-Urchin-

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  1. Quote:
    Originally Posted by TwoHeadedBoy View Post
    This isn't meant as a "be all, end all" sort of thing, or anything even remotely close to it. Those veteran powers will be useful up to like, level 20 max. I've hardly used them at all since level 10, and with travel powers available early now I don't see NR being a huge issue either. I'm not expecting to provide flawless results meant to simulate the experience of every single potential Blaster player vs. Melee player, that would probably take me like two years and by the time I finished the game will have changed so much (more than likely) that everything I found out would be irrelevant anyways.
    I did not suggest you simulate the experience of every single potential Blaster player vs. Melee player, nor did I suggest you collect flawless results as it would be impossible for you to do so, or anything close to either of those two overblown exaggerations.

    My suggestion was intended to make this one particular comparison you chose to do provide as useful and flawless data as possible by keeping the characters as pure to their base as they can be, and to keep them as similar as possible with pool powers in the spirit of "all other things being equal".

    That the veteran powers "will only matter to 20 max" is irrelevant as the comparison goes from 1-50 and the data should be as accurate as possible for all those levels, not just those above 20. These powers give the characters access to non-intrinsic abilities that compromise the comparison. Ninja Run provides for extra mobility within missions not intrinsic to the compared pair which corrupts the data further.

    If you're going to be sloppy in your methods, thus compromising your collected data and any observations made from it, why bother with the exercise at all.
  2. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I've been using inspirations equally on both as they're needed. No temporary powers on either, no XP boosters on either, veteran powers and ninja run on both.
    I don't know if it was mentioned elsewhere in the thread, but you probably shouldn't be using veteran powers or ninja run.

    These abilities aren't intrinsic to the power sets so including them has probably affected your results in some ways compared to how they would have been if you stuck to the characters' inherent abilities.

    I think a bare-boned comparison, limited as much as possible to abilities any new player would have as part of their sets and similar pool powers for the characters when possible, would yield better results.
  3. Quote:
    Originally Posted by Oliin View Post
    My question still stands though, how do you contribute to team play with your /dev blaster? Its debuff is a little mediocre, I don't often see much call for caltrops in teams and its two big damage powers are too slow and unwieldy to use efficiently in most combat situations. It's just not that fantastic for teaming and I've just never really had much call to use any of its powers while on a decent one.
    When I play in teams with my /Devices blaster I contribute by blasting things. I also use caltrops when teams aren't working with perfect precision and I need some mitigation. I use Taser if foes get near as well, due to it meshing with my Sonics primary.

    You're right though, in that /Devices isn't the best set for teaming. That makes the set a less than ideal choice for those that wish to team a great deal, but... not every set has to be a great team set, and not every player wishes to team a great deal.

    Quote:
    I don't think entirely getting rid of the current form of the powers is the way to go either though, but if we could get some sort of Jekyll and Hyde form of the powers like Stalkers do with Assassin's Strike I'd be all for it. In combat you'd have powers that are effective in that situation but do less damage and out of combat you get the nice stackable mines and traditional time bomb.
    I'm all for changes that increase the flexibility of the set without changing the nature of the set. Ultimately though, those that wish a secondary more oriented to team play situations should choose one suited to that purpose and not expect a secondary not so designed to be modified to suit their purpose.

    Quote:
    Trip mine and time bomb function as they currently do while cloaked.

    While not cloaked the two powers are non-interruptable and deal less damage. Trip mine wouldn't need to be 'tripped' by an enemy and functions like a normal PBAoE and ideally have time bomb work something like omega maneuver, but if not it it'd still be nice to have it work more like normally but with either no or significantly less of a time delay.
    I like this idea that you had. It may not be liked by all though, as some stealth without using Cloaking Device and don't take the power, and thus would be locked in to the uncloaked forms of trip mine and time bomb which may not be their preference.
  4. Quote:
    Originally Posted by Psiko View Post
    Furthermore, can you honestly tell me that you'll loose flexibility at "3 mines at once, 3 x the recharge" especially given the recharge is low anyway...
    I can honestly tell you this is an obvious loss in flexibility unless every player that uses /Devices always feels the need to lay three mines in immediate succession.
  5. Quote:
    Originally Posted by rsclark View Post
    That is all perfectly valid as a way for making a decision to buy this particular pack. What it doesn't address is the larger issue of why they aren't offering certain things at all. It's a mistake to miss the forest because of the trees.
    It's also a mistake to try to make a forest from a vacant lot.

    It doesn't matter why they choose to offer or not offer X. All that matters is whether they choose to offer X. If they do, players that wish to purchase X may do so. If they don't, players cannot regardless of their wishes. Players are in no way entitled to X, and as such they do not need to explain or justify to players why X isn't offered.

    The market, like any other, is for customers to buy what they wish from what is on offer... not from what they feel is owed to them.
  6. -Urchin-

    Tights!

    Quote:
    Some options to consider:
    A) revamped old school/spandex tights similar to the ones we already have (adding a few details like seams but still mostly plain)
    This would be great for contemporary tights wearing characters, giving them a less painted on look.

    Quote:
    B) loose-fitting tights with folds (like you'd see in Golden/Silver Age comics)
    This would be great for those ages, and for costumes of any age where the player wants the character to have tights that aren't perfectly form fitting and have a natural material look (as opposed to a skin tight ones with a spandex or latex look).

    Quote:
    C) modern super-hero tights (w/ ribbing, surface texture(s), subdivided surfaces) a la Ultimates 1 or Marvel movies. Some say that the Defense and Olympian Guard base textures cover this style fairly well. Do you agree?
    I think we already have plenty of costume pieces with this kind of feel.

    X-----X

    Masks that match tights better and have a less painted on look would be quite nice, as would some with the white eye look (preferably not glowing).

    Also, it would be wonderful if masks that cover the ears also obscure the ear details instead of just changing the colour of them. Still seeing the ear details really detracts from the look of such masks.
  7. It depends on how you look at such a level of confusion, and what other effects it may lead to or be associated with.

    Perhaps part of the chaos creature's curse is that those caught in the aura of confusion are also slowed, so as to prolong the agony you and they must endure.

    Suddenly being confused to the point of random violence would probably be terrifying if the victims remained aware but unable to fully control their actions, which would be fitting for a curse. This would explain the fear elements of Arctic Air, and the reduction of recharge. As the victims fight to regain self-control, this internal battle causing hesitation, thus slows recharge.

    Perhaps the chaos creature is an ice based entity, and his curse affected your mutant genome, causing some of your powers to have cold and ice elements.

    If you don't mind adding those elements to the chaos creature's curse then Ice Control would work for you.

    A good secondary for that could be Psychic Assault.

    It comes with some parabolic powers that would fit well with Arctic Air, and also with the concept of mental disturbance being associated with your abilities.

    Drain Psyche could be seen as the mental fatigue generated from the effects of the chaos on the mind of those assaulted and the struggling against it, and it would also help to offset the endurance cost of Arctic Air.

    Psychic Shockwave is another parabolic that also has a disorient component, that could perhaps be seen as the confusion overwhelming the targets to the point of temporary inaction.
  8. -Urchin-

    The future sets

    Quote:
    Originally Posted by _Pine_ View Post
    I never understood the Dual Pistols Melee argument. Can't you just stand in melee range and shoot? Is actually calling it a melee set any different than just limiting yourself to only attacking while in melee range?
    Sure, one could stand in melee while using Dual Pistols ranged attacks. However, that doesn't make it Dual Pistols Melee any more than using Fire Blast at point blank range makes it Fiery Melee.

    I could see Blasters wanting a Dual Pistols Manipulation set as a thematic match to Dual Pistols that didn't cause much redraw. Melee attacks using the pistols could be part of that.

    I could also see some Defenders and Corrupters wanting some sort of Trick Shot set to go along with their Dual Pistols.
  9. I have decided to go with Hurl, for several reasons:
    • I believe the AoE taunt effect of Hurl, and the -Fly will be more useful to me than -def of LBE in most cases.
    • Hurl is well-suited to the RPed increase of my character's strength related to his incarnate shift.
    • In the end I can't shake the feeling that LBE would make my character closer in feel to Superman than I want, whereas Hurl to me has a more universal feel.
    • I think it would give more of a feel of actual super strength than I am currently getting from the set, which I think will make the character even more fun for me.
    • If I exemplar down I would be able to keep Hurl to a much lower level than LBE.
    I very much appreciate all the helpful responses to my question.

    Thank you all.
  10. Quote:
    Originally Posted by AnElfCalledMack View Post
    KO Blow has very good accuracy to start with (1.2 base accuracy, 90% vs +0s). Are you sure you need the defense debuff to be quite so large? With Rage unslotted for ToHit, you only need 35.3% accuracy to be capped against +4s. I find 35% accuracy to be more or less unavoidable if you build for any recharge at all and slot any accuracy in your attacks. With the Kismet proc in Combat Jumping it drops to 21.8%; double-stacked rage and no Kismet needs just 0.2%.

    Just an FYI - the Achilles Heel proc in LBE is still a great idea. Jsut don't sacrifice damage to make sure KO Blow lands, because it almost always will.
    Strangely enough, on my tank in game, which doesn't have any set IOs, just generics at this point.. it seems to me KO Blow misses more often than my other attacks. I think, though, that it is probably flawed perception on my part, the long windup before hand making the whiffs that do happen stick out more.

    Part of my rationale for slotting LBE for -def if I take it was to help out all my attacks land if I ran up against an enemy I was having trouble hitting, so it wasn't just for the combo in question.

    Perhaps that idea is flawed though, and I'd be better off just slotting it as a conventional attack, as when all the set bonuses come into play accuracy probably won't be a problem, as you say.

    It may be beneficial though to have that -def in there until the set IOs are in place. That process is going to take a long time. Until then the -def might be handy every so often, and could be switched to something else when the build matures.

    Edit: Actually, looking at it again I think your right. Even with non-set IOs the additional -def is likely not needed, so it's better to slot it more like a normal attack with the exception of adding in the the Achilles Heel proc.
  11. Quote:
    Originally Posted by MajorDecoy View Post
    The taunt is an AoE, the damage is single target. Bruising doesn't stack with itself, but it will stack with the Achilles proc. I think I'd do Jab then Laser Beam Eyes, because, if I remember correctly, Laser Beam Eyes does more damage.
    I'm not quite sure what the duration of -resistance for Bruising is, as it seems a bit longer than Mids suggests... but the effect seems a fair amount shorter than that of the Achilles proc if it fires.

    The way I'm slotting LBE in my experimental Mids build that includes it I sacrifice some damage to get the -def to 22% for 6 seconds, long enough to follow up with Jab and KO Blow in that window... with a 20% chance of stacking an additional 20% -resistance for 10 seconds for KO Blow to benefit from.

    I think that with Jab first followed by LBE that KO Blow might fall outside the Bruising time window, preventing the potential stack of -resistance in the KO Blow strike.
  12. Quote:
    Originally Posted by MajorDecoy View Post
    What's your travel power? Hurl can only be used when standing on the ground. If you have hover, take Laser eye beams.
    I use Combat Jumping/Super Jump, so either power would work.

    Looking at Mids it lists a radius for Hurl. Since the attack seems single target, I'm wondering if the taunt of that attack is AoE, which would allow it to help with aggro.

    On the other hand, Mids shows that LBE can be slotted for -defense, and have the Achilles process for possible -resistance, so it could be used as a combo damage/utility power, and perhaps as a ranged single target taunt.

    I also wonder if Bruising would stack with the Achilles proc if it fired. That could make for an potentially good combo of LBE+JAB+KO Blow, if the stars all aligned... making KO Blow more likely to hit, and possibly cause much greater damage.
  13. Quote:
    Originally Posted by Seek_Trouble View Post
    I have them both!
    Wonderful!

    That puts you in a perfect position to answer my question.

    No doubt even now you are composing a response to my query, founded on your detailed knowledge of both powers.

    I look forward to reading it with eager anticipation.

    In an unrelated note, my first post has been updated.
  14. I have a level 50 WP/SS tanker that I intend to set up with IOs. I am deciding between Hurl and Laser Beam Eyes.

    From a RP standpoint either would fit the character, so that doesn't serve as a way to make the selection.

    From a mechanical standpoint which would you choose, and why?

    Thank you in advance to those that respond usefully.
  15. Quote:
    Originally Posted by BlackBellatrix View Post
    I mentioned a few pages back but I still think an easy and elegant (though probably a bit time consuming to program) solution would be to simply have the buffs auto-reapply when their duration is up by taking the End from the caster, if the caster is still on the team and in the same zone. So, it doesn't reapply when they're out of zone, out of team, or dead. This addresses a number of problems with other implementations.

    1) Doesn't allow people to keep non-team members buffed for longer than they can now. There would no worry about these PLed buffers just zone sitting in RWZ or Cim, making teams invincible. It also doesn't mean people will dump the buffers after they get buffed.

    2) Doesn't require a PBAOE that would make the sets even more annoying, regardless of buff duration

    3) Keeps the power balanced in the End per Duration category. In fact, it doesn't change this dynamic at all.

    I also think this brings a number of other benefits to the table as well, besides just reducing "tedium". What you're looking at is:

    1) Slower and less experienced players would be more free to use their blast, control and other powers. You'd probably get more mileage out of those FF Defenders that either don't have the twitch reflexes and multi-tasking capabilities to focus on the battle and everyone's shields and you might see more effective use of FF's knockback and repel powers.

    2) It'd be a lot more enjoyable for those who find it tedious. And, as evidenced by this thread, there is a portion of people who do find it tedious. The people who don't mind the tedium would just have a little more time freed up to blast without the change making these powers weaker or less convenient (as I'd fear the change to PBAOEs or upping the duration would do)

    Edit: Also, in this proposed change, I'd propose the ability for the caster and the recipient to set the power to "Do not renew".
    Your solution doesn't account for the opportunity cost of shielding, and the tactical ramifications that may arise. Part of the cost of shielding is that while you are doing that, you are unable to do other things such as blast or control. As it is now, this cost scales with the size of the team, and is especially noticeable for MMs, who essentially shield two teams. With your system, the endurance cost scales with team size as it does now, but the opportunity cost is mostly negated after the initial application.

    As such, this change amounts to a buff, which is fine.. if it is felt the sets need a buff. If not, the new hands-off approach would have to be offset with an additional cost to the player.

    Further, the opportunity cost of shielding isn't simply represented by direct costs only to the player, but also influence how events unfold around him in critical situations.

    In very difficult encounters a shielder may be in a situation where he has to decide between re-shielding Hero X or using one of his other abilities for which there is immediate need. With your system, such critical choices will never need to be made. Will that make shield sets more tedious in the end?

    I suppose though, in way, it would make shielding similar to Willpower for melee archetypes.. Toggle and forget, and focus on using your other abilities. Lots of people like Willpower, so maybe having fire and forget shielding would greatly appeal... to some.

    I'd personally be more attracted to making a shielding character if your idea was implemented, as I see these sets as a bit too fussy for me as they are.

    However, some current shielders in this thread have posted they're content with the current system and they may be less enthused with your idea.

    For some, having more time to use their other powers isn't why they chose these sets. For some, actively shielding is what they want to do. Replacing that with automatic shielding and more active use of their other powers may, to them, be a poor substitute.

    What one finds tedious another finds enjoyable.

    Perhaps, what could be done, is to leave some shield sets as they are now... cycle-based shielding... and change some shield sets (or introduce new ones) that are effectively toggle-based shielding, working in the manner that you describe.

    Perhaps adding new ones would be best. It might be easier to add new archetypes than to rebalance old ones, and players wouldn't be faced with major changes to existing characters. Either way, it would give more options to players for shielders.
  16. Quote:
    Originally Posted by Oedipus_Tex View Post
    Well thank you for the advice to reroll 4 of my 6 50s, but I think I'll pass. As it happens, I rolled them because I like playing a buffer. I tolerate the mechanics because if you want to play a buffer, you play by the mechanics that are given to you.
    My advice to players, in general, was if they don't like the mechanics of a set to play one with mechanics they enjoy.

    Since you, in particular, have played four buffers to 50, presumably you liked the mechanics as they are well enough.

    Otherwise... you would have played something else.

    Soooo... I don't see how you felt my post was all about you, but feel free to indulge in that interpretation if you wish.

    Anyway, as I see it, the issue is pretty simple.

    Patient: Doctor, it hurts when I do that.
    Doctor: Quit doing that.

    Play it if you like it. If you don't, play something else. Applying cyclical shields isn't the only game in town.
  17. Quote:
    Originally Posted by Humility View Post
    If you play a shield powerset and want to do your job, there is no control or alternative to buffing tedium.
    The alternative is at the character creation screen, where one has total control over the character they make.

    There are many sets available that suit a wide variety of tastes. Not all of them require cyclical re-shielding.

    It seems a bit ridiculous to choose to play - or to continue to play - a power set one feels to be tedious.

    Pick... something... else...

    There are many that choose shield sets precisely because they work the way they do.

    Why should they potentially lose out on the mechanics and play style that they chose to enjoy when those that don't like how shields work can pick another set?

    Changing the way shields work to suit the desires of those that don't like the sets as they are now could result in those that do no longer enjoying their characters.

    It seems to me the easiest and best fix is for players to choose sets they enjoy the mechanics of, rather than trying to shoehorn sets into mechanics they enjoy.
  18. Quote:
    Originally Posted by Ultimo_ View Post
    Quite so. Certain themes are so common that it's nearly impossible to find something fitting for a character that uses one such theme.

    Consider my Batman homage. The idea was a grim, dark watcher of the street. His emblem is an eye. I tried so amny variations of Watcher, Watchman, Guardian, Guard, Black, Dark, Night, Moon... you name it. NOTHING was available that fit the theme.

    Again, if I'm being restricted in this regard for the benefit of someone who isn't paying for the game when I am, then I become somewhat irked. If all those names are on characters on active accounts, then so be it. It's if I, as a paying customer, am being put behind someone that is not a paying customer.
    Finding names can be difficult. It would be nice if those not in use for a prolonged period of time would be freed up for active players.

    Anyway, some names that might fit your theme, available at the time of this post are:

    (The) Seeing Eye

    (The) Seeing Sentinel

    Grim Gaze

    Nightclops

    Umbral Watcher
  19. Thanks, seebs, for posting your excellent guide to devices. I especially like your view that Devices is the actual primary. That is the way I'm treating it as I level my Sonic/Devices.

    One additional note you might like to make under synergies with Sonic is that Taser stacks with Screech to allow for close range stun stacking on bosses. The short range on Taser makes it more of a panic response I suppose than Stun Arrow though as it lacks the range of the Archery combo.

    However, It could be combined with Siren's Song to sleep most of a group followed by moving in to stun the boss. Then one could proceed to defeat him with direct single target attacks while maintaining the stun, sleeping the rest of the group as needed, and then finally the remainder could be disposed of with whatever combination of mines/time bomb.
  20. If they can animate people flipping around like maniacs with dual pistols and flexible whip attacks (which I imagine would be a good deal more difficult than animating rigid weapons) I don't see it being all that much harder to depict wielding a staff two-handed.

    As far as having a "small staff" in each hand, two sticks do not a staff make, even with the word bo in front. They could probably just draw up some sticks for dual blades and that would serve just as well, so long as players could forget the name blades in the set.

    I'd like to see staves implemented at some point.
  21. -Urchin-

    Greetings All

    Thanks for the replies everyone.

    @Silas_Gray

    Heh, you're right about the alts. I have several characters started up, with a variety of concepts that I'm trying out or will be trying out at some time.

    Although I don't have a lot of MMO role-play experience I played PnP RPGs for about 20 years or so, so I have some familiarity.

    Perhaps I will attend that upcoming recruitment fair, but as you say there is no immediate rush to join up with a group.

    Thanks for your offer of advice. I may well take you up on that.

    @OmegaX

    Actually, Ninja Urchin is in his teens, though has been living on the streets for some time now as his mutation was poorly received by his family. Apparently some parents don't like their offspring suddenly growing a thick, black hide and having the ability to sprout toxic spines. Who would have guessed.

    My other characters are older than that, and at the moment more a glimmer in my mind, just barely created... other than The Canadian Shieldman, which is my first and the one furthest along but on a break right now.

    It looks like you are planning to be at the recruitment fair based on a post of yours I saw in that thread. Perhaps we will meet there.

    @BigDaddyDream

    That's an extensive site you have there. It will take a bit of time to give that a looking over. It seems like quite a large and established group. Heh, the few times I've been in large teams the action seemed quite overwhelming. It was fortunate that I just had to keep whacking things or I would have been quite lost in what was going on.
  22. -Urchin-

    Greetings All

    Hello everyone.

    I'm fairly new to the game, and chose Virtue as my server as there seems to be a fair amount of RP here judging by the boards and I hope to be able to join a super group involved with such.

    I don't have any experience with RP in MMOs, but I do have a fair bit of experience in PnP games... though I haven't been able to do that much as of late either unfortunately.

    I have created a mutant Spines/Willpower Scrapper... rather short with thick, black skin and long, black spines... with a build plan based on the melding of various guides I have read on the forum. Eventually he will have caltrops as well, for additional slowing of the enemies.

    I called him Ninja Urchin as I'm *ahem* creative like that.

    If any of you have some advice you wish to give to a new player, I would certainly be happy to hear it. Also, if any of you have suggestions as to super groups with an element of RP I'd be happy to hear of that to.

    Anyway, I hope to meet some of you out there.

    ~ Urchin