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Posts
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That's probably because they can't miss.
I don't know that they can't miss, but I'm pretty sure. -
Probably not.
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Upgrade? Eh. But it's so ridiculously easy now. I liked it when it was hard!
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But you're not allowed to bump old threads.
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Geez, you'd think people had never seen a pushup bra before.
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The patch wasn't supposed to fix the multiple hits bug.
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Incarnate trials don't do that -4 shift thing, and you can unlock and make your alpha with the new trials as well. (Scroll down in the recipe section, you'll find recipes for alpha powers that use threads.)
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Quote:By "the worst" I meant that it would be horribly exploitable, not that people would use it for that, because obviously they would. ("The best" would be that people would not be able to exploit it.)Riiight. And when people found they could exploit the AE when it was launched they acted responsibly, reported the exploits, and never took advantage of them to the point where the devs were forced to step in and not only permanently lock out abusers ability to create story arcs but also delete characters that were created and powerleveled by abusing the exploits.
Quote:Sorry Vanden I never said that. In fact I posted just the opposite.
Quote:/unsigned
Sorry this would be far to easy to abuse horribly. Level 50's that have no more use for experience would be used to insta level dozens of characters up to level 50 via level pacts.
Quote:I think what's happening here is that since I'm the first one to point out the flaws in your idea and you can't think of a solution to them your blaming me for pointing out the flaws in the first place.
In fact, here's one idea I had to counter exploitation:
Problem: When players pact at different levels, the lower-level player effectively earns double XP while both play until the lower-level catches up to the higher-level.
Solution: Until the lower level character catches up, the lower-level character keeps all XP it earns. The higher-level character's earned XP goes into a temporary "bank." When the lower-level catches up to the higher-level, the banked XP is split evenly between the two characters. No XP is lost, and the lower level can't be powerleveled with pacts. -
So you're just assuming the worst, and then concluding that if that's the way it is now, the suggestion is hopeless because it's not like things like that could ever be changed.
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If we went with my idea of having the increased rarity support pets get self-power boost to def buff and heal, it could be fixed by giving the Partial Radial the T4 level of boost instead of the T3 level.
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Quote:How? How is the level 50 going to powerlevel the theoretical level 1? He still earns level 1 XP for the pact. If he joins a high level mission team how is that any different from the level 1 joining the high-level team himself? And if it's a matter of the level 50 getting back his 49 levels of powers if he gets SSKed back up, then that's an incredibly easy-to-figure-out fix of making it not do that.It doesn't matter if the higher level character is exemped or not. A level 50 doesn't need any more exp so the abuse would still be that one character (the 50) will be doing all the work earning the xp while the others simply log in and level up.
http://wiki.cohtitan.com/wiki/Level_Pacts
And even if the higher level player in a level pact is exemped down to the lower level member. The higher level character is still free to join higher level teams/TF's, Leagues and be auto exemped back up via super sidekicking. -
Quote:You don't consider having to spend potentially hours running content to unlock the pets in the first place a "condition"?Extracted Essence(s) - they are, of course, on a timer, and have another condition for existance (successfully extracting from a defeated enemy.)
I'm *reasonably* sure the Necro extraction stays alive as well.
Possibly Illusion's Decoy Phantasm, but that's not "your" pet.
Lacking a condition like that, yeah, I wouldn't see the Lore pets staying alive. (I do wish they'd look at Ice Slick and the like though. Yes, they're pets, but it makes no sense for a patch of ice to disappear if I die.)
Quote:The individual changes for pets, I'd say yes, give them a good going over and fix what's needed on a case by case basis.
I don't agree with reducing the recharge, except potentially on the first-tier pets. Personally, I'm of the opinion that a lot of what we're seeing is a bit over the top in non-Incarnate content. My Earth/FF is decimating spawns in "normal" content - which makes me uneasy when looking at the rest of the game.
Actually, if we can have Incarnate arcs "flagged" much like the PVP zones are (no, not DR and such, just where powers can behave differently,) I'd be fine with said buff lowering recharge (etc.) inside that content while keeping them at current recharge for non-Incarnate content. The "Incarnate mission buff" would make the pets and any other powers that *should* be strong enough to deal with Incarnate things properly powerful in those instances, and still strong (but less so and less ridiculously) in non-Incarnate areas. -
I guess you don't know how it works when one pactmate is lower than the other. The higher level guy gets exemped to the lower level guy permanently until the lower level one catches up.
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Lore doesn't work well now, and that's what's important.
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Praetorians aside, a lot of people don't like Lore. They think it sucks. This is justified. Let's look at some things that could be done to help it out.
Reduce the recharge. The number one thing. 15 minutes, non-reduceable is ridiculous! Seriously! Drop it down hard, to around 7 minutes. This is roughly the recharge you'd have for a patron pet fully slotted for recharge plus some global recharge buffs as well. This puts it at a greater than 50% percent of uptime, which also improves the feel of the power. If it's helping you more than half the time, it seems a lot more worthwhile.
Buff the support pets. These things are weak. The extra damage you get from upgrading to a Boss pet in the Core branches far outweighs the survival benefits of grabbing a support pet from the Radial branches, plus those bosses with their high damage and Boss HP can take a hit, which allows them to also help survivability. The heals should be changed to heal a percentage of HP, instead of a flat amount; I would probably have them be equal to the strength they're at now when used on a target with 1000 max HP. That would make them equally useful on, say, Tankers as on Masterminds. Second, the buffs to defense and the heal amount should increase as the rarity of the power increases. This should be as simple to implement as giving the pets an auto-power that power boosts these effects in the summoning powers.
Reduce the damage of the boss pets. "Heresy!" I hear you say, "This was supposed to be a thread about buffing Lore!" Hear me out. The boss pets are really the only compelling reason to take Lore. In fact, they're a little too strong. The damage is nice at base, but then players start throwing damage buffs on them and they quickly get insane. What I would do is reduce the base damage of the Boss pets' attacks by half. Then, give them an auto power that gives them a 100% damage buff (150% for the boss pet in Core Superior). This makes the Boss pets' damage the same out of the box, but makes them less ridiculous when damage buffs start getting applied.
EDIT: In fact, the boss pets should probably also just have a general damage reduction. They're so ridiculously strong that if we want to have the pets up more often they'll pretty much have to get nerfed. I think it'd be worth it.
Make pets not die with you. This is a big problem on my squishies with Lore pets. I summon them, and then a boss steps on me. Oh well, that's that casting wasted. Maybe I'll have better luck in 14 minutes. No fun! I know it's technically possible for pets to stay alive when their owner dies, but there would need to be work done so they behave right without you around and attach to you properly when you come back. Still, these are special pets and the convenience would be worth it.
Make the Radial Superior support pet able to attack. Right now, your choices for Radial rares make the support pet either invincible, or able to attack. When you go up to Very Rare with Radial, your only option is an invincible support pet, no option for an attack-capable one. Why can't we have both? There's already an invincible, untargetable pet that transfers aggro to its owner in the game (good ol' Voltaic Sentinel), so why can't these pets do it too? It's not like it would step on the toes of the Core Superior variety of pets, since those pets have inherent damage buffs.
Individual pet fixes. The Clockwork Dismantler's Anti-Matter beam has a very long, 30s recharge because it's actually a tiny cone like Piercing Rounds or Head Splitter. However, as an NPC it's far too moronic to actually use it as such, so it should get a break on the recharge costs of AoEs.
The Clockwork Dismantler's Particle Burst power works really weird. It grants a power to the target and has the target attack itself and enemies around it with said power. This makes it leech XP, do much less damage than the Dismantler's other attacks, and fail to do anything at all if the target dies before the attack "hits."
The Battle Orb should have its Shield Generator on ALL THE TIME if it's going to be so appallingly weak.
The Battle Orb's Deploy Stimulant should give high amounts of mez resistance if it's only going to last 5 seconds, because it'd be much more useful in the long run that way. -
So right now you can only level pact two characters together as long as both are under level five. Even when this system was introduced they told us they were looking at removing that limitation down the line. So what's the hold up? After the introduction of Super-sidekicking I can't think of any exploits letting us pact at any level would allow, and even before that it seemed fairly benign. So yeah, pact at any level please!
But why stop there? Let's remove more limitations! Let us pact up to, I dunno, 50 characters! Just a random number I picked because that's the most players that can simultaneously experience content together (Hamidon raids). There's nothing wrong with super-teams, why not let them make it easier to stay together?
Oh and I don't know if it does this already and neither does this wiki, but they should allow sharing of Physical and Psychic XP, too. -
I see I'm gonna have to lay some knowledge down. Fair enough.
Quote:Then you do misunderstand the power, because the jumps CANNOT fail. Ion Judgement does not work the same as other chaining powers. Every jump is autohit, then after the jump a tohit check is done about a half second later on each target hit to see if they take damage. Even if that ToHit check fails and the target doesn't get affected by the power, the target was still hit by a jump, and if it's possible it jumped to another target before the check even happened.Unless I misunderstand the power each jump had a chance to fail, the ability to hit a previous target is not a concern.
After the buff issue is live there will be no issue with Ion as it may hit more targets, hit the same target a few times, or stop jumping all together.
I'm just wondering if the jump time is low enough to allow it to hit a target who is already going to be dead thus wasting a jump all together.
Outside of that random is as random does sometimes Ion will hit more sometimes it will hit less.
As for the damage, it should be self-evident, even blisteringly obvious, that enemies getting hit by multiple jumps is not as designed for the power. Each hit does exactly the same amount of damage as the other three Judgements, with a possible crit on top of that. When you have 4 powers with identical crafting costs, end costs, and recharge times, and 3 of the powers do exactly the same amount of damage on individual targets while one of them has a chance to do two or three times that, that's what we in the biz call "there's absolutely no way that's how it's meant to be."
Quote:Whats happening with Ion isn't a bug, as it can't bounce between 2 targets indefinitely. Whats happening is how the chain powers are designed. It happens with Chain induction sometimes with 3 targets.
See, you hit Ion 2 targets, starting with Target A, and it bounces to Target B, and its coded to not bounce back to target A. Chain ends., Hits 2 targets.
Now, you hit Ion on 3 targets, starting with target A, and it bounces to Target B, and as it can't jump to target A, it jumps to target C. Now, from Target C, it can bounce back to target A, and from target A it can bounce to target B again, and just repeats, hitting the max number of 'targets' over the 3 targets.
Here we have your average group of four enemies.
You choose one for your target (in blue) and Ion Judgement jumps to every enemy in range (the blue circle).
The first jump completed, the second jump now starts from every enemy hit by the first jump (in blue).
You may notice that the primary target (in red) and the fourth enemy are both in range of two jumps. The primary target was marked "not jump-to-able" last CPU cycle, so it isn't considered. However, the fourth enemy was not, and both jumps consider it a valid target. Since it can't be marked an invalid target until it's been jumped to, both jumps happen. At that point it's marked invalid, but both jumps have already happened and can damage the fourth target.
Jumps from Ion happen literally as soon as the server can handle it. It's necessary to do it like this so it can stay competitive with the traditional AoE Judgements despite its unique targeting method. Ion is already a slow-activating power that we really only tolerate because it has this issue and can do so much more damage than the other Judgements, so delaying the power further might not be feasible.
It's also possible that delaying secondary jumps so they happen one at a time might not be technically possible. Going back to the diagrams above, the first jump (fig. 2) happens as a PBAoE from the primary target. This means it's ONE power activation from the primary target, and each secondary target is hit with exactly the same power. Both jumps in fig. 3 are two identical copies of the same power, so there's no way for them to tell which of them should be delayed a cycle so the fourth target can be jumped to and marked invalid by the other.
It's with this theory of the workings of Ion Judgement that I suggest the change to the power's workings.
Quote:I've seen chain induction do the same thing, until it hits its 5 target max. Ion just has such a higher target cap, that it can bounce for quite some time. -
Quote:Well technically you'll only feel useless 2 of the 3 times.Tonight I finally managed to get MOLambda on my Broadsword/Regen Scrapper who happens to be my main badger. Never before have I felt so useless... if it weren't for my Seer Lore pets, who I might add are back up as IDF was my first choice. I might as well just stand in the freaking corner and watch everyone else work.
...and they expect us to do that three times?
To quote an SG member of mine, "I do NOT approve.."
Anyway, you don't HAVE to be useless. If you're S/L you can focus on killing his reinforcements, which is just as crucial to success as good debuffing and exotic damage. -
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"It's not a bug, it's a feature!"
Ion Judgement has a bug where its jumps from the primary target are affected by damage buffs. That makes it quite a bit stronger than other Judgements, but even without that it still has a big problem: it's possible, and in fact very likely, for enemies to get hit by multiple jumps from the same casting, multiplying the damage they take.
In the very likely event that the second bug can't be fixed, why not use the adage at the beginning of the post as the paradigm for the solution? Make the chance for multiple jumps an integral part of the power. Get rid of the chance to crit in the Core varieties and make the draw for that side be an extra jump (for 4 jumps instead of 3), increasing the chance for multiple hits on the same enemy compared to the Radial branch. Reduce the damage of the individual jumps to keep it closer to other Judgements, and you have Ion Judgement no longer leaps and bounds ahead of the others. -
I have to agree with the general sentiment of this thread, Stone should have more of its strength spread throughout the rest of the set. Though I probably wouldn't "nerf" Granite so much as, buff its debuffs. Something like, leave its defense values as-is and increase the recharge and damage debuffs to 100% and 75% respectively, but give a power boost to taunt effects so tanking isn't inhibited.
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Fly's a good spot for the Winter's Gift or Blessing of the Zephyr globals, since there they don't take up a spot that could be used for a Karma -KB or LotG +Recharge.