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Posts
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I'd love to see more confuse or taunt-like effects in the game. Confusion from the Succubi is definitely interesting, to say the least. Nothing like getting hit by a confuse effect right before you cast Blizzard, causing a complete team wipe by self-kill. Oopsie!
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Quote:Well, it should have an impact, for sure. I mean, if you are removing items from circulation, but the demand remains the same, then the prices should go up. It certainly won't DROP prices, as the OP was implying it would. That's the only point I was trying to make.Personally? I'd have a hard time caring *less* about the market. As it is, we can email salvage back and forth, store them in slots, in the vault, in the SG base - how would the OP's suggestion have any more or less impact on the market?
I suspect, quite frankly, that it wouldn't even be noticed. After all, we're repeatedly told nobody can "control" the market through their actions (and "even less so with the upcoming merge!") If that's true for price manipulation (via flipping, buying up stock, etc,) then it's got to be true for letting someone hold a little more salvage globally. (And yes, I see it as a little - I don't think they'd go for 1000 pieces, 200 or so perhaps, sure... and for someone like me, on either account, that's perhaps 2 1/2 pieces per character per account.)
How much of an impact this would have on the market would need to be seen. But if you can store 1,000 pieces of salvage in a universal spot on each account, then I'd definitely think that items would go onto the market at a much lower frequency than they are now, which would drive prices up. -
I almost wonder if this will lower Blizzard's value by so much that they can buy themselves out of Activision for less than they got paid. Maybe Blizzard can make a profit out of this after all! ;-)
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Have you ever seen an angry squirrel chase a college frat-guy on a bike? Because I have. And trust me, when doing so, they do display other abilities than just being agile.
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Quote:Well, I wouldn't say any of that is particularly accurate (no offense meant by that).Yeah, the plan was to skip the Fighting pool. I think fear will get more more than running Tough and Weave will, particularly for the price of running them (they need way more slots and endurance). Moreover, getting Challenge with a range increase for pulling would be more useful than say adding Boxing to my attack chain.
Tough and Weave only need about 4 slots each (so three above the base) to be effective, and fairly endurance friendly. Meanwhile, the presence powers will need significantly more slots and endurance use to be as effective as you'd want.
Tough and Weave, both running with 1 EndRed, 3 DamRes or Defense enhancements will cost you 0.50 endurance/second for 6 slots.
Meanwhile, firing off Intimidate and Invoke Panic, as often as you can, will probably take the following slotting to be decent:
Intimidate: 1-2 Acc, 1 EndRed, 2 RecRed, 1-2 Fear Enhancements
Invoke Panic: 2 Acc, 2 EndRed, 2 RecRed (Inoke Panic only has 60% base accuracy, as opposed to the 75% of most other powers)
At that rate, you will be, in a 60-second period, firing off Intimidate about 3.33 times, and Invoke Panic about 1.66 times. That's 32.5 + 22.8 = 55.3 endurance per minute, or 0.921 end/second. Almost twice the endurance cost of running Tough and Weave, at the cost of 4 additional slots. -
My main problem when I tried something similar (dropping Icicles on my Ice/Ice before the Ice Melee changes that made it decent at AoE damage) was that the Presence Pool was just an endurance drain, and that was with EA to replenish my stocks). Maybe with IOs and the ability to slot a decent amount of Endurance Reduction along with Recharge Reduction, it might work. But without some kind of Endurance recovery tool, you might be in for a bit of pain there.
Consider this: Intimidate costs 13 endurance per use, lasts 10.4 seconds, but recharges in 30 seconds, so you'd need some decent recharge to perma-fear a boss.
The rest of the spawn is similarly affected by Invoke Panic, with a similar duration (10.4 seconds), but with an even longer recharge (60 seconds). As such, you'd need to be almost at the recharge cap to get it perma'd. And I'm not even sure if that would do it, considering the 1.97 second cast time. This is in addition to the whopping 22.8 endurance cost of the power.
Does it work? Yes. Does it work as well as you might hope? Probably not. It's a great secondary layer of mitigation, but you'd going to want a good primary layer, first. -
Quote:But one of the largest benefits from powers like Build Up and Aim.And oddly enough they get the smallest benefit from powers like assault also.
Also, while percentage-buff-wise, they might get a smaller benefit from a power like Assault, you have to see what that does to their actual damage.
Blaster Lightning Bolt:
102.6 Energy Damage at level 50.
Blaster Assault:
10.5% Buff
Blaster Lightning Bolt + Assault = 113.373 damage
Defender Lighting Bolt
59.28 Energy Damage at level 50.
Defender Assault:
18.8% Buff
Defender Lightning Bolt + Assault = 70.42 damage
Both gained about 11 damage on their attacks. -
Quote:Blame the spammers. If it weren't for the Real Money Transfer spammers, those restrictions wouldn't be there.If you stop paying, your account becomes a 'free' account. You'll still be able to play, but only on characters under 14. Personally, I believe the whole no-broadcast and no-tell thing makes it hard to fully experience the game and I believe it should be removed all together.
Still, trials are there to get people a taste of the game so that they can see whether they like it or not. If this game does come up with a free-to-play option, I would hope it would be a little more expansive than level 14. Still, since we don't have gear here, or anything like that, I think that a free-to-play option here wouldn't make too much sense.
Running through the math, this game is the cheapest form of entertainment out there. It's cheaper by far than a 2-hour movie, and you can play for more than two hours. -
Quote:Because they have the highest damage mods of any AT?I think blasters get screwed over more than anyone else. The additional hold can be helpful and snow storm is nice, but what most blasters really need is def/res imo. I never understood why the AT with the least amount of contro/def/res/debuff/buff is given the smallest buff numbers for defense and resistance powers.
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To be a little bit more helpful, though:
This idea has come up a decent amount. However, for each animal type the Devs add to the game, they would need to create a new skeleton, and all of the animations that would be used on that skeleton would need to be done for each different skeleton.
If you have the following MM, for instance:
Tier 1 pets: Badgers
Tier 2 pets: Wolves
Tier 3 Pet: Bear
Then the Devs would need to create 3 new skeletons, one for each type of pet, then create animations for each of them, even if they had the exact same powers. As such, this is a LOT more work than creating human-like pets for MMs. -
And how, exactly, would keeping stuff off the market lower prices?
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I tried that, but when I opened one, two others jumped out and broke on the floor. Then three tried to pour themselves into my glass at once, which just caused a big mess.
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The Proc will have a 20% chance to fire on each enemy in the range of the PBAoE. It will check against each enemy, though, and not fire off on all enemies or none. This mean, if you're fighting 5 enemies, on average you'll see it hit one enemy each time you use the power.
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The problem with that, however, is that there is actually no power that gives Scrappers and Stalkers their ability to crit. It's an ability of the individual powers themselves. As such, I don't know of any way to give other AT's the ability to crit, without rewriting every power to include the ability, but have it be set to 0% base chance to happen. I'm betting that's a fair amount of work that Castle doesn't want to do.
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Same here.
My only concern for a new player would be that Ice Armor almost holds aggro too well at lower levels. Sometimes, you just can't handle all of the aggro you draw. But man, Chilling Embrace is an aggro magnet. Between the Taunt effect, and the 2 debuffs on it, it really pisses enemies off. -
I think he was talking about how exploitable it WOULD be if you were allowed to attack from it, even with a large -toHit debuff.
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Oft requested...very tough to do with the engine this game is built on.
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If you are unable to kill mobs when solo, then something is going wrong. Have you checked out any of the guides, and compared them to your slotting? You should be able to solo with a /DB tanker of any kind.
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Quote:Well, yes, if you put some Taunt enhancements into it, it can work better, but you can still lose aggro to high-damage ATs like Blasters and Scrappers. Not saying that it will happen, but it's much easier to lose aggro on a WP Tanker. An AoE-heavy secondary, like Electric, can mitigate that to some degree, as Gauntlet will take effect on more enemies (giving you the 13.5 second Taunt effect at level 50, versus the 1.25 second Taunt effect from RttC).I'm not challenging this, just asking...
If you throw some taunt into RttC, doesn't that help? I made a WP/Elec and she held aggro well, but I did "fight backward" facing the squishies and taunting the badguys off them. Though I also faceplanted often.
I didn't want to mention stone/stone, which does rock [crap, a pun], because the slow is frustrating.
And, thought late in the game, I think it's Salt Crystals? An AoE sleep, is a good aggro pig for you. Though that won't help at all when levelling, but it's good lockdown for a AoE smacko. Salt+Burn, har har har.
Stone Armor would probably be frustrating for a new player, due to both the physical slowness of the set, and the fact that it's a very weak Tanker set until you get to level 32.
Also, Salt Crystals + Burn wouldn't work out too well. The Damage would wake the enemies easily, and then they'd just run out of the Burn patch after taking maybe one more tic of damage. Stalagmites would work a little better, being a stun + damage, but that's on a decently long recharge. -
Basically, aggro-holding capabilities are the only big hole in the set. If that was plugged, it would likely be hands-down the best Tanking set, outside of Granite Armor (but with none of the debuffs).
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WP is actually pretty bad for a newbie Tanker, specifically because it has some problems holding aggro, and teams will be kind of expecting you to do that. Yes, it is easy on the blue bar, but it's not quite as easy as the other sets to actually "Tank." Once you get used to holding aggro with it, it's fine, but it'll be a steeper learning curve than the other sets because of this.
Sets I'd recommend for a newbie Tanker: Electric, Invuln, Ice, or Shields