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Breaking your quotation parade. I detest when people do that because they frequently take what is said out of the context of where it was placed and reply to each sentence like's an individual point lost in a vacuum. It's also more annoying to read, especially when my reasoning for coming to a certain conclusion is taken away just so you can try to counter my point without having to take my reason into account, instead preferring to take that reason on as a single, different idea. Ugh.
I consider Bosses and LTs normal foes also, but you pulling fringe cases that support your point don't really help you. Melee classes already tear these guys apart, albeit some faster than others. I don't really see your point. My Claw/Regen never had trouble with any Rikti Boss, and the only Rikti she's had trouble with to date is the EB that spawns in one of the RWZ arcs... and I still "soloed" him (I did have Faultline, Fusionette, and that one psychic Rikti guy, but they mostly concentrated on the ambushes). For another example, my Energy/Energy Blaster managed just fine solo as well. Even at 30% resist to both of my damage types, BU and Aim just punch that much damage through that it doesn't matter in the end.
You're still coming at this from the angle that people aren't going to optimize their build to take advantage of whichever power you put the Breaker on, and it's skewing your arguments. Either you're underestimating peoples' ability to game a system with such a huge perk for gaming, or you really think your system is infallible. I can't tell which is more foolish, to be honest. You're looking at this at an angle where people are just going to incorporate this attack either at only certain times or just ignore it. You're sorely mistaken here.
If you can't see how taking what was previously a more difficult AV to take out with just Smashing, and stripping him of that, isn't making that AV more soloable by *every* melee, I don't know what to say. I'm truly at a loss for words, here. My point about the AVs, that you seemed to want to miss, is that they're intended to be group content. Making every AV more soloable for melee characters only runs counter to the design, and it also alienates everyone else. Certain builds of various ATs can solo certain AVs, so don't try to use this as a counter. Not one single build can easily solo every AV in the game, to my knowledge. With "Breaker" going, every single melee character has a giant leg-up in this department regarding any AV that previously gave them trouble specifically because of their resistance to their damage type.
You're getting confused because I'm referring to a character's "Breaker Type" by the type of damage they "break". If you stack your team with Smashing because you carry a "Smash Breaker", you won't need any other damage type because every other type will do less damage. Trying to tell me that a group would rather take two or three smashers to remove more resistances is the ideal scenario you'd prefer to envision because it removes the heavy stacking element that this game tends to thrive on (read: stacking turns you into gods -- why would you NOT do it?).
You're missing the point on a lot of what I'm saying because you insist on viewing each sentence in a vacuum -- like some random passerby said it with no context, and it's really annoying.
Oh, and trying to tell me that you need a specific group to kill an AV (other than high-end content such as the STF and LRSF which, by the way, both have been beaten with unorthodox teams before anyway) is laughable and I'd ask if you're playing the same game that I am. Grab any team that knows they're going to take down an AV or GM, and with just a couple of debuffs/buffs, you'll do it. I'm reminded of the time a group of about 10 heroes couldn't take down Kronos by themselves until I grabbed my TA Defender. One Disruption Arrow and one Acid Arrow later, he started falling like a rock.
Specific teams? Please. -
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I am fine with games, so long as they don't take up *ALL* of my husband's time. He used to be extremely addicted and has been that way most of his life, I think.
He'd wake up, on the PC and gameing before work, sometimes leaving as he was actually supposed to be there. Come home, game till bed. As soon as I fell asleep, game till 4 - 6am. He had a serious problem. Sometimes, he still does.
Gameing can destroy a relationship if one isn't careful. But here's the thing: WHY would you divorce because your spuse may say the gameing is too much? Why wouldn't you give things a shot with counseling? Yes, it can help. I should know, my husband and I have been through it. (for more than just gameing issues).
Oh, and not a game hater. 2 accounts here, but I don't play them every waking minute. Sometimes, I don't play for a wek or more at a time. But I'd love time with my husband, too, you know? Sometimes it gets tiering to see him plastered to the game everytime I turn around.
But I also can understand how gameing can be an escape, because we are dealing with some bad RL stuff (not necessarily marriage related) and I know many people who escape through computer things; gameing or not.
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I don't believe they're talking about "getting rid of" the person that doesn't support your gaming habit when that habit is actually an addiction. They're talking more about the people who see any game at all as being some kind of evil thing that should be avoided and all who associate with it are, by extension, evil in some way.
Getting help to deal with a gaming addiction is like getting help to deal with any kind of addiction, it just so happens that gaming addictions aren't "typically" fatal to the person who has them and they can be far easier to handle before the counseling than a drug or alcohol addiction. They're also typically easier to fix as well. -
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The reason I mentioned the time difference is because that's what he's going to use to show his Defender is broken.
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Im not implying the time should not be questioned, just that even if it was reanalyzed and adjusted it still would be irrelevant to an efficiency discussion. Even if he said 4 hours or 30 minutes, the amount of time was not meaningful and tossed out of the court room.
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You're not listening. This is Ultimo's thread and the time difference is the proof he's going to site whether we like it or not. This is how the man thinks, based on past experiences. It doesn't matter to the rest of the class if we're all on the right page regarding the matter -- he's not going to see it that way.
I also want to point out that a class designed to kill things quickly beating a mission twice as fast as a class designed to help other people achieve power through buffs/debuffs doesn't sound like a problem to me.
My previous post already touched on the "issue" of endurance efficiency, so I won't repost that here. -
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When you go to do another Active build it starts at lvl 1, always. That way you can pick your powers the way you want to just like a respec.
Say you want a Fortunata on one build and the other you want a Blood widow. That's the way it works.
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He said that his main build was a Widow (before the dual builds addition). He then went and created his 2nd build later (the Fort), and when trying to go back to the Widow later, found that his Widow build didn't exist.
I'm not sure what's going on with your character, but I'm going to echo a previous poster: are you sure you didn't just respec the Widow into a Fort by mistake? -
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Except I could have done the very same thing he did, and beat the mission only half as quickly as his Scrapper did (around 30-35 minutes).
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Ah the time is one point I did not even bother going into because the tactic itself was so flawed that I figured it was entirely irrelevant.
I have no in game experience with FF or Energy Blast (in any set, few attacks in my lowbie dom though) So I can't say by experience how long that would take. I have not taken the time to crunch numbers either. So I can't comment on the time other than what I stated in my first sentence: the tactic was so flawed it became irrelevant to a discussion of endurance efficiency.
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Ultimo just doesn't play the game very well and he wants the game to change so he can continue to play it badly, except he wants his bad play to suddenly become good play. I do not support this.
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I can't talk for him but I do think the endurance disparity exists and is a subtle issue that is hard to notice but subliminally strong to the point where some things will feel more fun than other without obvious conscious reasoning. I didn't always used to think about this until I started looking into the possibility that the people mentioning it may be right. Knowing that Arcanaville actually thinks there is merit to the issue reassures me I'm not crazy.
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The reason I mentioned the time difference is because that's what he's going to use to show his Defender is broken. To him, his tactics are sound and should be "good enough", so all arguments that tell him otherwise get brushed off. All he sees is that it took him 3 hours to beat a mission that takes normal people 30 minutes, and suddenly the game isn't balanced properly.
Incidentally, I also mentioned how flawed the tactic was, because I prefer to cover all my bases when in a debate.
I don't think there's an "endurance efficiency" problem, or if there is, it's not significant enough to warrant change. Defenders and Blasters pay the same for their blasts, but Blasters spend more of that energy on the damage part and Defenders spend more of it on the secondary effect part. Or, in the case of some sets, some Defenders are just not as good at channeling their energy into damaging attacks as a Blaster (for those attacks that do less damage without a secondary effect).
The only reason this comes up at all is because the only way to advance your character is to defeat enemies, and to defeat enemies you have to deal damage to them. Damage comparisons are not avoidable, but comparing classes that have a focus on damage to classes that focus on self preservation through defenses instead isn't going to help much, especially in a game that emphasizes team play. -
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First, putting it on a "poor DPA attack" won't matter. Builds would become catered to reaching the magical recharge number required to turn their melee character into a "PermaBreaker". You'd have to set the debuff period so short to compensate that it would become a useless attribute for this purpose, which leads into my next issue...
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Actually, PermaBreaker is not what I attempt to avoid, instead I aim for it. Bad DPA attacks already are in very low recharge. Spamming them all the time just lowers your DPS, they tend to have bad damage/cast time ratios. Adding them to your attack chain lowers your dps, spamming them, in some cases, destroys it. This means that going into "armor breaker" mode would still result in lesser DPS than doing your normal attack chain against a regular foe. If the resist was low enough, like 5%, you may even be lowering your output relative than just sucking in the lower damage and keep going normally.
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Stacking Breakers. Or more specifically, stacking a damage type that a breaker... breaks. You run your melee in, hit your breaker, and the rest of the team spams the appropriate attack. If this doesn't concern you, then perhaps the next will...
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As noted: breaker is meant to be perma. Setting the Resist Cap to zero can't be taken any lower. 5 Armor Breakers on to of each-other would still keep the resist cap at zero.
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completely rip AVs a new one without trying.
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This is like saying that fighting an AV that does not has resist to my damage type would be as easy as not trying. However, I actually would make the Armor Breaker behave different with AVs, where it perhaps only sets the cap to 20% against AVs.
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You didn't explain your idea very well, then.
I was never talking about normal foes with my points. Normal foes fall over to melee easily enough that it won't matter. Your dismissal of the player's ability to cater their build around a single power is also pretty naive. Isn't there a saying that goes "If your attack chain isn't Headsplitter > Headsplitter > Headsplitter, then you need more recharge"?
At worst, you'd have builds that cycle between the breaker attack and one, or maybe two, "filler attacks". With an AV's resistance to your damage down to 0, it will far outpace the normal DPS chains that let you solo certain AVs. In fact, this will let every melee character have the capability to solo any AV, something that's generally designed to be a group thing.
Intending on it to be permanent only compounds this problem, since there is no need to put multiple breakers on the team if a single one can keep it going forever on their own. Before, this might have just been limited to select builds (albeit, a build that everyone who can afford it would have), but with it perma out of the box, that need is gone. This also invites groups to stack heavily on certain damage types just to take advantage of what I feel is something really broken to begin with. Grab a melee, find out his primary, and load up the rest of the team with characters who share his "breaker type".
And yes, I know you said you'd balance it different for an AV, but by then, what would be the point? These classes, in a group, have the tools needed to pump out the DPS required to kill them, so why would they need the boost? -
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What ever the reason, The downtime has always hurt CoX. Lots of people leave to other games because they are up more. Not to mention most game companies perform normal service routines at the time the largest player base isn't online. I have a had time believing Europe has more players then U.S. 8am CST is just the wrong time to bring this stuff down. suck it up like every other IT based company and do your service at 2am
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I play at that time, so, no... *you* suck it up.
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I play at 2am also, heh. Do I need to mention that most game's window for maintenance in the realm of HALF A DAY, rather than just a two-hour window?
Er, I guess I just did.
If you can't find something productive to do for two hours, then I'm sorry. Note, this is not directed at you, Zombie_Man. -
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2 am on week nights would be better.
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For you. No offense, but other people might play at other times. Until I see data confirming otherwise, I'm going to assume that the Devs were right with their datamining, and determined when the ACTUAL lowest population numbers are.
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I work nights. 2am is currently "prime time" for me and gaming. I wouldn't want the game coming down then. -
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Ok so i used to play CoH a long time ago, played for about a month lol. Well now i wana come back but i no longer have my credit card, so i went to Target to buy a game card and saw they were $20.00 now. My questions are:
1. If i buy that game card, I do get the trail account upgraded to a full account with 30days right?
2. What if i need to buy another game card, do I have to spend $20.00 again to keep my account active?
3. If so what happens to the extra $5 im putting towards the game? does it get put on my account or something and it just builds up so i can buy all those expansion things from the online store?
4. Someone told me that i could buy other game cards from NCsoft like Exteel for example for $15.00 and that could be used to pay for my CoH account instead if i wanted to. That true?
Please get back to me soon
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The 20 dollar cards are a special type of card. Those cards get you access to a limited-duration Jet Pack temporary power, granting your character flight while it's activated. That really is the only difference -- you're spending an extra 5 bucks to have a travel power for any character at level 1.
15 dollar cards exist, but damn me if I can't find them anywhere, though I mostly restrict my shopping to Wal-mart, which will probably change soon since Wal-mart never has the games I'm looking for when they come out or have "gone out of style". (I'm looking at you, Orange Box. Or not, as this case turns out to be) -
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Making fun of yourself is a great quality to have, in moderation. A Person who can see humor in himself and account for his own flaws is a wise man. Someone who attempts to remove those flaws...
As for your artistic ability!
WE're actually hoping to set the game in San Francisco circa the late 1800s (1870-1890, not sure yet) Could I impress upon you to re-draw an old map, for me?
This is the map we're hoping to use... Would you be able to reproduce it in pencil (minus the colored areas) and scan it? I haven't been able to locate the unmodified original online, so having a new copy of it would be -extremely- helpful! =-3
Your expertise or presumed lack thereof aside, I might have som actual photographs that I'd ask you to duplicate and alter. For example taking an old Victorian era building and turning back the clock to envision what it looked like before the paint started peeling, or bricks became cracked and broken. Would you be interested in that sort of thing?
-Rachel-
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I'll send you a PM so as not to clutter this thread, in case anyone else is interested in helping out. I can get pretty wordy. -
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In the end, a fair number of powers in this game are skippable, and frankly, I don't mind that one bit.
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I'd say they were insignificant instead of skippable. Every power can be skippable as being skippable is simply a player's choice.
I'd rather have every power having some signifance, even if it is trivial.
Group Flight and Acrobatics is two good examples. Acrobatics is a significant power, almost to much so before IO's, for the reasons you listed. Group Flight on the other hand is insignificant and even has adverse effects. Anywhere outside of MM's using this for their pets, or at the old hami raids, would get you flogged by almost all players.
I'd personally love to see many insignificant powers buffed or replaced. Of course I don't expect that to happen, but I won't hold my tongue when it is brought up either.
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That was exactly my point, though. They aren't "insignificant" at all, because it's just player choice.
Group Flight is a tactical power, or at least, I feel it was designed to be one. I really don't think it was meant to carry teammates long distances or to be used to fight in except in rare situations. However, removing the Accuracy Penalty on this power would go a long way to redeeming it, and I won't pretend to think it needs the penalty to be "balanced". -
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This may help me champion the "Armor Breaker" system.
The idea is a single target attack on every melee set (yes only melee sets) that will "break" resistances on a single target for a limited amount of time. The method:
Detoggle + Resist Cap set to zero to a specific damage type. If you are MA, you set the resist cap to Smashing to zero. If you are katana, you set the resist cap to lethal to zero, etc etc.
This makes sure no one does more damage than base against foes without resistance but helps break the resistance disadvantage in a single target fashion.
The effect should be added to the worst DPA ST attack in the set. Intentionally, it should not be optimal to do this on a power you would normally use in an optimized attack chain.
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Sounds neat in theory, but I can already see huge problems with this.
First, putting it on a "poor DPA attack" won't matter. Builds would become catered to reaching the magical recharge number required to turn their melee character into a "PermaBreaker". You'd have to set the debuff period so short to compensate that it would become a useless attribute for this purpose, which leads into my next issue...
Stacking Breakers. Or more specifically, stacking a damage type that a breaker... breaks. You run your melee in, hit your breaker, and the rest of the team spams the appropriate attack. If this doesn't concern you, then perhaps the next will...
Rotating Breakers. Here, you stack your damage similar to the Breaker Stacker group, except once one break wears off, the next in the rotation uses it, which effectively keeps the target at 0 resistance to whatever damage you're focusing on. It honestly won't matter which you focus with here because the resistance would be 0 regardless.
In effect, this turns what is usually a more solo-oriented type of character into a character that not only solos well, but can group with others "solo-ers" and completely rip AVs a new one without trying. Not implying that it was impossible/difficult before, but this would utterly trivialize it without much thought involved. -
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I'm afraid I have to agree that the endurance management on Ultimo's character was just bad. Force bolt does .2 damage and uses 5.2 end, it's a waste of 80% endurance. Given this accounted for half his chain it was burning endurance 66% faster than it should. I'm not saying he may not had been forced to this defensive oriented tactics to survive (nor am I saying he was required) but the endurance budget was mostly used for self preservation than for offensive.
His end issues, though had NOTHING to do with the use of Power Bolt, although the power is bad DPS, bad DPS does nothing for your endurance efficiency, as a matter of fact, bad dps chains actually are the equivalent of slowing down, as proposed earlier by BillZ, witch still makes you kill slower than your damage modifier dictates, but gives you slightly more time to recover endurance. I don't think at this level with limited attack selection that makes much difference, thought. At such a level Power Bolt may even be the best attack to use, when no full attack chain is available it's better to relly on attacks that offer better damage over time than ones that offer better damage per second as their quick recharge makes them net in faster killing, but again, only if you don't have a full attack chain.
Whether the Power Bolt itself is too expensive for what it does is an entirely different topic, though. Although it relates to end issues it's not exactly specific to the AT and much more specific to the power.
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Except I could have done the very same thing he did, and beat the mission only half as quickly as his Scrapper did (around 30-35 minutes). While he only spent time spamming Force Bolt and Power Bolt, this is exactly how newbies to the game have to kill things with a brand-new FF/EB Defender, and yet, I don't see them complaining about taking 3 hours to beat a heroic mission that's below level 20. My post was more to point out Ultimo's flawed methods of data collection and reasoning than to bring up Power Bolt's DPS.
Specifically, it's taking what is clearly a 100% team build and forcing it to solo. It will all hinge on his combat level at this point, in my opinion. Below around level 7 or 8, having only a single attack can work. Beyond that, if all your other support powers are ally-only, or don't do much to keep you up/kill enemies faster, that single attack will start to become useless for soloing purposes and you'll have to pick up at least one other attack.
For reference, my Dark/Dark Defender, at level 22, solos heroic in Faultline with just using Dark Blast, Gloom, and Twilight Grasp. I save Darkest Night and Tar Patch for bosses (which I don't see on heroic), and EB/AVs, which I ran into plenty of in Faultline. I soloed these EBs without too much effort. Recently grabbing TT on her build has only sped up her endurance usage, presently, but I still mostly use it only against EBs for additional damage when in a pinch (or to immob Sands' drones to keep them around a corner).
Ultimo just doesn't play the game very well and he wants the game to change so he can continue to play it badly, except he wants his bad play to suddenly become good play. I do not support this. -
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Grk! I'm sorry, Laxx! >_<
I have no excuse for missing your post whatsoever. =-(
I would -glad- to have you on hand as a concept artist, if you'd be willing?
-Rachel-
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Don't feel bad. I often point out my ability to hide in plain sight. I sneak up on people all day at work without even trying to, and I've had people ask where I was when I was in clear sight of them. I just move silently naturally, so I manage to be invisible even when I'm not hiding. I'm also notorious for making fun of myself at every moment it becomes available, but enough of my life story...
I'd love to help out, but I will say that my current artistic expertise lies in the realm of reproducing what I see with photo-realistic quality, meaning I can copy and scale things to near-perfect replicas. Creating stuff "from my head" takes me longer because finding a place to start sucks, but if I've got an idea to work off from of something you'd like to see, I can usually manage to conjure something basic and refine it from there.
I also prefer to work in pencil, if that's acceptable.
Oh, and keep in mind that I use "expertise" loosely, heh. I don't produce art commercially or try to sell anything I've made, and I have no actual professional experience in any art-related field. I'm only 23, after all, and I fully understand if you'd prefer someone a bit more ...traveled. -
Group Flight had a specific niche in Hami Raids for "PA Drop Teams". It was used to distract mitos so the raid wasn't bombarded with residual blasts. Some MMs use it now to move pets around, but the fact that flight enhancements in the power only apply to you and no one else in the area causes it to be too slow. I believe Group Flight was intended as more of a tactical power.
Whirlwind, before it was "fixed" was common in old school PvP because the animation overrode every other animation and also removed all rooting of powers. Since the fix, most take it for flavor anymore... however, I personally believe Whirlwind was never meant to be used for extended periods myself.
Acrobatics is the most-often picked Tier4 travel set power, and for good reason. It's the only power available to every character who doesn't want to worry about being knocked back/down. Since the introduction of -KB IOs, it's popularity has waned. Making the protection not so ridiculously over-the-top contributed to this some, but it's still good for 95% of the game. It's still relatively common, and the side-benefit of cutting hold durations by around half is often overlooked.
Team Teleport is similar to Group Flight in that it's mostly a tactical power by design. Unlike Group Flight, however, it's tactical use is more limited and specific to groups that build around the knowledge of its use. Again, similar to GF, TT is a choice some MMs take to move their pets around. I did this on occasion myself, but have since stopped doing so as it was less useful for my playstyle.
In the end, a fair number of powers in this game are skippable, and frankly, I don't mind that one bit. -
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Well, I've had another experience tonight that may illustrate why I have a problem with this.
I made a mission on the MA (it's the first of what will be an arc). This mission pits the character against Mooks. They're a group that falls below L20. The mission objective is to defeat a boss. All aspects of the mission are set to minimum difficulty. The character is playing on Heroic.
It took my Defender (FF/EB) 3 and a half hours to do this mission. It took my Scrapper (Claws/Regen) 15 minutes.
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Arc ID ?
I'll take a defender through it, and I doubt it would be more than 30 mins.
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Reading through his post again, I've discovered that he's fighting level 20 enemies with just Power Bolt, the weakest attack in the Energy Blast set. Unenhanced, that's around 36 points of damage every 4 seconds for 5 endurance spent. He's spending another 5 endurance every 4 seconds on Force Bolt, again unenhanced.
If this is a character who's only offensive options are Force Bolt and Power Bolt, then we're either dealing with a team-oriented FF/EB Defender (so much so that it forgoes ANY additional offensive output from either FF or EB, akin to the Empath that only takes heal powers and the forced first attack), or it's a character that's below 20 and is being auto-sk'd to the arc, which has a similar effect. So not only is he comparing a Defender to a Scrapper, but he's taking a specific Defender who clearly isn't built to solo.. and comparing it to the best solo AT in the game.
If this Defender isn't 20, please let us know what level it fought the Mooks at, though if your strategy was Force Bolt one, Power Bolt the other, and pray the third didn't wipe you out... it probably won't matter what level you were at, to be honest. This is a terrible strategy to use when all you have a single attack. You sound like you just stood in one spot and didn't try to play games with the guys who could take you out, messing with their AI. Even then, if you're below level 20, they would have scaled down to you and you should have been fine regardless.
You see, Ultimo, this is why nearly everyone is suspect of your "fixes" and "realizations" and your "eye openings". You draw conclusions from faulty evidence. -
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First off, I wouldn't be surprised to learn that you just suck. I've soloed plenty on my Defender and never had anywhere near the problems you've had. You should really consider the fact that you're a bad player running with bad slotting rather than some inherent flaw in the game.
Secondly, you're once again comparing the AT that is the worst at soloing with the AT that is the best at soloing. Trying finding something a little less obviously imbalanced for next time.
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Unfortunately, Umbral, that's the crux of all of his complaints to date. He doesn't want to entertain the idea that he might just be bad, or could even be mistaken on what he sees, but would rather lay blame at the game. In effect, he wants the game to change to his style of play, which is pretty reminiscent of another poster who shall remain nameless at this time.
Also, another unfortunate thing here is that he's going to use your "Defenders aren't as good at soloing as a Scrapper is" against you because that's precisely what he wants to change. He's just going about it the wrong way and ignoring a multitude of other facts that were already pointed out earlier.
Frankly, I've come to the conclusion that he just runs up to mobs and tries to spam attacks until something dies. That could explain how he doesn't appear to have a problem with Scrappers, yet every other AT he touches is somehow riddled with "design flaws". -
Hah. My ability to remain hidden even when out in the open amazes me to this day.
Ah well. -
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Broadsword Assault. Complete with shooting swords at people.
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http://www.youtube.com/watch?v=vDvuBY97cD4
indeed we are falling behind the times.
*Note Castle posted this before, but it works here*
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Ah, The Sword and the Sorcerer. Such an unwieldy weapon, but so awesome at the same time. -
I'd love to be involved, but the bad news is that I'm similarly broke and my only "marketable" skills are drawing, painting, and an affinity for numbers. I was in the process of getting into graphic design and programming, before moving to animation, but said lack of money put that on hold.
With that said, I wish you luck. -
I want to say that Rom has an auto-hit aura, but I'm not certain. I do know my SR was taking damage while not being in range of his broadsword AoEs nor taking fire from a Nictus.
However, I'm not certain.
EDIT: so it was a Nictus after all, then? Good to know. -
QR
I haven't done the villain respec in a long time, but I do know it's on an Oranbega map. My guess is that he got clipped by a red crystal, sustaining damage. This might have caused his stealth to suppress and he didn't realize it, running into some ghosts who promptly attacked him. -
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Time bomb is too annoying to use, because it takes too long to go off.
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21 seconds is too long for Nuke class damage? Also, Time Bomb gives a whopping 52.8% Defiance for 15 seconds (which I think is the largest single Defiance boost in the game).
Granted, it can be more troublesome in teams, but it is still a very worthy power, IMO.
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You can usually take out a spawn in less than 21 seconds without using Time Bomb, but then again, there's no rule that says you have to set the bomb then stand around waiting for it to go off. Set it in one spawn, and move to the next one. Mostly, the "takes forever" is a perception issue of your character not doing anything noticeable. (no flashy powers -- you're just running up, crouching, and setting a bomb) -
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It looks ugly.
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Back in the old days, pre-IOs, I would re-purchase batches of SOs, just so I could reslot them sorted by colors.
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lol.. I'm sooo glad I'm not the only one!
I've used Re-spec's to re-sort existing enhancements into better arrangements. <sigh> OCD is worse I hear...
-Dragons
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I do this also. I just can't stand to have my Accuracies, Damages, Ends, and Recharges to be "out of place". I even have to order them all the same in each power. Accuracy at the front, followed my damage, then endurance, then recharge at the back. -
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Wow, thanks for the RedTomax, that realy helps! I cant believe the power pools are almost as good as tier 1 attacks...Thats sick!
Thanks again
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Ya and tier 1's like flares are practically on par with blaze damage wise and they have an 80 foot range.
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That is broken. Really.
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Because, in some massive fail of reasoning, damage powers were standardized in PvP based on animation time. While I think animation times should be considered, making a big standard like they did caused usual "heavy hitters" to become pointless, and things like Flurry became monsters.
Flares and Blaze are "about the same" only because they animate in about the same time. I don't know specific damage numbers at this time in PvP, but since they animate in 1 second, I'm going to bet that they're both at the lower end.