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In my own Fire builds I typically go for 4 KB proc IO's.
One Resist IO on Plasma Shield
One Resist IO on Temperature Protection
One Defense IO on Combat Jumping
One Defense IO on Weave
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While leaving a Proc slot on Fire Shield for Aegis Stat protection.
Aside from Reich's, very little in the game can knock my Fire's around. -
Quote:This sort of misses the point of design. No, Forcefield is not okay for corruptors. I'm not talking about the offensive components, the force bolt or force bomb. Force field lacks any sort of -defense debuff, -resist debuff, -regen debuff, -recovery debuff, which every single other Corruptor set has.I think forcefield is ok for corruptors. To fit the evil theme on the red-side, I think it's ok if the power set has an offensive component. The offensive components do not need to be a debuff. Forcefield has knockbacks, force bubble for example which can attack mobs.
In my opinion, it's ok even if a villain power set doesn't have an offensive componet as long as it's not something full of love like empathy. New power sets usually have various abilities including buffs, debuffs and heals because players like to be more multi-dimensional and hence more varieties during game play. Strong buff power sets like forcefield are considered a one-trick pony and a bit boring.
Again, the only corruptor set that doesn't have -defense / -resist is kinetics, but it's balanced by kinetics having loads of other debuffs. The design was done to make up for the lack of the Villain side having a strong buff / debuff archtype to match the defender.
Quote:For potential improvements of the forcefield during proliferation, I think it's fine as it is. It can use some tweaks. And you can already see how cottage rule works through energize. Basically, the essense of a power is kept, changes are simply adding some flavor on top. For forcefield, the knockbacks that people complain about will most likely be there no matter what. I don't expect powers to be replaced by something radically different in nature. I think brutes and stalkers get energize as well, I don't see porting changes back is an issue, unless the dev decide to make a new evil forcefield designed specifically for corruptors.
So yes, porting changes back is a BIG ISSUE for the developers.
And yes, they would Have to Make a new evil forcefield designed for corruptors in order for the forcefield set to fit the observed design elements of the corruptor class. -
I guess my biggest problem with this particular set and suggestions is that it misses the point of the existing blaster secondaries.
Ignoring Devices for a minute the other sets are largely based around increasing amounts of mitigation to get players out of trouble.
At the low end of the manipulation scale are basic attacks, such as fire sword, ice sword, charged brawl, and so on.
Once you get above level 20, the damage generally stops.
Energy Manip, for example, gets it's 3 damage attacks by 10: Power Trust, Energy Punch, and Bone Smasher. At 38 you can pick up Total Focus which is a devastating attack. At 50 though, Total Focus has a base DPA of 60, while Energy Punch has a base DPA of 131, and Bone Smasher sits around base DPA 96.
The rest of the energy manip set is about self buffing, with build up, power boost, conserve power, and boost range, with additional close-range mitigation in Stun.
When you look at other sets like Fire, the pattern continues. Ring of Fire, Fire Sword, Combustion, and Fire Sword Circle are available by level 10. From there you get Hot Feet, which sends enemies running; burn, which sends enemies running even faster; consume; and strangely enough, blazing aura. Which at least now thankfully seems to have the taunt removed in the combat numbers.
On Psi you do get another damage power in the Tier 9 slot with Shockwave, but like Total Focus, the power is as valuable for it's stun mitigation as it is damage.
As you look over the manipulation sets, the design stands out. You get damage at low levels to defeat enemies, then as the levels go up, you get powers that are more about getting a blaster out of combat...
As I read through most of the lets port this set from scrappers / stalkers / tanks to blaster secondary... I think most people miss out on the basis design of the blaster secondaries. Even the high level devices powers are more about getting the blaster out of a melee situation and keeping them out of a melee situation. (Cloaking device, to hide from enemies; trip mine, for enemies to blow themselves up on; time bomb, same thing, place the bomb, get out of range, baboom; and Gun Drone, which fires on enemies separately of the player).
I'm not sure the developers are going to consider a new secondary for blasters that doesn't follow the pattern of using high level powers to avoid melee combat.
With the proposed powers of 5: Goad, 6: Crane Kick, 7: Trained Body, 8: Eagle's Claw, and 9: Battle Meditation, this proposal is never going to be seriously considered.
Now, if you moved one of the Stun's / Knockdowns to Tier 9 and added damage to it, like Total Focus, dropped the whole Trained Body Idea, moved focus chi later in the set, and borrowed some of the powders from Ninjitsu for a +stealth + enemy placate, this might be more acceptable to the design patterns of the Blaster secondaries. -
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*is spaced out by the catnip dust and flopples around*
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ai, I've had a robotic's / dark since CoH launched and I'm pretty sure my protector bots have never double bubbled me.
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Quote:I rather like the idea of a ski slope TO the Pocket D AE building, and then having to take a jump to the top, and a Ski Slope BACK to the Pocket D dance hall.35 as level cap again may be a bit harse. But steps should be taken to make sure no leechers are there. Maybe a 3 min and then auto tp to hos would be a good idea? Like a more intelligent hospital for the vanguard.
Removing the AE building from this warzone and into pocket D in any way has my vote. Outside the building where it fits and where it looks cool on a floating rock with a tp acess to it. -
The topic has come up before on why Corruptors don't have Force Fields. You'll actually find that it's part of the game design on how Corruptor and Mastermind secondaries were originally developed.
Take a look at this thread : http://boards.cityofheroes.com/showthread.php?t=197785
Quote:ClawsandEffect followed that up by noting:In CoH you have one strong debuff / buff type, the defender, and one weak type, the controller. In CoV there isn't actually a strong debuff / buff type. The buff / debuffs on Corruptors and Masterminds are secondary sets. Going through and looking at the sets that were originally available that were common across both, you'd find that Corruptors were mostly using the Controller secondary values for their buffs / debuffs, say like on Radiation Emission, and that Masterminds generally had even weaker values, say comparing Dark Miasma to the Corruptor and Defender variants.
Because of these design limitations almost all of the Corruptor sets contained enemy debuffs. Thermal Radiation, the original answer to empath for example, got Melt Armor and Heat Exhaustion in addition to it's mix of player resist buffs and strong heals. When Pain Domination was introduced as an inverse empath set, it also got an enemy debuff, Anguishing Cry.
From a design standpoint, only one Corruptor set actually lacks a -resist debuff and -defense debuff, which is the Kinetics Set. However, the Kin still functions as a strong buff / debuff type as a kin can kill endurance and regeneration values.
Quote:Also partially explains why Masterminds haven't gotten Kinetics either. If you look at MM secondaries, they have a common theme of all being able to do something to protect your pets. Kinetics does very little in the way of protecting. The heal, for example, is based around being within melee range, or close to it, of an enemy. There aren't many MM pets that prefer melee range enough for it to be useful.
Forcefield, Pain Dom, and Thermal all directly protect your pets through buffing them. Dark Miasma, Storm, and to a lesser extent, Traps protect them through debuffing the enemy. Kinetics' main strength is increasing damage output, and since pets are now unaffected by recharge boosts, Speed Boost does very little for them, leaving Increase Density as the only actual buff in the set. Also, my aforementioned point of not many pets liking melee would mean that even Fulcrum Shift wouldn't be that useful, since it would miss half your pets.
From a development point then, for Force Field to meet the needs of the corruptor archtype it would need to be modified to contain a proper enemy debuff.
Granted, I think Force Field needs to be reworked period. It's not really that versatile of a set, and the whole two knockback / knockdown large bubbles is a bit... Jack'ed up. (If you know what I mean).
However, with the developers cottage rule, they won't go in and outright change out the existing powers on the existing Force Field avatars. They'd also run into the very serious problem that they caused with Electric Armor. Electric Armor on Scrappers / Tanks is heads and shoulders above the Eletric Armor on Stalkers / Brutes due to Energize, and I seem to recall a significant amount of forum backlash over the changes not getting ported back to Stalkers / Brutes. I am directly aware of a large in-game backlash across Supergroups, Coalitions, and various global channels with many players repeatedly comparing their Hero Electric to their Villain Electric and unable to get over just how good the Hero version is in a comparative manner.
I foresee a similar backlash if the developers were to rework Force Field for the needs of corruptors and not port those changes back to existing Force Field users, and an equally large backlash if the developers DID backport any improvements. It's my opinion then that the developers are probably content to keep cans of worms like this closed as much as possible. -
That probably was it then. I just remembered having a couple missions where I entered from the portal in PI (which I'm pretty sure was there for more than 1 or 2 issues since I recall seeing it... I want to say I5?... and RWZ wasn't till much later) and had to do something. It was always a desolate place though, so I wasn't in a hurry to go back as I took more avatars to 50.
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Quote:... It has not tainted the game. I hate to be the reality breaker here, but most casual players run TF's on level 0... and they do make up the majority of the playerbase. The people here on the forum? The people posting and reading in this thread? Are a distinct minority. I can easily screen-cap and point out over 150 players across 5 different global channels, 7 different SuperGroups, and some of the coalitions that do not touch the forums. Out of the people I personally know and talk to in the game, discounting the Rookery thread, I've seen around 10 to 15 actually posting.The reason that I have lost 30% of the SG is not an assumption, they have posted to our forums to say why they have left or suspended subscription
I just wanted to make a point and get a timescale from someone, I think it is great to see a red name responding and I am pleased that they are working on it. I just hope that the solution will be soon, it is a shame that this has tainted i16, everything else was great and IMO one of the best issues since RWZ and inventions were introduced.
Yes, the players who do run TFs on an increased level are not casual players. Yes, the non-casual player is the backbone of CoH's playerbase. They are the ones that are more likely to organize events within the game. They are the ones more likely to tell non-players about the game and get them to try City of Heroes. They are indeed valuable to the development staff, not just for money, but for providing /bug and /petition reports in the game since they are more likely to notice when something has gone screwy.
However, it's already been pointed out that those after a challenge have a way to simulate the effects of level changes by taking intentional debuffs to themselves and buffing the enemies they face. If you thought Faathim the Kind TF was hard on Unyielding, try going at it with Rularuu buffed and you debuffed.
So those complaining because they can't set a diff level by the fateweavers or fortanatas, Get Over Yourselfs. -
Quote:*looks up definition of insane and finds a picture of the Paragon Studios Staff*
But yeah... it's a crazy idea, it would drive BaBs, JLove, and the rest of Paragon Studios utterly insane, and it's totally awesome.
I think they already /ARE/ Insane.
On a more serious note, a mercenary Rikti AT for both Heroes and Villains could be interesting. -
*awaits at the entrance of the cave with a frying pan in hand and waits for the puppeh to exit, clobbering the Puppeh as Puppeh exits the cave*
Dr. Puppeh. Again we see there is nothing you can possess which I cannot take away.
*picks up the golden rook and SCAMPERS!* -
Quote:Hmm? I seem to recall a couple of high-level missions sending me the Rikti Crash Site.
I would agree with this... also, regular missions do not end up in the RWZ (an argument you could make for keeping Crey's Folly open, for instance), so there is no real good reason for lowbies to get in the zone. And yes, having the AE building in Pocket D does make a lot more sense: they dropped the AE building from Croatoa, so I wish they had done the same with RWZ, to be honest. -
Quote:I just have to ask, because you didn't post the name you were trying to claim, nor what server you were on.Seriously, this worries me. I went through about fifty names (or thereabouts, because honestly I lost count) before I could get one that wasn't taken. And it sucked. I'm not about to intentionally misspell my toon's name, and I don't want to (although I accept that it's inevitable that I have to) put g r a t u i t o u s spaces or periods. after said name. NOR DO I WISH TO DO IT IN ALL CAPS, BUT LIKE I SAID EARILER, I PROBABLY WILL HAVE TO.
Has anyone else got this problem? Anyone know a way around it?
where you on Freedom and trying to take the name of a character that is really similar to somebody from DC or Marvel? -
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your latest character would be hogtied and incarcerated in the Storm Palace, held prisoner upon the Lost Locks. .
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Seabed Spelunker ?
(e.g. : somebody who dives into underwater caves for treasure) -
"I'm sorry. IceMan, IceWoman, IceBaby, IceIceBaby, and IcedDarling have all been taken. And I swear if you type in Vanilla Ice one more time I'm going to Blue Screen on you!"
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I think I've seen somebody whose sig has a dev asking: Did I just see you use the words "purpled out warshade" and "casual player" in the same sentence?
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Quote:Thing is, people have addressed your points. Repeatedly. And you ignore the responses. Repeatedly.Good for you. For my own involvement in this conversation, though, I'd much rather you address my points (conceptually narrow, would need to be jiggered to avoid causing redraw, wouldn't work like existing pistols work, further adds to an archetype that doesn't need anything at this point, overlaps with 'weapon' mastery, and has less conceptual or interpretive depth than other ancillary options) than just iterate a wish-list of powers you'd like to have.
Can you?
Do you have any intention in this thread of helping to design a way in which Dual Pistols can be presented to the Developers as an acceptable power set for use in the Epic and Patron Power Pools for Scrappers, Stalkers, Brutes, and Tankers? Or are you just here to troll every suggestion put forward by other players and be as negative as you possibly can? Like you've been in pretty much every other thread I've seen you, like the Fix Burn thread. -
*falls out of a cat-tree laughing*
This would be a purrfect April Fool's joke for the devs to implement. Might be April 1st 2012 to get everything done...