Tater Todd

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  1. Quote:
    Originally Posted by Miladys_Knight View Post
    Shiver is easy to fix. Reduce it's recharge to 12 seconds like the blaster version. Shiver is an Ice primary power and blaster its a secondary power and the blaster version is better because its easy to stack even with the craptastic slow sets available.
    It needs more than just -Recharge though and they need to up the -Recharge Values for doms.
  2. Quote:
    Originally Posted by daveyj3 View Post
    meeee tooooooooo

    i was uber bummed to hear that meelee armor, and radiation at that was chosen in the powerset panel.

    but ecstatic to hear that air blast was a close runner. i'd so present that in a heart beat. if i could have gone to the Pummit, i could have presented an excellent case for Air/Wind blast with power names, functions, and illustrations in an entertaining, amicable, and professional manner.

    but i know a bunch of folks like meelee :/. i'd have preferred forcefield armor more. [think Armor from X-men] too bad that wasnt on the survey. a basic box for you to contribute to the various panels that happened. costume one was another meh. but if im to get my eventual Dino-costume pack that others will go 'meh' for, then they should get the same fulfillment in return whether or not i want a post-apocalyptic costume set. any new costume parts are more than welcome.
    I agree! I guess a lot of players prefer Melee and Masterminds over everything else which is cool but KA-MONNNNN lol.

    I was thinking the same as you Davey. I was screaming at my monitor when they were presenting air blast! I was all like "no, no! It should deal -Res and KD! lol" The las who pitched Air Control did an EXCELLENT job though!

    Well I guess if it had to choose any Melee Primary/Secondary it would be Radiation so I'm not tooo disappointed. I just hope rad melee deals some -res, small -def and toxic damage...but not to crazy we don't want it to outdo TW or SS :P.
    Quote:
    Originally Posted by Obsidian_Light View Post
    First of all, long post is LONG.

    Secondly, Thanks for the survey Devs I love taking those things when they pop up in my e-mail after closing a ticket with Customer Service.

    And now, onto the fun part....

    So glad this Praetoria bit is almost over. I'm so sick of it.

    Praetoria is a ghost town now, thanks to the fact that you can create any AT and start on any side now. Open Praetoria up so we can leave that zone, if we choose, and not be tethered to it the way it was when GR came out. I'd play in Praetoria more often, because the storyline is freaking awesome, if I didn't have to spend 20 levels there, before I could even step foot on 'normal' ground.

    The idea of sticking 1 singular costume piece (Maelstrom's Pistols) in an iTrial with a 4% drop on two occassions is just plain silly. To be entirely honest, thanks to the problems TPN had when it launched, I think I've only seen that trial run a scant handfull of times. If you're going to make a 'special rare costume piece' then make it drop like a purple in a regular mission for gods sake. If Maelstrom has to be present for it to drop, fine, make it a potential drop in the couple of tip missions he's featured in, as well, or in any praetorian based content.

    Okay, bases, yes it's a house of cards. Yes, us (basebuilders) spend 100's of hours building gorgeous interiors with a limited amount of 'stuff' to play with. The very idea of personal player housing (even if I had to buy the space with real money from the Paragon Market) using a new code (base 2.0) and current SG bases becoming 'legacy' makes perfect sense to me, and is a little exciting to think about. Or, I'd be just as happy tracking down the original base coders, and beating them senseless (or asking nicely, whichever came first) until they fixed, left notes, and made it perfectly clear how to work with the code of the base system. I'd be willing to learn the code, if Paragon ever opensourced it. Maybe between all us geeks, nerds, brainiacs, and creators, we could fix what they never told you guys how to fix. Consider opensourcing the base code maybe? I don't know, it's worth a shot of asking for it, if you're taking requests, LOL.

    Cross Server Teaming?? Yes please. I'd much rather go do something else, while waiting in a queue line to go on an itrial, than stand around whatever zone itrials are formed in and spam 'LF trial' all day long.

    The ability to add myself to a supergroup, or be automatically added to it, and let me decide what I'm going to do with the toon later, instead of having to hope and pray I find 1 person to take time out of their day to help me into my own SG, or (if you're in an active SG) pray someone from that SG is online and can invite you. We need some sort of invitation system, where you can type in the name of a toon, send it to them via in-game e-mail, they accept it, and BAM they're in a SG, without anyone having to be there to put them in. Have advanced options, even, if you want to preset their ranks.

    I could go on for hours on more stuff, but I think I'm going to stop here, mainly because the servers are back up and I have to go IO a new 50.

    Happy Hunting
    No please continue! Great post!
  3. Quote:
    Originally Posted by Razia View Post
    Thanks, so it's finally itme to use some of the over 200 enhancement unslotters I have. So I assume it would be best in an AoE power that recharges quickly? I really don't have a clue how those procs work
    Well it depends on the powers and your playstyle. Procs fire more frequently in ST powers and a little bit less in Aoe's (sorry I don't know the numbers because I'm horrible at math). Also to consider your AT. For example a Tanker might want to slot their ATO proc in a quick recharging ST power for more chance of +Res bonus...the same goes for Brutes and Scrappers but a Stalker would be better off slotting their ATO proc in their Assassin's Strike.

    Post your build and maybe some fellow posters can swing by and give you maximum proc advice. I can only help so much since I'm more of a Dominator, Controller, Corr kinda guy.
  4. I agree my favorite trial is actually the Mag trial but you didn't have that option!
  5. As it it's obvious from U-Stream and the Summit I am one of the Rare players that primarily prefers non-melee things so sign me up for water blast ASAP!

    Also the other options were nice but CROSS SERVER TEAMING?!?!? Sign me up please! This would...
    • Tap into all that XP surplus !
    • Make everyone happy due to endless teaming!
    • You wouldn't have to wait 'til peak times of the day to find a team!
    • It would build up the community
    • Bring in fresh players and bring forth life to low populated Servers
    • Solve the issue of running out of slots for your home server
    • Address the elephant in the room which would be a much needed server merge.
  6. Shame on me for missing this thread now I have a few days worth of reading :/
  7. Quote:
    Originally Posted by Oedipus_Tex View Post
    I think the knockdown in Ice Slick should ignore the -kb in any immobilize. How to do that, I don't know. Make it unresistable would be one way, but that may have other issues.
    I agree Oedipus. They have to have the technology now I mean c'mon. Ice Slick should also have -Dmg and chance to hold baked into it. Maybe -30 or -35 damage?
  8. Quote:
    Originally Posted by Jibikao View Post
    The aoe sleep patch is a pet... so when placate happens, the mobs can't see the patch but they can't attack the patch to begin with. :P
    *Facepalm* I didn't even think of that! lol well at least I can unslot and sell it on the market lol
  9. Quote:
    Originally Posted by Razia View Post
    I have a claw/elec incarnated brute and I am currently leveling a staff/elec one (lvl 45). I love them both to death!
    Anyone know if the Brute ATO proc does anything in Lighning Field, it doesn't seem to work for me.
    I think that the ATO proc works better in a regular power like Thunderstrke. Procs only have a chance to fire every 10 seconds in a toggle I think.
  10. Quote:
    Originally Posted by Necrotech_Master View Post
    ive also heard the proc may be broken too but its incredibly hard to test as the proc itself sucks as Jibikao says
    I don't think that it's working on my Elec Dom : /
  11. Quote:
    Originally Posted by Wadizit View Post
    So scrappers got warmace a while ago, and I don't think I've ever seen anyone playing it, and I've barely heard anyone talk about it.

    This set seems absolutely ridiculous on scrappers. With the scrapper melee numbers, it gets THREE attacks that hit harder than headsplitter on broadsword, two of which have significantly shorter animation times, and it gets two fairly nice AoE attacks that both hit up to 10 targets vs. the titan weapon/staff 5 target attacks, and half of the powers in the set have very high rates of knockdown or knockup.

    Am I missing something here? Is there some kind of downside I'm not seeing? I mean, clobber with a base damage of 200, activation time of 1.2 seconds? That's better than the new buffed up assassin's strike.

    Why aren't more people bashing heads in?
    I made a WM/SD brute because I got a level bump in beta a while ago because I was curious about WM. I fell in love but at the time it wasn't available to scrappers, So I made a bane. I love my bane but I wish that they had the current version of clobber and I wish that they had Whirling Mace. I actually plan to make a WM scrapper and it will be my first scrapper ever!

    Quote:
    Originally Posted by Vauluur View Post
    There's a youtube video floating around of an absolutely insane Bane. Of course that one's an incarnate so I'm not sure how it played pre-50. I don't really think Banes need a buff so much as Crab Spiders will just always be easier to build well because of their available powers. Kind of like how a Peacebringer won't ever be a Warshade, even though Peacebringers don't really need a buff anymore.
    I think that Banes do need a small buff. Yes they can get high resistance and defense like a crab or a widow but once that fails you are done. Crabs have def and res and can also hide behind Pets, a heal and a Power that removes taunts for you. Widows have mitigation bakes in their powers and they can get mink link and Elude.

    Banes can be amazing though once you grab incarnate powers to compensate for the holes but it's tough for you to wait until lvl 53 for a decent bane that can keep up with a Crab or a Widow.
  12. Quote:
    Originally Posted by New Dawn View Post
    Wow at this comment which doesn't mention the ***/ and the ***/ or reasoning to give it some credence.

    You have been like a kid in the sweetshop when it comes to what every powerset needs but 95% of the people that don't come to the forums might need their concepts left alone.
    Why would I list the primary New Damn? The OP is talking about the secondary by it's self not the primary. Also, I am a kid in a candy store and I love reviewing old and new powersets if the discussions arises. If that offends you or if I said anything in those threads to offend you I apologize but that is just something that I really like to research and debate!

    The reasons why Staff is considered to have more utility and mitigation has already been said countless times in this thread by Clawsandeffect and by many others I was trying not to repeat it for the umpteenth time.

    /Ice- Is based on -Recharge, which in its own right mitigates damage but only if the values are high enough which they are not. One does not notice a significant reduction in damage until you get into the -25+ Recharge and up range which Ice can do but only ST wise...so you hinder one baddie but you have 10 more to deal with and they have not been fully debuffed which is an issue if you are trying to stay alive. The set's mechanics should be better at mitigation but it's not due to missed opportunities like adding -Recharge in Frozen Aura and so on.

    Ice Patch in it's own right is decent for mitigation but the radius is entirely to small and it only affects a certain number of targets at a time and KD is not reliable on all foes let alone a Boss, EB, AV ect.

    Freezing Touch is amazing so I have no complaints there.

    Greater Ice sword is a horrible power and the fact that you can deal more damage with Ice sword alone speaks volumes it traded it's damage and activation with a -Recharge debuff but again it's to much ST debuffing and not enough AOE to protect the tanker from incoming damage. I've always said that they should replace GIS with Ice sword Circle from Icy Assualt. It fits the theme of the set better and it debufs your surrounding targets.

    Frozen Aura is one of my most favorite powers in the game but the sleep that is baked into it doesn't help at all when it comes to mitigation. Also there's no -Recharge baked into the power which I find very odd.

    So to paraphrase you have a set that is focused on sleeps, slows, KD, Holds and -Rech which is excellent but! It misses the mark and it doesn't layer the mitigation the right way like other sets for example Elec Control or Elec Melee. This Secondary only meshes succesfully well with 2 to 3 Primaries and there's nothing about the set that makes a player want take /Ice over another set except for thematics, the visuals or the way the set handles DOT (the slows mixed with the DOT keeps the mob from hauling butt...which Staff isn't great at...sometimes the DOT in staff can make a mob run for the hills if you do not have a decent taunt aura or if you don't use taunt often).

    /Staff- I fully Admit that I have not played staff nowhere near as much as I've played /Ice (I've had my /Ice tanker for 2 years now) but I do have one at lvl 50 on Beta and I since I've also played /Ice was able to effectively compare the two. I have an Fire/Ice Tanker on live and a WP/Ice and WP/Staff on beta that I wanted to test out to fully compare the two...in fact I often dropped all of my toggles for my secondary and I would just run in and duke it out that way to get a pure feel for the secondaries.

    The set feels stronger damage wise but since I fail at math (and spelling it seems lol) I cannot roll the numbers in front of you but at 3 levels of perfection Staff is a monster and I'm able to mow down mobs even though the set is smashing and lethal and /Ice is cold,smashing and lethal which is more exotic in damage.

    With Staff you can get the mitigation of these following powers which greatly add to your survival no matter the primary since they mesh well with almost any set.
    • 7.50 % +Resistance for 10 seconds
    • 12.50 % +To Hit buff for 10 seconds
    • 75 % Regen buff for 10 seconds
    • 50 % Recovery buff for 10 seconds
    And this is just a small portion of mitigation this set has I still left out the +defense and knockdown AND the set has more AOE than /Ice.


    So now I have repeated what was already posted several times in this thread.
  13. Wow at this thread. I have a /Ice Tanker and I have played a /Staff Tanker and there is no way that Ice can outdo Staff across the board...in fact Staff has better mitigation and better damage output than /Ice.
  14. I added insult to injury...and this sounds a little silly but I took burnout on my Elec/Elec Brute...he pretty much stays in god mode a majority of the time now.
  15. Thanks Tex, I think that you're awesome and I don't like arguing with anyone actually BUT again I said nothing about pushing values up and up :P.

    Ok, this is what I am trying to say. These three sets need improvement to make them up to par to the other control sets...

    Mind
    Ice
    Gravity

    I would like to see these sets shine so they can reach the epic levels of Dark, Earth, Illusion and Plant control's effectiveness be it an increase of damage or an increase of mitigation. Leave the rest of the sets alone. I'm not asking for a global control buff I'm asking for the control sets that lag behind be brought to the front and adjusted to be able to compete with the other big sets. These sets need to be fixed because they are broken and their control or damage is lacking.

    Even if you Balance Plant Control it will still be near the top especially in the late game unless you completely butcher the recharge and damage on Carrion Creepers (as well the other broken interface issues with CC), Reduce the recharge of SOC as well as lower the mag, and fix roots entirely. The set is sooo well balanced so then after the adjustments happen it will still be excellent at control.

    I know that me and you were discussing this in beta and I think Ketch was in the fray as well but I still don't see an over abundance of Plant doms or trollers running around let alone anyone who knows how to slot it properly. This is only from my experience since I do not do SG's and thee fact that I only play on Freedom and Virtue...who knows.

    It took me quite a while to figure out how Electric Control works...it's very original I think...it really makes change your way of thinking (layered soft control instead of hard control).

    Heck, I'm still unsure about Dark...sometimes I think that it can exceed or come close to fire or plant in damage. I've been told that you can have 4 Haunts out at the same time and with enough Recharge Shadow Field can become great at control and dmg tool much like Volcanic Gasses. Also Living Shadows can take 3 damage procs whereas Roots can only take 2...not that the procs difference would directly affect damage output.
  16. Quote:
    Originally Posted by ketch View Post
    Which leads to building higher and higher... and constantly revisiting old sets to meet the newest standard.
    No, no, no. Both of you...you're not reading my posts. I said to build all sets to the level of Plant Control. Not particularly in damage but in function and survival. Currently there are a lot of sets out there that don't provide decent damage or control. I said nothing about making a set better than plant control...and then turning around to make another set push even further.

    Quote:
    Originally Posted by ketch View Post
    I think the devs did a good job with Dark Control ,and Electric for that matter. Dark sits slightly above the middle of the pack in damage, but pays for it with some odd quirks. Electric, in my opinion, has more damage potential than most credit it for due to the generally low opinion of Jolting Chain and its slow single target activations.
    I agree I love Elec and Dark...even though the cone Immob is...bothersome but the damage of dark immob was once higher than plant's but it was scaled down sadly lol.
  17. Quote:
    Originally Posted by Oedipus_Tex View Post
    Fixing a grossly overperforming powerset IS "building up." I'm not here to to wrangle power by misleading developers.

    A policy of buffing powersets but never fixing major violations of balance formulas is unsustainable. It is, in fact, how we got where we are now, where all of these other sets NEED a buff.
    Well you can fix Plant once they fix Super Strength how about them apples? Also maybe fix /Shield, Kinetic Melee for Stalkers ect.

    Even if you balance plant control the sett would still be the most popular Primary due to it's well roundness and once you balance plant Dark, Fire and Illusion will become the top damage dealers and we all know that PA is over powered as well.
  18. Quote:
    Originally Posted by Oedipus_Tex View Post
    The problem with objectivity is sometimes you win, sometimes you lose. I have Plant Control characters who would be weakened by fixing it.

    There are some points that are debatable in powerset discussions because they come down to context. But there is no context in which Root's damage values are justifiable in relation to the other Control sets or to powersets in general. None. Zero.

    I personally believe asking the developers to buff a set is a matter of ethics. I'm telling them that in my unbiased opinion the set needs help. With Plant, concealing the real data to me is tantamount to lying. The set is ridiculous, not just ancedotally but identifiably, based on numbers that are completely out of alignment with what has been established for other sets. There are two possible ways to deal with it:

    1) Buff the damage of all other Control sets, along with Blasters, Defenders, Corruptors (at a minimum) along with all other ATs that are supposed to specialize in AoE powers
    2) Fix Roots

    The choice is pretty obvious to me.
    Ok...buff all AT's because Plant Control is breaking the game? You're really reaching out on that one.

    So I guess an Elec/Shield Brute or a SS/Fire Don't exist.

    I agree with you about the buffs I think that the other controls sets should be brought up to snuff to the capabilities of Plant because in my opinion Mind, Ice and Grav still need work.
  19. All I have to say is build up...not tear down.

    Again like I said before build the rest of the control sets along the lines of Illusion, Earth, Plant, Elec, Fire and Dark. Do not start the nerfcoaster because once it starts it will not stop until everyone is miserable.

    Once you nerf Plant then Illusion will be nerfed...then Dark then...ect lets focus on the sets that need love like Ice, Mind, Gravity and maybe a touch of help in Elec.
  20. Ice Control
    Poison
    Mercs
    Energy Melee
    Electric Blast
    Ice Melee

    Are some of the worst sets in game. Even Ice Blast needs some small tweaking.

    *Stop it!* No nerfing of Plant! It's not the lead in damage Fire is. Plant is exceptional because it's an all around good set with damage that makes Fire Control sweat....a lot.

    Suddenly Plant is so horrible funny how I didn't see any of this attitude on the forums before the Pet/Fire Imps Nerf.
  21. Quote:
    Originally Posted by Vauluur View Post
    I don't remember the time frame of the EM nerfs, but was that Paragon or Cryptic? It seems like something Cryptic would do.

    Also, was it anywhere near when they still thought they could make PvP a thing that worked?
    Cryptic, Paragon seems to be a whole nother' animal.
  22. Leo, lol just PM the Devs once in a while they don't bite...well except for Black Pebble >_> :P