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Posts
2012 -
Joined
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I am glad for IO's in that I buy them at 22, then add as needed but never have to replace them if I don't want to. I hate dealing with enhancements and character planning - IO's has helped reduce that.
I am fine with IO sets, frankenslotting, etc as long as the devs stick with balancing everything for SO's. If other people want to pay to play the game with them I am happy as it means the game continues, but if it becomes forced on us to balance those players I will stop playing. -
There are 2 reasons to make a new set - theme, and effect. Theme is just wanting to have a set for X, which can often be covered just by coloring at least looks - make a dark character, color it yellow and call it radiation.
Effects are what really makes a set different.
Defensive sets generally fall into 4 types of defense: resistance, defense, healing, regen
They have utility effects: damage aura, damage buff, to hit buff, fear, +recharge, endurance recovery, stealth
I can see defensive sets for:
Sonic: -res aura, instead of a damage aura. It would up everyone's damage on a team
Psionic: cloak of confusion, instead of cloak of fear from dark, minor confuse (minions only)
Radiation: aura of -to hit, aura of -regen, aura of -strength, make it a weak def/res set with a bunch of aura's that debuff instead. Great in melee, bad at range
I think it would be fairly easy to come up with some sets that play differently. A big issue would be balance - tankers with defender style debuffs on teams could be overpowered. -
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Quote:That is something that I was missing.My only real gripe with the OP's stance is that he seems to be under the impression that you MUST go through the entire Empower combo to receive a +tohit buff, which is completely false.
You get a slightly ENHANCED +tohit from the Empower combo, but the Blinding Feint power itself provides +tohit. The difference between the stand alone power and the combo boosted power is 10% vs. 13.30%.
So if I am not hitting, I need to do Blinding Feint for the to hit buff, then try the combo.
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does Ice Patch / Burn work again?
When I started years ago when tankers were godlike in their defenses (pre ED) I saw a fire/ice tanker who would herd, drop ice patch and then burn and all the enemies just melted while they flopped around. But they changed burn so people ran away and it did not work as well.
does the combo work once again? -
I did mean literally "you could play with" not what is the minimum possible the game allows
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You have to use a real AT and powerset choices, but you are not limited to level restrictions on them (so you could be an earth tanker with just Granite from that powerset). You are limited to the number of power pools, but not by prerequisites (so you could take just Burnout from Super Speed).
Assume all powers can be 6 slotted but ED applies.
Counting all powers - including free ones like Stamina, and temporary powers.
I'm thinking a brute with granite and foot stomp and a few other filler powers -
Quote:1. without IO sets a brute cannot fill in for a tanker unless they get a ton of buffs. If you are saying "when played at the most extreme level there are a few builds that are the best" that is certainly true and will always be true. But that is very different from thinking they are generally interchangeable.Thinking about this and reading responses, I'm feeling (it's an emotional response so take it any way you choose) along these lines:
There are now essentially two kinds of toon: Ranged or Damage.
The following ATs are mostly obsolete: Tanks, Defenders & Blasters - there's plenty of other toons that do their job as well if not better.
You probably won't lose anything by playing an obsolete toon, because it's hard to quantify the "fun factor" but if you care about numbers then you will probably have to choose carefully whatever you decide to play!
2. Brute vs Scrapper is a playstyle choice. Brutes are only good if they move forward aggressively engaging foes. If they have to pause, they lose fury and do far less damage. Under optimal conditions they do more than a scrapper, under poor conditions they do far less. But as you noted, these are melee damage AT's. There may not be a reason to have two of them. If there is no real distinction than it is no real loss for one to not be played.
3. Defenders are better on teams than corruptors do to their higher buffs. Corruptors are better soloing. If you always do one or the other the choice is easy. If you do both, play a corruptor. I think defenders are largely obsolete. But again if there is no real distinction between two buff/debuff-range damage AT's then it is not a problem to lose one of them.
4. Blasters do more damage than anyone else. They are not as easy to solo as a corruptor, but in a team they do far more damage if built as an aoe build. Really the reason to play a blaster is the sheer simplicity of just vomiting damage and not thinking about anything else.
5. There really seems to be little reason to play anything besides a SoA except character concept. They are just better than everything else, especially for teaming. Only tankers have a role that you cannot replace better with a SoA.
So in conclusion two points
- are you comparing the AT's on SO's or are you comparing them IO'd out with sets? No game can balance all AT's and all sets for what is the most optimal possible character. It is pointless to complain about it.
- if AT's are truly redundant than it is no loss to get rid of them. The game should be about playing, not about getting attached to the word "defender" and wanting them to be good. Play what works for you and you have fun playing. -
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Quote:CoX is a heroic game that villains are graciously allowed to play as wellSure, but that just goes back to the issue of "co-op content is actually hero content that villains are graciously allowed to play through as well", which is getting really old.
go to redside on Freedom and people are scraping together a team
go to blueside and there are 3 teams asking you to join
the devs not only gave people the choice - CoV came out with better AT's and content - and people overwhelmingly chose CoH.
I would expect very little to come out for CoV in the future -
my favorite powerset by far is dark melee
an early aoe cone
a self heal with an attack
a control (fear)
it just gives you so many more options than most melee sets which are just damge
but, I only have one dark melee - when he gets too high I just delete him and start over -
Quote:I really like this oneKinetics: Don't stop moving: If a kinetic moves slightly between each of his kinetic abilities, they become 5% more effective (so any bonuses are increased by 5% of their base)
I could see putting that on SR and a few others - give you a bonus for moving (which means of course a penalty when not moving). -
Quote:really, get hit by 3 CoT Spectral Daemon's and you have a 95% chance to hit?If you're socketing for your needs, you have a 95% to hit. That means your chance to have one of three attacks fail is a whopping 15%. Now look at powersets like Archery (bonus is meaningless after level 12 or so now) or Radiation (ditto) orrrr the % to Knockback on Dual Pistols.
85% to Get Something Special is pretty neat by comparison. -
Quote:Yes, so normally you are fine. Then you get hit by a bunch of CoT ghosts. Another scrapper hits build up and gets a bonus to hit. But you can't. You have to hit 3 times to get a bonus to hit. Which you can't do.Meh- I don't really see a problem with the combos in dual blades. I have two DB characters, and it is unlikely that I miss while building combos with either one. If you are missing your opportunities to build combos that much, you might want to review your slotting to make sure you aren't underperforming for accuracy. Aren't all weapons sets endowed with slightly higher accuracy to start?
As I said - when you need the bonus to hit you can't get it. When you don't need it you can.
Quote:What's more is that I only use two combos on my brute. Sweep and attack vitals are, in my opinion more valuable than the other two you mention. I don't think anyone should really try to fit in every single DB attack, as it would require getting nearly every power in the set.
To answer one more question, no- I don't think that because one attack misses that the set needs help. The DB attacks are somewhat decent individually, so I don't think they really need any buffing. -
Dark/Dark: Goose - every time you hit a foe with a dark power there is a chance of the goose proc which taunts them to chase you
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I love the look of the set, but the combos just don't really work. Getting 3 attacks to hit just fails too often. The biggest problem was the Empower which I needed precisely when my attacks were not hitting to get a +to hit. The combo seemed almost to be taunting me - you can't hit your foes, you can fix that if you can just hit 3 times in a row.
I know that the later combos make empower and weaken superfluous, but trying to level with DB it was just sad.
Is the set considered good enough because post 32 it is fine?
Or is there any talk of tweaking it so that it isn't just 3 powers cycled and the rest ignored? -
Quote:I like this. I could see reducing the damage that tanker AoE's do by a slight amount, but greatly increasing their number of targets. So a tanker can hit 10 targets instead of 5, but has to hit a lot in order to make up for the reduced damage. That gives them a reason to take on large groups even solo.Well how about my idea? I kinda suggested it before but it was said it wouldn't really accomplish anything...but at least it'd be fun, huh?
Basically, take all the Tanker melee AoE powers and adjust them on a set-by-set basis. Improving their range and increasing their target cap over what other melees get...
Sets with few AoEs like Energy Melee or Martial Arts would get treatment to make their 1 AoE *really* nice (can you say current Footstomp for MA and EM?) with a 12-15 target cap and a 15ft radius.
Sets that have a variety of AoEs would just have the buff spread around moderately...so Elec Melee might have the range of Chain Induction's jumps increased, the AoE of Thunderstrike expanded, the target cap of Lightning Rod upped, and the range or degree of Jacob's Ladder increased.
The idea would be, if it's AoE, it's bigger for Tanker. Not necessarily more powerful, but if it's bigger (or affects more targets) it's at least uniquely more functional....
And I'd even specifically go into the taunt/dmg auras and add that too. If it's easier to catch 10 targets on your Invicibility to get that max buff or that damage aura covers even more of the battle field, you're technically getting better use out of those powers than what a Brute would ever accomplish. And hey! It's easier aggro too! -
I liked the start of First Ward. I am now on Master Midnight and have little desire to go back.
The story was pretty good. The zone is fine, interesting in places.
What I really dislike is that almost every other mission I am alternating between fighting someone and being their ally. It makes the story feel like I'm just being jerked around. I no longer care about any of the groups because I have fought both with and against them. I appreciate the attempt to have diversity in enemies, but it just killed the story for me. -
I have a different perspective I would bet than most on the boards. I never play at 50 (I have one 50 that I literally never play), I level characters, delete them, and start over. I use common IO's and have a few frankenslotted powers (as in maybe 4 powers across 9 characters). So I do not care what level 50 IO'd set characters can do. These comments apply to tankers leveling, particularly up to 32.
1. Tankers are tougher than scrappers and brutes, noticeably so.
2. Tankers are easy to solo, easier than blasters, doms and other squishys - but slower.
3. Tankers are most useful in taking the alpha, they cannot hold aggro for an 8 person team, but someone has to take the aggro and that's where tankers shine.
The problem with tankers are:
1. Their defenses are patchy - a Vahz toxic attack wipes out many tanker sets who have no resistance to it. Or you have melee defense but not ranged, etc. The best solution imho would be to give tankers more HP to start, maybe have them scale differently so they don't top out at more HP than they have now, but make them tougher even if their powers have holes.
2. Lots of enemies are hard to get into melee, they stay at range. This makes it hard to hold aggro, but is a bigger issue for Invuln, Shield, WP which rely upon an aura on their foes for part of their protection. When I am playing I want this changed (think Striga ships), but in reality I don't. Managing the foes is a challenge, and there should be a challenge.
3. Tankers have very little to do. You have several defenses you toggle on. Then you have a few attacks. You can get a snack while your attacks recharge (mace I'm looking at you). I don't think tankers should have more attacks, the real problem is that their defenses are boring to play. I wish there were click defenses (I mean defenses generically, res, def, regen, etc) that you used to take an alpha but faded after 10 seconds. I wish inherent defenses were strong enough you could use those mostly (like soloing), and turn on the toggles for that extra boost when tanking for teams. I can understand having toggle on and forget sets, but it would be nice to have more active sets as well.
4. Tankers can hold aggro on a lot of mobs, and defends against a lot of mobs - but get their AoE late if much at all. I want to run my tanker at x2 from level 10ish and I want him to have AoE's (at least 1) to beat on a larger group. Thorny Assault with Fling Thorns at level 4 is a great example - although that might be level 8 for tankers.
I think really the biggest complaint I have leveling is playing the tough tanker slowly pounding one foe at a time. Give me AoE's. Limit them to hitting 5 foes, I'm okay with that. It's better than one at a time. -
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I have played blaster, dominator, and corruptor. Note these comments apply to leveling, not playing an IO'd out build that goes beyond the classes abilities.
Blaster is either easier or you are dead. Because if you don't kill them fast they take you out. You also have no self heal, so there can be lots of downtime resting.
Dominator I want to love, I like holds and control. They work solo, but are more melee than ranged and take effort. They are all about upfront control, with no heal if things go badly you get taken out, or have to rest a lot. They are maybe a bit better to solo than a blaster - but an ice blaster with 2 holds is probably about equal to a dominator in soloing. And dom does not get dual pistols.
Corruptor works better. I have a dual pistol/rad corruptor. Against weaker groups I can just act like a blaster and take them out. Against tougher groups I can use rad debuffs and then take them out. I have a self heal to help recover in a fight, and downtime is minimal (accelerated metabolism also means END is less of an issue). I also have played other corrs and they also play well solo.
In summary you can make any of them work solo. Blaster and Dom are more limited in their powers so they are a bit tougher solo. Corrs are more flexible and generally work better. Dual Pistols is a solid but not amazing set. Traps is probably okay on a blaster, not great on a corr - giving up a self heal is a big loss. -
I'm a hero. I do 10 heroic tips, then an alignment mission to confirm I am a hero.
Do I then just get alignment merits for playing?
Do I do heroic tips to get alignment merits? Alignment missions?
If instead of being a hero I switch to being a vigilante do I still earn alignment merits as a vigilante? Or are alignment merits just for heroes/villains?
Is there a downside to being a vigilante instead of being a hero? -
8 ill/rad
name all of the "lord of illusions"
by alternating capital I and l you can make 8 characters that look like they have the same name -
Actually your character is a former Arachnos minion who was convinced by a sexy secretary (who was secretly a Nemesis automaton) to leave Arachnos and put his name on the Destined Ones list. After completing a series of tasks for the secretary, he discovered she was an automaton (details left out how as this is a family website). Because Nemesis had future plans requiring his unwitting assistance, rather than killing him, they tricked the Carnival of Shadows into erasing his memory and replacing it with a story about being a former TV personality.