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Quote:I agree. I much prefer a buff/debuff based game to a heal based game but I'm not going to claim that the current strength of buffs is really balanced.It's debatable whether Jack did it right or whether he overdid it. One could easily argue that Jack simply ran roughshod over the model and simply reversed it: now, heals are fundamentally useless without the presence of substantial buffs (and oftentimes completely unneeded). Buffs and debuffs are powerful but there is a very compelling argument that they are, in fact, too powerful, especially when you consider how stacking them can generate some ridiculous benefits.
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Quote:Dwarf = CrabNot sure where you're geting your information from, but the Secondary Mutation works perfectly fine on my Crab. But I belive the OP was refering to both the nova and dwarf forms of the kheldians, as in the PeaceBringer and WarShade Arch-Type's.
Nova = Squid
It's pretty common slang (although personally I prefer Lobster to Crab for the Dwarf form). -
Quote:Except that when Going Rogue was announced we asked about merged markets and were told specifically that they had no plans to do so and that the database tech made doing so infeasible. While there has been market merge campaigning for some time it actually picked up quite a bit as GR came nearer because it seemed like a logical time to do it. So yes I'm sure GR was part of the catalyst for the merger but that doesn't mean it wouldn't have happened without the players who were campaigning for it. The devs specifically stated that they weren't going to merge the markets in several discussions so apparently something made them change their mind during the GR beta (which is pretty late for a large change like that). In particular I suspect the number of people who made comments along the lines of making all of their villains vigilantes so that they can enjoy redside content but have access to the good market made an impact on the devs's thinking.I think the point that anvil is making is that the decision to merge the markets was made in the face of the upcoming Going Rogue expansion rather than in reaction to player requests or demands.
So while this is a fortuitous turn of events for the pro-merger folks, it cannot be said to have been brought about as a result of their campaigning. -
The game doesn't necessarily need a new Inf sink, but I think it does need some more careful re-balancing of the economy and in many ways an Inf sink is the easiest way to achieve that. The recent level 50 inf earnings bug fix caused a huge increase in the rate at which level 50s earn inf without increasing the rate at which items are supplied or the rate at which people below 50 earn inf. So consequently we've got a lot more inf coming into the economy compared to items resulting in significantly higher prices.
Now assuming that the devs decide they want to try and bring prices down there are three solutions:
1. Reduce the amount of inf being created
2. Increase the supply of items
3. Increase the rate at which inf is removed from the economy
The first would upset a lot of people (since it would basically be a nerf to the inf earning rates). The second would be a popular move but it would also increase the number of items on a per player basis (and thus reduce the time to fully equip a character) which the devs might not find desirable. The third option is the trickiest to implement and potentially a lot of pitfalls (both in terms of balancing the economy and avoiding player backlash).
Quote:If the devs decide to implement some form of seeding program because, as you said, it could be an effective infamy sink, will it really make a difference in how people use the market? and would it be better or worse for the game economy? -
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Quote:That's not so much an issue of sever PvP population as it is an issue of having friends with different interests from you. So 'd say try and find groups of PvEers on your current server. No server has a particularly high PvP population anyway so no matter what server you're on there are bound to be plenty of PvEers it's just a case of finding them. Join the LFG global channels, or find a new SG that is more PvE focused. If you want a higher population server then Freedom and Virtue are the best but lack of PvP is not the same as abundance of PvE.Heh. No. I actually loathe PvP. It's just my friends and everyone in my SG are PvPing in the arena every weekend now, so I no longer have anyone to play with on the weekends, nor talk with for that matter since all in-game communications are blocked while they're in the arena. So I'm wondering if it'd be worth it starting over on another server with a lower PvP population so I'd have people to play with on the weekends.
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Quote:This. Thematically it would be awesome for Corruptors to get Poison but from an actual game play point of view it seems weak compared to other sets (especially Rad). Personally I always figured Poison was deliberately designed as a single target version of Rad for Masterminds.I like poison, but I can't think of many compelling PvE reasons to play it with /Radiation Emission available... Rad does most of the things Poison does and almost as strongly, but as AoE instead of single-target. A lot of it would come down to how Noxious Gas was ported over or what replaced it, though.
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No, no you've got it backwards. The prices went down because everyone refused to pay the prices we were asking. It was all of the non-marketeers who held a closed-door meeting.
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Personally I doubt they will do any market seeding for pretty much the reasons people gave above, it's a lot of effort for them and they could get similar benefits through simplar methods. That being said, market seeding would probably be a good method for creating an inf sink that is effective and doesn't upset people (especially if they don't tell us that they are doing it). In most MMOs currency sinks are a combination of steady low level costs (i.e. item repair and market fees) and a few high value prestige items (i.e. motorbikes and other cosmetic items). The problem in CoX is that thenature of the game and the audience makes high price cosmetic items very undesireable since people the flexibility of character design is one of the huge draws.
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There will be a pretty large price spike for a day or two after it goes through simply because all of the stock will have been cleared out until people relist so people who want to BUY IT NAO will have fewer sellers to choose from. Conversely though with no market history you might get some bargains if you have the patience to look for them.
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Quote:If you like playing healers you will probably enjoy playing the various support ATs (Controllers, Defenders and Corruptors)....which is sad for me considering i'm a healer by nature. but i'm also very into story architecture, and super heroes rightly shouldn't need 'healers' i suppose. i'll adapt.
Just remember 2 things:
1. Your buffs or debuffs are far better than your heals (assuming you even have any heals)
2. You have two powersets and for the most part are expected to use both of them (Defenders and Corruptors get ranged attacks alongside their support powers, Controllers get... controls).
As Agge said Empathy and Pain Domination are the most heal focused support sets (with Thermal Radiation coming in third) but even with them it's important to note that the heals are the weakest powers in the set, the higher level powers are about proactively preventing damage or increasing the teams damage rather than re-actively healing people.
There are 12 different support sets in the game, I recommend you try a few different ones and see what you like. All of them offer a unique combination of powers and play very differently. If you want a more active support set you'll probably prefer one of the debuff focused ones such as Traps, Radiation Emission or Dark Maisma where you need to focus on positioning debuffs on spawns. On the other hand if you're prefer a set that allows you more time for blasting then you might prefer a more buff focused set such as Force Field, Sonic Resonance or Empathy where you can do a lot of your buffing in between fights with only one or two heals or debuffs during a fight. -
If you want to play around with number crunching then Mids' is THE tool to use for character planning:
http://www.cohplanner.com/
As for number crunching the wiki has most of the basic equations (the base mechanics are actually relatively simple) and if you want to discuss them the Scrapper forum is probably the best place to do so (Scrappers ahve the mix of solo damage and survivability that attracts the best number crunchers). -
Thank you thank you thank you thank you thank you.
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Quote:No, you don't need to keep SB on everyone 100% of the time but it's a very powerful recharge buff (I don't care about the other parts of the buff, I'll take care of movement and recovery myself) and keeping it up as close as possible to 100% of the time maximizes this benefit. Additionally it can be kept up pretty much 100% of the time if the kin is willing to go through the pain.Having SB as AoE would require that either the End cost go through the roof, or that the effectiveness of SB go down, or the Recharge be increased, or likely all of the above. Not to mention the people that do not/cannot handle SB, are they supposed to move out of range every time I pop off an SB?
It is not required to maintain an SB on every single member of the team, every single minute, of every flippin' session. SB the plodders for travel to the mission, SB during fights (generally on Melee), and prior to fights (Ranged.) That way the Melees don't overshoot their targets, and the Ranged attackers can have a +Recov to start spamming their attack/buffs/debuffs.
You've stated that if Speed Boost was AoE it would probably be nerfed and I tend to agree with that but this is where I have problems with the power. If making it an AoE means it needs nerfing then by my reckoning it needs nerfing now. The only difference between keeping it single target and making it an AoE is that an AoE is much more convenient and enjoyable for the player to use, it isn't actually changing the benefit or uptime of the power, you do spend slightly less casting time but as you noted most people cast SB while moving between groups and according to the devs animation time is not supposed to be a part of balance (I'm assuming that the AoE version is set to not affect the caster). So, if the only reason a power is "balanced" is that it is inconvenient to use then if you ask me it is not balanced at all. Furthermore I feel it is very poor game design to make powerful abilities that are frustrating for players to use.
I do agree with your other point though, if such powers were made AoE there would need to be some method to suppress, block or cancel them in situations where a person doesn't want them. -
My Traps Defender is AR .
As Psy says pretty much any secondary goes well with Traps. The nice thing about Traps is that it has a little bit of everything so whatever secondary you take you can stack the secondary effects with something from Traps. The only two I'd avoid are Rad and Energy, they'll both work but neither really plays to the strength of Traps. In the case of Rad Acid Mortar provides a lot of -def so the extra is pretty much overkill. In the case of Energy it's to much kb for my liking, Traps does benefit from having some kb to get enemies out of your face and into your caltrops (I use Buckshot and Thunderstrike) but if all of your attacks do kb it makes it harder to keep enemies bunched up in a beneficial way. -
Well others have commented on your downplaying of the defender blasts, but I also disagree with your assessment of how to use Fortitude and Adrenalin Boost.
First off Fortitude, you state that it should only be used on Blasters, Scrappers and occasionally (at low levels) Tanks. While I agree that Blasters and Scrappers (especially Blasters), often make the best target for Fortitude they are not the best target in every situation. Depending on the team make up Defenders and Controllers can also be very solid targets. The obvious case is when you have a Cold Domination or Force Field character on the team (and to a lesser extent Sonic and Thermal). These characters will be providing substantial defense (or resistance) bonuses to everyone on the team except for themselves. In that situation using Fortitude to bring their defenses up to par with the rest of the team help eliminate them as a potential weak point. Secondly in some teams (generally ones without a tank or a tough scrapper) a defender or controller will be taking point, and using their controls or debuffs to handle the initial alpha. In that situation a little extra defense would not go amiss. Finally some buff/debuff and control sets require the player to get into melee range for maximum effectiveness (Ice Control and Kinetics are good examples) and for characters with those sets the extra defense can come in handy.
In regards to Adrenaline Boost I think you are really underestimating the value of the recharge bonus. Using AB on a character who is having endurance issues is almost always a waste. Instead it's best employed on someone who has powerful abilities with a long recharge. A blaster can work for this if they have one of the more powerful nukes but in general my preference is for it to be used on a Controller or Defender with powerful buffs/debuffs on a long recharge. Trick Arrow and Traps both have quite long recharges on several powerful debuffs (especially TA), Cold Dom has Heat Loss and Benumb (especially against AVs), two Empaths AB'ing each other can toss out a lot more fortitude and give their auras a higher uptime. For controllers the recharge means they can use their AoE mez power every 30 seconds instead of every 45 as well as the benefits to their secondary. -
Reroll as a Traps or Forcefield Defender .
Other than that there isn't a lot you can do other than always carry break frees. Taking Aid Self and using it every 45 seconds will give you 48.44% stun resistance but as Draggynn said mez resistance just decreases the duration so most of the time you'll need a break free anyway or you'll be dead. -
I'm not sure I'd give Blasters seekers to be honest, they are a VERY good debuff power. If the devs did give devices seekers they'd pretty much have to remove smoke grenade. Being able to stack that much to hit debuff is probably not a good idea for a blaster.
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Well the raid was specifically balanced around 50 players so upping the cap probably isn't going to happen. I'd like to see some sort of "saved to zone" system as well but it's probably one of those things that is rather hard to implement so I'm not holding my breath.
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True, and in many ways adding +dam would be the simplest solution. My issue is more that it seems like a cop-out, I feel like there should be a better option that helps differentiate Devices from the other sets. But maybe I'm overthinking it.
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It used to work but at some point the real numbers for dual pistols got broken or changed so it now only shows the effects of lethal bullets.
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Correct, there are a large number of cases where HOs are not really WAI with the primary example being that defense buff and debuff are treated the saem as are to hit buff/debuff (which the OP seems to be aware of). However it won't boost the to hit buff in dispersion bubble because dispersion bubble does not have a to hit buff to boost.
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Just the defense and endurance reduction. HOs only boost aspects that the power already has. There are a few places where you can use an HO to boost an aspect of the power which can't normally take enhancements (enhancing the DDR in Active Defense is a popualr example) but as a general rule of thumb if you can't slot an enhancement of that type normally that aspect of the HO will do nothing for you.
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Quote:Well Time Bomb is the biggy, it's a virtually useless power on it's own and needs to be changed. It's important to remember that any change made will (probably) get proliferated to Traps as well (baring the possibility of an outright replacement with a completely different power).So far we seem to be on the same page when it comes to time Bomb needing an overhaul, CD and TD beign a source or more damage either through + dam or +crit, and possible tweaking of smke grenade?
I'm not entirely convinced that adding more damage to TD and CD is the best fix. I think they both need changes to make them more appealing than pool powers available to all blasters and adding some damage would be a way of doing it but it isn't necessarily the best way.
Smoke Grenade I actually think is ok as is. It's not awesome but the power is inline with other similar powers and while those get complained about as well the reason smoke grenade gets flack is that devices as a whole is considered to be under-performing so it draws attention to the fact that it's not a great power. Personally I wouldn't mind seeing all the similar powers adjusted to be more useful but I don't think that Smoke Grenade itself needs special treatment compared to them.
Other than I think the cast times for Trip Mine and Gun Drone need to be revisited. I am not convinced that the powers are good enough to justify the extreme cast times (in particular compare Gun Drone to Voltaic Sentinel).