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Quote:It's not like you need to see your family at all, right? We're much more important!How I wish I could come to this .
You guys have a great time!
I have to run this by the better half, but I should be there. I'll be wearing my name tag from the last D&B get-together, if I can still find it. -
It was part of the halloween set the Devs put out. I don't think you can buy it right now, but it will likely come back up for sale.
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Each origin gets a different SO from the Yin shop, they aren't limited to Tech origin.
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How would you differentiate it from Ninja Run? In other words, what about parkour makes it functionally different from just using Ninja Run to jump off of objects?
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How would this work in the game? Right now, with the engine that we have, we can't really jump off of flat walls. I think that the Ninja Run power is the closest thing we'll get to this.
You can pretty much do this with the current run/jump powers in the game, anyways. Just only jump off of stuff along the ground, like dumpsters and low walls. -
We'll see if they have the cojones to delete our thread talking about the deletion of our deleted thread!
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Quote:Yeah, not too worried about the nukes, since I don't think the Devs are crazy enough to put those in there. Was more concerned with the more basic AoEs. For instance, let's say that you get a set like Sonic, which has good ST damage, but not so great AoE potential. It's balanced that way to an extent. All of a sudden, it can grab Fireball from a pool. Will that be balanced with somebody who doesn't skip powers from his/primary secondary to grab fireball?Depends on what AoE's they allow in the pool, if any. Obviously not Blaster T9 nukes.
In the case of a theoretical "Fire pool", I was thinking of something along the lines of Fire Blast, Fire Breath, Ring of Fire and perhaps Bonfire. The basics; enough to satisfy a concept.
Something like Fire Shield, could remain in "Flame Mastery" as an AT-specific epic pool (to keep it from Melee ATs for example), but perhaps available earlier than 41, like 18-26 or so.
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I think it can work, it's just going to be a bear to balance right. And it'll force the Devs to really look at the AT modifiers for various things, which might be good, might be bad. -
I would like something like this done. However, I think that it would involve more fundamental changes to some of the ATs in terms of their modifiers. For instance, Scrapper Range Attack Mods are very low, but most of their ranged attacks do good damage because they don't use those modifiers, they use the Scrapper Melee modifiers, which are higher. If they were to get access to some ranged attack from power pools, these Scrapper Ranged Attack Mods might need to be changed so that these powers actually did damage.
The other problem I've seen pointed out in the past about stuff like this is that you risk giving ATs more of what they already have and/or giving them access to powers they weren't supposed to be able to have.
What do I mean by that? I mean giving Blasters the ability to be able to take a lot of damage just from primary/secondary/pool powers. Or the ability to have significantly more ranged AoEs, for instance. It makes it tougher to balance the ATs because of all of the additional powers that they could take from these new pools.
So, would I like to see this. Yes. Definitely yes. I just wonder how much work it would actually create. But I think it would be worth it.
Edit -> But Iron Man can be replicated by Peacebringers and Warshades in human form. Some Hand to Hand, some ranged, and armors. -
Gashes,
I added your two new ideas to the posts up front. Spirit, it looked like your suggestions seemed to already be in the front posts in some form or another, but please let me know if I misread, so that I can add them in. -
Quote:It's not a bad thing to have, don't get me wrong. I just think that it doesn't help the target audience.Hmm, well that's disappointing. Guess I need to reconsider the approach to this then.
Those people who know how to build, have Mid's and compare builds for fun are not the ones who really need guides. They can get a Mid's build together pretty quickly and ask for feedback.
The people who use guides are those that are generally unfamiliar with a set/AT/the game. Those are the ones who really need a little bit more detail on how things work. A build, without context or detail, just isn't that useful for them.
Like I said, I think that a renewed effort on Guides is a good task. I just don't think that random builds help the people that need the guides. But having a consolidated Tanker build thread might be good, too. -
I think that trying to get a call for updated guides is a good idea. I think that throwing out builds with not much behind them isn't all that useful to the people that really need them.
Basically, if you're looking for a guide to something to see what the synergies are, or what it's good/bad against, or what powers are useful, then a build doesn't do that on its own.
Meanwhile, comparing builds against one another is useful in certain regards, but not in others. If I just want to see if a certain type of Tanker is "good," but don't care if its the best, then a build competition will merely confuse me.
In short: I'm all for a call for updating guides. I don't think that a thread of builds is useful to the people that need help. -
If we have confirmation from D&B about this date, I'll be there. Had a great time last time, and look forward to seeing people again.
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Quote:The cottage rule is basically "unless there is an overwhelming balance reason, the Devs will never change the core functionality of a power." As such, adding effects to powers doesn't break the cottage rule, as long as the original function remains. So you're good here. And I do think that SR should be more than just a one-trick pony.This is true, although on purely vanilla an Invul Tank can get some pretty high defences.
That aside, I agree. Re-ordering the powers would be a good step (IMO) so that at the least you don't have to wait 34 levels for one of the three supposed main powers in the set, but that does still leave the problem of one trick pony-age.
I suppose adding extra items to the toggles and such could help? After all, Cottage Rule only applies when you are taking, say, Focused Fighting and changing it from a +melee def toggle and suddenly changing it into a clicky +res button. Keeping it as +melee def but adding, say, more DDR and, for example sake, a +ToHit bonus wouldn't break Cottage Rule. As far as I know, anyway.
And SR/ Tankers need an aggro aura that is stronger than 1 second. I mean, come on, Devs. -
I'd balance the Ancillary/Patron Pools. Most notably: Weapon Mastery for Scrappers/Stalkers (and actually, Stalker Ancillaries in general).
Exploding Shuriken costs the same amount as Ball Lightning, but does about 3/4 the damage over a smaller radius and less range, plus has no secondary effect. The hell?! -
First off, I would highly recommend downloading Mid's Hero Builder. It can help you out here a lot.
Secondly, Shield, Ninjitsu, and Super Reflexes are Positional Defense sets. Ice, Stone, Invuln, Energy Aura, and Willpower are Typed Defense powersets.
What happens if you mix them? The game takes the highest Defense value to a certain attack, and applies that. So let's say that your powerset gives you 15% Def to S/L/E/NE damage types. You slot IOs giving you 10% Melee and Ranged Defense.
If an enemy attacks you with a Melee Smashing Attack, the game will look at all of the defense values that you have that apply (15% Smashing, 10% Melee) and apply the highest only (the 15% Smashing).
So, mixing and matching doesn't get you as much as you might think.
HOWEVER, if you got attacked by a Ranged Fire attack, your armors don't give you any Defense, but you have 10% Ranged defense, so it'll help there. -
Yes, because asking for a single AoE power makes you a single-target specialist. In this game you are very likely to be facing multiple opponents at the same time. Being only able to fight one at a time leaves you at a disadvantage over sets that can focus on one target OR do AoE, which most can. Taking out a set's only AoE instead of a redundant single-target attack was a stupid decision.
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It is a temporary power, and should be in your power tray to use like any other power. Just target a valid RIP member, get in range, and then use it.
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Quote:It doesn't work like that. It's not based on last hit. Basically, if you do no damage to the enemy, you get no XP. But if you do any damage at all, you get at least 50%. But if you do a significant portion of the damage, you get decent XP. But a confused enemy speeds up killing speed, leading to smaller XP per enemy, but giving you more XP/time, since you have to do less damage.The second ... which is attacks without confuse. If they(enemies) get the last hit you get no XP at all ... correct?
In any case. I'll let the Dev's deside, if they make it, whether they want to put a confuse. You're more that welcome to put in your vote and concept like this
base counter minor damage stun
Asubdue: hold
Bunbalance: moderate damage KD
Cdeflect: foe confuse -
Quote:Missing with one power does not mean automatic defeat. Especially since your dom should have other control options (including AoE control options) by level 18.a solo tanker has no trouble tanking at lvl 21 with no enhancements.
and there is a big difference between missing and having to wait 12 seconds to attack again, and missing and getting attacked right away
but I will accept that your experience is different. Maybe you find waiting 12 seconds to be worse than being defeated. -
Quote:Yes, it really is. It is actually sometimes WORSE on other ATs. Ever try to Tank level 21 enemies with no slotting? It's tough, trust me.let me try to explain again
my problem with the dominator is that I am not slotting enhancements as I said in my OP
but that is not nearly as big an issue with any other AT
Try to Stalk at level 21 with no enhancements slotted. You miss with Assassin's Strike and you either have to sit around for a bit or try one of your other attacks. If you use on of your other attacks, prepare to Scrap it out, because the enemies will see you whether you hit or miss. -
Beau,
Your argument lost a lot of viability when you suggest that melee characters need less help when fighting AVs/GMs than Corrs do.
One of the most important debuffs when fighting these two types of enemies is -Regen, something that no melee type gets without using temp powers. Melee types need to make this up in sheer DPS, whereas the support types don't. This is why for a long, long time, you could see Corrs and Controllers soloing GMs when melee types couldn't.
Secondly, if you're building for fighting GMs and AVs solo, you need to be able to survive the return fire that you get. Not every Corruptor secondary needs that much help in this regard, with the -ToHit that they get as well as the other debuffs they have. Even then, people who do solo GMs tend to build for ranged Defense, not recharge. As such, Sonic does do very well, since it's attack chain doesn't need much recharge to be optimized. You posit that Psy blast should do well at VERY HIGH levels of recharge, but to get to those levels of recharge, you need to sacrifice survivability, which is the opposite of what you want to do.
So please, show me your Psy Blast character soloing the GM, and then a Sonic character doing the same thing. I bet you that the Sonic Blast character will do it faster, if everything else is even. -
I think that they need to re-sort the items in general, sort of like they did for the Chest Detail area. Putting them in alphabetical order would be okay, but grouping them and THEN putting them in alphabetical order would be fantastic, too. Then you'd have a much smaller list to scroll through, but making it searchable would also be good.
Right now, though, if you were to go into some of the categories, and type "O," those options that begin with "O" aren't even next to each other sometimes. Some are at the top of the list, some at the bottom, some in the middle. It's a bit infuriating sometimes. -
Quote:That USED to be the case, that the redraw time was baked into each power. However, that is not the case anymore. Each power now only includes the redraw time if it needs to be redrawn. So keeping the thorns out is a good idea if you can do it. Redraw will affect the animation time of the attacks.in theory the redraw is worked into the activation time.
it doesn't redraw for a second, then activate the power
it activates the power and while it is activating it also redraws
so in theory it adds no extra time
of course that might not be the case in practice, but testing has shown no significant delay due to redraw -
Quote:End REDUCTION enhancements lower the end cost of those powers. End MOD enhancements affect how much they drain/save/give back to you.I guess what I am asking is more subtle. Do End Mod enhancements put in those powers affect the abilities to drain, or do they just reduce the end cost to cast the power? Basically, I am asking about the exact interaction between the alpha and the powers, and if that effect is the same as putting an end mod in the power.
As such, the Agility Alpha Incarnate Ability will affect how much these powers drain.