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Quote:And that reason was that they had no way to balance this, and no easy way to warn players they were doing something dumb.OK, so I pick Build Up seven times and then something else on top. Absurd example, but it highlights a couple of problems:
1. Powers within powersets are not balanced against each other. Healing Flames has an equal heal strength to Reconstruction, but it recharges 20 seconds faster, just as an example. And there are others besides. Most powersets are balanced as a whole, relying on the interaction and stacking of all nine powers, even if individual powers within the set may be overpowered or underpowered.
2. Some powers only work within the context of the set they appear in. Soul Extraction only works on Necromancy henchmen, Swap Ammo only affects Dual Pistols powers, Power Syphon builds up buff from Kinetic Melee attacks only, etc.
3. Power order is all over the place. If we go by Blaster primaries, I can take one Tier of power from each set and still end up with a set of almost entirely Snipes. And if you don't make powers comparable by Tier, any other kind of comparison is largely subjective.
4. Power balance dictates that powersets have certain weaknesses and certain strengths. Invulnerability has no psionic Protection, but has high smashing/lethal resistance while Fiery Aura has overall less survivability but more utility. Mixing and matching powers as you please simply means the community as a whole will end up with one meta-powerset with all strengths and no weaknesses.
This system existed once before, in CoH pre-Beta, and it was abandoned. There was a good reason for this.
Not to get anyone's hope up, but I thought about this problem about two years ago, in a serious (and not just musing) fashion. I came to the conclusion it was possible to do, but would require a significant amount of restructuring of how the powers system worked to really do it right.
It would take me about six months to set the system up properly, which translates into about eighteen months of total development time. Maybe more including playtesting. But I believe every technical and balance barrier has a solution that would work in practice. You'd probably start with the easy stuff, and allow the construction of melee and ranged offensive sets, then dominator assault sets, manipulation sets, and defensive sets. The hard ones would be the buff/debuff sets, the control sets to some degree, and the mastermind primaries would be a nightmare.
Theoretically speaking, by the way, mitigation sets would actually be one of the easier ones to balance (easier, not easy), because for most power mechanics we have ways to calculate mitigation strength to within a high degree of accuracy. Its not as simple as allowing players to mix and match powers from different sets indiscriminantly, but its calculable. And if its calculable, its balanceable.
Pure offense is actually even easier to value. The AE custom critter system has an extremely primitive system for doing so, and it gets surprisingly close to doing it well enough for custom powerset construction.
Valuing buff and foe debuff powers and sets, now that's the really hard one. -
In general, the rule for Praetoria has always been that rather than be a mirror of our world where everything is there but opposite, most elements of Praetoria are mash ups, where different forces that combined in one way on Primal Earth recombined in a completely different way on Praetoria.
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Quote:Probably not, but that is difficult to reconcile with the desire not to homogenize the survival of all the archetypes, particularly blasters. I've seen what happens when you turn the glass cannon into the ranged scrapper, and its not worth it.Of course they will. There's no real question of that at all; The question that's sparked interminable debate is whether their sacrifices in terms of defense compared to their closest damage rivals - Scrappers and Brutes - is worth their damage and range advantage.
Quote:First, that we've seen in recent content some new mechanics where that range advantage actually proves significant. Blasters are boss on Apex. They're are also extremely helpful during the BAF Escapee phase, moreso than their melee counterparts; and their range is also useful during the final confrontation in the KIR, especially as Entanglement and Obliteration beams rear their heads.
Also, one additional advantage fairly unique to blasters in BAF: sequestration can have minimal impact on damage output, particularly if you have a lot of global recharge (and in a rare moment when energy blast is a strong option, slotting force feedback procs make that sequestered damage output even better).
Quote:So while I think Blasters could use a little help, if you've been fine with how Blasters were balanced before, I don't really see why you'd stop playing them in a post-I20 world. -
Quote:That isn't the only thing I'm concerned about. There's a large spectrum of differences between playing a defense-focused set and any other set that most people don't even think about. For example, if I really get into trouble with my Regen scrapper, I pop lucks. Leaving aside the issue of whether that is balanced or not, its an option available to me. When my SR scrapper gets into trouble, which admittedly is not often, the options are not symmetrically valuable. I can pop respites or sturdies but both are generally far weaker as protection tools than lucks.It's part of why I think SR tanks will have issues in the high level game. The high level game is chock full of enemies that are capable of making a mockery of defense, and SR really doesn't have anything else to fall back on.
That's why adding defense to resistance based builds makes for such a powerful character. When defense fails (and it will), they have resistances, and usually a self-heal to fall back on. An SR tank would only have slightly more HP than an SR brute, and nothing to soften the blow when their defense fails. I have a feeling that it will lead to SR tanks being undesirable for some tasks in the game. For instance: That autohit Nictus in the ITF is going to SUCK for them. As are DE and Veng buffed Nemesis. And Rularuu eyeballs. Even non-positional Psionic damage is going to suck, as SR lacks a self heal or a way to really increase their max HP much (which is about all an Invuln can do about Psi)
Just getting to the soft cap does not mean you are suddenly as survivable as a Tanker. There's more to it than that. Is a soft capped Blaster or Defender as survivable as a Tanker? Not that I've ever seen. It does help, but defense alone does not make a squishy AT suddenly non-squishy.
In fact, I think a Regen tanker without modifications would be in even more trouble than an SR tanker without modification (a lot more) but in at least one respect the regen tanker would have a small advantage. A regen tanker that pops four small lucks gets to be soft-capped with regen's healing ability for one minute. It takes a whole heck of a lot more respites than four to equal regen's healing capability for one minute.
With no insps at all, I'm guessing an SR tanker is going to be much stronger defensively than a Fire tanker. It won't even be close. But the Fire tanker will have a small edge in alpha strike resilience, and there will be a break even point where above a certain amount of inspiration usage the fire tanker will be capable of overtaking the SR tanker.
And that's separate from the fact that defense buffs are among the most common team ally buffs and the SR tanker will, most of the time, benefit exactly zero from them.
All of these little things are going to add up. -
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Quote:Of course, but my comment on the general design still stands - the weapon looks big and heavy, which I heartily approve of. This is part of the reason why I keep getting into arguments with people over big weapons. There's this belief that those of us who like big weapons want something absurdly impractically huge, when all I really want is a weapon that LOOKS big and heavy.
dis only LOOK beeg and hehvy. it really convertible.
it Vanguard weapon: if look close, got Vanguard logos stuck in front grill. also glasses and maybe some hair.
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Quote:Except for the cats, I do all of that and more and it took six years for the devs to adjust Martial Arts, and they managed to actually nerf it first. So unless cats are worth a couple years a piece, you might want to consider kicking in a couple of goldfish or something. Unless you want to see them replace invincibility with swift to counteract the movement slow in Unyielding, before buffing Dull Pain in 2014.-Because I've asked nicely a number of times.
-Because I've asked rudely a number of times.
-Because I'll be their friend for ever and ever.
-Because I'll leave them alone for ever and ever.
-Because the current performance of Tankers doesn't synch up with their description in game or on the website and that could be off-putting to new players coming in with CoH:F
-Because my two cats are adorable and agree with me on Tankers.
-Because, as proven with Invul, once something is fixed I tend to shut up about it.
-Because I've put countless hours into hounding for Tankers to be treated fairly, all the while entertaining the community.
-Because it's there.
-Because despite my ranting, I hunt for bugs, boost the game with potential players, help anyone who asks, give away a large amount of in game stuff to strangers in the name of good will and while I can never match the contributions of others, especially someone like you, I try damn it. That should count for something.
You may not think any of these are good reasons, but added together perhaps they amount to half of one good one?
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Also, Castle knew you'd like the changes to Invuln, but to his credit he did them anyway. -
Historically speaking my time estimates have never to my knowledge been materially wrong. Even when I've publicly disagreed with the red names my record is still intact on that one. So I'm going to go with that for now.
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Quote:Last I checked, the devs felt that changing foe intangibles would negatively affect the segment of the player population that leverages those effects specifically because those effects are unique and less well defended as opposed to other mezzes. The very fact that they are situational and unique makes the devs loathe to arbitrarily tamper with them because the players that like them would then have nowhere to go: they would be eliminating essentially an entire unique effect in the game. So they are reserving the right to take another look at those when they have the time to spend a lot of time thinking about the ramifications of altering them.Replacing Dim Shift with another AoE control would NOT violate any sort of cottage rule
Whether that is an example of the cottage rule in effect or not is mostly a matter of semantics. -
Quote:Within the context of this discussion, standard difficulty content is designed on the presumption that everyone slots SOs, so players that slot SOs can actually do that content. In that sense, all of the archetypes are "balanced" around SO slotting, in the sense that they are balanced against the content as if they slotted SOs.I am not really sure it should be -- At least for a good sized chunk of the level 50 content.
However, archetypes are also balanced against each other and for that the devs datamine actual player performance in-game. So in that sense, when balanced against other archetypes the devs implicitly assume the average slotting of the playerbase. In other words, if the average player at level 50 has common IOs, then the archetypes are being implicitly compared as if they do, because they are being compared based on their actual performance when played by actual players, and built and slotted by actual players. At least at level 50. If they have SOs at level 40, and SOs at level 20 on average, then that is how they are compared at those level ranges.
One thing I find interesting is when players use the word "balance" they often use it singularly: some *thing* is "balanced." But balances tend to have two sides, and balance usually describes a relationship between at least two things. When someone says an archetype, for example, is "balanced" they rarely state what they think its being balanced against. Which implies they think "balance" is an abstract target, as opposed to an actual relationship between two things. Or that there can be multiple balance targets based on multiple relationships between different things: archetypes against each other archetypes against standard content, archetypes against the overall average of all archetypes, etc. The last time I counted, there were about two dozen different "balance" relationships each with their own individual metrics and targets that I was aware of. -
Quote:Because nearly all designers of anything, not just MMOs, need a good reason *to do* something, not a good reason *not to do* something.By that logic, why not raise the Tanker damage cap if the people who want to play Brutes and Scrappers are just going to continue to do so.
Because doing so would cut into someone's lunch time? I'd gladly pay for the meal.
That's why no one has ever won the "why not" argument. Its completely valueless. -
Quote:I was just conveying the fact that I actually know what's involved in either creating or altering the design of a powerset, so I can say with certainty that non-cosmetic changes to powersets are usually more expensive in resources than players tend to guess.Ignoring the facts that the repaired powersets would be new powersets, and the time to make the changes could actually be considerably less than the 1/9th first glance. They don't need entirely new animations or mechanics like titan weapons after all and can borrow from existing powers. By example the game has a grenade throw animation that can be ported directly into devices. There is the simple concept of fixing what is broken, instead of trying to push something new.
If you just want to convey that we won't be likely to get major fixes to existing powersets in the future you are likely right. I would hazard it's more from the fact, that new powersets can be sold, while maintenance would expected to be included in the sub. -
Quote:Interestingly, Tankers have 20% more base health than Brutes, but the exact same max health cap ("Max Max Health"). That one always struck me as a little strange. Its very obvious that the design intent of Brutes is to have lower base numbers than Tankers but essentially identical maximum (mitigation) numbers across the board, so they could be *buffed* into being as strong as Tankers. That reliance on buffs was supposed to propagate into the offensive side of the ledger but they didn't balance Fury correctly at the beginning of time, and have been very reluctant at this late stage to do more than tweak it. Even small tweaks to Fury were met with howls, and even small (downward) proposed reductions in resistance caps were met with a lot of opposition (which, to be honest, I felt was completely unjustified - the complaints, not the changes).Maybe you can help me, because I keep getting 1874 HP base for the Tanker, and 1499 for the Brute.
That can't be right though, because that means the Brute has 20% less than the Tanker.
Brutes are actually a much bigger on-paper threat to Scrappers than Tankers, insofar as Fury is demonstrably almost impossible to sustain at levels below the break even point on offense for scrappers even solo. But really there isn't a mass exodus away from Scrappers towards Brutes (or from Tankers towards Brutes either) and really, archetypes have no right to complain about fairness. Archetypes are just numbers in a spreadsheet. The important two considerations for archetypes are: do they meet the minimum requirements for reasonable gameplay, and do they offer a materially different set of gameplay options. Brutes, Scrappers, and Tankers tend to. The fact that one or another might be seen as a universally superior option by a player is an indication they should play that one. So long as most players don't believe that, and it isn't obviously true in most of the normal gameplay situations actual players find themselves in, there's no actual problem with the archetypes that needs redress.
In other words, Tankers are there for players that want to play Tankers. The players convinced Brutes are better than Tankers in all respects should play Brutes. The people who think Brutes are better than Scrappers in all respects should also play Brutes. Scrappers and Tankers are there for the players who view them as having advantages over Brutes and each other., and there's no compelling reason to take that option away from them. -
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Quote:I should point out that force feedback suppression was, to the best of my knowledge, never a feature of the power. When I first saw the article on Paragonwiki, it did not match my experience or my testing of the proc. So I retested *and* examined the design of the proc specifically, then discussed the proc with Castle. To the best of my knowledge, that proc does not have suppression, never had suppression, and never had any mechanism remotely related to suppression. What it does have is the specific feature that it cannot stack with itself and cannot refresh itself. So when its triggered, you cannot get the benefit of another proc until it expires.http://wiki.cohtitan.com/wiki/Force_...or_%2BRecharge
Suppression
This article or section contains information that no longer applies to the current version of City of Heroes/Villains. It is provided for historical purposes.
In its original incarnation, this proc would trigger extremely frequently and was basically a constant recharge buff on the character, provided that he had slotted it in a fast-recharging, Area of Effect power, like Footstomp. Since then, the power has been altered, adding suppression (red bits of the image below), requiring careful timing to get the most use out of it. Too-frequent use gets it to suppress too much, leaving very small windows of the buff being in effect (green bits of the image below).
But I slot this proc in my energy blaster, which is to say I slot it in *everything* on my energy blaster: power bolt, power blast, energy torrent, and explosive blast. I also have global recharge in my combat attribute monitor so I can see global recharge constantly. When I'm in a position to be using AoEs a lot, the proc is up more than half the time.
Mechanically, the way it works is this: the IO grants a 10% chance per target hit of granting you a passive power that buffs your global recharge by +100% for five seconds. However, this power has a limit of one, which means you can only have one copy of the power active at a time. If the FF proc fires while you still have this passive power active, that next proc will simply be wasted: you won't get any benefit at all.
Theoretically speaking its possible to have the proc up almost perma, but in practice it won't happen. At some point the proc will fire and grant you 5 seconds of +100% recharge. While that is up you cannot get any additional benefit from the proc. The moment it expires 5 seconds later, you can benefit from the proc again. If, at that moment, you fire an attack and the proc fires, you can be buffed again. So nothing prevents you from getting the buff over and over again, one after the other, continuously. But random chance and your attack chain will likely conspire to make that unlikely most of the time: the proc has to go off at just the right time for you to get the buffs back to back to back.
But high-speed energy blasters that cycle torrent and explosive blast can see *very* high uptimes in high density maps: since the proc has a chance to go off per target, the odds of the proc going off when you use torrent or explosive blast will be much higher than 10% if you are hitting lots of targets. -
Quote:In one sense yes, but in the more important sense that most players would see that as a tweak to old sets rather than a genuinely new powerset, no.I would say I'm not suggesting every AT all at once. But I would be willing to concede to seeing 1 AT updated every so many "X" times per year so as not to kill the Devs new critter creation time. Further wouldn't they be creating new powersets in the a sense ?
Quote:To be honest I really do feel that we will be seeing something like this coming out with the store. I think that the new animation thread was there to give them ideas for packs they can sell. EG new sword pack, Mace Pack, Weapons Pack. -
When I first started playing, with no specific preference I picked the server at the top of the list. Also, ever since the EU/NA merge Virtue and Freedom are now actually below the bottom of the visible list on my screen and I have to scroll to see them. I suspect a sizable percentage of new players will end up on the lower population servers initially simply because they aren't going to look carefully at the server list at all, and will just pick one either at random or near the top.
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Sucks, doesn't it? Unfortunately, you ended up in the one where people think you're crazy and the devs don't listen to you. Although, statistically speaking I think you could pick a random universe and that would still likely be true.
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Quote:You'd be stealing time away from making new powersets. Assembling a powerset is not just a matter of pulling powers from different places together into a list of nine. Even if you completely eliminate the time it takes to construct the individual powers and animations, you're left with significant design, balance and testing reviews of the sets which would significantly reduce the number of new powersets we'd get over time. Not just player powersets, but also critter powersets which is tantamount to saying we'd get less new critter types as well.Dev should create double sets for each AT. Between the players and the Devs there must be enough input that the Devs can agree on some ideas. This way the "Cottage Rule" remains in play and it give more choices for newer and older players from power sets.
Once you open the floodgates to making optional powers in existing powersets, you'd probably be losing a lot of new powersets and new critters goodbye or at least delaying them by a lot. Its trivially easy to do in the sense that the work is very straight forward. But you'd be kissing lots of other stuff goodbye when you did it. -
Quote:There are things with hold protection but not intangible protection.That said, powers like Dim Shift, Black Hole, sonic cage, and detention field could (and should) be replaced by new powers that have the same intent (AoE or ST control) and nobody would get upset. If the intent of those powers is to take a target or targets out of a fight so they cannot fight back, then any sort of control that does the same without making the target intangible would be an adequate (and superior) replacement. For instance, if sonic and FF had a hold instead of the cage nobody would complain. If Dim Shift and BH were replaced with a long duration knockdown (for example), nobody would be upset.
Seriously, is there anyone out there that prefers making a target intangible to hard controlling it for the same duration? -
Quote:The incarnate trials *are* adding diversity of content to the game, insofar as there weren't any until recently and still aren't very many compared to all other forms of content.Most unfortunate if the devs indeed are so narrowly focused in their planning. Diversity of content is the key to reaching a wider audience. I think it's fairly well documented on these forums that not everyone likes the Trials style of play.
Since they are still making lots of the other content, and more of it than the trials even since I19, your conjecture about their narrow focus would be foundationless. -
Quote:If the primary thing that mattered was maximally buffed numbers then blasters would be just a fraction under scrappers in offense and survivability, but with generally more AoE. However, the truth is that when actually played by our actual subscriber base, the difference in performance between the two is so far apart in practice they aren't even in the same zip code.Oh, fer cryin out loud.
Ok, I have said this many times before, but apparently people are not listening.
If all you care about are the numbers, BRUTES ARE BETTER. Period.
Brutes have by far the largest performance envelope, IN THE NUMBERS, of any melee toon.
Let's toss out some numbers. Assume you start with a single target attack that deals 100 points of damage.
Tanks start at 80x1.2=96 and cap at 320 x1.2 = 384 (w/bruising)
Brutes start at 75 and can cap at 581. That's 197 more damage than a tanker. (!!!)
Scrappers start at 112.5x1.06 =119 and can cap at 562x1.06=596. That's a whopping 17 more than a brute, and I was generous with the critical percentage.
Stalkers start at 100 and can cap at 500+(Stalker damage is complicated as hell, so screw it, they get their base only.) ((Well, ok...)) Let's assume they can consistently get a 25 percent damage buff (IFFY) so they come in at 625. They beat scrappers by 29 points.
Now, that's a HUGE gulf between tanks and brutes, and a TINY gap between brutes and scrappers and stalkers.
Do I also need to put up the survivalibilty comparison? Becuz, ya know, brutes survive pretty well, too.
BRUTES ARE BETTER.
If you care that much about the numbers, play a brute, it's a complete no-brainer, ESPECIALLY in a teaming/buffing/farming situation.
If you care about style, or anything else, PLAY WHAT YOU LIKE.
IT'S ALL FUN.
Criminy.
The vast overwhelming majority of the playerbase, i.e. the people the devs primarily make the game for, are not playing in saturated buff conditions. In those conditions, blasters die, healing helps, and there's a huge difference between brutes and tankers. -
Quote:Its possible. You'd have to either be able to play blasters ten times better than I can after seven years of playing blasters, or play stalkers ten times worse than I can after being blindfolded, but its theoretically possible.Since it's derailed anyway, I actually had an argument with someone in the Stalker forums a while ago where they claimed their Blaster was more survivable than their Stalker. They were told that they're doing it wrong, but they insisted that with a ranged hover-blaster they could do more damage with better survivability than a Stalker.
So based on one person's uncorroborated claim, Stalkers are less damaging with less survivability than not only Scrappers, but Blasters as well!