Adeon Hawkwood

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  1. Quote:
    Originally Posted by Ceasar View Post
    what really needs to be done is to make sb a aoe buff instead of individual. its the cause of a lot of problems in the game having to manually buff each team member with speed boost every couple of minutes especially since its one of the most sought after buffs.
    Agreed, I personally think that the majority of buffs that are currently single target but designed to be placed on an entire team (SB and the shields for certain, I'm less sure about the mez protection ones like Clear Mind) should be made an AoE buff (which doesn't boost the caster obviously). The only problem is that from a practical point of view a way to block or cancel these buffs needs to be implemented first otherwise it causes even more problems (griefing during costume contests, crashing for people who's computers can't handle buffs like SB or the thermal shields etc.).
  2. Quote:
    Originally Posted by Psylenz View Post
    The benefit of DP on a kinetic is a variety of AoE attacks that maximize the buffs.
    Actually I'd rate DP as a very middle of the road Blast set in terms of AoE. It's got two 0.9 damage scale AoEs (same as quite a few other sets) but they have very long animations on par with the much higher damage scale "breath" AoEs. Similarly Hail of Bullets is ok but it's worse than the other crashless nukes. Personally I see DP more as a single target damage dealer with ok AoE than an AoE set. I'd rate Kin/Arch or Kin/AR quite a bit above Kin/DP in terms of AoE goodness.
  3. Quote:
    Originally Posted by Umbral View Post
    -Rech and -run are actually useful? Especially at high levels? What?
    While recharge doesn't normally stop enemies from attacking it does slow down the rate at which they can use their most powerful powers. Solo against bosses this is actually pretty handy. It's less useful in a team environment but even there it can be handy against AVs, if you have other people present who also have -recharge powers to stack on it. In any case my main point was that at high levels a powerful debuff (even if it's not a great one) is IMHO more useful than the minor damage done by the other blaster immobilizes. I wouldn't mind seeing Web Grenade get a small boost (my suggestion is actually to give it an endurance discount to make it more useful at lower levels) but overall I'm actually pretty content with the power.
  4. To expand a bit, it provides very nice bonuses (specifically positional defense bonuses) for a very small slot investment making it a popular choice for those looking to softcap thier character. Prior to the nerf it was a bit of a no-brainer for such builds, post nerf it'ws still useful but less of a "must have"
  5. SB Plz, SB Plz, SB Plz, r u healer?


    Ok, on a slightly more serious note Defenders are a good AT to play. You can't solo as well as a lot of the other ATs but you can manage well enough and you get the satisfaction of knowing that you're making a difference to your team.

    In regards to your particular combination it's not something I'd play for a few reasons but it's a workable enough combination. One thing I will warn you about however is that Dual Pistols has one of the longest redraw animations in the game. Unfortunately kinetics has several powers that you'll potentially want to use multiple times during a combat so as you get higher in level you might start to find this very annoying.

    As for the sets themselves, Kinetics is a very nice set that combines the ability to boost your personal and team damage along with a little bit of damage mitigation though healing and a few single target debuffs. However there is one power that ensures that I personally will never play Kinetics (or at least never team on a kinetics character) and that is Speed Boost. It's a very powerful buff but you have to cast it on every teammate every 2 minutes. If you are happy doing this then all well and good. If you aren't happy doing it then be aware you will meet idiots who will whine about the fact. The other upside to kin is that Kinetics provides you with pretty decent travel powers allowing you to skip those if you want. You can potentially also skip Stamina and use Transference for end recovery.

    Dual Pistols is a decent enough blast set. The animations are rather long (especially for the AoEs) so it's a bit slow compared to the other sets but it's functional enough and the ability to change between doing slow, knockback and -damage is surprisingly useful for a defender (especially since you can stack the -dam and -slow with powers from Kinetics, at least against a single target).
  6. I like the idea, but pricing is a bit tricky. I think the market price of a respec recipe is probably a good place to start. Obviously they aren't used solely for removing IOs but I think it serves as a reasonable metric of the market pricing on the value of removing an IO.

    So since you can remove 10 IOs with a single respec recipe that would suggest that a price of 10% of a respec recipe would be a good starting point. However there are two other factors to consdier. First removing IOs with a respec is very frustrating so the market value of a respec recipe is probably lower than it would be if the recipe allowed to to quickly unslot 10 IOs. Secondly using a respec recipe only removes 10% of the inf from the economy rather than the 100% removed by this so you could potentially lower the price a bit more.

    Now the problem is that introducing these will have an impact on the market and if they are fixed price then this can be tricky to control. I see three good solutions:

    1. Sell them at a fixed price, the devs monitor market activity and adjust this price (either automatically or manually) to help control the market
    2. Make them a rare drop similarly to respec recipes
    3. Have the game sell them on the market in limited quantities (i.e. X a day) at a fixed minimum bid, allow players to resell them if desired using the market (the market does not differentiate between the auto generated ones and player ones. As long as the number per day is lower than the demand people will be encouraged to leave bids up overnight meaning that they will sell at the market price rather than selling at the fixed price to whomever gets there first.

    So what are the pros and cons of each option:

    1. Pros: Allows the devs very tight control over them, all inf spent is gone for good. Cons: Devs would need to monitor the market closely and adjust the price as required
    2. Pros: No dev intervention required (beyond setting a reasonable drop rate). Cons: Limited as an inf sink. Market forces will tend to drive the price quite high
    3. Pros: Provides some dev control (though supply), most of the purchase inf is gone for good (all of it if the purchaser uses it, slightly less if it gets flipped). Cons: Difficult to setup, some players might find the function objectionable.
  7. Quote:
    Originally Posted by phenom44 View Post
    With that said, what does set a unbelievable tone and jumps out is how obedient most of you are to what the devs tell you they are,will, can and want to do for you. YOU are paying their salaries. If YOU really want to get an idea approved. Present it and gain support from a high percentage of the players (however that needs to be accomplished). If that don't work, ask those same players to cancel their accounts temporarily until the Devs do something. Some of your comments literally reflect why the devs dictate more than they appreciate and incorporate ideas.
    You are correct, the devs get paid because we enjoy playing the game and if they make decisions that anger enough of the player base then it could potentially lead to the game being shut down and them fired due to lack of revenue.

    However your assumption that people threatening to quit over this particular issue would sway the devs is misguided. Allowing people to un-slot more enhancements during a respec would cause a major shift in the market prices. Obviously it's impossible to predict exactly what would happen but we can form a generalized set of assumptions. In general at the moment we can assume that people will unslot really valuable IOs (purples, PVPIOs, and probably most IOs over 60million or so) using multiple respecs if required since doing so and selling or reusing them on a different character is profitable even with the cost of a respec recipe. So in general if we could unslot unlimited IOs we would expect to see a large drop in the price of low and medium cost IOs as people would be passing them around their alts (and thus buying fewer) or unslotting them to upgrade (and thus selling more). Overtime this excess supply would build up and the IOs would essentially become vendor trash.

    But what happens to the high end ones that people are unslotting now? Well if the price is high enough to make it worth unslotting them then making it easier to do so isn't going to noticeably affect the supply. Instead the price reduction of the lower end stuff will mean that people have more influence to spend on high end stuff driving prices even higher.

    So what does this mean long term? It means the economy becomes even more fragmented than it is now. It's easier to obtain the less valuable stuff but becomes a lot harder to acquire the really popular stuff. Since the inf drops from enemies will remain the same the buying power of the average player will actually decrease at least with regards to their ability to buy the top end stuff.

    So what does this mean in terms of player population? Yes, allowing us to retain more IOs in a respec might potentially keep some players for whom this is a deal breaker. However conversly it could also end up losing the game players due to the impact on the economy. Some players might get fed up with how long it takes to get high end stuff and burn out, others might leave due to the fact that the change made playing the market less enjoyable, finally some potential new players might be turned away by the feeling that the time required to get the top end stuff is to high. Is the latter group larger than the first group? Apparently the devs believe so but if you really feel that it isn't then prove it to the devs, cancel your account, tell them why and encourage others to do the same.
  8. I would say that Devices has three powers that are useful and make the set stand out:
    1. Web Grenade - This trades the minor damage of other T1 immobs for a very nice debuff (and at level 50 is pretty much the most useful one)
    2. Caltrops - A very nice area denial power
    3. Targeting Drone - Offiers a very good to hit bonus (although as discussed above a Blaster with the leadership pool can take tactics ror a similar bonus)

    As for the others:
    Taser is a solid power but Energy and Ice both have equivilent powers so it doesn't really make the set stand out
    Smoke Grenade is a unique power for Blasters but it's not the sort of power that makes you excited
    Cloaking Device is a glorified pool power
    Trip Mine, Time Bomb and Gun Drone are all damage powers but the long, interruptable, cast times and the issues with controlling them mean that they are a lot less convienient to use than the regular melee attacks in other sets and don't really offer enough extra damage to compensate.
  9. Quote:
    Originally Posted by DrMike2000 View Post
    Even if you only ever run Task Forces, you'll spend over 90% of the PvE game fighting enemies who are Boss class or less, and against them, Flash Arrow does somewhere between 20% (against even-con) and 40% (against +4s) of the To Hit Debuff of Radiation Infection.
    Actually although Flash Arrow is unresistable it is still affected by the Purple Patch. It ignores the AV resistance but is still reduced when fighting higher con enemies.
  10. Adeon Hawkwood

    Fire / Traps

    Quote:
    Originally Posted by Captain_Freak View Post
    Time bomb on a team.....roll into the next spawn....drop the time bomb then fade back to your team. Time it right and it should explode as your team is moving into the spawn....

    Being a healbot is not what traps is about. By that i mean, waiting for someone else to pick up agro.... use your tools...dont be a tool like the rest of these posters.
    Hahahahahaha. Oh wait, you were serious... Let me laugh even harder. Hahahahahaha.

    I frequently take the aggro on my Traps/AR Defender, normally with seeker drones although if they're on recharge I'll sometimes just go in and rely on my defense (depending to some extent on the enemy).

    So yes, I could move ahead and use time bomb on the next spawn (assuming of course I took leave of my senses and respecced into it) or I could do something useful for my team such as staying with them, filling the enemies full of lead and shielding them with my FFG rather than running off setting up a questionable power and possibly aggroing a group before the team is ready. There are times when it makes sense to charge off and start prepping the next group (heck, I do it a lot on my Tank) but it rarely makes sense for a Traps character, especially not if you're only doing it to use Time Bomb. The damage from Time Bomb is about the same as the T9 nukes in your blast set (excluding AR, Arch and DP of course) so if you want a big boom take that instead, at least you can use it at a time that's convienient for the rest of the team (and if you are AR, Arch or DP what are you wasting time with Time Bombs for? You could be pew-pewing things).

    EDIT: Actually, Time Bomb and Nuke damage aren't actually similar for Corruptors now that I think about it. For Blasters and Defenders they are but the Corruptor version of the Time Bomb pseudo-pet is actually the same as the blaster version so it does Blaster level damage but doesn't scourge. So for a corruptor Time Bomb is generally higher damage than your nuke.
  11. I'm going to join in with the "useful but not essential" crowd. At the end of the day Tankers don't actually need to hold all of the aggro in a group anyway. As long as you get the bosses and most of the Lts are focused on you the rest of the team should be able to handle the rest and most Tankers can do that just fine with a combination of Taunt aura and attacks.

    That being said I have taunt on my Tank for the same reason I took leadership toggles on my defenders, grant cover on my scrapper and recall friend on my blaster. None of those are essential for my character to perform well on a team but they are all powers that I can use to make my teammates' lives a little easier.

    You can tank most situations effectively without taunt but it does mean you can more effectively gather aggro to you and that high damage teammates are less likely to peel aggro off of you and that makes your teammates safer.
  12. Quote:
    Originally Posted by mousedroid View Post
    I could SWEAR the endurance costs, and possibly the recharge rates of some Dominator powers were increased when the damage modifier was increased. Maybe not across the board or even on all powersets, but certainly on some. Either that or there is something really worng with my lvl 50 dom who runs out of end MUCH quicker than she did when she did less damage.
    You are correct. The primary change to dominators was a huge boost to their damage scalar, however in many specific cases the base damage of specific powers was changed (which carried with it a change in recharge and endurance usage). They didn't actually change any of the formula used for balancing the damage, recharge and end cost of the powers themselves however. If you want a full list of changes you can find it here:
    http://wiki.cohtitan.com/wiki/Patch_...-29#Dominators

    The one exception to this was Power Push where they basically changed WHICH formula they were using to balance it (from utility control to attack).

    There are occasions when the devs break the rules (such as Snap Shot for Blasters) but those are uncommon.
  13. Quote:
    Originally Posted by mousedroid View Post
    But see, to use the example of Combat Jumping, is CJ more effective for a Tanker than a Blaster because a Blaster has less inherent defense than a Tanker, or because the power itself applies a lower modifier to the Blaster than the Tanker?
    It applies a larger defense bonus to Tankers (and Defenders for that matter) than it does to Blasters.

    Quote:
    So yeah, a Defender's energy blast may do less base damage than a Blaster's, but add in the resistance debuffs of Sonic Resonance or Radiation Emission, or the damage buffs from Kinetics, and you get a lot closer.
    And what about defenders who don't use one of those sets?

    Quote:
    And do Defenders' weaker blasts really use the same amount of end as Blasters' more powerful ones? I've never looked at it, so you may be right, but I assumed from the recent Dominator changes that increasing the damage output of a power brought with it either an increase in end usage or a reduction in recharge, or both.
    They do cost the same as Blasters, but I think you are slightly misunderstanding how the power balance works. There is a formula the devs use for attacks which gives the attack's base damage and endurance based on the recharge and the number of targets affected (assuming an average number hit for AoEs based on their area). However the damage is then adjusted by the AT's damage modifier while endurance remains constant. So for example Blasters do about 73% more damage than defenders but the endurance costs are the same because the base damage is the same. Non-attack powers are balanced with similar formula but there is more variation there since in most cases it's the set as a whole that needs to be balanced rather than individual powers.
  14. Quote:
    Originally Posted by orangemonkey View Post
    Well I'm not you am I? Both options have their advantages and 'View Totals' doesn't show you your recharge - which is something I'm trying to work on.
    Maybe you should look harder then:
  15. Quote:
    Originally Posted by FerideEdain View Post
    A lot of people don't use IOs. I always look at the info windows when I team, and there are a lot of characters (especially on PuGs, but other places too) that have few set benefits--or none. That's the reason I brought up the IO-free scenario, because I have seen it so often.
    That pretty much matches my experiences. The view we get from the forums is skewed towards IO'd builds (since most people looking for build advice are IO'ing the build) but those people are not the majority.
  16. It will boost the -defense of Infection and the -Run Speed of Lingering Rad but since thye are toggles it will only boost them for the 15seconds that it is active.

    The main reason to take it on a Rad (IMHO) would be for the extended duration on EM Pulse.
  17. Largely because slotting enhancements is supposed to be CoX's equivalent of "Bind on Equip". When the respec feature was announced the devs basically said that they weren't particularly keen on allowing us to un-slot even 10 enhancements. Since + and ++ enhancements are the only ones that can be unambiguously declared to have been previously used it's not to surprising the devs decided not to allow them to be traded on the market.
  18. Adeon Hawkwood

    Fire / Traps

    I'd definitely recommend Caltrops. Not only are they an awesome area denial power you can use them to make it even harder for enemies to avoid your rain of fire. As Silas says you can manage without them but they are very useful (especially solo).
  19. Quote:
    Originally Posted by Lohenien View Post
    I do high volume sales like this all the time, it's how I've acquired 20+ billion. You can scale up or down on how many you buy, you could get just enough to cover the cost of one IO to earn ~20 million and hence make the one IO you kept "free".
    Oh sure, it's definitely a valid strategy. But a lot of IOs will take a long time to sell the other 9. Often you're better off financing the purchase by selling a different IO from a more popular set.
  20. Quote:
    Originally Posted by Fulmens View Post
    I saw a lot of 1,2,4, 7, 9 and 10 - none of which the devs can stop- when my SG decided to try a "We will level only in AE" group and I somehow ended up talent scout. (we made it to about level 35-ish.) Now I didn't actually PLAY the really illiterate ones for the same reason I didn't play the obvious farms or the jedi love fests, but there were a lot that I tried which were just poor storytelling. (I lowered my estimate from 80% to 50% after considering how very many failed for "12 webgrens stacked on me" or "stalker kill-alls" or "omnistuns".There are 50 ways to turn a good story into a terrible mission, but there are 5000 ways to not start with a good story.)
    Or in other words: 90% of everything is crud and the lack of gating on fan fiction publishing (which is essentially what the AE is) makes that 90% very visible.
  21. Quote:
    Originally Posted by FredrikSvanberg View Post
    I don't see how paying for the IOs makes them free but maybe I'm old-fashioned.
    It's basically reasoning that if you want an IO chances are so does someone else and in many cases the crafted IO can be sold at a profit. Someone (Fulmen's maybe?) used to recommend buying two of any IO, slotting one and selling the other. This is pretty much that taken to the extreme. Personally I'd avoid crafting 10 of any IO unless I knew for sure I could re-sell them at a profit.
  22. Quote:
    Originally Posted by Player99 View Post
    1) you said TD was fine if you didnt want to use IO's. Sure, thats all well and good..but almost everyone does nowadays, and TD is rendered obsolete by both them, and by tactics which is a superior POOL POWER.
    I disagree with the IO assessment. I think the majority of people DON'T use IOs (or at least don't slot for set bonuses. Additionally since TD give To Hit and not Accuracy it's useful even with IOs.

    I do agree with the assessment compared to Tactics however. You do need to spend slightly more slots with Tactics (due to the slightly higher end cost and the fact that you'll probably want a Kismet IO to help make up the difference in To Hit bonus). So assuming you're ED capped for to hit in both (and have a Kismet IO with tactics but not TD) you're trading about 5% to hit and 0.08 EPS for yourself to give 11% to hit to your team, which seems like a very good trade to me. In fact IMHO the only large advantage TD has over Tactics is the To Hit debuff resistance.
  23. Quote:
    Originally Posted by plainguy View Post
    Devices is a set that used to be powerful, maybe too powerful. And then it was neutered.
    I didn't play CoX back then so this is coming from what I've heard not personal experience. However my understanding is that it's not that Devices was to good but that Targeting Drone was to good (primarily pre-ED). Even back in it's hayday the rest of the set wasn't considered stellar. It was mostly that pre-ED TD allowed you to 6-slot attacks for damage and still hit reliably.

    Quote:
    Traps is what Device should have been. They simply removed the weak components from Devices and replaced it with better powers to make traps.
    Well they left Trip Mine and Time Bomb in Traps . But other than that I agree, Traps is an example of how a "Gadgeteer" set should have been designed. Obviously most of the Traps specific powers aren't really suitable for Blasters but the general design philosophy of powers that are themselves stationary but can still be used effectively in combat is a lot better.
  24. Quote:
    Originally Posted by FerideEdain View Post
    I would totally pick this power back up under these circumstances, just to be "hoist on my own petard." Yeah, I'm a Shakespeare geek.
    For 'tis the sport to have the blaster, hoist with his own petard
  25. Quote:
    Originally Posted by StormyDarkness View Post
    It's good to see another one joining the fold.

    However, it's starting to make me think... what's with all these people joining the Defender fold after a 30% buff while solo, 20% duo, 10% trio and not too much before? I mean, there were some before but it seems odd that there's a lot of people coming out of the woodworks now.
    I think it indicates that the buff was needed. The problem with defenders was that while they rock on teams they were painful to solo (some sets being much more painful than others). The buff means people can play Defenders knowing that when they don't want to team they will still be able to solo reasonably well.