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Posts
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Joined
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Reasons against: A weak Tier 9 PBAoE Sleep power. No damage. Need to be in melee to use.
Suggested change: Give it the Tanker's Frozen Aura treatment, and turn it into a damage + sleep power. It's not like Ice Manipulation is seen as overpowered as is, and this will be unlikely to change that perception.
Summary: damageless Frozen Aura sucks -
Well, it's not a timer, or anything like that. It is likely something much more sinister than that. Basically, it's any buffs to your HP that are causing it to move slower than you would think.
The Damage badges measure damage taken below your base max HP. As such, any +HP buffs that you have, either from powers, accolades, or set bonuses will hurt you in your endeavors. To get credit for the damage badges, you will need to take enough damage to be below your base HP, not your current max HP. -
Quote:Well, either it's wrong, or the Real Numbers are wrong.
Guess which one I'm betting on is right.
The one in the game that spells out Percent Per Second and shows how regeneration works?
Or one that doesn't match up at all with how regeneration behaves in game?
Or the one that has been true since issue 1? Even in your screen shots, it shows the healing rate as a function of healing/second, which does NOT make it so that it it tics once per second, or anything like that. It shows it that way because it's an easy way to compare things, and is intuitive. Regen increases help by decreasing the time between each tic. -
From ParagonWiki:
Regeneration is the rate at which Hit Points are replenished over time for players and critters. A higher Regeneration rate increases the frequency of regeneration ticks, while a lowered regeneration has the opposite effect.
source: http://wiki.cohtitan.com/wiki/Health_Regeneration -
Increasing your regeneration rate decreases the interval between each tic, but does NOT increase how much each tic heals you for. Each tic heals you for a set percentage of your max HP. Therefore, increasing your max HP is the only way to increase how much is returned each tic.
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Hate to tell ya, but even just saying that you have access to the Beta information technically violates the NDA.
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KB Resistance lowers the mag of the KB effect. This is different from other Mez resistance, since usually they lower the duration of the effect. Since KB doesn't really have a duration, resistance effects the Mag.
Protection comes into play after resistance for KB, and if the Mag of the KB is below your Mag of protection, then you don't get knocked back or down.
This is why Melee mez protection powers with -KB are usually so good. Not only do they have 10 Mag of Protection, they usually also contain a -10,000% resistance. Meaning that pretty much every KB effect in the game (barring a few, unresistable ones) will get lowered to near zero, and then be blocked by the protection. -
If you have Ice Sword, Frozen Touch, and Frozen Fists, then it's really not worth taking. It's DPA is actually pretty bad, and you're better off taking something like Air Superiority if you need another attack.
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Lightning Rod + Granite alone makes a great synergistic pairing. It's a teleport into the mob with a damage secondary effect. :-)
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I'm with ya, brother. Comcast is probably the worst company I've ever had to deal with. Last time we were having trouble with them, my girlfriend and I were on the phone with customer service at EXACTLY the same time, and were getting told that we had two completely different service packages for different prices. Good work, Comcast!
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Quote:Psy Clockwork are quite rare. They actually only show up in I think 2 missions. Most enemies that you meet in the later levels still throw out a lot of S/L damage, just in addition to other types. However, once you get your Inv tank to level 18, you will see a marked performance increase from Invincibility.I want to re roll my WP/EN tank with a WM but unsure if I should go inv or WP as my main. On paper WP looks the better build but how team friendly is it compared to Inv with its taunt aura, also the Inv Psy hole worries me as I get the feeling GR will test areas other than s/l (ie Psycic clockwork)
Funds are not a problem .... neither are difficult to find IO sets...sooo.....help !!!!
Inv is a nice, solid set that doesn't need too much from set bonuses (just enough to soft-cap defenses). However, at the soft cap, I think that WP outperforms it (assuming that both are at the soft cap, of course). WP will take more to get there, but once it is there, the additional regen effects can help a LOT. The Taunt aura is weaker, but paired with an AoE-heavy secondary, or even just learning to use Taunt well can cover that.
But in reality, both do just fine, so it's more what you prefer. -
For non-combat stuff? Sure.
For in combat, this would be a HUGE undertaking. -
There is an AE in almost every zone, unlike WW/BM. As such, there would be little utility to it.
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Well, something to keep in mind with Sonic is that it has a whole lot of potential -Res, something which Force Field definitely lacks, considering that FF lacks any debuffs whatsoever. So, while FF is definitely better at protecting the team, Sonic can help the team kill a lot faster.
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Quote:For you, maybe not. For me, they make me actually have to use tactics in a game that is already remarkably easy.Whether they are unlikely to do that or not, I will always argue that it is the right choice.
NPCs with mezzes aren't fun.
Mezzes and debuffs of ridiculous length are another story, of course. But mobs should have some mezzes and debuffs, otherwise there's no way they could compete with heroes. -
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Well, it is true. Yes, the sets make a decent amount of difference, but a better player will school a bad player no matter what the sets are.
Now, if we're talking WHOLLY in theoreticals here, we might be able to craft an answer for you. However, that will not guarantee a victory in PvP.
For Blasters, I see Psy/Energy thrown out a lot, mostly for the longer range it gives you. Not sure about Defenders. I would think that the Defender would be at a disadvantage until it gets it's debuffs on the Blaster, but something like a Cold/Sonic Defender? Not really too sure on that side of things. -
Whoever has the better player behind it.
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Yeah, it should only be one patch to get you to the live version.
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Quote:Well, I'd hope that the Devs would be smart enough not to create missions of that type with whatever enemy groups they put this with. Because, I admit, that would be highly annoying.I think my main concern is where they'd have the potential to pop up, quite honestly. (Again, see the "Stop X from escaping" example. Having it happen *there* would be like - is it Crimson? Don't recall - spawn 50 feet from the elevator. You see him, he runs, you lose almost before you can do anything.)
I wouldn't mind having more... *interesting* things happen. Especially finding alternative, non-combat ways to get through missions (besides stealthing to a glowie,) or having interesting effects happen. This just hasn't really sold me as sounding fun, personally. -
Quote:Well, for me, it would be, since it's one of the few times you actually need to pay attention to what is happening to you in the game. Most of the game is easy enough that you can just mash buttons if you want to. You won't be the most efficient doing that, but you can.Sorry, Aett, I don't tend to list "Back off and stay out of the fight so you don't kill your teammates" as interesting, any more than, say, random targeting of all targetable objects (friend and foe) would be.
I get hit with a confuse, I'm standing around doing nothing.
File under "not fun." (Cross reference to "Jack would call it fun.")
I do also agree with the "I don't want to be treated as being as dumb as the AI" sentiment. Someone yelling "Hey, your mama wears combat boots" at me is not going to make me suddenly ignore the high-threat target I'm dealing with *right now.* (And just imagine that taunt getting mixed with a "Stop X from escaping!" mission.)
Fighting Succubi is one of the few times I actually care about watching my status bar. I'm not saying make them pop up all over the place, but I think having a few more mob types that can do this would be fun. -
Quote:Memphis,See... demand wouldn't remain the same. Plus, again - we already have ways of "hoarding." I just don't see this having an impact at all, really. (Though, again, I don't really agree with 1000 since that seems a bit high.)
Who said it'd be 1000 of one item? And again, if we're told over and over that one person can't manipulate the market by the marketeers, why are we seeing that as "not a valid argument" here? We can already make "loot hoards" if we want - one base, 18 storage racks, 30 pieces each (which is already over half the OP's suggestion @540 pieces,) plus 10 of whatever in each market slot just sitting there (rising by level/market activity,) plus personal storage and vault storage.
Honestly, even if it *were* 1000 (which, if it were ever brought into game, I highly doubt it would be) that's a drop in the bucket compared to what's generated daily. 50 people, 20 pieces of salvage... how long do you think that takes to generate?
Sorry, I see the "it would drive market prices up!" as complete and utter bull. (Not to mention that, well, some people who'd use this tend to avoid the market anyway. Not getting business from people who wouldn't use your business anyway = no impact on your prices.)
Yes, we are told that one player cannot manipulate the market to the point that it becomes unreasonable. This is because with different people doing different things, nobody is working towards the same point. It is also because few people are doing this, and most people are still putting things up for fairly cheap prices. As such, you have a majority self-correcting the attempt to manipulate, which causes it to fail.
However, if you add to that the ability for EVERYONE, with no effort, to hold things off the market to a large extent (especially if going by the OP's 1,000 salvage case, versus the 20 that we can do now) and you get a different beast at work.
Right now, I am betting that relatively few people use the e-mail feature to store salvage, since it's a non-intuitive use of the system. Make a system that is specifically designed to hold a large amount of salvage across your account, and more people will use it.
As such, you would be removing items from the market that would otherwise go into it, which would lower demand. Most people would only hold onto rare salvage, since that is the rarest and most valuable. Right now, I tend to put any rare salvage I don't need on the market, because I know that the influence will likely be more valuable to me in the long run, allowing me to buy any other rare salvage I need, or even the same item later on if I need it. Allow me to universally store a large amount of rare salvage, and holding onto it becomes more useful in the long run. So you'd remove my desire to put even unwanted items on the market. If the storage is large enough that I am unlikely to run out of space before I get the item that I want, then there is no downside to holding onto my items.
A large enough storage space would indeed affect the market. The easier it is to use, the more it would affect the market. -
Quote:I believe, that if any sets did have it, it would work just like the player version. Basically, it would do nothing, unless it had -range on it, at which point it would only do something to the ranged ATs, but they could still target anyone they liked.First, I agree with Aett (any surprise there ) that I would like to see more of these effects in the game.
Quick question since I have not worked on designing custom mobs in AE in quite a while, but do any of the sets have taunt in them that you can add to a critter? At least it would show if that power works.