Umbral

Renowned
  • Posts

    3388
  • Joined

  1. Quote:
    Originally Posted by Arcanaville View Post
    Running out of endurance is not the core problem in my opinion. Being idle is the problem, and whether that is due to having no endurance to attack, or no attacks recharged to use, the problem is the same root issue I'm looking to tackle.
    The problem with attempting to "fix the game" so that idleness is no longer a problem is that you're going to naturally do away with the fact that players have to make build compromises to do away with idleness already.

    The only times in which you would really need access to some kind of idleness fix is in the extremely low levels before players have actually gotten the chance to get a respectable number of powers with which to saturate their animation time with. Once you get to your low-to-mid-20s, virtually all ATs are going to be able to saturate their animation time with actions and start having to make prioritization decisions with their powers.

    As it stands, attempting to modify the dam/rech/end formula for low tier powers will only work if all powersets and ATs treat their tier 1/2 powers in the same manner. I can assure you that a Super Strength Tanker doesn't treat his tier 2 power in the same manner that a Martial Arts or Broadsword Scrapper does (Storm Kick and Hack are actually the recharge and endurance limiting powers for their respective optimal attack strings).

    Honestly, if you're attempting to ameliorate the problem of combat inactivity at low levels (which it seems like this suggestion is aimed at) without attempting to completely rework how the game operates, it would be better to simply suggest that all low level characters receive some native global buff to recharge and endurance reduction in the same way that they receive a global buff to their tohit modifier that degrades as they get more powers.

    Of course, I've never had a problem with the endurance or recharge issues at the low levels because I've always felt that it fits in line with the theme of a hero just starting out. Their powers aren't even moderately realized so they're going to get winded, run out of superpower juice, and find themselves without any actions to take place other than their inherent powers. Once you get to your 20s, it becomes less of an issue and that makes sense.

    If I were to redesign the system completely, however, I would do one of two things: either the addition of auto-attacking that isn't influenced by power activation so that a baseline of performance is always present and power activation is designed to act in addition to that automatic performance (i.e. you're always punching/shooting/stabbing your target and your power activations are simply your special attacks that go beyond your normal attacks) or a larger number of power selections at level 1 to provide a more substantial stable of powers to draw from in the midst of combat (which is one of the big things that the vet powers does), possibly by simply frontloading power selection, especially since slotting before level 15 means so very little.
  2. Umbral

    New Power Set

    Quote:
    Originally Posted by Warkupo View Post
    Didn't Final Fantasy Tactics have a class like this?
    Mediator. Of course, even though the most effective thing to do with the class was to just use "Threaten" to drop the target's bravery until they turned into a Chicken, so it wasn't really "good manners" so much as "conversation control".
  3. Quote:
    Originally Posted by Tired Angel View Post
    I like your sets. My only thought are around Aim and Build Up. Generally Dark sets don't get build up anywhere in place of soul drain. The only exception was Stalkers but that is a stalker thing as their Dual Blade gets build up to instead of Albeiting Strike.
    I gave my Blaster Dark Manipulation BU rather than SD for much the same reason that Stalkers always get BU (Dark Melee for Stalkers also gets BU rather than SD). Build Up's primary functionality for a Blaster is damage frontloading via heavy alpha strikes. You can't really provide a heavy alpha strike if you are forcing yourself to be in melee and draw the attention of all of those enemies.

    I gave Dark Blast Aim for similar reasons. Defenders can get away without Aim in a Blast set because they have their primary powers to both mitigate enemy damage and augment their own damage. Blasters sets really do need to have Aim of some kind to provide frontloading capability. The only sets that don't are Dual Pistols (in which I still think that Swap Ammo should provide Aim functionality as a click power while still providing access to the alternate ammos as a power choice, as I have since beta) and AR (which often gets taken to task because of it).
  4. Quote:
    Originally Posted by Talen_Lee View Post
    We all say things in beta stages that we don't really mean.
    Not me. If I say something, I mean it. Of course, I delayed speaking about Shield until I could check numbers and play with builds a bit.
  5. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I think the issue is that the difference in time between a speed run and a non-speed run is much larger for the Hero TFs than the villain ones (due to the larger percentage of missions which are glowie hunts or boss kills). This means that the distribution of times is less linear for hero TFs so the merit rewards are inflated.
    Something else that could skew blueside merit awards upward is that it was quite common to run blueside TFs on high difficulty for experience rather than running other content for a very long period of time. Before merit awards were added, it was quite common for all but the speediest blueside tasks (i.e. Katie Hannon and Eden) to have their difficulty cranked up for greater xp/inf without any consideration for the additional time because the end reward would be the same no matter what. While I'm not a redside player, I don't believe I ever heard or saw much of this going on.

    On the same note, before substantive TF rewards were added that would make rerunning a TF suitably rewarding (i.e. recipe drops), blueside players often ran TFs ignorant of any desire for speed beyond a simple desire to finish in a "reasonable" period of time. The reward:time ratio wasn't really a consideration because the reward (oftentimes entertainment or just the badge itself because this is before influence really mattered once you hit 30+) was relatively stable no matter what you did.

    Depending on how far back the devs did their datamining, they could quite easily have used the huge number of blueside TF completions that didn't give a rat's *** about how long it took to complete, which would skew the blueside awards upwards.
  6. Quote:
    Originally Posted by Jbot View Post
    Name:Commander
    Icon:3 People standing at attention
    Sounds:Someone shouting "At the ready!"
    Primary:Pets
    Secondary:Buffs
    Alignment:Hero

    Primary:

    Police
    Elementals
    Knights
    Animals
    (And more...)
    How is that any different from a Mastermind that switches sides?
  7. Quote:
    Originally Posted by Tired Angel View Post
    DARK BLAST for Blasters
    1 - Dark Blast: Same as the Dark Blast Sets
    1 -Gloom: Same as the Dark Blast Sets
    2 - Torrent: Same as the Dark Blast Sets
    6 - Dark Pit: Same as the Dark Blast Sets
    8 - Dark Obliteration: As per Soul Mastery(Brute) power, Ranged AoE
    12 - Moonbeam: Same as ther Dark Blast Sets
    18 - Petrifying Gaze: As per Dark Miasma Set
    26 - Life Drain: Same as the Dark Blast Sets
    32 - Blackstar: Same as the Dark Blast Sets

    DARK MANIPULATION
    1 - Dark Tenticle: As per power I created for Dark Control
    2 - Shadow Punch: As per Dark Melee
    4 - Night Fall: Same as the Dark Blast Sets
    10 - Tenebrous Tenticles: Same as the Dark Blast Sets
    16 - Cloak of Darkness: As per Dark Amour
    20 - Dark Consumption: As per Dark Melee
    28 - Soul Drain: As per Dark Melee
    35 - Oppresive Gloom: As per Dark Armour
    38 - Midnight Grasp: As per Dark Melee
    I went into pretty heavy discussion a month ago with this thread. I discuss the reasoning behind the power picks rather extensively along with some decent debate on what a good design for the sets would be. I settled on...

    Quote:
    Dark Manipulation -

    1. New Power - Clone of Ice Manip Chilblain except for neg dmg and 7.5% -tohit for 11.8 secs
    2. Shadow Punch - 1.96 nrg/sma base damage scalar, 5.63% -tohit for 9.9 secs
    3. Death Shroud - Clone of Fire Manip Blazing Aura except for neg dmg
    4. Smite - 2.6 nrg/sma base damage scalar, 5.63% -tohit for 14.8 secs
    5. Build Up
    6. Touch of Fear - Direct clone of Scrapper version
    7. Dark Consumption - Clone of Consume except for neg dmg
    8. Dark Regeneration - Clone of Scrapper version except for 120 sec recharge
    9. Dark Pit (or new name) - 40 sec recharge, 15.9 sec duration mag 2 stun, 10' radius PbAoE

    Dark Blast -

    1. Dark Blast - 1 sec animation, 1 neg base scalar damage, 5.63% -tohit for 6 secs, 5.2 end, 4 sec recharge
    2. Gloom - 1.67 sec animation, 8 * .22 neg base scalar over 3.6 secs, 5.63% -tohit for 10 secs, 8.528 end, 8 sec recharge
    3. Moonbeam
    4. Aim
    5. Dark Obliteration - 1 sec cast, .9 neg base scalar damage, 5.63% -tohit for 10 secs, 80' range, 15' radius, 16 targets max, 15.184 end cost, 16 sec recharge
    6. Night Fall
    7. New Power - 1.848 sec animation, 2.2 base scalar damage, 10 sec recharge, 10.4 end cost
    8. Life Drain
    9. Black Star
  8. Quote:
    Originally Posted by Tired Angel View Post
    Dark Control
    1 - Dark Tenticle: A clone of Tenebrous Tenticles with controller values and single target.
    1 - Dark Petrification: A clone of Petrifying Gaze with added damage and controller values
    2 - Tenebrous Tenticles: A clone of Tenebrous Tenticles with controller values
    6 - Dark Pit: A clone of the dark blast version except with Mag 3, 90s recharge, 15s duration (controller values), compared to Mag 2, 60s recharge, 8-11s rechage ('fender, corruptor)
    8 - Fearsome Stair: A clone of Fearsome Stair with Terrify values, however damage removed and -ToHit kept
    12 - Black Hole: A clone of Black Hole with similar values to Dimension Shift
    18 - Petrifying Glare: A clone of Petrifying Gaze except it is a cone and has 240s recharge, 15s duration (same as other controller AoE holds)
    26 - Cloak of Fear: A clone of Cloak of Fear but with End, Control and Debuff values similar to Artic Air. Alternitively this could be changed to something more unique and new to Dark Control
    32 - Dark Imps: Suggested Power, Would be clones similar to those that accompany Black Swan (Minor Shadow)
    First things, just because it bugs me, it's tentacle and stare.

    The set looks a lot like what I'd so for Dark Control except for Black Hole and Cloak of Fear. Black Hole and its ilk are pretty terrible powers. Unless you're specifically looking to put in an easily skippable power, it would probably do better with some kind of AoE debuff. For Cloak of Fear, the only way I could see that fitting in the set in a balanced manner is if the chance to cause the fear were 30% (the same as the confuse in Arctic Air), though, at that point it stops being a Cloak of Fear and more a Cloak of tohit debuff. If we're aiming to use existing powers, Chill of the Night might work: a little bit of damage and a decent sized tohit debuff.

    For the pet, personally, I'd rather the set didn't just have recolored Fire Imps. I've always thought that it would be very interesting for Dark Control to have some huge, lumbering Shadow Beast that runs into melee and lets loose.

    Quote:
    Dark Miasma for Controllers
    Quote:
    1 - Twilight Grasp: The same with controller modifiers
    2 - Tar Patch: The same with controller modifiers
    4 - Darkest Night: The same with controller modifiers
    10 - Howling Twilight: The same with controller modifiers for debuffs, keep Defender/Corruptor values for Stun and longer recharge
    16 - Shadow Fall: The same with controller modifiers
    20 - ??Dark Enforcement: Suggested Power, Ally power granting +Res to Disorient, Hold, Sleep, Immobilize, Fear, Confuse and Negative energy. Im very unsure of this power myself
    28 - Petrifying Gaze: The same with controller modifiers
    35 - Oppresive Gloom:The same with controller modifiers but with a lower magnitude similar to how Choking Cloud works and higher HP cost.
    38 - Dark Servant: The same but with reduced debuffs, heals and control duration with Mastermind length recharge
    The biggest problems I see here are Dark Enforcement, Oppressive Gloom, and Dark Servant. Dark Enforcement seems a bit problematic because it's hard to figure out what should be put into the set in exchange for the AoE mez/debuff power without making the set lose its flavor or become too powerful. You might want to think about adding some kind of additional patch that has a chance to stun or fear while debuffing tohit, something like a Rain of Shadow (recolored Rain of Fire). Oppressive Gloom threatens to make the entire set a bit too strong, where I'm concerned. Even if it got the Choking Cloud treatment (which isn't reduced mag but rather partitioned mags with separate chances to activate on a hit with a slow activation period), I could still see the ability to stack up that much stun to be a bit too powerful. This could similarly be a decent spot for the Rain of Shadows I suggested, and some kind of -per/-tohit AoE power like Flash Arrow or Smoke could take the lower level spot.

    The biggest problem, however, is the Dark Servant. There isn't any existing precedent, and I doubt there will ever be, for a Controller to get an additional pet from their secondary. Even if it used the Mastermind version of the power, you're still combining a mezing pet with a mez primary. I could see some kind of dark debuff nuke along the same lines as EMP arrow or Liquefy, but I really don't think a pet would work with the AT.
  9. Quote:
    Originally Posted by Santorican View Post
    This is a build that Umbral posted up a while back, not sure how current it is. Aim for as much melee defense, and recharge as you can get.
    That one is largely up to date. There are a few changes that I've made since then, but it's a matter of a slot or two.
  10. Quote:
    Originally Posted by Steampunkette View Post
    Blaster firing Ranged 100 point damage attack deals 125 damage
    Scrapper firing Ranged 100 point damage attack deals 50 damage
    Just a minor correction: the Blaster ranged damage scalar is 1.125, not 1.25, which equates to 12.5% more damage, not 25% more damage.

    Also, you have to remember that the ranged damage scalar doesn't apply to every ranged attack. Because such a pitiful ranged damage scalar would make the APP and in-set attacks that are ranged so utterly useless, all of the Scrapper ranged attacks actually use the Scrapper melee damage scalar.
  11. Quote:
    Originally Posted by BrandX View Post
    Dual Pistols...
    Something else to consider is the Toxic rounds. While the -dam might not seem like much, it's incredibly powerful when you start stacking it with other sources of -dam, like, say, Enervating Field. With 2 Controllers and 1 Defender all throwing down with the EF, you'll have 65% -dam (base), which you can easily bring down to 90-95% -dam with relative ease, even on multiple targets.

    Quote:
    Hail of Bullets is getting buffed in i17 (60% chance for the ticks to go off vs the current 50%, as well as +Defense for 5 seconds), and it's just more fun
    Each tick also got a very small increase to damage as well. The total increase to the damage is small, but not entirely insubstantial. The overall increase to average damage is roughly 20%.
  12. Quote:
    Originally Posted by Far_Realm View Post
    I gave them medium hit points. I want them to be able to take damage at least as well as a Scrapper. It seems to me that too much is made of the protection from damage range gives you. This may be true at the lowest of levels when you're fighting Skulls and Hellions, but there are lots of enemies who do vicious damage at range (Nemesis, Longbow, and the Redcaps come to mind).
    Are you honestly so hung up on the exceptionally small number of enemies that deal roughly the same damage at range as they do in melee to ignore the fact that a vast majority of groups deal roughly 80% of the damage at range that they do in melee? Unless you're privy to some secret dev plan to make it so that all enemies deal the same damage in range and in melee, you're completely ignoring the fact that you can't design the functionality of an AT around a tiny subset of the enemies that they'll fight in game.

    Try looking at the damage that Rikti deal at range compared to what they deal in melee. Those big swords hurt way more than those energy blasts. Do the same with any one of the plethora of enemy groups that exist in game.

    Quote:
    What if the mechanics worked by destroying the original enemy and summoning a clone?
    In order to do this, there would have to be some seriously intense codescrewery with rather large database access. Honestly, it would probably just be better to abandon that inherent altogether and focus on something else, such as some kind of buff or debuff. "Sleeper Agent" doesn't really scream Puppet Master to me, either way. Personally, I think a name like Manipulator would also be a bit more appropriate, but a lot of that comes from me wanting the devs to create a Puppets mastermind set. Maybe if the inherent were some kind of modified Loyalty that caused the pets to become hardier if they were near the player or Domination type power that increases the damage the pets deal?

    Quote:
    The Vanguard's Bravado ability was specifically designed to shore up its vulnerability. I also thought of giving it rapidly accelerating regeneration and recovery the more injured it got, but I thought the self-heal chance was more in keeping with the concept.
    It might be better to simply create two new set subtypes that combines a melee set with a couple personal survivability powers and a couple of ranged attacks with support (i.e. buff/debuff) powerset.

    To generate the first set, you could drop off the Taunt/Confront power, the BU power, and one of the low grade ST attacks from a melee set and replace them with a mez shield with thematic secondary benefit and a 2 personal survivability powers. Fire Melee could lose Taunt/Confront, BU, and Cremate, and get Fire Shield, Plasma Shield, and Healing Flames. Electrical Melee could lose Jacob's Ladder, Taunt/Confront, and BU, and get Charged Armor, Conductive Shield, and Static Shield.

    To generate the second, you could drop off 2 support powers and replace them with and ST hold and an AoE immob (or, lacking that, a sleep). Empathy could lose Absorb Pain and Regeneration Aura and replace them with Dominate and Mass Hypnosis. Cold Domination could lose Snow Storm and Sleet and replace them with Block of Ice and Frostbite. A few powers would have to be made (Radiation Emission, Sonic Resonance, etc), but it's not many and the demands would be reasonably simple.

    You would get thematic similarity in the melee/survivability powers (losing a bit of melee damage capability along with burst damage capability to increase survivabililty) and the control/support powers (losing a bit of support but getting a bit of control capability for when melee gets a bit too crazy). One of the big advantages of this is that most melee sets have some thematic defense set that you can pair them with (except for the weapon sets, which could probably get arbitrarily paired with Invuln or WP powers) and a good number of support sets have a similar thematic pairing for a control set, and the power switches/creation could be done in a reasonably modular manner to avoid making some sets overpowered compared to others.

    By creating these new sets, you'd get a decent mix of attack powers and buff/debuff powers along with enough personal survivability to survive in melee without being too hard to kill. The AT mods would probably be along the same lines as Tanker Melee damage mods (.8 damage scalar), Controller/Corr buff/debuff mods (.75), Scrapper/Stalker personal defense mods (.75), and new heal mods to account for the higher base hp (.85 heal scalar, because heals are based off of base hp to keep them in line with Controllers/Corrs). HP would probably be the same as Blasters/Stalkers (at 50, 1204.8 base and 1606.4 max), +dam cap would be limited to the "normal" 300% of Defenders, Tankers, Controllers, Dominators, etc, and res caps would be the "normal" 75%.

    If you really wanted the Benefactor, you could probably do something similar with the control/support sets that you would create for the Vanguard (nice name, btw, works very well for the intended purpose, but I'm not sure it would work considering there is already a group in game called Vanguard). Alter the Defender primaries by removing a couple support powers and replace them with an ST ranged attack and an AoE ranged attack. Radiation Emission could lose Choking Cloud and Fallout for Neutrino Bolt and Neutron Bomb. Empathy could lose Absorb Pain and Regen Aura for Mental Blast and Psychic Scream. With those sets, they'd have a decent suite of attack powers and buff/debuff powers augmented with the a couple control powers and utility powers.
  13. Quote:
    Originally Posted by Cyber_naut View Post
    From what I understood, some uniques and procs weren't working correctly and were set to be fixed, but I didn't think anything besides botz was getting hosed, was I wrong?
    You're not wrong. It's an entire list of procs that were operating in unintended ways that are being fixed. The only difference with the healing uniques is that the effects in question no longer benefit from the enhancement of the powers that they are within.
  14. Quote:
    Originally Posted by Cyber_naut View Post
    DM was pretty decent aoe-wise when they initially increased melee attack range and it accidentally made it ridiculously easy to hit 5 targets with a movement before the attack. Since they fixed it, it's pretty mediocre, but you can still get 3 pretty easily and pretty reliably, and don't forget to weigh in the fact you get it a lot earlier than dragons tail and it recharges a lot faster as well. I'd say the two sets are similarly mediocre to weak in aoe abilities when all these factors are considered.
    Having experienced all of these (I especially loved the period of time where I'd get laughably easy saturation of Shadow Maul), I can say that, in general, I agree with you, but, I still think you're overselling the AoE capabilities of Dark Melee. Shadow Maul's biggest problem is that horribly long animation time. When you factor in the need to adjust position, Shadow Maul can easily be on a slower cycle time than Dragon's Tail thanks to that long animation time.

    Quote:
    But DM eats MA's lunch with the heal attack, it's build up power and it's single target godliness. I'd love to see MA and EM get some love similar to what DM got not very long ago, look what it did for DM and look at the positive effect it had on so many players.
    I'd have to agree with this, though it's not like MA hasn't gotten bits of love over the course of the game. Storm Kick has gotten some major love over time. Keep in mind, however, that the DM weren't quit in the same scale that would be needed to tweak MA. Similar changes could probably be made to EM (tweaking the damage on a couple of powers), but MA needed a bit more of a holistic change (like a secondary effect unification along with some animation time reduction on EC).

    Quote:
    I'm not sure where you're getting these numbers from, but I can assure you, DM absolutely destroys Elec in single target damage. Maybe you're talking about low levels, but with a full array of powers, elec is near the bottom when competing for single target output. Of course that is balanced by the fact Elec has outstanding aoe abilities.
    It comes from doing number crunching for Elec ST attack chains when the set first came out. I recall making a number of simple attack chains to provide Elec with decent ST damage that did about only a bit less than the the comparative attack strings for DM.

    CB>JL>CB>CI does a base of 60 DPS compared to Smite>Siphon>Smite>MG's base 75 DPS. That's 80% effectiveness for Elec melee. The difference between the two isn't insubstantial, but Elec is capable of some decent ST damage, especially when you load up those attacks with procs. I wouldn't say it's great, but it's not mediocre. It's decent, when you consider what Spines does, though, a lot of this is semantic debate because we're probably using different scales of effectiveness.

    Quote:
    Maybe EM could be given some added utility as a way to improve the set. Maybe add some end drain that is given to the user with some of the attacks. And why does ET still need to do self damage now that the animation is glacially slow, lol?
    End drain isn't what I'd call particularly useful utility. It's one of the least effective secondary effects out there. Even so, EM still has one of the best secondary effects for PvE simply because it takes out targets completely for a decent period of time, even if it is only a chance to do so. The biggest problem with EM's secondary effect is the same problem with DM's secondary effect: it's only really effective on soft targets while using AoE. Tohit debuffs aren't that useful when you're having to stack them up on a single target that will likely be dead before you get more than a couple attacks on them. The same applies to Energy Melee. On the hard targets that both sets are designed to excel at, their secondary effects are virtually useless because (for DM) AV resistance laughs away tohit debuffs and (for EM) AV resistance laughs away mez effects for 2/3rds of the time (though, the fact that you get full effectiveness of secondary effect for 1/3rd of the time lends some greater usefulness to EM's rather than DM's).

    The only real way I can see about adding greater utility to EM would be to increase the chance to stun on the lowest chance powers (like Barrage, which only has a pitiful 10% chance, and Whirling Hands, with its 30% chance) so that the secondary effect is more reliable and/or to provide some area stunning for other powers (like Stun: imagine if you could have a 50% chance for a mag 3 stun on all enemies in a 15' radius whenever you used it; there would be no additional damage so it would still be an AoE attack but it would allow the power to stun additional targets without breaking Cottage Rule or generating IO set problems) so that you can actually manage to keep more than 1-2 enemies stunned at a time.

    Quote:
    I guess I haven't had the same experience as you with the stuns. The one aoe stun you get in WH is unreliable and pretty short imo. The only reliable and effective mitigation is stacking single target stuns which is underpowered when competing against sets that have better and/or multiple aoe mitigation techniques.
    I will admit that my only experience with EM is with my DA/EM Tanker. I designed her explicitly because I knew Dark Regen would overcome the -hp of ET and because the chances to stun would stack excellently with OG.

    Quote:
    I don't agree with you that ET 'had' to be 'fixed/nerfed' though. I don't have a problem with sets being balanced in different ways - in that one set could have 9 solid powers and another could have 7 subpar powers and 2 great ones, or 8 subpar ones and one godly one, but that's just personal preference either way.
    To me, a set that is comprised almost entirely of bad powers that need to be buoyed by a small number of overpowered ones is a poorly designed set. While it's not necessarily imbalanced (though an argument could be made for SS and Stone Armor when you consider their excellent performance in all areas with easily mitigated penalties), it's bad design. I honestly believe that bad design should be fixed.

    Quote:
    I also do not agree that rage or granite armor 'need' to be 'fixed' for the same reasons. But theres another good reason they don't need to be fixed - they're very popular sets, unlike energy melee at the moment.
    First off, the popularity of Stone Armor and Super Strength is almost assuredly tied into their obscene performance in game. If you honestly don't believe that SS's ridiculous performance with AoE and ST damage, along with the respectable mitigation mechanisms it has, doesn't skew its play numbers in an upward manner, I'd have to ask you to stop smoking before you post. The same applies to Stone Armor.

    Quote:
    And they don't 'break' or 'hurt' the game, because SS doesn't have a monopoly on play, nor does stone armor, because both sets have obvious drawbacks to compensate for said powers.
    I would say that they do, in fact, hurt the game. Both sets are stronger in virtually all areas than similar power sets and, while they may not have a monopoly, they most certainly command a larger portion of the population specifically because they're a helluva lot stronger than their counterparts.

    Quote:
    Sure rage itself is a very powerful power, but without rage, SS would be a pitiful set. Same thing with granite armor.
    And you don't see a problem with this? No other set so thoroughly hinges on the use and abuse of a single power to make it a viable set. That's bad design of a powerset and bad design of the powers in the set. It's an atrocious amalgam of powers that allows for ridiculous capability to abuse it. SS relies on permanent build up and Stone Armor relies on permanent god mode.

    Quote:
    But that does go to 'how' the sets are balanced, and that would be our personal opinions/preferences. You can balance a teeter tawter with nine similar sized stones on either end, or with nine similar sized stones on one end and eight tiny stones and one larger stone on the other, so long as a whole they end up being the same weight.
    That metaphor is pretty much abandoned when you have to realize that you get to pick which stones you get from the set. You can take only the good powers and go to pool powers and APPs for all of your other needs. If you had to get every power in the set, then it would be a much more apt argument, but, when you can completely ignore the bad powers and only take the good ones (i.e. the 4-5 powers in SS and Stone Armor that are actually worth taking), then the teeter-totter comparison goes out the window.

    Quote:
    But again, I think the devs should focus on 'fixing' sets that get little play, rather than fixing sets that are popular without being monopolistic.
    It doesn't take a set being monopolistic to be overpowered or to need fixing. In fact, I can assure you that no set is going to be monopolistic within the confines of CoX simply because CoX has a lot of thematic choice involved in character creation. Stone Armor might be brokenly strong, but it doesn't mean that everyone and their cousin is going to take it just because it's strong. People that want to play with fire are still going to play with fire even if stone is stronger.

    You also have to remember that there are many people that can't stand the poorly designed sets. Even if they're stronger, SS and Stone Armor are complete and utter ******* to level up because it takes so long to get them playable. The low level powers are virtually useless so you have to either suffer through the first 20-30 level of utter weakness to reach the final levels of completely loltastic overpoweredness or farm them up because you don't want to bother with those levels.

    Poor set design isn't something that can be ignored. There are a lot of people that play around with sets but abandon them early on because they can't stand how they play. Set design is intrinsically involved in how a set plays and both Stone Armor and Super Strength fail miserably in set design.

    Quote:
    Again, I'd disagree with you, because you'd be changing sets that one, are not being ridiculously overplayed in comparison to other sets, which would seem to at least provide some evidence they are not ridiculously out of whack, and two, you'd be angering the large fanbases of each set based on nothing more than your personal preference in that you don't like 'how' they are balanced.
    Do you really believe that SS and/or Stone Armor aren't being overplayed? Maybe it's just Freedom, but I can randomly pick a Tanker on at virtually any time and chances are better than even that it will either be an */SS or a Stone/*. If they weren't being overplayed, you would see just as many of the 9 other attack sets and 7 other defense sets. I can assure you, the two of those sets are being overplayed, whether you want to admit it or not, and it has to do with those sets being completely borked.

    Quote:
    Better to create a new set than head down that road. It's been suggested before, but if the devs really wanted to make everyone happy, they could create second sets as an option for players. I actually agree with you in that I personally don't like how SS is dependent on rage to compete with other sets, mostly because I don't like rage, lol. The crash is beyond annoying, and the end hit is more crippling, imo, than many people seem to feel it is. So why not create a second SS set with slightly different mechanics - this way you create another option for players without removing an option so many have grown to love. On top of that, it's a hell of a lot easier to rework a set that already exists with all the animations and what not, yet most players will feel like they're getting a whole new powerset.
    In the same way that I'd rather the devs fixed old existing zones before they start throwing in new zones, I'd rather the devs fixed old powersets where possible before throwing in new powersets. I would love to play a Stone Tank as long as it didn't have a crippling dependency on its permanent god-mode. I would similar love to play an SS toon as long as it didn't have a similar crippling dependency on its permanent Build Up. Try playing either set without using the power in question and you'll see just how broken the entire design of the set is, especially when you realize what Rage (lol to acc slotting) and Granite Armor (lol to dying) do in a holistic manner.

    Hell, I bet you can ask any developer on staff about SS and Stone and they'll agree with me that the sets are poorly designed and that they would love to be able to fix them. The biggest reason they haven't (and Castle has actually said this) is because of the player backlash. Of course, if they fixed them in the ways that I would like them to (i.e. in a holistic manner rather than trying to spot fix the set like was done with EM), I doubt they'd receive much backlash beyond the players that are pissed that they now have to rebuild their characters because they don't like how Rage/Granite Armor is no longer the defining characteristic of the set (or because they don't like how they can't automatically own everything's face like they used to).
  15. Quote:
    Originally Posted by EricHough View Post
    I think WH could use a buff and you think the set is fine currently. I can live with that.
    I don't think I ever said that the set was fine as is. In fact, I think I elucidated my opinions on EM needing a bit of AoE damage love in my first post of this thread quite well. What I have been saying is that the ST performance is perfectly reasonable and that many players neglect to pay proper credence to the mitigatory benefits that EM has. EM doesn't need to have the ST damage fixed or to have the secondary effect changed. The only problems with EM are that it is no longer the incredible frontrunner on ST damage that it used to be so now everyone gets hung up on the less than stellar AoE damage.
  16. Quote:
    Originally Posted by EricHough View Post
    So, energy melee on a brute is beaten out by fire in the most simple case and by a ton of other things in the huge recharge case. In the base case, EM for brutes/scrappers only pulls ahead of claws, scrapper fire and warmace by 1-2 DPS, not a lot really.
    The "simple case" is what the devs balance the game around. Just compare how Dual Pistols performs in SO grade compared to how it performs in IO grade. It's laughable, honestly.

    Also, you're forgetting that the only thing that beats Energy Melee out on ST damage is the set that has absolutely no mitigation: the secondary effect on Fire Melee is moar damage, so it stands to reason that Fire Melee should be at the head of the pack. Where it stands, from the perspective of balance, when you factor in mitigation provided, EM is actually in a perfectly reasonably spot.
  17. Quote:
    Originally Posted by Blue_Centurion View Post
    I am wondering what the style differences (feel/tactics) are between a regeneration Scrapper and a willpower scrapper?
    Oh hell yes. That's the biggest difference between the two. */WP is set it and forget it, and */Regen is highly reactive and heavily click based. */WP has virtually no learning curve: you simply turn stuff on and jump in. */Regen has a very steep learning curve if you're attempting to do various scrappery things, but it can perform excellently once you learn it.

    Quote:
    Is willpower chosen because softcapping a regen looks impossible, or is regen chosen because any I/O def/res benefits become like gold.
    The primary reasons I see most people choosing between the two are ease of use (as addressed earlier) and PvP viability (in which */Regen is pretty much king and */WP is pretty much the bottom of the pack thanks to RttC being next to worthless).

    Quote:
    Also, are there certain primaries that are associated with each, and if so why?
    Not really. Each set benefits from sets in much the same way. */WP gets a bit more love from the redraw sets because it doesn't force you into redraw all the time thanks to a load of click powers, but I haven't noticed any particular disparity between the popularity of either set with any specific primaries beyond that.
  18. Here's one that I always thought that CoX should have done from the beginning:

    You know those soda machines in the entrance of the office and warehouse mishes? Sell the ad space to a soda company. I think it'd be awesome to actually see real world soda machines in game.
  19. Quote:
    Originally Posted by Postagulous View Post
    QR: I get the exact same number on endmod with three generi-IOs and that's 59% recovery. You go for a 1.5% as a bonus. I see this as a false economy. And regen again. You can do this, I wouldn't. I need the slot eslewhere.
    I'd just run with 3 slots: Perf Shifter End Mod, Perf Shifter proc, and generic End Mod.

    Quote:
    Integration: I got nothing against this. But for the cost of peanuts and two slots I can throw Generi-Heals in it and get 200% regen and only use 0.03 more end per second than you. Not taking an extra slot and just chucking the generic in there gets you from 127% to 142%. Add one slot and it's 183%, which might be around what some would consider the point of diminishing returns, but it's better than workign toward regen with sets to just chuck another heal in there for the extra 17%.
    There is everything wrong with enhancing FH but not enhancing Integration. Integration provides more +regen per point of enhancement than any other +regen power you've got, including Instant Healing. Integration should always get priority heal enhancement slotting.

    Quote:
    Dark Consumption. I'd slot some damage but also some endmod.
    End Mod is useless in Dark Consumption unless you only ever plan on fighting a single target, and, even then, when are you ever going to use enough endurance to need DC on a single target. Slot it for recharge first and acc second. 6 piece Obliteration is even better: awesome enhancement values and awesome set bonuses.

    Quote:
    You hate Health.
    Health deserves the disdain of a */Regen. It provides a pittance of +regen when you're already drowning in it.

    Quote:
    Stamina worked toward Regen again. 10%. Three generics go over the cap. In fact, three level 25s hit the cap.
    If you're taking Stamina, give it the same slotting I gave QR. Burning that 4th slot is mostly a waste when you get down to it and there are better places to put an extra slot to use. Of course, this presumes that you're even going to take Fitness in the first place, which, for a top tier IO build, I wouldn't.

    Quote:
    Resilience: Love the slotting if you're going ENFC def. I do this all the time. As your first resistance power, throw the uniques in it too.
    Dear. God. No. Resilience is an utterly useless power. The +res is so small that any enhancement you put into it is going to do nothing. The low set bonuses for resistance sets aren't particularly useful for a */Regen either since you'll actually get better performance from positional defenses, in my experience, and those only show up towards the end. The only useful thing about Resilience is the ability to slot the Resistance uniques and, even then, it should only get the base slot because you can always throw the extra slot and additional unique into Tough to benefit from the better enhancement values.

    Quote:
    Soul Drain: Mother puppy. You got your enhancement numbers but your bonuses have been flushed down the toilet. Half Cleaving and half Erad gets you some EN. Multi-Strike gets you a defense medly. And Oblits, which used the way you do, you may not understand how much they cost, get you great Melee.
    6 piece Obliteration. That is all.

    Quote:
    Instant Healing: You spent a boatload of money for that 12% regen while Health sits in the alleyway hoping for another slot.
    IH provides more +regen per enhancement than Health does and it benefits from the tangential slotting of end redux and recharge. Of course, because only a portion of IH benefits from heal slotting, you want to slot IH with recharge before you slot it with anything else. Like so much of */Regen, 5 piece Doctored Wounds. Anything less is a joke.

    Quote:
    Tough: Holy Crap. Crapity Crap-Crap from Crapsville, Crapabama. Wow. Geez. Uh, damn. Uh..don't do that ever again.
    It's overslotted, like I said. Cut down some slots and put them to better use.

    Quote:
    Weave: Ouch. Slot the four LotG. Nothing wrong with the -7.5% rech, but you know they will cost you $150m. You threw away the good bonuses from LotG by hacking it before four.
    The 4 piece LotG is largely useless. The 3 piece LotG is similarly useless because you're */Regen. You've got Dull Pain. Dull Pain + passive accolades is the easy route to the HP cap. If you're going to 4 slot it, 2 piece LotG and 2 piece GotA, both specials and def/end.

    Quote:
    CJ: No, don't do this.
    Once again, overslotting for little to no benefit. LotG and universal travel IOs are the only things that should touch CJ and, even then, it doesn't need a crapload of defense enhancement because the values are relatively low when you get down to it. Don't waste a +Stealth IO in there either. That's what Sprint and the prestige Sprints are for.

    Quote:
    MoG: Uh, dont' do this either. Defcap is 45%. No need to hit 112% when it goes over the cap to begin with. Just recharge.
    The LotG 7.5% and the def/rech are still a great spot to slotting choice for MoG because it gives you more resistance. Round out the slotting with 2 generic recharge IOs and you've got my standard slotting. Enhancing the defense or resistance of the power is largely pointless because they're bordering on overkill.

    Quote:
    I've never slotted these two powersets and really am shocked at my inability to get the numbers up there. But with nearly 1600% regen consistant, wow, no need for the bubble when you're in the reactor that's for sure.
    You're getting that much regeneration because you've got IH turned on. It's not even approaching permanent because it only lasts 90 secs and you've got it down to a ~275 second recharge. Without it, you've got 606% regeneration, which is pretty much standard for a */Regen. A decent DM/Regen build is going to manage at least ~50-60% +rech without Hasten (you only managed 10%), and 20-25% +def to all three positions or smash/lethal (s/l and melee are the most important ones) while keeping decent enhancement values in important powers (you castrated MoG). A well built DM/Regen is going to manage at least ~75% +rech without Hasten, 35% +def melee or s/l, while maintaining excellent enhancement values in all powers.
  20. Quote:
    Originally Posted by Morbid Star View Post
    woah! ... who pissed in your cereal this morning !?
    He wanted a critique. I gave him a critique. I'll give him some time to do some research (I know for a fact that there at least a couple other threads where I've given critiques and advice for a DM/Regen IO build if the OP does some search-fu) and post a new build. I'll probably give some specific advice from there (if it's at least a decent baseline build to work with), and, possibly, post the super expensive DM/Regen build I've got sitting around.
  21. Quote:
    Originally Posted by Morbid Star View Post
    as far as worst, no ... DM/Regen is the ultimate Survivor power set,
    I'd actually attach that moniker to either some combination of Katana or Broadsword and Regen or Willpower. Siphon Life is nice, but it doesn't have anything on the awesomeness of Parry/DA when you're packing huge damage recovery already.

    Quote:
    as far as the worst choice for +4/x8, my guess would be MA/SR
    MA isn't really as bad as everyone gives it credit for (Dragon's Tail is still going to provide more AoE damage than DC, SD, and Sm do for DM), and a decently softcapped */SR would do quite admirably on +4/x8. I still think that DM/* and */Regen are probably the worst sets to pick for +4/x8 for the reasons I listed earlier.
  22. Quote:
    Originally Posted by Cainus View Post
    Except that Brutes arent the villain-side tank... they're the villain-side scrapper. MMs are the villain-side tank. This has been stated many times by the rednames.
    Care to point out where this has been stated by the rednames?

    If you look at the mechanics of Brutes compared to Masterminds, you can see that Brutes are intended to be the team equivalents of Tankers redside.

    Consider:

    Aggro management: Brutes have Taunt auras, punchvoke, and native Taunt. Masterminds have... the ability to take Presence? Their pets don't even generate substantial threat.

    Survivability: Masterminds didn't begin the game with bodyguard mode (as previously mentioned). Brutes have Tanker hp and resistance caps, along with Tanker powersets (with the exception of the recently proliferated SR and Claws).

    Masterminds were only ever intended to be the Tankers of redside in the extremely early development phases of CoV. It hasn't been stated anywhere near recently that Masterminds are anything even resembling Tankers. If anything, they're most akin to Controllers and Defenders in that they provide support along with damage and chaos control.
  23. Loltastically bad. You've got virtually no defense, barely any recharge (not even enough for perma-DP), more +hp than you should need if you get the passive accolades, more endurance recovery than you need, some powers drastically underslotted (Smite, Instant Healing, Integration), others overslotted (Tough, Resilience, Reconstruction, Dull Pain, Fast Healing), and so many powers horribly misslotted (Dark Consumption, MoG, discounting the powers that you misslotted but fit into the other categories).

    What you seem to have put out is not an IO build but a frankenslotted build, and a poorly frankenslotted build at that. You've got virtually no useful set bonuses (like +rech and +def) and have apparently focused on the largely useless ones (like +regen and mez resist). You spent purple IOs on partial slotting, sacrificing the higher tier IO bonuses for some useless low level IO bonuses. That build is so bad, it doesn't even merit individual criticism of slotting.

    The only "good" thing you did was 3 slotting Hasten. Everything else was pretty much comprised of utter fail. That build has about as much chance of soloing on +4/x8 as a mosquito does of lifting the Empire State Building. I could put together a better build with just SOs.
  24. Quote:
    Originally Posted by Santorican View Post
    And Castle still hasn't explained why he "fixed" these inventions verses the placate proc which is really broken and has been really broken for a longer time. Priorities my friend, get them right!
    I believes it's the difference between a mechanical problem, which would require some codescrewery, and a numerical problem, which just requires tweaking a value in a database. It's a helluva lot easier to fix a simple number problem rather than a mechanical problem. Also, don't presume that just because you haven't seen anything that the placate proc hasn't been worked on in the intervening time period.
  25. Quote:
    Originally Posted by Nihilii View Post
    +4/x8 (gonna assume bosses enabled, as this is the scrapper forum and DM is more of a ST powerhouse anyway) might be rough for DM/regen unless you stick to a few select factions or are willing to use insps, as there's going to be lots of burst damage and eventual def debuffs flying around, and with SM as your sole AoE stuff isn't going to die fast. I think you might get better mileage out of Energy Torrent rather than Box/Tough/Weave, fast recharging, souldrain-buffed AoE damage KD will do a lot for both your survivability and your DPS. That said, the playstyle it forces can be tedious (gotta jump back and forth to maximize the cone), so it's something to try on Test server first.
    DM/* isn't what you're going to want for +4/x8, which I can only assume you want to do for the farming. DM/* isn't a farming set. It's an AV soloing set.

    */Regen isn't what you're going to want for +4/x8 either because it doesn't have any scaling capabilities and focuses on short periods of spiked survivability. */Regen isn't a farming set. It's better for single hard targets.

    DM/Regen is probably about as bad as you can pick for a dedicated +4/x8 Scrapper build. It can do it (any Scrapper can), but it's not going to be nearly as efficient as any number of other options could be. A purpled out DM/Regen is going to have a lot of wasted value because you could be getting a lot more bang for your buck from any one of the other more AoE and scale focused builds out there (*/Shield, */WP, */SR, Spines/*, Claws/*, DB/*, Elec/*). Your best bet, if you want to spend a lot of money on a DM/Regen, is to focus on what DM/* and */Regen are both good at: lots of damage on a single target without needing to bring in a lot of friends to make yourself effective.