Adeon Hawkwood

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  1. Quote:
    Originally Posted by PennyPA View Post
    And you're neglecting another group like me that can buff but are not pigeon holed into buff bots either.
    Buff Bot was a poor word choice on my part since the term has so many negative connotations.

    However, I believe that the term is actually accurate to the play style imposed by those powers. To get full use from the shields I have to, every four minutes, do the following actions:
    1. Select team mate
    2. Cast first shield
    3. Cast second shield
    4. GOTO 1

    This is something that would be trivial for a bot program to do (obviously actually making one to do it would be a violation of the EULA) so during that portion of the game I am effectively doing the work of a bot. How is that engaging gameplay?

    With every other non-toggle/pet power in the game there are critical choices to be made regarding when to use the power and who to use it on. To me this is what constitutes engaging gameplay, having to make decisions about how to use the power. The short recharge buffs fail that test. There might, under certain circumstances, be a decision to not use the powers at all but for the most part endurance and casting time are readily available enough that the core gameplay for those powers comes down to: maintain them on all teammates.

    Quote:
    If a happy middle position could be found that doesn't lead to nerfing buffs or increase rech/end/etc., then it should be explored. Based on the dev's history for game balance, I don't see them just making AOE buffs out the single target ones as an option.
    This is one of the things that bugs me whenever this topic comes up. People seem to take it for granted that changing the buffs to AoE would require a nerf to end/recharge/something and I just do not buy it. The only one I see that would need nerfing in that situation is Speed Boost but that's only because I think that the current version of Speed Boost should be nerfed anyway (which is a completely different and even more controversial topic).

    Suppose you took the current powers (lets say for Force Field) and changed it from a single target buff to an AoE team buff that doesn't affect the caster (yes, I said team, more on this later) without changing anything else. Would it break the game? From the point of view of your teammates nothing changes, they still have the shields up with the same power level and need to come back to you every 4 minutes to refresh them. From your point if view what changes is that you now spend 4.14 seconds and 15.6 endurance every 4 minutes refreshing the shields instead of 28.98 seconds and 109.2 endurance. Yes, it does seem like a significant amount but can you really tell me, with a straight face that the game is so tightly balanced that this change to, essentially, activation time and endurance cost of a power you cast every four minutes will really break the balance?

    Similarly for recharge there is no benefit to casting the power multiple times on the same character, it just refreshes the duration. Since you can't effectively cast the power more than once every four minutes anyway does it matter if the power recharges quickly?

    To me the balance objective of these powers should be:
    If you are teamed with a person who has the power and are located in the same general area as them you should get the benefit, if you leave the team or move to far away from the power owner for to long the benefit expires.

    The current powers meet that objective and changing them to a team based non-caster affecting AoE would not change the balance with regards to that objective. Now, this is costing the powers some flexibility in a league based environment but I do not think that is necessarily a bad thing. There is a line drawn between team buffs and league buffs and adding these to the team buff side encourages more care with how different characters are distributed through the league (i.e. don't but all of your bubblers on the same team).

    Now there are two specific types of other buff to consider: Mez Protection Buffs and Speed Boost

    Mez protection buffs I think are ok as is. The design intent for them seems to be reactive use to break a mez on an ally and they seem well balanced for that. Changing them to AoE would probably not be to bad (especially considering the existence of Clarion) but it is probably not needed.

    Speed Boost is a special case. I suspect the design intent was to use it re-actively to help a friend who got hit by a heavy debuff but the problem is it is way to good for what it does. Personally I'd do the following:
    1. Make it a non-caster AoE and increase duration to 4 minutes (for the reasons discussed above)
    2. Remove the movement increase (I like the movement boost but it causes problems for a lot of people)
    3. Decrease the recharge bonus to +25%

    I'd honestly advocate doing number 3 even if the first 2 items were not done. I really feel that Speed Boost is to good for it's recharge/duration ratio.
  2. Quote:
    Originally Posted by Memphis_Bill View Post
    ... Hmm. I was going by PWiki when looking at those values. That would be helpful info to have. Have the precise name that it gives? PW just gives "Ranged defense." (Or it could be added as a note after the description.)

    Unless I'm missing something obvious. Also possible. I'm still at work, after all, and that's never healthy for thinking.
    Paragon Wiki has a detailed explanation for how defense set bonuses work with regard to the rule of fives on this page:
    http://wiki.cohtitan.com/wiki/Invent...efense_Bonuses
  3. Quote:
    Originally Posted by Memphis_Bill View Post
    No, that's his position. I'm pointing out that's not the only one, and that the change would be *detrimental* to those who enjoy playing them currently.

    Personally, I think we'd see a net *loss* of buffers.
    I'm not sure I agree with that. You're assuming that the number of players who enjoy the current buffing outweighs the number who like support characters but can't stand the current buffing mechanics. Personally I play debuffers because I find the buffing mechanics in this game to be awful. If the buffing mechanics were more reasonable (to me) I'd probably have a 50/50 split between buffers and debuffers.
  4. Quote:
    Originally Posted by Memphis_Bill View Post
    You assume. Some people don't want to roll defenders/corruptors because they're "squishy" and not generally high damage. Some people don't like playing any sort of support. Some people prefer the generally more forgiving Brute/Scrapper (IE, high HP, higher defense/resistance, mez protection, higher damage) playstyle. Making these buffs PBAOE isn't going to make a whit of difference to them - and will annoy some of us that DO enjoy them currently, to where current defenders/corrupttors/controllers (who do, after all, have a buff/debuff secondary) don't get played. You'd be working *against* your assumed end.
    Just as a side point, you are neglecting the group of players who enjoy playing squishy support characters but do not want to play buff bots.

    I love support characters (out of 10 characters half have buff/debuff sets, 2 defenders, a corruptor, a mastermind and a controller) but I cannot stand sets that require me to manually rebuff the entire team every 4 minutes. A move away from single target buffs would make it possible for me to the five buff/debuff sets I currently refuse to play (Thermal, Sonic, Cold, Force Field and Kinetics). I would love to have a Fire/Thermal Corruptor (or Defender if the devs ever get around to actually porting it) for concept reasons but I cannot stand the set.

    Not everyone who plays support likes the same playstyle that you do.
  5. Quote:
    Originally Posted by Techbot Alpha View Post
    Excuse me? Have you tried taking a Bots/Traps IO'd to the gills through Lambda recently?
    Yes I have and even before I got my level shifts it wasn't that bad. Between careful inspiration usage and a lot of pet resummoning I was able to give what I consider a fair accounting of myself. I'm sorry that you found it rough going but please do not assume that everyone else had the same problem.
  6. Quote:
    Originally Posted by StratoNexus View Post
    While that is true, I expect this will get moved live as is. I would push it live if it were my call.
    Me to. I think fixing the overpowered rain powers even at the cost of almost making interface no longer work with them needs to go live ASAP.
  7. Quote:
    Originally Posted by StratoNexus View Post
    Heh. I actually converted several Notices to shards so I could convert those shards to threads. Figure I did 8 and averaged 5 shards, that means I lost out on 280 threads plus whatever inf I used in the conversion. Oh the pain.
    Me to, I have buyers remorse .
  8. Quote:
    Originally Posted by Dispari View Post
    Not entirely true. In beta there was a different bug, where enemies were hitting themselves and thus generating gray numbers that weren't attributed to you, and stealing inf/XP rewards. When they fixed that, they introduced "not working with pets at all," which actually was present for a couple weeks in beta. I know because I tested it every patch and reported it numerous times.
    Ah ok, I was only aware of the "not working with pets" portion of the Beta.
  9. Quote:
    Originally Posted by Robo_Knight View Post
    So that means Interface won't be as affective? IE, a Tier 4 Diamagnetic won't go off all the time if it's at 100%?

    If it's not, then I don't get it... -_-;
    Interface will not be as effective in some powers, specifically auras and pseudo-pet powers that work as auras. In regular click powers it will function exactly as it currently does on live. Eventually the devs will (hopefully) implement another patch to slightly improve how Interface works in pseudo-pet powers to make them function as intended (proc on all targets once every 10 seconds).
  10. Quote:
    Originally Posted by Noyjitat View Post
    And you guys beta tested this crap for months and months its now been live for about a month and it just now occurred to you that it was a bug. Sorry but I don't buy that. I think you figured people wouldn't use it as much as the other powers and when it became a flavor of the month you decided to nerf it.
    Actually the bug wasn't there in Beta. When the content originally went live Interface did not work in pet powers at all. They fixed that but unfortunately missed the bug that it wasn't obeying the 10 second rule in patches/auras. This patch fixes that bug but unfortunately introduces a new bug.

    So to summarize:
    Initial Release: Interface does not work with Pets at all
    1st Patch: Interface works properly with regular pet attacks but is overpowered with Auras and aura-like pseudo-pets (no 10 second rule)
    2nd patch (on test): Interface works properly with regular pet attacks and aura powers but is underpowered with aura-like pseudo-pets (only affects one target)

    Hopefully in the future we will see a 3rd patch that fixes the 1 target problem with aura-like pseudo-pets.

    Yes, it's not perfect. Ideally all three of these patches would have occurred before the trials went live however in the current situation I think the devs have done a reasonable job. Fixing Interface to work with Pets was clearly a high-priority requirement (since MMs got almost no benefit from it). Now ideally this second patch should change all powers to work as intended however given the choice between leaving them overpowered and over-nerfing them now with the intent to fix it later I agree with the devs that over-nerfing now is the better choice.

    The current bug is a MAJOR power shift and the longer it's left in place the more it'll become accepted as WAI (we've already seen people respeccing or rerolling to take advantage of it). The over-nerf here is rather annoying but since it brings those powers closer to the desired power level than the current bug I think it's the best option.

    Although I would like to see the fix to the fix to the fix implemented soon.
  11. Adeon Hawkwood

    Run-In Bug Fix

    Quote:
    Originally Posted by Scene_EU View Post
    and don't forget it also effects other pet summoners too not just MMs
    Yean, my Gun Drone likes to try and attack enemies by bouncing up and down on their head.

    Quote:
    oh and the Devs from every MMO I've played hate the pet classes they created - pet AI is just not Dev friendly
    And yet MMOs keep making pet classes .
  12. I'm fine with the NotW conversion. The ability to get two common components from the WST is very nice from my point of view (especially considering the shard break down was 1-1.5).
  13. Adeon Hawkwood

    Scrapper Envy?

    Quote:
    Originally Posted by Carnifax_NA View Post
    Poor Spider. He doesn't deserve to be called that.
    Well, that was an unfortunate typo *cough* I mean I have absolutely no idea what you are talking about .
  14. Quote:
    Originally Posted by Traegus View Post
    the rest, i love the idea of the flying carpet, flying tech discs, and......well...... ok I don't like the broom, but i wouldn't begrudge it to anyone else. i think these would be relatively easy to pull off as a simple fly emote, as opposed to a variant of the power. we could push for some love in the emote department in specific regards to travel powers, like the fly emotes we got a couple years ago.
    The primary issue with this sort of thing is how to handle them in combat. There are two practical options (plus the impractical option of reanimating every power in the game). First is to do (as you suggested) the "emote" route and have them simply vanish in combat. The second would be to take the walk route and have most of your powers disabled when using it.
  15. Quote:
    Originally Posted by Cheetatron View Post
    then let that be enough of an inf sink, 100 mil is an absurd price to pay for a rare on top of a bunch of uncommons
    The problem with the AH as an Inf sink is that it's a scalable inf sink. It serves to place a finite cap on the value of Inf since a single "new" inf can only purchase 10 inf worth of goods before being sucked out of the system but it doesn't really serve to reign in player earnings.

    We've seen a lot of variation in item pricing due to shifts in player activities (the AE farming craze being the best example) and the problem is that with the market fees being the only major inf sink market prices tend to be heavily linked to the earning rates of players. As people earn more prices go up. Having additional inf sinks acts as a dampener for that, earning rates go up but more people use the other sinks which helps keep market prices more stable.

    I don't feel particularly strongly one way or the other about this specific inf sink (I don't use it but I don't object to it) but I think having a high-end inf sink is useful for the game.
  16. Adeon Hawkwood

    Power Duos

    Quote:
    Originally Posted by Vysires View Post
    Other pairs I had thought about were Empathy and traps, as some have said. An Empathy pair doesn't get really great til 32, but gets good at 12 with fort. Once you get to 32 though, you can use AB on each other, Getting a huge boost to regen, recovery and recharge. I expect with some IOs + AB itself, you shouldn't have much trouble keeping it perm on each other.
    What you really need here is Hasten. Taking that and AB and slotting them both for recharge will be almost enough on it's own to perma both powers and be able to constantly alternate auras. You need about 10% in other recharge bonuses to make it truly perma.
  17. Adeon Hawkwood

    Scrapper Envy?

    My current incarnates are:
    AR/Dev Blaster (actually brings quite a bit of control to the fight due to having an Epic AoE Immobilize plus Caltrops)
    Traps/AR Defender
    Bots/Traps MM (also has an AoE immobilize)

    I'm also thinking of incarnating my Crab Spider when he reaches level 50.
  18. Adeon Hawkwood

    Power Duos

    I haven't seen any real in-depth discussion but there are a lot of good combos out there depending on what you want.

    Matching character can work extremely well for some sets. A lot of the buff/debuff sets are insanely good if you have two people with the same set coordinating (Traps and Empathy are both excellent examples of this). Similarly taking a solid all-round character like a Scrapper or Brute and adding a second one is always an excellent option.

    Different pairings are also fun, for example a Blaster paired with an Empath becomes an invincible killing machine with Fortitude, Adrenalin Boost and Clear Mind. Alternatively pairing two different buff/debuff sets can work well (a Trapper paired with a Kin seems like it would have good synergy). The melee and ranged pairing can also work well, especially if the ranged character can provide some support to the melee (a Brute and Corruptor pairing for example).
  19. Quote:
    Originally Posted by VoodooGirl View Post
    From what I understand of the graph that was posted - that's revenue of new sales (i.e. new accounts or booster pack purchases) and not of continuing subscriptions. OP, correct me if I'm wrong.
    This was mentioned earlier in the thread, it is total income (which includes subscriptions).
  20. Quote:
    Originally Posted by Magentrix View Post
    Anyone suggesting you run Incarnate Trials to get your initial Alpha slot is giving you terrible advice. Without the level shift you get from Tier 3 Alpha, you're highly likely to simply be useless in the Incarnate Trial content.
    It's no worse than running the Apex/Tin Mage TFs before T3 alphas were released. A good player can participate just fine in the trials with no Incarnate abilities at all. Sure, you're going to be less powerful than someone with a level shift but you are not useless. Also, from what I've heard the initial betas for these trials were done with no incarnate abilities at all so it's clearly doable.
  21. Quote:
    Originally Posted by Ohrmrus View Post
    Does the universal Recharge Rate buff from the Spiritual enhancement in the Alpha Slot affect Mastermind henchmen (or maybe just the recharge of the summon power)? I know typically the summon powers do not accept them but this eliminates an entire option of Alpha slot for MM's if it doesn't apply...
    The pet powers get no benefit form the Recharge portion of Spiritual. Pets themselves do not benefit from any recharge bonuses (for AI reasons) and since the pet powers cannot take generic recharge the Alpha does not benefit them either.

    That doesn't make spiritual useless, most MMs have at least some long recharge powers in their secondary that will benefit from it.

    Quote:
    Along the same line, do the Interface slot procs go off from henchmen attacks?
    Yes they do.
  22. Quote:
    Originally Posted by reiella View Post
    Personally, I'd tend to suggest using the Weekly for the Rares and V.Rares, and just building everything else with Threads, they'll drop more often for ya in I. Trials.
    This is pretty much my advice as well. Start running the trials to build an uncommon (and get a head start on iXP for the other slots) then switch to running the WST and a few other TFs to get the Notice/Components/Shards needed for the rare and very rare.

    If you're part of a really good speed running team you might find the TFs faster but if you're pugging the trials will almost certainly be faster for the uncommon. For the rare/very rare the guaranteed WST drop is probably better though (and for Villains don't forget the bonus one from the first time you do Mortimer Kal SF).
  23. Quote:
    Originally Posted by Arbiter_Shade View Post
    What I take from the graph is that, as others have said, GR was not as big as it was spouted as. I completely agree with this assessment as I was one of the people who quit after GR came out and came back for completely unrelated reasons, I would say DESPITE GR. Hell I have still yet to move a character all the way through Praetoria because I find it that bad, I still roll up in Mercy/Atlas.
    I would tend to agree with that. Personally I took a break when GR was released in part due to the pushback of the Incarnate System.
  24. Adeon Hawkwood

    new def softcap

    Quote:
    Originally Posted by Kosmos View Post
    I think pets summoned by critters generally get an effective +25% ToHit. Malta auto-turrets certainly do. Critters that aren't pets - such as those Rikti Comm Off summon - don't get this, just pet class critters summoned by other critters.
    It varies a bit, all of the ones that match a pet from a player set (primarily Malta Gun Drones and Carny Phantasm and Dark Servant) are definitely 75% though.
  25. Quote:
    Originally Posted by Scarab_NA View Post
    you are suggesting that I go on test, find a mob who has no psi defense but high fire defense (Marauder and CoT Behemoths maybe?), and fire mental blast 1000 times at it with a proc slotted and 1000 times without a proc slotted? then you want me to extrapolate a relative defense/to-hit value based upon the results. you'd probably also want me to re-run the same test at least five times to make sure I could rule out the RNG and human error in marking the results
    I think we was actually suggesting doing that and using the combat log to check your to hit chance.