Adeon Hawkwood

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  1. Quote:
    Originally Posted by Mind_Over_Matter View Post
    I have to check the in-game stats and test the numbers for Traps when I get home. I'm all for it if they have updated the Defender pseudo-pets to be superior to the Corruptor versions, but I know for a fact that many pseudo-pets were not adjusted when ported between ATs. I'll post the comparison numbers later, unless someone comes along beforehand.
    You are correct that a lot of pseudo-pets were not changed when ported between ATs. Traps however is one of the exceptions. Caltrops, Triage Beacon and Poison Gas Trap were unchanged but Acid Mortar, Seeker Drones, Force Field Generator, Trip Mine and Time Bomb were all updated. Of course in the case of Trip Mine and Time bomb this actually involved making them quite a bit worse since Corruptors got the Blaster versions of those powers but you can't have everything.

    FFG 10% def became 13.3% DEF
    Acid is 20% -res/-def became 26.6% -res/-def
    Seeker Drones 5% -to hit became 6.65% -ToHit and 20% -dmg became 26.6% -dmg

    Of the ones they didn't change Caltrops and PGT didn't really surprise me, they are both powerful enough debuffs that increasing them would be a bit to good. As for Triage Beacon it seems to be that Regen buffs are simply not scaled between different ATs for whatever reason (or at least the ones in Empathy and Pain Domination don't change between ATs).
  2. I agree with the basic request (make shield powers easier to use) although personally I think making them AoE is better than a durration increase. I'm not going to go into the why because honestly I'm fed up with arguing about it .
  3. Quote:
    Originally Posted by Scientist View Post
    Plus, as a note, there is some "spawn AI" which can cause part of a spawn to go after anyone on a team if someone on a team generates aggro. Thats how that one guy in the spawn can come running around the corner to hit your invisible squishy (note that mobs don't use perception once they have aggro) who hasn't even seen the spawn yet after the scrapper runs in and triggers the spawn. I doubt this is the explanation for all three of them running at you, but its helpful to know.
    I've seen a similar thing in reverse with MM pets on the BAF trial. When doing the "Gotta Keep Em Separate" badge on my MM I was part of the group taking out the adds and I noticed that once the adds were down my pets would go charging off to attack one or other of the AVs despite the AVs being well out of normal aggro range for pets and my pets being on defensive. I eventually ended up putting them on passive and manually targeting them just to keep them stationary.
  4. Quote:
    Originally Posted by Katten View Post
    The main question I often wonder when leading these, is Why, Why will so many REFUSE to read, or respond to simple questions/directions in an MMO?
    I choose to believe that people like that aren't actually incompetent but instead have simply not done it before and are afraid to admit it in case people mock them for it.

    It's probably not true but I choose to believe it anyway.
  5. Quote:
    Originally Posted by UberGuy View Post
    I'm not really sure this is broken, though I understand your point. All the Interface effects are per attack, and rain and patch powers and the like perform a large number of attacks. The interface powers also have a stacking limit. What rain power are going to do is stack to the DoT limit (which I have read is six copies). Even if someone else dropped a rain on the same foes, they would max out at six of the DoTs and four of the -DRs.
    I don't think this is a concern in team play but I think it is a potential issue in solo play. Even builds with a lot of AoE damage will struggle to build up DoT stacks as quickly as a fast activating pseudopet power will.
  6. Adeon Hawkwood

    Fixes for Lore

    Personally I think the recharge is fine for the lore pets. I don't want them out all of the time so a long recharge damage bonus is fine to me.

    I do agree that some of the specific pets need tweaking.

    Additionally I think that the Partial Radial boost needs a major change. In theory it should offer better support than the Partial Core at the cost of damage while offering better damage than the Total Radial at the cost of support. However the way it is setup makes it a worse choice than the Partial Core.

    Here's are the T3s for Lore:
    Total Core: Boss and Lt.
    Partial Core: Boss and Basic Support
    Partial Radial: Lt. and Support with Attack
    Total Radial: Lt. and Invulnerable Support

    Ok, comparing the Partial Radial and the Total Radial they are reasonably balanced, your support pet trades invulnerability for an extra attack. So you risk losing them earlier but get more damage.

    However comparing the Partial Core and Partial Radial we see a problem. The Partial Core has more damage than the Partial Radial (the Boss out-damages the Lt + Support Attack) but the support provided by the Partial Core is equal to the Partial Radial if not better (since the support pet isn't attacking ti's less likely to get attacked in turn) plus the Boss is tougher than the Lt.
  7. Quote:
    Originally Posted by Willowpaw View Post
    Also, it seems like purples have a significant delay after using them before they take effect. Pop 3 or 4, and faceplant before the 4th even finishes animating.
    It's not a delay in them taking effect, it's more that they need to be used before you start taking damage if you want them to help.

    Purple and Orange inspirations are effectively acting as a multiplier to your current hit points. The prevent some of the damage you would take (either by reducing the strength of the hit or the chance to hit) so that you can have more attacks aimed at you before running out of hit points. If you're already under heavy fire then most of the time you don't have sufficient remaining HP for the inspirations to help.
  8. Quote:
    Originally Posted by ShadowTamer View Post
    Is it possible if we can get confirmation that this will be the case for these special salvage components if new incarnate salvage is introduced in a later issue or if they will require an upgrade to something else similair to how incarnate shards can be converted?
    It's unlikely that we will get any information from the devs. However the smart money is on the next set of slots having a completely new salvage system including replacement of Astral/Empyrean Merits with something new. There will probably be a limited upgrade (similar to the Shards -> Threads upgrade) but I doubt we'll be able to use any existing stuff.

    The reason for setting things up like this is to make the new content released with the slots (and balanced around the existing slots) the easiest way to progress rather than simply facerolling through the old content.
  9. Problems with this:

    1. It would mean changing the base stance for the powers (specifically it would change from "Right Handed Weapon" to "Two Handed Weapon") which may or may not be possible possible even with power customization (all existing alternate animations keep the same stance).

    2. It would need new animations for all of the powers (including the variants for different body types and flying).

    It's a nice change but in terms of animation-team effort it's probably almost as much work as a whole new powerset.
  10. What level was the Scrapper? It should be pretty much impossible for a Defender to pull aggro off of a Scrapper who has Against All Odds running.
  11. Quote:
    Originally Posted by MechaCrash View Post
    Dead empaths are even less use than aura-rocking empaths.
    Quote:
    Originally Posted by Hyperstrike View Post
    1. Auto-follow, ESPECIALLY on the team tank (or other aggro grabber) is usually considered foolish and disruptive as you're usually not built to be diving in and grabbing mobs the way they are. Hence you die and provide zero benefit to the team (a small change from your previous status as providing "almost" zero benefit).
    I disagree. When they die they serve as venge bait which is honestly more useful than them rocking the aura. So they are actually MORE useful dead.
  12. Quote:
    Originally Posted by Ledneh_ View Post
    One further unrelated question about the purple patch, are those effectiveness ratios based purely on level, or con? In other words, if I were level 50 going against a level 50 boss, would my powers still be 100% effective, or would they be reduced as though he were 52?
    It's just level. The higher con colors for bosses/lts are there as a visual warning, they do not have any baring on purple patch.
  13. Quote:
    Originally Posted by Auroxis View Post
    3. Does the ally have powerful burst damage? If so, buff for +recharge.
    Personally I'd amend that to "or strong buffs/debuffs on a long timer", often times buffing the recharge of another support AT will provide more benefit than buffing the recharge of a damage dealer.
  14. Quote:
    Originally Posted by Sailboat View Post
    Can we get a "suppressor suppressor" that shuts down other players' suppressors and re-institutes knockback?
    But then we'd need a suppressor suppressor suppressor to shut down other people's suppressor suppressors. Where would it end?
  15. Quote:
    Originally Posted by Bubbawheat View Post
    My question: Is it working as intended that it only fills from the "in-progress" queue if you drop below the minimum, or is this a bug? I would hope that this is a bug, so that you can form an LFG team and wait at the start of the trial to fill to the maximum instead of using RWZ or Pocket D.
    As far as I know this is WAI. I think the idea is that if a small team is doing fine then it's unfair for other people to join late and get credit.

    I think a a better option would be to have the LFG queue automatically add people to fill the trial (whether or not they had selected "join in progress") at any time during the first stage of the trial and then use the current rules during later stages.

    Quote:
    Originally Posted by Bubbawheat View Post
    I think I'm not quite done with this yet, but it's not looking good even from someone who sees this as a good idea, it's just not working well enough to use at all at this point in time.
    Agreed. The problem is I'm not sure it's salvageable. People have got into the habit of running the trials in a certain way and even if the devs fix the problems network effect means that people will likely continue to run them that way (no one joins the queue because everyone is forming pre-forms, everyone forms pre-forms because no one is in the queue).

    IMHO if the devs want to try and fix the tool (as opposed to abandoning it as a failed experiment) then in addition to fixing the various problems that make people not want to use it they need to bribe people to use it as intended (to help overcome inertia). The simple option there would be to make it so that the first time each day you run a trial and queue with a single team (as opposed to a league) you get an extra E. Merit (and maybe an extra Astral for each additional run). That provides a solid benefit to queuing solo or in small groups which in turn encourages people to queue that way.

    As for general fixes I would like to see the following:
    1. Weight the average time by ignoring anyone with a wait time less than say 10 seconds, this would eliminate the impact pre-formed leagues have on the displayed time.
    2. Show the number of people in the queue (again, someone has to be in the queue at least 10 seconds for the number to update to stop it flying up and down as pre-formed leagues enter).
    3. Increase the minimum trial size to half-way between the min and max for both trials unless a "league" is in the queue (this allows leagues to run at minimum strength if they want but means completely random teams will be larger than they are now).
    4. Allow some control for leaders (at least a "willing to lead" checkbox) and prioritize leaders who selected it.
    5. Condense teams when people join; don't break up existing teams but soloists and those in small teams should be added to any existing teams that are understrength rather than being made their own team.

    The other suggestion I made back during the first sneak peek was that any group containing more than a single team should not be allowed to use the queue but instead have to trek out to Pretoria and manually enter through a contact there (but in exchange would not have people from the queue placed into the league). I think adding it now would be a bad idea since people have gotten used to it, but adding it initially would have further encouraged queuing in small teams to save time.
  16. Quote:
    Originally Posted by Atago View Post
    Temporary Power - The Suppressor:
    Build out of Recipes like Jet Packs, Recovery Serums etc.
    Toggle Power, fast Recharge, lasts for 2h of activation time (you can create only 1 at a time so it has to last long enough for TFs, Trials etc.)

    If you turn this device on it creates a field that suppresses(decreases) the Knockback effects of your Powers to a Magnitude of 0.1 (or 0.5 or 0.67? I'm not sure what would be better).

    Or with complete KB-Suppression:

    If you turn this device on it creates a field that suppresses the Knockback effects of your Powers.
    I think others covered the side of why this isn't something we particularly need, so my question for you is how would this actually work?

    Dual Pistols is often cited as the example of a "turn knockback off" power but have you looked at how it works? Every power in the set has a proc that has either an "X%" or "0%" chance fo activating depending on ammo choice. Using that would require the devs to add a similar proc to every. single. power. with knockback in the game.

    A theoretical alternative is to apply it as a -kb debuff, Power Boost used to provide a kb buff so I think it's possible but that has it's own problems. First off it takes a fraction of the kb magnitude away rather than a set amount and like most debuffs in the game it would have a maximum limit (I suspect -75% but that's a WAG) so even with that most kb powers will still be kb.
  17. Quote:
    Originally Posted by Roderick View Post
    The patch on Test right now is supposed to fix that, Adeon.
    Good point. I'm not sure how to actually test it though.
  18. Quote:
    Originally Posted by Werner View Post
    It won't let you claim it if it would take you over 2 billion. So email yourself some influence. Email the right amount and you'll hit exactly 2 billion.
    Actually if you use the "Get All Influence" button it will let you withdraw items putting you over the cap, with the excess being lost. I have done this a few times.
  19. Adeon Hawkwood

    Bang! Pow! Stab!

    Quote:
    Originally Posted by Fleeting Whisper View Post
    Make it an Assault set: they're already a mix of melee and ranged powers.
    This.

    I want my Grenade Control/Swashbuckling Assault Dominator .
  20. Quote:
    Originally Posted by mousedroid View Post
    Dude, have you played Chutes and Ladders since they updated it for modern kids?

    The lava pools, and "Broken Rung" cards make that game a LOT harder than it used to be. Plus, now if you roll doubles on two consecutive rolls you're attacked by a Plague Pigeon and have to go back to the start!
    I like the house rule limiting you to one "Broken Rung" card a turn. I find it helps reign in the play style you get (similar to Munchkin actually) where everyone holds onto their "screw you" cards and tosses them at the last minute to stop someone winning resulting in the winner being the person who happens to score when everyone else has run out of cards.
  21. Quote:
    Originally Posted by Arcanaville View Post
    If you don't do that, you could conceivably take a huge number of BAF runs to unlock both psychic slots, but that would be voluntary if you want to hoard astrals. The game is giving you enough resources to do it much quicker than that.
    It's a tradeoff though. Spending threads/astrals on iXP means you don't have them available to spend on components to actually make the abilities.

    When the test patch comes out and makes it easier to get commons (both through the drops and downgrading uncommons) it will hopefully become easier to save threads for things like that but at the moment all of my threads/astrals are being used for commons and those are easily the limiting factor on my progression.
  22. Adeon Hawkwood

    Squishy Lambda

    Mostly what Lobster said. Get some purple and orange inspirations (T2s if you can but a bunch of T1s is fine) a few greens (if you lack a self heal) and some break frees. Keep your map open so you can see your teammates, move quickly and let someone else take point.

    If you follow a tough character they'll get most of the aggro which limits the damage you are exposed to.
  23. Quote:
    Originally Posted by Lothic View Post
    I think it's cool that we can choose to either keep the power or turn it in for a Notice. Thankfully I tend to run so many WSTs that I have no need for extra Notices on most of my alts. I'm probably going to be keeping the power on most of them. YMMV of course.
    Correct me if I'm wrong, but doesn't it stop providing any benefit to level 50s?