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Posts
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Joined
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Does that mean a 9800 GTX will fair well. I'm assuming I'll be able to handle the shadows just fine (I run Fallout 3 maxed), but reflections might slow me down.
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Quote:If it was mostly fire........From the multiple times they've mentioned "elemental demons" and given Swap Ammo from DP, I'm betting that the demons will have some kind of optional powers - probably fire, ice, and earth. Maybe more.
Then Oni would be redundant.
Oni saves us from a lame MM demon with only fireball and rain of fire.
Not saying Oni is lame, just saying they have to come up with something else now, otherwise.....
meh...
is going to be the most excitement from me. -
Quote:1. For control purposes. Dimension shift is the second best state outside of hold. Not for general purposes. For general purposes most everything else is better.I dissent sir. Confuse offers the safety of holds and lowers the damage needed to take out mobs. Stuns offer the safety of hold with the only drawback being the lack of mobility. All other controls allow you some level of control over their duration.
I find your whole assessment pretty darn confusing, especially for someone new to controllers, as plant arguably has some of the best control.
2. My point about grav wasn't that it is mostly on par. My point is that POWER PER POWER, it drops about as many powers as other sets. Meaning, ultimately, that grav could be THAT MUCH BETTER if they swap dimension shift for some other form of control.
Again, ultimately, in the beginning of the game, soft controls weren't as powerful. Hard controls (holds and phase shifts) were better choices except teams complained that phase shifts slowed down the kill speed. Hard controls were up every fight, lasted almost the whole fight duration and prevented all damage, phase shifts were used if a second spawn aggroed. Controllers were far less concerned with doing any damage at all, and they performed a FAR MORE EXCLUSIVE purpose than today.
As controller effectiveness shifted from hard controls to combined soft controls (due to the duration of hard controls cut in half and recharge doubled), grav became less effective. Controlling became less exclusive with soft controls being more available as defenders and even blasters had access to soft controls. The lines for controllers blurred a little as toons like D3s and such were on par for controlling effectiveness, and controllers like fire/kin finding that they could do respectable damage with containment and pets.
So in short, my argument isn't that grav is equal to other sets. My point is that the gameplay for controllers has shifted away in effectiveness from the powers grav has access to.
If the change to hard control hadn't been done, grav would have access to the most hard control of any build (especially grav/rad).
So the change to controllers is what gimped grav.
If dimension shift (which is near useless in end-game where it would have ever been useful) was replaced with a knockdown cast or knockdown toggle, the it would be more synergetic and become on par with other sets. Especially since its aoe holds and immobs allow knockdown. -
Quote:The problem with botching a build to softcap defense is just that. You become DEF and damage.... nothing more.I never got why there was so much Patron Power hate (other than the fact that you couldn't switch pools in a respec until fairly recently). I find that Soul Mastery really rounds out and completes my Stalker in a way that none of the Hero Ancillary Power Pools do.
Of course, there are definite throw-away powers in both groups. Moonbeam from Soul Mastery--while it may look awesome--takes up a ton of endurance, has a ridiculously long (and interruptable) cast time, and doesn't do much more damage than Dark Blast... which sucks because you can cast Dark Blast twice in the amount of time it takes to use Moonbeam.
But things like Soul Storm? A decent hold power on a melee class? Friggin' awesome. And Shadow Meld makes a great "OH <bleep!>" button in a pinch when I'm suddenly getting my butt handed to me and Elude isn't up. Alternatively, I can throw Ingrid (my Night Widow pet) out to take the fall if I've bitten off more than I can chew.
I suppose I could just get rid of all the fun powers and softcap my Stalker like everyone else does, but then I'd be just like everyone else. Even if it means I'm going to fail, dammit, I'm going to do it my own way and I'm going to do it spectacularly.
I find that a lot of times its better to have a bag of tricks than to be particularly good at one thing.
Softcappers get murdered if just that one big hit gets through or if they face powers like RAD that can ignore DEF and debuff at the same time. -
Sorry, I can't read that...
Did some CSS puke on your forum post??? -
Imo earth/sonic is the best starting controller there is.
Plenty of options. No real hassles of storm, and not as boring as FF.
Earth has a good range of effects, and volcanic gasses is the best aoe hold there is.
Liquefy and Earthquake give almost 100% knockdown duration (up almost all the time). Quicksand helps keep things in a place, and is a good starter power given the -DEF allows other things to hit.
I know you don't like a pet, but a pet plus disruption field stacked on top of Sonic siphon gives AWESOME damage potential for a controller. It isn't fire/kin but it will make you faster. Earth pet hits for like 300+ damage at lvl 50.
Another good point is that you can solo this build effectively. -
Gravity is stronger than some thing, because it gets good later.
I think the major 'fault' with it the the double whammy loss of soft control due to propel and dimension shift being in the set.
Dimension shift is the second best single controlled state in the game (not considering stacked states like stun/immob). Hold is only better because the damage can be done upon thine foes.
However, since both of these powers take up slots.... we lose some of the alternate controls that other sets have.
But lets think about other sets too. Disregard pet differences
Earth
Earth drops the sleep. Grav drops dimension shift. The only real power we lose from here is earthquake. They both have a stun, AoE hold. Propel takes up quicksand. Grav has a better AoE immob because it allows knockdown to take place.
Fire
Fire drops smoke. Fire outshines because it has hotfeet. Flashfire is a stun that wormhole outshines by miles. Bonfire would be useful, but it's really mitigation not control. Still it would be nice to have.
Plant
Plant drops A LOT. It's essentially two picks with some support. Not really good control but great mitigation.
Ice
Ice control drops half of its powers... you either go for the sleep approach or the knockdown approach. It has a great confuse toggle.
So, it's really the fact that dimension shift doesn't really help in active control is why Grav loses a lot. Propel is a good loss, but both drop the controlling abilities of Grav. Considering Wormhole used to be a team teleport power.... I don't really understand what it was ever meant to be.
If we could change dimension shift to a knockdown power (grav keeps pulling people down to earth, knocking them down). Then grav would be on par with everything else. However, we already have two sets that use knockdown as a main form of mitigation. (earth and ice). A good way to implement it in a new way is to make a knockdown toggle PBAoE. Maybe a reverse repel + knockdown. Pull mobs toward you and knock them down on the way. It would give a polar feel between you and the pet.... but I'm not sure how it would work with hurricane. It may be the perfect power for hurricane if it overcomes the repel of hurricane. Imagine two PBAoE knockdown toggles with the tohit debuff except you draw them in and the grav power overcomes the hurricane repel.
So, a magnet effect, stack with freezing rain and hurricane, and the fact that lightning storm is always cast overhead. Plus a tornado. Plus an immob that lets them knockdown and you'd have four powers that are constantly knocking things down. (new grav toggle, hurricane, tornado, freezing rain) plus a few powers that can knockdown (lightning, wormhole), a stun that can stack with wormhole, and snowstorm for the -rech.
If that power were implemented, grav/storm would be the ultimate controller and the best herder. -
Ok,
I'm only really looking at ice and earth. Summary at bottom.
Ice
Ice armor doesn't look as bad as earth armor. This will change once we get to customize powers (yeah.... but I wanna get that out of the way).
1. With all my ways of slowing stuff down and keeping things in place, Ice storm has some good potential for stacking with upon the freezing rains -RES for the awesomest aoe damage a controller could ever dream for-eth.... If the darned thing does containment.... oh yes...
2. Ice attacks activate with the speediness....
Earth
Clunky looking armor with a smidge more DEF, but loses than Ice RES (meh). Or I can grab earth's embrace for a heal.... things don't get a chance to mez me much anyway, and I hardly ever get hit anywho...
1. Earth attacks pair up with the little buddy well. I feel connected.... But seriously.... they work well together with the knockdown and.....
2. Seismic Smash has that AWESOME HOLD.... for the stacking of holds upon thine foes.
---------------------------------
In short.
Ice
1. Better looking armor that doesn't cloud my costume. A mix of RES and DEF
2. Ice Storm would be awesome damage stacked on Stone Cages and Freezing Rain.
Earth
1. Attacks synergistic with pet.
2. The hold component in seismic smash gives me a stacking ST hold of high mag. Useful for soloing those pesky bosses and ebs. Works better than trying to stack hold with VolcGas (ugh). -
A super huge waste of my time...
Here's some real tips...
The point of rad is that you get an even mix of aoe and st. How rad is better than fire for providing BOTH adequately well is because it's effects are distributed better than putting all your money in the damage honey pot.
1. One reason for this is that fire has a fear component in its biggest aoe damage rain of fire
2. Breath of fire activates significantly slower.
3. Plus energy damage keeps it on par with fire for avoiding resistances, and the DEF penetration and reduction ensures you get to debuff heavily defended targets.
4. It's third ST attack has a mag 3 stun component.
5. Since it activates slow, on a team you can unleash all your aoe chain and not worry about aggro as much.
All this combined means that it has better mitigation that fire. You're also better for the team because rad isn't a poor man's debuff, three attacks floor defense....
1. Everyone should know is that rad activates SLOOOOOWWWWW. So they need to get a secondary that mitigates daamage.
2. Fire has more damage in its attacks due to the extra ticks at the end. (the cone's equal if fire breath was only two ticks of damage). The only exception to this is flares, which is a better DPS attack than any other attack in the game... hard to beat that.
Radiation is a melee oriented set.
Not because there's a lot of melee in it, but because it is designed to keep you close to get the most out of the set. Pairing it with a MELEE secondary with GOOD PBAoE and then not using anything that's useful in melee makes no sense at all.
I run a rad/mm and it's all about getting into melee with good melee mitigation in it. Once I get to ancillary, I'll be rad/mm/elec and have a good range of RES and an extra cone for SIX "AoEs". YES.... SIX....
With that many short range cones and PBAoEs..... I don't know why I wouldn't want the melee powers. -
Playing right now:
Rad/MM/Elec
It's the most (widespread) AoE hands down.
Shockwave - Irradiate - Bomb - (step back) Scream - Haze - Discharge
It's slow and dangerous, and that's fun for me.
High risk / High reward is fun for me. Pushing the limit of this build is what's so fun.
Slap the electric shield for high RES to Smash/Lethal/Energy and you've covered half the damage in the game. Cherry pick your foes, get the cooldown shield in electric for perfect coverage. Drop a couple purps, run in and decimate.
On teams your activation is SLOW ENOUGH YOU DON'T GET AGGRO, yet you can usually unload all six AoEs per spawn.
Nuke whenever necessary, rinse and repeat.
Not to mention you have a seriously solid ST chain.
It's the best of both worlds. Without sacrificing an AOE slot for Siren's or having a narrow cone like Fire breath, or putting up with massive knockback to ruin your AoE chain. -
Honestly, never found a reason to run Weave.
Dropping Weave allows you to pick up a Patron attack.
It doesn't matter if you are dead-set against Patron when you consider that Mu can do equivalent damage to Heavy Burst, attack faster, and avoid redraw.
Yes HB does decent damage, but in the same time, I can throw out fences, ball, and discharge. -
Can we have stepping stones.
The form powers share the same color as the form colors?
That's exactly how Necromancy works... -
Quote:The big reason why I suggest at least a visual difference between recharging and locked out, is because my fastest kill speed requires two pets out at all times. The recharge on my extract essence is half as long as their time out. So as you can see, it is very time sensitive on me knowing exactly when they recharge.I do the same.
Same here so far.
That's where we differ and the emphasized part would totally ruin my style as I do my best to never sit and wait for any power. If human-form powers were allowed to detoggle me from Dwarf or Nova, it would be an inconvinience that could become fatal if even one enemy oh lets say a mezzing Boss, or a Cimeroran Boss remains alive and gets a lucky shot.
Now this I totally agree with!
Of course there is some disparity because it requires a fresh corpse (extremely fresh).
I guess ultimately I need some more recharge so I have some overlap, but I don't have that luxury in my SO-only build.
I'm currently leveling, so IOs are out of the question right now.
That's why I'm so sensitive to the difference between recharging and locked-out powers.
I'd like what I suggested that powers change me back to human, but as I mentioned before this could be a USER SETTING. That way it doesn't HAVE TO BE YOUR WAY or MY WAY. People could choose. -
Quote:I put most of my human powers on my second and third tray. I use tray 8 and 9 for form powers.I think I'd find this more confusing than helpful, especially with powers like Mire (WS) and Flare (PB) that are duplicated across Human/Dwarf and the different blasts that are duplicated across Human/Nova.I'd love this though, but I've grown accustomed to deliberately transforming down to Human form and activating a Human-form power in-between transitions from Dwarf to Nova.
I switch between trays 1 8 and 9 whenever I switch forms via binds.
I'd love to be able to tell when my human form powers finish recharging. As is, I cannot tell if they are close or done unless I notice the sparkle.
This leads me to miss extractions and hastens.
I can tell what human powers are because form powers are never in the shift or ctrl trays.
I'd like to be able to click a human power in the shift tray and it would queue then change me to human before firing off the power.
This would be better than leaving it unusable.
A lighter shade of grey could be used to notify what powers are related to current form. An option in-game could allow using powers of another form.
For me, making them look like they haven't recharged is a hindrance given that this game isn't as supportive of mods. -
Quote:You mean like the shield secondary set.I would actually be against anything that turns either of the Kheldian sets away from their damage dealing roots into something more defendery. If it happens I will live, I'll simply not play the set, but I see no real flaws in either set that would require such a massive redesign on concept.
Several of the AT's have less played sets in them. We rarely buff them but when we do it's seldom of the sort to make them more or less "team friendly" we simply alter animation times, change damage ratios, or other weird number juggling. I have yet to see any damage set be changed to be more defendery with healing others or debuffing.
Or electric armor's conserve power?
Or energy aura's drain? -
Even though it's slow exp, I love running around hazard zones in nova out of reach with my two pets, then using stygian to heal the damage I finally did take from that minion that climbed up the tree and restore all my endurance for another round.
The pets are huge aoe.
I even think the PB pets are underrated. They're like a small radius second nuke. Huge damage when you count all three.
Warshade is so kickass. It's like a machine. It plays very much like a affliction warlock in WoW...
For those that don't WoW, it means there's no downtime... ever....
... PLUS high damage. -
Make all powers available to be queued up. If a power from a different form is selected, shift to that form first.
Also, allow shifting from dwarf to nova using only one transformation. -
Quote:With so much info being laid out so quickly at HeroCon, I figured I'd take an opportunity to clarify a lot of confusing points. My apologies for not being more clear when we first explained them.
- Heroes can become Vigilantes which can then become Villains
- Villains can become Rogues which can then become Heroes
- Thus the circle is Hero->Vigilante->Villain->Rogue->Hero
- This system is usable by any character over X level (X is a number which has yet to be disclosed). It is not "just for Praetorians".
- A Hero can go all the way to Villain and then back to Hero again, if they put in enough effort.
- Praetorians do not use the normal GR system, but have points within their stories where they can choose "Loyalist (aka Villain)" or "Resistance (aka Hero)"
- When Praetorians leave Praetoria for Primal Earth, they choose if they want to be considered a Hero or a Villain, and are plopped into Paragon or the Rogue Isles.
- A Vigilante (Rogue) can travel to the Rogue Isles (Paragon City), and can team up with the Villains (Heroes) there. They can not use the markets while they are there however. They must be a full Villain (Hero) to use the markets.
Pretty sure that covers the info we gave out, including clarifying answers we gave on various panels over the weekend, and answers to specific questions we were asked by players.
If enough effort = hard as hell.... I'm going to be disinterested in bothering.
My Rules (if I made the system):
1. You make a choice to become neutral, but then have to work to become non-neutral again (Do several missions ~15).
2. You can lock-out becoming neutral.
3. I never requires so much work to flip that you can easily make the entire circuit within the time it takes to complete a mid-20 level.
So I have to work to get from neutral to good, or work get evil, but grey is easily obtainable, with a lock-out option so you never become grey unless you want to.
I want to be able to switch sides often enough that I can make a complete loop within a mid-game level.
I DO NOT WANT a swap sides and its over with. Except an option to swap back that takes forever. I DO NOT WANT a system catered to those who want to make a hero brute or villain tank. I want some fluidity.
I'd like to be able to go Hero->Vigilante->Hero
I'd like there to be paper-missions that flip your side, so that it can be "farmable" without a contact.
Perfect Example:
inFamous -
[QUOTE=4_Thirty_5;2397568]Well, hell. Guess I have to weigh in on this one, don't I.
The Fabrica de Armes GP-80.
The Seburo C-X.
These two give a good generic modern look without sacrificing too much style.
Anything too specific will lessen its usability.
They are less blocky than the current ones. And they already have defined two-tone mask. This is easy pickings... -
One thing I'd like to request other than new guns. Is some rework on guns in game.
1. The revolvers need a better bumpmap. They need a better shine. They look a little flat.
2. Also, I would like the guns with lasers to use the secondary color for the gun itself. It's nice to get lasers, but I wish it weren't at the expense of the ability to color the gun. -
WHAT IF....
We made it teleport X distance toward your target, stopping right before your target.
If no target, we get a reticle like with normal tp.
It would be really useful for MMs using aid other, or PBs with healing touch as well as damage dealers. -
There is always a way.... if there is a will (or money).
How about you try this:
1. Have a toggle power.
2. Customization determines flyposeX and is linked to the customization for the power.
2. When on, it changes the flypose to flyposeX automatically every time you move forward.
3. When off, it does nothing.
We can already sort of do this with keybinding. So it can in fact be done with power customization. You can easily just put an if else statement.
OnKeyDown(key)
{
switch (key)
{
...
case: userSettings.stKeyBinds.eDirection
{
switch (Avatar.eMovementPower)
{
...
case eFly:
{
OnMove(eDirection, Avatar.stCustomPowerFly);
}
}
}
}
}
OnMove (EDirection eDirection, stCustomPowerFly)
If (travel power)
{
IssueSlashCommand(stCustomPowerFly.Value.ToString( ));
}
else
{
//default logic here
} -
If you have windowed mode and maximized, and the sidebar is up. For some reason the image starts tearing badly as if VSync wasn't on at all.
NVidia 8800 GTX user. -
Quote:I'm a little sad that I prefer the run pose of BS over Katana...I'm so happy with it, best booster yet imho. Being a huge ninja fan this fits so well for my DB stalker, BS stalker, claws brute, and ninja MM. Thanks devs!!!!
BS holds behind you on the right side with the arm in front like usual.
Katana holds in left arm, which eliminates the arm in front look...
If they let the katana user run like BS, I'd like it more.