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Posts
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Quote:In general Epic powers have twice the recharge and twice the endurance cost of Primary/Secondary powers. That being said it is applied somewhat inconsistently and speaking for myself I find that they don't apply it to powers that really should get it (such as Sleet only getting a 50% recharge increase) and do apply it to powers where it isn't really needed (such as the single target holds in epic pools which are balanced around the single target mezzes in blast sets rather than control sets anyway and then have their recharge doubled).Fireball is hardly the only epic power with doubled recharge. Epic powers in general tend to be worse than their primary/secondary set equivalents, quite often via longer recharge.
Frankly I think that the Epic pools in general could really use a good balance pass. Nerf a few powers that are a bit to strong, buff the ones that are a bit weak and reconcile the inconsistencies in cases where APPs and PPPs have the same power (except maybe Soul Drain, I can accept that one being balanced based on the tier it's in). -
Quote:Actually Tactics uses a different attribute than Aim, Build Up and Targeting Drone so it would be perfectly possible to increase the To Hit Buff that Blaster's get from Aim and Build Up without buffing their ability to use Tactics (although if this were done I think that it might be necessary to "nerf" Targeting Drone so that it retains the same final To Hit Buff value).That one's always irritated me too - most of the others I never actually noticed. But it always seemed odd that Blasters had their ability to apply one of the self buffs most critical to dealing damage crippled out of fear that they might use Tactics effectively. Or am I missing something and Tactics is not actually the only to-hit buff Blasters can use that is not self-only?
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Quote:Yep. If you want melee classes to do decent ranged damage for their handful of ranged attacks (a not unreasonable request) then give them decent ranged damage modifiers and balance any ranged attacks that they do get around that. Don't use a work around.Do you mean things like melee classes not using their ranged damage modifiers for ranged attacks?
Since people seem unduly curious about what things annoy me with how the power system is set up here is a partial list to save people from needing to ask me "does this annoy you?"
- There is no Ranged_Hold attribute and ranged holds use a horrible mix of Ranged_Stun, Ranged_Immobilize and Ranged_Ones with what appears to be complete randomness.
- Every AT has the same values for Ranged_Stun and Ranged_Immobilize except for Masterminds and Corruptors (which exacerbates the previous problem for those two ATs). Also Masterminds for some bizarre reason have Defender level Ranged_Stun but only Blaster/Corruptor level Ranged_Immobilize
- Single target mezzes for non-control ATs are horribly inconsistent.
- Several Epic Pools and Patron Power Pools share powers but have them implemented differently (examples: Charged Armor and Soul Drain).
- The damage done by Detonator varies WILDLY between the human-pet sets (Thugs, Mercs and Ninjas) and the non-human pet sets (everything else).
- Blasters have the worst self To Hit buffs.
Ok, that's all I can think of right now. I'll update if I think of more. -
Actually it can. although the sleet patch only lasts for 15 seconds the debuff it applies actually has a duration of 30 seconds so as long as you keep the target in the patch for the 15 seconds the effective duration of the debuff is 45 seconds which is permanent with SOs.
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Quote:I don't think it was about hoarders so much as about controlling what content could be used to progress. Think about the complaints regarding BAF and Lambda when they were first released. If people could have just farmed the ITF for shards would they have bothered with BAF and Lambda at all?the only reason i can think of why shards were not used with the other incarnate slots as because the devs wanted to prevent shard hoarders from unlocking the post alpha slots too quickly when we first got them (and even then it did very little to stop hoarders), and since that time has also passed and they just continue to use threads on everything it would simplify the process to just eliminate shards
Now I'm not going to make any comments on whether that was the right approach for the devs to make but I think that was their reasoning. -
If they do then I really, really hope that they keep the Notice of the Well from the WST. Using that to make your T3 Alpha Slot ability makes the initial Incarnate startup for a character a lot easier.
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Quote:You are totally misunderstanding my stance. I have nothing against Rad, and honestly cannot see anywhere in my post that I suggested anything like that so I have no clue why you think I'm campaigning against it. I think it's one of the more powerful Buff/Debuff sets but I've never actually played it.And, I think you are underestimating Storm, too..
But, regardless, I suspect we'll end up with our own preferences. I tend to think I'd support TA, and rad, and storm, but, if you'd rather champion against them, so be it.... 3 of my favs..
Similarly I think that Storm is a good set, I'd rank it pretty much smack dab in the middle of the pack along with Thermal Radiation. I don't care for it myself but that's an issue of play-style rather than numbers. I, personally, prefer Cold Domination to Storm because I feel like I'm doing more to help the team but that doesn't mean that Storm is bad (in fact I've leveled two Storm Summoners to 50).
Similarly I'm not campaigning against Trick Arrow, I'm campaigning for it. It's one of the four Buff/Debuff sets that I feel have performance issues. That isn't to say that any of them are unplayable simply that I feel they need buffs to bring them up to the level of performance other sets meet. I tend to campaign for it a bit more vigorously than the other three (FF, Sonic and Empathy) because I happen to like it more than those sets. -
^This. Even if I've played one or both of the sets before playing a character while leveling is still one of the best ways to figure out how his specific powers interact to best effect.
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Quote:Yeah with Posi I tend to drop the Dam/Range and then slot a 50+5 Range IO in the 6th slot if the power is a cone. It just doesn't have enough Acc, End or Rech for me to be comfortable dripping those in most cases (although I did drop the Dam/End on one character who used the Cardiac Alpha).Even for AoEs where there's actually some point in enhancing the range (cones), if there were any other sets with notable set bonuses I wouldn't touch posi's blast with a 10 foot pole - its enhancement values are bad enough even before you waste a component on range.
I agree with the sentiment though. I rarely want Range specifically in my sets so I'd much rather slot for it specifically or use an Alpha Slot Ability to get it rather than having it in sets. -
Quote:Ah but the nukes themselves are consistent between themselves. Also in general it bothers me a lot less when a specific power breaks the general mold for ALL ATs then when a specific power breaks the mold for ONE AT. You have to have a certain number of powers that break the generalized rules either to balance individual sets or just to differentiate the sets as long as the general power level remains the same I'm fine with it.Well you must hate the entire system for nukes then. All of them violate the damage/recharge rules and still will even when they are made crashless..
So in this case it's which discontinuity gets fixed.
The AT boundaries however are a lot stronger. Blasters do more damage than Corruptors who do more damage than Defenders. When the same power does the same damage on all three ATs (or worse the Corruptor does more damage than the Blaster) then it's breaking the inherent rules for ATs. -
Quote:It's a 30 second duration on a 60 second recharge. It can only be stacked with a high recharge IO build.1) Disruption Arrow, as it is, can be stacked, and that's a fun advantage.
Quote:2) You only seem to be comparing TA to the completely acknowledged 'creme of the crop' powersets. And proving it isn't the best ever is far from proving it isn't worthy of continuing in it's present form.
Your claim was that TA was the best set at debuffing and I made the argument to counter that assertion. I selected the sets I did because they are all strong debuffing sets, I could laos have selected Radiation Emission which has similar numbers. Cold Domination (the other top tier set) is different enough that a direct comparison of debuffs alone isn't really valid. In fact the only set that I would say is primarily debuffing and doesn't meet TA's pure debuff numbers is Storm Summoning but it works in a very different manner to TA so a direct comparison is somewhat tricky.
I didn't bother comparing it to Force Field, Sonic Resonance, Empathy, Pain Domination, Kinetics or Thermal Radiation because those are all primarily Buffing sets so would not be expected to match TA's ability to debuff foes.
Quote:3) Debuffing an enemy affects everyone, while buffing only affects the buffed party.
Quote:4) Traps? I think this is a decent comparison, but... Traps has a mobility issue that TA just doesn't. TA can roam. Traps just cant.
Quote:Adeon, I get that you just don't like TA as it is.. It may not be your thing. And that's fair. But, as a player of the set, I think that buffing it, will only result in it being nerfed later... I'd like to avoid that. Hence my hesitation...
So yeah, I've played debuff focused sets enough to feel pretty confident that I know what I'm talking about when I say that Trick Arrow feels underpowered compared to the other debuff focused sets.
EDIT: Heck, I even like Devices so I'm stoked to see it getting buffed in I24. -
It's a basic design philosophy of the game that ATs have different scalars for different things and that the powers change based on that. Pseudo-pet powers are a semi-exception since it is apparently a major PITA to have them change per AT. As such the devs have generally limited those changes to situations where the power in question was clearly over-performing on certain ATs (see: Fulcrum Sift for Controllers).
Powers like Blizzard aren't considered as problematic to overall game balance so they tend to get left alone but nothing I've ever seen shows that the devs consider that to be WAI. It's just not a big enough problem to warrant the effort required to fix it.
In any case based on the new Poison Gas Arrow it looks like the devs have a better solution for creating these powers going forward for which I at least am thankful (I HATE it when systems have discontinuities in their pattenrs) -
Quote:Ok, there are two general responses I want to address to this post:But, from what I can see, the ability to stack debuffs, which TA excels at, is perhaps a problem balance wise. Since TA has no buffs at all, all it does is debuff. And, at some point, that's fine. Or even weak. But, it can be leveraged into something very nasty. As I have done, and I am sure, others have done even better.. I like that it can be leveraged into something awesome, but that it takes time and effort.. If you make it better at some levels, than it will be even better at the upper levels... And that leaves it being prone to being far overpowered by those that might want to leverage it. And you can guarantee that, given the chance, some will leverage it to the extreme.
As a last point, I'm not sure strait comparisons to other sets are valid. No other set is pure debuff, and thus, no other set can stack as many and as varied debuffs on a target as TA can. If it can use any improvements, I suspect they should mostly be confined to buffs or area. In most cases, I doubt that an enhancement of the values of the powers should be upped.
First stacking debuffs in general. From a very high level point of view there isn't any difference between stacking debuffs and stacking a mix of buffs and debuffs. There are few execution differences which tend to favor buffs over debuffs but from a practical point of view debuffing an enemies change to hit isn't really any different from buffing your team's defense. So while TA is the only pure debuff set the majority of mixed buff/debuff sets have a similar performance envelope but with buffs replacing some fo the debuffs.
Now your second point that TA stacks more debuffs than other sets is IMHO wrong.
Let's assume that TA stacks Flash Arrow, Glue Arrow, PGA, Acid Arrow and Disruption Arrow on a spawn (those are the AoE debuffs that can reasonably be used every spawn). That combines to unenhanced values of:
-6.25% To Hit
-20% Recharge
-90% Speed
-31.25% Damage
-40% Resistance
-25% Defense
There's also a pulsing sleep but the DoT from Acid Arrow will tend to break that
Now compare Dark Maisma. It can stack Tarp Patch, Darkest Night and Fearsome Stare for :
-37.5% To Hit
-90% Speed
-37.5% Damage
-30% Resistance
And a Terrorize mez (which is more useful than sleep)
Now it is missing the -Defense and -Recharge but those are the least useful of the debuffs and Dark is only using 3 powers to TA's 5.
What about Time? It can stack Time's Juncture, Distortion Field and Slowed Response for:
-15.625% To Hit
-65% Recharge
-128.5% Speed
-25% Damage
-30% Resistance
-25% Defense
And a pulsing Hold patch (which is better than a pulsing sleep patch)
The stronger To Hit and Recharge Debuffs will more than compensate for the slightly lower Damage debuff so the only place TA really wins is the slightly higher Resistance Debuff
How about Traps, it can stack Caltrops, Acid Mortar, PGT and Seeker Drones for:
-13.3% To Hit
-30% Recharge
-80% Speed
-53.2% Damage
-26.6% Resistance
-26.6% Defense
-1000% Regeneration
And a pulsing Hold patch
Although I'll admit that Traps has a very poor T8 and T9 powers (at least for now).
I could go on but I think that makes my point. TA has a nice range of Debuffs but it is far from being the undisputed master of debuffing it's only real strength is a slightly higher resistance debuff than other sets. -
Quote:Or just use NotepadUse the free Notepad replacement Notepad++ for editing anything that might be command lines, or popmenu, or help windows. It will not automatically do 'smart quotes' nor will it introduce extraneous carriage returns or other unseen ASCII codes that can ruin a command line of code.
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Quote:Sure they can. They'll be wrong but that won't stop them from claiming that the cheese was moved.Oh, I think people will freak if they fix corruptor Rain of Fire (as well as Ice Storm and Blizzard for corruptors and defenders), but they can't claim the cheese was moved. Numerical errors and balance issues are always up for change. Cheese moving should be avoided as much as possible.
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I don't know about comics but it would certainly not be the first video game to feature a character throwing a shield, in particular the big fantasy MMO has a shield throw power for one of it's tank classes. Now admittedly it's not a superhero MMO which does change things a bit where trademarks are concerned but it isn't quite as unique as you suggest.
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Quote:Well except for Drain Psyche the Blaster click sustains are being done so that they are permanent with SOs so you'll be able to use them effectively prior to level 50 (which is why I think that Drain Psyche should be adjusted).Two more nice things about toggles: You don't have to wait until end game to leverage them as a constant buff, and you don't have to stack +Recharge which gives you more build options. Sometimes it can be very effective to just accept a lesser attack chain at lower recharge if your mitigation doesn't require it and make up the difference by stacking damage or just hunting alternate set bonuses.
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If you place a Cat in a box with a Malta Operation Officer does it exist in a state of being both Stunned and Not-Stunned?
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Quote:Precisely, the majority of my characters would not fit into a traditional Superhero setting, they wouldn't be completely out of place but they also wouldn't really fit. When I design characters in CoH I'm mostly designing characters for what is basically a near-future, high tech military Sci-Fi setting in an alternate reality where magic is just a different type of science.This is another thing that scares me. If by "the genre" you mean comic books, then I feel this is the worst thing that could happen to City of Heroes from a storytelling or aesthetic standpoint. Right now, the game has a very "anything goes" type of environment that's accommodating to comic book enthusiasts, but isn't alienating to people like me who don't really care much for comic books. In fact, back in 2004 when I was considering buying the game, one of my primary concerns was how true this game would be to comic books, because all I wanted was an RPG in a contemporary setting as opposed to a fantasy one. I didn't want a comic book. I've seen other games try to pull off being a "comic book game" and the results have been gravely disappointing.
It's the sort of story that interests me so it's the setting I design my characters to fit into. They work just fine in CoH though because the setting is flexible enough to support them. -
Quote:A lot of the forum crunchers who sing the praises of DP do actually use it. What you have to remember though is that they sing its praises when used with a really high end, top of the line Blaster build.Only the forum number crunchers think its really good....I personaly think they should actualy use the power...but thats just my opinion.
It is legitimately very good in that situation but it's a power that you really have to design your build around if you want to use it to good effect. -
Quote:The thing is I don't agree that Trick Arrow is "fine but late blooming". I agree that power-wise it is a back-ended set but I think that says something more about the quality of the early powers than the late powers.I hope you'll forgive me, but I always worry when sets that seem fine and perfectly balanced, if late-blooming, get a once over...
Oil Slick Arrow and EMP Arrow are both nice powers but they aren't inherently out of line for Tier 8 and 9 powers in a Buff/Debuff set. For example compare OSA and Emp Arrow to Fallout and EM Pulse in Radiation Emission. Obviously the powers aren't identical and OSA is obviously not as situational as Fallout (due to not requiring a corpse) but the basic power level is about the same. However the rest of Radiation Emission is quite a bit stronger than the rest of Trick Arrow. The debuffs provided by IR, EF and LR are quite a bit stronger than the combo of Flash, Glue, PGA and Disruption in everything except resistance debuff (and it's almost as much there).
Now Radiation Emission is one of the stronger Buff/Debuff sets and I don't expect TA to be bought up to it's level but I would like to see it bought up so that it's somewhat closer to the level of performance that Rad, Traps, Dark and Time enjoy. -
Well now that is interesting. If I hadn't shelved my Inv/Axe Tanker I'd definitely spec her into that.
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Yeah that one I knew about but given that a few coffee talks back Zwillinger said something along the lines of "we've looked at doing new ATs but are not working on it at this time" I have a feeling that one is dead in the water.