Zaion

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  1. Quote:
    Originally Posted by Duncan_Frost View Post
    I don't think the old warehouses have been replaced, by the way - I just ran five tip missions yesterday and they were all still in the old maps.
    ^This, probably. I've been running low level missions since the patch and I didn't even know there was a new warehouse tileset until I read this thread. AFAIK I've only been getting the same old warehouses. Unless I'm really that out of it while playing.
  2. Quote:
    Originally Posted by Basilisk View Post
    Most people are taking the English definition of the word "grand," but bear in mind that an awful lot of the Rogue Isles' names come from French. In French, you have "grand" which is large, and "ville" for city. So, Grandville is just French for "big city." I suppose it's the largest city area in the Isles, but it's still a bit of a misnomer in comparison to Paragon.

    The thing I have to wonder is if it's an indirect reference to another comic city named for being a big city: Metropolis, home of Superman. Or if it's just its own big city and our devs are painfully bland in their naming.
    Grand can mean large in English too. The word actually has like 15 English definitions and I'm not sure everyone posting here is aware of some of the more fitting ones like "highly ambitious or idealistic" or "of great importance, distinction, or pretension."

    Also I would be extremely surprised if "Smallville" wasn't thought of during the naming process.

    Keep in mind that while there is lore for the isles existing before Recluse claimed them, that lore was probably crafted after the expansion was set into motion. Cryptic (at the time) knew full well what the isles would be as they named them, so I'm sure there is some relevance.
  3. Zaion

    3d

    Quote:
    Originally Posted by Duncan_Frost View Post
    Your monitor is a flat plane, therefore it is 2D. Just because you have some pretty colours on that plane that just happen to look like a game doesn't mean it's suddenly become 3D.
    Your window is a flat plane too, doesn't mean everything outside is 2D. Do you need to see branches and birds popping out into your room to tell it's 3D? If you look at a monitor playing a modern game head-on, it's like looking out a window, there are 3 dimensions, and if it's a game with good graphics at a high resolution on a big monitor you could almost swear you could stick your arm through the screen. Objects popping out at you add nothing.
  4. Zaion

    3d

    Quote:
    Originally Posted by Samuel_Tow View Post
    "3D" needs to die in a fire, and soon. It has ruined more good movies than I care to mention, and I shudder to think about it coming to games as a natively supported feature. I'm not just against this because it craps all over image quality and makes me cross-eyed. I'm against this because I hate the technology on principle and would hate to see it proliferated any further.
    This. Times a thousand.

    If you want "3D" then stick your face up against your monitor. If you have no real world reference points then the entire game will look 3D (because it is). It's probable easier on your eyes too. Objects popping out of the screen is a gimmick to entertain children in Disney theater "rides." The technology should have stopped there IMO.
  5. Quote:
    Originally Posted by Carnifax_NA View Post
    As far as I know the issue is caused by the individual map serving computers which belong to a server get out of sync time-wise.
    This has been the case the last few times the issue cropped up.
  6. Zaion

    New n00bs

    Quote:
    Originally Posted by Duncan_Frost View Post
    Although generally 'not taking any of your buffs' can normally be equated with 'incompetent player' unless they really know what they're doing.
    Last I checked a good portion of people playing this game like to make theme characters. They design a character and imagine what types of powers they'd use, then they get the powers that stick to that theme. Skipping good powers because they don't fit the character's theme is not at all uncommon, nor is it particularly frowned upon by other players in most teams. Just because somebody isn't min/maxing with their powers doesn't mean they are "incompetent."

    That team anyway would probably be highly effective against melee heavy enemy groups (Freaks probably). The reason I said 5th Column is they stick to (powerful) ranged attacks for a while and will quickly target squishies that get their attention, and at +2 at those levels it means pretty much instant death.
  7. Zaion

    New n00bs

    Quote:
    Originally Posted by Samuel_Tow View Post
    "Offenders" implies more than "doesn't heal" (since "uses heals" isn't what defines Defenders), but rather implies Defenders who abandon and do not use their primary, choosing instead to focus on their secondary.
    An offender is a Defender that focuses on offense and doing damage. They will use a primary that maximizes their own damage or combat effectiveness with little or no regard to team support abilities. It's only coincidence that some of those powers also effect team mates with either AoE buffs or enemy debuffs.
  8. Zaion

    New n00bs

    Quote:
    Originally Posted by Eva Destruction View Post
    Offenders are generally pretty useless if they ignore their primary rather than just take one that helps them kill faster, and incidentally helps the rest of the team kill faster. Skipping Transfusion is just....whaaaa? Skipping ID is meh, especially at 20 when there isn't that much mez being thrown around. Although if they had Siphon Power and Speed Boost they wouldn't be completely useless.
    Wasn't sure if you meant the khelds, since two kin offenders even without heals could be boosting team damage by 100%.

    Quote:
    Originally Posted by Eva Destruction View Post
    Who are these mystical "most teams" that run at +2? Are those the same people that used to run on Invincible despite multiple teamwipes because "it's awesome XP?"
    Pugs on Freedom. And yes.

    Find another team isn't always an option, especially at 4-7am EST. Plus the exp probably is better even with the wipes, though I'd honestly prefer +0 even if it's easy.
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    A Stalker's Assassin's Strike deals 7.0 Scale Damage all told. With a base damage mod of 1.0, three level 50 damage commons' worth of 99.08% and Build Up's worth of 100%, you get a total of 20.9356 scale damage over 3.76s.

    A Blaster with a ranged damage mod of 1.125, with Aim at 62.5%, Build Up at 100% and the same slotting at 99.08% will do... Let's see... Let's take my favourite combo: Blaze + Fire Blast. Together, the two powers deal 3.12 (2.12 for Blaze, 1.0 for Fire Blast) Scale damage and animate in 2.56 seconds one after the other. With the above, they deal 12.691458 right out the gate.

    Or let's be cheeky. Let's do one better. Blaze + Fire Sword. Blaze is 2.12 scale damage and Fire Sword is 2.36, but it's on a lower damage mod of 1.0. Let's calculate. That's 17.156971 scale damage over 2.33 seconds to the Stalker's 3.76.

    What's more, AFTER the Stalker has expended his Assassin's Strike and delivered ONE hit, what then? Back to basic attacks, the highest of which is I think Head Splitter at 2.62 scale damage at 1.0 damage mod. In the meantime, a Blaster can keep churning out serious damage with both Aim and Build Up AND a higher damage mod.

    I'm not sure what a "buffed-up Stalker" can do, but I used to routinely down bosses in about 10 seconds with my Blaster, and I didn't need special conditions to do it, merely that I do not die, which Tankers and Defenders easily provided. There is a serious problem with Stalkers, in that they're one-trick ponies, and their one trick is not all that extrodinary. It looks really impressive when you hit someone for 1000, but a Blaster can pull off a combo such that will make your head spin on a regular basis, with no windup and no interruptibility. I don't know if Stalkers have more short-term burst damage (they probably do), but I'm saying that Blasters are damn close, and they can do it more easily, more consistently and with less setup. Not all Blasters, obviously, but enough can.
    Either way the Stalkers one initial attack is doing more damage than 2 great Blaster attacks by your own words, but then you seem to forget that Stalkers have a whole range of other attacks to use that do more damage than Blaster attacks. What will a Stalker do after assassinating a target and leaving hide? What about Bone Smasher, Energy Transfer and Total Focus? Heck, a Stalker's Barrage does more up front damage than a Blaster's Fire Blast (which overall is 30% DoT damage over 4 seconds) even with the Blaster using Aim. Each Stalker set has several other high damage attacks that do more damage than Blaster attacks. Melee damage is simply superior to ranged damage.

    Generally red inspirations are also involved, and most Blasters wait to attack until initial agro has been established by melee characters, then it's very rare for a Blaster to start with single target attacks against a boss when they could instead AoE all the minions down like nobody else.

    Quote:
    Originally Posted by Samuel_Tow View Post
    I'm not really sure what you're counting here, but that's a bit off. Stalkers have a base 10% chance to score a critical, which goes up 3% for each team member IN MELEE RANGE OF THE STALKER. I know it doesn't say that anywhere, but it is. So you're rarely going to get that in full. As well, Stalkers have a 1.0 scale damage mod to Scrappers' 1.125. I know the critical damage portion is supposed to even things out, but it really doesn't. Stalkers still deal less damage out of hide and still have fewer hit points. Stalkers also lack AoE almost of any kind, giving up their AoEs for Assassin's Strike.

    That may make them good boss killers, but again - not out of Hide. And I never said they're BAD at it. I just said they're not nearly as good to reign supreme over all other ATs in boss killing.
    It's not melee range, it's 30 meters. It's not hard or rare to get most of the team into a 60m area, especially if there's an AoE healer on the team.

    They do reign supreme in boss killing, maybe not by miles but they have a clear advantage, it was originally pretty much their entire purpose. I played my stalker back when their melee damage scale was crap and they couldn't scrap out of a wet paper bag, back then their only reason for being on a team was to assassinate bosses.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Or, as it usually happened to me when I tried it, suffer multiple instances of wasted time and endurance when I was interrupted. That's Assassin's Strike balancing mechanic. If Stalkers could pull off multiple assassionations as easily as a Blaster can just wail on the damage, I wouldn't argue, but Stalkers are very reliant on not being interrupted. This means DoT, such as that from Longbow Flamethrowers, Tsoo Caltrops, Spectral Chill of the Night and so on are problematic. You can still easily scrap and probably even pull off a Placate critical if you're fast enough, but assassinating a boss multiple times isn't a given. Not even when someone else has his aggro.
    Not sure what you are doing then. My main is a NB/N Stalker and I have no problem getting off 2-3 Assassin's Blades per fight. Occasionally I get interrupted by some AoE I failed to dodge, but that doesn't reset the CD so I just try again right away. I can even reliably use it multiple times while solo with minions whiffing at me.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Except combating "hoversniping" is the primary reason all NPCs were given ranged attacks, and why all powersets in the Architect had one appended to them that you couldn't turn off. That's also why most enemies outrange Blasters with snipe at any enhancement level.
    Simply not true. Most enemies do indeed have a ranged attack, and many were added to help them fight back against flying players, however the vast majority of these attacks are limited to 80-100m. Using snipe from 150m in the air (against a non-flying target) is completely safe in almost all circumstances. It's a crappy attack and it might take 4 or 5+ shots over a minute long period to kill a boss later in the game, but it works and you get full exp.
  10. I honestly wouldn't care if they doubled the end cost, cast time and recharge if it meant I could kill a LT with it. It should be something you cast as an opener, the recharge and cast time should be meaningless anyway.
  11. Zaion

    New n00bs

    Quote:
    Originally Posted by Memphis_Bill View Post
    /bets Zaion's idea was "OMG, knockback, is teh ebil, nobody can do this!"
    KB didn't even cross my mind as I came up with that. I forgot human khelds were basically energy blasters (and I've never seen anyone with repel). That would actually reduce the difficulty a bit from what I was thinking of.

    I actually like KB a lot, and don't even mind it while tanking as long as people don't expect me to chase the enemies they just knocked out of my agro aura.

    Quote:
    Originally Posted by Eva Destruction View Post
    Ok so you're blaming team composition and powerset choice when the real problems are, 1: two nearly useless characters and one that may be useless, I don't know, depends on how the buffless troller uses his primary, and 2: setting your difficulty too high for a PuG with no SOs.
    Which are the two nearly useless characters? Most teams in that level range run at +2, or try to. I don't like it, especially when I'm sidekicked and everything is purple to me, but they do it. If we have a good team setup though it's easy anyway, even if fights last a really long time occasionally.
  12. Quote:
    Originally Posted by Samuel_Tow View Post
    You are wrong, not to put too fine a point on it. There are no faster boss killers than Blasters, and yes, that includes Stalkers. Melee, range or AoE, Blasters deliver the damage.
    Scrappers and Stalkers do more damage than Blasters even without critting. Not really sure where you are coming from with that statement. Nothing in the game comes close to a Stalker's alpha. How can a Blaster kill a boss faster than a Stalker if a buffed Stalker can kill a boss in one hit?

    Quote:
    Originally Posted by Samuel_Tow View Post
    Stalkers get one shot from hide, and that's it. From that point on, they are a gimped Scrapper. Yes, you can throw a Placate and get a critical on one more attack, which probably won't be your strongest one because your strongest one is a cone on so many powersets, but Scrappers can get criticals, too.
    Stalkers out of hide aren't gimped Scrappers any more. I dunno when it changed but it could be argued their damage output is even higher than Scrappers now. Scrapper attacks do about 15% more base damage, but Stalkers on a full team have 31% chance to crit on every attack out of hide compared to the 5% or 10% Scrappers get. 115x1.1=126.5 vs 100x1.31=131. That's ideal circumstances though, obviously most of the time not everyone will be 30m from the stalker.

    Also if you take a defense based secondary on your stalker and slot some recharge you can easily pull off multiple assassinations per fight even if you have agro.

    Quote:
    Originally Posted by Samuel_Tow View Post
    First of all, I'm pretty sure this is impossible in the current powers system. Secondly, even if we assume it's possible, there is no way in hell you will ever be given a high-damage attack which can generate full experience and yet generates no risk. This will not happen.
    I think the necessary coding is there as it allows Stalkers to remain hidden and agro free if their assassination attack misses. Also current snipe attacks + hover already accomplish that on any enemy group that doesn't have fly (which is a lot of them, especially at lower levels). You get agro sure, but they can't do anything about it and just run around jumping up and down nearby trees or lamp posts.

    All that said, I don't really see the reason of making a new AT for this. At most maybe a few new powersets for blasters, like a full Sniper Rifle set (with a stealth power right in there), and maybe a Laser beam set, both simply focusing on slower, longer range attacks that hit really hard.
  13. Quote:
    Originally Posted by Mandu View Post
    And the majority of them take place in the same scenery. Occasionally you may go into a cave but the majority of the time you are just running around the general area of the city whose level you currently match. And those areas are always boring landscapes with a few trees and hills.
    What was the last one you played? Most of the MMOS of the past few years have had pretty diverse and breathtaking worlds. You can't take 10 steps in Aion without your jaw dropping in awe at the scenery (unless you don't care about scenery of course, or you are in the abyss...). I mean the last MMOs I can think of with boring repetitive environments are like Asheron's Call or Anarchy Online, before any expansions, those came out over a decade ago.
  14. Zaion

    New n00bs

    Quote:
    Originally Posted by Fulmens View Post
    Tell me. What's this mythical 8-person team of otherwise skilled players that can't keep the tank alive?
    A couple kinetic offenders (no transfusion or increase density), a shield tanker, a regen scrapper, 2 human form only kheldians, an AR blaster, and an illu/sonic troller with no buffs (at level 17 base), set to +2-3 with most of the team sidekicked sitting at 1 below mission level. Lets say mission level 21, so no SOs, and you are fighting 5th Column.

    Try it, let me know what happens. If you don't wipe at all I will buy you dinner. I'm sure you could finish the mission, and have fun, but there will be a lot of deaths. I could make it even harder and throw in some petless MMs or blappers if you want. Or try it at +4. I bet I could come up with a team that could run through at +4 with ease.
  15. Zaion

    Longer Buffs

    Quote:
    Originally Posted by Kiken View Post
    How much healing and debuffing is that FF Defender going to be doing after laying down their 30 minute bubbles?
    FF is more crowd control than debuffing. If people didn't hate knockback so much they could have their hands full keeping enemies away from squishies. FF has 3 buffs and 5 control powers, plus PFF which is it's own monster.
  16. Zaion

    Longer Buffs

    Quote:
    Originally Posted by Dalantia View Post
    or buffbotting being a viable strategy. I can tell you now that I wouldn't hesitate to swap to a buffbot to hand out a couple 30-minute buffs that would make the missions a breeze with our various teams' native defenses.
    That's why my other suggestion was a toggle. If for example it's not possible to make the buffs auto cancel when the buffer leaves the team, then a toggle would prevent buffbotting just as well. Of course a toggle comes with it's own downsides, like the buff dropping when the buffer dies or gets stunned, but that would just be more reason to protect the squishies on the team.
  17. Quote:
    Originally Posted by Robot View Post
    In fact, the MA is what's going to keep this game around for a long, long time; it was stroke of genius.
    I just like to point out where possible, that although it was an awesome idea to add to CoH, AE is most likely based on or at the very least heavily inspired by the Ryzom Ring from the Saga of Ryzom. I only mention it because Ryzom so rarely gets credit for any of the innovations it brought to the genre.
  18. Zaion

    New n00bs

    Quote:
    Originally Posted by Stormbird View Post
    Hmm. Sounds like "I care about the team composition" to me. You're too focused on powersets as opposed to players.
    "I" don't care, at all. I'm a very easy going person, I will team with anyone, anywhere, for anything and have fun with it no matter how much trouble we run into. It's clear there are different ranges of content a team can do easily based on it's composition.

    Quote:
    Originally Posted by Stormbird View Post
    A team of competent players will get through missions far easier regardless of what they're on. I have to agree it sounds like you've been on a long string of utterly incompetent teams given a lot of what you've said here and other places.
    There is no such thing as an incompetent team or player. Everyone is playing the game to have fun and as long as they accomplish that then they are successful at everything they do. To suggest otherwise is jackassery. Yes some people have a better understanding as to how their powers work, but those who don't aren't to be avoided or insulted. I've been getting a very elitist attitude from most of you and it's not at all what I expected from this community.

    Quote:
    Originally Posted by Stormbird View Post
    I'm also thinking you're calling every support class a "healer," given how you use the term, which itself is exceptionally off the mark.
    Any powerset that has a heal can be a healer. I'm not using it as a role defining term, I'm not saying they should do nothing but spam their heals all mission long. I hate the "trinity" role system and always have, so that is not at all what I meant with it. Anyone in a team with a heal that uses it is a healer IMO, even if they are a corrupter and putting out a ton of damage, or a controller throwing out an emergency heal between controls.
  19. Quote:
    Originally Posted by Silver Gale View Post
    I don't want to sound dismissive, but this is not something that's likely to change any time soon. There are too many instanced missions in this game and not enough artists on the devteam to give each mission a map with unique geometry. If it bothers you that much after just one month of playing, chances are this is a game you're not going to enjoy long-term.
    They don't need to be unique, and the assets are already there. Play around with AE and you'll find hundreds of maps (over 1000 IIRC), and many of them are maps not used at all by the random mission system. All they need to do is redo the random missions to pull from these additional maps and it will add a lot of variety to the game.

    For now what I do is I have an AE mission set up almost like a template with a simplistic story and goals. Whenever I get tired of door missions on the same old maps I go to that AE mission, pick a map I like with standard enemies I like, then play through it. It's essentially identical to a door mission in substance and gameplay, but there are some really cool and fun maps to play on, with some very interesting enemies you normally wont see very often. AE is really what saved this game for me, but I still think it's a band-aid and I'm hoping the game beneath it will be fixed at some point.
  20. (Sprint + Swiftness + Ninja Run) is about 2 mph faster on the ground than (Sprint + Hurdle + Ninja Run) is in the air. Like 53 and 51 mph IIRC.

    Arguing Stamina is not required is like saying Rest is not required. It's not, you can stand around doing nothing for a couple minutes every few fights if you have that kind of patience. Stamina is not a power you get because it's "required" it's a skill you get because it makes the game more fun by reducing downtime. Every single one of my characters gets Stamina, in addition to any other +recovery power than can grab, and so I take Swift on all of them as well. It helps Ninja Run feel like a real travel power, and it allows you to turn sprint off in a mission and still keep up with people while not gimping your blue.

    The mayhem mission jetpack is easy to get at any level. I use that for vertical movement when needed.
  21. Zaion

    New n00bs

    Quote:
    Originally Posted by HexGirl View Post
    Oh my. Zaion, would you ever hate having one of my Empaths on your team. I buff and attack, rarely using my heals, because, quite frankly, they don't need to be used.

    Give me any team make-up. I will never say "No you can't join the team, I need x powers, not y powers".
    I don't know where everyone is getting that idea from. I never said a healer is always needed, I never said I cared about team composition. All I said is some teams don't have good synergy and wont do as well, probably not being able to handle the +2-3 missions so many team leaders try to run without a few wipes.

    If you want to tell me a team with great powerset synergy (again I'm not saying specific ATs or tank and healers or anything like that) isn't substantially easier to get through missions with than a team with little synergy, than you are crazy. I'm not saying it will be impossible with a bad team, nor super difficult, but people will probably die a few times, and if you ramp up the difficulty too far you might wipe a few times. That's where I mentioned another difference in this game, wipes don't matter, dying doesn't really slow you down, it's all a part of the fun.

    Heck, my entire point was to say this game isn't like other MMORPGs where if you have a tank and healer you are good to go. If you have a tank and healer that aren't very compatible, you might still have problems, but at the same time taking other powersets from other ATs and putting them together can make missions a breeze even without either a tank or healer.
  22. Zaion

    Longer Buffs

    I might not "need" to buff others pets much like I might not "need" to buff that blaster or scrapper who shouldn't be tanking. Spread the buffs around to everyone and when things go wrong it's less likely to screw things up. Pets die and can be recast, but people die and can be rezed, debt is mostly meaningless so what's the difference?

    As to the comment about defenders not being needed after casting their buffs and leaving, that's ridiculous. The main point of a defender is to heal or debuff, that's why you bring them and that's where their attention should be while playing. Not on watching everyone's buffs and constantly reapplying them.

    Quote:
    Originally Posted by Techbot Alpha View Post
    Yes, really. Your saying you need to buff all your pets, all the time, or they'll die.
    Im saying, by dint of having played an MM with NO self/pet buffs or shields, that that theory is hogwash.
    Simple.
    Except traps is more a debuff set. You buff all your pets every time you debuff an enemy.
  23. Zaion

    New n00bs

    Quote:
    Originally Posted by Memphis_Bill View Post
    *snort* The more you insist you need "healers" the less seriously I take you. Especially insisting you need two. Give me debuffers, give me controllers, give me enough damage going out. I've run my *fire tank,* not particularly IOd, in the late 30s in a full team of mid-40s fighting very purple carnies. Smart pulling, use of taunt for close spawns, buffs, debuffs... not "ZOMG you need 2 h33lrz!" (To point out the obvious, no I wasn't tanking +7-+8, I was SK'd (pre-SSK,) but my SK was low enough and they were buffed enough to be quite purple.)

    Lived just fine, thanks. Think I died once in that entire map (city with the little "carnie park" on one side) when we got a *second* full spawn a bit too close aggroed.

    "Blood stains on the floors." Riiiight. We have three possibilities here. You're wrong, you've been playing with imbeciles, or I am a tanking god. And if you say the third's the case, I'm going to laugh even more, because even *I* wouldn't say that. Hell, I know D3 Defenders that can out-tank tanks.... without "zomg where are the healers!" Yes, full team, +levels. (pre-current-difficulty changes, pre-IOs.) No "healers."

    Edit: Yes, there are VERY SPECIFIC situations you want "tank with emp support" - old Hami tanking, for instance. But as a general rule? No.
    I don't even know what game you are playing. If I run into a full team spawn on a mid 20s tanker without good buffs, the alpha alone is going to drop me way below half health (depending on which defense set). To hold agro on that whole group on my own and not die in 2 more seconds I need to be healed by at least one person. If it's a +2 or +3 mission, the alpha will kill me and healing probably wont help unless it's timed perfectly. I'd need appropriate buffs to handle that situation smoothly.

    I never said healing was required in every group. I just used a particular example. A team with multiple tanks and good controls that work together can do fine without a healer. A team with a single tank and no control is going to need appropriate buffs or awesome heals though.
  24. Zaion

    New n00bs

    Quote:
    Originally Posted by Memphis_Bill View Post
    And a tank without either buff? I'll never call a buff "useless," as I'm better off WITH it than without it.
    A low-mid level tank without either buff is fine... solo. In a full team set to +2-3 they are blood stains on the floors and walls unless they have really good slots and enhancements and two good healers spamming the crap out of their single target heal. Late game with IO sets and self buffed to the soft caps it doesn't matter.

    I never said useless, I said crap. A 25% damage reduction is barely noticeable alone. You can not deny that a 25% damage resistance buff on a character already at 60% damage resistance is a hell of a lot more effective. A team with good powerset synergy is tremendously more effective than a team with very little synergy.