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Quote:Yuo are really underestimating the value of +Rech. Yes, Blasters will have a decent attack chain, but it will be mostly composed of single target attacks. Even Assault Rifle (the premier AoE blast set finds it hard to do only AoE attacks. Having more +Recharge means the Defenders are dealing more AoE damage faster than the blasters will. They also have their 3rd blast up more frequently which further increases their damage output.Agreed that it's tougher. However without a damaging secondary, the +Rech is really not a factor. The blasters should have a reasonable attack chain that minimizes down time. Also with the same hasten, and using their self buffs, they will continue to do more damage.
Quote:Hitting +3/4's is not a problem for any toon post 30's. At least not with any intelligent slotting. I have few characters that post less than a 95% hit chance without buffs/debuffs even against + enemies. It's just not that hard to hit in this game, by design.
Quote:They lack healing and will have more downtime. That's a given as well.
Quote:Realize that the comparison that was made was a fully buffed team compared to a vanilla attack chain from a blaster. No self buffs. No extra slotting. Nothing. Add in Aim + BU and the disparity grows.
Quote:Where is the problem with that? Take a tank + 7 blasters. Tank takes alpha, blasters AOE spawn to death. Rinse repeat. Take a controller with AOE stun + 7 blasters. AOE death again. 2 FF defenders + 6 blasters. 2 sonics + 6 blasters. 1 kin + 1 tanker + 6 scrappers. All of those combination's have greater kill speed then this 'superteam'. All of them do more damage and have close to the same levels of survivability.
1. That the overall damage output of a blaster is better than the buffed defenders (I disagree due to the +recharge fo the defender)
2. That there is no downtime for any of these teams
Quote:It does however make it far more enjoyable for two defenders to play, or one solo. Or a defender and a tank. Because when you don't have you buffs stacked in just the right way... well then you are looking at serious time to kill Lt's and even some minions. -
Quote:CD is mostly useful if you either want to be able to ghost mission (especially if you take recall friend) or as an IO mule (either a Red fortune set if you have spare slots or a Luck of the Gambler 7.5% in the base slot).Do I really need Cloaking Device or ANY stealth at all? Its just more of an end-drain, and I've never been that interested in toe-bombing- I simply drop a mine around a corner and pull if I need to weaken mobs first.
Quote:Which Blaster epic shield/set would be most beneficial? Energy Torrent + Explosive Blast is not near enough AoE damage to two-shot a spawn without Buildup, so is there a strong case for the Elec set which has another Cone?
Quote:I appreciate any advice on build/some cheap IOs to pick up that would greatly help my survival. I've got to run for the day, but I'd be back later tonight to read up. I really want to get my first Blaster to 50- I can see her potential, but as she is now, its very iffy.
Positron's Blast is a nice set for your AoEs, it's more expensive but if you're patient it's not two bad (just watch out on how much you pay for salvage)
If you take Gun Drone then Expedient Reinforcement is a VERY nice set, the recipes are normally very cheap as well, it does require rare salvage though so factor that in
Red Fortune is a cheap set with nice bonuses, the downside is that on a blaster you only really get the set bonuses, the defense powers you have (CD, Hover, CJ etc) aren't really worth enhancing for defense.
Trap of the Hunter is a nice set for Web Grenade if you have spare slots. -
The same goes for damage buffs provided from an outside source (and some other types, but damage buffs are the most common). Since they are all based off of the character's base values a damage buff will increase a Blaster's actual damage more than a Defenders (assuming same level and slotting).
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Quote:I'm sorry, but you are completely ignoring reality. A team of 8 Empaths means that you have (approximately) 3x fortitude, and at least 2x regen aura on you at all times. You also have AB on you 90% of the time (100% of the time if the Empath's have hasten or ~40% global recharge).8 Defenders, doing double damage is still worse than 8 blasters who are using no team or personal buffs.
Now, they lack the defense/healing, granted. Energy is rarely a problem post Stamina. You have enough to wipe a mob, and it's back by the next mob. Usually. Of course if this is an issue (Fire/Storm, or some other end hungry set) you can IO around that.
So those 8 defenders are kind of more like 8 survivable, badly slotted, blasters who never use their self buffs. (IE 8 very hard to kill characters doing very low end blaster damage
Yes the blasters will do about 17% more damage (assuming 95% damage slotting for both groups). But the Defenders will have softcapped defense, +100% recharge (90% of the time), mez protection, a huge to hit bonus (useful if you want to go up against +3s or +4s and aren't a /Devices Blaster), a huge regen bonus and healing. So the Defender team is several orders of magnitude tougher than the blasters and has the capability to go against +3s and +4s without needing to worry about hitting. They barely take any damage and the little they do take gets restored pretty quickly just from the regen buffs (or a quick heal other if necessary). Add in the fact that the recharge bonus means that the Defenders are probably actually out-damaging the blasters since they can use their AoEs a lot more often.
So yeah, a team of 8 Blasters has slightly higher damage, but the team of 8 empaths is significantly more powerful.
Oh and increasing Defender damage modifier to 0.8? The Empath team gets a 5% damage bonus over Blasters. So they'd be dealing more damage, hitting more often, and significantly tougher. -
Quote:Yes, but not because it's a primary versus a secondary. All characters have attribute modifiers that impact how powerful their abilities are. For example take Dual Pistols. Three ATs have access to the sets: Defenders, Blaster and Corruptors. Their Ranged Damage Modifiers (at level 50) are as follows:I know that you get powers later on as a secondary, but let's say for a Defender with Dual Pistols secondary, would that power set ALONE be doing less damage than a Blaster with Dual Pistols ALONE? If so by how much?
Blaster: 1.125
Corruptor: 0.75
Defender: 0.65
So Blasters will do about 73% more damage with their pistols than Defenders. However even though corruptors have it as their primary they deal less damage than blasters and only slightly more than defenders (ignoring scourge).
However the pistol attacks also deal various other effects depending on the specific power and the ammo type. Most attacks deal Knockback (regular ammo), Slow (cryo ammo) or damage reduction (toxic ammo). Additionally Suppressive Fire does either a stun or a hold. The different AT have different modifiers for these as well, for example the modifiers for damage debuff are as follows:
Blaster: 0.07
Corruptor: 0.1
Defender: 0.125
These vary a little bit for different debuffs but the basic point is the same. Defenders get the best ones, and blasters the worst with corruptors in between.
If you want a full list of attribute modifiers the wiki has them in the various AT pages or you can find them at redtomax.
http://wiki.cohtitan.com/wiki/Main_Page
http://tomax.cohtitan.com/data/modifiers.php -
Also, the majority of missions take place inside of instances so a much smaller portion of the playerbase are out on the streets compared to other MMOs.
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Quote:They don't because they don't want to. What you are proposing essentially turns the market into a store. They implemented a market becuase they wanted set IOs to be obtained through combat/merits/tickets rather than being purchased for inf from a vendor.Hmm..this goes into another question..which I know is probably stupid but why didn't they control the market? Like placing stuff in it and setting prices and giving payouts? I was wondering that as well? Would that cause to much of certain items?
As Aggelakis and GATE-keeper said fixed prices cause problems unless they are either set significantly higher than the natural market price OR there is an unlimited supply. If you put unlimited supply on the market then it becomes a store and the devs don't want that. -
Well, the most likely problem is permissions. The solution is to confirm that you have write permissions to the install location. Alternatively, try running in administrator mode.
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I had a WP/SS tanker called Ralph Rackstraw. I ended up deleting him because I didn't enjoy the powers (and because there is no staw boater available in the editor).
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Out of curiosity (I don't have any high level Villains), do all members of the team have to have done the patron arc or just the leader?
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The other reason is the development timeline. The three storage items were all added in Issue 7, before inventions were released so it would have been impossible to add recipe storage then. Given the generally lackluster support the devs have given bases it isn't to surprising that additional storage items were never implemented.
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Personally, my opinion has always been that PvP in an MMO is (for me at least) a complete and utter waste of time. I have absolutely zero interesting in spending the time and effort required to make a special character just so I can PvP. If I PvP I want to be able to just jump in and do it with my regular characters. Therefore I am very unlikely to ever try PvP in an MMO and instead when I want to play against other people I'll play games like Team Fortress 2. That way I get a game where skill matters but I don't need to spend loads of time getting a character to the point where my skill matters. For me to be at all interested in PvP in an MMO it would either need to be balanced to the point where any character is competitive regardless of build or have some way to make a "PvP Character" for free (I think Guild Wars has something like this).
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That seems reasonable to me. If they delay it any longer than that then either the open beta will be the shortest in CoX history (which seems like a bad idea to me given the size of the issue), or they will miss the stated time frame for the release of Demon Summoning. I guess they could release Demon Summoning separately with no open beta though.
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It might be that they are just starting the pre-download early. I mean the Ultra Mode is probably going to be a large download and plenty of the art assets and such for it aren't going to change between now and when I17 goes live anyway since they aren't the sort of place you find bugs anyway. So starting the pre-download early means people spread out more and there is less load on the server.
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In general I think the villain ATs offer a much better mix of solo and team abilities than the hero ones. That being siad I mostly play hero side since I enjoy the hero side more from a thematic point of view.
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Quote:That's a fair point. I tend to view AR in terms of it's AoE damage since that's how both of mine are built (I have Ignite, but I really only use it for killing bosses).Up until it was nerfed, AR had the best single target attack in the game; Ignite. Even after the nerf, it is really good on a DPA basis.
For my blaster when soloing, Sleep Grenade is an "I Win" button in every fight. Soloing +4/x1, I could sleep a spawn, then use Cryo Freeze Ray to hold one. Then I'd kill it and hold another. After the second enemy was dead, the third one was still asleep and I would hold and kill it at my leisure. With a tiny bit of global rech it is perma. It makes a great set mule, since purple Sleep IOs are fairly cheap. My solo build eventually became totally single-target focused, based almost solely on the ability to sleep spawns and kill them one at a time.
Yeah, my solo AR build has no Full Auto, no Flamethrower, no M30. Buckshot is a set mule. I can Slug, Burst, and Ignite in total safety while my enemies are slept and held. -
Not going to happen. People who want to farm will farm (and IMHO there is nothing wrong with that). What the devs are doing is pruning back the exploitative farming methods not attempting to eliminate farming entirely.
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Quote:I can definitely see the problem for story tellers, it really does discourage the use of allies for story reasons. At the same time the nerf was needed (due to the farms with 10+ buff bots) so hopefully the XP loss isn't to great if you only have one or two allies.The former stinks, particularly for those of us who design Story-related arcs where several Allies are made available to assist MA Story Solo'ers who might not be able to take on EBs or AVs that are placed in the mishes.
The latter, if true, is just freaking stupid. -
Quote:That is kinda annoying. I can see the argument for why to do it but having to re-target resurrecting enemies is a bit irritating (especially against Rommy where you have to break LoS while he rezzes). Oh well, it's not the end of the world.
NPC critters that are resurrected will be unselectable while going through the resurrection animation. -
Quote:I don't think it would ruin everything, however I don't see an easy way to do it. There was a suggestion a few pages back about allowing defenders to use ally buffs on themselves. Some variation on that is probably the only practical way to change things so that all Defenders get equal usage from their primary but the standard code rant applies as to why it's unlikely to be implemented as a solution.There are distinctly two seperate camps on this; One group feels that even though Parity for Defender primaries are all over the map, lets leave it alone because any attempt to fix it would ruin everything.
Quote:And the group I belong to feels that Defenders are just fine on Teams, and solo just fine on Base settings throughout the game, but feel that no two defenders are created equal and that where some defenders fall flat on their backsides is in the Damage department.
Raising Defender damage closer to Tankers is not unbalanced since they have considerably more HPs and much better status protection in order to survive the time needed to defeat a spawn. -
Quote:I don't think Defenders need any more encouragement to shoot (some players might, but that's their problem). Personally I'm perfectly happy with the damage output of my defenders in team situations. The only time I feel their damage is lacking is when I'm soloing.I don't believe in ignoring the fringe and outliers, but I also do not believe one should ignore the "normal range of gameplay". If the fringe gameplay will be barely affected, as I believe, and if you agree that encouraging defenders to shoot more is a reasonable position, then increasing the damage mod to 0.8 is all win.
Quote:Plus, none of the other buff/debuff ATs have to suffer with this mentality that damage needs to be kept artificially super low. I agree the damage should be kept low, just not as low as it is.
Quote:There is simply NO GAME BALANCE REASON not to increase defender and corruptor damage. It is a concept choice only. It is not even a choice I can call wrong, it's just a decision I disagree with.
I think at this point in the thread though we might as well go our separate ways and agree to disagree. -
Not at all, a team of 8 characters who are damage multipliers (i.e. any character with a buff/debuff set) is overpowered. It doesn't even need to be a team of 8, stacking 3 or 4 of them tends to make a joke of most content. Conversly a team of 8 non-damage multipliers will generally be weaker than a mixed team. Given this increasing their base damage is something that needs to be approached VERY carefully. Personally I think the current damage values are about right in a team setting although I would like to see some sort of damage buff when solo.
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Quote:It's simple mathematics. Buffs and debuffs act as damage multipliers. Lets say for the sake an argument that a team of 8 defenders is 16 times as powerful as a single defender (i.e. in a team each defender is twice as powerful as they are solo). This number is made up, but I suspect it actually underestimates the power of a team of defenders. If you increase their base damage by 23% then they will still be 16 times as powerful as a single defender but will become 46% more powerful than they currently are, or 23 times as powerful as single current defender.That is exactly my point! A huge team of buff/debuff characters may be overpowered, BUT NOT BECAUSE OF THEIR DAMAGE POWERS. By saying its not the blaster's or tanker's higher damage mod, you are proving my point. The higher damage mod is irrelevant to the power of these teams. Stacked buff/debuffs may be overpowered, they may even be "broken", but increasing the damage mod of defenders is not in any way going to make this "more broken". It will simply aid defenders on "normal" teams feel more effective with their blasts.
This is not limited by their lower base damage. Increasing their base damage will not in any way make the situation worse. It will aid defenders on "normal" teams and will have almost NO EFFECT on teams that are overstacking buff/debuff.
How do you reconcile that first sentence with the rest of this paragraph? If damage is not the problem, then adding more damage to defenders is not a problem. Do you really believe that a defender with scrapper base HPs and a 0.8 damage mod will somehow cause too many people to ignore scrappers, brutes, blasters, and tankers?
I have not seen any reasons that make any sense. Perhaps you would like to try?
Now the numbers are made up but it illustrates my point. If you increase the base damage of a single defender then the power of a group of defenders goes up by considerably more than the amount you increased the damage by. If you believe that a team of defenders is currently underpowered then this isn't a problem. However if you believe, as I do, that a team of Defenders (or any other AT with a buff/debuff set) is overpowered then increasing thier base damage while on a team is a bad change. -
Quote:7 Defenders and 1 Tanker or 7 Defenders and 1 Blaster are overpowered but not because of the Tanker or Blaster. Defenders are force multipliers, they increase the power of everyone else on the team. Tankers and Blasters are not force multipliers (ok, the first Tanker on a team is a weak force multiplier). Because of the way buffs and debuffs work in this game characters that are force multipliers (Defenders, Corruptors, Controllers and Masterminds) stack together a LOT better than anyone else. To some extent this is limited by their lower base damage. Even with their current damage they are pretty overpowered, increasing the base damage makes that even worse.Why is a tanker with 7 defenders not horribly overpowered? They are, and yet you are not calling for their damage mod to be sunk into the ground. Why is a blaster with 7 defenders not horribly overpowered? They are, and yet you are not calling for their damage mod to be sunk into the ground.
Why can the most survivable AT in the game have a 0.8 damage mod and not be considered overpowered but a defender with a 0.8 damage mod would be terrible?
TL;DR version: Defenders do not need to be made more powerful on a team, they could use some help solo though.
Quote:If you feel defenders should shoot stuff, then you should be clamoring for them to have a 0.8 damage mod.
Oddly, I often feel like I am asking for the AT to be re-imagined; and yet when I look at their basic design (ignoring actual numbers, just the basic design), I feel like I am simply asking for the AT to have the numbers to back up the concept. I do not believe the AT was originally imagined to be a passive, team-window babysitter.