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Posts
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I am thinking of making a DBs/Traps (or Traps/DBs). I am not sure which AT to choose.
I know corr does more damage; whereas def more debuff. But what I learn from sonic/sonic is that, even though corr can out-damage a def, a def will do enough debuff to out-damage a corr with the right combos.
Is that also true for DBs pairing with Traps?
Thanks -
There were some posts analysing SD for Brute and Scrapper. I cannot find them now. Can some one help to see whether SD is more efficient on a Brute or a Scrapper in terms of damage output.
Thanks a lot! -
To the EU Union community:
After the merger, will you migrate, or start a new, a character on one of the NA servers? If so, which one will that be? I have heard that Freedom and Virtue are the two most popular ones; and Positron plays in Justice. But anyway, I am asking just out of interest to see where people will be ending up in. -
Not much is said about WS?
Can someone shed some light on the AT, please? -
Quote:From the OP:
So, yes, it is talking about a change in the power, which would go hand in hand with casting it. Destinies, blah blah blah, only matter @50. My FFer deals with them from level 1.
I think you read wrong.
I propose the change in the mechanic, or the methodology, in doing something; not the substance itself. What I was saying was similar to suggesting people to use folks and knives to eat steaks instead of chopsticks. I never say I want a different steak to go with my folk and knife. -
Quote:A) We are talking about a change in mechanics of casting a power not a change in the power.
B) How does that impact anything ? Especially when you consider that a team with 8 tier 3 destinies really isn't going to gain all that much from buffers with possible exception of kins ?
C) Goes right to your next question "And "Except to give teams a reason to dislike the buffers?" Weekly task force is that supposed to mean, exactly" People get upset with buffers for missing them not missing giving them the wrong buffs etc.
The buffer can announce they are buffing. It then becomes the responsibility of the people that want or don't want the buff to take the appropriate action.
THANK YOU!! soooo much for the neat clarification! People went off the tangent a bit in some of the posts.
If I filter out the off-topic discussions, I think most of us agree that it will be a good quality of life improvement if the casting/buffing mechanism is to be changed. I know some would prefer to keep using the current one-to-one casting mechanism; and some fear that an AoE casting would give them the buff(s) they don't want (on this point, mostly because of some buffer use horrid colours for the already headache inducing shields; or more specific case, the +recharge component of a SB).
I believe that the change I propose here is going benefit more people given the current direction of the development of CoX gameplay: faster, bigger groups, more dynamic. That said, compromise can be made on technical ground to cater those who prefer the existing one-to-one mechanism.
Lets just look at shield buffs for now and leave mez prots and SB aside; and all buffs mentioned here are self-excluding from the point of view of the buffer (I still don't understand why people think changing it to an AoE cast would mean changing it to self-including as well - I have never even hinted that). Originally I suggested to have a MM-upgrade style mechanism. Although I did not spell out the details exactly, a MM-upgrade style, in my mind, is essentially: click on one recipient (say a tank at the front line or a group of blasters huddle up at a distance) and everyone else, including the recipient but excluding the caster, within a certain radius will receive a shield. Some mentioned that endurance usage would be a problem. In my view, it needs not be. Testings are needed to find an acceptable balance between endurance, recharge, range, and radius. But at this stage, in principle, this is how an AoE cast would look like.
Then someone suggested a Terra-Volta-bubble-machine style of mechanic. I found it quite interesting and conceptualised some details. Essentially it is to change the click-cast mechanism to a toggle mechanism, which will be similar to Grant Cover from Shield Defence. Some people wrongly assumed that it would be a Dispersion Bubble style toggle and went on and on about it. It would not be a self-affecting toggle and I would prefer the toggle to be invisible. Leaving the consideration of end usage to a later day, I think this mechanism is going to benefit the buffer most as it gives him more time to do something else - essentially a care-free mechanism. At the same time, it will benefit the recipient in a way that, so long as the toggle is running, he can go near the buffer to get his shields. It is a win-win situation. The problem is that some recipient may not want certain kinds of shields for whatever reason; then they have to keep avoiding the caster.
So, I suggest an 'Opt-Out' function for buff. Perhaps add to the Team or League windows an 'Opt-Out' button whereby one can choose to not receive any shield-buff from the team. This is opinion one. Opinion two would extend the Opt-Out further to everyone else. So never again would you get any headache inducing buff that you don't want at all. Finally opinion three would be just to disable the graphic of the buff - as in you still get the defence/resistance bonuses from the shields; you just can't see they are there. Option three is my favourite.
Back to the casting mechanic. Finally I suggested to use the ML/RAs style mechanic. To be fair, it is just the same as the abovementioned MM-upgrade mechanic but with the centre of origin back to the caster himself (and again, the caster will not be affacted by the cast). Someone quickly point out that this mechanic may leave out those who are out of range. It is not a new problem anyway. ML and RAs have a longer recharge so missing out seems to be an obvious annoyance. For the new mechanic, a careful balance between end, recharge and range will easy mitigate the problem. Besides, as mentioned above, the caster can always announce it before casting the buff - like some people alreay do with their ML and RAs.
So there you have it: 3 suggestions for a new shield buffing mechanic. Most of the problems discussed so far can simply be resolved by adjusting end usage, recharge and range to an acceptable level. And a minor adjustment of playstyle. I still believe that benefits of an AoE casting mechanism outweigh all the problems it might have. -
Quote:I've tried playing buffers several times, and the tedium of rebuffing is more that I can stand. The only reason my /therm got to 48 is the fact that most teams don't need the shields in the first place. From this angle, modifying the buff system would be an excellent thing.
But there's a flipside. As is, you can say "no SB/shields please" and not get them. There are legitimate reasons to not wanting these buffs: SB's +run makes smalls caves and council bases even more annoying, and some (few, fortunately) people colour their shields in ways that I find painful to look at*. So the question is, where's the easy opt-out option for the AoE mode of these buffs?
*I'm not speaking metaphorically. Thermal shields in particular can cause extreme discomfort.
Option 2 would be a Mind Link/RAs style mechanism; probably with buff duration last longer than the current 4 minutes. So, if someone does not want the buff, just avoid the group hug. -
Quote:I see one glaring problem with this.
If the power were set up like this, there would likely be a Self -end effect each time a person is affected (cf. [Repulse]). That portion of the power is unaffected by Endurance Reduction enhancements.
In order to have the shield instantly recharged whenever you're in range (or soon after), the power would have to pulse every 0.5 to 2.0s.
Let's assume that you're on a trial with 14 other people - one of each AT - and they all stay within range of your bubble. The bubble pulses once every 0.5s and drains 0.1 End from you per pulse per target. Assuming that each character has as many buffable pet powers as they're capable of taking (7 for the mastermind, 5 for the Arachnos soldier, one each for the Controller, Dominator, and Blaster) plus one Patron pet for each AT except MM and one Lore pet per character, that's 63 targets (at least! I may have missed some) - plus you and your pets. That's 12.6 End drained from you every second. I don't care how good your recovery is, you will be flatlined in under a minute if you use ANY other powers, and in a couple minutes just by running this one toggle, even if it's "free" outside the "per target" cost.
Even on a normal team without such a ridiculously massive number of pets, the end cost would be prohibitive.
You are assuming too much at this stage.
Besides, there will be a way to get around this if the end cost is too high. No need to be bogged down with fine technical details yet. Lets work on the theme work first and conceptualise the GoL should it be implemented. -
Quote:I would love to agree with you, besides the tautologies. But I have seen this argument before used by MM, corr, certain types of dom and def, and even brute supporters too.Two things to keep in mind,
All Kheldians are not created equal (Builds vary)
All Kheldian players are not equally gifted (Players vary)
Of course, this is also true of any AT.
But, with the right type of build for a given situation and in the right player's hands...
Yeah, a Kheld can bring alot to a team.
A Kheld can even...BE THE TEAM...
I would love to see Kheldians are that strong. But I am still unconvinced. A team in this game normally (I stressed 'normally') requires teammates with extreme specialities. One Kheldian just cannot do it on its own. -
Quote:No you are wrong.In other words, turn it into Dispersion Bubble. That would give a FF'er 3 nearly-identical powers. It's highly unlikely that would happen.
They are not even mechanically identical. Besides, the point of the suggestion is to dispense with the casting mechanism substituting something convenient to operate - particularly in a fast pace and large team running around in a chaotic environment. -
For those who just picked on the title "Does a Kheldian bring anything to a team", they have forgotten to read until the end: "Do they make any noticeable different in a team?"
I am getting the idea that Kheldian is a secondary AT to everything else except healer/buffer (or could include healer as well but I don't know PB that well). That is: they are the secondary tank, secondary scrapper, secondary blaster, secondary controller; but never really something of their own.
Not exactly a bad thing if a Kheldian is complimenting the other ATs in the team. It fills in the gaps between the other highly specialised ATs. It helps to shift the balance of a, for instance, tank/melee heavy or a blaster/ranged heavy team.
So, do they make any noticeable different in a team? I would say No form what I have experienced so far UNLESS a Kheldian is played flexibly instead of modeling, or mirroring, itself on those other ATs. I used to play my WS as a tri-form. I might continue down this path.
The mindset of this game is to pick an AT and make the most of its specialisation. Kheldian perhaps is the most easiest to mess up with. -
Quote:I agree that FF MM's are in desperate need of a change. But this type of change has been discussed over and over in the MM forums and I don't like it.
A change I have suggested before is to normalize all shield cast times. Currently FF shields take twice as long to apply compared with Cold and Thermal shields.
I think what we are talking here is to do without casting altogether, nevermind normalising the time. At this stage, the crux of the suggestion is to change the tedious select-click-cast mechanism into a toggle mechanism. Once the toggle is up, whosoever within the toggle area will receive a buff, or a shield.
Lets use FF as an example. Currently, you need to select someone, click on, say, Deflection Shield, rooted, and wait for it to cast on your subject; then repeat again for the next one, and the next, and so on. But what we are saying here is to change Deflection Shield (along with other similar powers) into a toggle with a radius of however big. Whoever steps inside that toggle area (or I called it 'catchment area' above) will receive a Deflection Shield without the FFer needing to select that person, click, rooted and cast anymore.
While that person is within the Deflection Shield toggle radius, a Deflection Shield will always be on him so long as the toggle is running. If that person is stepping out of the toggle radius, or the buffer dies, the Deflection Shield will expire after 4 minutes (or however it is meant to be). Of course, it is renewable once that person steps into the toggle radius again. All the FFer needs to do is to run the toggle and perhaps manage his Endurance. He can then be more engaged into the trial/tf/sf/mission. Also, on a side note: buffing roots the buffer down regularly. Nevermind being tedious and laborious, it is just not fun to be in a fast pace trial/tf/sf while being rooted down every so often. (that reminds me of a Apex tf with my kin. Being rooted down while trying to SB my team got me kill more often than I actually trying to fight Battle Maiden.)
I think that makes buffers' job a lot less mechanically repetitive and mental tedious. The recipients get their buffs - and so long as the toggle is running, he can go and get it himself. It is a win-win suggestion.
WINNING!!! -
Quote:In the past I've suggested that powers in the "always up" category (defined as FF, Sonic, Thermal, and Cold shields, and Speed Boost) auto-reset their duration if a person they are on touches the caster's big bubble, cold aura, or PBAoE heal. So, if you cast Speed Boost on someone, it would reset its duration each time they got healed by your Transfusion. If they run off, well, that's their perogative, and your choice whether to rebuff.
In any case, I agree something really ought to be done about FF, Sonic, and Kinetics. The first two are searching for a reason to exist, the latter is just a case of "balance by frustration."
I think that is a very good idea. Have the shields (ice, fire, FF, sonic, whatever else) run as toggles with a spherical catchment area where if, say, a teammate or league member falls within which they will receive new shields. If that person run off the catchment area, the shields wear off in accordance with their current life-span (4 minutes or however long). Conversely, if that person stay within the catchment area, the life-span will always be at its maximum.
As to SB, from my experience (I use my kin rather too often in the last 2 years), most of the time, people can do well without it. I know some people hate SB for its +speed. As to the +recharge and +recovery portions of it, they are really nice touch but not exactly game breaking. Most people want a Kin for other of its powers. So personally, I wounld not mind SB uses the catchment area buffing method along with all other shields. If being OP is a real concern for most people - for example, SB will come by too easily - shink the catchment area or lower the +recharge portion or even shorten its life-span a bit - just a bit though.
As to mez prot, I don't mind it is to be remained as a click one-to-one cast, or change it to a Mind-Link style buff, or use the abovementioned catchment method (but may be with a small radius: 10' to 15' may be). Personally, I prefer the last option.
Anyhow, whichever casting method is to be taken, I do think that buffing method needs a bit of a reworking. -
Quote:Would you accept at least a 20 fold increase in the end cost per buff ?
That applies even if solo ?
Can you cast shield or SB on yourself when you are soloing?
Besides, it can easily get around the problem by keeping the traditional one-to-one casting buttions while adding a AoE-cast button as an optional extra to it.
And if technology allows, end will be calculated to the number of recipent - may be with a upper cap just in case. So it will cost one unit of end if just one recipent nearby; two units if two; and so on until max number is reached. (Edited: which is similar to what Edana suggested) -
The very first time I did a trial was with my Bots/FF MM. That is my first ever and first ever made it to 50 character. So naturally I took it to my first ever BAF. Not long after the cut scene (which, by the way, I kept chanting 'Milf, Milf, Milf...' at it XD) I found myself rather hectic in casting shields to my teammates and everyone else who happened to be nearby.
Of course, I know those shields last for a few minutes and in fact I have a phethora of all ATs with support/buff power sets too, which I have been playing for years. So I am rather used to buffing the team. Every time, however, I cast a shield, SB, etc., I just could not help thinking how nice would that be if I could do an AoE cast to everyone near me - much like the current MM upgrade powers: cast to one, all others near will get it too.
To me, the existing one-to-one buff casting method is rather dated and chucky (select, rooted/buff; select, rooted/buff; ...). It is fine when there are just 8 in a team and the pace of the missions are relatively slower. People now prefer a faster pace playstyle, or so called 'fast run'. Also, those newer TFs/SFs/trials are getting more exciting, hectic and chaotic to play with all the ambushes/bosses running around/multiple mobs charging at you. The one-to-one casting does not seem to fit well with this fast pace playstyle.
In fact, if you have played a MM before they changed the upgrading method (i.e. upgrading your pet one-by-one), you would understand how much convenient it has been since they have changed to the current AoE upgrade.
So I would suggest to change certain buff powers, like shields, SB, etc., from the existing one-to-one casting to an AoE casting. -
I have started playing again since i20 was out. I don't play nearly as much as before but still want to try out a few things. Kheldian is the only AT I hardly have any experience with although I do have a lv42 WB, which I have not played for years. And I might be tempted to level a PB.
So far I have done a few BAFs. But I don't remember I have seen any Kheldian at all. In fact, I don't think I have seen that many Kheldians in recent years.
That prompted me to ask: what do Kheldians bring to a team in terms of, say, TFs and Trials? Do they make any noticeable different in a team? -
Quote:See my guide in my signature - I try to cover all mechanics questions as they relate to the MM archetype. This includes all the new Incarnate slots as well.
Great guide! Superb!
By the way, roughly speaking, which Alpha, and others incarnate slots, goes well with each pet set? Except Merc, I have one of each set. They are well-slotted and now I am working on their incarnates.
Thanks all! -
I have just returned to this game after i20. I am not sure if slotting the Alpha Slot will have anything to do with the pets' abilities/attacks? As in if I choose Musculature for my MM, will his pets attacking harder?
(P.S. I suppose the same question can be asked for some other Incarnate Slot)
Please advice. -
Any word for the next round of free server transfer? I am hoping to move some characters around Defiant and Union. May be retiring a few and reenlist a few for i20.
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Out of the 3 sword sets, which is the best for stalker: Dual blades, Ninja blade or Broad sword?
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What happens to Fiery Embrace? It is not doing anything on mine. And on the power description page, it is empty.
It does not do anything to boost damage either. -
I was on a KM/Regen in the past few days. The only thing that was really killing me was end drain from, say, Mu or some of the Freaks.
Is there anyway to deal with it?
Thanks! -
Has any one tried a Ninja/Traps? Is it any good?
Any suggestion for build?
Thanks -
It is rather interesting that no one suggested Power Mastery. It has Power Build Up, which make up for the lack of BU in Dark/. Does it buff the -tohit component in Dark/?
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What APP/PPP is good for a Dark/Cold?
Also, I am inclined to go for Spiritual Alpha but what else is good for a Dark/Cold?
Many thanks!