Adeon Hawkwood

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  1. Adeon Hawkwood

    New Powers

    Well first off welcome to the forums. As others have noted there have been a LOT of suggestions for powersets made here. The best place to check is the suggestions forum, there have been several spear/polearm suggestion threads made so if you want to make up a suggested power list and post it go ahead, there are always people there who like to bicker and argue about things and while it's been done before it's not on the list of "suggestions people are utterly fed up with".

    Shield Offense is a lot less likely. As C&E and Forefinger alluded to it's a little more controversial. However, if I recall correctly BaBs or Castle listed it as one of the sets that they wouldn't do along with dual archery and assault rifle defense.

    EDIT: Ok, the quote was from BABs and was:
    Quote:
    in the grand list of potential new powersets, Shield offense ranks only slightly higher than Assault Rifle defense or the oft-requested Dual Archery
    No link I'm afraid, someone apparently had it in their sig for a while and that's screwing up Google's search (plus they've since removed it from their sig so no clue who it was).
  2. Quote:
    Originally Posted by Starjammer View Post
    Since you mentioned tohit debuffs above, one thing about FA that often gets overlooked or discounted is that it also provides something like 60% tohit debuff protection.

    Yeah, I know, a lvl 41 power to fix something that's mostly an issue in the 15-25 range.
    I have FA on my Scrapper almost solely for those purposes. I generally only use it against Carnies and Arachnos but it's pretty handy against both of them.
  3. Quote:
    Originally Posted by Kyasubaru View Post
    Despite their joking and sarcastic posts on the subject, I've long believed that the "certain activity" that keeps the devs from adding lying down animations is PVP, not anything else.

    When using such an emote, it would appear as if your character is dead on the ground. This would be needlessly confusing in PVP. Since targetted player enemies' names are in orange/red whether they're alive or dead, this is an understandable(and in my mind, more likely) reason.
    Personally I suspect it's a lot more likely to be the *ahem* ERPers than the PvPers that the devs are concerned about. I would be very surprised if people were actually relying ont he character's stance rather than the ttargeting box to tell their status.
  4. I would LOVE alternate animations for Web Grenade and Smoke Grenade (in Traps and Devices) where you fire the grenade from an Assault Rifle rather than throwing it by hand. It just bugs me that my character has a Shotgun/Assault Rifle/Sniper Rifle/Flamethrower/Grenade Launcher combo weapon but it doesn't shoot web and smoke grenades. Also in the interests of fairness I guess I should add an alternate animation for Sleep Grenade (in munitions mastery) where you throw it by hand instead of using an assault rifle.


    Also in terms of emotes a Dance Hornpipe emote would be cool.
  5. What Bill said. Don't get me wrong, I'd love more powers and slots on a character but since we're getting Incarnate Levels Soon(tm) I think adding more level 50 improvement stuff is premature.
  6. As Garant said the big problem is the Leadership toggles and high recharge on your attacks.

    Traps itself is a pretty light set in terms of END usage, the long recharge one most powers means excluding AV fights the only one you'll generally use more than once a combat is Web Grenade. That said Web 'Nade is pretty end heavy so I'd definitely slot it for endurance reduction.

    Assault Rifle is unfortunately a somewhat end-heavy blast set. There are three reasons for this. First lethal damage tends to be more heavily resisted than other types so you often have to use more attacks to kill an enemy. Secondly the set is AoE heavy so you'll be using AoE powers more often. I'd personally recommend skipping M30 Grenade and slotting Flamethrower with some serious endurance reduction. My main advice here (especially solo) is to slot web grenade for endurance reduction and use the web grenade/ignite combo a lot on bosses and tough LTs.

    In general I think a stamina-less Traps/AR could work but you're going to want to cut back on the leadership toggles and recharge bonuses and work in some recovery bonuses.
  7. According to RedTomax all of the powers in Psychic Blast have a positional tag as well as a typed tag. However none of the powers in Mind Control have a positional tag so not all psychic abilities do. And the only psychic blast attack with a higher than normal accuracy is Psychic Wail which has 1.5x instead of the 1.4x most nukes have.
  8. Quote:
    Originally Posted by Panzerwaffen View Post
    True... But what are you willing to give up for that increased convenience? Quadruple the duration and cut the endurance and recharge buff from +50% to +20%?

    Speed Boost is a powerful buff, that lasts a short time. Pure speculation on my part, but I would guess the intent behind the duration, is that it is not intended to be used as a perma buff to an entire team, rather than being used only when necessary on a limited number of team members. Yes, it CAN be used to keep an entire team constantly buffed, but requires sacrifices on the part of the buffer. Take away that, and something, somewhere has to be given up in exchange for the sake of balance.
    My opinion on this is that if making it easier to keep the entire team buffed (whether by making it an PBAoE buff that doesn't affect the caster or simply increasing the duration) would mean the effects needed to be nerfed then they need to be nerfed now. It is perfectly possible to keep the entire team SB'd 100% of the time, it's just annoying to do so. So if making it easier means the power is to good then that means the power is being balanced around being inconvenient to use and IMHO that is just poor design.

    I don't mind powers being balanced around being HARD to use (such as Warburg Nukes and Vanguad HVAS which require a time commitment before hand for every usage) but a power that is more powerful simply because it's inconvenient to use isn't really balanced, it's just inconvenient and likely to cause fights (and large forum flamewars).
  9. Quote:
    Originally Posted by TheJazMan View Post
    Also, for TFs and SFs in general, how fun can they be when people do not go on them unless they can stealth all of the stealth-able missions? To me, that speaks volumes. The Devs really have to put a bit more effort into these things and a bit more work. Well connected storyline and original maps make TFs/SFs way more appealing.
    Indeed, I don't think stealthing is required but a lot of the TFs are really annoying without it. Synapse TF is a good example, it starts with 5 kill all missions and then has 5 more missions which are boss kill or hostage rescue. The thing is after 5 kill all clockwork missions I am utterly fed up with killing clockwork and want to get the remaining missions over as fast as possible so I can do something else.

    I don't particularly mind kill all missions in TFs, I do TFs partly for the XP anyway and they keep the merits rewards up by limiting the rate you can do the TF but the general structure of the older TFs really disincentives me from doing anything other than the absolute minimum.
  10. Quote:
    Originally Posted by Fleeting Whisper View Post
    However, assuming X% Damage debuff actually affecting the target (whether X% vs. a target with 0% Damage Resistance, or X% after the Damage Resistance has reduced the original value), it is exactly equal to X% Damage Resistance buff on yourself.
    That's only true if you have 0% resistance. Since both are applied multiplicatively if you have X% resistance and Y% -damage that less effective than having (X + Y)% of one of them.
  11. Quote:
    Originally Posted by LAST_RONIN View Post
    Hard to sight balance reasons on powers that anyone can get as temps.
    Not really, there is a huge difference between temp powers and permanent powers. The big one is how often you can use them. Permanent powers you can use whenever the power is recharged temp powers do incur a cost in time and/or inf to acquire. Even if you only consider the recipe ones the majority won't last a single mission so even if you always make new ones when you run out you still either don't get them for entire missions unless you spend a lot of time running between the mission and a lab bench. Additionally temp powers can't be enhanced so they can afford to be slightly more powerful than regular powers.
  12. Quote:
    Originally Posted by cursedsorcerer View Post
    What if you run out of ammo? Granted, that doesn't happen in this game (to PC or NPC alike) but the point still stands. If you have a gun, but no ammo, you have an improvised club!
    Or better yet use a bayonet.
  13. Adeon Hawkwood

    New to the game.

    Quote:
    Originally Posted by Deliverance_ View Post
    Completely false, the emphasis on this game is getting to the end and rerolling an alt. I'm not saying that's a bad game, but at the end of the day that's what it's all about here.
    Not really, that is one possible option and the game is designed to facilitate that (frequently adding new content at lower levels rather than all content being top level) but it's not the only way to play. Plenty of people enjoy playing their level 50s whether it's farming, doing the level 50 stories/TFs or just exemping down and running the lower level content.
  14. Quote:
    Originally Posted by Derangedpolygot View Post
    I'm guessing not at the same time(as that's impossible short of a /synch issue).

    They will all do some base Lethal, all ammunition are still bullets. There is secondary damage that is also Lethal with standard ammo. If you scroll down there will be other effects(at 0%% chance if other ammo is not set)
    I just checked on my Corruptor. The information seems to be missing now. I remember it being there before when DP was just released but it seems to have vanished.
  15. Adeon Hawkwood

    New to the game.

    Scrapper/Brute are probably the easiest ATs to play since they combine good offense with strong defense. Tankers and Stalkers share powersets with Scrappers and Brutes but take a little more getting practice to use effectively (Tankers have stronger defense but weaker offense, Stalkers have slightly weaker defenses and weaker damage but can use stealth tactics for lots more damage).

    Blasters and Dominators can also make decent starting characters if you're a more experienced gamer (which it sounds as if you are). They get good damage but unlike their melee counterparts rely on a more active defense style using controls and other powers to avoid damage.

    Since you are coming from WoW I would recommend avoiding the other ATs (Defenders, Controllers, Corruptors and Masterminds) for your first character. These ATs all have a Buff/Debuff powerset as either their primary or secondary and buffs/debuffs work VERY differently here than they do in WoW so you'll probably find it beneficial to learn the differences in the game mechanics before you try making one.
  16. Quote:
    Originally Posted by Decorum View Post
    Thanks! Where exactly is that from, that I might indulge myself in some larnin' and not embarrass myself spouting nonsense or old info?
    It was from the last dev Q&A:
    http://www.formspring.me/askcohteam
  17. It's an interesting idea although to be honest I think the ability to make heroic masterminds in Going Rogue will fill the thematic gap for most people.
  18. Quote:
    Originally Posted by Cayenne View Post
    I don't understand... in a game where there are so MANY choices, why are people trying so hard to say that we shouldn't have even more?
    It's not a case of not wanting more choices it's a case of how we feel the devs should prioritize those choices and what developments would be best for the game. As I mentioned above I feel that power pools should be as generic as possible since they have to work with a huge range of powers and concepts. I would LOVE to have power pool customization that included alternate animations with both gadget and magic themed options for appropriate powers but that doesn't mean I think implementing it would be the best use of dev resources.

    Secondly the question is how does this expand the power options available to a character. The basic answer is that it doesn't. Most of the possible options you've suggested are either already available as pool powers (i.e. melee attacks, stealth powers, defense/resistance power etc.) or have almost certainly been deliberately left out of power pools by the devs for balance reasons (i.e. most types of debuff powers).

    So a gadget pool wouldn't really open up any new options for characters, it would mostly serve as alternate animations for RP'ers to use. That's not necessarily a bad goal but it doesn't mean it's the best way to implement it.
  19. Quote:
    Originally Posted by Forbin_Project View Post
    That being said the devs may very well increase the number of characters allowed per server. I sure could use the extra space.
    They stated in the last Q&A that they aren't planning to increase the number of slots per server.

    Quote:
    The Going Rogue page states that we will be getting extra character slots, can you clarify for us if this means that we'll be able to have more than 36 slots on one server or is this just free character tokens that we'll have to use on other servers?

    [Ghost Falcon] Players will receive two (2) "Character Slot" tokens which they can use to unlock any "locked" character slots. If a player has unlocked all available slots already on a server, the player will only be able to redeem those "character slot" unlocks on another server. There are no plans at the moment to expand the available Character Slots beyond 36 slots per server.
  20. Quote:
    Originally Posted by Decorum View Post
    As far as I know, the RNG randomizes with every defeat. It's the only way that would make sense. Is there a citing on this otherwise?
    I've never seen a dev statement either way. Although from a coding point of view it's more common to set a seed value when the program starts running and keep using that simply because it's faster (you don't have to make a call to the clock or some other function to get a new seed every time you need a random number). At the same time I would be very surprised if each character has their own loot random number seed. I would expect it to be, at the very least, set for aspecific instance or possibly even server wide.
  21. Quote:
    Originally Posted by New Dawn View Post
    Keyword "seemed". I seen your build a while back. I wouldn't play it. I could still tank the STF for it but I'd doubt you'd be the right sort of player behind it EMP is only up so often. It's just a panic button I rarely use.
    Ah, I looked that up. You recommended dropping Explosive Arrow which, to me, pretty much kills any credibility you have when it comes to build advice.
  22. Regarding JJDrakken's build I'd replace the Dam/Range in the Positron Sets with the Proc. In Bullet Rain and Piercing Round you won't really notice the difference unless you reguarly attack from extreme range. It's more useful in Empty Clips but personally I find I prefer the extra damage over a small range boost.
  23. Quote:
    Originally Posted by Cayenne View Post
    That's one of the best things about a Gadget pool. The animations are already done, and presumably the powers are balanced as well. I'd expect there to be some fine-tuning, but most of the work is already done. People are already getting these temp powers, regardless of Origin or backstory, so making them available as a permanent pool isn't changing much there.
    Not really. Temp power animations are not up to the same quality as power animations. A good example is to try using one of the bow temp powers on a shield character. When animating the temp powers the devs often just grab a suitable animation for an existing power which works well enough but doesn't necessarily mean the animation will work correctly under all circumstances. Similarly temp powers are not balanced to the same degree that pool powers are. Temp powers have limited charges which means that you can't use them as often as your actual powers since once they run out you'll have to spend time (and maybe Inf) reacquiring them. Additionally temp powers can't be slotted so some of them have more powerful base stats to compensate.
  24. I'd say check what the level 30ish and level 50 ones are gonig for and price it at about that (maybe a little more). The PvPIOs are like Purples in that you keep the set bonuses when exemplering down so the only advantage is that you can slot it earlier. Since people generally don't bother with set IOs before 30 or so it's probably not worth a lot more just for that.
  25. Quote:
    Originally Posted by Cayenne View Post
    Honestly, I think that we need more power pools in general. New primaries and secondaries are good too, but more pools would dramatically increase the options available to everyone, even the 6+ year vet characters. Why not have one or two 'concept pools' for each of the origins, as well as more generic pools? Dropping an extra 5 pools on the game would mean that we wouldn't suddenly be playing City of Gadgets.
    I'm not opposed to new power pools but there are a few things that need to keep in mind.

    First off a new power pool requires at least 50% of the work required for a full powerset. You've got to make animations for 4 powers (and like melee sets those animations need to be compatible with shield defense). Secondly balance wise those powers need to be considered for every powerset combo as opposed to just a limited set which creates potential balance issues. Overall I'd rather see new powersets (or epic power pools) than new power pools since those increase ability diversity between characters in a way that power pools don't.

    The other issue is more subjective and that's the idea of origin based pools (even unrestricted ones). Power pools aren't supposed to be defining aspect of your character they are to allow you extra flexibility in designing your character. Pools with powers that have a generic animation and naming allow for them to be used with a lot more character concepts than ones that are origin based. So while I like the idea of more power pools, I'd rather see them used to expand power concepts rather than power themes. Of course, I'd ideally like both, make the sets generic and have more specific alternate animations (the medicine pool is an excellent example of where this would be a good idea).

    As an example though consider leadership. On a natural hero they might represent inspiring leadership. On a tech hero maybe advanced targeting optics and a squad level C&C system. A magic hero might have an artifact that improves the skills of those near it. A mutant might have a minor ability that increases adrenalin production of those near him making them react faster. A science hero might... um, ok I suck at thinking up science characters, they always end up as tech characters.