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Posts
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Quote:I just talked to them without issue. I was on an Incarnate if that might matter, with all current slots unlocked and a Rare slotted.In Ouroboros, Astral Christy and Empyrean Michael won't even talk to me. Not on a level 45, not on a level 50 with Alpha. (heroside both times.)
I honestly don't remember if Respecs were for sale before, but it seems new to me.
Edit: But yes, no converters, still. -
I do occasionally use some of these, mostly ones other folks have already mentioned. Analyzer Mk III, Recovery Serum and Phase Shift all have regular spots I put their icons in my power trays. They're mostly there for contingency/emergencies, and are rarely actually activated. I also sometimes keep Med Pack handy on characters with no self heal.
I carry and use the Resuscitator often on melee or other characters who can't normally rez allies. I don't make a habit of trying to be the 1st person to rez the fallen since it's a crummy rez, but if no one else seems to be available, I'll use it on teammates. Of all the temp powers, it's probably the one I get the most use of, both in terms of activations / time and in terms of real utility.
Edit: I do get frustrated with seeing rare recipe drops only for most of them to be these powers, most of which I end up deleting. (The ones I delete aren't worth selling on the market even as a courtesy - there are hundreds of most of them for sale for extremely affordable prices to all but the most raw of new players.) -
Quote:Trust me, folks raised this point in Beta, especially when the Degenerative and Cognitive DoTs did even less damage than they do now.Makes me wonder where the "Exotic damage" Justification for the lesser Psi and Toxic DoT interfaces came from.
Also, it's kinda funny that the Psi and Toxic DoT had to be lesser due to a supposed advantage to the damage type; when it's actually reactive that has the advantage, and it's already the king DoT.
There's a common misconception that because Psi and Toxic are "exotic" in terms of how rarely player characters have good protections from them, the same must be true for NPCs as well. Unfortunately, it seems that the devs themselves may be susceptible to this misconception.
It could be that they instead view these as damage types that players aren't good at dealing. If so, Psi seems odder to me than Toxic, because we have a variety of damage-dealing powersets revolving around almost pure Psi damage. Toxic is certainly available, but we don't have anything as blunt as a Toxic Blast, Toxic Manipulation or Toxic Assult. -
Quote:Now you're on to something I might buy into. Abilities that only affect teammates.So how about this. Let's give them a buff that only affects teammates. Something like 20% accuracy (not to-hit) and (20%) damage for each teammate within 20 feet of the Scrapper.
How about this, though. Instead of something so direct as hit-chance or damage buffs, how about something for the squishies? What if every Scrapper on the team gave them something like a decent chunk of mez resistance to holds, stuns and immobilizes? Say three Scrappers on the team cut mez durations in half? Think of it as a confidence boost of some sort.
It could be set to work on non-sqiuishies too, but they would probably rarely notice it.
That would be extremely unique, would not buff Scrappers themselves, and would be pretty desirable on teams. (Outright mez protection would be more desirable by far, but I can't see the devs giving that.) -
Quote:Just to expand a bit on BrandX's response, the Tanker damage buff cap is +300% over base, or 400% in total. They share this cap with Defenders, Controllers, Dominators, Masterminds, Kheldians, SoAs and (I believe) all player-summonable pets.This discussion has made me curious, by any chance does someone know what the Tanker Damage Cap is?
ATs with primary roles related to damage dealing have caps of +400%, or 500% total. This is the cap for Scrappers, Blasters, Stalkers and Corruptors. Brutes, with their design combining comparatively low base damage with high-order damage buffs, have a higher cap of +675%, or 775% total. This used to be 850% total, but was lowered in I18 to put their peak damage somewhat below that of Scrappers. -
Ah, I assumed you were saying to model it after the D&D crits, where Battle Axes crit half as often but for double the bonus damage.
Simply making Scrapper crits x3 with the same odds would be a fairly significant buff. -
Quote:The problem with this is that, while it leaves the average contribution of crits where it is now, it makes the discrete behavior feel "more random". In any given fight, there will be half the chance of a crit happening. Sure, when it happens, it will be larger, but it's going to happen less often, making it less likely to be a factor against each foe.I was thinking about crits in D&D last night. The Long Sword has a roll 19-20 x2 damage crit iirc, the battle axe has a roll 20 x3 crit.
Give scrappers the Battle Axe version, and leave their crit chance where it is.
In other words, in order to observe convergence in damage towards the calculated average you're more likely need to fight for longer.
That seems pretty unattractive to me. -
Why would you advocate making it trigger less often? That makes every fight less likely to actually approach average behavior, while not changing the average.
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Quote:I will mostly agree with Brutes, but not with Stalkers. Fury is not ignorable in my opinion, but it's easy to build, especially solo. I do not ignore my Assassin's Focus. I spend time paying attention to where it's at to gauge when best to AS. I don't have to do that, but I need to if I want optimum performance from AS, which I do want. I like that Scrappers are "stuck", just like a lot of people prefer powersets that are "toggle and go". Don't get me wrong, I like my Brutes and Stalkers, but how the Scrappers play is my favorite experience, because they just "are".With Scrappers for the most part, you're stuck. Except for Regen (and we agree why that set is still fun), you have very little tactical decision that you need to make as a player. Pick a solo rotation, and go forth and kill. That's cool. But Brutes and Stalkers do the same thing. And they have all these tricks on the side.
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Quote:With the folks I usually run stuff with, I've never had a problem bunching up the AVs on the STF on ... anything. I just buff up, run out and blast, punch them or toss an anchor toggle on them, then run back. I've never seen anyone have to do anything special to clump the AVs in Kahn. We just fight in one of the side rooms in the back and they come running over all by themselves. (We also never bother to kill them until after Reichs is defeated, though they often die to AoEs.)Hopeling, because I don't see how you'd do quite a few things that I consider commonplace without it. For example, being the only melee on a STF or RSF. Who else is going to bunch up the AVs in missions two and three respectively? Likewise for Kahn. How will you keep Battle Maiden from ever standing in a blue patch on Apex?
I'll grant its utility in Apex, though to be honest we do those without a taunter fairly often and still usually do that whole TF in around 15 minutes. Having one makes it faster, but we're probably only shaving off 30 seconds or so. -
Quote:Good luck with that. I don't think those players will notice or care very often.I am going to be rough on selfish builds in future and support the non selfish ones only. The Scrappers I see pushing their boundaries might find themselves over and over their heads more. If they can't bring anything to the team other than their own ego then sod them.
Maybe you should consider how this would feel turned around. Would you like for teams to skip picking up the Scrappers they see with Confront?
By the way, this is some excellent projection of motive onto others. Perhaps it should occur to you that someone who skips Confront might be doing so with the intent to build the best Scrapper they can in order to bring the most to a team that they can. A Scrapper's strongest abilities lie in dealing damage and surviving damage (so they can deal more damage). By focusing a build on those goals and not diluting their build with things other ATs are better at (aggro control), a Scrapper can bring more base damage to the team, which can then be magnified by buffs and debuffs, than most other ATs. I think that's a laudable build goal. -
It's an opinion. It holds that those are the only things that can be described as an issue with an AT. That's an opinion, not a fact. I'd add it's an opinion that the devs don't seem to share.
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It can be important to factor in what time you're doubling. If your server regularly runs large numbers of successful trials per day, especially the newer trials with higher chance of (or "guaranteed") Rare/VR drops, 60-thread bonuses, and extra Empyrean Merits, then the time you might be doubling could be measured in a few days. For someone like me, who's a "completionist" and a min/maxer, that's an acceptable investment in additonal time.
It also helps to have alternate goals for your iTrial. I had set myself a target of getting 60 Empyrean Merits on each level 50 character I had - a goal I met some time ago. Simply getting drops on the way to that target let me not just get T4s, but plenty of extra T4s. I have 10 characters who not only have T4s in all five current slots, they all have 2-3 T4 Destinies and a few have 2 T4 Judgements, plus a smattering of extra T3s.
As an aside, those two slots (Destiny and Judgement) are usually the only slots I have much interest in having multiples of, with Judgment trailing Destiny significantly in number multiples I have across my characters. Alpha holds a distant third place, mostly due to experimentation to see which I like best for a given character. -
Quote:The bolded part is your opinion, and I feel comfortable in saying it's not an opinion that was representative of the majority for the ATs in question.This isn't going away. It became inevitable once players of other ATs which needed no help decided they were going to go for it all. Well, they got it. Now my Scrappers, some of whom predated the ATs in question want some of their uniqueness back.
I do not believe that to be the case in this scenario. -
Quote:I <3 EG, but I think there's some serious BS in there.EvilGeko makes some very good points in the other thread, that I honestly just don't have it in me to retype.
Nm, here it is.
Quote:So no, I don't agree that Stalkers are always less survivable than Scrappers. Placate & Hide more than make up for the Health base and cap difference
I love Placate, and keep it now even in the days of glorious new AS, and that statement is ridiculously overstating the case. Placate is good against one target. Placate is not perma even with fairly exceptional recharge. And Hide means jack squat once a fight has started. Other than its handy 2.5% base unsuppressed defense, I'd love to know how exactly Hide makes up for the difference in base HP, except in specific build scenarios with defense in the mid-30s and up where that 2.5% defense can be stacked to create meaningful average mitigation.
So I'm sorry, but I full on laugh in the face of anyone who makes an unequivocal claim that Stalkers are "always" (caps omitted) better than Scrappers. That's just plain ludicrous, and tells me that person is selling something. -
Quote:I explained this in one of the other threads. If you're going to argue for the same campaign in a lot of threads, please don't force the people debating the other side to repeat their arguments in different threads.I can see why several of us are so dedicated to Scrappers having something that is uniquely theirs, what I can't see is why you are so dedicated against it.
There is no such thing as a change to an AT that does not change balance. It does not have to be a direct or indirect boost to damage or survivability - a change to Scrappers that introduces even a completely orthogonal ability to those they possess now cannot help but to change balance in some way, either relative to the environment, relative to other ATs, or both. If it doesn't, it wasn't really a change at all.
No one knows when a balance pass might result in change even to the AT we have now. However, the Scrapper AT has been "feature stable" for a very long time, and there is very little indication it's on anyone's radar for modification, up or down. Adding AT features changes that - it moves the AT into an area of relative uncertainty with respect to further change.
Such change, otherwise unsolicited and "just because", bears with it implicit risk through the "law" of unintended consequences. Imagine that future balance pass determines that the sum total of the Scrapper AT features we have now plus some new feature is somehow too strong. It might be determined that something about Scrappers should change to address this. But there is no guarantee that any such change would be to simply revert or modify the new addition. They might choose instead to change some other aspect of Scrappers as they exist today. That's the part of Scrappers that those of us who like Scrappers just fine would not want changed.
I, personally, do not want to even risk running afoul of such unintended consequences. Such risk is worthwhile when it buys you something you feel is important. You feel the risk is worthwhile because you feel Scrapper change is important. I do not feel Scrapper change is important, and I therefore want to avoid risk. Therefore I do not simply stay quiet while you argue for change, because I worry that meaningful change may risk something I am quite happy with.
If there wasn't such a hairline tightrope in role between various melee ATs, I might find this less of a concern, but there is. -
Quote:For a glorious example of that not working very well, take Johnny Butane's Tanker crusades.Like it or not, this has become such an issue in so many places the devs will have taken notice. Assuming they hadn't already.
The squeaky wheel does not always get grease. Sometimes people just kick it 'til it stops squeaking for a while. -
I think the thread shows this isn't a black-and-white thing, really. There are degrees, and all but the most hard-core performance junkies probably do this to some degree, but I would have to say "no", I don't do this to what I think of as a meaningful degree.
Concept always comes after powerset choice for me. I ask "why is this person a Primary/Secondary Archetype?", rather than start with a concept and picking powers that fit it. Once chosen, I decide what direction I want to take that character and strive to make it as effective as possible. I don't readily sacrifice my chosen concept to that, but I will adapt, and try to find ways to explain why I might have a certain power that fit within the concept. Sometimes, if I can't explain it at all, I won't do something that seems to violate the concept, and that's about as close as I get.
But to the specific question asked, no I never intentially bound the power of my characters, or limit what they face. That's not enjoyable to me. -
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Quote:And those powersets are available to Scrappers, and allow them to step right back ahead, exactly proportionally where their base HP put them relative to Stalkers.Stalkers just got a buff that increased their HP cap and moved their survivability closer to that of Scrappers because some of their powersets hit the HP cap way too easily.
Seriously, it just doesn't work like that. -
Quote:You don't all have to abandon the archetype. Just those of you who want the archetype to be something it's not, and almost certainly never will be.Currently Tankers are in a weird no-man's land. We shouldn't have to abandon the archetype and all switch to Brutes — let's fix Tankers instead!
Edit: By the way, JB's only been suggesting one specific quantitative change in this thread - a damage cap increase. If that were to happen, it wouldn't really bother me one bit. I have a really hard time imagining the devs actually doing it, for a variety of reasons, but I wouldn't be on the forums somehow campaigning against it. That suggestion, though doesn't really seem to mesh well with the vision of Tankers I think JB's been describing in qualitative terms for ages now, so I'm pretty sure that wouldn't the the last of the topic from him. -
Quote:Moving to another country implies an awful lot of things that playing a Brute instead of a Tanker does not. You might not speak the local language, the laws will be different, you might not know anyone there. Nothing like that happens when you play a Brute.You damn hippies. If you hate America so much, move to another country!
So what is it about this that you think is so inconvenient about playing a Brute instead? -
They use the same formula, but their PPM value is lower. I believe they are all PPM 3. However, they still do pretty well. A PPM3 proc in a power with a ~10s cycle time is almost as much damage on average as a "regular" purple proc in the same power.
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Quote:I realize that, but I hadn't seen a post of someone testing the proc in a sufficiently long recharge AoE to produce 100% chances irrespective of the AoE modifier, (at least in this thread). If it's been eliminated already, then coolness.Uber, that would prevent long-recharge AoEs from ever having a 100% proc chance, and for many they would cap out far lower. This is contrary to observation, so we can pretty safely rule it out.
Edit: I know based on the info in the beta thread that the 2nd formula is wrong. I was making sure everyone else did too. -