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That didn't work out, so the devs say he is the "ranged damage" dealer class. But unlike Scrappers, Blasters have received almost no changes since this role was announced, and neither of those changes directly improved blaster performance in that role. Further, the secondaries (or at least most of them) have been acknowledged as lackluster without being fixed.
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This sums thing up very nicely in my opinion. I believe that the developers actually think that blasters do serve their role as ranged damage dealers and haven't twigged on the fact that they don't in game play. -
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My take on the power is that any secondary effect such as mezzes, endurance drains, debuffs, those are debuffed. In adition healing ability is debuffed, and defensive buffs such as regen buffs are reduced. The regen buffs being reduced I am guessing based on how badly I was able to hit a regen scrapper's defensive set with envenom and weaken. First cutting his buffs in half, then actualy debuffing his regen rate, in adition to taking a huge wack outa his self heals. As long as I stayed outa the broadsword's reach he couldn't win.
I rather doubt damage resistance and +defense powers are hit by weaken. That's what Envenom is for.
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Did you look at Castle's responses? -
I want to thank everyone who has offered to help me test this power, just wanted to let everyone know that I don't normaly have much time to test powers until the start of the week or late in the evenings on the weekends Central Time. Just the way school and work keep me busy. Spring Break is comeing up though so I hope to be putting in some more hours testing. If I7 doesn't get released that is on a weekend. *looks at the developers with narrowed eyes*
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Boost power affects the endurance drain of transference and transfusion already, but it doesn't affect the amount healed back.
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Last time I tested Transference Power Build-up did not have an effect on the amount transference drained. I was hoping to use it in PvP but it didn't work out that way. -
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Weaken should not apply to any pseudo-pet powers until the i7 changes. If it applies to any now, there's something funky going on with the mechanics of either the pet power or weaken.
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I know it shouldn't work, but hey, it should have debuffed reconstruction but couldn't due to how the power worked. In all honesty, I don't think it will debuff Transferrence or for that matter transfusion. I'll test both anyway just so they get added to the list of things that should get fixed if possible when it comes to the MM secondary sets.
I would love to say that I am doing this out of the goodness of my heart but *looks at his level 34 Ninja/Poison MM* I am really doing this for totally selfish reasons. I want all my powers to work right when I PvP. -
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Something else that is kind of funny is that this post had next to no views until Castle posted here. Suddenly, everyone is interested in Poison
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Normally, I avoid the MM forum like the plague : ).
Anyway, if you want to test out Transference and Weaken, I've got a 22ish /poison Mastermind available on both test and Champion (do you still have your kineticist?), send me a global tell whenever you're available to look at it. And we can test /regen's other powers while we're at it, if need be.
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I can grab Zen Adjudicator any time you are on and we can test it out lickity split if you are on Champion. -
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the debuffs both stack in PvE so i dont know why they wouldn't in pvp
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Neither stacks with themselves. As in, weaken does not stack with weaken cast from the same user. It used to be that all debuffs stacked and it was only certain buffs that would not stack from the same target. Along the way that vision changed. Sorry if I did not make myself completely clear, it was a bit fuzzy. -
Something else that is kind of funny is that this post had next to no views until Castle posted here. Suddenly, everyone is interested in Poison
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Maybe because its like an always on power that overcomes everything else such as your natural base regeneration rate. With Regens that base HP regen rate is increased by the power Reconstruction. That boost is ALWAYS ON meaning its now a part of the base regeneration rate of that Scrapper.
Dull Pain is temp boost can be debuffed or lessened since that effect is just a momentary boosting which wears off. Its like a spike to HP which can be interrupted or lessened by a debuff like posion's weaken.
I'm thinking to have it effect the power of the base healing rate of a Scrapper with reconstruction would possibly make poison overpowered. I think it's a matter of playing with the base regeneration rates that probably the devs don't wanna tangle with, cause it opens up a can of worms.
Of course this is my layman's guess.
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Reconstruction is a click self-heal with a secondary effect of toxic damage resistance. Fast Healing is an auto power that increases the hit point regeneration rate. I think you have the two confused.
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I still haven't tested this power against healing regeneration. Also, I am curious if it will work on powers like Transferrence which use a spawn to provide the endurance buff. I know that currently Power Build-up doesn't effect Transferrence so I have a feeling Weaken doesn't either.
The more and more that I play with debuff sets the more issues I see between them and straight buff sets. I like debuff sets too, it just seems that mechanics tend to go against them more than for them currently.
Debuffs not being allowed to stack is also an issue as well. -
Good question, I haven't tested against any Ninjitsu stalkers. I don't think I know of any well enough to ask them to test it with me although it would only take a second.
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Unfortunately for Poison types, Reconstruction HAS to work this way. Sorry folks, it won't be changing.
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Yay! I can't wait for my next match with a certain Regen scrapper.
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IT's a good power. IT's just single target.
The rest of the set is pretty lackluster tho.
Poison would actually be a good utility set in PVP if MMs had any survivability whatsoever.
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We know it is a good power. I just want to make sure it is actually working. Sue me. -
I have to test how well it works on Fly buffs. I have fought melee users in the Arena and the debuff did not appear to do anything to them so I think more testing is warrented.
It could just be the same issue that every non-accuracy related debuff power has. Enhancements are enhanceing the base power not affected by the debuff which is then added to the debuffed base number for the power. This makes -dmg, and various other debuffs pointless in PvP at times unless they have rediculous debuff values. Weaken doesn't have any rediculous debuff values.
This power should get around defense debuff resistance however. I will have to test that as well. -
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Weaken reduces all the same effects that Power Boost increases, and Damage.
Namely:
All Damage Types, except 'Special' damage
ToHit and To Hit Buffs
Disorient, Hold, Immobilize, Sleep, Confuse, Terrorize, Knockback, Knockup and Repel
Run Speed and Flight Speed buffs
All Defense types
Heals
Endurance Buffs (like Stamina)
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That will cut down my testing alot. Thanks for the reply Castle. -
I just want to keep you guys updated. I know so many of you worry about the poison secondary as much as me (cricket, cricket) well, maybe not. In any case, I PMed Cuppa who informed me that the issue is not in the Bug Database and that Castle would indeed be my best bet in getting some attention to the bugs.
PMed Castle this night. -
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While we're discussing PBAE options, another one would be "hole in the middle" where the PBAE has an outer radius of, say 50', but an inner radius of 20'. The effects would occur in the ring between 20' and 50'.
Two ways to leverage this would be "hole in the middle" attacks that had a high amount of damage, but damaged both friend and foe, or placeable "hole in the middle" summons that could serve as fortified positions (causing large amounts of autoheal damage while MOBs move through them, causing status effects like disorient, slow, or sleep, causing -PER to protect your retreat.)
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Or when you knock a mob back through the wall? Knockback for the win! -
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Thanks, folks!
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Pff! I liked some of those 3-D Castle ones. Those were sweet. This makes you look liek a dork.
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I do math for a living. I think I qualify...
And, yeah, I liked 'em to, but this was closest to what was kicking around in the back of my head...and it's 56k modem friendly.
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Your name is apt for all the flack you take from us players. I haven't PMed Statesman in weeks due to you. -
Sort of like an AoE DoT that you can turn off if you find the agro to dangerous. I like it.
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The lighting field cast on a enemy and hits his near by buddies. This would also to me apply to the slow toggle in the ice secondary and i think its combustion in fire that both effect enemies only when they get near the player. I think it could add alot to these two secondaries to have that changed.
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Forget lightning field. Added damage is nice but imagine if you could drop Hot feet down in an area instead of having it PbAoE around you. Now, that would be a good reason to take the Fire Secondary and a nice pay-off for a level 38 power.
Look at Frozen Aura. Bam, targetable ranged AoE sleep. Suddenly the power is actually usefull to the majority of blasters and not just to the select few who work around it's draw backs. -
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I like a number of the ideas you present. Many simply won't happen, for a variety of reasons, but some are quite doable. When I get out of my current mountain of work, I'll re-read this and try and implement some of it.
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You know, if you keep responding to reasonable posts with little to no amount of flaming I may have to stop ranting. Think about where you'll be then without my rants.
(thinks about continueing the trend of good cop bad cop with Pilcrow continueing to play the good cop)
On a different note, it would be interesting to know what Ideas you thought were interesting Castle. You don't have to say why you didn't like some of the others but it would be interesting to know which ideas got a nod even if we don't know why.
If nothing else it will give us more food for thought. -
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I think States really really really needs to listen to us about Defiance and it's questionable usability.
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*looks over at the new one shot code*
It will be fixed after they see how the new code works with Defiance. If anything, it will be nerfed. Seriously. -
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I am putting the requirements for Contacts - and their location - in the Prima Guide...
but here was our intent with these Contacts - reward Exploration. Reward people who poke around to find new things. Now, the down side is that once found, these Contacts don't inform the player about what it takes to unlock them.
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I would like to let you know of another slightly small problem Statesman. I just found out that one of my Contacts Jaeger is indeed an unlockable contant.
I have no idea how I unlocked him. None. If I want to do his missions in the future I have no clue how to get this contact. I think that indicates that there is a problem with the current implimentation of unlockable contacts. Even after having apparently explored enough to find this contact, I may not be able to do it again in the future, thus I have learned nothing about this unlockable contact.
There is another contact on a Bridge in Nerva that says that I must be trusted by the figure in the shadows before he will give me missions. Well, I am completely trusted (bar all the way to the right and filled in) by the Shadowy figure yet I cannot get this contact. Is the contact bugged? I don't know but I explored that contact till he wouldn't give me any missions just so I could get this contact on the bridge only to find now later that I still can't get him as a contact and I have no new info to go on.
That is just a little annoying. -
Oh, and after reading V for Vendetta the comic, I have a much greater appreciation of the Wachowski brothers latest endevor.
The prisoner in room number 5 expanded my mind.