docbuzzard

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  1. Quote:
    Originally Posted by DMystic View Post
    The buff from I22 was to the cap only.

    Way back in I12 Stalkers received a base Hp buff but the cap was left alone.
    Ok, then nevermind on the complaint. I think the buffs were fine. Stalkers get a chance to shine now, and it's a welcome change.
  2. Quote:
    Originally Posted by DMystic View Post
    The HP Buff was for sets that have the ability to raise their own HP namely Willpower,Regen and Ice. With the old HP cap of 1606 those secondaries weren't able to take advantage of their abilities. IIRC a single SO in HPT at level 50 basically put you at the cap.

    As a reference point my NB/SR (a set with no ability to raise it's HP) is at 1500 something(closer to 16 than 15) with the accolades and random set bonuses that I wasn't aiming for. So without really trying I got near the old HP CAP.

    Does the Hp buff do anything for him? not really except maybe if Frostworks or a similar power is ever used on him the HP boost won't go to waste.


    But the HP buff was so that Stalker secondaries with HP boosting capabilities can actually make use of those capabilities.
    Remind me, did they only buff the cap or the base HP as well? If it's just the cap, then there's no issue.
  3. Quote:
    Originally Posted by Leo_G View Post
    I don't have a 'cause' but it's rather bias of you to come at me telling me to leave and not someone else.

    Am I not allowed to defend Stalker's ability to solo before they were altered? I find that highly unfair that we're suppose to just accept that 'Stalkers sucked solo' or need evidence to say otherwise while the 'Stalkers sucked solo' statement can go unopposed.
    I leveled 2 stalkers to 50 before the recent buffs (one to 50 before the old buffs).

    I stopped playing stalkers for a while when Castle basically said that they would receive no buffs. After the whole exercise with changing brutes so there was a spectrum of survivability vs. damage, and yet stalkers got left out in the cold I decided it wasn't worth bothering with stalkers since they were the red haired stepchild.

    Could you solo a stalker before the buffs? Of course. People manage to solo emp defenders, how hard can it be to solo a stalker?

    That's one hell of a pathetically low bar to set as your measure. The ability to solo does not imply anything about being even vaguely comparable to the other melee classes.

    They needed a buff for the simple reason that if the devs wanted to even suggest the pretense that the melee classes operated on a spectrum of high offense/lower defense to higher defense/lower offense, then the lowest defense option, the stalker, had to have the highest offense.

    Now I will say, I don't really see why they buffed the HP, as it doesn't do much for the argument, but the offensive buffs I fully support. It is was a necessary change such that you could differentiate the melee classes properly.

    Oh, and if you are focused on the wonders that is attacking from ambush, well that's all well and good, but the mechanics of the game blew past that a long time ago. The game is too fast paced for that tactic to be anything but a hindrance, especially on teams.

    Oh, and as for the OP, I have no objection to giving the scrappers a team buff which they don't notice themselves. It would be good for them to have some force multiplier status since they lack almost any team support outside of straight up damage.
  4. I've only got 2 alts fully decked out with T4s. Everything else tends to be in a "get to +3" mode as the priority. Some have T4s because of a convenient VR drop, but that's it.

    If I had to pick what I considered the order in which to pursue T4s:

    Alpha- the global boost at the highest level of ED dodging is important. Heck, getting the alpha to T3 should be the first concern since a global level shift is extremely powerful.

    Lore- I find the T4 lore pets a heck of a lot better than T3. They do more damage and survive better. For pets that I consider the overdrive you need sometimes, you want as much overdrive as possible.

    Destiny- Getting the ones to perma that can be is nice. I've mostly done barrier and rebirth, so those get the perma when it is convenient.

    Judgement- I guess this edges out interface simply because you get the damage perks with more targets. if you're gonna nuke, nuke real hard.

    Interface- honestly I think that the damage procs are the best option here, and you get the max damage proc % at T3 already, only adding in a 25% boost to the debuff which isn't that big a deal.

    The interesting that I would say is that I'd get interface to T3 before I would bother moving judgement past T1. I consider judgment mostly good at T1, with only marginal improvement at the tiers. Of course I would get Lore and Destiny to T3 before judgement and interface because level shifts are everything.
  5. Quote:
    Originally Posted by Stupid_Fanboy View Post
    I only recently shifted back to being a Hero from a Vigilante.

    Previously, I've done both sides of each of the SSA arcs. Because of this, much of the dialogue treated me like a Villain and not Hero, specifically Scirroco talked about me betraying him and I had to fight Manticore at the end. Did anyone else get these same options as a Hero?
    I did it on an alt which recently switched over to hero, but had done all the villain SSAs. He was treated as a villain, and had to fight Manticore at the end.

    He has done I think 3 or 4 of the hero SSAs as well.
  6. Quote:
    Originally Posted by Xzero45 View Post
    Things like 28 Days Later, Zombieland, and Left 4 Dead have shown that a zombie apocalypse can happen via a disease infecting victims and making them into mindless monsters. So it's not like that kind of apocalypse is anything new. Plus, to be honest, those types of zombies are way more believable and threatening than the slow walking undead types.

    Movies or videogames as evidence? Please.
  7. Quote:
    Originally Posted by Agonus View Post
    Nope, saw the whole character arc and I still loathe the screeching harpy that is Donna Noble.
    Never before Donna did any companion really make that big a difference to me. I like some more than others, sure, but they really didn't make or break the show.

    Donna broke the show. I put up with her for a while, but eventually dropped the show until she was gone. I watch the show to be entertained, not annoyed.
  8. I like iTrials and I like the new DA. The ability to actually do something all the time and still progress is golden.

    I often log on at the 'wrong' time to do trials, so DA gives me something to do with my 50s.
  9. Quote:
    Originally Posted by Tenzhi View Post
    Also, I don't recall the existence of this run-by attack in the 2nd Edition AD&D rules.
    Yeah, I don't recall anything in the way of that in 2nd edition. The Gold Box sets, while being fun games, where not verbatim translations of the rule set.

    In 2nd edition you had to use constricted spaces and positioning to keep things off the squishies with fighters (or meleers in general).

    Third edition introduced the AOO. Because of this, maps and miniatures became much more important. In previous editions a battle map was entirely optional.

    The primary mechanic of 4th edition which turned me off was the powers. I understand the rationale for their existence (balance), but it just drastically changes the nature of D&D to have all classes be about resource management like that. That used to be the line which separated casters and non casters. Of course you generally gained power (at least a high level) in exchange for that resource management.

    Though 3rd edition did do some of this even before 4th. Barbarians had (and still do in Pathfinder) limited rage per day, and there were certain feat based abilities which had limited uses per day.
  10. Quote:
    Originally Posted by Veritech View Post
    Dig the story they're using, the artwork not so much.
    Gotta go with this.

    I'll end up checking out the movie, but definitely hope the art style does not indicate and ongoing trend.
  11. Quote:
    Originally Posted by Elf_Sniper View Post
    Far from it. I love the book, and hated the movie until I managed to (in my mind) "divorce" it from the book. At that point, it became good clean fun.

    As much as anything Paul Verhoeven touches can be considered clean.
    I can't get past the sticking point that they have the same name and characters. Thus I still despise the movie. Oh yeah, and skipping powered armor, and the cool tech. Nevermind that.
  12. I file it under Meh. I will skip.
  13. I found it to be a good solid movie. It added some to the story to make it work better, and adapt to the concept of sequels, and provided a bit more introduction. It also added a bigger villain which foreshadowed for the sequels, however I can't really imagine a reader of the series objecting to the changes to any serious degree. The special effects, dialog and action were all quite solid. This was not an all time great film, but certainly well worth watching.
  14. I can see a few things I see as defects in your build. I'm not really an expert on SD scrappers (mine got banished from my player server a while back because I didn't feel like going to the trouble of decking it out or finishing it to 50).

    However there's a number of places you appear to have passed up on maxing your defense bonuses.
    Level 1: Deflection
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (7) Luck of the Gambler - Recharge Speed
    • (9) Red Fortune - Defense
    • (9) Red Fortune - Defense/Endurance
    This is not even close to boosted as much as possible. I could easily see you getting another 2-3% defense here if you tried. You wasted a slot in combat jumping with a defense IO when the return on that is garbage. Shift it over here. Use some enhancement boosters to get the values to ED cap.


    Level 2: Battle Agility
    • (A) Luck of the Gambler - Recharge Speed
    • (11) Red Fortune - Defense
    • (11) Red Fortune - Defense/Endurance
    You did it again here. If you need a slot to move here, use enhancement boosters to make some 50+3 recharge IOs and only 2 slot hasten (which basically makes it ED capped).


    Level 32: Midnight Grasp
    • (A) Crushing Impact - Damage/Endurance
    • (39) Crushing Impact - Damage/Recharge
    • (40) Crushing Impact - Accuracy/Damage/Recharge
    • (40) Crushing Impact - Accuracy/Damage/Endurance
    • (40) Crushing Impact - Damage/Endurance/Recharge
    • (42) Gravitational Anchor - Accuracy/Recharge
    This I would swap out for the scrapper ATO set. That would give you some more defense, and increase the recharge by >3% (don't recall the total bonus) and give you more melee defense.



    I know the above won't get you to the incarnate softcap (which I understand to be 59%). However closer is better of course, and my way you gain some recharge without giving anything up.
  15. Quote:
    Originally Posted by UberGuy View Post
    I don't disagree, but how is this an indicator of doom and gloom for certain ATs?
    As one might expect when his initial argument got demolished, he's moved the goalposts. It's now the horror of people asking for level shifts and stripping his trials of people.

    As someone above mentioned, the days after new content debuts is not a useful indicator of any sort of regular behavior patterns. People want to try new shinies. It will return to normal soon enough, and the BAF/Lambda/Keyes farming will resume.
  16. I've yet to experience or witness any of the alleged problems alluded to by the OP.

    Heck, to even suggest that DD is going to be exclusive is utterly laughable. As long as you have a team of all at least +2s, the trial is a walk through. I pointed out it was too easy in Beta(not very vigorously mind you), but I guess that is what the devs want. I supposed it's to compensate for MoM being pretty tricky.

    I can't imagine why anyone would even consider excluding ATs for DD, and the claim that controllers or Doms are excluded for MoMs is ludicrous. You urgently need controls in that trial or you fail.

    To sum up, the OP is clueless.
  17. I knew it had cheesy lyrics, but didn't realize they were that cheesy. Was that the real lyrics?
  18. I did the 'get each AT to 50' project to its conclusion a while back. I admit I counted khelds as one AT because I've never had a desire to do a PB, and still don't, so I can be faulted for lack of completion on that basis.

    Otherwise I do have at least one of each.
    Thugs/Traps MM
    Plant/Thorns Dom
    WS
    Ar/Traps Corr
    (don't play any of the above much, but they are the singular 50s in those ATs)
    I have multiple 50 of all the rest of the ATs. It wouldn't be worth the time to list. Currently 'active' ones would be:
    Elec/Elec tanker
    WM/WP brute
    Crab
    Nightwidow
    WM/EA scrapper
    Elec/SR stalker

    I'm not overly fond of lvl 50 squishies, but have a fair number I can employ if needed. I find them unsuitable to how I like to solo, and I generally don't like to have to rely on teams. While I prefer to team, it's not always an option, and the ability to bail on the bad team and still do something is nice.
  19. Quote:
    Originally Posted by BrandX View Post
    I don't know if it's wasted. It's still a survival power. Enemy was attacking, now they're not. Even when fully IO'ed out this can be beneficial.

    Though I guess it might see even more limited use.
    OK fair enough, but when put in the context of opportunity cost, it's not worth it compared to the alternatives I needed in my build to get it where I wanted it. Placate is no longer compelling enough to make it even close to 'must have'. Leveling up, so I can see it as a nice survival tool. However once you have survival pretty well covered, yes it would it nice as an "Oh Frak!" power, but I wouldn't take it unless I had a power to spare.
  20. My optimized build on beta certainly doesn't have placate. While I think it would be a useful tool during leveling up, on a fully outfitted 50, it's just a wasted power.
  21. docbuzzard

    Premium IO's?

    Quote:
    Originally Posted by Minotaur View Post
    Zwillinger, I'm VIP so this doesn't affect me, but I know several people who have logged in as premiums, realised their toons are completely unusable and given up.

    Is it possible to find out why the decision was taken as it was to render IOs useless, rather than allowing them to give their enhancement bonuses (scaled down a bit if you want) but no set bonuses, thus leaving the toons playable.
    Given how many people frankenslot, I think this is a bad idea. I believe providing warnings about the lack of IO functionality when a preem logs in would be worthwhile, and pointing out second build options as well. However the gating which IOs are behind is a really short gate to be honest. Anyone unwilling to shell out $2/month is unlikely to have much interest in shelling out anything at all.
  22. Quote:
    Originally Posted by Iannis View Post
    CoH updated something in today. i22 gone live?
    no
  23. I just banish them to another server and re-use the name.
  24. Quote:
    Originally Posted by Kitsune9tails View Post
    3/7 players mentioned it to me unsolicited.

    Conversely, one of the players being complained about specifically asked the Puss in Boots player during the game why he wasn't being more proactive.

    The Puss in Boots player told me seperately that he is intentionally playing a more sedate, quiet and intellectual version of the character.
    Well then if that's the case, I might go with trim their sails like the other poster suggested. I don't like the NPC necessarily telling them what to do, but make there be consequence for rash decisions.