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Quote:We're not talking about every EB in the game scaling, just the arc bosses that you would normally see at AV level, and the type of player that solo's AVs are aparently a small enough outlier that the feature was already added in the first place.Yes. You are an outlier that doesn't reflect the majority of players who probably still can't solo AVs.
Anyway, an option doesn't hurt anything. Especially an option that ALREADY EXISTS, but is just not being applied.
I'd like to hear a good reason why they shouldn't scale, but I don't believe a good reason exists, but no one has given a good reason yet. -
Quote:I don't want them to be replicas of each other, but Spines is supposed to be strong AoE, weak ST, with a strong mix of Debuff/softish control. Spines was fine in my opinion when it could be said it was the best combination of those two elements. Other set's had AoE, other sets had a strong combination of Debuff and mez, but until Titan weapons came along spines was the one that filled that role best.The problem with this kind of mindset is that if they buff Spines, then other sets will be compared to Spines as a reason to need a buff, and so on, and so on, and so on. Eventually it will go full circle and we'll be back at Spines needing a buff again. Power sets shouldn't be exact replicas of each other with only animations and colors being the difference. I like the idea of different sets having their own feel and flavor.
With Titan Weapon's addition, it has better ST damage, strongly competetive AoE damage, and comprable soft control/debuff (with additional self buff potential).
Spines standing versus other set's wouldn't be skewed if it's longer animation times were trimmed, and it's debuff ability increased. It's supposed to be better in those areas already, so any argument that sets should be buffed because of spines would need to be applied now, as well as in the case of a buff.
Quote:The problem with that, is I don't think the Spines ST attack chain took into account Quills. Which dmg auras help add up on the ST DMG (and is one of the things that will keep some combos of Scrappers equal to o surpassing Stalkers in terms of ST DPS).
Also...Impale -> Ripper -> Throw Spines -> Repeat = 115.4 DPS at 95.6% Enhancement slotting with no Procs or other sources of +DMG.
Quills I believe tacks on 15-20 DPS.
Since unslotted Spines does less than 80 DPS, I'm guessing your 80 DPS was with slotting.
Also, the DPS I calculated doesn't put in the added DPS of using Build Up. -
Quote:Whoa, whoa...Which patch notes were these, and how did I miss them?!Alrighty So. I read in the patch notes that Energy Melee Was "Being looked at." I figured I would share a few thought I had on the subject of Making Energy melee a solid set again in comparison to the others.
Linky? -
The thing is, the argument that DA is solo content therefore there shouldn't be AVs, ignores the fact that some players include AVs in their enjoyment of Solo play.
I'm a player that like AVs in solo content, and was not all that happy with the fact that both DA and the SSA has EBs that don't scale to AVs when it say's "This content has EBs which may be challenging for solo players" or something to that effect. That's an admission that the fight is intended to be difficult for standard play, and some players might require a team. If I'm on a powerful character, and want a similar challenge, that's what the AV setting "WHILE SOLO" is for.
I wanted to fight Penny as an AV, instead I got to see her pet, something about charging, and her Die. I hear she has cool looking powers though.
Really with this game, and the way people play it, saying AVs are outside solo content and their absence should be an enforced design decision, is simply stupid. -
Quote:And honestly, that was fine when Spines had the de-facto AoE performance. With Quills, Spine burst (despite the animation time), and the Footstomp level Throw Spines it was about as far ahead in AoE as it was behind in ST damage. Claws was the closest on it's own, but you had to mitigate the various knock effects and manage Follow up and the 8' AoE. Claws had a very small margain for error that could drastically reduce it's AoE performance.The numbers listed were for single target DPS ONLY.
They did not take AoE ability into account.
Energy Melee was, IIRC, just above middle of the pack for ST DPS.
Spines is among the top performers in AoE damage, but it is the worst in single target by a HUGE gap. For perspective, discounting Spines and Electric Melee, the entire range of DPS numbers was 28 DPS or so from lowest to highest. Electric Melee was just under 20 DPS below the lowest, and Spines was over 20 DPS below Electric.
If it were a race, we'd be waiting several hours after the race to see Spines finally cross the finish line.
Titan Weapons has that level of AoE, but doesn't require the level of micro-management that claws does. It doesn't have that margain for error that greatly diminishes what it can do should things go wrong.
And I don't believe it's ok to make one set better, just because it's a for pay set. Paying A la carte for a set shouldn't be because it's better, it should be to cover the expense of developing the set with resources that fall outside what's covered in the VIP/Free budget. -
Spines is definitely still a fun set to play, but when the addition of a new powerset takes away just about the only thing it had as an advantage, and then does more, that's an issue.
A spines scrapper is my only level 50 scrapper. I've got a lot of love for it, but I don't think it's unreasonable to point out if a new set's been added that beats it in every way or to ask if that observation is unreasonable.
I get that it's fun, but I'm worried that Titan weapons is Spines+, and if that's the case, Spines should get a buff.
Quote:And I have to ask, if they took the slow from all the powers and gave Impale a -def and -resist debuff at the same level as rend armor, would that be neutral or a buff in your opinion?Spines still has a lot of secondary effects that TW doesn't. Speed/recharge debuff, toxic DoT, minor immobilize.
Edit: and a toggle!
And even with the Toxic DoT, the Titan Weapon's AoE damage is comprable with better ST damage to boot. -
I don't think he's supposed to represent Vigilantes. He's supposed to be a Hero turned Villain in the same vein as Desdemona is a Villain turned Hero.
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Does it have anything over Titan Weapons? I was seeing if I wanted to buy TW and a cursory glance shows Barb swipe and Impale have animation times at the level of the TW long animations, without the ability to activate faster (as TW powers can), and less damage. Spine burst animates in more than 3s (No TW power that I'm aware of takes more than 3s to animate), does less damage, but can be used without a special effect. However, TW builds momentum so easily that really seems like a moot point.
TW has a 15' AoE, and three 10' 180deg cones (5 target cap).
Spines has a 15' AoE, an 8' toggle PBAoE (10 target cap), a 7' 90deg melee cone (5 target cap), and a 30' 90deg cone (10 target cap)
Throw spines is one of the most insane powers in the game, but can it save Spines standing in AoE? Of course taking into consideration the insane AoEs created specifically for TW.
Personally I feel Spines was ahead for AoE vs other sets; with claws being a close second if you could manage KB and keep stacks of followup, but that's ok as it was never fire and forget better at everything it was a skillshot type set. However TW is just walk in and hit everything, which takes over Spines' territory in a big way.
Spines needs buffs. Barb swipe and Spine burst both need lower activation times. Impale is probably fine as is, but the AoE ability can't really be brought to a level that beats TW suitably without becoming stupid broken. To that effect, I would thing giving a regen debuff to each attack as an extention of the toxic secondary effect. It would act as a Pseudo-ST damage buff, without pushing spines into territory that other set's hold, which would happen if the ST damage was just given a straight boost.
Anyway, am I just freaking out over nothing or is spines really being trivialized by TWs now? My Spines/Fire needs to know! -
Quote:I've been asking this for a while, because many of the powers also seem to provide Recharge Slow resistance, yet it didn't seem to get addressed with any of the changes or fixes that went through.Synapse: does this mean those pets' attacks are not immune to recharge buffs? Is that unique to the Howlers?
I can't even find anything saying if it's a bug or not. -
Quote:I've always wanted a set that did one thing to friends and another to foes, and with these arrows from the Valentines event the devs will never shut me up until I get one.Oooh, interesting take on the gimmick for an Electric Support set.
I am all for filling the last niche left without a pure electric set!
However...
I could be wrong, because I'm not all that in-the-know about these things, but I am not sure, coding-wise, that a singe power could differentiate enemy and ally in these ways that you have suggested.
Far be it from me to say that it cannot, but I'd be interested to hear!
Quote:I think it could, but not in a dynamic way. If it is a targeted AoE and hits an enemy, than it would be enemy affecting, and vice versa. But a PBAoE? I think that needs to be one or the other. I don't think a single targeted AoE could impact both friends and enemies differently though either. Not sure.
Also, I really think that making ALL of the powers be able to have differential effects on enemies/allies is a bit overpowered. I think that, like Time, certain powers should be Buff and others should be Debuffs.
Also, having all the powers effect enemies or allies is why many of them only do charged unless the target is already charged. Use Conductor against a group, and the first tic just charges them. Same for using Static Discharge. Having to build up levels of charged to unlock effects is an attempt to balance the ally and enemy effect. It's also why Jolting charge is the only AoE with the ability to stack charged in an AoE form.
Quote:I was only commenting that I thought that Electric Control fit the role of a electric themed support power set.
For all I know he never bought GR, or maybe he's a Prem that doesn't have access to controllers, or maybe he simply forgot about it.
Wait. I just remembered seeing him post earlier today in the comic hero/villain culture do he's a VIP. My bad for having a faulty memory.
What'dya think of the set? -
Quote:This is a US army Elistment option (there's a similar option 40 enlistment for the rangers). Basically, they let you reserve a spot in special forces assessment and selection once you go through 11b training (Infantry). If you are not selected, Hooah, Six more years as a grunt Sergent! If you make it, and make it through qualification and training, SF requires a minimum rank so you get a bump.According to wiki there is a thing called the X-Ray program that sends you through all the necessary training which is something like 2-5 years in total starting at boot camp. I'm not sure if it applies to all special forces, but that is what was said on the linked wiki page.
Also, this is all stuff you can get off the internet from the various branches' websites so take it with a grain of salt.
All military special forces perform Direct Action, Hostage Rescue, Counter Terrorism, Special Reconnaissance, unconventional warfare and foreign internal defense operations, but they have their own specialties and reputations. They all have their own thing's they're more likely to do than others. A short list:
US Army Special Forces: Unconventional Warfare, and Asymetrical warfare specialists. They'd be most likely to convert and train foreign citizens to fight on our side.
US Army Special Forces Operational detachment Delta: "counter terrorism"
Navy Seals: Hostage rescue and Direct action. See: Somali pirates and Osama bin Laden. Also Seals are a Sea Air and Land team not just ships. -
One set we don't have yet is an electric themed support set. So, I think it's time to suggest one.
Powerset: Electric Impulse
"Gimmik": Powers both buff and debuff, has unique "Charged" mechanic
Charged: Is an effect similar to Time's Delayed and Accelerated that buffs the defense and resistance of allies (think 2.5% and 5% per stack on a controller) while debuffing enemy defense and resistance (4% and 7.5% per stack on a controller). The primary effect of most powers is to Apply charged, and other effects are unlocked if the power hits a charged target.
Buff and Debuff: All powers can effect allies and enemies, with different effects depending on the target.
Quote:T1: Brief Charge; Ranged; Single target; large -End/-Rec (enemy); +end/+Rec(ally and charged ally);+1 Charged (all targets); large -regen (Charged enemy); Heal (charged Ally)
This power is a bread and butter power, so it has an effect regardless of Charged status of the target. I would see this power having a 30s recharge time.Quote:T2: Conductor; Ranged; Toggle AoE; +1 Charged (Any target not already charged); -dam and -Tohit (Charged enemies); +dam and +tohit (charged allies) Quote:T3: Lingering Charge; Ranged; Single target; +1 Charged (all targets); large resist heal and large weakness to end drain(charged enemies); +maxHP and +maxEnd (charged Allies)
This would be a 60s/120s dur/rech type power along the lines of forge and fortitude.Quote:T4: Static Discharge; Ranged; Cone; +1 Charged (Any target not already charged); -End/-Rec and Recharge/Movement slow (charged enemies); +end/+rec and Recharge/Movement buff (charged Allies); -Dam (enemies with more than 1 stack of Charged); +dam(allies with more than one stack of charged) Quote:T5: Static Prison; Ranged; ST; Phase (enemy); Allow attack phased (ally); Only Effect self and Set resistances 90% (charged Enemy) Quote:T6: Jolting Charge; Ranged; Chain AoE; chance for +1 Charged (all targets); Knockdown (enemies with more than 1 stack of charged); +tohit (allies with more than 1 stack of charged) Quote:T7: Defibrillate; Ally rez; +1 charged; 100% end discount; enemy stun and -regen Quote:T8: Electro-magnetic Storm; Location AoE; Chance for -1 charged (all targets except charged allies); -end/-rec and chance for hold (enemies); +end/+rec(allies); recharge/movement slow (enemies); -maxend (enemies with more than 1 stack of charged) Quote:T9: Electron Shift; PbAoE; targets lose all charged; Ally invincible; Ally allow attack phased; 15s dur/120s Rech; special damage per stack of charged (Enemies) -
Quote:I think it's because we tend to think of all four alignments as a part of the same progression, when really they're not. It's two paths Hero->Vig->Vil and Vil->Rogue->Hero. The middle alignments have to bridge the gap by themselves. If you wen't Hero<->Vig<->Rogue<->Vil there'd be more room for nuance, but the Vigilante alignment has to represent a decent to villany, while maintaining the ideal that you're right (I.E your jerkass description)My problem with Vigilantes in general is just that I have a different view of what a vigilante is. A vigilante, to me, is someone who operates largely outside the law, but someone who still means well. I'd honestly put Spider-Man and the X-Men there, because these guys generally don't like to have a public face and don't get invited to the police ball, but they're still fighting for what's right. I actually had intended for this to be the fate of a few of my characters, but that's not Vigilantes turned out to be.
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Lets try 26
Updated list:
5 8 - 19 - 30 - 41 48 - 51 52 56 57 - 60 67 68 - 70 76 78 - 80 81 82 85 - 90 96 97 98 -
Guess: 65
Leaving:
5 8 - 14 19 - 20 21 24 26 - - 30 31 35 36 - 41 47 48 - 51 52 56 57 - 60 63 64 67 68 - 70 72 73 75 76 78 - 80 81 82 85 - 90 94 95 96 97 98 -
Quote:Didn't get to fight her as an AV despite having my difficulty set for AVs (and it said she was a hero), so I can't say for sure. As an EB she dropped so fast that I didn't even notice she had new powers (I hear they're cool)I've never had to fight Sister Psyche, but do red siders think replacing her with Penny in the LRSF will make it harder, easier, or much the same?
Depending on what her pet does (I thought it was just a re-skinned Singy until I saw some charging nonsense), she'll be more difficult.
Anyway, It's almost garanteed that the LRSF is getting overhauled, with the whole attack on Statesman motive not translating well with him all dead and stuff.
My guess would be that if Wade makes it out of the SSA, the new LRSF will be Lord Recluse's response to Wade's actions, and an attempt to "refocus" Arachnos. -
Oh, I was using BG mode. I'd take the Alpha, then let the aggro shed to my Zombies. However Supremacy supresses with mez, so every time Manti Ice arrowed me or I got held by Sister Psyche, BG mode dropped. With the mega hate that I described reared it ugly head there was little I could do to survivie.
Also, BG mode is a bit odd. The Mastermind Personally takes Two "shares" of damage (not just one) while Each qualifying henchman takes one. So with 6 pets and the mastermind there are eight "shares" to be split. The mastermind take 2 (2/8 or 1/4) while each pet takes 1 (1/8). However, as said before, that's all useless if you get mezzed. -
For about the last week I've been tourturing the residents of Virtue's Recluse's Victory (Mwahahaha!...*Ahem*) with my incessant PvEing. In a nutshell, I've been spawning and killing the AVs.
A more detailed description of the event is, I pick up a heavy and take 4 Pillboxes. For the badges I used the heavy, but no Pillbox support, and pulling the AV into zone mobs is only as a last resort. Funny enough I had the botched ritual for all of them except Statesman and BaBs. T4 Musculature, and recently T4 Spectral. I didn't use Destiny, Lore, or Judgement.
Positron is a *******. He took three deaths and zone mobs (the only one I needed mobs to drop)
The hardest part of taking down Sister Psyche was the pull, well that and I was distracted by her massive...talents
Manticore went down chumpstyle
Synapse was a difficult pull, but he went down. I took him down twice, once I died, then dropped him the second time I took him down in one swoop
BaBs was a scary SoB, He managed to take down the heavy (The only one to do so) at 1/8th health, but I finished him off
Statesman was an exception to the rules I set (Not really, but on reflection it wasn't in the spirit of the challenge). For him I used Defense team inspirations. It was ridiculous
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Now I'm seeing which ones I can take on without the heavy (and seeing about Statesman without the insps)
So far Manticore and Sister Psyche both dropped, but I died once in each fight.
Bringing me to the point of the thread:
Both of those deaths were because the AVs decided (At about 1/4th health) to focus on me instead of my pets. My pets could -not- pull aggro off me, and while I'm getting better at shedding the aggro (through Immob and breaking LoS), I'd very much like to know what triggered the Hate. Much better to avoid the situation IMHO. Not to mention both have mez oozing from many many orifices meaning no BG mode
Anyway,
1. Any clue on how to prevent the mega-rage of these AVs?
2. Has anyone else tied this yet? If so, how'd it go? -
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Sister Psyche really can't be perma-dead otherwise there's nothing left to tie the pieces together.
Wade wanted to know about Numina's possesion ability as a target of the power swapping obelisk. With that not Viable, Sister Psyche is the target because of her mind riding. He'd have to use the obelisk to take that ability, so that he can take over Rularuu.
There hasn't been anyone introduced other than her that fits the bill.
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This part of the SSA was kinda a head scratcher