Another_Fan

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  1. Quote:
    Originally Posted by Smiling_Joe View Post
    Pardon my ignorance.... but you're running around at how much fury?

    'Cause I thought the bar thingie filled up at 100%
    Some people really do give 110%
  2. Quote:
    Originally Posted by Werner View Post
    So you don't think you can even make a reasonable guess as to which of these alternatives is most likely representative of normal inspiration use?
    1. No inspiration use
    2. Some use of dropped inspirations as appropriate to the situation
    3. Farming kora fruit and mailing inspirations to your no to low defense toons to stack purples as required to soft cap
    Or as seems more likely to me, you DO have a guess, but your point is that since we don't know for certain which is normal, that... well, to ignore inspirations is to assume #1, which we don't know for certain, so that's out. So how are we treating inspiration use? Or are you saying that there's simply no point to debate, because only the devs have the information necessary to make any reasonable comparison? In which case, this is just an agree to disagree situation. Have a nice day and all that.
    I can but you probably won't like the guesses. Most insp use I have seen in this game is combining them to make awakens after defeat, after that its greens and blues as Oh Sh** buttons.

    Anyway the above is distracting, because in your example keeping the luck insps around is not compared to the value of having other inspirations around.
  3. Quote:
    Originally Posted by Peacemoon View Post
    You know you can make a point without posting such insults. I'm sure you know as well as I do that there are some truly great arcs out there which people have put a lot of effort into and are indeed very well written.
    Pot meet kettle ?

    Quote:
    Originally Posted by Peacemoon View Post
    I was wondering the same ^^

    Troll?

    Quote:
    Originally Posted by EvilGeko View Post
    Let's say you're right, and you very well may be. Other than the satisfaction of being right and making the fanbois and fangurls look silly (which is rather entertaining I'll admit), this doesn't accomplish much.

    If GoRo doesn't pave the way back to glory for City of Heroes, then NCSoft will have some decisions to make. They can put the game into maintenance mode, which sucks. They can shut it down if it gets back enough, that would suck more. They can continue to support it until CoH2 is done, that would be OK, but it will probably be back to the 15 dev days (which wasn't so bad actually).

    Personally, I choose not to dwell on those things. If the game fails, I've had a good run. If it returns to glory, then that's wonderful and we'll have much to look forward too. Again, it doesn't really matter either way.
    There really is no fun in making fanbois look silly. They were there first and usually do a much better job than anyone else can. I mean look in this thread you have people posting pictures of one days load to say "LOOK WE HAVE POPULATION THERE ARE NO PROBLEMS". You can't mock that more than it mocks itself.

    As to the rest I'd really rather not see city of heroes go. It has a few features that I really enjoy, excellent movement , the world as a three space that really works for me, no invisible walls that make no sense and destroy any sense of immersion you might have had. It's more than a little annoying to see the game perpetually amplify its weaknesses and play down its strengths. Some of that seems to stem from fitting the game play to the analysis tools they have handy.
  4. Quote:
    Originally Posted by Slashman View Post
    A word of warning: Even if you are 100% correct in whatever you are trying to prove(and I'm not saying you are), this kind of thing is going to get you good and flayed around here.
    Quote:
    Originally Posted by Schismatrix View Post
    Eh, it's not like you and O_I actually care if the game succeeds or fails, you just want attention and to piss people off. Of course if you stay around long enough the game will eventually be shut down, and then you can boast how you were right all along even if it happens six years from now.

    Long extension of more of the same
    Prophetic Slashman.

    And Schismatrix I have made suggestions and pointed out actions by the Developers which do drive players away. Unfortunately the cult of the developers is heavily entrenched here and when anyone points out that no doing X is really not a great Idea, the response is doom, so what if they go away, the game is fine, etc etc.

    And geez if somebody pointing out that there is feces on the sidewalk is enough to antagonize and send them into a tizzy they need to get away from the game and get to a therapist.
  5. Quote:
    Originally Posted by Samuel_Tow View Post
    Lemme' ask a quick question - what are we trying to prove here?

    We ?

    I was pointing out that some people have an incredible ability to ignore the elephant in the room. Whats more they think if they talk about how great the furniture is no one else will notice.

    Other people who have long ranted on how population decline isn't happening and the people that complain about it aren't doing things right seem to be offended by reality.
  6. 2nd quarter 2009 6,673,000 6% Ncsoft revenue
    2nd quarter 2010 3,491,000 2% Ncsoft revenue

    Spin the numbers however you want, it says much that no one even bothered to acknowledged that they are there

    And just for the people going wow its a 6 year old game take a look at the numbers for lineage 1 a 12 year old game
  7. Quote:
    Originally Posted by Werner View Post
    Look, I admit that inspiration use is a slippery slope. But that doesn't mean that inspiration use is irrelevant to a balance discussion or to the capabilities of a set in normal use. Normal use of inspirations is relevant to a discussion of the set in normal use. Does that not make sense?
    I have very little idea what the setpoint of normal is. I have been on teams where mine has been the only buffbar showing insps and the dead people have full insp trays. In beta there were people that thought it laughable that I could keep my brute near the damage cap solo, turns out they hadn't integrated the concept of using macros to make insps into their play.
  8. Quote:
    Originally Posted by Gaidin View Post
    I did read what you said. I didn't go into any sort of detail based upon how you've responded to Umbral's posts, because you ignore some data points in order for your own to hold water. As an example, your prior post's argument started with throwing out the fact that Blasters have more AoEs. So, a balance discussion should not include all relevant information? This alone solidifies my decision to not argue with you, because it will only frustrate me.
    Umbral has simply stated his position as fact without justifying it. He then goes on to use assumptions that further justify his position. Just looking at his setpoint he is working with a fully saturated AAO all the time. My position is that shield defense has a tremendous ability to benefit from large amounts of inf spent on it that sr doesn't match


    Quote:
    As to my reference to teaming and pulling, I was just listing examples of how a Blaster's AoEs are indeed both usable and should not be discounted when compared with ST damage.
    AOE for a blaster is outstanding as long as no bosses are involved. I suspect the difficulty that some ATs had hanging in the fight was why the no bosses option was included in the difficulty settings.


    Quote:
    Hazard zones and x4 mission settings pretty much comprise the solo-leveling method for my blasters and the AoEs make it both a survivable experience as well as good XP/hour. On the flip side, when I run one of my Scrappers and my wife or friends play Blasters, which happens quite frequently, I run in and get aggro, gather mobs, and the blasters tear them apart quickly while I focus on hard targets/mezzers. Nothing lives very long, and the Blasters are generally quite safe. Either way, I don't see a Blaster's AoEs as being difficult to employ effectively, and I certainly don't see them as worthy of being "factored out".
    This is going to wind up a how you level vs how I level. lets leave it at this what you may consider a good performance, what I consider a good performance, what someone else considers good performance are all different things. I will say that the relative performance of my blasters to scrappers inverts about the time scrappers get mez protection and then dips further about the time endurance issues are resolved on the scrapper. Some sets may enjoy a renaisance but even when they do its only against carefully selected enemies within narrow difficulty ranges
  9. Quote:
    Originally Posted by StratoNexus View Post
    Actually, I find the experience to be very rare. Most people run slower than I want to go and most people do not want a TF to be played by one or two peeps on the team. I want to go fast, but I want to go fast together (mostly, splits happen at that speed, but splits are different than having 6 people wait for 2 people to play). I have no problem with speed runs, but I prefer it when they are whole team speed runs.

    However, I was not telling that story to try to indicate that there is a problem where people are frequently relegating squishies into non-players. I do not think that is happening frequently. People seem quite happy to have blasters and while most teams do not bother to protect them very well, most teams do have a tank of some sort and simply letting them go in first is usually barely enough protection. I was simply demonstrating that I undertsand when you say that blasters have limitations that armored ATs do not have, while I was also stating that those limitations are frequently not a big deal.
    Our impressions of the rate of this happening differ. I see this as the overwhelming majority of task forces I participate on. It is at the point where I don't even note it as being exceptional but the other cases are very memorable.
  10. Quote:
    Originally Posted by StratoNexus View Post

    I was left with two choices. Play "watch other people play" or leave the team. When I asked if they wanted me to get a scrapper or tanker, I wish they would have said yes.
    That is pretty much the way many TFs are going now. STF would have that but ghost widow makes large amounts of melee less desirable.

    Citadel,Manticore, Numina, ITF are all being run in a similar manner and I have seen Master of Khans virtually soloed at high speed by tanks the team being mostly superfluous except for the final encounter.

    Its not a really good situation for the game. I have to think the HVMs are an attempt to devalue speed tfing but that is a little like Ben Tre destroying the game to save it.
  11. Quote:
    Originally Posted by Gaidin View Post
    By your argument, you lead me to believe that you have little to no Blaster experience with either teaming, pulling, fighting spawns in hazard zones, or in x8 missions.

    If you believe that the Blaster AT is generally incapable of utilising their AoEs, which is what you're implying, then you're experiencing an entirely different MMO than I am and no argument I could provide would be sufficient.
    Read what I said. Specifically the blaster paper AOE advantage is undercut by other limitations. I didn't say can't I said they don't get as much out of them. When you start talking about having to pull and team to use them effectively, it only reinforces the point.
  12. Quote:
    Originally Posted by Seraphael View Post
    I agree with your reasoning for the lack of love. The Blaster AT is still popular, though not nearly as popular as it once was. Novices, and die hard fans of the AT primarily play Blasters, more seasoned players tend to move on to greener pastures. A fact that's reflected on the activity on the boards as well.
    So true.
  13. Quote:
    Originally Posted by ClawsandEffect View Post
    Difficult, yes, but doable.

    A fire/fire blaster has soloed an ITF before, so it is clearly possible to solo AVs with one (You have to in order to complete the ITF, no he didn't do it with no deaths, and it took him a long time, but he did it nonetheless)

    On the plus side, a Fire/ blaster will have no problem outdamaging an AVs regen. If a scrapper can kill one, a blaster can as well. Blasters just need to figure out how to survive it.

    That was Kranik and I don't recall if he did it with no deaths and scrapper rules (no temps no insps). I am guessing that the OP is operating under the no temps no insps constraint.
  14. Quote:
    Originally Posted by Gaidin View Post
    Against a SINGLE hard target. Blasters more than compensate for this through their superior AoE capabilities.

    I am amazed that you're still attempting to create a balance issue between entire ATs.
    And blasters never have to fight single hard targets ? I don't want to poke you on this but that is nearly as bad as Umbrals assumption that AAO runs flat out all the time, and there is no other source of plus damage available.

    The superior AOE ability is a bit of a canard. While some blaster sets are superior in number of aoe powers much of that has to be factored out. Most blaster nukes are not particularly viable and have such long recharge times even if you can bypass their problems you couldn't use them often enough. The other nominal advantage of blaster AOE is that its large, well when you are on an at that can pull the enemies into melee range and survive to fire off the AOEs that advantage is considerably reduced. The inability of blasters to lead with AOEs when spawns contain mezzers also detracts from this.
  15. Quote:
    Originally Posted by Umbral View Post
    Except that they're not.

    I'm curious if you actually took my advice or just attempted to and failed miserably. For the assumptions I gave you, those numbers aren't even right. And you didn't even do the adjustment for the improved damage (which increases the value by 25% to compensate for faster kill speed fo SD which was the most important part). Unless you planned on spamming Aid Self ad nauseum (which is what that Aid Self tab assumes), those numbers would be substantially different. Now, comically enough, even with those numbers, I'm still right because you forgot to factor in the fact that Shield is killing things 25% faster. Seriously, with your own assumptions, Shield is second only to Ice and Dark (the values ignore endurance issues so the Dark value isn't really that high). Try again. Maybe you'll actually get it right one of these days.
    When you grow up, you may learn that the person making the assertion has the burden of proving it. You haven't even given anyone a reason to think your assumptions are valid except repeating yourself over and over again
  16. Quote:
    Originally Posted by Werner View Post
    Why do people still think this? How are you building your Shield Defense characters? It has GREAT survivability without heavy IO investment if you build it right. The right powers and a Steadfast Protection get you one small purple from soft cap. Combine that with your faster kill speed and you're mostly immortal at that point in normal play. Everything else is gravy.
    By that logic everything is fantastic all you need is two medium inspirations. Grab a Kora Fruit mission and fill your global mail with them.
  17. Quote:
    Originally Posted by InnerGlow View Post
    I see where you are coming from, but note that they just got one in the last issue. Yes, they do need more as well, but at this point you will see that blasters have been using the same secondaries much longer then MM's have been using the same Primaries.

    Plus, I am willing to assume that building secondaries for blasters would be much easier then a Primary for an MM. My main argument is, if we are relying on power proliferation then why haven't blasters received new secondaries when there are so many options available to them. Not many new animations would be needed as all the ones I mentioned are pretty much already made.
    Blasters got a new primary as well so its a bit of a push. ( I know they got a keeper and blasters are looking for the receipt for theirs)
  18. Quote:
    Originally Posted by Terror1 View Post
    Wasnt there a list in the beta forum that castle posted that said it might get changed to dark oblit?

    Didn't see it but that was a godawful long thread.

    I'm just upset that blasters aren't getting shadowmeld the way were supposed to.
  19. Quote:
    Originally Posted by Santorican View Post
    No kidding, I don't even know what those numbers stand for.

    A perfect example of how Shield Defense blows Super Reflexes off the earth let alone out of the water is just go look at the Pylon result thread. All of the top 5 are all Shield wielding heroes. Coincidence?
    I saw your numbers how many grey rikti monkeys did you have surrounding you when you did that ?

    Until you can global mail packs of grey con enemies to fuel Souldrain and Against all odds that isnt relevant.

    What is more worrisome is that the average to typical numbers in that thread were comparable to average blaster numbers and that is a problem. If the people complaining were serious about balance they would be looking at how to address the giant problems.
  20. Quote:
    Originally Posted by Smersh View Post
    Another Fan, all I see are numbers with no explanation.

    That hardly makes any point at all. As far as I can tell, you made up all those numbers.

    Care to cite your source and, you know, explain what those numbers are supposed to represent?

    Sure if you read umbrals post he directs me to Arcanavilles spreadsheet ranking the armors with various options turned on.


    Those columns is the output sorted by rank relative to invulnerability for 30 seconds and 60 seconds.
  21. Quote:
    Originally Posted by Umbral View Post

    Isn't math just fun? Seriously, shut up now.
    Math is great fun so is reading so just taking your advice.

    Code:
    Electric      0.536089271
    Stalker EA    0.61382016
    SEA I13       0.649051527
    Brute EA      0.699646448
    BEA I13       0.739803977
    Fire          0.798212266
    Regen         0.858523315
    Ninjitsu      0.878804345
    Invuln        1
    Stone         1.01168053
    Shields       1.016568769
    Stalker WP    1.032255155
    DarkArmor     1.068419345
    Willpower     1.114410809
    SR            1.131534744
    Invuln I13    1.15748723
    Ice           1.512579507
    Oh look there's shields solidly below SR

    What was the question here "Is SR obsolete ?" Looking at this guess not.

    Well that's the 30 maybe it does better at 60
    Code:
    Electric      0.505875567
    Stalker EA    0.579225584
    SEA I13       0.635478767
    Brute EA      0.660214749
    BEA I13       0.724333431
    Shields       0.959275497
    Fire          0.97159069
    Invuln        1
    Ninjitsu      1.023577076
    Regen         1.066001912
    SR            1.067762052
    Stone         1.104705324
    Invuln I13    1.15748723
    Stalker WP    1.211813369
    Willpower     1.259076681
    DarkArmor     1.336580575
    Ice           1.512579507
    It seems to be behind fire here.
  22. Quote:
    Originally Posted by Umbral View Post

    First off, by the very merit of their powerset designs, Blasters already have a substantial advantage in damage dealing capacity by simply having more AoE capability. Secondly, Blasters don't need as much survivability because, when on a team, they have range, which allows them to avoid large amounts of untoward damage (from AoEs) that Scrappers have to deal with.
    Maybe blasters just need a big box that pops up when you go to make them saying don't play except on teams.

    Quote:
    Finally, feel free to ask Castle whether he thinks Scrappers are an overpowered AT. I'll be willing to bet virtually anything that he'll say they're not and do you know how I know this? Castle hasn't done anything to Scrappers as an AT in years: that's why. He's tweaked Tankers, Stalkers, Defenders, Blasters, Dominators, and HEATS. And yet, for some reason, he hasn't tweaked Scrappers. Imagine that.
    Would that be the same Castle who said he didn't see AAO as a problem or that big a buff ?

    Quote:
    Either way, your straw man argument here is a complete joke. We're talking about Scrappers (yes, Scrappers) and how increased damage capacity is functionally mitigation (along with an increase in overall effectiveness) so the very fact that SD Scrappers have nominally lower survivability is a farce because they can kill things fast enough to not need the higher survivability that is supposed to be the balanced factor with other sets. If you want to start talking about inter-AT balance, fine, I can talk about that plenty (probably more than you want) but it's not the issue at hand. If you're going to try to argue, at least try to use arguments that actually apply.
    Trades lower survivability for more damage to kill things faster. So apparently Scrappers as an AT trading lower survivability than tanks in order to kill things faster is OK.

    Quote:
    Within the Scrapper AT, SD is overpowered because the cost:benefit isn't in line with what every other powerset.
    I'd love to see the numbers where you actually computed that out, taking equivalent cost builds based on market pricing and comparing their performance across the board. As I said at the beginning SD's greatest power is to absorb inf.
  23. Quote:
    Originally Posted by Umbral View Post
    Because Blasters don't have any substantial existing survivability tools. Shield Defense does. It's not even remotely close to the same thing.
    So applying that logic either scrappers need a big damage nerf or blasters need a big damage buff. After all if you can build a scrapper to the point where it can survive virtually any spawn the game throws at you (The general meaningful limit for survivability) they shouldn't be able to do near blaster levels of damage.

    If there is a problem here its not SD vs SR its that the entire scrapper AT has its balance points to high.
  24. Quote:
    Originally Posted by Umbral View Post
    You don't need as much mitigation when you're killing things in half the time that other ATs are (and have a tool for massive frontloading of damage so that even fewer enemies are present to attack you after your initial assault). +Dam is itself a survival tool because it shortens the time frame that you're actually exposed to damage. That's honestly why SD still has awesome performance in SOs (and why the "lower mitigation" argument is a complete and utter lie).
    Wonder why that logic fails when it comes to blaster survivability.
  25. Quote:
    Originally Posted by Death_Badger View Post
    Many people enjoy many sets however there is nothing currently in the game that can make something as boring as shield can. Do missions with 2+ shield scrappers and good luck being able to actually use any of your powers, you are basically just along for the ride....not fun, kind of like were tanks were pre ED in terms of excitement.
    Shield charge isn't needed for that. There are plenty of scrapper builds that can solo 95% of taskforces and will do so. If you want fun play a squishy on a speed tf with heavily twinked out scrappers. Its either build to ghost or stay back we will call you when we get to the AV/GM.

    Quote:
    Originally Posted by BrandX View Post
    Hmmm...seeing as how I find Blasters tend to clear rooms of the riff raff faster than a scrapper (there are exceptions to that on both ATs). I'd say no.

    Also, while I love playing Scrappers more, I feel I bring more to a team with my DP/Mental than most scrapper builds, due to the presense of -Regen in /MM. Mind you, I do lots of things that take me up against AVs and GMs, sooo...the -Regen comes in handy, and I notice the difference when teamed.

    My scrappers however are way more survivable, and dont tend to need the support of the blaster.
    When you say the blaster can clear the riff raff out faster you have to ask what is it taking to do that and does it matter. The blaster isn't doing that on their own, they do that with the aid of the rest of the team. The blaster is going to need the tank to concentrate aggro and or a defender to back them up. There are a few powersets that are exceptions. Assault rifle/Archery/Fire all put out enough AOE that they come close to being survival through superior fire power. This breaks down on spawns with bosses where what a blaster has to do survive reduces their effectiveness far below scrappers.

    The -Regen from drain psyche was incredible, I know many blasters in the game that went without stamina and operated entirely off of a high recharge drain psych. I say was because now its available as a temp power that anyone can have and as an offensive attack envenomed dagger is better.


    Quote:
    Originally Posted by MunkiLord View Post
    Also, if you're gonna use a build as an example of how great DM/SR can be, you should post a better one. Posting sub par multi billion influence builds does not support your argument. That would be painful to play without a ton of blues inspirations or a power like Heat Loss.
    Agreed it was admittedly a quicky build that I didn't bother to optimize, but I believe you are wrong about its need for a tonne of blues. Dark Consumption is up every 48 seconds and only needs to 4 targets to completely replenish end. As long as you have enough end to fire off the dark consume at the end of 48 seconds your end use doesn't matter. The point of the build was to illustrate that SR can go in other ways and do other things that shield def wouldn't be able to touch

    Quote:
    Originally Posted by Cheeze_Head View Post
    Actually when I posted this my full intention was the question that was asked. I didn't really expect it to turn into a SD argument, but I must say, watching it unfold has been quite amusing.
    I have to agree, for me its been like watching people argue over the arrangement of deck chairs on the Titanic.