UberGuy

Forum Cartel
  • Posts

    8326
  • Joined

  1. Quote:
    Originally Posted by LordPig View Post
    Bring back toggle IH. Even that never made up for the lack of a regen debuff resistance.
    You need to accept that that's never going to happen.

    With old IH and other tools today, I could build a character with over 3000% regen, full-time. At it's very best, you can hit that rough equivalent on a softcapped SR who has 300% Regen. (300% Regen into 1/10 as much average damage is like having 3000% Regen.) But then SR has no Dull Pain equivalent. On top of that you get to layer +Def on the Regen, while the SR is capped out on that. So while the SR caps out around 3000% (3500% ish with Tough, a bit more with scaling resists), the Regen can cap out closer to 7000% (x1.36 for Dull Pain's pseudo DR and another factor of x1.67 for 20% melee/ranged defense).

    If you consider that soft-capped defense is almost certainly something the Devs seem to tolerate but probably aren't fond of from a balance perspective, it seems very unlikely that they'd allow something that much more survivable back into the mix.

    No one can argue with the notion of disliking having to manage the clicks. On the flip side, I enjoy playing Regen more because of the click management. (I'll note that I complained about it back when it changed.) When I survive something really rough on a Regen nowadays, I get to feel it's because I managed my powers well, in addition to things like having a good build. As opposed to, say, SR, where I mostly get to feel like my build was good and the RNG was good to me. What I do tactically has a lot less bearing on how a passive based set survives. For WP, positioning comes into play, but not a lot else.
  2. This thread again? The last one hasn't had time to properly decompose.
  3. Quote:
    Originally Posted by Santorican View Post
    I've tried this, got three tip missions, then went back for an hour and didn't get any. Is that a bug?
    Sounds like atrocious luck to me. I've never had that happen. I have been doing 5 alignment missions per day, plus the morality mission on the 2nd day.
  4. Quote:
    Originally Posted by Kitteh View Post
    Better said...folks have more INF to purchase Purples because Pool C's (the high value recipes in particular) don't/won't cost as much as they used to.
    I'm not sure I follow this logic. How do you think most people get the money to buy multiple purples?

    Most of my builds use 3-5 LotGs, but something like 5-15 high cost purples. Halving the price I pay for my LotGs helps my budget only a little.

    I play the game a ton and commonly fight on what I'll call "light farmer" settings (way, way higher than mythical casual players, but not as efficient as a hardcore farmer). I don't earn raw defeat/vendor cash at anything like the rate I want to to buy multiple purples. I get that money selling stuff on the market, some of which I produce with merits. Using Fulmens' estimate on Pool C+D price fall, I'll need something approaching twice as much fighting and/or task forcing to buy the same purples unless the purple prices also come down.

    I'm with Smurphy. This change appears to me to worsen the wealth+performance gap, by dropping earning rates provided by selling Pool C+D rares while leaving purple and PvPO prices alone at best.

    In the long term, that and the new money sink may provide a feedback effect that slowly deflates the high end prices. That depends heavily on what percentage of people buying high-end items afford them through raw (high-efficiency) inf farming rather than markeering. If there's enough raw inf farmers to sustain the demand at something like current prices, the prices may not fall that much.
  5. Quote:
    Originally Posted by Granite Agent View Post
    It's still pretty weaksauce for Scrappers, honestly. It lacks the single-target dps of DM, and the crit chance, while nice for the AOE, doesn't make it the be-all.
    Are we so sure about that? I didn't run the numbers, but some fairly expert Scrapper forum people posting in the beta thread on the changes were rating it's optimal DPS very highly.
  6. Sorry, yes, I said that very badly. I... don't really know what I was thinking there, but I knew it wasn't a 100% chance.
  7. Scrapper EC now gives a window where your next MA attack will auto crit if you queue it early during EC's animation.

    Stalker EC is now just plain more damaging. This makes sense, as they can deliver a controlled crit with it right out of the gate.

    Given these designs, I don't especially recommend that a Stalker use EC in an attack chain because of the long animation, bit I do think it's good to have and use out of hide. Deciding to put it it in your chain is less a function of its DPA (which is now more respectable) but more that the DPA of your other attacks are now very good.

    You should not want to skip Storm Kick. It is a good attack.

    And no, Stalkers do not need AoE attacks. I have an MA/Regen that plays and survives quite well. But having (more) AoEs is going to make a Stalker more attractive to a team, and make them able to survive taking on more foes at a time. Would most Stalkers want to do that? Of course. "Need" I don't buy into so much.
  8. Yeah, especially since, at least the last time I fought her, she really only ran away while her PFF was up.

    To be clear, while I may not especially enjoy it most times, I understand why mobs have a flee mode. I don't especially mind if faceless minion #474 runs away because he got to 1/8 health. What I really mind are scenarios like this:

    • My team or I are faced with a supposedly epic entity like a Giant Monster or signature AV, and they spend the majority of their time running from us, especially if they do so before we get their HP down even slightly.
    • Entities run so far away, we need an extradition treaty to get them back. I once had my DDD drop Darkest Night on a Council Warwolf boss, and without any meaningful damage dealt to him, he ran from the back of a large office map level all the way to the front. He ran so far away that he lost aggro, and came sauntering back later, oblivious to my presence.
    This sort of behavior adds no challenge to an encounter. Having an entity barely try to fight back, instead just making you chase it down, beating it as you go, generally isn't entertaining.

    There are other things mobs do that bug me, but those two seem to be specific cases of "self preservation" AI gone amok.

    Things like ambushes that turn and walk away seem to me to be different problems. (I had not experienced that problem post-GR until last night, it turns out.)
  9. Quote:
    Originally Posted by Supernumiphone View Post
    Second I'd tweak certain especially problematic mobs and powers that seem to trigger running more than they should. The two powersets that I have personally noticed as triggering running way over the top are Traps and Storm Summoning.
    It's kind of nightmarish when playing a Night Widow (either branch). You deal in slows, DoTs and now we know you compound that by having high defense.
  10. I have a raging hatred of power suppression zones because they make me move at the game's base jog speed.

    As long as they're optional, I don't have any objection to suppressed markets existing for people who can't abide other player's effects, but I would not be remotely happy if the existing markets were converted.
  11. Is there any hope of having this behavior tuned for AVs and/or (Giant) Monsters? I find it completely ludicrous the way some of these entities run. I mean nearly the entire fight is just them being chased down like dogs. The only ways to turn that around is to get someone who actually can taunt them (directly or via gauntlet effects) or, in the case of AVs, to immobilize them.

    Two entities that are notorious for this behavior are Deathsurge and The Ghost of Scrapyard. This is exacerbated by the fact that there are copious terrain height variations in the places they spawn, which they bound up and down across with ludicrous grace. I've had face-offs with both entities where we were worried we wouldn't be able to overcome their HP regen, because their Donkey Kong antics were slashing our applied DPS - they can leap and bound at will, leaving players behind as they root to attack and then suffer travel power suppression.

    I find Scrapyard's behavior especially immersion shattering, since he proclaims how he's going to "kick ***" and then proceeds to run like a headless chicken.
  12. I don't disagree that you can do whatever you want when you have the star. If they guy didn't like it, that was his problem. What I'm saying though, is that I consider two minutes between missions excessive, and would not expect it even on a run declared "non-speedy".

    I acknowledge your right to do as you please, but in your place, I would choose to act differently.
  13. Even before I ever went on any speed runs, I would have wondered what was up with a team leader who took two minutes to set a new mission, be it a TF or just some pugs.

    When I am the leader, I assume others have a similar mindset, and so I won't generally read the plot when leading. (At least not between missions - I might read the info popup version after the mission's set.)

    One side effect of that is that I solo new content a lot. Obviously I don't get to do that on most TFs, but I don't get to see a lot of the plot for any sort of story arc if I'm not the leader, and I don't want to leave people waiting when I am leader, so I generally read up on those at places like ParagonWiki.
  14. No, it only applies to other MA attacks.
  15. Quote:
    Originally Posted by BrandX View Post
    Hmmm...if that's the case, I have to ask (as my memory could be wrong), wasn't the added damage of the -resist proc, just like the added damage of a +dmg proc?
    Not really. The -resist proc is a flat % increase in the damage of all of your successive attacks. It's a multiplicative effect on your entire follow-up attack chain, so the equivalent damage proc effect would need to be huge and/or high-probability and attached to your fastest, most rapidly spammed attack.

    The fact that the -resist benefit scales up with other things, like your damage slotting (including any actual damage procs) makes it even stronger.
  16. Quote:
    Originally Posted by Silverado View Post
    As opposed to wiping all the minions and leaving all lieuts badly hurt in a +2/x8 spawn with just a couple attacks, like Scrappers can? the total damage dealt by powers such as S-Charge, L-Rod and FSC is much, much greater than a hypothetical AS buffed by +300%
    Let me tell you, my Dark Melee and Martial Arts Scrapper definitely run around mowing down all the minions and LTs with just a couple of attacks all the time.

    The reward level of using AoEs is broken in this game. It's been a fact of life here pretty much since day one, especially given that they orignally lacked any target caps. I love that they're broken for most purposes, because having them is a lot of fun, but when it comes to something like this, it's a limiting factor on interpowerset balance. It's not likely that Stalkers will get more AoE. It's not likely that Stalkers will get so much single target damage that they could come close to making up for their lack of AoE given how AoE works. It's not likely that AoE will be rebalanced to the extent that will make a single-target character attractive to reward efficiency pundits.
  17. I find these new changes a joy. Most of my playtime with them has been on a Stalker, which admittedly has a different feel from a Scrapper (and a different buff to Eagle's Claw). However, I can say that the changes to CS and CaK have led to a really dramatic change.

    Both my MA Scrapper and MA Stalker are loath to be locked into a long animation, because both have important click heals (DR and Regen, respectively). As much as I dig watching Eagle's Claw animate (and dig the idea of the chained CaK critical on a Scrapper), I have respecced out of it on both characters, keeping Storm Kick, Crippling Axe Kick, Cobra Strike, and Crane Kick. With high global recharge, I can usually skip Crane Kick if I don't want to send something flying, at least when Hasten is up. Of course sometimes it's handy to get something out of your face, and in retrospect, I think that utility made keeping Crane over Eagle's the right choice, at least for me.

    This leads to characters that can deliver high single-target DPS while avoiding long activation lock-in. The mitigation on this is also very high. Even at 75% chance to trigger, Cobra Strike still regularly stuns bosses, and occasionally perma-stuns them.

    Overall, I'm extremely happy with the changes.
  18. Quote:
    Originally Posted by ClawsandEffect View Post
    Am I the only one that plays the game to have fun anymore?

    Or did I miss the memo saying that it's all about how fast you can get your shinies?

    The quoted statement (not meant as an attack btw, Uberguy) is one of the major problems I have with the game these days.
    I did hope it was clear from the larger context of the post you quoted that I agree with you, at least to a point. I stated that if this was one's goal, then Stalkers are one of actually a fair number of AT/powerset combinations that aren't the optimal choice. IMO, it's OK for some people to play that way, and also for there to be sub-optimal choices for such people. As we often point out here in the Scrapper forum, a lot of us feel there's no such thing as a bad Scrapper powerset combo, but some some are still better than others at killing a lot of stuff in a hurry.

    A character should not be so ineffective that it's not enjoyable. At some point, it intrudes on the perceptions of even non-power-gaming types that a particular character is slower to progress than their others. I think the original designs of Controllers and even Tankers are poster children for that situation.

    I don't think Stalkers are in that place, at least any more. I think they were close to that place originally, but the performance buffs they got seemed to create a pretty broad improvement in how people perceived them, at least on the forums.
  19. Quote:
    Originally Posted by Silverado View Post
    A Stalker doing something useful, imagine that!?
    No matter how much I dig powergaming, I can recognize that letting one attack get you more than 1/2-way to victory over a boss-level entity from a no-aggro condition is just dumb. The idea that this is what it takes to be "useful" is not a remotely sensible position, and suggests to me a narrow-minded focus on damage as king.

    When it comes down to it, if someone is out to earn the fastest reward/time, I'm well aware that damage is king. Thing is, understand that not everyone plays with that goal, and it's not critical that the devs optimize everything for that goal.

    If you want to kill the most stuff per time (and thus level as fast as possible) a Stalker may not be for you. If you are willing to give some of that up for a rather different playstyle, I think Stalkers perform fine in both absolute and relative terms, especially when you compare them to fairly single-target builds in other damage ATs. Before some of their recent AT-wide improvements, I didn't think they were fine. As a whole, I now think they are.
  20. Quote:
    Originally Posted by Silverado View Post
    As it stands, Stalkers suck at the best thing they do: deal burst single target damage.

    They need to increase AS damage by 50% in PvP and by 300% in PvE
    Uh, you realize that with Build Up this would more than 1/2 of a +2 boss' life in one hit, right?

    I'm all for the position that AS takes to long to wind up (as do ranged snipes), but that strikes me as excessive. I'd rather see the DPA improved by shortening the activation+interrupt time.
  21. I'm going to continue the threadjack with a little story.

    I love melee ATs. It's what I settled on early in CoH, and while I certainly play other things, I have more melees than anything else. I have a strong preference for Scrappers. I like Brutes and Stalkers, just not as much as Scrappers. I don't dislike Tankers, but I am not often struck with the desire to roll one.

    I have a MA/Regen Stalker which I have been playing this week both to bask in the MA changes and to make into a Rogue. I tend to play most of my characters on +2/xD, where D is at least 4, but goes as high as 8, depending on how tough the character is. I play my Stalker on x4. This is heavily driven by the fact that MA for Stalkers has no AoE. With I18 you can dip into proliferated epic pools for AoE attacks, but my build didn't go that route, so I'm stuck with ST attacks. That limits how fast I can kill things, and thus how many foes I can survive at once with a /Regen.

    In the alignment change mission for Villain -> Rogue, you get a lot of ambushes at the start. I think having Arachnos poured on your head is a nice stress test, especially as a Regen, who's going to soak a good portion of their debuffs even with a good +defense build.

    I had an absolute blast fighting those ambushes. I was running around, placating this, stunning that, constantly trying to prioritize targets based on the benefits of the powers I had recharged, trying to apply tactical planning so I didn't get debuffed or burst damaged into the ground. As much as I love mowing down masses of foes, having to think about what I was doing, because I couldn't AoE everything and I knew I was comparatively fragile, was really enjoyable.

    In terms of raw performance, it's likely true that many of my other IO'd level 50 melees could have outperformed my Stalker in kill speed and/or number of foes fought simultaneously*. Fortunately, raw kills/time performance isn't the only design goal game devs can use. I won't claim Cryptic had a good game vision for Stalkers when they created them, but they have been tweaked since then, and I find them both viable and fun to play. They play differently than the other available melees. Should they never be tweaked again? I don't think so - there are a few things I'd like to see changed. (As owner of a /Regen, I'd like their HP cap to be raised.) But I don't think their core playstyle should change much, even though it's maximal performance is often not in line with other melee ATs. If you don't like how they play at that level, then you shouldn't play them.

    * I think the Stalker may have outplayed some of other characters with comparable mitigation but better AoE, simply on the strength of high-recharge Placate. Automatically keeping one foe out of the fight nearly full time is really effective if you choose the right target.

    Edit: On topic - I wasn't worried about Brutes displacing Scrappers before the Brute Fury changes, and I'm really not worried now.
  22. Quote:
    Originally Posted by StratoNexus View Post
    I just can't agree with this. When I play a build that can survive +2 / x8 Nemesis, the KB is not a big problem. Sure, my Kat/Fire scrapper will die often solo in a +1 / x6 mission. KB is not why.
    If you're not being killed by Fakes, then I believe you. If you're being killed by Fakes, I do not. The Fakes are, barring stacking, I believe the only thing with more than four points of KB mag. (They start at 12, and do more if higher level than you.) If a Fake knocks me down in the middle of a spawn when I need to heal in, I very commonly die.

    This is my experience on a MA/DM Scrapper, and DM, broadly, can muster a whole lot more survival than a FA can. But if you play either powerset efficiently (or really any powerset with a self heal) you let yourself get to where you have lost just about as many HP as your heal will recover. Since DA has such a massive heal, I usually just go for about 40-50% HP. (Waiting till I'm at zero HP to heal wouldn't work so well.) Now if you do that, and you get knocked on your can when you really needed to heal, you may have a problem. If you get knocked down again, you're probably dead.

    I'm not imagining this. I've played it. I've experienced it. It's not a happy place, and I strove to fix it when I was able. Back in the day that meant I took Acrobatics on melees. Since I already had it, I kept it in the IO world and skipped using the IOs. Then it got reduced to 9 points, and I compromised and used Acro plus an IO or two. Nowdays, I'm actually looking at PvPO resist sets since they don't cost extra slot, though they do represent an opportunity cost for other sets I could put there.

    Quote:
    My Fire/Ice tanker can hang around with 4 Fake Nems and a few Warhulks and a smattering of lts./ minions without issue.
    What that says is that your Tanker, and possibly Tankers in general, aren't significantly threatened by those foes at presumably +1. Again I'll repeat - this is about high end solo play. This is playing at levels where doing the wrong thing - or being prevented from doing something you planned to do when you planned to do it - probably means you die. You clearly aren't at that point with the four Fakes and friends.

    Quote:
    Why I keep arguing when the goal posts have moved to soloing +2 / x6 or higher (which most FA builds aren't going to be doing even vs. enemies with no KB) I am not sure. I guess I just want people to believe that the reason FA dies in those higher challenge spawns is because of its other weaknesses and 4 pts of KB protection is plenty.
    As mentioned in the previous post, I don't think it's so clear to separate what's a problem from KB (when pertinent) and what's just due to lowish mitigation. If you don't regularly play FA in these kinds of stress conditions (and I mean that in terms of relative stress, not absolute stress your Tanker can survive but my Brute can't), and it sounds like you don't, I question your justification for the claim that you do know which is responsible. I play my FA on +2/x6, and it's hard. Not being able to heal when I need to is very likely certain death, or extremely high risk of it at a minimum. Being knocked around, while not an issue with every foe, just isn't an acceptable risk.

    I haven't been trying to move the goalposts, but if they've moved, I think it's because they weren't somewhere useful to start with. Discussing how much KB protection one needs on a team is pretty hard to pin down. On a team, you could argue that no one "needs" IOs at all. Having them can sure as hell help, though, because they improve on what you can manage with no help from your team. If your team is there to help you and make your KB no problem then that's awesome. I live for those moments when my team couldn't help me and I pulled something off anyway. Being knocked around in that moment doesn't trip my hammer, and avoiding that on FA and DA (and maybe ElA) means investing in more than four points of KB protection. (I personally shoot for 12, not 16. And PvP is a radically different beast of course.)
  23. Quote:
    Originally Posted by StratoNexus View Post
    Builds with no meaningful drawbacks probably should not exist. That being said, I am not arguing this from a balance PoV. I have acknowledged several times that a player of FA has to do something about the KB hole. Fill it with an IO, a power, an empowerment buff, gameplay tactics, etc. It is a weakness and one you have to work around. FA is not unique in having weaknesses it must work around, although it probably has more stuff to work around than most, if not all, other armored sets.
    No, but frankly FA has as many of or more than the other limitations of other mitigation sets, plus the knockback hole. It has no fear protection, which used to be fairly typical. At least two newer sets have fear protection and no weakness to knockback. It lacks Psi protection, which at least DA provides, as does Ela, at least conditionally. Invuln has a Psi hole, but no knockback hole, and generally, I find the Psi hole more manageable (on Invul and FA) unless faced with truly extreme Psi damage, such as an AV or spawn of my full usual difficulty setting that does only Psi damage.

    Quote:
    At what difficulty? I agree that having zero KB protection against large groups of almost every enemy in the game will get you killed regularly. However, against those same large groups, IMO, 4 pts is enough to reduce KB to levels where deaths caused by KB are negligible.
    Quote:
    I believe the KB hole is an extremely minor issue for FA when discussing high end survivability builds. FA has significantly more serious issues in that realm of play than the KB hole.
    Again, it's completely binary. Against anything that won't provide more than 4 points of knockback, 4 points might as well be infinite protection, and the hole can be considered closed. As soon as it's more than four points, the hole is wide open again. Nemesis on anything above about +2/x5 is a no-no here, because you start getting bosses in every spawn, and every Fake is guaranteed to send you flying any time he rolls a knockdown with his staff. Let that happen while his buddies are surrounding you and that's a real bad day.

    "But UberGuy, why not just avoid Nemesis?" Well, if asked that I would counter - why not just avoid FA, or maybe DA? Then I don't have to worry about that particular limitation. Sure, on other characters I might avoid Nemesis for other reasons. My Nightwidow doesn't like them much since stacked Vengeance makes short work of her softcapped defenses, but I'm willing to accept that since capped defenses are so damn awesome in so much of the rest of the game. What's FA giving me that's worth its weaknesses?

    Edit: Council bosses - the human Archons and the Warwolves, also regularly do more than 4 points of KB with their ranged attacks, at least at +2 and higher. I know, because they flip my afore-mentioned flying buff/debuff/control characters, who all have 4 points of protection.

    People often discuss things like mez and high-mag knockdown as though them being low frequency when averaged across all mobs means that they are OK. That's not how it ends up working in practice, because the game doesn't just sprinkle the sources of the weakness in a distributed way. You tend not to meet the problem mobs at all, or you meet a mission (or whole story arc, or whole series of arcs from a contact) full of them. I don't appreciate having to worry about things that work that way. Since I don't like to avoid powersets completely, that means I want to close their binary weaknesses as much as is reasonably achievable. The fact that I also like to be able to unconditionally attend things like Hamidon or ship raids helps further justify the slot or power expenditures needed to give me the KB protection levels I seek. But while doing that, I know that I could just avoid the issue entirely by playing something else.
  24. Quote:
    Originally Posted by StratoNexus View Post
    I don't think closing the KB hole is going to bump FA up to performance levels that will make those with the above stated goals want to choose it. It has a lot of other drawbacks when trying to solo +2 / x8 maps of carnies or Malta or 3 boss spawns of level 54 Rikti.
    I don't think you see the perspective of what I and others are saying.

    If you don't want to die solo against foes for whom KB is a real part of their fighting style, KB protection is critical.

    Here's an example. I recently ran into a Carnie mission on and old MA/DA of mine who I respecced for the MA changes. She's still primarily slotted with SOs, and her only KB prot is Acro. I wasn't expecting to need Acro, and ran into some +3 Carnies. Nothing special - minions and LTs. I died, badly, because I forgot that the Strongmen use KB. They bounced me around and I couldn't heal.

    Now, to part of your point, one KB IO (or turning Acro on) would have protected me from that. But the crux of what we're saying is that the binary nature of KB protection - either it's adequate or it's basically non-functional - means that you can either choose to, bluntly, die more often or close the hole. Builds with no meaningful hole don't have to make that build choice. They don't have to sacrifice either a power or any number of slots to avoiding those defeats.

    When I build a high-performance build, I agonize about how I place pretty much every slot. There's always some stat I could squeeze just a bit more out of if I moved a slot or chose a different power. The knockdown hole for FA and DA block out slots or powers in ways that don't proactively increase performance, but rather proactively avoid performance degradation over baseline. That's just not appealing. I think that, in the realm of high-end builds, it's a defensible position that DA and FA don't buy their users enough unique or extra performance to compel a user to choose them despite this requirement to dedicate slots or powers to closing the hole. (Edit: Note that's purely a performance statement- not one about concept or playstyle.)

    If you're playing with teammates and they're effectively closing the knockback hole for you, then that's fine. From at least a certain perspective, there a cost associated with that method of closing the hole - having teammates.

    No one's saying the sets aren't playable or anything like that. We're saying the sets aren't as optimizable (not a word?) as their peers, and one of the reasons is that KB hole.