-
Posts
4231 -
Joined
-
Quote:The point is that the Devs have, several times before, told us that if the buffs got changed to PBAoEs, they would have increased end costs or recharges, or would have their effects greatly weakened.I don't get the endurance issue. Why would the devs change it to prohibitive endurance costs? Fireball can hit 16 ppl, but it's not like it costs 16x as much endurance as Fireblast. It's like you're afraid of change, that you don't trust the devs. I've watched their latest video stream during the global maintenance, the devs are smart and they know what they're doing, and whether you agree with all they've done in the past or not they've at least proven to be competent. They wouldn't just screw us over saying something like "You want this? YOU WANT THIS???? FINE!!! BUT YOU GET THAT AS WELL!!"
My guess is that if fast-recharging single buffs were changed into PBAoEs they'd be similar to Accelerated Metabolism or World of Pain, which wouldn't be a problem at all. It would screw over dedicated buffers who only like to pick their first tier attack, however, since they'd suddenly be expected to contribute to team damage as well. I wonder if that's the real problem with this change.
While I don't think they'd make the bubbles cost 8x as much, I think that 4x as much is a good estimate, meaning that without slotting, you'd be drained of endurance every time you wanted to bubble your team.
They're also the fact that these bubbles are as strong as they are because the bubbler can't use them on himself. Add that into the mix possibly (the Devs can code it so that they don't affect the bubbler, I think, but you know people would complain then, too), and the effects would probably get even weaker. -
Quote:Romans apply -Def, which if you don't have Defense Debuff Resistance, will lower you down quite quickly.I usually softcap ranged def on my blasters/trollers. What baddies slice through this? The Romans and Rikti right?
And +def does not help against mezzes right?
Rikti drones and Rularuu eyeballs have +ToHit buffs, which negate an equal amount of +Def.
Devouring Earth Quartzs drop eminators that increase the DE's ToHit a lot, which can hurt a bit.
Vanguard probably have a decent amount of -Def floating around, too.
Edit -> +Def does help against Mez, but only if you block the attack the Mez was attached to. -
Only on I-Trials. The rest of the game hasn't changed.
However, certain enemies still have To-Hit buffs outside of the I-Trials. -
Quote:"The electromagnetic force is 10^39 times stronger than gravity."That's like saying the Road Runner is slow because Superman, the Flash and the Millennium Falcon can reach higher speeds.
And we're only talking about normal earth-level gravity, as it can potentially dwarf all other known forces, and even break the barriers of space-time. Go ask your little electromagnetism how it fares inside a wormhole
Yeah, that's not talking about just at earth-level gravity. It's significantly stronger than Gravity.
What you're saying is more like "The Vespa is one of the fastest forms of transportation in the world." Even though trains, planes, and most cars can go faster than it.
There are four universal forces in the universe. Gravity is the weakest of those four. That's not an opinion. It's fact. -
Quote:Wow. Way to make a first impression. Not only is most of this just wrong, but I think you've also misrepresented someone.This post is hilarious for a multitude of reasons.
First, Valk is an idiot. Not only was everything I said "apparently" taken out of context, but it wasn't in a global channel, so your little quip about "facts" had some extra "lol" value.
It's not your post count that makes you pretentious, it's just you. Your post count only heightens your own opinions of yourself.
O, and Samuel Tow? Holy hell is that guys post count a false impression of what he knows of this game.
The fact you even made this topic just goes to show how retarded you are.
1 post on the forum, and already quite pretentious. A perfect example of post count meaning nothing. -
Quote:Compared to the other three basic forces: the nuclear weak force, the nuclear strong force, and electromagnetism, gravity is astoundingly weak. The other three forces are about the same strength, but gravity is weaker by far. That is what he was saying.Now throw that pencil up and overcome gravity..... oh wait... gravity won again.
You are talking about a force that can hold the moon in orbit... that sounds pretty damned strong to me.
Can gravity allow the earth to hold onto the moon? Yes. Can a magnet the size of a pea hold an object up on a fridge, despite the whole of the earth pulling on it? Yes. -
Quote:Walls are just one example. You can move around to put the mobs exactly where you want them. Do walls make it easier? Yes. But you can do it without them. If you put -KB on the immob, though, then they wouldn't even get knocked down, which provides you with much less mitigation from either of the powers you mention. So how would that be an improvement?Again with the walls. That's the same problem I have with Repel and its alledged super-usefulness to push enemies against the wall.
What if, like in a million possible missions available in the game, there is just no wall available? Should I just not use wormhole and repel because they're wall-dependent? I get that they're very useful in some scenarios, but I'd much rather they were somewhat useful all the time than very useful some of the time. IMHO.
Personally, I don't like repel, and I particularly don't like random chance AoE knockback. It doesn't work as you say at all, and I say that from my extensive experience of playing an Energy blaster. It disperses mobs, some knocked back, some knocked sideways, some not knocked at all, and it's not so much mitigation for me as it is for the mobs themselves, because all of a sudden they're so far away from each other that I just can't target them all with my other available AoEs.
And AoE KB has been tested extensively, and works just like I said it does.
AoE powers on yourself (like Repel), will knock the enemy back away from you in whichever direction it is. Targeted AoE KB powers will always knock the enemy back away from you as well. Now, they will go in whatever direction is away from you in regards to them, not the center of the AoE. So, if you have mobs that are 15 degrees apart in regards to you, they won't go in the exact same direction, but they won't go out from the AoE, but from you. -
Quote:I don't think you understand how KB and -KB works, and I'm not saying that in a mean way. For repulsion bomb, the power does KD, not KB. Basically, it won't scatter the mobs unless they're two levels lower or are weak to KB. It will just knock them down. As such, you won't scatter them, but you will get some mitigation from the power. HOWEVER, if Crushing Field had -KB, the Repulsion Bomb would do damage, but would provide no mitigation whatsoever, as the -KB would cancel out the KD that the bomb provides.
I'd still prefer the added control option. I'm thinking about combining gravity with forcefields, for example, and be able to cast repulsion bomb without dispersing the mobs. If I don't have the AoE -kb I can't do it on teams, lowering my dps.
Also, radial KB doesn't work like I think you think it does. Radial KB won't scatter the mob to the four winds. What it will do is cause the enemies to be knocked back from you, regardless of where the blast occurs. Want to try this out? Take an M80 grenade or other radial KB power (not KD power), and target the mob in the back of the group. They'll still all fly away from you, not towards you. Target a mob in the center of the group, and the same thing happens. They don't get knocked back from the center point of the blast.
Quote:Yes, but why? Gravity actually needs it more than most. It's all about control. Wormhole would become an AoE enemy teleport that can either disperse the mobs (if you don't cast Crushing Field first) or not disperse the mobs (if you don't cast CF first). -
Quote:It think it's more the case than you'd think. I, for one, only post when I'm at work, and can't be playing the game.Actually post counts are a good thing. I think post counts show who really plays the game and who is more a forum *****. The mini man who rarely posts and spends more time playing the game is likely to provide better accurate feedback to developers. On some occasions people with higher post counts are the result of posting on cellphones or laptops while at work. But more often that's probably not the case.
Now if you wanted an option to hide your post count then that's up to you. -
-
Quote:Different people have different goals. Some people like doing all of the content, and can now turn off XP to do more content on the way up. Other people want to get to level 50 as soon as possible, and create the most powerful character they can. Now they have more ways to do that.I can respect the not leveling attitude. But I ask you this question. If this game isn't about leveling and moving up then why did we get levels to 50, Alpha, D, I, J, L and soon we'll get more and Omega. You don't have to level but your missing the point of the game. I have a friend that feels similar to you and his characters are stuck at 20/30s because he won't focus on maturating them. He missed out on alpha and all the rest of the content. He really should be in this community but he likes throwing/flushing away money monthly without ever seeing a return on his investment(ROI). It's his money but he's underachieving in his current state.
This game gives you choices so that you can play the way you want to. Not everyone is going to play the same way, and you shouldn't expect them to have the same goals that you do.
My ROI is the fun that I get from playing the game. It's the exact same as yours. However, we measure fun differently. And that's not a problem. That a good way to create a game: appeal to as many people as possible. You consider it underachieving. I don't think that the point of a GAME is achieving, but having fun. -
Are you deliberately missing the point?
-
-
So then what does it matter if you play them as lowbies or at level 50?
-
-
Maybe, just maybe, some people enjoy playing the game itself? Why do you choose only to see your own "big picture," and refuse to believe that other players could have an entirely different big picture in mind?
-
Basically, there are two reasons:
1) You have to take the power, so you might as well max it out as long as you're not taking slotting from somewhere else.
2) Since you're going to be using it a lot because of Bruising, you might as well max it out as long as you're not taking slots from somewhere else.
Edit -> Also, you can slot it with procs, meaning that you've got a fast-firing attack that can sometimes do a lot of damage. -
The -recharge hindered fury, but only to a small degree. It was more because back in I6, Ice melee hadn't gotten it's fixes yet, and was utter crapola. Brutes having a lower base damage modifier made it even worse. The low damaged COMBINED with fury hindrance is what did the sets in.
-
Quote:Ummm...what? They have two aggro auras already. RttC does nothing to directly grant Brutes fury, as far as I know.I don't get why Ice wasn't given a similar effect to RttC from WP so that they generate more fury as targets are around them.
And the reason that Ice Armor got taken away from Brutes has more to do with Ice Melee than anything to do with Ice Armor. -
-
You can choose an alternate animation for it in the costume creator/tailor/facemaker
-
Quote:^This, kinda. I think that fledgling Ice Tankers should Take Frozen Armor first, but Hoarfrost second. Yes, Hoarfrost doesn't do all that much before DOs, but once I get to leve1 12, I want to have Hoarfrost at least 4-slotted with DOs. I don't want to take it at level 12, and then have to wait until level 15 before I can get to that point.Frozen Armor is not going to save you either, at the TO and DO level.
I am of thinking this way. Take a power that you want to six slot, before a power that only needs 4.
Anyone that thinks Hoarfrost is just a slow heal, doesn't understand Hoarfrost.
As I usually take powers:
1 - Attack
1- Frozen Armor
2 - Hoarfrost
4 - Attack
6 - Chilling Embrace
8 - Wet Ice
10 - Pool power or another attack
12 - Pool power or another attack (usually a travel pre-req, if you don't have city traveller yet)
It's not an either-or situation. You can take both Hoarfrost AND Frozen Armor early on, and you should. -
And it's even more awesome than you think. Although it doesn't stack (even with another Tanker's version), it's not a 20% -resistance power that you grant the target. It's a -20% resistance power that the target grants itself. As such, whether fighting a -4 or a +4 enemy, you're still giving it that -20% resistance.
-
Quote:This is correct. The stores used to sell only the "Power 10" enhancements, and everything else you had to buy from your contacts at HUGE markup for some reason. While this wasn't bad for some ATs (like Blasters, who at the time really only needed Acc and Damage), it was a huge disadvantage to ATs like Controllers and Defenders, who tended to need the more exotic enhancement types.I could very well be wrong (it was a looonnngg time ago after all), but I seem to remember that it was the other way around.
That the stores (which didn't show up on the map - you had to know where they were) only sold the Power-10 and if you wanted one of the specialty enhancements you had to buy it from your contact.
Anyway, yes the whole contact-store thing is pretty pointless now and could certainly use a revamp -- it would be pretty low on the priority list, but if somebody had the time....
Actually, what I'd like to see is something to make the contact store actually relevant.
Normal enhancement (TO/DO/SO) sales are more or less pointless at this point even if the "contact rip-off" price gouging was removed.
But, how about having the contacts sell a specific set (or sub-set based on the contact origin-type) of the various temp powers - either flat out or in receipe form. Maybe even add a few that are only available from the contacts....
So after you get the contact trusting you enough/happy enough, he says "hey, I found this blueprint for a prototype jetpack (or gas gun, or teleport beacon, or etc)...maybe it will help"
Contact stores should be better than the regular stores, for sure. Lowering their prices would be nice, but they'd need to make sure they could sell you whatever was the "next" level of enhancements for you. If your level 15 contact only sells you level 10 and 15 enhancements, but you can't get level 20 enhancements until you do missions for your level 20 contact, you're still having to go to the store to buy stuff at level 17.
I'd love for Contacts to offer interesting enhancements, like we get from Yin's store. Not that interesting, really, but the option to get low-level SOs can be nice. Origin-only enhancements that are slightly stronger than respective level DOs and SOs, temp powers, or just something that would make contacts worth running for more than just end-of-arc bonuses would be nice. -
1) You've got no accuracy slotted in your first two attacks. That's a mistake. You want to make sure that the powers hit, and even with Rage, an Accuracy slot would go a long way. Also, the knockdown proc is probably a bad choice in those powers, especially Haymaker, since it can proc with Haymaker's KD proc and turn into KB.
2) Stop taking permafrost so early (and Maneuvers and Assault). You're putting off key low-level powers for something that isn't necessary in the low levels. If you ever exemplar, you want the right powers at the lower levels. Permafrost is not that power. Hoarfrost is.
3) Rage, Energy Absorption, and Knockout Blow should be taken at the levels they become available.
4) Slotting Perfect Zinger in Energy Absorption is a horrible choice. You're slotting for an effect you could get from the power if you slotted it right. On top of that, Ice Armor doesn't need help with gathering aggro. Slot it with a combination of EndMod and Defense sets to maximize EndMod, Defense, and Recharge. You should be able to get to about the ED cap for all three of those aspects with the right slotting. You don't need the S/L Defense anyways (see point 7).
5) Frozen Armor and Glacial Armor are both slightly underslotted for Defense. You're spending a lot of slots to get some Defense from IO sets, but ignoring the Defense that your own primary gives you.
6) Hoarfrost should not be put off past level 12.
7) Your slotting and power choices have put you well over the soft-cap for Defense for S/L, even on the incarnate content. Why? Why not slot for other things? You're still slightly underslotted for E/NE Defense, and F/C Defense (which might be tougher to get). But you're basically wasting a LOT of S/L Defense sets for some odd reason.
8) You may want to take Taunt, even if you put it off to the higher levels. Against tough single enemies, like AVs, your aggro aura and attacks roll a separate chance to hit for gauntlet. Taunt is the only sure-fire way to hold aggro on them.
9) Your slotting assumes that you'll be using level 50 IOs of all of these sets, which probably isn't a good idea. If you exemplar below level 47, you're going to lose pretty much all of your set bonuses. As such, slotting for lower-level IOs (like 35s) allows you to keep the set bonuses if you exemp a bit, but will weaken the individual enhancements a bit. It's a good tradeoff, if you ask me.