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Posts
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Joined
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Not really, no. Basically, if you never use your Tier 1 attack, you get nothing from it. If you use your tier one attack every ten seconds, at least, then you'll do 20% more damage to that target. But if you change targets, you need to apply the effect again.
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Quote:Well, for sets that have powers that provide melee defense, it's very useful. Basically, going either positional or typed defenses is a good thing. Either way works out pretty well.The layering I'm talking about though is specifically melee defense. I can't think of any attacks that are melee that doesn't have a smashing/lethal component and wouldn't be avoided by that before falling to melee defense.
So that kind of makes me wonder what the point of melee defense is.
However, for melee ATs that start with no defense, going the S/L defense route tends to work out better, since a lot of the attacks that they're going to be faced with contain some sort of S/L component to them.
Meanwhile, if you do go Melee defense (either cost, or you have some melee defense from your powersets), it's not a bad option, since you'll be in melee range most of the time anyways. You can't go wrong either way, really. S/L just helps out a bit more. -
There are very few melee attacks that don't have some kind of S/L component to them. So much so that having capped S/L Def you wouldn't notice them, hopefully.
Having high S/L Defense, on top of high S/L resistance is not a bad thing. You avoid most attacks, and those that do get through hurt a heck of a lot less. That's a good thing. Layered defenses are always better than a very high amount of only one type. -
Quote:You get your points every month, just like everyone else who has an active subscription, even if your next billing cycle isn't until September.So someone who pays every 6 months and is only due to pay again in, oh, September (say, me) wouldn't get any points until then? Would I at least get 3 months worth (July, August & September) ? Would I get my points every 6 months, or every month?
*nerd rage* -
Anything that you have bought previous to Freedom will still be on your account. SGs will stay around, and if you don't resubscribe your account, you can still access the base. You just won't be able to pay the rent on it.
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I might create some new characters on the VIP server, but probably won't move my current characters there. It'll be a nice place to park level 50s I don't play anymore.
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Serenity
Fits the concept, and makes all of the browncoats happy. -
Quote:Just confirming this statement.VIP get the 12 base slots per server plus any additional slots they've unlocked through purchases or vet rewards with the max still being 36 per server.
The announcement is more towards the perspective of new players, being that if you start a new account as VIP - you get 12 slots, where as free to play only get 2.
Either way, you can still purchase more.
tl;dr
Nothing is changing for VIP (except more goodies) -
Quote:If you go S/L, then you have to worry about pure Psi attacks, pure Cold attacks, and pure Energy/Negative Energy Attacks, of which there are more than a few as well.what about aoe? if your at range you can still be hit by aoe if you only have ranged def it won't protect you at all
Either way, you're going to have holes, but Ranged def would cover more shots at you than S/L would. -
No more than you're paying now. If you keep paying 15 bucks a month, you get to keep those ATs and all others. If you've unlocked Khelds on your account now, and get moved down to Premium because you go F2P, you should still have access to those ATs as well, since you've already unlocked them.
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Quote:^This.If its a ranged toon go with ranged. It's not feasible to build for this on some ats. Really depends on what the toon is your rebuilding
If you're playing a character that is at range all or most of the time, Ranged Defense will be a better option. If you're in melee range all of the time, or alternate between range and melee, then S/L is better. -
Clearly the Gorton's Fisherman is just his mild-mannered day job. At night, he fights crime as "The Trawler."
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Quote:Unless I'm mistaken, the OP was talking about removing KB completely from the attack, unless a KB enhancement was slotted, not just reducing it to KD. If that was the case, there's whole other problems that pop up (meaning that every KB effect in the game would have the same value, meaning that powers would have to be rebalanced). But the OP seemed to be talking about not having it AT ALL in the powers, but if you slotted for KB, it would come back at its current value.But Aett, that's exactly what Castle did when he reduced the magnitude of the KB in Mace's Shatter and Crowd Control so they no longer did KB against most foes.
My understanding is that since it is just a matter of adjusting the base KB magnitude of the attack (IIRC anything less than 1 is KD, more than 1 is KB) it's actually much, much easier to turn KB into KD unless it's enhanced than it would be to create a -KB enhancement.
Whether it's "fair" is another question entirely, and one that got a lot of discussion when Mace was being overhauled. But unless I'm misremembering, there's no question that it's easier to start with KD as the default if you want to give people a choice. -
Quote:Solar Flare is an exception for me. I think that one should be changed to KD, much like the other melee powers got. The scatter on that is ridiculously annoying to me. It's not like PBs are short on AoE KB effects anyways.My main problem with knock back is pbaoe knock back like Solar Flare in Human Peacebringer. It scatters way too much.
I wish there were more Knock up than knock back.
In Champions, knockback and down can actually improve your damage because there is strong "fall" damage. That makes knock back/up way cooler as the target who gets knock backed to a wall so hard should be "hurt" more. :P I know it won't happen in this game but some knockbacks are just too annoying to deal with. Trying to reposition all the time can be very annoying. -
Quote:Definitely understood. I think it would take just as much work, though, to change powers to not have KB unless a KB enhancement was slotted in them. And at that point, why would the burden be on the people who like the powers as they currently are?IIRC, Castle said he looked into this due to demand from players way back whenever and said there are some technical limitations as far as how the power enhancements work to this that they would have to overcome before it could be effectively implemented. I'm fairly sure this has been brought up several times in suggestions since then as well as a solution so no idea if this is a future change or what. Might be worth presenting it to the new dev team. Actually after thinking about it, this sounds like just the kind of option to be put into Null the Gull...a KB or KD option.
I know this wasn't the point you were trying to make, but I don't get the mindset of the OP that if he doesn't like something, it should be changed for everyone, even those who do like it, versus providing a way for him to remove the part that he dislikes. It's kind of along the lines of "I don't like olives! They shouldn't put olives on an everything pizza!" To which the response is, why don't you just ask for no olives on your everything pizza? Why remove them from everyone's pizza? -
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Or give people a -KB IO, which would massively reduce the KB on a power. Shifts the burden to people who DON'T like the effect to use up a slot. OP, how would you like that?
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I get that some people despise knockback. They can choose to use sets that don't contain it if they want to. Some people DO like knockback, but shouldn't be penalized for it. They should be able to choose sets with Knockback already in it, and balanced for.
And it you wanted to post this for the Devs only, you should have sent them a PM, not posted in the forums, because here is for the players to discuss ideas. The Devs rarely post on subjects like this.
If they created a set where you could tradeoff damage and knockback, any time that changes were made to it, you'd have to balance two sets, basically, since you'd have two balance points to consider: those who have slotted KB and those who haven't. You'd also still have the fact that you're punishing people who do like KB with not being able to slot with the same freedoms.
The Void power does give you a choice between this, just like the other Judgement powers give you a choice between secondary effects and more damage. Does that mean that people hate the secondary effects? No, it just means that you have to make a tradeoff on those EXTREMELY powerful powers on whether you want a secondary effect or more damage. It doesn't prove that powersets like Energy Blast should be given the same tradeoff. Mostly because Void doesn't need slotting to be effective, and also because you're building the power to do what you want it to do, it's not forced on you by powerset choice.
Also, in your OP, you don't mention how exactly the powerset would get more damage if you chose not to slot KB. So I'm wondering how it would be done. If it's just through slotting, that's a bad way to do it, since like I mention above, it denies choice. Even if that was the only enforcement of this, then a Blaster that slots sets to get max damage, acc, endred, and rechred in 5 slots would have the 6ths lot free to slot a KB enhancement in, meaning that if you DON'T do that, you're losing effectiveness on the power.
I just don't see the need to do this. There are plenty of powersets out there for people who don't like KB. Why punish people who do like KB with slotting restrictions, instead of just not use those powersets if you don't like it? -
The problem is that some people like having the knockback, and they'd then have to sacrifice damage to get back to their current level of effectiveness. And that's not even getting into whether or not this is even technically feasible, considering that enhancements can't create anything (outside of procs), just modify the values on the powers. So there's no telling if you could even have the power be "no knockback unless knockback enhancements are slotted."
In addition to that, the powers are balanced around having the secondary effect that they do. Energy Blast isn't exactly the most damaging set, and if it has, at base, no secondary effect, it would be a poor performer. Then, on top of that, you'd have to sacrifice combat performance for KB values, which would hurt a lot of characters. Right now, there's KB in those powers, regardless of slotting, so you could six-slot a Thunderstrike set to get the Defense bonuses. But, if you needed to slot a KB enhancement in there to get the KB to work, you couldn't get the 6-slot bonus from Thunderstrike.
In addition to this, KB can be used effectively. Random KB is frowned upon, sure, because it can create chaos. However, if you learn how to use it, it can be a great boon for a team. Knocking things into walls, and keeping them on their butts can be a lot of damage mitigation. If you knock a single enemy back, just keep shooting him until he dies. Also, you can knock enemies back INTO the range of the Tanker's aggro aura or debuff auras, which can help team performance.
In short, this isn't going to happen. Not only does it come dangerously close to breaking the cottage rule, this would be horrible for a lot of characters. -
I can't seem to change my order. If I do, the next time I come back to the screen, it's back to where it was before. Very irritating.
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You can get Ice Armor to look good. The key is making your costume look good under it. Ice Armor doesn't go with everything, but some costume options go really well with it. It looks big and blocky, unless your character is big and blocky, and then it looks fairly good, IMO.
Also, Ice Melee isn't that bad. The key is to focus on your AoEs, and use your single-target attacks to whittle down the bosses across spawns. Meaning, drag the bosses with you, and deal damage to them as you take out the minions and lieuts quickly. -
I actually just started up a Shield/Ice, myself, so I say go that way!