Adeon Hawkwood

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  1. Quote:
    Originally Posted by Agent White View Post
    When they announced the blaster changes. They were very emphatic that drain psyche wouldn't be touched even if it is an outlier in standard performance
    No, they said that at the moment it is not being changed. That does not mean that it will never be changed, especially if they feel that it breaks the mold for Blaster performance (which is does since compared to the other Sustains it's got a completely different risk/reward ratio).
  2. Quote:
    Originally Posted by newchemicals View Post
    Last time I checked Challenge takes Taunt IOs and Sets
    Ok. We'll ask the devs to let it continue to slot Taunt Ios and Sets. They won't actually DO anything but you'll be able to slot them .

    Seriously though, you are correct in that it is, technically, a cottage rule violation. However the dev policy referred to as the cottage rule is not "never change a power into something completely different" but "never change a power into something different if there is any other option".

    In the case of Challenge changing it to a Placate fixes one of the major, long-standing issues with the set which is that the majority of characters who might want the third and fourth powers in the set have zero interest in the first and second powers. The majority of characters in the game either have no use for a Taunt power or already have a better one in their primary/secondary. This drastically increased the "cost" of the non-taunt powers in the set (which aren't very good in the first place). Add in the fact that the majority of characters who do want a taunt power are likely to just take Provoke rather than Challenge anyway (because 90% of the time AoE is better) and you've got a power that is superfluous and a set that is extremely awkward to buy into. Changing Challenge to a Placate fixes the problems with the Presence Pool in general while having a minimal impact on players. In fact I would bet that the majority of people who took Challenge were just taking it as a per-requisite and would be happier with Intimidate anyway, people who seriously wanted a Taunt almost certainly took Provoke instead.

    So yes, it's a cottage rule violation. But that doesn't make it inherently bad.
  3. Do I expect major re-balancing like GDN and ED? No. However I wouldn't be to surprised to see some powers changed. In particular I'm hoping that Drain Psyche is re-balanced to bring it into line with the other Blaster Sustain powers.
  4. Also they mentioned more pool overviews next week. I want to see what Leadership is getting (since it's my favorite power pool).
  5. Quote:
    Originally Posted by Pauper View Post
    Interesting -- it seems that, if the coffee talk is to be taken literally, then slotting OF into Bonfire will be what 'nerfs' it. Instead of a 100% chance for KB, you'll get a 40% of KD.
    Well that isn't technically a nerf, it's a sidegrade. Bonfire without OF does one thing, with it it does another.

    Quote:
    Doubt this is what the folks looking for a nerf were really looking for.
    I'll admit it wasn't the route I expected devs to take but as far as fixes go it works for me. It leaves Bonfire completely unchanged for those who want the knockback behavior. For those who want a knockdown it reigns the performance in and puts it on a par with powers like Ice Slick and Earthquake. It's slightly worse than those powers which is fine since it has much better uptime.
  6. So for those who missed the Coffee Talk it sounds like a decision has been made. Bonfire and Tornado will have their chance to deal knockback reduced if they are slotted with the knocback reduction IO. For Bonfire the change to deal knockback will be about 40%.

    So it'll still deal only knockdown but it will only deal it 40% of the time instead of every tick (this is roughly comparable to powers like Earthquake and Ice Slick which have a lower proc chance but tick more frequently).
  7. Things I would rate as well worth buying:

    Ninja Run Power (500 pp): A nice basic travel power for all of your characters. Even at high level I use this inside missions for characters who have jump or flight for travel (aka all my characters).

    Team Transport Power (700pp): This acts as a mission transporter except that your entire team can use it and the recharge is only 30 minutes. An awesome use of points both solo and teamed.


    And my number one "buy these with your first month's stipend" recommendation:

    Aura Unlock (160pp) and Back Slot Unlock (160pp): These allow you to add auras and/or capes to your characters at character creation. So you never have to worry about doing the cape/aura unlock missions again and can make your characters look correct at level one rather than level 20 or 30.
  8. Quote:
    Originally Posted by Aura_Familia View Post
    Errrr is that correct? I thought you got to keep them if you were high enough in the tier? Which I am. I have full tiers unlocked. When COH freedom launched I was nearly there, so I just spent the money to full unlock the years/tiers I didn't have.
    Nope technically there is no unlock of EATs in the Parqagon Reward program. However there is an unintended situation where people who had EATs unlocked prior to Freedom generally got to keep it as a legacy unlock.
  9. Quote:
    Originally Posted by Oathbound View Post
    Dual Pistols and Sonic could have Suppressive Fire and Screech adjusted respectively, leaving only Water lacking. Water doesn't really have a power that could be converted into a direct equivalent, but Water Jet could be adjusted (by increasing it's base damage and removing/adjusting the lockout) to a degree to bring it up to par.
    I'm not particularly fond of that solution. Speaking for myself I'd rather that the single target mezzes in Blast sets have their effectiveness as a mez improved rather than simply changing them all into damage powers with a mez side effect.

    Quote:
    I guess ultimately I simply don't agree with the design philosophy for blast sets. Melee sets are given high end attacks, when they're already paired with sets that provide survivability. Blasters (specifically) rely on damage as their mitigation, and yet their primary damage sets are intentionally hamstrung.
    Yeah I tend to agree with this. I think that melee sets should get some damage advantage since melee attacks are a PITA to use but I think they're a bit to good relative to blasts at the moment.
  10. Quote:
    Originally Posted by Oathbound View Post
    I didn't really mean BFR in particular, but more "Blast sets in general" can't have normal 20second attacks. I agree that only Ice having it would be a terrible design decision.

    Though if Blast sets as a whole were adjusted to include higher end attacks, then I honestly think BFR would be the best power to adjust this way. Bitter Ice Blast (along with Blaze) is(are) already out of line with the majority of tier3 blasts. I don't think that increasing it's damage any farther would be at all reasonable.
    Ah ok. In that case it's more about the DPA issue. Personally I'd have no objection to blast sets being given 20 second recharge blasts although as I mentioned above my understanding is that this is in general against the design philosophy of Blast sets. Arcana did somewhat addressed that up above but it still sounds like an across the board change is unlikely.

    Giving Blast sets in general 20 second recharge attacks would, IMHO, be an interesting way to buff Blast sets in general and Blasters in particular (since it would give them the option of a very strong single target alpha strike). In most sets this could replace the snipe and in Ice it could replace Bitter Freeze Ray. Pistols, Sonic and Water would be the outliers here since they lack either a snipe or a convenient power to change. One option would be to split the difference and make their third blast a 15 second recharge rather than ten second so they get a slightly stronger third attack to make up for the lack of a fourth.
  11. Quote:
    Originally Posted by Siolfir View Post
    Seismic Smash, Crushing Uppercut, and Knockout Blow all scoff at your assessment that the strongest attack in a set shouldn't have a hold.
    Don't forget Lancer Shot in Beam Rifle (ok, technically Penetrating Ray is higher damage but it's also a snipe).

    In any case, I never said that the strongest attack in the set shouldn't also be a mez; I said that I felt it was wrong for BFR to be both the strongest attack and a mez and there is an important distinction between the two statements. Speaking for myself I think that making BFR deal more damage than Bitter Freeze Blast would upset the internal dynamics of the set but that's a personal opinion so you're free to disagree with it. My inclination would be to give BFR damage more in tune with it's recharge but also decrease the recharge to avoid making it simultaneously the strongest damage and the best hold in the set. Lancer Shot has a 2.12 damage scale (same as most 10 second recharge blasts) and an 11 second recharge blast. I'd say BFR should be slightly worse than Lancer shot (since having two mezzes in a set is more than twice as good as having one) so I'd probably peg it at about 2.12 damage scale and 14 second recharge.
  12. Quote:
    Originally Posted by Oathbound View Post
    I'm honestly somewhat curious about this sentiment. Why would it be silly?

    It's pretty typical for Melee sets to top out with a 20second/3.56scale or 15second/2.76scale attack. Why are Blast sets limited to (typically) 10-12second/2.12scale attacks?
    A couple of reasons. First it would be the only blast set to get an attack that strong which kind plays with the balance. Secondly it would make it simultaneously the strongest attack in the set AND a hold which seems a bit to good. Thirdly my understanding from comments Arcana has made is that blast sets are deliberately designed to have lower DPAs than melee sets so giving them 15 second or 20 second recharge blasts would go against that.

    Now if all of the snipes were changed to straight attacks with a 20 second recharge then it might make sense for BFR to have a damage somewhere near the level it should be for a 20 second recharge attack but unless that happens I don't think it should be an outlier like that.
  13. Back when BaBs was here he commented that this would be EXTREMLY difficult to do. It changes the "stance" that the power uses (from Dual Wield to Unarmed) which is apparently a pain in the *** to setup with the animation system.

    Still with all the changes to the animation system since then maybe we will see it one day.
  14. Quote:
    Originally Posted by StratoNexus View Post
    Technically, if the recharge was bumped to 20 seconds, the damage should increase. 20 seconds asks for a 3.56 scale attack.
    Ummm... oops . For some reason I was thinking that snipes had a 20 second recharge time rather than the 12 seconds that they actually have. So what is the damage formula anyway? People always talk about it but I've never actually seen it.

    So going back to my original point I wouldn't advocate making BFR a 3.56 scale attack that would be a bit silly. I would say drop the recharge and up the damage somewhat though. Maybe make it a 12-14 recharge time with a 2.12 damage scale (same as 10 second recharge attacks)
  15. Quote:
    Originally Posted by Pyrox Saberdon View Post
    Quick Reply to anyone.

    I can't slot this into MM bonfire. Did something change? Has anyone else got it to work?
    Double check the level. The enhancements are currently bugged and have a required minimum level based on the level of the character that got it. If you got it on another character and transferred it to your MM then it may be to high a level.

    Or the MM version of Bonfire may be bugged.
  16. Quote:
    Originally Posted by Shubbie View Post
    Yeah its an allright set, but if you compare it to say fire or AR it comes out behind in both Aoe and single target.
    How on earth do you figure it's behind AR in single target damage? Even if you assume Prma-FastSnipe it's got an extra single target attack, the ability to double-tap it's highest damage attack plus an Aim power.
  17. Honestly I'm not concerned about it. Even if the snipe changes go live as is (which I find doubtful) I think Water Blast is still pretty competitive. It's got three good non-nuke ranged AoEs which puts it ahead of a lot of other sets in terms of AoE damage (and Geyser is pretty good even if it isn't Rain of Arrows good).

    Single target it's already got four decent single target attacks so it's a decent attack chain right off the bat. In addition the ability to "double-tap" Water Jet should make up for the lack of snipe damage compared to other sets.

    So yeah I think Water Blast will still be competitive with the snipe changes.
  18. EDIT: Ok my random guess was totally wrong. Move along, nothing to see here folks.
  19. Quote:
    Originally Posted by Arcanaville View Post
    My understanding is that it just applies a large negative KB strength enhancement to the power its slotted into (actually I suggested that as a possibility long ago and was told it caused problems: not sure what they were but apparently they were surmountable). If so, there's no way for that to occur randomly for different targets. It could theoretically flicker off and on, but then it would, in a power like Bonfire, knock everything down, then randomly knock everything out of the fire. It would always be all or nothing.
    According to city of data that's how it is working so apparently they go the problems worked out.

    It might be possible to simulate it as a proc by having it apply a global -knockback enhancement effect to the character (basically an inverse power boost that affects knockback only) but I'm not sure if that would work or not since it heavily depends on when the game checks procs during power activation. The key point being does the game calculate the strength of a power before or after it calculates procs? I suspect it occurs before which would render the proc useless but I don't know for sure.

    On that note though a proc that grants a short duration global knockback suppression effect to your characters might be an interesting option for the future IO set and as far as I know should be possible with the current power system
  20. Quote:
    Originally Posted by dugfromthearth View Post
    And Synapse stands out as being so bad and painful in a nice run of fun
    One thing about Synapse, the Team Transporter Power does make it somewhat less painful. It's still annoying with all the kill alls but if you are lucky enough to have two people with it you can at least save having to trek halfway through Boomtown and back (seriously though, the Team Transporter is the best use of points ever, especially for doing old content).
  21. Quote:
    Originally Posted by KidDiscordia View Post
    I apologize if this has already been mentioned, but I didn't see anything in the first 8 pages I read.

    What if the Proc was changed to a Percent chance of converting KB to KD?
    I think it was bought up. Given my understanding of how enhancements work I'm not sure that this would actually be possible to do.

    I do know that the devs could make it so that when it procs it suppresses ALL knockback your character does for a period of time but that's got it's own set of problems (plus depending on how the power system works it may be that it suppresses all KB for powers activated after the one with the proc in it).
  22. Quote:
    Originally Posted by EvilGeko View Post
    The Snipe change as proposed all but mandates that a blast set include a snipe from now on. IMO, this wasn't the way to fix snipes, but it's better than nothing....I guess.
    Honestly at this point I'd favor just turning all Snipes into a standard hard hitting single target attack (with 20 second recharge and damage reduced to match) and then making all Snipe IO sets into Ranged Damage sets.

    Sure it would violate the cottage rule but it would stop the majority of the complaints (and generate new complaints from people who like the old snipes but I figure that's a smaller number).

    For BFR I would say just increase the damage to where it "should" be for a 20 second recharge attack (which I suppose is supposed to be somewhat less than the 2.76 used for snipes). Lancer Shot has a Stun with the same duration and it doesn't pay for it with reduced damage. If people really feel that's to much at least make it damage scale 2.12. Then it has the same damage scale as a 12 second recharge attack on a 20 second recharge.
  23. Quote:
    Originally Posted by Agent White View Post
    Yeah, recall that too, which is just absurd at this point. A single Emp for the reward would hardly break the bank and you could just as easily form a full team and do Dark Astoria missions, even repeatables, to farm both kinds of iXP in comparable quantities.
    Yep. Frankly I would love to see more single team Incarnate content. So I say buff the rewards on those TFs and make the Abandoned Sewer Trial into Incarnate level content (complete with new Hydra-Os equal in power to Hami-Os).
  24. Yeah it would be a nice change. I seem to recall last time it came up the official response form the Devs was that they didn't want to increase the rewards because then people would just farm them instead of farming the incarnate trials.