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This is actually an idea I had before I read anything about the Incarnate system. So it's possible my idea is now already outdated, but anyway...
I would like to see another kind of IO in between the current "regular" IOs and set IOs. They would be craftable using existing salvage, with recipes Not as drops but only purchasable from crafting tables using Inf.
These would be dual and triple and quad enhancing IOs, but we would be able to CHOOSE (perhaps within some limits) what aspects of a power would be getting enhanced. Ideally we would be able to do unusual combinations, such as Endurance Reduction/Range, Recharge/Damage/Hold, or Defense/Damage Resistance.
These IOs would be slottable in any power that accepted any aspect the piece enhanced, just like an HO. They would, however, grant no set bonuses. -
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Quote:All of my characters. They work just fine without Inherent Fitness, and always have, so I see no need to change them. The fact that the Devs felt the need to force four powers on all characters in the game instead of just addressing the Endurance shortage some characters have is just sloppy work, IMO, and really takes away from the player's choice of how they build their own characters.
It's not sloppy work. You ASSUME this change was to help certain builds with endurance, but there's no evidence of that. My guess is they've been balancing around the idea that everyone has Fitness for a long time and now that's an even better balance point because everyone does. As for your last comment: Balderdash! How does Letting us take up to four new powers on every toon Take Away from your choices? It ADDS to your choice.
Unless you mean it removes your choice to Not have Fitness, but the Only reason to not have it (currently) is to avoid the investment of powers. Since they're giving it to us free there are NO reasons to not have it.
You're going to say "what about my non-super toon who isn't super fast?"
Frankly, you're in the wrong game, but if you want there's a Walk button for you. -
Quote:I find it strongly anti-compelling when a buff set has powers that you can't use on yourself, only on teammates. I do a fair bit of soloing, so such a set at least gives the impression of being a very poor choice.
What's the rationale behind power designs that rely on this? I never quite got it.
Obviously this issue applies to all classes with buff/debuff sets, but I'll use Defenders as my example.
Defender buff/debuff sets are fairly easily divided into two nearly equal groups: sets that are fine for soloists and sets that are better for groups. Here is my version of the breakdown:
Soloable Defender Buff/Debuff sets:
Dark Miasma
Radiation Emission
Storm Summoning
Traps
Trick Arrow
Teaming Defender Buff/Debuff sets:
Cold Domination
Empathy
Force Fields
Kinetics
Sonic Resonance
Notice, the soloable sets are all primarily about debuffs, the teaming sets are all primarily about buffs.
Also, this is MY breakdown. There are plenty of people who consider Kinetics a perfectly good solo set and the soloable sets on my list all work just fine on teams as well.
Anyway, the point is, if you want to solo a buff/debuff toon: pick a set with mostly debuffs and certainly not one that relies heavily on single target buffs. -
Mr. Playskool belongs on that list even Less than UniqueDragon who is also absent. Those aren't Legendary Forumites so much as Mythical Forumites.
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zombie man is a dead ringer for ringo starr's back off boogaloo
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Quote:I was thinking about this the other night while on a Respec Trial. Being that this is only my second Scrapper, a now level 40 KM/SD. My first being a level 50 fire/fire Scrapper, I really don't have much complaints for the Kinetic animations. But, with that being said, it seems that the animation for Concentrated Strike is almost a bit silly it is so long. My toon looks like they are making butter in the air before they implement the punch...heh..heh. I know that because this power is more potent that your normal "Quick Strike" type of power, you need more animation to back it up to visually show that you are going in for the "big kill". Maybe they could knock of another 1/2 second or maybe even a full second off this animation, I don't know? Does anyone else have this or any other type of powers that they feel the animations are too long before they land the punch or shot?
Do the math. Concentrated Strike has the best Damage/Cast Time ratio of any attack in the set. It's already the best attack you have, and you want it to be Better? -
Quote:Slot it in a toggle (every non-melee AT has access to Dmg Res toggles at lvl 41). Problem solved.Please read. The resistance is not applied, even negligible amounts of it as you infer. It only lasts 10 seconds, then mez duration goes back to 100% in combat monitor. Aegis Mez protection lists 20% resistance bonus, 1/(1 + 0.2) = 83.33% duration. This would be a significant help for a support class that is frequently in melee regardless of any other considerations. Ideally, this would be protection, but given the complete lack of options, this is the best I could find.
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Quote:Posts like this are endearing and bring up good points. The poster doesn't come across as hyperbolic at all.Mmm...
Hate to say this, but the devs likes having the support ATs 100% vulnerable to status effects, its their cheesy way to add challenge to content. Want to make the mission harder? Want more in game challenge? Easy! Add more ambushes that opens up with spam AOE mez! that's it, presto, more challenge! Wohooo!
Since that is their mentality, the chance that they will give up their cheesy way to add challenge to the game, by letting Support ATs actually resist a mez attack! Ha ha ha ha, Never gonna happen! They gave support ATs 2 baby pacifiers, break frees and reduced duration mez effect IOs! so shut up and start sucking, game is working as dev's intended!
When it gets to reduced duration, all I can do is laugh, and laugh, and laugh, and wish I could be mentally challenged and not notice how pointless that is!
When one considers how long the durations of mob mez's are, even if by some miracle you could cut by half the duration, its all pointless anyway, ha ha ha... So instead of being mezzed by 15 seconds, I am mezzed by 7 seconds, ha ha ha, I am usually dead in 3 seconds by the mob ambush (since they go mez, melee, mez, melee pattern of attack, and lately tend to spawn right on top of you), so that made an awesome difference, right?, ha ha ha ha! Must suck pacifier harder, maybe it will make a difference...
As of the introduction of IO sets, many support ATs have gone the route to soft cap defense as a mitigation to the over excessive use of mez (since there is absolutely nothing that can be effectively done to protect from it); but as we can see now, a new batch of mobs are coming out with new high to-hit-buffs or buff others that are making defense pointless, guess we can chalk it up to increased challenge, ha ha ha, this is so balanced, it's simply genius (ends sarcasm).
Stormy -
Not concerned. Purples and PvPOs being super expensive is fine. Everything is else is easy to get.
As long as prices are high because of high Demand and not too low Supply. It's more frustrating to me if there simply aren't any to be bought than if they are there but very pricey. -
Think about the amount of inf people are dropping on sets and uniques that increase Def by 3% or even less in many cases. It's definitely worth it for some toons.
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Long as they don't have Caltrops I think we'll be ok.
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Quote:With no buffs of any kind, it clears my target every time they fade. When I have Tactics on I can still target and attack them the entire time.
I just tested this.. They still fade, even while Held, and they all fade in and out at the same interval.
Ok, so they have a Stealth power that can be penetrated with standard +Per toggles, and like Carnie Illusionists it keeps working even when they're mezzed. But it is Stealth, not Phase.
Sounds like LESS of a pain than the Carnies. -
OK, so...
First off, you guys are saying they are NOT phased, they are just Stealthed very effectively.
Normal +Per may not be enough to see them, but stacking it up will let you see them.
They can still be effected by PBAoEs, Location based AoEs, and AoEs targetted on nearby unstealthed mobs.
They tend not to all stealth at once and they tend to stand near each other.
I would still like to know if mezzing them Stops the stealthing. -
do they stop phasing if you Mez them?
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Quote:Try throwing the trops so only a part of them are in laying inside the mob. That will generally cause the mob to scatter in one direction. Throwing them in the middle of the mob is just gonna scatter them everywhere.
You should make a demorecord the next something like this comes up. You've made 2 threads today where we have nothing but your account of what happened and the accused doesn't get to tell his side of the story.
I agree with this.
Part of being a successful buff/debuff toon is knowing who you're buffing and what benefits them the most.
Caltrops used to create chaos is useful when you Don't have a tank. The OP isn't crazy or anything, and it sounded like his tank wasn't that great. However, when another toon has melee pbaoe aggro control Caltrops is probably better used as a buffer to keep guys from getting away from the tank rather than forcing them away from him.
Kinda like how I try to be careful with Hurricane when there's people trying to work with small pbaoes. -
Quote:Finally running through the new Maria Jenkins arc, and I ran into the Resistance with my Blaster during the third or so mission.
I noticed they all had Targeting Drone, which meant no stealth. Seemed a little over the top for every mob in sight to have it, but oh well. However, every Resistance mob on the map was also dropping out of sight and then back. Popping yellow inspirations helped not at all for this, so my Blaster had a bit of an issue handling these groups: you can't really defeat what you can't see, and Blasters like to defeat fast. Targeting Drone also made it so the defense I had wasn't helping much.
Is this WAI? Seems a bit overkill to have them be able to see through stealth, and then either phase or have so much stealth that I can't even target them when they're right on top of my Blaster. I can see this being a pain for melee ATs, but they can probably last through the stealth portion better than a squishier AT.
Now don't get me wrong. I don't mind a challenge (I've fought Carnies and Malta with this guy, and enjoy the challenge), but this is a bit extreme to make mobs untargetable, even when your perception is buffed.
I haven't played it yet, so I'll at least SLIGHTLY reserve judgement, but from the description it does sound a bit much.
If the devs are no longer balancing the game toward people playing with SOs but are in fact assuming IO builds, it would be nice if they said so. -
Quote:Yea, but we can effect Recharge. We can't change cast time.Not entirely, Damage/Recharge Time is almost as important. You maximum DPS is limited by cast time, that is true but recharge time is also a factor since it impacts how often you can use the heavy hitting attacks as opposed to the lighter filler attacks and as a side issue how many attacks you need to take to fill out your attack chain.
And at the highest levels of recharge all normal attacks are under 10 seconds. At that point it really is All about cast time. -
My bad, I gave an incorrect example. But the point holds true.
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Quote:One of the main limiters to the set's performance is one of its main attractions - the animations. When you start getting into how much damage/time you can dole out with a mature build, damage per animation time becomes a key metric for determining your best attacks. Because of its long animations, DP has some unusually low values for its attacks in terms of this metric. As mentioned, this probably is most noticeable on a Blaster, where pumping out gobs of damage is how you stay alive, generally as opposed to things like secondary effects on your attacks.
The game is 6 years old and they STILL haven't figured out (despited the Defiance 2 thing) that Damage/Cast Time is the ONLY really important balance point. Kinda depressing. -
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Quote:Only Defense of like types stacks with each other and the game uses the Highest value you have that applies to the attack in question.Since this is a defensive question thread I would like to post my question here as well. Does anyone have a link to a detailed explanation about defense? My exact question is:
I have a DP/Elec/Elec Blaster. I have several IO set bonuses that give postional defense. AoE and Ranged in particular but my melee is slacking. So I was thinking about going cold for FA or Scorp for the shield. This will give me good S/L def. I cant use Mids because I have a mac so Im going to throw out some hypothetical numbers.
With FA or SS:
S/L = 30%
Melee = 10%
AoE = 31%
Ranged = 20%
Other Damage types = 5%
If I fight an enemy that does S/L melee damage is the mobs chance to hit based off my S/L or melee? Im assuming S/L because its higher...But now lets say that mob does AoE S/L damage is the mobs chance to hit based of my AoE because it higher? Im hoping yes.
I hope this makes sense and is easily answered. Thanks in advance
So, using the numbers you have above:
If someone throws a Fireball at you (marked as Smashing, Fire and AoE) the game will count you AoE defense (31%).
If someone shoots at you with a gun (marked as Lethal and Ranged) the game will count your S/L defense (30%).
Basically, if you are taking a shield such as Scorpion Shield or Frozen Armor you should be using set bonuses to stack more S/L defense with it, ignoring Range, AoE, Melee.