YuriFoxfirega

Renowned
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  1. [ QUOTE ]
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    You'd have to ask the devs why they gave it two, I suppose.

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    You're the one suggesting they do it, so therefore you seem the more logical one to ask in this matter. What's your reasoning?

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    No, it already has two. Three, I guess, if you were to count SB, siphon speed, and IR. All I suggested doing was rearranging the effects the set already has a little bit WRT siphon speed/speed boost.

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    Now you're just being silly. We've acknowledged that the only things separating Siphon Speed and Speed Boost from being travel powers are the other buffs that they provide (namely, Recharge for Speed Boost, and Recharge/Recovery in Speed Boost). Perhaps not in so many words, but I'm taking a moment here and now to state it clearly so that there is no room for further error in this matter. By removing these benefits from one of the powers, we're essentially leaving ourselves with just a Group Runspeed buff, which is redundant given the presence of Inertial Reduction in the set already providing travel benefits.

    That, specifically, is the point of argument I am making. Your current suggestions would leave two powers in the set who's only benefit is the facilitation of travel, and nothing else. That's the height of redundancy. As it is now, Speed Boost and Siphon Speed provide other benefits that make them more attractive.

    Do you have anything to address this redundancy at all, or are you just going to continue on your ridiculous circular claim that they're already pseudo-group-travel powers and thus the matter isn't worth discussing? If the latter, please do inform me so I can stop wasting my time with someone who isn't really interested in having an actual, thoughtful discussion on something they suggested.
  2. [ QUOTE ]
    You'd have to ask the devs why they gave it two, I suppose.

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    You're the one suggesting they do it, so therefore you seem the more logical one to ask in this matter. What's your reasoning?
  3. ...I think the point is to keep the regular, old content superior in some fashion to AE content, to encourage people to run it.

    But that's just a theory.
  4. But why does Kinetics require 2 group travel power replacements? That seems not only redundant, but a little silly.
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    Speed boost is the game's most powerful and noticeable buff,

    [/ QUOTE ] It's not even the most powerful buff in Kinetics.

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    True dat.
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    To yuri's point, I think that would make more sense if siphon speed wasn't already a very similar buff. Although I suppose if you were to make it pbaoe in some way, you could either just have it not affect the caster or apply the lesser siphon speed buff.

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    Similar, but not equivlant. Each time you apply Siphon Speed, you only get a 20% recharge boost. It's beyond trivial to stack it twice, especially if you happen to pick up Hasten (+70%). Adding another 30% or 50% on top of that means that, in two power activations, you suddenly have a total buff of 120% or 140%, which is more then enough to make Hasten and, I would imagine, the new Speed Boost permanent as well (assuming a 96% Recharge Reduction in both powers, for a total of 216% or 236%). And that's assuming you don't have Siphon Speed set up for Recharge as well (I don't, and I can still stack it).

    And that's before we get into the real fun math (which the game isn't balanced around - specifically, IO Recharge bonuses).

    Bit overpowered? I'd certainly say so. Two Kinetics on a team playing well together and buffing each other can be downright disgusting, and I know this from personal experience.

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    Well, the idea being that you'd make one buff pbaoe, and remove the single target buff.

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    Which? If you mean removing Siphon Speed... what would you replace it with? If you remove Speed Boost... what would you replace it with?

    Devs have also stated that they really would prefer not to remove any powers at this juncture, as well. I mean, the fiasco with Patron and Ancillary Power Pools pretty well showed what happened when they tried to remove powers that were considered lackluster, and replace them with something more useful instead. There was an uproar.

    Then there's also the issue of thematics - what would be the viability of either Siphon Speed or Speed Boost be if they didn't have the number one thing that made them worth casting to a fair number of people? A lot of people actually do request Speed Boost just for the Endurance Recovery buff, but it doesn't quite seem 'speed-y' if we take out the Recharge buff as well. That's the same problem we face with Siphon Speed, with the additional cavaet that the Recharge buff is often-times the only useful thing you get out of it. Especially with Inertial Reduction in place in the same set, that provides a handy Travel Power that's trivial to perma (and, infact, is perma out of the box).

    Removing the recharge from Siphon Speed significantly reduces the benefit that power has (to the point it could probably be removed at that point and nobody would sweat it - but then again, what would you replace it with that made sense at that level?), and removing the benefit from Speed Boost sort of breaks the thematic convention of it and would likely require a rename while at the same time making it's use questionable considering that Transference is already in the set and generally a better Endurance management tool.

    It's all stuff you have to take into consideration. It seems almost like you're looking at the set in a vacuum, or just unaware of the interplay between powers in a set. Or some third option I won't speculate on at this time, because there's honestly a grab-bag of stuff it could be that may be more or less accurate, depending.
  7. [ QUOTE ]

    To yuri's point, I think that would make more sense if siphon speed wasn't already a very similar buff. Although I suppose if you were to make it pbaoe in some way, you could either just have it not affect the caster or apply the lesser siphon speed buff.

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    Similar, but not equivlant. Each time you apply Siphon Speed, you only get a 20% recharge boost. It's beyond trivial to stack it twice, especially if you happen to pick up Hasten (+70%). Adding another 30% or 50% on top of that means that, in two power activations, you suddenly have a total buff of 120% or 140%, which is more then enough to make Hasten and, I would imagine, the new Speed Boost permanent as well (assuming a 96% Recharge Reduction in both powers, for a total of 216% or 236%). And that's assuming you don't have Siphon Speed set up for Recharge as well (I don't, and I can still stack it).

    And that's before we get into the real fun math (which the game isn't balanced around - specifically, IO Recharge bonuses).

    Bit overpowered? I'd certainly say so. Two Kinetics on a team playing well together and buffing each other can be downright disgusting, and I know this from personal experience.
  8. I don't have a problem with Speed Boost in it's current state, but neither would I be abject to making it an AoE effect as long as it got an appropriate adjustment in all relevant areas to compensate.

    While it may be trivial to keep a buff permanent on a team, the simple fact of the matter is that almost universally (exceptions do apply - there are guidelines, but not strict rules), a ST Buff is stronger then an Area buff.

    Considering that Accelerate Metabolism does far more for a person then Speed Boost does, I wouldn't mind seeing Speed Boost retain it's current values with the same duration and recharge as Accelerate Metabolism (fair trade - losing the +damage for the increased recharge/recovery/speed) or for a longer duration/shorter recharge at the same values as Accelerate Metabolism grants now (30% for AM vs. 50% for SB).

    However, I'm fairly certain that the main reason that it doesn't currently work in an AoE is because then it would actually affect the caster (single target buffs don't for the simple fact you can't target yourself), and it may be felt that coupled with the rest of the +Damage and +Recharge buffs in Kinetics (and the End Recovery tools), that may be far too much for one set. And I can't say that I would exactly disagree with this sentiment.

    It would be nice, but in consideration for greater game balance, it may just be a pipe dream.
  9. [ QUOTE ]
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    Pool!

    *dives in headfirst*

    *sinks to the bottom*

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    *Looks into pool*
    Think he's okay??? Should someone get him???

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    He'll be fiiiine.

    Oh. Wait.

    You mortal types like to breathe and stuff, right?

    Yeeeaaah, we should probably fish him out. Maybe.

    *Sips a pina colada.*
  10. *Taps down her shades and naps by the pool.*

    Caliente~.
  11. >_> Every now and then, I say something worth reading.

    Only occasionally, though.
  12. I've noticed that most men have trouble accepting male homosexuals, but are perfectly fine with the opposite gender practicing that particular thing.

    Women are less often symptomatic of the reverse.

    Kind of weird, no?
  13. Mind/Ice is fairly solid. I'd say Earth certainly can contend in a solo-area, but it really shines when you have to deal with giant furballs (that you so rarely get solo). Plant is deliciously fun for solo-work, and you really can't go wrong there.

    Infact, I'll have to echo one of the above posters. It really doesn't matter what primary you go with, as long as your secondary is something you're comfortable with. Ice and Thorns are solid contenders, though I have to say... Elec and Fire are pretty well monsters of solo-potential and damage.

    Psi is a pain to solo now, but might be better with the buffs/changes coming down the line. Jury is still out on that for the moment.
  14. >_> Shows how often I pay attention when beating the snot out of Carnies.

    I tend to just roll over them and not notice at all.
  15. [ QUOTE ]
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    I dunno what a better term would be. 'Intolerance' would fit the OP's situation far better then ignorance, but I'm not entirely sure that he's asking for similar situations as that tends to come up far less often (in my experience) in this game then in some others. Some people that do use the term 'gay' do so out of ignorance of it's meaning. But as stated before, it's pretty clear that the OP's team leader understood what the term meant and chose to discriminate based on that fact.



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    you're right foxy, the term can be used in a ignorant manner, if i had nickle for everytime a kiddie called me it gay for backstabbing him as a spy...but you covered my point and i refuse to be redundant

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    I more piggy-backed off your post, really, and expanded onto it. >.> So it's at least partially redundant if it makes you feel better.
  16. I dunno what a better term would be. 'Intolerance' would fit the OP's situation far better then ignorance, but I'm not entirely sure that he's asking for similar situations as that tends to come up far less often (in my experience) in this game then in some others. Some people that do use the term 'gay' do so out of ignorance of it's meaning. But as stated before, it's pretty clear that the OP's team leader understood what the term meant and chose to discriminate based on that fact.

    It sucks, but it happens. It was handled correctly riiight up until this forum post. Which was probably a little out of line, and possibly a little petty at the same time. Not that there's anything really wrong with that, because at some point we're all guilty of similar failings... But! It's still worth pointing out it's kind of a dick move.
  17. [ QUOTE ]
    They feel pretty, oh so pretty,
    They feel pretty, and witty, and gay...

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    And they pity~, any girl that isn't he, today~.

    And, they are. I think the big problem is that they have a single pool of dialogue options for the entire enemy group, and sadly only a few of the Lts are actually male, so... Unluck of the draw.
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    I disagree. My expeience with World of Warcraft's content was very much the sam as my expeience iwth tehc onten here. it was fun, and interesting, and reasonably well written, and I enjoyed it. And once i'd done it once or twice, I never, ever wanted to see it again. A difficult and complex raid, however, took a looooot longer to get old.

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    I have a slightly different take on this.

    First of all, you will notice in WoW that the level 1-70 (and these days, even the 70+ zones) are all but ghost towns. You may be able to quest through it, but the game is so endgame-slanted that finding groups for instanced stuff along the way is very, very hard. 90% of the game's population and activity are taking place at level 80 now, quite different from City of Heroes.

    Second, raiding can get old very fast. Been there, done that, both me and my husband stopped doing it eventually (after we had been doing it for quite a while only because we didn't want to leave the rest of the guild in a lurch).

    Difficult raids are indeed a very different beast, but not necessarily in a good way. You don't mention the extensive grind that goes along with hardcore raiding, because you need the consumables, the enchantments, and the gear (and because you're on the bleeding edge of progression, only the best stuff will do). You don't mention the rigid raiding schedule imposed by most guilds to make a speedy progression possible despite all those challenging fights, usually requiring several evenings a week where you are expected to show up and schedule your RL around that. You don't mention that once you've overcome a challenging boss fight, you will farm it for weeks and weeks and weeks to come in order to get the necessary upgrades for the next tier of raid content. In short, those challenging raids are usually something like 10% actually overcoming the challenges and 90% farming activity.

    Another point is that this kind of content is very expensive to create. We can safely assume that Ulduar (the latest WoW raid instance) cost millions to make. And people eat through content fast: Every raid instance that Blizzard has brought out since their first expansion was conquered in a few weeks, if not days, unless they took steps to artificially prolong its life. No game company can possibly keep up with the hunger hardcore gamers have for new content.

    And yes, I understand that once you had done Katie Hannon a few times, you didn't get much more out of doing the taskforce again. On the other hand, once you had done Black Temple a few times, you were heartily sick of it, too.

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    That about sums up my experience with WoW, as well, and why I quit just before the latest expansion. In a very eloquent fashion, no less, and with far less emotional diatribe then I normally go into such an explanation.
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    However, for some reason, Super Strength is considered an awesome farming set for brutes, and it does almost entirely Smashing damage. And, in a similar note, I've seen people achieve ridiculously high damage numbers with Knockout Blow, on targets that should by all rights be fairly resistant to Smashing damage (Requiem and Romulus come to mind).

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    Actually, it looks like neither Romulus nor Requiem have any inherent resistances to Lethal or Smashing damage. Looks like many AV's work that way, especially of the non-Praetorian/Freedom Phalanx variety.

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    Really? Huh. I appear to be in error, then. I always thought at the very least that Requiem would.

    The more you know~. *Muzak!*

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    More like "Culex's spreadsheet ftw!" ^_^

    I first noticed this when my Katana scrapper was critting for ridiculous amounts of damage on Rommie.

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    Don't crits ignore resistance anyway? Honestly, I never bothered to confirm but I always thought they did.

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    As far as I can tell, Crits are just as much affected by resistance as everything else is. Some crits just seem higher, especially on powers with damage set to delays (Gambler's Cut, Strike[I think? Been so long since I actually checked names on my Claws/Regen], Shadow Maul) display the crit as one solid number (often the sum-total of the full damage, adjusted for resistance; With dual-damage types like Dark Melee, this can sometimes mean the crit is higher then the sum total) rather then as smaller, seperate numbers.

    I notice this a lot when I get a crit off Gambler's Cut. Or I did before I slotted it so heavily with procs. Now, I can barely tell when I fire it off, to be honest...
  20. YuriFoxfirega

    Ice/Ice

    I've been playing for 21 months in June, and have exactly 2 50's out of my entire roster of 30+ characters.

    Most of them aren't even 30, most hover in the 20-25 range because I seem to enjoy that area for some reason. I'm just really good at analyzing data and seeing how things work; Not as good as some people that browse the forums, but I'm a quick study. That, and I'm a major MMO veteran of a number of games, and have probably been playing closer to 9-10 years if we factor in all of my experience.

    You start realizing quick that experience in one area may not equal experience in another, but you can infer similarities and if you know what's different, adjust and account for those when making judgements and assumptions.

    ...Sometimes. S'not a perfect science, and nothing is better then direct experience. But it's value is often over-stated.
  21. [ QUOTE ]
    Base DIKU code (I've got it on my home machine) has a demi-god/wizard level that's one appointed step above the max numeric level (technically numeric level and "staff level" are different values, so its +1 staff level really) which adds a few staff powers. (most notably the GOTO command, and some of the hiding-from-the-who-list commands).

    Base MERC code follows suit, as well as ROM and GW. (all of which are DIKU children architecturally and historically)

    LP is a totally different ball game due to its architecture. Most SMAUG code has commands tied into inventory objects and rooms, similar to LP, so a lot of builder commands in the MUSH and MUSE communities were built into things like minature bulldozers and shovels etc which granted things like room editing.

    I can remember a handful of them that allowed owned-area editing for clan/guild halls and player housing in the DIKU set, but hardly any had unrestricted access at the non-staff level that I was on personally. The last list of MUDs I had was over 100k long so I doubt anyone has good statistics on which ones did

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    I find this kind of stuff fascinating.

    Because I know what's actually being talked about, but other then that, I have no freakin' clue.

    Then again, I've only ever had real experience with MUSH and MUXes, and only as a player.
  22. [ QUOTE ]
    *pats Fed and keeps scrittching Tarby* Seems I'm the center of the cuddle pile today

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    *Sprawls across Fey's shoulders like a stole. Dozes.*
  23. [ QUOTE ]
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    However, for some reason, Super Strength is considered an awesome farming set for brutes, and it does almost entirely Smashing damage. And, in a similar note, I've seen people achieve ridiculously high damage numbers with Knockout Blow, on targets that should by all rights be fairly resistant to Smashing damage (Requiem and Romulus come to mind).

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    Actually, it looks like neither Romulus nor Requiem have any inherent resistances to Lethal or Smashing damage. Looks like many AV's work that way, especially of the non-Praetorian/Freedom Phalanx variety.

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    Really? Huh. I appear to be in error, then. I always thought at the very least that Requiem would.

    The more you know~. *Muzak!*
  24. [ QUOTE ]
    Ahh, okay. The only character you mentioned was your Dark/Psi Defender. I have no experience with Psi Blasters, so I'm in no position to comment.

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    No worries, it was a failure of information on my part.

    The problem with Psi-Blast, I do believe, is that for a ST-heavy set, it does mediocre ST damage (in that it doesn't really have a heavy hitter like Blaze or Bitter Ice Blast; All 4 of it's attacks have considerable range and are available early) combined with anemic AoE damage by itself (Mental Manipulation makes up for that; See note later) makes it a pretty poor set for the most part.

    In a comparison: Fire Blast does ~343 damage in 3.67s. Psychic Blast does ~363 damage in 4.77s and requires 4 attacks, whereas Fire Blast only takes 3. Ice Blast does ~306 in about 3.77s base. While Psychic Blast is clearly doing more damage, it's also taking 24% longer then Fire Blast and 21% longer then Ice Blast. Provided you have all 4 attacks slotted up to use, and both Ice Blast and Fire Blast actually have solid AoE damage on top of that.

    Mental Manipulation is actually fine, and has good mitigation and AoE damage thrown into it. Not many people complain about Mental Manipulation, really.

    (Sidepoint: If we drop one attack [Will Domination] from Psy, we get 286 damage in 3.67s, which puts it about on par with Ice Blast for damage, but not enough to really replace it. Especially not with it's anemic AoEs.)
  25. List is alright, especially considering my name's not on it.

    Dunno how (confused, crazy, dumb, inobservant, and/or just plain silly; Pick term that applies!) you'd have to be to nominate me for anything. ;3

    And I generally agree with the list, other then feeling it's too short.