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Posts
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Quote:The problem there is that she turns up in the Kahn TF and her dialogue seems to imply that she is still in charge of Crey Corp. Assuming you subscribe to the levels = time theory the Kahn TF takes place after she is arrested in "The Evil Countess Crey" meaning either she beat the rap, or the two stories are out of order (or alternatively you can treat the Reichsman secondary AVs as non-canon, I mean Gyrfalcon, really?).I'd see those plans as "Locked up with the Countess." Countess Crey has been involved with several wannabe-hero schemes. Reading through the Faultline (consistent through old and new) arcs, she's the one who had Hero Corps attacked... which, by showing support for them then and presumably helping them back into the city after the first Rikti invasion, only landed them more in her pocket.
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Gameplay-wise it only really matters if you're an extreme min-maxer, for general play it doesn't make enough difference to really matter. That being said while it isn't critical in terms of attacks the extra animations do break up the flow of motion which I find a little annoying, especially if I have to do it a lot.
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Quote:Re-read my post. My point is he doesn't like the Defender softcapping himself but has no problem with the defender softcapping a blaster.Because comparing SO grade survivability to top-end IO grade survivability makes so much sense, not to mention the fact that, in order to softcap a Blaster, you're pretty much dumping your offensive capabilities.
Quote:Right... And the Defender still has the ability to buff absolutely everyone else on the team to an obscene level of survivability. The primary weakness of buff sets (and support oriented classes in virtually every medium) is that they are not effective at personal augmentation. That's the trade off they make: they can make other people awesome, but not themselves. This game already makes support sets and ATs way more powerful than standard ATs. They don't need to be made even more awesome by being able to buff themselves as well. -
I think the Mastermind option is the best one, the MM's attacks are pretty much optional anyway and from a theme point of view if you're willing to help a bunch of other players beat bad guys up you should be willing to help the minions (just make the story that they aren't actually your minions). Mercenaries, Thugs or Ninjas would be the easiest since they are free-willed and as such you can easily make a back-story based around the idea that you're part of their team and supporting them rather than the other way around. The others are harder although if you want to you could come up with something (as MonkeySpirit demonstrates).
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Quote:But you have no problem with them softcapping the Blaster standing next to them? Not to mention the fact that your SR Scrapper has much higher damage, more comprehensive mez protection, DDR and scaling resists.So what? I'd be very unhappy if a level 22 FF/ Defender could soft-cap themselves with four power picks, eight slots, and 12 defense SOs when it took my /SR Scrapper nearly level 50, 12 power picks, a large number of slots I'm not going to count, and a few expensive IOs to softcap. As much as I life FF and Defenders, there's no reason they should be able to overshadow my defense set's personal survivability.
I'd imagine /Shield users would be even more annoyed. -
Quote:Nah, I figure go with a Sword and Pistol, Swashbuckling AssaultDon't forget to include an assault set fit for a 'natural' character... Throwing knives and Martial Arts attacks? Or maybe just break down and use an assault rifle with pummel and bayonet included?
Quote:Hmmm... I think maybe we should consider a sleep gas grenade for the AoE Lesser-Mez*, and possibly as the ST mez.
With sleep gas you can justify maybe them taking toxic damage, but it's hard to figure out how web grenades deal smashing damage beyond being smacked with the grenade itself.
There's also the possibility of making the AoE immob a location AoE field of basically bear traps or something similar, where it would be easy to imagine where the damage is coming from. ("WHAT DO YOU MEAN 'WHY CAN'T I MOVE?'! THERE'S A BEAR TRAP ON MY LEG!")
A possible alternative to Smoke Grenade, if you don't like that, could be to include glue grenade, a debuffing flashbang grenade (Get revenge on the PPD), Caltrops, or a stunning taser for an ST stun. These can also be considered possible replacements for the thermite grenade, further more the latter two help diversify it as a "traps" set, rather than just a grenade set.
As for Web Grenade dealing Smashing damage the idea is that the webs are designed to constrict crushing the enemy.
I strongly considered Caltrops for the Tier 4 as I think it would be an excellent choice. The problem is that putting it in would kill any hope of Traps getting ported to Controllers. Flashbang wouldn't functionally be significantly different from Smoke Grenade, you lose the -perception but gain -defense. I think a debuff powers makes sense there, the question is more what to have. I did consider a Venom Grenade style power with a -resistance component but I figured that might be a bit to good.
As for replacing Thermite Grenade with non-grenade powers to make it less grenade based I'll simply say I LIKE it being grenade based. It's a personal preference but I would prefer a grenade based control set (especially if we get a grenade launcher like the ones certain NPCs have) as opposed to a more generic "Gadget Control" set.
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Yeah, I'd like to see a "Gadgets" style control set for both Controllers and Doms. My personal inclination is something along the lines of a "Grenade Control" set using Grenades filled with various chemicals.
Something like:
1. Web Grenade (less -rech than the Traps one but with Smashing DoT)
2. Toxin Grenade (ST Hold with a Toxic DoT, enemies do the "vomiting" animation from PGT)
3. Wide Area Web Grenade (similar to the SoA power but with stats based on the controller AoE Immob powers and a Smashing DoT component)
4. Smoke Grenade (yeah, it sucks but I can't think of anything else and Fire Control has it)
5. Stun Grenade (ranged, AoE Stun, get revenge on Malta)
6. Fragmentation Grenade (AoE knockback with a small Smashing/Lethal damage component)
7. Tear Gas (ranged, AoE Hold)
8. Thermite Grenade (a fire damage patch, basically Ignite with lower damage and larger radius)
9. Defense Droid(s): Summons one or more robots kinda like the Battle Drones from Robotics, although obviously powers would need to be redone to be suitable for a control set.
There's definitely room for improvement but I think that would make a good start.
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Well in that case it's not to surprising you're finding it hard. AR has a horrible single target attack chain. Your options are either use melee attacks from your secondary to compensate (not practical with Devices), use Ignite, or figure some way to survive long enough to whittle them down with Burst, Slug and Buckshot (which generally requires lots of purples and greens).
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Quote:So what? On teams the fact that the caster isn't softcapped doesn't really matter, the rest of the team IS softcapped and it's trivial to arrange things so that they are the ones getting attacked. If the bubbles dropped as soon as the caster die and we didn't have any in-combat rezzes and the AI was decent I could see an argument that having the caster as a team "weakpoint" would make sense in terms of balance, but without that it makes no difference. Sure he's technically the weakpoint but it's trivial to keep him safe and if you fail it really doesn't matter.Just look at FF and you'll realize exactly why the ST shields will never be made into PbAoEs without some major weakening. FF would turn into automatic SO slotting level personal softcapping at all times for a pittance of endurance. Cold wouldn't be much behind it. The balancing factor behind the ST buffs is the fact that they don't make the caster unkillable.
Solo it makes more of a difference but I don't see it unbalance things, these are sets that don't bring a huge amount to the table in terms of soloing power, even softcapped a FF Defender is never going to be a soloing powerhouse even compared to other Defenders let alone when compared to ATs like Scrappers or Brutes. -
Quote:Why? I agree there are a couple that should not affect the caster (primarily Speed Boost) but in the case of the shields I fail to see how it would unbalance the game if they were usable by the caster. In team play the difference between having the defensive bonuses for 7 members of the team versus 8 members is negligible (especially when the "weak" member will generally not be drawing significant aggro anyway). Solo it would be more useful but the shield sets are generally regarded as weak solo anyway so I think it would bring them up closer to the level of the strong soloing sets (Rad, Dark Traps, Kin), it's still not going to make them the best soloers out there, just safer. As for the mez protection ones, I can see that being a touchy subject but several Buff/Debuff sets already offer mez protection to the caster would it really break the game if Empaths and Thermal Radiators got it as well? (Clarity I think should be kept ST since Sonic already gets AoE mez protection and Increase Density I could see being unbalanced as an AoE simply because Kinetics as a whole is on the high end of power).And by doing that you can be assured that there would be a massive reduction in the potency of the powers in question. Quite possibly the only reason that the ST buffs we're talking about are so strong is because they can't be applied to the user and are therefore exclusively team support.
I've heard the argument before that making those powers affect the caster would make them need nerfing and I don't buy it. Yes it makes the sets stronger solo but it doesn't really increase their team utility and these are all sets that lack solo ability. -
I'm pretty sure you can already change the default title screen if you so desire. I'm not sure how but I recall a while back someone made widescreen versions of the zone loading screens (before the devs fixed them all anyway).
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Acrobatics also provides 2 points of Hold protection. Not a lot but it is there.
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It's not an issue of "haters" it's an issue of copyright infringement. Making a character who is part of the Green Lantern Corps (even if it's not Hal Jordan) would open NC Soft up to getting sued so we can't do it.
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Quote:Here's the analysis I was referring to:you are the only one who is assuming that 200 tickets = 1 merit. i went back through the thread and checked. and i really do not see why you are trying to compare merits to tickets anyways, they are completely different. there is no reason for this to be allowed. and i do not see a fair exchange rate on them either.
Quote:The general consensus I've seen from people in the market forum is that Gold rolls are already to expensive. Most people who farm tickets spend them on silver or bronze rolls instead (and my own experience supports this strategy). Similarly with merits it's generally considered that random rolls are, over time, more profitable than direct buys. By setting the price in the 200-300 range it means that the conversion is only beneficial to people who are planning direct buys (since with rolls you could spend fewer tickets directly) or using them to buy A-Merits (which are time limited anyway).
The time aspect is not a convincing argument to me. Let's say you farm up the 48,000 tickets necessary to direct buy a LotG 7.5% (using 200 tickets = 1 merit). With that amount you could already buy 88.9 pieces of rare salvage, 685.7 bronze rolls (level 30-34 or 35-39) or 13.7 gold rolls (level 30-34). Even taking the rare salvage option (a reliable but low profit item) and selling them for 1.6million each (in the middle of their standard 1-2million price range) you would get 140.8 million which is about what you'd get for the LotG 7.5%. If you converted the 48,000 tickets to merits and did direct rolls there you'd only get 12 rolls so that's clearly a loss as well.
EDIT: If someone wants to provide a case demonstrating that current buying power of 200 tickets is significantly less than that of 1 merit please do so. I'm willing to concede PB's argument about cushioning and I think there is also a hoarding argument (i.e. leveling a character in the AE, and using the merit conversion to horde "random roll potential" for level 50 but I've yet to see an argument that the value of 200 tickets is significantly less than 1 merit other than the fact that it is easier to get 200 tickets than 1 merit. -
Quote:Fortitude is a good choice for Frankenslotting. Once you get past level 22 you can save a slot by using 5 Rech/Defense IOs of level 25+ (there are 6 different ones available so you should be able to find some cheap ones).Out of the box Fortitude will do 2 people. With recharge slotting it will do 4 (slot for 3 recharge, 3 defence ASAP). Get Hasten as well so you can do even more, Hasten will also help out biug time with your last three powers, all of which are on a long recharge.
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Quote:That is a fair point. But in that case I really think they need to look at re-balancing the ticket reward costs (or drop rates). You mentioned above taking 15 minutes to clear a farm map, 1500 tickets in 15 minutes means 100 tickets/minute.I would guess that this is exactly the reason why tickets were implemented in the first place. Using tickets allows them to firewall developer content from user content such that the reward merits etc won't get skewed by the ticket system. Bridging them directly would remove the firewall, which would take away any reason for the tickets raison d'etre.
As I mentioned in a previous post 200 tickets has about the same buying power as 1 merit under the current market conditions (comparing either random recipe rolls or a direct buy LotG versus direct buy rare salvage) so under that analysis farming tickets is already providing a time-to-reward ratio in excess of the one intended for merits. -
Quote:The trick with bosses as an AR/Dev is Ignite. You need to immobilize them with web grenade (and if possible either stun or hold them with other powers) and then use ignite on them until they are dead. It's still tough compared to other blasters simply because of the huge setup time involved so you're fighting them for longer.There is a huge difficulty jump for Bosses and EBs after level 40, I found - my AR/Dev can't handle them, even stacking a minefield around a nearby corner (when possible), then setting a Time Bomb, backing up, using Surveillance, Call to Justice, using Sniper Rifle to open up on the EB just as the Time Bomb goes off, then heading back behind the minefield... :/
Traps/AR handles bosses a LOT more easily than AR/Dev (I have both). The passive defense from Force Field Generator makes a huge difference in surviving long enough to get the Web Grenade/Ignite combo going. Add in the fact that Ignite was never re-scaled for Defenders so it actually does Blaster level damage plus the Defender has Acid Mortar and the damage a Traps/AR Defender can deal against a single target is pretty comparable to the damage dealt by the AR/Dev, in fact I would say my Traps/AR kills bosses faster than my AR/Dev. -
Adeon's core power has always been that he is very, very good are reverse engineering, repairing or otherwise modifying devices built by other people and then incorporating them into his own gear. His actual origin is obviously Tech but I've never really decided if his ability is Natural or actually represents a minor Mutation (mostly because it doesn't really matter).
In that sense I could see him becoming an incarnate of a god along the lines of Vulcan/Hephaestus just in a slightly roundabout way. His current abilities do have practical limits in that the more advanced a piece of technology is compared to his own understanding of physics the harder it is for him to decipher it. An incarnate ability that either expanded his knowledge of physics (probably subconsciously) or simply allowed him to mystically understand how a particular piece of technology worked without knowing why it worked would obviously allow him to increase his skills by incorporating even more advanced technology into his suit. After all, magic is just a way of saying we don't understand the physics behind it... -
Quote:But realistically would that be any worse than the lolraresalvage or lolrandomreciperolls he was already getting? I agree that the time per merit would be out of whack with the TF/Story Arc rewards but the time-to-reward would be consistent with the time-to-reward already available with tickets.I remember seeing a guy solo some crazy farms in 15 minutes or less. He was able to power level his lowbees to 50 in the same time that you had quoted (or less). I shudder to think how many tickets he was raking in, and if he was able to convert them to merits it would be lolmerits.
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I've seen Empaths with all four combinations of Heal Other and Absorb Pain and all four work. It really comes down to style and personal preference.
1. Healing Aura Only: The least direct healing but for most content this is fine, especially if the team has a second person with a support set or if the Empath has a mitigation heavy secondary (such as Dark or Ice) to reduce the healing required. The main downside is that it has less ability to react to spike damage which isn't a big deal most of the time but can be problematic against very tough enemies, especially with teammates who are reliant on Defense for damage mitigation.
2. Healing Aura and Heal Other: Healing Aura does the heavy lifting if multiple people are taking damage while Heal Other serves as a means of countering a spike or simply healing a single target if only one person is taking damage.
3. Healing Aura and Absorb Pain: This is generally played like type 1 with Absorb Pain as a backup power to handle spikes. It's ability to provide continuous healing is lower than type 2 but a lot of the time Healing Aura is all that's required anyway.
4. All three. Personally I think this is overkill but it does provide maximum continuous healing along with excellent ability to react to spikes.
As for having Healing Aura on Auto. There are times when that is useful (mostly Mothership/Hamidon raids where you want to spam it to heal people not on your team anyway) but in general it's not a good option. It limits your ability to react to what's going on instead you're hoping that whomever needs healing is near you when it goes off. Also depending on how much recharge you have you're spending one third of your time rooted and casting HA which is probably not the best use of your time. -
Not quite. What actually happens is that once you hit level 50 all XP you earn gets converted to Inf.
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Quote:This would be very nice. Especially if it adds the extra charges to the existing power rather than just giving us two copies of the power.C: Let us craft temporary powers we already own. The new supply of uses gets added to the ones in the power we own, up to the maximum. This way, whenever I'm in the yellow, I can just nip off to the Uni for a quick craft-up to replenish my, say, Envenomed Daggers, and never have to worry about running out mid-mission, or wasting uses by deleting and recrafting.
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I don't see it decreasing Hami popularity. I tihnk most people who do it do so for fun rather than the rewards. Personally I tend to take the merits anyway, I always seem to get the worthless HOs.