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Quote:Yeah, the devs seem to have a pathological aversion to nerfing anything, admittedly not without reason, look at the huge complaint threads we have whenever anything is nerfed. Still I think it's something that in the long run hurts the game more than it helps. I don't mind characters in general being slightly overpowered in PvE (this IS a superhero game after all) but I think they could do more to try and reign in the outliers (*cough* Drain Psyche *cough*).EDIT: I just re-read that and it sounded witchier than I intended. I'm not sure what word I should use instead of "self-serving"--for the record I don't care if players are self serving, since they pay to be here. But it's a POV I hope the developers can see through. One of my biggest bones to pick with CoX design is that unwillingness to nerf when necessary has spiraled power design to some absurd lengths.
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Quote:I haven't actually opened your build so you may already know this but a quick warning on Power Build Up in Mids. If you toggle it on it then the defense values you see in the summary will include Power Boosted effects from Maneuvers and Combat Jumping as well as Farsight. In game the boost to the toggles will only last the duration of Power Boost while the buff to Farsight will last the duration of Farsight. So it's a good idea to manually check your actual defenses and make sure you are actually at the soft cap.Here's a revised build. It will NOT have perma Chrono, but allow me to Power Boost Farsight to soft cap most, if not all, my defenses. It also allows me to have some compounding Defenses with the resistances of Temp Invuln and the 'Oh Crap' button of FoN which is up half the time, if needed.
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Quote:This isn't really surprising. The way the knockback to knockdown proc works in the power is by applying a -99% knockback enhancement to the power. Since enchantments are added together (prior to ED being applied) adding enhancements with positive knockback modifiers will counteract the Overwhelming Force IO to at least some degree and in most case it will be enough to return the power to dealing knockback.The Kinetic Crashes completely nullify the KB-KD proc. I tried it on my Fire/Rad: the proc plus 4 Kinetic Crashes in Bonfire, and in the Casino mission, it was sending goons flying all over the place. Plus. not once did it KD any of the AVs. After the mission, I went to Bricks to confirm that the K-Crashes were nullifying the KD. And sure enough, the Freaks there were also getting thrown everywhere.
After replacing the K-Crashes with 2 endurance reducers and 2 damages (fortunately, I had not leveled up at the time and so had not slotted the rare K-Crash), Bonfire went back to a KD power once more.
I'll also add that if the devs wish to make the proc less useful in Bonfire the simple solution would be to make a portion of the knockback unenhanceable (maybe mag 4 so that it will still KB +5s). This would have the effect of pretty much nullifying the proc in bonfire without impacting the other uses for the power. -
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Yeah it would be nice to see some new ATs released. I think in terms of low-hanging fruit an Assault/Armor AT is the obvious choice. Give them lower scaling values for their defensive buffs than the melee ATs to avoid making them to unbalanced (I'd say around 75% of Scrapper values) and damage scales similar to Dominators and I think they'd be pretty balanced. They'd need some power changes such as replacing Power Boost in their Assault sets with either Aim or Build Up and maybe removing Taunt auras from their Armor sets (possibly use Stalker sets as the basis and give them a new AT-specific power instead of Hide?) but it would still be pretty simple.
I'm less keen on Blast/Armor since I think it would be to much a case of replacing Blasters. Unless their damage was down at Corruptor/Defender level (which would be stupid for a Damage AT) you get a situation where taking a high damage blast set gives you a choice of either an awesome self-defense secondary or a secondary made up of whatever powers were left on the floor after the other ATs had had their pick of the good powers.
The other thing I think would be interesting is a new AT using the Mastermind primaries. One idea that I like is a Mastermind that has a specific damage set (probably Assault since I think a full on Blast set would be a bit to good). I wouldn't give them full on damage dealer scales but maybe 0.75 (Corruptor level damage) would make their attacks useful without being to good. Power-wise the attacks in the Pet sets would need to be replaced but there's a relatively simple option there, replace them with appropriate powers from the thematically matched Buff/Debuff set (i.e. Ninjas gets a few Trick Arrow powers). I'd also change the Assault sets replacing whatever Aim/Build Up/Power Boost style power they have with a new power that provides a smaller damage and to hit buff to both the Character and his Henchmen. Basically the idea is a character who has less support powers than a traditional Mastermind but deals more damage.
Probably. At the last coffee talk someone asked about new ATs and the response was basically that they had looked into it but had no plans to release new ATs at this time. So it sounds like if they were working on a Primalist AT it has been shelved for one reason or another. -
Quote:I was playing around with build for my Beam/Dev Blaster and came to pretty much the same conclusion as you. However, I found that building in a little bit of extra regen by two-slotting LotG in my defense powers and frankenslotting one blast for Regen was a reasonably low-cost option for adding some regen.I think each person is going to have to look at it individually, but my gut is saying that I don't want to lose my defence and my FF procs as well as the +Recovery & +Accuracy in the 5 slotted thunderstrikes for a tick of health half a second sooner.
The bit that's hurting me now if the new Defiant Barrage set. I really want the proc in my tier 2 blast (so that I can use it to escape from Mez) I'm just not sure if it's worth going for the entire set. Overall I think it is so long as I upgrade the set with Catalysts. -
Personally I would prefer a Resistance shield on a Time Defender rather than Scorpion Shield. If you take Power Boost (Soul Mastery) or the Clarion Destiny with Power Boost effects then you can use that to pretty easily softcap yourself to all three positions (or all six types but I find positions easier on a Defender).
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If you can manage the End cost then Cold Mastery might be a good option. Snow Storm has a high endurance cost but the speed debuffs will help keep enemies in the ice patch and out of melee range.
Fire Mastery can similarly use Bonfire to knockback enemies when they get close. -
Quote:Well Power Pools are different. A Time Manipulation Character cannot be changed to a non-Time Manipulation character whereas a character with Sorcery (for example could be changed to a non-Sorcery character.When I drop to premium, my Time Manipulation characters are just plain ol' locked until I either re-up my VIP subscription or buy the set.
I guess it's possible they could decide purchased pools should work differently (and locking the entire character based on their pools does seem a little harsh), but I don't see any reason to assume it would unless we see something to suggest it.
If they do make some power pools purchasable but free for VIPs then I really doubt that they'll fully lock the character until you buy it. If they do go that route then letting you keep the powers until you repsec (and possibly greying them out) would seem the logical option. -
Of the sets you list Time is definitely my favorite, especially on a Defender (I do quite like Thermal for Masterminds though) although you are definitely correct about it working best in melee range.
I agree with the steep learning curve on Storm. I've leveled two stormies to 50 and ended up retiring them both since I just could find a useful playstyle with them.
Cold is an interesting set. The order that powers come in is a bit annoying but it's actually a pretty good set at level 50. Frostworks is a bit meh (since most characters slam into the HP cap before they reach its full potential) but I'm hoping that one day the devs will change it to be at least partly an Absorb power. For Cold I'd strongly recommend taking Dark Mastery or Soul Mastery. People tend to neglect the resistances in Arctic Fog and focus on the Defense but if you slot Arctic Fog for Resistance and take Dark Embrace for your epic shield you can make a Defender with pretty decent resistance to everything except Psionic (about 43% S/L, 31% F/C/E, 23% NE/T) which if you combine with a moderate amount of Ranged defense makes for a reasonably tough defender (although unfortunately one without a self heal).
Thermal is an interesting set. Resistance buffs are much weaker than defense buffs in terms of preventing damage but at high levels there tends to be more Defense buffs flying around than resistance so having Resistance buffs can actually be a lot more useful. That being said I personally don't care for playing Thermal on a Defender but if you can stand it it's a decent set. -
Quote:I think it will be either free to all or store purchase only (and if I were a betting man I'd bet on free but maybe I'm optimistic). Having it be free to VIPs only opens up too many questions of how to handle characters with it if a player drops to Premium. Is the character locked until they purchase it? Do they just get a forced respec when they log into them? Do they keep the powers as long as they don't respec? Do the powers remain in the build but are greyed out unless they respec (as with Incarnate Powers)?I'm going to bet Sorcery is going to be a purchased pool. I'd also wager we'll see other thematic pools as well for sale. Since pools are smaller sets of powers, I doubt we'll see those as freebies. When new issues come out so far we've gotten a full on power set as part of VIP but I could be wrong... maybe a future free set will in fact be a pool.
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Quote:Well yes and no. The game world belongs to NC Soft and while playing there we agree to abide by their rules. If we don't like that then we have the right to take our business elsewhere.So you don't think you ought to have any rights just because you're in a game world?
That's an interesting point of view which I don't share.
Now at the same time I do believe that we have an expectation to certain reasonable rights in our relationship with NCSoft but not anything that I wouldn't expect from any other business. To use an analogy if someone was in a brick and mortar store and was acting in a way that was liable to result in the store getting sued then yeah I would expect the store to kick them out.
The same basic premise applies here. Paragon Studios cannot realistically hope to stop any player from making a copyrighted character if they want to. Due to the nature of the game if you make a copy of copyrighted character in-game then Paragon Studios is technically guilty of copyright infringement (since they are distributing copies of that character for profit). -
Quote:Shiny!I hope you're using FireFox: https://addons.mozilla.org/en-US/fir...ry/?src=search
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Sure. So with no regeneration you regenerate 5% of your hit points every 12 seconds or on average 0.41666% every second. Regeneration scales linearly so every +100% in regeneration bonuses will increase your average regeneration by an additional 0.41666% per second.
So +380% regeneration means that you will regenerate an average of 2% of your maximum hit points every second (which is pretty close to the 1.5% you quoted).
Now the only caveat I will add here is that the actual in game mechanic doesn't actually restore hit points every second. Regeneration always comes in pulses of 5% so at that you will actually be Regenerating 5% of your hit point bar every 2.5 seconds. -
Quote:You are absolutely correct. However my point was that I was surprised at how easy it was to build high regen into a Blaster using IOs. The I24 changes were the catalyst that got me thinking in that direction, not the sole reason for itRegeneration doesn't get more powerful the more of it you have though, unlike defense and resistance, so there's not going to be a greater benefit in building for it in the future than there is now.
. Based on the responses I'm not the first person to figure this out but it's still new to me
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Quote:Well the change I'm discussing is that all Blaster's are getting a "sustain" effect added to one of their secondary powers. The exact effect varies per set but the majority are a long duration regeneration bonus (equal to about 320% when slotted). There are some exceptions such as /Fire getting a heal over time effect in it's damage aura while /Ice gets a refreshing Absorb in it's debuff aura.I'm a bit confused on what is coming in for blaster on I24. But what peaked my interest is your regeneration numbers because all my blasters are build for high regeneration. My Ar Dev posted is at 271 regeneration.
So I am trying to understand how I24 will become a boon for me.
In the case of Devices Cloaking Device is being renamed Field Operative and is getting a large Regeneration bonus added to it (don't worry, it still cloaks you and gives a bit of defense). So you'll be getting about 220% bonus regne with no build changes at all (assuming you took cloaking device anyway) and if you respec to add some healing enhancements to Field Operative that will give you another 100% or so (numbers are approximations based on what we saw when they showed this in the coffee talk).
There's also the FastSnipe change but there's plenty of other threads on that.
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So with all the arguments about snipes and magic To Hit numbers it's relatively easy to forget the biggest change coming to Blasters in Issue 24: hugely increased regeneration. So this got me thinking, how much could a Blaster supplement this using IOs and how much of an impact would is have on his build? The answer ended up surprising me so I thought I'd post it here to see what others thought.
Power Requirements:
3 Powers that take Ranged Damage sets (AR and Electrical will need to take their Snipe or a power from their secondary but otherwise no problem for most Blasters)
2 Powers that take Healing Sets (Your new Sustain power and Health will work here)
2 Powers that take Defense Sets (For most Blasters this means pool powers but Hover, CJ Stealth and Maneuvers are all pretty popular for Blasters anyway so I don't see this as a huge problem)
Slotting:
In the three Ranged Damage powers frankenslot 2 pieces of Apocalypse, 2 pieces of Devastation and 2 pieces of Entropic Chaos (optionally the Devastation IOs can be replaced with two pieces of Overwhelming Force or Sting of the Manticore)
In the Healing Powers slot two pieces of Numina's Convalescence (including using the proc in one of them) plus slot the Regenerative Tissue: Regeneration into one.
In the defense powers slot two pieces of Luck of The Gambler (probably the +7.5% recharge one and either the Defense or the Defense/End depending on the power).
The Totals:
3 x Ultimate Regeneration Bonuses = 48%
5 x Huge Regeneration Bonuses = 60%
5 x Large Regeneration Bonuses = 50%
Numina's Convalescence: Regeneration/Recovery = 20%
Regenerative Tissue: Regeneration = 25%
Total: 203% Regeneration
Yuo can get it a bit higher but doing so is more Power Set specific. Electrical Blast and Mace Mastery are actually the best since they can use Soulbound Allegiance to pick up another Ultimate Regeneration Bonus. As a more general case a Blaster with a few melee attacks who uses Flight for his travel power could reasonably pick up 5 x Moderate Regeneration Bonuses using Pounding Slugfest and Freebird for another 40% regeneration (heck, for one slot you could always put one in Brawl).
Now for comparison we know that a Blaster with their Sustain power and Health slotted will have about +380% regen (the sustain will give about 320% slotted plus Health is 40%) so a Blaster building for regen could hit about +580% regen.
But what is the cost? Well it's hard to calculate but I'd probably peg the defensive cost at 11.25% Ranged Defense. The Healing and Defense powers aren't really impacted, you do lose the ability to 6-slot a Red Fortune in the Defense powers but I find that my Blasters rarely have the slots for that. So the primary cost I see is the loss of three Thunderstrike Sets in the single target attacks.
Now honestly I have no clue whether the regen or the defense would be better for survivability but I thought it was an interesting experiment.
EDIT: Ok, I had some further thoughts on this. If you have a total of 6 powers that take either Defense or Healing (count powers that take both twice but you need at least 3 Defense ones) you could reasonably drop down to only doing a Regen Frankenslot in two attack powers and potentially get another Thunderstrike set in at the cost of 16% regen. This is a lot more build dependent though. -
There is, I think, ONE thing that a Blaster can do that a Dominator can't and that is use a nuke. While there are arguments for and against nukes they are a viable means fo killing most of a spawn and not something that Dominators have access to.
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It's significantly more powerful than Earthquake. Bonefire has a 100% chance to knockdown every two seconds. Earthquake has a 7% chance to knockdown every 0.2 seconds.
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When the Magic Set came out one of the devs (I think it was BABs but it might not have been) said that long skirts/robes are pretty much impossible to do for player characters without looking very, very silly when used with certain animations. That's why the magic Set got the Baron Jacket and the Bolero rather than actual robes.
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Quote:I think you're misinterpreting my comments. I have no problem whatsoever with the trial being difficult (heck I suggested changing the waves to an AV above). However I also don't think that the trial should be fail-able. In the case of the treespec a suboptimal team has the ability to hit the hospital, stock up on inspirations (and even temporary powers if they are really struggling) and try again. It might take them multiple tries but unless they decide to give up the game will let them keep trying. The TV trial is not like that. If the entire team dies then baring a lot of luck the trial will almost certainly fail since in the time it takes to hosp and run back the enemies will destroy the reactor.I disagree with that. Right now the treespec can be failed (or really never finished) with a very suboptimal team. I disagreed with this when people first argued to nerf these trials into snoozeland. We can't be so scared of failure that the game stops working and that's where we're at.
That, to me, is the core difference. I have no problem with increasing the difficulty of the trial so long as the fail condition is removed so that a suboptimal team ability to pick themselves up and try again.
I'll also add that I don't mind hard fail conditions in content (i.e. iTrials) I just don't feel that the respec trial is a good place for it. -
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Or take a third option: Stay in Praetoria and hope someone kicks Hamidon's amorphous pancake.
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Well they said "next week" but I think they actually meant "next coffee talk" which due to Independence Day is next week (that's next week from now, two weeks from when they said "next week").