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A stealth IO in sprint will give you basically the same effectiveness and allow you to use the travel power fo your choice. The downside is that stealth IOs are kinda expensive below level 50.
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Quote:I have several Offenders. The idea that Defenders are delicate flowers that shouldn't have to worry about using half of their powers is frankly ludicrous. There are times when a Defender needs to focus on their buffs/debuffs in order to keep the team alive. In other situations nothing is needed and the Defender should focus on blasting. Most of the time the situation is somewhere in the middle and the Defender can blast in between buffing and debuffing as required. The point as it regards this thread is that in all of these cases the Defender needs to HAVE his blasts available so that he can use them. Defenders aren't Blasters and shouldn't focus on blasting to the exclusion of all else but conversely they do have blasts and should use them when their other abilities are unneeded or still recharging.On any other AT than a Defender I'd agree with you. Defenders are a special case, though, and require an exception to the normal rules. If several members of the team is in the yellow/red, would you rather your defender be an offender (that is, a defender that likes to attack)? If your buffing defender neglected to put buffs on you because he/she thought she was a blaster, would you still be amused? You may think; "Hey, those are a bit extreme!" Yes, they are, but it makes my point. It's very rare running into a defender that can keep buffs/heals perma'd on the team, but still attack. For me, it would depend on the circumstances. If the team is plowing through the enemies without a care in the world? Go for it, you wannabe blaster! If the team needs a dedicated healer/buffer, please keep your priorities in perspective. Looking at it in a 2D manner such as that...just doesn't work.
And yeah, thread necromancy is bad m'kay? -
Well a Luck of the Gambler 7.5% at level 25 is generally between 125million and 140million (peak is around 175million, valley about 90million) for the recipe and the majority of those are purchased with direct merit buys (200 each) so that's probably a good scale to use.
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The devs have stated that they don't want to increase the amount of storage since doing so will increase hoarding and slow down the market.
Personally I think it would provide an extra reserve to help smooth out the fluctuations in market prices (like a capacitor). -
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Realistically, if an RP SG is tight knit enough to go to the trouble they probably trust each other not to need proof.
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Quote:Yeah, at this point we might as well give up on it since we obviously aren't going to change our minds. At the end of the day only the devs know what constitutes a manipulation set but I really do not see them making a Blaster manipulation set with 7 melee attacks that are primarily damage based when currently only one set has 4 and most have 3 or fewer.Fine, you pointed out something we've discussed a few dozen times over the last year already. I forgot about Confront, I admit it. It's pretty much the only power that needs to be changed. You know why? Because every blaster secondary doesn't have to be identical to every other blaster secondary. Devices is not anything like what you describe. Martial Arts for blasters (or "Self Defense" as we dubbed it last time we talked about it) could be the very offensive option with more melee attacks than any of the other secondaries.
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Quote:Even so there's a big difference between "able to choose any two powersets" and "able to make ranged/defense characters". Part of the reason for having ATs with fixed powerset types is that it allows them to fine tune the AT modifiers to a greater degree than in a free-form system. In a free-form system a Ranged/Defense characters and a Ranged/Manipulation character (i.e. a Blaster) would do the same damage with their attacks. Similarly a Ranged/Defense character and a Melee/Defense character (i.e. a Scrapper) would have the same defensive numbers. With the AT system a Ranged/Defense character can be made to do less damage than a Blaster and/or have weaker defenses than a Scrapper.Eh, the game as it was originally envisioned and alpha tested would have allowed players to create ranged/defense sets. The original idea was to allow you to choose any two powersets from a much larger list of powers. That proved to be much harder to balance and was scrapped for the existing system we have now.
Side note: This shouldn't be construed as supporting a Ranged/Defense AT, I used it since it was used in the post I quoted. I like the idea of an Assault/Defense AT and think it would be balanced but I don't care for the idea of a Ranged/Defense AT. My concern is not balance since in the mechanical sense I think it could be balanced but because I think it's a poor pairing given the current design of both Ranged sets and Defense sets. A Ranged/Defense AT would IMHO require significant redesign of the Defense sets to support it. -
Quote:Ummm.... yes it is necessary. Martial Arts is a Melee Set. Blaster secondaries (mostly) include melee abilities but they are not melee sets. They are a mix of melee and control powers with some self buffs or weak debuffs and maybe a damage aura. They don't have 6 melee attacks and they certainly don't have Confront.They don't need to retool anything, remove attacks, add "random" powers or anything else. All they have to do is make sure the numbers are correct and it'll be good to go. They might decide to change things anyway but it's not really necessary.
Additionally you'll notice that the Tier 1 is always a power to keep enemies out of melee range (generally a single target ranged immobilize) this is deliberate to help Blasters solo (especially at low levels).
Realistically making a Martial Arts based Blaster secondary would require putting in at least two new powers. Assume that Crane Kick is changed to the same stats as Power Thrust and made the T1 (i.e. lower damage and recharge than the scrapper version). Then add Cobra Strike, Focus Chi and 3-4 of the damaging melee attacks from MA. That still leaves 2-3 new powers required and a set that, frankly, looks like a weaker version of Energy Manipulation.
And since someone will bring it up, Blasters were Ranged/Melee in the original alpha version of the game. This was changed because they just didn't have the survivability. -
Or just wait for I17 and get the rez temporary power.
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I just tested it myself. Against a level 54 Chief Soldier the -to hit of Flash Arrow was reduced from 8.93% to 4.29%.
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Quote:That is completely and utterly illogical. The fact that something is not in the game does not automatically imply that it is imbalanced. It simply means that the devs have not implemented it. An inability to balance it is only one possible reason for them to not include it. They could equally well decide that it's doable but not worth the time and effort required or simply that it will take the game in a direction they don't want to go or any one of a number of good reasons.The real issue with a Range/Defense set is that if it were possible to create something like that within the confines of game balance then they would be in the game. Perhaps that is why the epic archetypes exist in the first place.
The devs haven't implemented Carp Melee. It's not inherently imbalanced, it's just silly. -
Now we just need to proliferate it to Dominators and give then a Duel Pistols secondary
no, that is not a misspelling -
Quote:I think the issue is that the difference in time between a speed run and a non-speed run is much larger for the Hero TFs than the villain ones (due to the larger percentage of missions which are glowie hunts or boss kills). This means that the distribution of times is less linear for hero TFs so the merit rewards are inflated.That does not change the fact of my statement. If 25% of all SF runs are, for instance, speed runs, that's still going to pull down the median time. And given the way merit rewards currently sit, anything but a speed run is being actively discouraged by the low merit returns, which will result in an even larger percentage of runs being speed runs, thus further lowering the median time and further lowering the reward.
Especially with the smaller base of people playing CoV in the first place, this is a serious error in the system.
That being said I agree with the sentiment, basing merit rewards on time was a poor decision, it encourages speed runs and in the long run merit rewards trend downward. That being said, I'm not sure there's a better option. -
The other possibility is using a trusted 3rd party to act an an escrow agent. Of course this shifts the trust onto a third party but in same cases that can be sensible. I recall that back in the day someone (Smurphy maybe?) used to do that for cross-server and cross-faction trades in part to encourage more competition in that area.
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The short answer is that merits are based solely on average completion time and the CoV SFs are designed around a shorter completion time since frankly that makes them less of a grind.
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Quote:Are you sure about that? My understanding was that unresistable powers do ignore AV resistance but are still reduced in effectiveness against higher con enemies.Then there's Siphon Speed, which is a 20% irresistible recharge debuff. So it will plow right through the Purple Patch and AV resistances.
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Quote:That was never entirely correct. Activation time is not a part of the equation used for damage, it's based on recharge time, area and AT. Blaster melee attacks use the same equation as the melee attacks for other classes but universally have higher recharge times.... actually, the attacks they left in would probably get cranked up considerably to balance it with the rest of the Blaster melee attacks. The number I used to give was that Charged Brawl + Havoc Punch did 1.6 times the damage of Headsplitter in the same activation time. (Before that it was "5/3 the damage of headsplitter in 3/5 the time", but they sped up Headsplitter.) I haven't checked activation times lately; I don't know if that's still correct.
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Because it would allow for a lot more variety in the available powers. With EATs we have a very limited selection of powerset combos (8 max, depecding on how you count them). A new AT would have 49 combos right off the bat (7 assault sets and 7 of the 8 scrapper defensive sets).
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I will point out that he's not proposing generating new purples through arcs he's basically proposing using arcs as a way to give other people purples as gifts. It's still a poor idea but not quite for the reasons you're stating.
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Quote:It's interesting, I agree with you on skipping rezzes but for different reasons. For me it doesn't come down to personal benefit versus team benefit it's a matter of utility. I have no problems with taking powers solely to benefit teammates the issue is how they benefit teammates. To use Empathy as an example there are six powers that only benefit teammates but Resurrect is the one I consider the most skippable. The other 5 all help to keep a team alive, healthy and moving. The only time Resurrect does that is in the uncommon situation where one person dies and the rest of the team can't finish the current spawn without their help. To me the same applies to Mutation and Conduit of Pain. Despite the nice buffs they provide the simple fact is that they are unlikely to change the tide of battle on their own. Chances are that one extra teammate living won't make the difference between the team wiping or finishing the spawn off.Oh, a good example of that would be Taunt/Confront. Most people scoff at the powers, especially Scrapper Confront, yet I have that on EVERY Scrapper I've ever made. Why? I mean, isn't that a team power used to take the heat off squishies? Well... Yes and no. Yes, it very much is a team power, BUT it has the uncanny use of stopping runners from running (and much more consistently than shooting them with ranged attacks) and it is a nice pulling tool, should the need arise. Neither functionality is exactly GREAT, but both functionalities EXIST, so when I look at the power, I think "Well, I don't use it much, but I CAN use it, so why not take it?" I can't say the same for an ally-only resurrect power, and it bugs me.
Powers like Fallout, Power of the Phoenix and Vengeance are more borderline. The damage and debuffs the first two apply and team buff the last one applies do have the potential to turn the tide of battle in a way that simply rezzing one ally doesn't.
Now this isn't meant to imply that a power needs to change the tide of battle on it's own for me to consider it useful but in the case of powers that require a dead teammate I'm giving up a power choice that I can use all the time (like another attack, something from the Leadership pool or Recall Friend) which will make a difference in every battle while the rez will only be used occasionally and probably won't actually make a difference when it is. -
This would be a LOT of effort for no real benefit. It's not something a lot of people would use anyway and those who would are served well enough by the current system of manually giving people things as a reward for running their arc.
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Martial Arts Manipulation is probably the most requested new blaster secondary. If you do a search of the suggestions forum you'll find a few write ups people have done with power suggestions (of... variable quality). If you want to go ahead and start your own thread detailing your suggested power selection and post it there feel free, if nothing else it'll keep remainding the devs that we want it.
In case you're curious I would say the second and third spots for desired blasters secondaries are something based on Trick Arrow and Dark Manipulation. -
Quote:I agree but for a different reason. Allowing us to import existing characters would basically force the devs to give CoX2 exactly the same powers engine and powersets as CoX1 or people's characters would break.I WOULD NOT, want to see character import, unless they started at lvl 1. But you kept the same look & what not, I would be fine with that.
In order to allow for character import CoX2 would have to be nothing more than a new graphics engine wrapped around a basically identical game.
If the devs make CoX2 they are almost certain to want to redo the power setup from scratch to incorporate the experience they've amassed from CoX1 (things like the Hamidon Enhancements bugs, various issues with defense versus resistance, the fact that buffs and debuffs are horribly overpowered, the general movement away from the healer/tank/DPS trinity etc.). Allowing character import would effectively force CoX2 to replicate all of the power design decisions made in CoX1.