/Acc/Rchg:50(36)
    Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21)
    Level 22: Boxing -- Acc-I:50(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam:40(39)
    Level 26: Soul Drain -- Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(36), Sciroc-Acc/Rchg:50(37), Sciroc-Dmg/Rchg:50(37)
    Level 28: Invincibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx:50(46), LkGmblr-Def/EndRdx/Rchg:50(46)
    Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(46)
    Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(33), C'ngImp-Acc/Dmg/Rchg:50(34), C'ngImp-Dmg/EndRdx/Rchg:50(34)
    Level 35: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(43), LkGmblr-Def/Rchg:50(50)
    Level 38: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx:50(42)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Physical Perfection -- P'Shift-End%:50(A), P'Shift-EndMod:50(45)
    Level 47: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(48)
    Level 49: Resist Elements -- ResDam-I:40(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Critical Hit
    Level 4: Ninja Run


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  10. Quote:
    Originally Posted by RiverOcean View Post
    Hmm...looking at this buff I think there may be something else impacted. Defender Duo's.

    For example two sonic/emp defenders constantly casting Fortitude (while running assault) sounds fantastic. I'm sure theres a few other Duo's that will be pretty damaging combos when this goes live.

    Has this been looked at or thought about at all, I wonder?
    Base damage + Fort + Assault + slotting = 245% damage

    Adding a 20% damage buff to that is an 8% increase in output.
  11. Quote:
    Originally Posted by Frosticus View Post
    I think the dev explanation for the defender buff says it all. Pure whining got this change put into place. And while I say good for defenders (I play them too), its not how I prefer things to be prioritized.
    My favorite part was the quotes put around certain phrases. I couldn't help but read it in a sarcastic, dismissive tone.
    Quote:
    Originally Posted by Avatea View Post
    Due to concerns that Defenders inherent power Vigilance was "too weak" or "non-obvious" or "provided little benefit to the defender himself"
    It was probably not intended to be dismissive and condescending, but it can be read to sound like, "There is no "real" problem with defenders, however, to quiet complaining, we made the most meaningless change possible that we felt would fool the most people possible."

    But I might be bitter about this issue.
  12. Quote:
    Originally Posted by Jade_Dragon View Post
    True. Nothing is taken away if you are not Dark/ or Traps/ then.
    Unless you team. Teaming with a Plant controller got pretty you some crazy end discounts, IIRC.
  13. StratoNexus

    Multiple AVs

    It can help to put an enemy in one or both AV spawns with +perception (it can even be the AV itself), this will make it more likely for both AVs to aggro.
  14. Woot. I hope you are smarter than your namesake.

    *Pulls out shiny mace*
    I really do like this thing. Shame about that whole turning you into the arbiters thing.
  15. Quote:
    Originally Posted by Jade_Dragon View Post
    It is in addition to it. The idea is in effect that Vigilance gives a damage boost solo or on small teams, and a Endurance discount on large teams.

    The mechanism of the End discount hasn't changed, which is still a shame in some ways, but the change does not take away anything.
    Technically, there is a change to how Vigilance works with the end discount. Currently, Vigilance counts pets, Dark Servant, Acid Mortar, teammate's pets, etc. This little loophole is closed once I17 comes out.
  16. Quote:
    Originally Posted by Adeon Hawkwood View Post
    At the end of the day only the devs know what constitutes a manipulation set but I really do not see them making a Blaster manipulation set with 7 melee attacks that are primarily damage based when currently only one set has 4 and most have 3 or fewer.
    I do agree that Martial Arts would need a few tweaks to be a good blaster secondary, but I disagree with your assessment of current blaster melee prowess.

    I'd do Martial Manip as follows:
    . 1- Thunder Kick (change damage to 0.8 DS, recharge to 6s, end use to 6.864, add 100% scale 8 KB, remove stun)
    . 2- Storm Kick (change damage to 1.96 DS, end use to 10.192, and recharge to 10s)
    . 4- Dragon's Tail (I'd change the radius to 10 feet, which will require changes elsewhere (either less damage or more recharge and end use).
    10- Crane Kick (change damage to 2.6 DS, end use to 13.52, and recharge to 14s)
    16- Focus Chi
    20- Quick Recovery
    28- Cobra Strike
    35- Crippling Axe Kick
    38- Eagles Claw (leave the critical chance in this power)

    For comparison to current secondaries:

    Melee attacks for damage
    Fire - 6 (or 7 if you include Consume)
    Martial - 5 (or 6 if you include Thunder Kick)
    Electricity - 5
    Energy - 3 (or 4 if you include Power Thrust)
    Ice - 3
    Mental - 2 (3 if you include Telekinetic Thrust)
    Devices - 0 (although Caltrops, Trip Mine, and Time Bomb might be counted by some)

    Melee (or near melee) utility
    Martial - 5
    Electricity - 4
    Ice - 4
    Fire - 3
    Mental - 3
    Energy - 3
    Devices - 1 (although Caltrops, Trip Mine, and Time Bomb might be counted by some)

    Total Powers that are effective in melee range
    Fire - 9
    Martial - 9
    Electricity - 9
    Energy - 8
    Ice - 8
    Mental - 8
    Devices - 6 (8 with full invis)

    Total Powers that can be effective out of melee range
    Martial - 2
    Electricity - 2 (or 3 if you count Lightning Field)
    Fire - 2 (or 4 if you count Hot Feet and Consume)
    Energy - 4
    Ice - 4
    Mental - 4 (or 5 if you count Drain Psyche)
    Devices - 8 (or 9 if you count Taser)
  17. All pets are capped at 400%. I believe Lightning Rod is like this as well, for example. The damage they deal is done by an invisible pet created at the target location.
  18. Quote:
    Originally Posted by JohnnyKilowatt View Post
    I suppose you think mezz protection is a niche choice on an AT designed around damage AND defense.

    Yes, the most effective blasters use both range AND melee. That is well known and I agree. But still, long range attacks have their uses and it pains me that choices are so limited with regards to this power.
    Mezz protection supports both damage and defense. It does not seem like a niche ability for a class based on both damage and defense. Perhaps you should have chosen Build Up for your analogy, but even that power has a considerable use for defense, as it is often used to take out the most threatening enemy in order to mitigate damage.

    Scrapper taunt may be a good choice for your analogy, it is a niche concern for that AT, yet all scrapper primaries have it as a choice.

    Boost Range only supports ranged damage and even then it does so in a limited way, since ranged damage already has range without Boost Range. I agree that Boost Range can be nifty and you are obviously devoted to that niche. That does not make it a good choice to be widespread for an AT that is designed to operate best at about 40 feet, dropping in and out of melee with enemies.
  19. Quote:
    Originally Posted by JohnnyKilowatt View Post
    Every time I create a new blaster, it makes me very sad that if I want Boost Range there is only one secondary to choose from.
    Boost Range seems like it would be a niche choice for an AT designed around ranged damage AND melee damage.
  20. Devices has a lot of nice tricks and gets two powers to help keep enemies at range in the low levels.

    I am surprised no has mentioned Mental.
    At level one you get a ranged immob (80', which is way longer than any other secondary's immob) to keep an enemy at range.
    At level 4 you can take a melee KB power to send an enemy back to range.
    At level ten, you get a 60' ranged cone with good damage and decent mitigation in the form of -recharge.
    Take Concentration (Build Up clone) at level 16.
    At level 35 you get a ranged control power.
  21. In your first mission, do you have a hostage/ally rescue which spawns an ambush? Is the enemy group difficulty set to Single? Is that the only required task in the first mission?
  22. What do you mean when you say "reset"?
  23. Quote:
    Originally Posted by Panzerwaffen View Post
    I've come to the conclusion that AE has been the single worst concept ever implemented by the dev team. It has done nothing but allow rampant & continued exploits, drained development time & resources away from other projects, seriously screwed up the market, and driven a major wedge between players over the farming issue. Unfortunately, the genie can't be put back in the bottle, and we're going to be forced to deal with it for the remainder of the game.
    I think AE has been one of the greatest and most fun things added to the game since launch.

    It has the potential to be that for a lot more people, if they ever get the player UI (not author UI) and search features better implemented. That is more important than adding new tasks, maps, critters, critter-customizing, or anything else you can think of (except closing exploits, because exploit PLing makes people quit sooner because they find the game boring much quicker than people who just play or regular PL).

    The key error in AE's implementation, IMO, has simply been the dev's allowing their desire to give us super-cool, vast customizing options in critter creation to override their concern about exploits. IMO, they should have been very restrictive with how we could design critters and then gradually opened up more options after release. Instead they gave us huge options at release and then quickly added tons more options.

    So many options made it much more likely for exploits to be hidden in the system, sadly.

    I am an eternal optimist though. I believe we are very close to seeing AE become more popular for regular play / teaming / and normal farming instead of exploiting.
  24. Quote:
    Originally Posted by Torrynt View Post
    However, 2 FF defenders and 6 DPSers will do better.
    I agree. I was not saying that 8 FF defenders are top tier. I was only countering this:
    Quote:
    Originally Posted by Torrynt View Post
    8 FF, pretty bad.
    8 FF defenders would be good. They would not be mind-blowing amazing, but they also would not be anywhere near bad (with reasonable power selections). If built as a team instead of just 8 PuGs, 4+ defender Assaults will put them into very good territory.
  25. Quote:
    Originally Posted by Nebuzaradan View Post
    I see in the description of Hurricane that it provides a -60% range debuff on foes.

    Does that only affect the range of people who are inside the area of effect of Hurricane (25ft)? Or does it somehow affect the range of anyone who is firing at a target inside the area of effect of Hurricane?

    If it is the first, doesn't that make the debuff mostly useless? If an enemy is inside the 25ft AoE of Hurricane, most normal ranged attacks with ranges of 60-80 will still be 37.5-50, plenty to still hit the target. Even cones with ranges of 40 or so will still have a range of 25...which means if they are close enough to be affected they are close enough to still be in range... I don't suppose it can reduce the range of melee attacks to the point that they can't be used?
    1) 60 foot attacks are reduced to 24 feet, not 37.5 (that would be a -40% debuff)
    2) 80 foot attacks are reduced to 32 feet, not 50 feet.
    3) 40 foot attacks are reduced to 16 feet, not 25 feet. These include not just cones, but also some of the harder hitting ranged attacks.
    4) Enemies hit by the hurricane tend to get repelled away from you, thus ensuring that they will eventually be at a range where they become more limited in their ability to attack. The debuff is sticky and lasts for a bit after they are out of the hurricane.