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Posts
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Joined
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Quote:Obviously, but still, he maintains a valid point that Brutes step on the toes of Tankers too much. The 5 villain side ATs were designed to function in an environment where the hero side ATs simply didn't exist. Why major balancing revisions weren't made at the launch of GR is beyond me, but better late than never. Sadly, I feel like any real addressing of Tanker problems is going to directly relate to how they perform versus Brutes, and not spell anything unique or new for the AT itself. On the other hand, it means they can move on to Blasters next, who are in a far worse spot anyway.Unless they change things to be what he wants them to be it would be a complete waste of resources.
As a vaguely related side note, there's a weird, almost palpable attitude from the devs that they don't want to mess with well established and documented "features" that are, in essence, glaring oversights. They'll admit they exist and probably shouldn't, but won't do anything about them. Super Strength's Rage and snipes in general, for instance. How that Hami-O fix went through years later is beyond me as well, but as long as they're finally addressing the laundry list of things to do, I'm a-ok with it. -
Bah, looks like Soul Tentacles it is then. Probably better that way though. The fear proc actually goes off quite a lot for being in an aoe, but it's certainly not reliable. Opening with an immob and then laying into a group with aoes for extra damage will probably end up being a better choice.
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Quote:Or to blur origins. Technowizards, a scientist who's human but uses chemical weapons, etc. Origin flavored pools sound great. Now, they just have to not be awful numbers wise, and we're all set!Stuff like this doesn't really bother me either way. But I still think it would be a way cool idea to have origin specific pool powers. That's a nice way of tailoring your character's powers to fit his or her overall theme, and helps make the five origins relevant again.
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Now, if we can organize an all VEAT team where everyone's got triple leadership...
On my Fort, I'll probably be going Control Radial. Between double assault, musculature core, a few damage bonuses from IOs, the devastation proc/aim being used on a regular basis, and any team buffs I might happen to get, I'd probably be nudging too close to the cap for comfort. I do rotate Dominate and Subdue for my attack chain though, so extra damage on mezzed enemies and a Scourge-a-like fit in perfectly. It's even thematically consistent psionic damage to boot! Could go for the extra mag, but that seems more suited to a Controller (or AV mezzing, for Mind/ Doms).
Control should be working off the fear proc ATO as well (which I keep handily tucked away in psionic tornado). Might respec into Soul Tentacles and drop the patron pet or Darkest Night if it ends up being a big increase. Overall, gotta say that SoAs have made out like bandits in comparison to Khelds for ATOs. I'll take an exotic damage proc over a chance for a heal any day. -
Quote:Possibly. Everybody has a different definition of fun though - it's entirely subjective. For whatever it's worth (not much considering I don't play tanks or brutes), enormous survivability is a selling point, sure. Never dying and being the de facto team leader is a desirable quality for some people. Maybe that's worth emphasizing more? Increasing the Tanker's taunt to be, in a grand majority of cases, far stronger than a Brute's or Scrapper's would be a mild start. Increasing their aggro caps to ensure they maintain aggro on larger groups would be another. Mild crowd control additions built into sets would be nice, but that's on the scale of a revamp bigger than what Stalkers got, but it'd be nice. Tankers always felt to me as though they should be the center of attention, the group's strongman. They already do that in a sense, but merely homogenizing the 4 melee ATs even further by making Tanks comparable damage dealers won't fix that. They should be doing decent damage, sure, but I still say the root issue lies in Brutes stepping on toes because of now irrelevant design decisions.I ask a simple question: does this make Tankers more fun to play?
Also, I seem to recall a dev statement about Tankers being the next AT to get looked at after Stalkers did. Not sure if that's still happening or not. -
Do they not have a UI designer? I remember hearing comments along the lines of, "if it involves new UI elements, it probably won't be happening" from a few devs. Which probably explains the programmer UI checkbox of "show only free stuff" we got on the costume creator.
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The majority of powers post-customization have been designed with customization in mind. It may not be functionally in-game, but I highly doubt they would design a whole new pool set without allowing the colors to be altered for when pool and epic customization is finished.
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I imagine these things even existing on the beta builds is a side effect of the Paragon Market. Beta builds, obviously, mimic live builds. On live, they want to be able to sell you access to things that (technically) are already in the game, but locked. In order to do that without distributing a patch every Tuesday - that would likely come with downtime - they put them in the initial patches, so that they just have to flip a switch to have the market show access to them, and then allow players to buy/be granted access to them. The most visible example was the SSAs, where the contacts would show up ahead of time.
So, long and short of it is, they have to. On beta it might seem like they don't have to, but I would imagine it's a lot of work to gut those things from releases, and might end up unintentionally breaking stuff. The return being you prevent "leaks". -
Unsurprisingly, Tech for the majority of my characters. Magic is a close second, followed by Natural. They tend to cover the widest variety of concepts that I enjoy. I have a Mutant or two somewhere, but I don't believe I have a single Science origin character at all.
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Quote:There's a 75% chance to deal psionic damage to enemies with low health, and a 75% chance to deal psionic damage to enemies under control effects as a t4 Hybrid. Not criticals per say, but they're achieved in the same manner.Criticals would be cool. Where are they at? The ones that don't work off Containment?
FWIW, I'd argue that Brutes are too powerful as is, and the resist caps need to be lowered down to around Kheld/Arachnos values (85%), and Tank damage caps raised slightly as well. There's no real way for a Tank at the damage cap to hit any harder that a Brute couldn't utilize as well, and then to greater effect. Absorb shields vs Brutes getting Bruising is a fairly even trade off, but I can only see new support or defensive armor sets cropping up that utilize absorb making an enormous HP pool even more irrelevant. -
Similarly, I had both Scrapper procs going at once as well. Eagle's Claw got me the bonus crit chance on the next attack to go off every time with the superior version (it has a red "CRITICAL STRIKES!" above your head when it fires), which stacked nicely with Eagle's Claw +33% crit chance on your next attack that it already does. Between the ATO proc, the global crit bonus, and the Eagle's Claw bonus, I was getting a guaranteed crit on Dragon's Tail for every enemy I hit. Good stuff!
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Yep. The original Faultline, Rikti Crash Site, and Paragon Dance Party all still exist in game. There's been a track record of leaving the originals exactly the way they have been in CoH, so it took me slightly by surprise.
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It's because of how the game populates enemies. When the devs make an enemy group, they choose the levels they spawn at. For instance:
(these level numbers might be inaccurate, but they're for example)
Hellions won't spawn past level 10. No matter how high level you are, you can't fight a Hellion above level 10, even if you're set to +4. A level 6, 7, 8, 9, or 10 hero at +4 won't get a Hellion to spawn past level 10.
Arachnos spawns from levels 1-54. At level 1, you won't be fighting Bane Spiders, but at level 50, you will be. Even at level 50, fighting at +4 works because they're designed to go to 54.
"Old School" Banished Pantheon might only spawn from level 15-30 or so.
"New School" Banished Pantheon will spawn from level 40-54.
Why are there two groups? Probably a technical limitation that doesn't let you go back and change the level ranges of enemies. They solved the problem by making two groups called the Banished Pantheon.
When you're in that "gap", the game will choose the group that's closer to your difficulty setting. Being 31+4, that it most likely rounds up, and gave you the level 40 BP from Dark Astoria. -
By "perfect" preservation, I meant original zone gates (and would have meant contacts if the old DA actually had any). Same case with Galaxy - there's no "perfectly preserved" version of Galaxy on live with the contacts and gates. They literally renamed them rather than creating a new version with the echoes. Just thought it was interesting, personally.
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Right now the only way I know of is through the Citadel Task Force and the Mission Teleporter, though there may a few old missions that still send you there.
I believe it's a technical limitation that has something to do with Ouroboros being the only exit there as for why rogues can't get access to the Echoes through their own Ouroboros. Unless they intend on adding rogue/villain only clones of the Echoes, anyway (which would probably be very low on a priority list).
Funfact: Echo: DA is actually DA, just renamed. The "original" DA no longer exists in perfect preservation on the live servers.
Another funfact: The Citadel TF bug should be fixed in the next patch, and send you to Talos instead. -
Blaster: Fire/Fire
Brute: SS/Invuln
Controller: Plant/Storm
Corruptor: Fire/Cold
Defender: Force Fields/Energy
Dominator: Mind/Fire
Mastermind: Thugs/Traps
Scrapper: Martial Arts/Super Reflexes or Street Justice/Willpower
Stalker: Ninja Blade/Ninjitsu or Dark/Dark
Tanker: Shield/SS -
Quote:Not to derail the discussion too much, but I thought that wasn't the case.This chain? Is impossible unless you get lucky. The proc has a 10 second inherent cooldown.
Quote:More info from Synapse.
If memory serves... 15s recharge powers should have a 100% chance to proc, but only once within a 10 second activation window. This doesn't mean once every 10 seconds though. Imagine time being broken up into 10 second chunks. A proc can occur in each of those chunks once. So you might have procs at the end of one chunk and the beginning of the next making it seem like it procs more than it should. That's just how activation time works on auto powers (enhancements are just fancy auto powers).
Which is technically more than once every 10 seconds. There's no reliable way to time that though, but I figured it's worth mentioning.
edit: Noticed the "unless you get lucky" part. Guess that's what you meant by it. -
For a serious reply, I think the idea is good in concept, but would probably end up lacking in execution. If you look at how sets are balanced now, when it comes to actual offensive output, the hierarchy (with some exceptions) is AT sets > epic/patron sets > pool sets. A pet from a power pool would have to be, for balance purposes, at the very least marginally worse than the patron pets, which are already of debatable usefulness. You'd end up with a really flimsy combat pet, to which most people would then ask, "well why don't you just make this a vanity pet that I can have it all the time."
There's also the practical issue of server resources. Controllers and MMs are VIP gated for resource reasons, and I'm fairly sure that's why vanity pets are 1 at a time as well. -
I had a similar idea, but you would just slot any existing Incarnate ability into Omega to get the Omega version of it. So, you could have an Omega Judgement ability that is better in every way in addition to your normal Judgement, and fire them off back to back. Or you could get an Omega Alpha slot ability in addition to whatever Alpha you already have, and so on. Less ridiculously overpowered in my eyes, at least.
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I believe he mentioned they're all toggle powers as well.
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I run on a smallish laptop (14" screen), so I usually go default, turn the global window scale down to 90ish%, and add a 4th tray above the 3 standard ones for my travel temps, and float the pets window up next to the target selector when applicable. Gets a little crowded, but I rarely ever go nuts with UI customization.
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Since they can't take my money during that time, does that give me an excuse to yell "shut up"?
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Quote:Ayup. I came here with the intention of writing something along those lines, but you managed to beat me to it.Just saying: there would not be a controversy here if not for the following facts:
- Staff Fighting was opened on the beta earlier than Beast Mastery.
- Staff Fighting was acknowledged by the majority of testers on the VIP beta as being clearly ready for release outside of minor FX issues as early as the end of January, as evidenced by testing data across all level ranges on the VIP beta servers, including Incarnate content. There were complaints about the set's sound effects, which were addressed, and there was an animation bug involving Assassin Strike on Staff Stalkers, which was addressed.
- Beast Mastery, in contrast, was widely acknowledged to be underperforming by a substantial percentage of the testers who were actually skillful Mastermind players and who were not too busy squeeing over the pets' appearance to actually pay attention to the numbers. Chief among the set's acknowledged issues were the fact that none of the six pets in the set have gapless attack chains (in fact, all six have large gaps), and the fact that there was an observed correlation between Beast Mastery's introduction to the beta servers and a sudden significant degradation in pet AI performance which affected all Mastermind primaries.
- The fact that the introduction of Beast Mastery to the VIP beta servers exposed a bug causing pets - Mastermind pets, Lore pets, Controller pets, any kind of pets - to uncontrollably charge mission and/or trial bosses while ignoring mastermind pet commands, including stay/heel, (most noticeable in various phases of the Underground trial, and also with Marauder at Lambda Sector, but it manifests in non-Incarnate content as well) should have been an absolute show-stopper to the set's release; there is no universe I am aware of in which an update that fundamentally breaks the functionality of one archetype and significantly inhibits the damage-dealing functionality of two other archetypes should have been considered acceptable.
- Nonetheless, Beast Mastery was released to the live servers without addressing any of its problems, in the midst of a continuous wave (which is still ongoing) of new Paragon Market items obsessively using the four-legged animation rig first introduced by the German Shepherd vanity pet. As of right now, April 3, 2012, all of the above mentioned issues, which were identified on the VIP beta in February, are still present on the live servers.
- We are then told that the timing of the release of Beast Mastery - which should not have been pushed live in this state - is the primary reason that Staff Fighting has not been released to the live servers, because "if we release too many Powersets too quickly, it could be seen as a grab at your Paragon Points, and subsequently, your money." However, either the development team apparently does not consider a black wolf vanity pet that is documented to require, on average, the purchase of over one hundred dollars in Super Packs to be a grab at our Paragon Points, or that excuse is patently devoid of truth.
Though, in addendum:
Quality really feels like it's taken a turn to the wayside as of late in exchange for more content. Quantity over quality, if you could. The old, "fast, cheap, well made - pick two" argument. I understand there are deadlines to meet and salaries to pay and all that, but I'd prefer if it could be done while assuring the releases receive not only ample testing time (which they do), but have the feedback that results from that testing actually taken into account. If something's not ready for release, don't put it out. Conversely, if something is ready for release, don't hesitate to release that in place of something that clearly needs more time just because your marketing schedule says otherwise. Nobody's going to sit around and think, "you know what, Paragon's been giving me a ton of fun and unique content at a regular pace, they're totally trying to steal all my money," if you put out sets too close to eachother. "But," you argue, "they'll get burned out and bored with the things if we give them too much at once!" To which I reply, "4 legged rig," and gently gesture my hand towards the defunct pile of concepts, notably among them - PvP, bases, base raids, gladiators, arenas, power pool customization, ancillary pool customization, epic archetype power customization, respec trials, hazard zones, standalone villain content, mayhem missions, safeguard missions, et cetera, et cetera. I don't understand this "fixing and revamping old content is bad" mentality that exists now, and most likely never will. I suppose I'll go look over to the people dancing around as coyotes throwing frisbees at eachother in this new incarnate trial for answers, though.