William_Valence

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  1. Quote:
    Originally Posted by Dechs Kaison View Post
    To the vast majority of players and missions, Tanks survive better than Brutes and Brutes deal more damage. You have yet to prove that this survivability edge is as trivial as you mention. I have high end Tanks and Brutes. I notice the survivability difference.
    My usual attempt to prove the survivability gap is a bit anecdotal, but I still like it.

    The fact that they were the aggro generating AT redside from introduction to the addition of side switching. Unless Redside is commensurately easier to compensate, the fact that Brutes could generate aggro the way they do and did (and wanted to due to their mechanics) as well as evolving into the accepted redside tanking class, the survivability gap is indeed trivial.

    You can feel the difference when you play, yes, but the ability fill the role just as well and get some extras means there's an issue. I disagree with the thought they need more damage, but I do think there is reason to believe that they are not up to snuff. Are they a priority? Probably not, but arguing with J_B because he is insufferable, and often absolutely bonkers, isn't a good reason to ignore the issues that -do- exist.

    My personal opinion is that MM AI and MM inter-powerset balance issues should be the priority should time open up to address any AT issues.
  2. Web nade won't do anything for GMs, as they have around mag100 protection. AVs have an Immobilize hole, so it would work on them if the power is spammed.

    The reason the build up proc works so well for the A-bot is because of the Burn patch missles. It adds up for a huge number of proc chances against large groups. It's nice on my Grave Knights, despite the ST focus, but they already have good enhancement values. With your slotting's enhancement values I'd focus on that before adding a build up proc.

    I wouldn't worry about the Aegis proc, and it seems almost wasteful to not slot all four Pet auras on a Demon/

    I'd move a slot from Opressive gloom and Dark Embrace to Hell on Earth; move the Edict aura and add in Expident aura. The open slot on Summon Demons could take a Command of the Mastermind Dam/End.
  3. William_Valence

    MM PvP - Primary

    Grave Knights are amazing T2s, they just don't have AoE or support. From what I can tell, Necromancy's considerable ST DPS Hinges on them.

    The two big issues are, the DoT delivery and the fact they are melee. I've dropped players of just about every AT, but as a MM with melee pets you'll be at a disadvantage.

    Vs other MMs, I've taken down Demons, Mercs, and other Necros so how you play it is important.
  4. William_Valence

    Twlight's Grasp

    Oh, If you're /Dark you can get 2% off decently slottet Darkest night, and Fearsome stare against anything including +4 AVs.

    You really don't need to worry about the last 2% on the premier tohit debuff set.
  5. William_Valence

    Twlight's Grasp

    My Necro/Dark has Touch of the Nictus 5-slotted, and it works well. I don't know what AT you're rocking, or what your build looks like, so that limits some of the advice I could give, but if you really want to avoid Acc slotting tactics and the +tohit unique could always help.
  6. Quote:
    Originally Posted by Reiska View Post
    It has already been stated by a developer that there are no plans to make Hybrid accessible by any other means, at least inside of Issue 23. (Corollary: I wouldn't be surprised if, when they get around to revamping the Shadow Shard and making it into incarnate content, which is a thing that has been said will probably happen eventually, it gives the higher types of iXP.)
    *Sigh* Then I'll retract my previous characterization of the post. I missed the dev statement that it'd be a Trial only unlock.
  7. Quote:
    Originally Posted by Xzero45 View Post
    Both are just lousy names. Probably the only bad thing about Hero 1, though.
    He knows, but all the good names are taken
  8. It is plenty fair that Brutes can get more from buffs, so long as buff don't allow brutes to take over the role that tankers are designed for.

    It was ok to continually increase the Brutes ability to hold aggro when sides were segregated. It was ok to allow the level of survivability they have, because they had a real reason to need it.

    The thing is, now that they co-exist they are competing for the same job. Brutes can give the same "Wow, I survived that!?" feeling, and they can control mobs aggro.

    Tankers don't offer anything different. Raising their damage cap doesn't fix that. I actually don't understand what you think it would actually accomplish in the whole AT balance discussion.
  9. Quote:
    Originally Posted by Johnny_Butane View Post
    No.

    Unresistable damage and autohit attacks were put in for a reason. All ATs should be in danger from something. Well built Tankers are already all but unkillable in 95% of the game's content. They don't need any less challenge than they already face or have even more risk removed.

    If you get Marked for Death, learn to break line of sight.
    *Snrk* Superman wouldn't need to break line of sight!

    Seriously though, if you're saying that any tanker primary, when played by the average player with SOs, is unkillable in 95% of the games content, you're either deluded or outright lying.

    Sets have strenths and weaknesses, Invulnerablility isn't going to do so hot against Carnies, Psychic clockwork, and other Psi damage enemies. Dark has issues with energy damage. There are weaknesses in all the mitigation sets, and there isnt one that ignores all content with ease, let alone all of them doing so.

    Quote:
    Originally Posted by Johnny_Butane View Post
    Any Tanker will hit their cap with one Kin on the team. Don't tell me the cap only affects SS and shield because that's BOGUS. It makes Build Up and Hybrid Assault pointless for Tankers on most leagues. Why should Brutes be allowed get great benefit from Hybrid Assault AND Hybrid Melee and have high survivability and huge damage when buffed and not Tankers? That's not a cue for you to invent a reason for the toughest AT in the game to get more survivability they don't need in the vast majority of the game's content, because the majority of the game's content ISN'T unresistable damage and autohit.
    Right right, kins. I forgot that individual powerset balance, and cross AT powerset balance was based on what they can do with a pocket kin. Because every team has one, all the time, no matter what they're doing!

    If that's the case, Brutes -DO- exist at their caps. Stone brutes with a pocket kin or two? Hoo-boy!

    Here's the thing, some ATs get more from some things than others. There's a reason why Shields is a better Scrapper set than a Brute set, and the reverse it true for Fire. Hybrid is screwed up to begin with, as it doesn't actually help shore up weaknesses, and is ideal for doubling down on what you're already good at.

    To answer you're question more directly; why? Why should they get great benefit when Tanks don't? Because they're supposed to. That's they're whole schtick. They do amazing while buffed, that's what a brute is; something that has an amazingly high celing for buffs. That's one of the reasons (But a very minor one) why lowering the Brute resist cap isn't something I'd suggest. Not only would it accomplish very little, it would go against what Brutes are supposed to be.

    Quote:
    Originally Posted by Johnny_Butane View Post
    Don't compare apples to oranges.
    I didn't, you said they could reach their caps, and needed a cap boost so they could benefit from all the damage boosting powers available to them. I gave exaples of others who could reach their damage cap, that don't get a cap boost, thus not benefiting from all the damage boosting powers available to them.

    Thing is, they're not your baby, so they shouldn't get this super special consideration.

    I was comparing apples to apples, stop trying to paint one of them orange I'm not buying it.
  10. Quote:
    Originally Posted by BrandX View Post
    I'll have to disagree with that statement. The rage that was against dropping Brute resist cap to 85% in GR beta makes me think it would change gameplay, cause that was a lot of the complaints said in GR beta when it was suggested the first time.

    "OH NO! I won't be as survivalable and die all the time now!"
    People hate nerfs. They just do, and most players (which includes me enough times) don't know enough about balance to gauge what the performance hit would be from the whining about the buff.

    Quote:
    Originally Posted by BrandX View Post
    No, I don't think the balance is +4/8 missions. I was using that as the reference because another poster stated many times that since Brutes/Scrappers can run 4/8 solo, that means they're as tough as Tankers.
    That clears up my confusion. My argument isn't that they can do 4/8. My argument is that they can do the Tanker role, and do more damage. Take damage away from tankers. Now take aggro management away from tankers. What's left?

    Because Brutes don't exist at their caps, yet still manage to fill the role of the Tank, that tells me adjusting the cap is the wrong way to go about addressing the issue.

    Quote:
    Originally Posted by Johnny_Butane View Post
    I agree, and will add that People are quick to suggest increasing Tanker survivability to distance them from Brutes and defeat my caps argument. Give them more (Max)HP, give them Absorb, give them high base regen, etc.

    I ask a simple question: does this make Tankers more fun to play?
    If they made tankers gainfully more survivable than brute, I mean you can really feal the difference survivable, in at least one area; as well as making them the kings of aggro management, they would be more fun to play.

    Maybe not for you, but you've show a bit of hate for the aggro management roles. That's ok, because you don't have to play a tank.

    Quote:
    Originally Posted by Johnny_Butane View Post
    I ask another question: What would improving Tanker survivability do for them? I can already tank all the content in the game. I can already stand up to all the "soloing challenges" in the game like AVs and now Giant Monsters; survivability isn't even my hurdle in defeating them, it's damage. My Brute has a greater chance of overcoming BOTH of those hurdles compared to my Tanker and does.
    If you went with my previous suggestion, of Tanks resisting unresistable damage and avoiding autohit damage, that would seriously change the feel of the AT.

    The ability to Brush off a disintegrate one of Maelstrom's Marked for deaths, while a brute has to run around like they're about to die, would be a huge change in perspective.

    Quote:
    Originally Posted by Johnny_Butane View Post
    Bring Tanker damage caps in line with Brutes adjusting for the Max HP difference and Bruising, let Tankers get the full benefit from stuff like Hybrid Assault and team damage buffs and don't do anything in the future that gives either a serious edge over the other. Problem solved AFAIC.


    .
    Again my counter-suggestion; which actually fixes the issue with tankers.

    Make Tanks the kings of aggro management. A brute should never pull an enemy of a tank that the tank doesn't allow, not the other way around.

    Make Tanks stronger against the most dangerous types of attacks, specifically autohit attack and unresistable damage attacks, which should greatly change the feel of the AT for the better.

    Forget the damage cap, all it helps is some SS, and Shield tankers. Its a waste of effort for too little return, and ignores the fact that these characters are not the only ones to be able to cap their damage themselves (thus making additional outside damage buffs pointless) yet I don't see Warshades, defenders, or corruptors getting a damage cap buff.
  11. Quote:
    Originally Posted by BrandX View Post
    It makes it so, on a full team, a Tanker can still be buffed higher than a Brute on more than just higher hit points.

    It gives a more deffinant view of the tanker having a higher peak survival.

    Can Brutes still tank 4/8? Yup. Though, the thing that always seems to be forgotten, is that 4/8 tends to be either 1) easy enemies to begin with 2) enemies that factor into the tank/brutes strength.

    For example, I've run 4/8 Arachnos and Rularuu. Neither which was an easy cake walk. And that was with WP a well rounded set that gets really impressive with IOs.

    Most people who say "I run 4/8" are running specially tailored enemies or picking some of the known easy ones.

    Get that 4/8 Knives of vengeance going!
    I don't get what you're saying about 4/8; are you thinking that the balance is 4/8? Even then, do you think that an AT that does Solo ITFs and such is incapable of running at 4/8 against only "easy" groups? Even without IOs and being buffed by a team.

    Thing is, even if the answer to both or either of those questions is yes, it doesn't matter. We know Brutes can tank for teams; they've been doing it this isn't theoretical. We know they have better aggro generation capabilities. We know they have better damage potential.

    What do Tanks have? More survivability? Doesn't matter, because tanks have enough to fill the role as team damage taker. Damage? Brute have the ability to do more damage than tanks. The ability to move enemies about, as if on a leash, and manage aggro? I'd tell you if tanks could or not, but that brute won't let me take the aggro of her and wants to do it herself.

    This is all without consideration of caps. Who cares if the Brute can "only" get 85% resistance; when anyone being honest in the discussion (and this was brought up against J_B's attribute cap argument) knows they don't realistically play at their caps.

    Reducing the Brute's cap would be a cop-out that would not change gameplay in any meaningful way.
  12. Quote:
    Originally Posted by BrandX View Post
    No, it's because people want to keep the distinction of Who's the toughest to who's the highest damage.

    I say start calling out for a reduction in Brute Max Resistance by 5%! To help keep Brutes max potential lower than a Tankers.
    Again, I've got to ask. What does this actually do?

    As much as J_B likes to carry on about the caps; the issue doesn't come from the caps. The issue is the level of survivability Brutes can achieve combining with the aggro management tools that they've been given, which allows them to do the job of a Tank, while keeping superior damage.

    A brute doesn't need to be at their caps to tank for a team, and they've been doing it since before IOs.

    Add to that, the potential to be "Survivable enough", getting to the point where an equally built Tanker's mitigation advantage becomes rather pointless, and you've got my current perspective on the Tank vs Brute topic.
  13. Honestly I'm guessing the Rikti war is the thing Mender Silos is referencing when he says he's responsible for the Coming Storm.

    If the Rikti defeated the Battalion once, or their version of it, and he's responsible for starting a war that weakened them considerably; he may feel he's responsible for eliminating the only chance at defeating them.
  14. Quote:
    Originally Posted by AIB View Post

    I believe that this change would help to solve the damage disparity dilemma between WSs and PBs.
    It could be a mentality thing, but I don't see a disparity so much as a difference. Seekers do kinda suck nuggets, but I don't see the difference in damage between ATs as the problem.

    Quote:
    Originally Posted by AIB View Post
    2. It could be perma with some builds. However, these are few and far between. It is often affirmed that "this game is balanced around SOs." Therefore, I merely took 100% recharge reduction into account when comparing these powers (see below).
    This is an issue. The devs do indeed balance with IO's in mind, and I've never actually seen a dev use the "This game is balanced around SOs." quote. The game "Was not made more difficult with the addition of IOs."

    Even with that said, sniping numbers for size, I don't agree with much of the mentality. Most importantly:

    Quote:
    Originally Posted by AIB View Post
    4. Keeping your EEs alive can be difficult but it is not impossible (cf. http://boards.cityofheroes.com/showthread.php?t=273855). One really needs to learn how to strike first, keep aggro away from EEs, taunt enemies, position oneself and use buffs, such as Barrier, in order to keep them alive.

    It is an intended strength. PBs could recover more quickly than WSs if their pets were to be destroyed. This constancy is in keeping with the self contained nature of the PB. Warshades have higher highs when all their pets are out and their damage is maxed. However, PBs remain remarkably consistent.
    Using PB consistancy and self contained nature to justify, on a medium recharge build where the gap would decrease as IOs are added, such a small gap as you described as the "higher high" is a bit off.

    Quote:
    Originally Posted by AIB View Post


    In order...

    1. I did not compensate for user error. While I recognize that this issue exists. I have learned to raise EEs sooner rather than later. I fail to summon an EE...and I'm guessing here...1 out of 100 times. Until it gets fixed, my advice on this matter is simply this, "Summon early and summon often."
    This is also a part of the "Higher High" and sort of what I was getting at with the question. User error is part of the gameplay. Use the powers at maximum, and you get your "higher high" make a mistake and you suffer. It also ignores the fact, that I didn't mention as I didn't feel the need, some enemies don't leave bodies. Preventing the power's use; which isn't user error.

    Giving PBs an power thats 80% EE, with the potential to be EE+, is not the way to go.

    As much a people might not like it, PB damage is as self contained as it's survivability. However PBs surviviability can cap resistances now, I believe cap health, and has a reliable heal. Apparently PBs have enough survivablility and self buffs that they don't need a counter to Stygian circle; that just tells me that their "self contained" survivability is at least the level of the WS "Higher high".

    So, I guess the question is:

    Why damage? Right now PBs are self contained with Damage and survivability, and are supposedly supposed to be lower than WSs max with "Bodies!!" but much more reliable with less ability for user error. That doesn't seem to be the case with survivability, as they seem to have at least as much as the WS high. Do we really need to close the damage gap; that's actually supposed to be there?

    Right now Warshades have very strong control capability, as well as some debuff potential and no outside buffs.

    Peacebringers have much weaker control, a decent bit of debuffs, and some outside buffs.

    Wouldn't that be a better target? Make PBs better at some utility area than WSs, likely outside buffs.
  15. William_Valence

    Energy Melee

    I think we know the "AoE dmg" change -is- a theme/visual change, or at least I do. The thing is, EM shouldn't be turned into something else. It is what it is. It just needs to be better at what it is, to be competetive.

    That's what the calls for lowering the animation time is for. Change the feel of the power, without changing what the power is.

    No matter what, AoE is not the direction to go when looking at EM. There are other, and better ways to go about it.
  16. Quote:
    Originally Posted by Arcanaville View Post
    Unfortunately, professional ethics prevents me from wizarding myself game rewards.

    I'm not a veterinarian, so a tranquilizer gun is perfectly fine.


    You know what, nine separate attempts to get that badge all failed, and I haven't killed anyone yet. In the absence of a badge called Anger Manager I think that deserves a badge called "preservation specialist" right there.
    Ya know, there's no MoTriumph badge? At least not yet. Use some server swap mojo, and hop over to virtue; we have catgirls, and if there's anything the Tin Mage TF taught us it's Catgirls are stupid overpowered when pissed off.

    There's a few leaders, one that stands out more than others, that lead MoiTrials with a semblance of regularity and they succeed with about the same regularity, and a hell of a lot of flair.
  17. Quote:
    Originally Posted by AIB View Post
    Ok, while I thank all of you for your comments and counter proposals, it turns out that I still favor my suggestion.

    I have given consideration to the numbers and have decided that, upon exploding, the Polar Light type pets should remain for 45 seconds.
    Alrighty then, a few questions

    What numbers did you use to compensate for the fact that EEs can fail to summon whereas these would always summon?

    How did you come to 45s, which if I'm not incorrect, would be a potential 3/4 uptime with a recharge build; with 3 pets immediately; and compared to the WS version that has to work up to 3 pets?

    How do you justify, three of the same pet that WSs get, 3/4 of the time, with a large burst damage as a part of their summoning, or does the burst damage get reduced?

    One of the bigger weaknesses of EEs is the fact that it actually suffers when WSs plays to it's strengths, mainly in the case of "Moar Bodiez!!" picking up stray aggro and getting killed. This becomes more problematic, with the recharge time of the power and the fact you only get one at a time. The suggestion you've given, as I read it, would recover from such an issue faster to full strength (considering three pets full strenth) is this an intended strength or an oversight?
  18. William_Valence

    Energy Melee

    Quote:
    Originally Posted by Trickshooter View Post
    While I agree that the change to ET's animation was heavy-handed, it's not fair to blame PvP.

    Anyway, I think Energy Melee will be reviewed soonish. Along with Ice Control and Trick Arrow, it is one of very few sets left that people consider still underperforming compared to similar sets by a wide margin.*

    *There will always be people that consider any one set performing poorly compared to other sets, but from what I've read, these three seem to be considered to have the largest discrepancies between them and other sets in their respective categories.
    If by soonish you mean around i25-i26 range then I agree. Going by information that can be scraped together, they are scheduled at least that far out and if you believe the "I'd like to do it, we just don't have time to schedule it" comments, it's not something currently on the to-do list.
  19. William_Valence

    Energy Melee

    EM is not fine, EM wasn't broken.

    The two issues are:

    EM doesn't need more AoE; its a set that's supposed to have High ST damage and strong control, balanced by low AoE output and the unique self damage on ET. Changing TF to a Thunderstrike clone changes the set into something else, and if you want something other than what EM is supposed to be, play that something else.

    EM needs it's strong areas buffed to actually be worth the weaknesses. It used to be a fast Strong ST damage set with Strong controls and Weak aoe. Now it's slow above average ST damage with some controls and weak aoe.

    That's what's needing to be looked at, and it does need a buff.
  20. Quote:
    Originally Posted by Bionut911 View Post
    Having a pet that can grant you say...15% your endurance or even boost recovery would seriously help in terms of balancing the two different ATs (without copy/pasting abilities over.) This way peacebringers can be self reliant, and shades can make things that kill more baddies, and make more bodies, to fuel stygian circle.
    I was thinking more along the lines of a pet pulsing 5% heal and +end, with the ability to get out about the same ammount as a Warshade can Get Fluffies.

    Summon Seekers and...Boom! While that happens, one of these pets is summoned on you.

    Then you get a consistant Heal and Endurance pulse as long as they survive. With enough recharge, a PB could see 2-3 on their own, and up to 4 in iTrial level buffage. Similar to WS pet availability.
  21. Running through the SSA Blueside gave me inspiration, because I actually got to see what Penny's powers do! (Instead of just watching her die)

    What if instead of summoning PB versions of fluffies, what if they had a pet similar to Penny's? Summon seekers at location, like the power does now, and a pet on caster that pulses a heal and, to better suit PBs, +end. It would be great synergy with LF, compensating for the crash, as well as Bridging the Stygian Circle gap.

    It could be something that benefits from recharge, like fluffies, by allowing more than one to be summoned, like you can with Fluffys, while retaining the burst damage from PSs explosion.

    Basically, I don't like the Idea of PBs getting a Color swapped Fluffy. They really should have their own thing, but the idea of them summoning a second type of pet when using Seekers is one I can get behind.
  22. Quote:
    Originally Posted by Ironblade View Post
    You can set up standard chat settings and load them from either the menu, a chat line command, or a bind. It saves what channels are displayed, which tab they display in, what color they are.... and maybe other stuff. Then you can easily load the settings to other characters.

    When I create a new character, I load my default bind file from the command line. That file has binds to load other stuff.
    Yup, when I make a new character, as the Badges ding and ding, it's /wdw_load and /chat_load then adjust the UI colors for the character.
  23. My issue with Necro is that it's baseline survivibility is it's resists. Its debuffs get used then while recharging it has practically no defenses.

    On the thread I starte a while back I described it a "Very works or it doesn't" type of gamepley.

    My suggestion was to give the Zombies a mini Chill of the Night. A 15' auto AoE debuff that doesn't Notify enemies; that would be given with the T2 upgrade.

    -5% tohit -10%damage and 3% chance for fear. Call it Death Rattle and use the Cloak of Fear Icon, no power graphics needed.

    Simple.
  24. Quote:
    Originally Posted by Snow Globe View Post
    I want both of you to try to bring a level 40 to a STF. When you can do that, then you have a basis for complaining about my requirements for harder trials.
    Poor example IMHO. Better example:

    STF with old SKing rules. Bring along some 47s, but don't have enough people to mentor. You could do it, but it wouldn't be wise and I don't believe anyone would be against a leader not agreeing to form such a team.

    AVs conning +6-7 to much of the team is a huge disadvantage.

    Another example, is it wrong to make all participants of a TMTF or Apex have alpha slotted?

    Leaders form groups, and they get to make their rules. I may not agree with the strictness of said rules, but that just means I can start my own and pick up the people that weren't allowed into the restricted trial.
  25. Quote:
    Originally Posted by Reppu View Post
    It memory serves, yes.

    And yes, Pocket Derp. Ugh. ;P
    Could you link? I seemed to have missed this part of things. The only weakness I've heard was from the using the fast path, and being controled. LG said the weakness to the slow path was tasting power and being tempted into the Fast path.

    Never saw nothing about getting cut off and dying.