William_Valence

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  1. Oh? An what did I miss? (Correct answer: Nothing)

    As an aside...I like hugs
  2. Quote:
    Originally Posted by Another_Fan View Post
    What would you like as a response ? You took a comment about corruptors doing most of their damage by buff debuff and decided to impeach it by showing a solo blaster does more damage than a solo corruptor. Whats more you did this in a discussion of the value of blasters on teams.

    I suppose, I could say WAY TO GO !!, YOU TOOK THE JOHNNY COCHRANE DEFENSE TO A NEW LEVEL ?

    If you actually thought I was saying corruptors do more damage solo please look at the highlighted portions of the quote, and consider the material linked to below.

    http://www.learnatest.com/shop/KitDe...qNum=2&MBC=MIL

    Here's a course in reading comprehension, It helped my nephew. Evelyn Wood also used to be very well regarded I don't know if they are still in business.
    You seem to need a course in elementary math. I might not be the best teacher on the planet, but that never stopped me from trying.

    Quote:
    Originally Posted by Another_Fan View Post
    You are talking about 60% damage amplification/player from 2 powers in the secondary, that is before -regen is taken into account, or the added damage output from the rest of the team. If you can't work out that .6x2 > 1 without me explaining it to you, and you can't realize that is just the start of what is there, all the breakdown and explanation in the world isn't going to help.

    You might as well just ignore every power that adds, hitpoints, to an at, the fact that they can be buffed to higher levels, or just can plain be built to have more hitpoints
    First: .6x2 is not 60% amplification. Next that amplification is only useful if the time it takes to provide it, is less than the loss in DPS you would get from simply doing damage. Also consider that blaster's are amplified as damage dealers, so a blaster on the team might be a better choice than other options.

    If you have a debuffer, and for the sake of simplicity let's say it amplifies damage by 60% like you say, let's look at possible teamate options. A corruptor has a .75 ranged damage mod compared to a blaster's 1.125, so the .75*1.6 (that's a 60% amplification) + 1.125 * 1.6 needs to be > .75 * 2.2 + .75 * 2.2, if you want to prove a blaster is a worse choice than the corruptor. So lets see, is 3 > 3.3 ? No? Oh noes!!!! *Flails like a muppet*

    WAIT!!! Let's compare this to an ingame situation to see if it's even Possible! What is causing this 60% amplification? My guess is, since you mentioned cold, Sleet. Sleet does -30% def and -30% resistance, for something that someone who has no clue, would say is 60% amplification. Players have a base tohit of 75%, and accuracy slotting to ed caps brings that to 75*1.9493 (not .9493*2) or 146.19, or the tohit cap of 95%. That means with accuracy slotting, the Value of the amplification goes down. Try this again assuming Capped accuracy slotting= (.75*1.3)+(1.125*1.3)>(.75*1.3)+(.75*1.3) or 2.4375>1.95 Yay!

    And that's just comparing the blaster's primary against a Corruptor's Primary and secondary! Also, the player's tohit would have to be debuffed to 48% or lower for the defense debuff to even do anything, and even then the first Corruptor is the only one that provides any benefit there, so the blaster gets the same level of buff as a second corruptor!

    Outside very specific scenarios, once the ability to mitigate the initial attack is reached, more damage trumps everything else, and it isn't always a given that adding debuff provides more damage than simply adding more damage. A balanced approach is better in more situations than not, and when you're looking for pure damage nothing beats a Blaster.

    Also math is hard, I'm not even sure if -I'm- doing it right, you should avoid it until they invent some sort of math helmet or something. Geometry has some sharp corners.
  3. Quote:
    Originally Posted by Leandro View Post
    The thing is, I've been in leagues where I was on autopilot and barely doing anything, and I got a Very Rare out of it; while in other leagues I was going crazy trying to do thirty things at once, and I got commons. Whatever way participation is being weighted, it doesn't seem to do all that much.
    The problem with this is, when the praetorian zone events came out I worked my tuchas off with my MM; controlling pets perfectly, managing their targets, and basically being a beacon of destruction just to find out that didn't count as participating. I then went through with no pets tossing my heal and ST debuffs every time they were up, even if it would be stupid to do so, basically backpacking and viola.

    So, it really depends. If there's participation scoring, you might not notice it depending on what the participation requirements are.
  4. Quote:
    Originally Posted by Yomo_Kimyata View Post
    I just avoided powers (choking cloud, I'm looking at you) that I couldn't explain away under that premise.
    Best dutch oven ever?
  5. Quote:
    Originally Posted by Oedipus_Tex View Post
    Sonic Resonance is sub-par. It just has to be said. I would never stop a person from playing it for thematic reasons but the set is underwhelming on the 4 ATs that can access it, when they could pick Thermal instead. That PITA debuff ring power with the same -Resistance as every set doesn't help things, nor do the out of the control endurance costs or lack of -Regen or mile-wide vulnerability to Psi damage.
    So if it were given a regen debuff, and maybe a second debuff (like a damage debuff) to validate the endurance costs, that would help?

    I don't see an issue with a Psi Hole, or the fact some of it's debuff is ally only. Every set needs weaknesses, and it's not at all uncommon for a Buff/debuff set to have powers that require an ally.
  6. Quote:
    Originally Posted by Another_Fan View Post
    Cold domination, will do 60% of its total damage from its secondary by debuffing enemies, that is not including the additional damage from the rest of the team. So when an at is deriving most of its damage from debuffing the enemies you call it a primary damage dealer.

    Good to know where the goalposts are set in this discussion
    Quote:
    Originally Posted by Another_Fan View Post
    You missed the example and list of scondaries that do more damage by amplification of the primary than the primary does directly. Look up
    If you're talking about the top quote, that's not math. That's a claim, you need to do math to prove that claim. Then you have to compare that math to a real-world ingame senario, then examine the results. You're missing some steps.

    Quote:
    Originally Posted by Shubbie View Post
    It doesnt really matter what secondary you put on a corruptor or defender

    Any team is better off adding a defender or corruptor over a blaster.
    Yay! Don't need datamining to prove this one. I'll be looking forward to seeing the evidence that supports this claim.
  7. Quote:
    Originally Posted by Another_Fan View Post
    Whats funny to me is you probably believe that I am making the unreasonable comparisons.

    When all you have to do to make your argument is ignore, what the various ATs can do, what is readily available to them, and turn a blind eye to even the simplest math that contradicts you.
    There hasn't been any math done to contradict anything that's been said against your opinion.

    Quote:
    Originally Posted by Shubbie View Post
    really no way to put together factual numbers without access to data-mining.
    That depends on what numbers you're trying to put together. If you want to show that Blaster's are disadvantaged, you can do that without datamining. If you want to show population numbers or average debt/death/kill/lifespan you're right, but that wouldn't be needed to prove your point anyway so it doesn't matter.
  8. Quote:
    Originally Posted by Shubbie View Post
    It really doesnt matter is every other At is overpowered or blasters underpowered

    Its the same

    A corruptor or scrapper is better in any situation than a blaster.

    Remember its not do blasters work

    Its are blasters as good a choice as the alternatives.

    Hence superfluous as in not needed because the role is already filled.
    Do you have any way to demonstrate this, because your anecdotal evidence is easily countered by other player's anecdotal evidence stating the opposite.

    If you managed to scrap together some factual empirical evidence, that would be a lot harder to dismiss.
  9. Quote:
    Originally Posted by Leo_G View Post


    For me, it's probably the suggestions not being all that thematic for the set. I have no problem adding to a set, especially if it better conveys the theme of the set. Nothing in FF or Sonic screams -regen or -dmg to me. I wouldn't mind adding to the set, but not for the pure sake of "make it perform like these sets in this situation". If you're going to add capabilities, let it do something thematic. I'd honestly rather keep TA the same as it is vs jamming a heal arrow into it, for example.
    Agree with the heal arrow thing. I'll buy a plane ticket to CA for rumble time the moment I hear Triage Arrow is being considered.

    But for FF and sonic getting the debuffs I suggested, I could totally see a Meta, capable of manipulating sonic vibrations, using those vibrations to hamper an enemy's ability to recover from injury, and even further using the same vibrations that weaken enemies to damage to Disrupt their ability to cause damage.

    And for FFs, that's why I said it might need it's name changed to Disruption bomb. A FF that attacks at the molecular level disrupting the enemy's ability to deflect and absorb damage as well as temporaraly hampering it's ability to recover from damage. Such an attack could leave an enemy disoriented, and enemies might find themselves knocked down from the force of the attack.

    What do you think might fit the theme better?
  10. Link to the news on energy aura revamps http://boards.cityofheroes.com/showthread.php?t=265044

    And /Poison is getting looked at too, but I think that was announced on a Ustream so I don't have a link to that one, but the proposed changes are in the MM forums.

    EA is getting a taunt aura with a scaling recharge bonus, the heal in energy drain is being replaced with a defense buff, and conserve power is getting the energize treatment.

    Quote:
    Originally Posted by Memphis_Bill View Post
    And as far as feeling like you're "not doing for the team the way you should," as long as you're reasonably active and trying... who cares? You, obviously, and I think it's a good attitude to have, to a point - but you also have to remember we're playing COH, here, not Left4Dead. There's not a screen at the end saying "Teammates healed - William_Valance, 3! Enemies killed... ooh, you're second last with 31 out of 5000!" There are *very* few times I've ever felt like I wasn't contributing to a team - and the case is usually something like "The lone brute on a team with five masterminds... in a set of council caves, because I can't get past the damn pets!"
    I've got a sort of split personality when it comes to this game. When I play I either do one of a few things; run missions, get badges, or stand around. Seriously, I'll just stand around and watch stuff. When I'm doing that, I might be in Pocket D standing with 9 other people around a Cape DJ, or I'll find different places in the game and watch the things people do. It's a very entertaining way to spend 15-20 minutes.

    When I run missions though, I want to destroy things. I team when I want a big light show, I don't when I wan't to try stupid stuff or achieve a specific goal. When I team, I expect nothing from the others on the team, except that they have fun. If they're not, there's a problem. We could be doing and ITF and they could be off with Sonic repulsion playing Cimerorian bowling for all I care, I'll solo the thing, have fun, and enjoy the fact that they're having fun. However, if a situation completely beyond my control made it so that one of the set's I chose at character creation was no longer helpful to the team, (Not counting stuff like quartz's because that's a gameplay weakness not a design limitation) I'd no longer be having fun and start getting frustrated. See my thoughts on masterminds and praet zone events.

    And what I'm talking about isn't a weakness of the set, so much as a weakness in design. Like I've said a few times, I'm not considering stuff like quartz's. They are a weakness of the set. However, defense only stacks to a point before becoming unneeded. FFs brings defense and knock based control. Nothing else. In high defense situations all a FF user has is knock based control, and that can be...an issue. Adding an effect that better allows FF users to stack in high defense situations, so a FF user can always count on their primary and secondary unless they manufacture the situation, is the goal with the FF suggestion I made.
  11. Quote:
    Originally Posted by JayboH View Post
    Trick Arrow needs some love, but FF and Sonic don't. I think Liquefy should be on a shorter timer and that's about it.

    Too many people like the sets as they are - they get to use their secondary set more often or be able to grab pool powers that they might want more, and having skippable powers helps in that situation.

    There are ALOT of skippable powers in FF, that is very true, and I agree it would be nice if it had additional effects that would make them worthwhile, but like I said there might be quite a few people that prefer FF so they can blast more often.
    The thought with FFs is not so much that it's weak, and more that it doesn't stack well. If you have one FF defender, why have another? (Correct answer: Fun) That one is capable of bringing you to the soft-cap, what would having a second do? A FF controller can bring you to low 30s, a cold would put you over the soft cap and bring debuffs. The point is, in high defense situations, a FF user isn't needed. And something as simple as already having a FF on the team creates a High defense situation.

    And while people can look past the issue and just have go with it, they shouldn't have to. Player's should have both their primary and secondary available to help the team. This isn't a player crafted senario where they skip all the powers in the set. When you put two FF users on a team, the second provides little to no benefit from it's FF powers. That's not how it should be. Enemies existing such as Quartz's being a weakness, that's ok. Being the second of two teamates with the same powerset being a weakness? Not ok.

    Quote:
    Originally Posted by EvilRyu View Post
    Sorry but PoS arrow set is still PoS no matter how much gold you try to polish it with. Its going to suck until they combine alot of those arrows into a power and give it some kind of heal or an unresistable tohit debuff thats worth a damn. This set should have only gone to blasters because thats really how it plays it does not do enough for the team in the time it takes to fire all those arrows the stuff is either dead from other stuff or the team is dead.

    Force fields just needs something to increase damage some kind of way. As for sonic it needs a heal because thermals is currently superior to this set in terms of keeping a team alive.
    So my suggestion for Force Fields would do it for you?

    Why add a heal to sonic? What good does it do to bring sonic closer to thermal's playstyle instead of making it more debuff focused with it's own style?

    Looking at what you said for TA, why does everything need a heal? The various powers in TA are tools, why do you have to fire them all on one group? Make the individual arrows more useful, and they will always have something available for a mob. A boss heavy spawn? OSA and Acid, whereas a regular group might only need disruption and Acid arrows. Making the powers more potent also means, when it's needed and they do use all their powers on an enemy, they debuff more than other sets. With my suggestion, they's drop tohit by 5% (enhanceable and unresistable), damage by 35% resistance by 45% and defense by 20% in 4.62 seconds (not counting Flash arrow as that doesn't notify mobs). I have no idea how that could be considered anything but reasonable. Add in an OSA every so often for an additional 25% defense debuff and kd or damage patch.

    Quote:
    Originally Posted by Memphis Bill View Post
    Do they use their secondary (or, in the case of a controller, primary?)

    If so, they're still teammates. If not, they're leeches regardless.
    That's a fair enough point, but let me ask you this. If defender was not using it's secondary in favor of using only it's primary would you consider it a detriment to the team? Lets use an Emp "Healer" for example. If they decided to ignore their blasts and only buff would they be more a detriment to the team than one that used both it's primary and secondary. What I'm saying is that there's the potential situation outside player control that manufactures this problem for FF users. I'm not blaming them, but to me if I'm in a situation where the entirety of my character, primary and secondary, is not benefiting the team then I'm tagging along. I'll toss blasts like no other and listen to the Wooo whooo whooo woo of my buffs, but I'm not doing for the team the way I should. Addressing the issues that craft those senarios outside player control is my goal. And it may just be my viewpoint of the situation, but I definitely don't mean anything bad about players put in that situation.

    Added to that, ATs are balanced with both sets in mind. I have no problem letting people tag along. I hate doing it myself it's not fun for me, but having someone on a team that's not doing as much as they could but still having fun, is golden. As long as their having fun, and not hurting other player's fun, because fun > everything. However despite that, FFs find themselves in situations, often beyond their control, where their secondary is no longer needed. My hope isn't to change them into something else, but to give them a moderate debuff, that can be a bread and butter type power as much as the defense buff powers. All to fufill the goal of increasing their ability to stack in high defense situations.

    By the way, the level of debuff I was thinking was (Controller mods) -7.5% resist, -10% def, and -250% regen.

    Quote:
    Originally Posted by Memphis Bill View Post
    You're ignoring primary (or, again, controller=secondary) again. Especially post-32, where the controller can use their pet(s) as targets for a debuff, to shield them, etc. (Same with FF, though yes, there's less benefit.)
    More advantageous, true, but honestly not where the power should be balanced around. My sonic is an Illusion/Sonic. I have the ability to anchor on my PA. My Phantasm, however, is a suicidal SoB that loves to die as much as he loves KB, and he loves him some KB. The buffs also end up at the mercy of pet AI, so even if the pet survives, it does what it wants. And not everyones a controller a summoned ally won't be available to all users.

    Quote:
    Originally Posted by Memphis Bill View Post
    ... but much later in the set.

    Sonic, I'm debuffing from level 1. Thermal, I have to hit 38 before I'm affecting resistance (letting me hit harder,) and 35 before I have any debuffs at all. My solo build for my Dark/Thermal? One power from Thermal for most of her "career."

    Thermal gets a power that does -dmg, -end, -recovery -regen, then an AOE that does -def and -res. Sonic, meanwhile, gets powers that give you a +res (and more for teammates) - so, functionally, -dmg for the target. Nothing for end or recovery, but given you're hitting more with several -res effects, you *can* look at it as diminishing the value of their regen. And liquefy adds a -def to the mix. (Plus -tohit, knockdown and hold.) So, frankly, it doesn't really look like Thermal's doing all that much more debuffing. It debuffs one or two different areas, but not anywhere near as early or consistently as sonic does.
    I'll agree that in the beginning sonic has more debuff. But thermal has more buff. That's balance. Then when sonic is getting sonic repulsion, Thermal is getting freaking forge, again thermal buffs and sonic debuffs. Now with an odd KB toggle. Then in the last two levels I see thermal blowing past, and while your dark/thermal has one power from thermal for most of it's "career" that just shows playstyle and isn't an indicator of performance.

    I also don't think it's acceptable for one set to become so much better than another just because it happens at later levels. I understand there are late bloomers out there, but they usually bloom into their own playstyle and not into another set's, blowing them away.

    Starting both thermal and sonic at 15% resistance for the team only. A side by side:

    Thermal
    -PBAoE (includes self) heal 117.8 (enhanceable) every 8 seconds for 13end
    -ST (Ally only) heal 230.9 (enhanceable) every 4 seconds for 13end
    -Ally rez (Ally only) nuke level damage, boss level stun, High mag KB
    -ST (Ally only) Mez protection with cold and slow resistance
    -ST (Ally only) +20% tohit +40% damage, out of the box perma with the ability to use at least 3 more times on SOs before the first wears off
    -ST -50% damage, -500% regen, -28.6% end, -200% recovery with a 64% uptime on SO's
    -AoE -20% def, -22.5% res, with a 51% uptime on SOs

    Sonic
    -ST -22.5 res available every 16s base or 9.6s SO capped
    -ST intangable
    -AoE (ally only) -22.5 res
    -AoE (includes self) 11.3 resist (enhanceable) -6.92 held/stun/immob prot
    -AoE (ally only) KB toggle with variable end cost
    -ST (ally only) Mez protection with perception buff
    -AoE -25 def, -25 tohit, -20% rech, mag2 hold 4.5s (enhanceable), 3% chance for KD on a .2s pulse, with a 19% uptime on SOs

    Numbers from mids and redtomax. Now, I don't think it's acceptable to say a person should pick a different set if they don't want to be worse. But I also think changes shouldn't be made that change what a set is at it's root. That's why I suggested the changes I did. Add in a -200% regen debuff ST, and another -200 ally only, with a third -200 on a 19% uptime, and it looks closer. Added to that a -22.5 percent damage debuff at the same intervals, and it becomes (imho) a better debuff set, that didn't change it's gameplay at all. Thermal can be better at buffs with some debuffs. Different sets for different people. Without liquefy, all Sonic debuffs is resistance. In standard builds it's up less than half the uptime either of thermal's powers are, and in high end builds, both thermals powers can be pushed to 100% uptime with sonic getting 36% uptime in my perma-PA build (yes I know that's not the balance point, just showing that in both standard and high end gameplay thermal has the advantage)

    Quote:
    Originally Posted by Memphis Bill View Post
    Honestly - and this is a general statement - it feels like so many people just want to homogenize everything with threads like this. Give us all sets that are 99% the same in values and effects, just with different effects. Blah. Boring.
    I also just want to say, I agree. I have nightmares about a once over on all the sets making every type of set follow the Assault template (I know, lame nightmare). Namely they all do the same thing with minor secondary differences. And I don't want to see that, and I think it's possible to come up with changes that prevent that.

    Non-targeted statement: That was my biggest goal. If I failed on that goal, could someone explain. What would be preferable changes, and how do my suggestions either homogenize the sets or not address the issue (or both)?
  12. So with the upcoming balance adjustments to various sets, I started thinking about what else might need some looking at. So putting on my armchair designer hat, I came up with a list of sets that are underperformers compared to others of the type. Narrowing the list down to a few, for discussion purposes, I’ve got; Trick Arrow, Force Fields, Sonic Resonance.

    In my opinion these sets suffer from similar issues. Sonic and Force Fields are designed to do two things well with some extra things that don’t really expand their utility thrown in every so often. Force Fields buffs defense and provides knock-based control in high levels. The problem is, when these things aren’t needed, Force Field players provide nothing else.

    In a Melee heavy team, Knock based protection is a hindrance more than a help, and in large group, multi-team situations stacking defense only goes so far. In fact, a single FF defender can cap a team’s defense severely hampering the stackablility of another FF on the same team. Also in situations where knock would be valuable mitigation due to the overwhelming power of an enemy (AV) it doesn’t actually work reliably. Once you hit those breakpoints Force Fields players become a tagalongs and not teammates.

    The fix seems fairly simple in my opinion. Add something else for the Force Fields player to use that improves its ability to stack in team situations as well as it’s versatility of effect in situations where the two things it does aren’t viable or needed. The target is Repulsion Bomb. A modification to this power, adding a scale 1 defense and resistance debuff and a scale 2.5 regen debuff, would vastly improve the versatility of what the set is able to do when assisting teams and its ability to stack on teams. The name might need to be changed to fit thematically, something like Disruption Bomb but that's a minor thing.

    Sonic has a similar issue. It is meant to buff and debuff resistance to higher levels than other sets. However there are certain issues with that. First half of its power is only available on teams. Second they can only allow it to debuff resistance so much else it becomes just too strong. Despite that, the level of resistance debuff it gets isn’t high enough to justify it only attacking one area of the enemy’s defenses, which really hurts it when much of that power isn’t available solo. Additionally, due to the way resistance works, Sonic suffers from being less balanced when facing high resistance foes, causing it to lag behind. Sonic does -45% resist to a single enemy affected by both sonic siphon and Disruption field and -22.5% in an AoE around an ally only (So only -22.5% is available to a Sonic when there’s no allies and that just happens to be it’s AoE debuff). Storm, Trick arrow, dark, and cold follow up with -30% in AoE form, that is not dependant on having a teammate and also debuffs defense. Radiation and thermal can both match Sonic’s -22.5% in an AoE form to boot while also debuffing regen and defense, and Traps debuff at -20% but is up for a minute and is AoE and debuffs defense.

    This wouldn’t be so much a problem, so long as Sonic’s buff capacity were high enough, but its not. Thermal has two shields identical to Sonic’s and trades its AoE resistance buff for an AoE heal. Thermal also possesses mez protection, and still manages to debuff more areas than Sonic. When you look at all the powers, including T9, thermal debuffs resistance by -22.5, defense by -20, regen by -500%, Damage by 50%, and maintains comparable mitigation capability. Sonic debuffs resistance by -22.5% ST solo and -45% in a team with that team-only -22.5% being AoE, and -25% defense and tohit in AoE.

    What I think needs to be done for sonic, is to add -22.5% damage debuff and -200% regen debuff to the three debuff powers; Sonic Siphon, Disruption Field, and Liquefy. Also, half of the regen debuff in Sonic Siphon should stack, and maybe some of the damage debuff. This would allow sonic to compete against the versatility of the other sets, while sticking to its strengths. Against high resistance enemies, it would still struggle, but it would have –regen to assist in taking those enemies down. Against everything else it would have a –damage (that also follows the high resistance weakness), improving sonic’s ability to keep the team alive even further. It would still have the Solo/team dichotomy, but that’s acceptable when the solo debuffs do more.

    As for Trick Arrow, the issues I see with it are, that it pays way too much endurance for what it does and does too little out of fear of stacking. Taking a look at disruption arrow vs, Tar Patch you see they both have the same 25’ radius, but Tar patch slows as well as debuffing resistance twice as much, yet tar patch costs 7.8 end while disruption arrow costs 14.6. Also, they both have the same uptime, but Disruption arrow has lower recharge and duration making it cost even more end/sec.

    Suggestion (corruptor values): Reduce the endurance on Disruption arrow to 7.8, and up the resistance to -30% and add a -15% damage debuff. Increase the radius on acid arrow to 15’, and reduce the endurance cost on OSA to 10.4.

    What do you think, does this sound about right with regard to what the issues are with these sets? Are these suggestions viable and acceptable fixes for the problems that face these sets?
  13. Found yet another reason I'd be annoyed if my sonic cage was changed. Just finished a Sutter that was looking kinda doomy at the end. Primal was TPing all over creation Praet was kabooming the crap out of everyone. It was grim. So I got annoyed, and remembered that Primal teleports so quickly because Praet recharges his power for him. So I get an idea and say, "I'm going to try something". I said that, because people tend to rage when you make enemies untouchable, and wanted to avoid that. Two sonic cages later, primal is down and he TPed maybe once in that time, letting us actually DPS him and keeping everyone from being spread out everywhere wondering where he was.

    Only affect self is different from other mez effects, and I love it. There just needs to be more reasons to use it.

    If only they'd let it work in KIR.
  14. Quote:
    Originally Posted by Jeuraud View Post
    Sigh, this is just ludicrous. You should not have to spend 10 years as a Aviation Electrician, USN; to know that you do not get trained in your weapon systems while in combat. That is exactly what you are suggesting, with this comment.
    No, what he was suggesting was that people are trained in a system before they are allowed to use it. He was also arguing a usless point as the analogy is terrible and wrong, thus wasting his time anyway.


    Quote:
    Originally Posted by Jeuraud View Post
    Lol! Saying the Stalker is built around Hide, is like saying the Warthog is built around Flight. These are both tools designed to deliver the payload. Neither the Warthog nor the Stalker are going to do much killing with just these tools.
    No it's not. That's a terrible analogy and you should stop mentioning it.

    The stalker has a specific gameplay intent. The gameplay intent is to attack from a hidden state, gaining extra damage from the suprise attack, and try to either retreat to hidden (lather...rinse...repeate) OR scrap it out and try to kill the remaiders. The gameplay intent is -NOT- to AS the enemies to death. What you're communicating, when you say the set is built around AS, is that the gameplay revolves around AS. That's wrong.

    The gameplay revolves around hide. AS is the most exreme form of that gameplay giving even more damage from the Hidden state. It doesn't, however, define the AT's gameplay.

    Stalker's are built around hide. That's it.



    Quote:
    Originally Posted by Jeuraud View Post
    That you feel that Stalkers should not have given up there ability to deliver AoEs for AS is your opinion. Saying that AS is an annoyance is also your opinion (Though I actually agree with you about AS being annoying.).

    The Stalker was not built to do AoE, that is fact. There are 2 sets that have no AoE's. Only 3 sets have PBAOE's, 1 giving you 100% from hide (The only AoE in it's set.), 1 50%, and 1 only giving you 30%. 3 of the sets have AoE cones that are so tight that calling them AoE's is pushing it. A good share of your AoE is not available until level 26, or 32.
    I know the AT was not built for AoE. I SAID the AT was not built for AoE. What I was trying to do was explain WHY the AT might have been made ST focused despite the fact that ST specialization is inferior in most of the game.

    Quote:
    Originally Posted by Jeuraud View Post
    Spirits, I cant believe that people are defending the Stalker AT's right to be broken.
    The AT isn't broken so much as it's not balanced realistically to current gameplay trends. If there were a true need for ST specialists, they'd be golden. But minus mass confusion or friendly fire being added to the game, I'm just going to wait to see what the devs do. I gave them three issues of trusting wait and see, back when Castle was talking about systemic issues and stalkers, and some stuff he said made me believe that changes might be coming.

    So with that, there's no EM or Stalker complaints from me for a little while yet.

    I do see a glimmer of hope with the KIR. People might not like the fact they can't AoE curbstomp entire groups with AM standing around, but it does show intent to make ST more neccesary in gameplay.
  15. Quote:
    Originally Posted by Jeuraud View Post
    BS, the Stalker is built around AS, just as the Air Force Warthog is built around the GAU-8 Avenger.
    Bad analogy and incorrect analysis, but whatever. The Stalker is built around Hide not AS. AS is an annoyance. An attack that creates the illusion of superior damage, that usually costs the character it's ability to deliver AoE severely hampering it's ability to perform in situations that involve many enemies. Added to that is the lower damage mod due to the rightful fear that too much damage could be harmful to AT balance. (same issue exists with blasters) The long wind-up hampers repeate usage and hurts the damage output of an AT that's supposed to lose survivibility and gain damage.

    Hide usually trades the utility of one power for the ability to stealth and the hidden status. This is the basis of the stalker, and what the AT is built around.

    My guess is, that when stalkers were introduced, the old dev team still had their ideas on how combat was supposed to play out. The thought being that the game wasn't so AoE centric, and it was a fair trade to lose the PBAoE attack for an initial burst of single target damage after a bit of prepared downtime. However, in team situations there is a great deal of AoE, and the ability to provide a large bit of damage after a set-up time isn't as valuable.
  16. I predict a power that reduces recharge as a base, and instantly recharges powers when the Boost effect is active.
  17. Quote:
    Originally Posted by Kenteko View Post
    In lieu of this, I'd like to give an example of a power that I feel needs to have the cottage rule broken to allow a full length change for the good of the set. I will use the format provided earlier in the thread.


    Power: Granite Armor
    Set: Stone Armor
    AT(s) affected: Tankers, Brutes
    What is wrong with the power: Granite Armor as a whole invalidates the vast majority of the rest of the set. It is one of the true god mode powers that allows near invulnerability for most as long as it's on, but prevents active use of over half the set on top of weakening the user beyond little more then a taunt bot. Balance wise, this limits choice rather then promotes it: creating a situation where the only legitimate time to not use granite armor is when you need purple rocks (Minerals) or you would be otherwise fine without toggles in general. One could argue that you could keep it off when you simply wish to do damage, but Granite Armor in general doesn't have the true choice that virtually all other T9s have.
    Why an adjustment cannot fix it, so it needs replacing: Adjusting it to make it so that all toggles can run and supplement granite armor simply makes it a T9 toggle that removes any and all flavor it originally had, essentially destroying the original intent of Granite Armor (a mode you enter).
    What my fix would be: Make Granite Armor into a Dual Pistols Ammo clone, where you can shift what type of Stone you're currently focused on, creating choice and allowing the user to shift as need be. The types of rock would be "Crystal, Granite, Gems" and a visual appearance (toggleable by Null the Gull) would cover the user. The user would also be allowed to utilize all toggles in question.
    Granite Armor would then perform as follows:
    While in Perfect Crystal Form, Defense is increased dramatically and Damage is given a slight boost.
    While in Perfect Granite Form, Resistance is increased dramatically and Regen is given a slight boost.
    While in Perfect Gem Form, Resistance and Defense are increased equally and Recharge/Speed is given a slight boost and/or user becomes immune to Rooted's root.

    The problem in the aforementioned example is that many people like and appreciate Granite Armor BECAUSE it's a no effort god mode. While the above change could make it so that while in form, defenses are close to original Granite Armor, the change still promotes choice and utilizes the rest of the set at the same time, creating a much more interesting and unique power set, while retaining the uniqueness of Granite Armor as a T9. It's because of the cottage rule that the above example would never be considered (Nobody complains about Granite Armor, it's OP, etc etc), and while the devs can choose to ignore it at absolutely any time they want, players will often times actively try to squelch a change simply because of the cottage rule; regardless of its merits.
    You could easily improve stone without violating the cottage rule.

    The problem with stone is, that it provides immense survivibility with a moderate offensive penalty and a huge penalty to mobility while the rest of the set provides less survivibility with no practical difference in the mobility penalty.

    Because the mobility penalty is so steep, there's really no reason to use the standard armors. Minus Psi of course. It's just as tedious to use all armors +rooted as it is Granite +rooted.

    The fix wouldn't be a sweeping change to granite, it would be a movement of the mobility penalty from rooted, adding the same close to ground only effect from Electric's grounded to maintain pourpose, and adding the removed penalty to granite to maintain the same level of mobility penalty when in granite.

    A look at the endurance costs for the various toggles would be next to better represent the endurance to survivibility ratio.
  18. Quote:
    Originally Posted by Thunderheart View Post
    If you're going to mention the minor bonus that O2 Boost gets you should also mention Alkaloid's minor bonus: toxic dmg resist. Neither are worth much, which is why I neglected to mention either of them.
    I did mention the minor toxic resistance. However, I would not call O2 boost's secondary effects minor and I don't believe it will be improved. I could end up being suprised, but no O2 boost is nice, meshes well with the set, and beats Alkaloid soundly.


    Quote:
    Originally Posted by Thunderheart View Post
    No, I compared to Dark Miasma in particular. It's a darling of the forum, and someone had mentioned it in comparison earlier. I've no interest in comparing Poison to dissimilar sets.
    So dark, a control heavy set with no defense debuff is gets compared to poison because people (rightly) love the set, but the other debuff sets with the same debuffs in equal or greater ammount are too dissimilar to compare?

    It doesn't matter if you don't want to compare them to poison, because when it comes to powerset balance you must. If the other sets do what poison does only better, then poison is underpowered.

    The other set's do what poison does but better. Poison is underpowered. If you look and compare poison to the other sets you'll discover two things.

    1. They're not all that dissimilar
    2. Poison is not as good



    Quote:
    Originally Posted by Thunderheart View Post
    I should have addressed this more directly: I don't see area effect sets to have that much more marginal utility when that extra effect is wasted on minions and Lts.
    ...

    You're off base on the end cost, but that's relatively unimportant.
    Hitting these two at once.

    Darkest night and weaken both have a 22.5% damage debuff and 11.3 tohit debuff. Weaken also has a secondary debuff.

    Darkest night cost .65end/sec

    weaken has and end cost of 13 and lasts 30s for an endurance cost of .43end/sec Adding a second enemy means you have to wait 16s for the power to recharge then pay another 13 end. To maintain that on both enemies means it would cost more endurance than it would to maintain Darks power. Remembering that Dark can debuff up to either 10 or 16, I'm not sure off the top of my head, enemies at the same time, without a gap between any of them.

    Envenom and Freezing rain both have a 30% resistance debuff. Envenom debuffs defense by 22.5% and Freezing rain debuffs by 30% Envenom has a 50% regen debuff and a 15% heal resist. Freezing rain has Minor damage and speed/recharge debuffs

    Freezing rain costs 22.8 endurance to debuff for 30s for .76end/sec

    Envenom has the same 13 endurance cost.

    The point is, that I wasn't making stuff up. When there's a single enemy poison gets a minor endurance advantage (assuming perfect timing) but the moment you add a second enemy, it loses that advantage. Whether you believe the ability to affect more than one enemy at a time is important or not doesn't remove the fact that ther -is- a large advantage to the AoE debuffs. And it applies the moment there's more than one enemy to fight.


    Quote:
    Originally Posted by Thunderheart View Post
    Though I can content myself with the new changes making Poison moar awesome. It does make me wonder if O2 Boost will get a similar upgrade as Alkaloid...
    It's true, poison is awesome. But being awesome does not mean it isn't an underperformer.
  19. Quote:
    Originally Posted by Dayglow View Post
    ""Poison for Controllers and Corruptors

    This set has been requested for proliferation for a great while and we thought now would be a great time to release it. This set is very much like the Mastermind version, however Noxious Gas (a pet targeted AoE debuff power) was replaced by Venomous Gas. This new power is a PBAoE toggle that significantly weakens enemies in close proximity to the user""



    Well it says the USER .. I hope it is an applied debuff to a teammate because it would work better on a tank, brute or scrapper. No Corruptor or Controller is going to get into PBAoe range in order to debuff enemies
    PBAoE vs TAAoE

    It would be on the Corruptor/Controller otherwise it would be an Targeted Ally AoE debuff.
  20. Quote:
    Originally Posted by Zamuel View Post
    Quote:
    Originally Posted by Benchpresser View Post
    Noxious Gas has been replaced with Venomous Gas- a PBAoE toggle that significantly weakens foes around the user.
    I think this is just the Controller and Corruptor versions. Guess we'll see. Also, they really need to rename Poison Trap, even if it's just something as simple as "Noxious Trap".
    Quote:
    Poison for Controllers and Corruptors

    This set has been requested for proliferation for a great while and we thought now would be a great time to release it. This set is very much like the Mastermind version, however Noxious Gas (a pet targeted AoE debuff power) was replaced by Venomous Gas. This new power is a PBAoE toggle that significantly weakens enemies in close proximity to the user.
    If my read-fu is correct, then you're right Zamuel and the change to Venomous gas is just for Controllers/Corruptors.

    If the change was for everybody they wouldn't need to change the name.

    I just hope Noxious Gas is made either toggle or perma-able to compete.
  21. I do hope Noxious Gas becomes either a toggle or perma-able click to compete with Venomous Gas. That is, unless the proliferated version doesn't have the AoE modification to Venom and Weaken or Venomous gas ends up being a good deal weaker than NG.

    I'm excited. This could be very good
  22. Quote:
    Originally Posted by Psylenz View Post
    William Valence, you don't give O2 boost enough credit. It also has endurance drain protection, breaks stuns (aka wakies, too) and sleeps. It has really good range for a single target buff, +perception is a good thing, not a cost.
    Sorry, didn't translate will in written form. I wasn't using "cost" as a negative. I was using it as a term to describe this->that. I do like O2 boost, and if I had my way, Alkaloid would be even more similar to it with it's own perception boost and some KB protection. I was just trying to explain that O2 boost "pays", "cost", whatever for the Perception/mez/enddrain with a lesser heal and a not to trivial endurance cost. Alkaloid pays the exact same price, and all it gets is a small amount of toxic resist that, in my opinion, should be moved to Antidote.

    Quote:
    Originally Posted by Rigel_Kent View Post
    As a general rule, tweaking individual powers is a bad idea when there are broader imbalances to address. Better to step back and deal with the big picture first.

    For instance, the sudden appearance of non-stacking, non-autohit, single-target debuffs that started appearing after PvP was introduced. The idea doesn't work for Weaken and Envenom; it doesn't work for Sonic Siphon or Infrigidate, either. These powers all have recharge time constraints, and should therefore all stack. Stacking doesn't make Siphon Power or blast debuffs overpowering (or even particularly popular), not in PvE, not in PvP either -- any PvP balance fears about stacking debuffs are unfounded.
    -50% damage debuff, -500% regen debuff, -55.9% special debuff, -70% Recharge debuff. That's Benumb.

    Siphon power is a 20% debuff and I'd say it's less poplular, not because of any weakness on it's part, but instead because it's a part of the set that has Fulcrum shift. Sort of like how Armor powers are thrown to the wayside in Stone the moment people get Granite.

    Blast debuffs? They're about a third of the magnitude and 1/5th the duration.

    But do you really believe that it would not be devestatingly broken to allow benumb to stack?

    The Repeat Offenders are proof of whats doable with stacking debuffs. It's not systemic. Sonic Siphon isn't as powerful as other ST debuffs, that's true. But allowing the player to stack it 3-4 times? My Ill/son would love that, but that would be terribly broken.

    Quote:
    Originally Posted by Rigel_Kent View Post
    For another instance, powers that have the same name but, confusingly, do different things because one version of the power had to be nerfed for whatever reason. The fears leading to these nerfs never pan out -- if it's balanced for one AT, it's balanced for everyone else, see Psi Blast for blasters. Poison Trap doesn't make Traps overpowering (well, at least not more overpowering than other high performing buff/debuff sets), and it'll be fine for Poison too.
    Different AT's have different thing's they can access. While it might be true that something balanced for Defenders should easily translate to Corrupters, that's not always the case for everything. Look at DP. In my opinion it's a very good defender set due to the Debuff ability it has. However the same set on blasters loses much of that ability and maintains sub-par damage.

    Along the same vein. When will I be able to make a Thugs/Kin? Bots/Rad? what about a /Cold MM? If their balanced for one AT, then it should be A-Ok right?

    Quote:
    Originally Posted by Rigel_Kent View Post
    In sum, there's a more systemic problem in buff/debuff power design, a problem likely arising from unfounded PvP balance fears. Fix this problem system-wide, and this may just fix Poison without having to fine-tune or change powers.
    The systemic issue is with Damage powers ST vs AoE. The reason I stopped harping about Stalkers and EM is because the dev team (mostly Castle) Expressed awareness of the issue and said they were taking steps to rectify the issue. Debuffs are not all balanced ST vs AoE, and that means there's no breakpoint. There's no true area where you get more benefit for using the ST power vs and AoE competitor. This is less an issue with Sonic and Cold because they have both buffs, and regular AoE debuffs. The ST debuffs are just to support the AoE ones. One tool of many. Poison however has all it's primary debuffing in ST form. The AoE is support. This is why Poision is lacking in comparison to the other sets, and it's why this is a balance issue not a systemic issue. They could change the game as much as they want, but unless every fight is against a single enemy at a time, it won't help.
  23. Quote:
    Originally Posted by Thunderheart View Post
    I shouldn't be surprised when I read these posts, but I am. Poison is very good at what the set is supposed to do (neuter hard targets), even if that isn't conducive to farming at x8.
    Sure, it's very good at what it does. The problem is all the other debuff sets are just as good, and AoE to boot. The only time Poison has the advantage is when there's a single enemy. And that's just a moderate endurance advantage, which isn't worth the loss of being competitive when 99.99% of the game is against more than one enemy.

    Quote:
    Originally Posted by Thunderheart View Post
    Alkaloid: Dromio mentioned this compares favorably to O2 Boost. It costs more, but activates faster. Thing is, you can enhance for end redux, but not for activation time. Alkaloid isn't the best, but it's good enough.
    Problem is, that Alkaloid only has a heal and a small, unenhanceable resistance whereas O2 Boosts crappy endurance cost and heal is at the cost of a perception buff and some mez protection. O2 Boost is the hands down better of the two.

    Quote:
    Originally Posted by Thunderheart View Post
    Envenom: This power is amazing. It does what Dark needs Twilight Grasp and Tar Patch to do, but it also debuffs defense. Out of the box you can keep it on two bosses at the same time. Its end cost is high, but it's a great debuff, and lasts half a minute. Fine by me.
    Here's the thing, where dark doesn't have Defense debuffs, it has everything else and a little more. And Tar Patch is the same ammount of resistance debuff in the form of a 25ft AoE that also slows. Dark has Dark servant, which has it's own Twilight Grasp, allowing for double the Regen debuff. ALSO there's howling twilight for a -500% regen (I believe is AoE) to throw in there.

    Then you add in all the other sets. Because there are more sets than just dark. Storm has freezing rain, which is the same ammount of debuff in AoE form. And because we're talking hard targets, it's worth noting that it's perma-able. Then you transition to the rest of the game, and it hits ALL the enemies in the patch not just one at a time.

    Thermal has melt armor. It's a bit less debuff, a few percentage points, but It's AoE and again quite perma-able. The fact it's in a Buff/debuff set not a primary debuff set makes it a bit more understandable as well.

    Traps, oh god traps. MMMM traps.

    And trick arrow. While it will lose on endurance a bit further out than other sets, it's still capable of putting out more debuff than poison in AoE.

    Poison loses all around. It doesn't have to though, and that's the point of the thread.

    Quote:
    Originally Posted by Thunderheart View Post
    Weaken: Seriously? Unenhanced this drops the tohit on a target by 85%! That's more than all the Dark powers combined, including the extras that the Dark Servant throws. As an added bonus, it reduces damage. You can't keep it on multiple foes until you reduce its recharge, but this power is very good at what it does.
    lolwut? Did you mean "Unenhanced this drops the tohit on a target to 85%"?

    Because that would be accurate. This power does, for more endurance, the exact same ammount of damage and tohit debuff as darkest night. It also has a -special debuff, but I don't think that makes up for the fact that it cost more endurance to keep on three enemies than dark's power cost to affect 16. And Weaken takes hella longer to do it.

    Also, no, no, no. It does not do 85% tohit debuff.

    Quote:
    Originally Posted by Thunderheart View Post
    I actually quite enjoy this set, despite the fact that the last two powers are next to useless. Those would benefit from some scrutiny, but the rest of the set is fine as is.
    No one's saying you cant enjoy the set, but I do think your idea of where the set stands in comparison to the others is a bit off kilter. And it could definitly use some love. Make that a lot of love.
  24. The cottage rule is a neccesary part of the development process. As much as I like making suggestions that violate it, it is understandable and I have a great deal more confidence in the game because of it.

    An example of what happens to games without said rule?

    SWG, hooboy that one was a doozy