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As others have said anyone who does know can't say. For what it's worth my guess is no. I can't see the devs locking all Vigilantes and Rogues out of the end game content. I could see them offering A-Merits as an alternative path for unlocking the Incarnate slot stuff but I just can't imagine them making it required.
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The problem is that Swap Ammo isn't something that can just be added as a power you choose if you happen to want it. It has to be worked into the set from the ground up. The way Swap Ammo works for DP is that each power has 4 different proc effects and those effects have either a 0% chance of happening or a 100% chance of happening.
It would be entirely possible for the devs to add similar powers to other sets if they wanted to (although they would need to make the swap power either inherent or replacing something else) but adding it as a power in a separate pool (like an Epic pool) that you take if you heppen to feel like it isn't practical (it's technically possible but would require major changes to every powerset for that AT). -
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Quote:i just buy them already crafted for what i need.i never craft anything but purples drops( only to sell )..im way too lazy..lolQuote:same, i rarely buy recipes, only things i usually craft are drops that i can use, other than that i buy everything premade lol
To answer the OP there aren't really any easy answers for crafting. Personally I make up a shopping list and then buy what I need (which normally ends up with me miscounting and having to make an extra trip to buy the couple of pieces of salvage I forgot). Basically you have to decide if you are willing to pay the premium asked for pre-crafted IOs to avoid the annoyance of sorting out salvage yourself. -
Quote:Yes because a power that boosts your melee defense against all targets and a power that provides a fear effect and to hit debuff to one target present the same set of balance problems.All of you are WRONG about parry. If parry was the problem then ToF in the DM set would have never made it.
The mitigation provided by Parry (especially when paired with a resistance based set) is a LOT higher than the mitigation provided by Touch of Fear. -
Quote:That would be nice, my AR/Dev would be a lot safer .hmm, thought they would be stuck running in place trying to escape..
Quote:another option is AR/EM/MU.. just hand clap them while immobilized with fences to mitigate the KB and aoe stun them .. less aoe dps though -
Quote:Realistically though Broad Sowrd IS a clone of War Axe and War Mace. The original dev plan seems to be that Broad Sword/Katana were for the more offensive AT (Scrapper) while Axe and Mace were for the defensive AT (Tanker). Consequently Axe and Mace have damage mitigation through control (knockdown/up and stun respectively) while the sword sets primarily have -def debuffs and provide only passive mitigation through a defense buff. In theory the mitigation through control should be better than mitigation through defense (since control is 100% mitigation) it's just that with the current state of the game mitigation through defense is more than sufficient and a lot more convienient.Or mabye a toggle that buffs to hit to all nearby allies or something. The set would have to be somewhat different from the Axe set. We don't want a sword set thats a literal mirror to broad axe. If it was then I'd simply suggest renaming broad axe into 'Medieval Edge' and giving the set the option to be either a sword or an axe from the customization menu. But I don't want to do that honestly.
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Quote:That's not actually true. Ignite does have a mag 50 Afraid but you seem to be getting that confused with Terrorized. Afraid means that the NPC AI will prioritize running away until no longer affected by the Afraid. However if they cannot run (due to being immobilized for example) they will attack normally.ignite has a 50 mag fear.. so after its immobile, i just make it cower in fear
There are three affects with similar names: Avoid, Afraid and Terorized
Avoid and Afraid are AI only effects, enemies will attempt to get out of the patch causing the effect if possible but other than that will act normally. Terrorized is a soft mez effect halfway between a Hold and a Sleep. Enemies Terrorized will not do anything unless attacked, after being attacked they can act normally for a few seconds before the terror effect reasserts itself. I'm not certain what the difference between Avoid and Afraid is they both seem to cause enemies to leave the area but besides that I'm not sure. I think it might be that Afraid prioritizes moving over attacking and Avoid doesn't but it's hard to be sure. -
Quote:I would say take Irradiate at level 4. You might not want to use it all the time but it's a better option than anything else available at that level.That said, what would be a recommendation for the level 4 power pick? I mean, sure, I probably want Irradiate eventually, but is it a wise choice to have that early? Or will it bring more aggro than it is worth?
Quote:As I'm not planning on Blapping as a focus, would Charged Brawl even be worth taking at all?
Quote:Similarly, will Lightning Field be worth the Endurance cost to run it, if I'm not surrounding myself with enemies? Also, can it be used with Power Sink to sap enemy endurance like the version in /Electric Armor can? Or is the End drain component of Lightning Field too low for that?
The endurance drain values for this and Power Sink are lower than the ones in Electric Armor so you'll need more slotting for the same effect.
Quote:Is Lightning Clap a good 'Oh $#!&' power, or is it a valueless on this AT as it is on others? -
Yep. The wiki has a nice list of all available Set IOs:
http://wiki.cohtitan.com/wiki/IO_Sets -
Quote:Correct, technically all level 50s are both suppliers and consumers of purples (since purples only drop from level 47+ enemies and only level 50s can buy them). Now obviously in practice this isn't 100% accurate, lower level characters can generate some purples and some people don't bother to slot them but still sell their drops. So a simple decrease in population would not explain a rise in prices. You would need a shift in the playing or consumption habits of the population.True enough, but I'm not sure that there is a subsection of people devoted as purple suppliers. Besides hero merits, is there any way to obtain a purple IO except random? Or can you even get them with hero merits? (Can't honestly remember right now.)
Quote:Another example is this: right now, there is a real low supply of Regenerating Flesh on the market; less than 100 for sale right now, which is unusual for a high level common salvage. Less 50s are playing right now, which means less Flesh getting to market. (That just sounds naughty. ) -
In order for a population decline to raise average prices it would need to have hit the suppliers of purples more heavily than the buyers of purples.
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Quote:For Web Grenade my view is actually the other way around. It's less useful than the ST Immobilizes in other Blaster Secondaries early on but becomes a lot more useful late game.Blasters: Damage for Web Grenade and Power Thrust are markedly lower than other secondary counterparts, and Only Power Thrust seems to "stand the test of time" in a build. A single target Immob is still useful, just less "fundamental" in the end-game.
The ST immobilizes serve two purposes for Blasters. First they help keep the Blaster out of melee and secondly they provide damage or debuff. The damaging immobilizes are very useful at low levels where the Blaster doesn't have a solid attack chain so tossing an immobilize out for extra damage and safety makes a lot of sense. However at higher levels the Blasters tend not to use them for damage since they are a worse attack chain filler than the T1 from the blast set (longer animation time and 50% higher endurance cost for the same damage). At that point the fact that Web Grenade is a debuff becomes a lot more useful.
If I could skip the T1 on Blasters Web Grenade would be one I would probably still take. I might push it off a bit in my build, but I would still try to find room for it. -
Another guess: AR/Energy.
Use the AoE immobilize, run away, use Boost Range and AoE them to death from outside thier max range. -
Energy/Energy/Mu using the -kb in the AoE immobilize to counteract the KB from energy blast.
EDIT: I realize that this only works with Mu and not Mace, so this does assume that you made a mistake and if you didn't I apologize . -
Quote:I agree with tihs. While I am perfectly happy to take advantage of this when it works in my favor (such as Ignite for Defenders) I would much prefer for the devs to make AT specific versions of all pseudo-pet powers (with the exception of a couple of powers like Caltrops where the AT that originally had the power would have the weakest version and increasing the power for other ATs might hurt balance). However like Sam says this (mostly) isn't a game-breaking issue it's just irritating.Whereas Corruptors enjoy critical hits in theirs.
While I agree that it's probably not something to fight over, as it were, it's still a nasty artefact caused by technical limitations, rather than conceptual or balance reasons. As such, I don't agree with "live and let live." It's a technical flaw, even if it's working as intended, and we should want those technical flaws to be fixed. -
I agree with the people saying that Parry would need changing. It wouldn't be to bad with Defense based sets like Ice and Shields but when combined with resistance sets I think it would be to good. Outside of that I don't see any issues other than the old thematic reasons which frankly I don't care about.
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Quote:Huh, I never noticed that before. Since I'm the only active member of my SG the odds of me running the CoP trial 100 times are pretty low (current badge status: 2/100). Oh well, hopefully a more active SG will fill us in on what (if anything) it unlocks.I believe the Supergroup Badges tab shows a badge can be earned for members of the supergroup completing the CoP trial 100 times.
EDIT: For the curious it apparently unlocks the Improved Energy Beam item. -
Cool. I've got a couple of characters who need to get Watchman.
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Quote:That is interesting. If we assume it's representative of the game overall then the only ones that really surprise me are Empathy and Kinetics. Traps is a new set for Defenders so I would expect the overall number to be lower even if they are getting played more so you see them with some regularity. I'm surprised Kinetics is as high as it is, I see a lot of Kinetics Controllers but I just don't seem to see Defenders with it as much as the other sets.I know it's not a perfect sample, but for these kind of questions, I always find the statistics page on City Info Tracker to be informative. Here's what they have currently for defenders:
1117 Empathy
599 Kinetics
585 Dark Miasma
555 Radiation Emission
299 Storm Summoning
287 Force Field
273 Trick Arrow
241 Cold Domination
210 Sonic Resonance
99 Traps -
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Quote:I think EBs should be soloable by any decently build character using inspirations sensibly. For people who solo EBs represent the big, bad guys you fight after making your way through the mooks, I think that is an important part of the game.1. Do you favour the idea of being able to solo EBs/AVs/GMs, if so/not, why?
AVs and GMs I think should be team content, they are intended to represent a challenge to a team and while they sort of do the fact that they can be soloable is an indication of the issues with how certain game mechanics interact.
Quote:2. Have you ever soloed an EB/AV/GM, and if so how did you feel afterward?
Quote:3. Do you think the dynamic will change after the implementation of the Incarnate system?
Quote:4. Whatever else you wish to add.
I'm a dealer in magic and spells
In blessings and curses
And ever-filled purses
In prophecies, witches and knells. -
Quote:I PUG almost exclusively as well and my experiences differ a lot from yours. I see Empaths but they don't seem to be the majority of Defenders. I would say Rad is probably the most popular primary followed by Dark and then Empathy. Traps are a bit rarer (partly due to the relative newness of the set for Defenders) but I stills seem to see them quite a bit and definitely more than Sonic or TA.Since I've started, I'd peg it at about 1/3 to 1/2 of defenders I've seen have been empaths, with rad a distant second. With everything else mostly just surprising me unless I'm on an RO team. The last defender I levelled to 50, a traps / dark a few months ago, would get comments like, "Wow, I never see trappers!" I only saw 2 others, on Freem -- and I generally pugged my way up.
I do see Empaths a lot more on Rikti and Hamidon raids but I think that's because people specifically bring them out for those events (where they are very handy to have).
It might be a server thing, I exclusively play on Virtue. -
The missions in general take a VERY limited view on each of the alignments, this is a limitation of the genre, coding in lots of different sub-alignments and special missions for each one would not be productive use of development time.
Personally I ignore the text for the tip missions (or adjust it to suit myself) and view the alignments in more generic terms that encompass the wider variety of possible worldviews.
Heroes are easy, they want to make the world a better place, they might disagree with each other about what the final goal is and how to get there but the basic idea remains constant.
Villains are a little more complex but not much, they want power for themselves (or money, but money is a form of power). They differ on issues such as how far they are willing to go for power and what form of power they want but it always comes back to power.
Rogues and Vigilantes are a little more difficult. The main problem is that in both cases there isn't a single overreaching goal. The other reason is that (storywise) there are three types of Rogue/Vigilante: those who started there, those who came there from Villain/Hero and those who are just passing through. The ones who are just passing through generally have a morality along the lines of their destination (Hero/Villain) even if they haven't admitted it to themselves yet. If you ignore them and just focus on the ones who stay there it becomes a bit easier:
Vigilantes have a goal that is (at least theoretically) greater than themselves. In the pursuit of that goal they are willing to undertake actions that a hero wouldn't but exactly how far they go varies.
Rogues are primarily concerned with benefiting themselves and those close to them. This partly manifests as seeking power, although unlike Villains they are generally concerned with money more than other less tangible forms of power since the power itself is not a goal. However in addition to power they will seek out things that enrich their life but aren't necessarily valuable or powerful.