UberGuy

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  1. Well, I know you probably won't need this info, but in case it's useful to someone: what I ended up doing was spamming Tenebrous Tentacles on him to keep him in my Tar Patch, with Dark Servant on him as well to help keep him rooted and his toHit debuffed. I kept him on the platform and not in the lava. (Rooting him gave me leeway to run off and defeat his clones when I got the bifurcation warning without him running somewhere annoying, and keeping him in the center made it easy for me to pop up and look for clones).

    The main thing that I can think of that would have made a difference was that my high recharge let me keep HT on him more of the time. It seems likely to me that this is a bigger difference in effective DPS than running at the Defender damage cap, especially against something with strong regen.
  2. Indeed. I was just using short-circuit logic there. We have BUFF_OK = (A && B), and I feel A is basically false, so B really didn't matter.
  3. Quote:
    Originally Posted by BellaStrega View Post
    I've been tempted several times over the years to reroll this character with a blast set that doesn't suck. Might do that now, given this trapdoor bs.

    Or maybe I'll go ahead and use that HVAS.
    For what it's worth, I don't think DB sucks. Its just not real strong at single-target damage. It's wonderful at AoE (cone) damage. (It's better at ST damage nowadays if you take the much improved Life Drain.)

    I took out Trapdoor at +2, but I was heavily IO-laden, and very offense focused (high +recharge and some attention to +damage, plus Assault.)
  4. Quote:
    Originally Posted by BellaStrega View Post
    Thanks for the advice, all, but it didn't help, and telling me that your D3 could pull it off is useless to me.
    Are you equipped with IOs at all? If so, what kind of "focus" does the build have? (Defense, recharge, just frankenslotting for good enhancement, etc.)

    Sorry if this is out there somewhere already, I don't remember seeing your DDD's build before.

    I'm just trying to know the context for your character's abilities, before making suggestions.
  5. Quote:
    Originally Posted by Santorican View Post
    Dude take your stalker nutswinging to the stalker forums. I seriously need to put you on ignore. The only reason why the developers should not buff crits on scrappers is because of PvP but PvP is dead and the developers will never fix pvp.
    Actually, there's a better reason not to: lack of a compelling reason it needs to be done.

    Scrappers, not Stalkers, are my favorite AT. But I am glad for the changes that Stalkers are getting with I22, and have zero concerns that Scrappers need any change to account for them.
  6. Quote:
    Originally Posted by Infernus_Hades View Post
    I help plan and work for MONTHS to figure him out. Marut was the genius and we were the grunts. I died literally hundreds of times on my tank as we studied Hamidon. It was research and it was HARD.
    And yet, once the script was determined, all that challenge basically went away.

    I know folks who prefer the old Hamidon raid to the new one. I only personally know the reason a few people liked the old Hami, but it's the same thing for every one of them - it was a slow process we could do on autopilot and be social while it played out.* That's right, they liked the old Hamidon because, once the strategy was understood, it was about three people actually doing something and about 100 people on follow with ranged attacks or PBAoE heals on auto-fire.

    That ought to be listed somewhere under the definition of "not hard".

    Hamidon was no different than iTrials in this regard. It just took a lot more digging around to find a good strategy. Why'd it take so long? Well, part of it was that the devs themselves weren't sure what would work. They had a strat in mind, but if I recall correctly, they never actually carried it out. (As far as I know, no one "in the wild" ever tried it the dev way.)

    *At the I9+ version of Hamidon it's hard for most true participants (i.e., folks who aren't leeching) to be that inactive, so it's not as easy to socialize there during the actual execution.
  7. Welcome back, LHF.

    I miss your Kirk Avatar.
  8. I've posted before about how "hard" in CoH is mostly about not knowing the script, and having to figure it out, with a dash of character attribute comparison to the enemies.

    You're coming into these trials long after they have been introduced. Pretty much everyone else knows the "script" by now, and can execute the counter steps by rote. Moreover, lots of players have characters with stats now elevated by previous successes at the trials.

    So you have (probably lots of) people on league who are much stronger in the stats contest who mostly know what to do by rote. Of course that's easy. All CoH content is easy in that scenario. Yes, even the MoM trial.

    I know TPN was mentioned, but TPN is very much about knowing the script. Once you know its script, TPN isn't hard at all, IMO. Some individuals may get creamed by the AV while moving from building to building, but the league overall rarely suffers much because of that. (That's one reason I find that mechanic annoying - it's no fun for the people getting killed, and it really adds nothing to the league's overall experience of challenge.)

    UGT and MoM are "harder" than the others because (a) their stats challenges can be rather severe, and (b) parts of their scripts are harder to learn from replay than most others.
  9. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Wasn't that exactly what Posi said it was for in his comments on that thread?
    Yep.
  10. Been getting this all over the forums today. Browser doesn't seem to enter the equation, as I get it on Firefox and IE.
  11. Quote:
    Originally Posted by Cyber_naut View Post
    It's the right question if you want to see why I'm saying stacking buffs and debuffs are more powerful than any other factor in this game. That's why two or three top end buff/debuffers will blow through content that two or three scrappers will struggle with or even be unable to eveb get through.
    Can you name this content? Because I have never seen it. I have never struggled to get through anything in this game on a Scrapper or Brute. I can think of something I once struggled to get through on a Stalker, but Stalkers have been much improved since then. (It was soloing a Longbow EB who had 50% resists to my attacks, it was back before IOs, and it was on Relentless, and I refused to lower my difficulty settings.)

    Quote:
    Originally Posted by Kangstor View Post
    Well as far as I know a duo corruptors manage to finish Mo LGTF under 2 hours and as far as I know there is no way two scrapper can do it because of hami part of TF which requires both holds and ranged attacks on mitos.
    If that's the kind of thing he's referring to, I'm not sure it actually helps his case much.
  12. Quote:
    Originally Posted by Bosstone View Post
    I'll be watching this with interest. I have a level 50 TO I've been thinking of selling.
    Heh. I actually have a 53. How's that for freaky?

    Edit: I've also got 5 or 6 L52 Nucs. I don't have any 53s. though.
  13. Quote:
    Originally Posted by Dechs Kaison View Post
    I only play my level 50s on DXP weekends.
    Ditto.
  14. Ah, right. I get what you're saying. Sorry, that should have been an obvious follow-on from my comments about net vs. gross values.
  15. Quote:
    Originally Posted by Arcanaville View Post
    Consider that even today Real Numbers can tell you what debuffs are on you, and what the net of all those debuffs are, but not what each individual debuff is doing to you accurately and consistently, because that would take too much computation.
    Hm. Well, the key here may be "accurately and consistently", but it does break out individual buffs and debuffs by caster and instance in the main CAM. (The big detailed window, not the smaller one that's limited to 10 attributes.)
  16. Here's another example, though it's not for melee.

    Back when they first introduced the Defender damage bonus for being solo, I took my Dark/Psi Defender out and soloed a couple of lowbie GMs - Paladin and Babbage. It wasn't fast, but I pulled it off. The GMs did run around some, because that character flies and uses Darkest Night. Mostly, however, they seemed to be running to try and get to me. The character has +defense, but not very high levels of it.

    Once I got Reactive interface I went and tried them again. It was almost comical how much more they ran from the same character, with the only difference being the DoT from Reactive. I seriously chased Paladin all over the north end of King's Row. They were not trying to get to me - they were distinctly fleeing my presence. It was just amazing how much they ran. It was seriously noticeable how much it completely gutted Tar Patch, which had not happened to that extent the first time around.
  17. Quote:
    Originally Posted by Arcanaville View Post
    But this is *not* unconditional as Uberguy put it in the general case (meaning: with most AI "brains" - critters can have different AI brains with different preferences, vis-a-vis the purse snatcher spawn groups).
    I did say "unconditional with respect to their current health". I did not mean that it is perfectly reproducible, but rather that deciding to run when debuffed/DoTted is that seems to happen irrespective of current health.

    Quote:
    I have yet to find a reproducible set of conditions which will cause DoT alone to force a critter to flee that isn't already predisposed to flee for other reasons.
    Go fight either Deathsurge or Scrapyard with a Night Widow. I have never failed to set either of them running within seconds of starting to beat on them, even when all by lonesome.

    Edit: You did say "DoT alone", and a Night Widow is also laying on nasty -speed. However, this is heavily mitigated by GM resistances, so I think it's an AI issue if gross debuff is being considered instead of net. However, I do have another example: my DB/Regen Scrapper. I play this character on high settings using a rather Leeroy Jenkins "kill them fast before they kill me". I pile into spawns and AoE the minions to death ASAP, using Regen's clicks to survive the heavy initial damage. By the time I'm out of clicks, the incoming DPS has been attenuated by me attenuating the spawn size with swords. When I picked up Reactive Interface, this character's play changed dramatically. The reason was that foes were quicker to retreat from melee because of Reactive. This actually dramatically reduced incoming melee damage against large spawns, which made it easier to stay alive. I consider that highly reproducible when it's consistent enough to allow playstyle change.
  18. UberGuy

    LFG Broken?

    Quote:
    Originally Posted by Erhnam View Post
    Sorry, but the tools is working exactly as intended. When people queue, you get a a group. When people pre-form, you dont. Hardly the devs fault that we chose to pre-form, they have no control over that.
    When you build a tool that does not facilitate what people want to do, that's called a design failure. And they do have control over what they desgin.

    Quote:
    They gave us the tool they could: Something that will put people together. If people is already together, the tool is not working because we are not suplying it with whats needed: people to group.
    They gave us a limited subset of what is possible. Imagine if the tool let you see people who were waiting and what level and AT they are, and include them in your team as you build it. And hey, what do you know, features like that actually already exist in the Arena interface.

    Yes, if someone forms a team of only people they know, then they're never going to add puggers. But that's not what a lot of people do. They form a team of people they can see and "touch" and not completely random people. And that is why the LFG queue does not meet the need of a lot of the player base. Too many of them are disinterested in wholly random teammates.
  19. UberGuy

    LFG Broken?

    Quote:
    Originally Posted by Aggelakis View Post
    The wait time is 100% accurate. When the majority of people are pre-forming groups before entering the queue, their non-existent wait times will highly skew the average.
    The wait time is not representative of anything useful. It does not matter whatsoever if it is 100% accurate of something that no one cares about. It is broken not because it is malfunctioning, but because it is not useful.

    People are not "stuck" in a mindset that prevents them from using the LFG queue correctly. The LFG queue is designed to be used in ways that are not compatible with practical team formation. This has been pointed out to the devs repeatedly since it was created, and what is being described in this thread is representative of the issues that were raised.

    So "we told them so" seems appropriate, if crass.
  20. Quote:
    Originally Posted by ClawsandEffect View Post
    The question I have is who wouldn't run away from the person who just set them on fire and brutally slaughtered 16 of their buddies?

    Apparently, the AI needs to be fixed so that things are too stupid to flee a situation they can't win?
    I can run up and hit something for 1500 damage, and it won't run, but I can hit it for about 100 damage and five ticks of 12 DoT and it will run away.

    They don't run away because you slaughtered their buddies. Until they get low on health, they don't run away because you hurt them. They will often run away unconditionally with respect to their current health when you hit them with a DoT or a debuff.
  21. Quote:
    Originally Posted by Moonlighter View Post
    I am having a hard time answering "Why do you play your scrapper over a Brute with the same sets." My stock answer of "hate chasing fury" just isn't cutting it anymore.
    I never hated chasing Fury, even when it was "harder" (I never had a problem with getting it up there). I like playing a Scrapper over a Brute because they do not play the same and I like playing a Scrapper better. I like having damage that's not a low base and a high bonus, diluting other bonuses. I prefer the balance of damage to HP that Scrappers have. I like not having Gauntlet.

    There's more to the differences in Brute and Scrapper than just that one has to "chase" Fury to get damage.

    It sounds to me like you want to prefer the Scrapper play, but you can't overlook how much you value what you see as the benefits of taunt, so you can't justify it to yourself any more. That's fine, but don't try to turn that into a claim of wholly objective superiority. That just does not exist outside of getting stuff to hug you for AoEs, and that "superiority" is just not universally applicable across Scrapper powersets.
  22. Quote:
    Originally Posted by PleaseRecycle View Post
    Surely, then, the correct course of action is to lobby for for AI fixes if indeed it is broken in the first place?
    This is my stance. I don't want more taunt auras. Taunt in something like that should serve a specific purpose either in a powerset (such as Invincibility, AOO, or RTTC's buffs that depend on nearby enemies) or an AT (such as Brutes and Tankers having aggro sponge roles). It should not be requested specifically to solve an issue with AI.

    And I do contend it's an issue at some level. I'm not like some folks around here who refuse to play something that lacks such an aura, but I feel that something is wrong that anyone feels significantly compelled to make that choice on the grounds that it affects the AI behavior the degree that it does.

    There are flight behaviors I have little problem with, even though they technically affect my reward rates. Mobs that run away when at low health, or after they fail to hit me for some time that's meaningful relative to their rank makes sense to me. Mobs that run away so far they lose aggro the instant I happen to damage them with a DoT effect is preposterous and should not happen. Same with Giant Monsters who run from me when I am alone and not actually successfully affecting their health.

    Quote:
    I've seen no evidence that the devs would be unwilling to consider that, given that they've changed AI behavior several times in the past based on player input.
    Castle maintained that he could not see an issue with fleeing NPCs. I can't reconcile that with the number of people I know who comment on it. Here's hoping that perhaps the new guard are more open to the idea that the game is actually doing something noticeable.
  23. A buff to snipes may be coming relatively soon. It's pure speculation on my part, bit I think it may be in some way a spin-off of improvements to Assassin's Strike, only because it was mentioned in that context in the Beta forums. Presumably there cannot be a direct analog, as Blasters (currently) have no equivalent to a Stalker's "Hidden" status, but it's possible they are coming up with some other trigger on which to let snipes turn into a non-interruptable blast.
  24. Quote:
    Originally Posted by Chase_Arcanum View Post
    Maybe the issue isn't the # of sales, but that the devs are too generous with what they offer?
    Our dev studio seems to have presented their position as very focused on the existing subscribers and/or those who held long-term subscriptions prior to Freedom's launch. I think that translates directly into the kind of thing you're describing above - being less generous with the things they sell us may have been considered off-putting to full subscribers.*

    There's a risk/reward thing going on here. Assuming a relatively stable subscriber base, keeping those subscribers happy while getting them to spend a bit more on store items may be a less risky but also less profitable option than going for a more "cutthroat" sales approach that may net more total income but risks alienating that stable subscriber base.

    CoH has, from past comments, been something of an outlier in the nature of its long-term subscriber loyalty. That probably factored into their choices in this area.

    *(To be honest, I do think they were overly generous with some of the benefits we were able to buy at Freedom launch, like extra inventory space. By making those expensive but account-wide instead of cheaper but per-character, they probably deprived themselves of ongoing income as existing players make new characters. I say that even as I wince at the notion of paying for such increases in an on-going way.)
  25. Agreed on +regen not saving us when other mitigation has failed. In my experience, that's a very narrow set of circumstances that comes up exceedingly rarely.

    If +regen gets shut off and but other mitigations still work, then that's a situation where you might have to run away that you otherwise might not on Willpower. (That's extremely rare on my Regens, but they are built for high recharge rather than as high a [passive] +regen as is possible, making them better able to survive regen debuffs. Willpower, though, has only one mitigation click that can't benefit from +recharge.)