Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Adeon Hawkwood View Post
    A couple of reasons. First it would be the only blast set to get an attack that strong which kind plays with the balance. Secondly it would make it simultaneously the strongest attack in the set AND a hold which seems a bit to good. Thirdly my understanding from comments Arcana has made is that blast sets are deliberately designed to have lower DPAs than melee sets so giving them 15 second or 20 second recharge blasts would go against that.
    With regard to DPA, that's the general rule, but of course exceptions are made: the aforementioned Blaze, and the insta-snipes themselves, have much higher than normal DPA.
  2. Quote:
    Originally Posted by Doctor Roswell View Post
    The same way pretty much all the "blast" powersets and most of the melee ones work: 5-7 of them can be the same basic idea, but with different numbers and activation animations. Nearly everything in Water Blast boils down to basically the same thing (hit them with water!), but it's a complete powerset, because they all behave slightly differently. The difference between Aqua Bolt and Hydro Blast is just numbers and what the character does with his arms -- the difference between Sleepy Song and Lullabye can be too.

    (And yes, still being facetious. People seem to think I'm looking for a fight here, but I'm really not. I'm just making observations. No hostility or anything.)
    Sonic Blast does that. Of course, for eight of the nine powers they instantly wake back up, but the one that's left is a doozy.
  3. Quote:
    Originally Posted by Doctor Roswell View Post
    Right.

    But again, my issue is not with the set. It's with the attitude and implication that this conceptually-narrow and specific set, one not terribly well-represented in the source material the game emulates, is somehow "long overdue."
    Its long overdue because as you seem to be aware of, "so many people have spent so long insisting so vehemently that their gaming experience somehow wasn't complete without a water-blasting set" and its a concept that has not had an analog within the game until now.

    As to things not specifically well represented in the comic book genre, what this game apes are superheroes (and supervillains) as a concept, not individual powers and abilities per se. There aren't really any masterminds as implemented in City of Heroes in the comic books. There aren't really Defenders as such, or Dominators. The aim of the game is to cover as much conceptual ground as possible, not concentrate as much attention as possible on the few most popular points in that conceptual ground.

    That's also why our costume editor looks like Comic-con exploded at Mardi Gras. The game isn't trying to focus as much attention as possible on all the minute details of the most frequently represented spandex in comic books. Its trying to provide as much shotgun coverage of as much conceptual space as possible.

    The attitude that we should judge game content based on how well represented that content is in the most popular mainstream comic books is actually one that has been discouraged for as long as the game has been in existence. We don't compel our players to be "mainstream."
  4. Quote:
    Originally Posted by EvilGeko View Post
    The Snipe change as proposed all but mandates that a blast set include a snipe from now on.
    They may start doing so because snipes are no longer drags on a powerset, but as to it being required now; because why exactly?

    Consider this: insta-cast Blazing Bolt won't even be the highest DPA single target attack in Fire blast: that honor still goes to Blaze which is becoming an 80 foot range attack.

    Every blaster set is improved at least a little by the insta-snipe, but while some sets improved quite a bit, did Fire Blast really improve by a dramatic amount? Would fire blast have "fallen behind" without the snipe?

    A blaster set with three ranged attacks with DPA of about 1.25 DS/sec will outperform energy blast with its insta-snipe. That's like 10% higher DPA than Focus. There's lots of ways to build a set that leverages the snipe changes, but there also seem to be lots of ways to make blast sets that could easily do without them. If the changes are popular they are more likely to build blast sets with snipes, but that's not the same thing as being mandated to do so and I don't see the forcing function.
  5. Quote:
    Originally Posted by monkey0707 View Post
    I take hasten on every alt that I make (unless its not really needed) and use it all the time and really never have that big of a issue with Endurance. I am a very active player and always queuing up for the next attack as well.
    A video demonstration would allow for quantifying what "very active" means relative to endurance burn rate.
  6. Quote:
    Originally Posted by Sylph_Knight View Post
    Before we proceed, are you attacking my choice of words or are you attacking me?
    I'm objecting to the idea expressed by the words, which would not be resolved by changing the words, unless your original words were mistaken.

    I said the devs do make changes based on feedback, and you said you agreed: you only reserved the right to judge if those changes were acceptable. But your original statement explicitly stated that you believed the devs ignore feedback when making changes and that seemed unambiguous.

    You also referred twice to "a third option" which suggests you think there are two sides. In fact the phrase "take a third option" is common enough to be a trope. As I said, I don't believe there are two sides in the contexts we're discussing.
  7. This thread is an old thread, and references a developer that is no longer working on City of Heroes (he's now working on a different project within Paragon Studios).

    Titan_Destroyer: see Paragonwiki's page on easter eggs and also specifically the egg hunter exploration badge.

    BlueClaw: bribing developers with in-game currency of a game they write, that they can grant unlimited amounts of to anyone they want, is unlikely to be effective. On the other hand, if you want me to pass the request along to a developer, I take cash.
  8. Quote:
    Originally Posted by Chase_Arcanum View Post
    No. You're missing several elements there. A few:

    1) It does cost Valve to list a F2P MMO there. Players have limited time to play games. Time spent on F2P games is time not spent on a title they make money on. A "free" single-player game would be a safe giveaway, as they have finite playability, but an MMO that's potentially frequently-updated has greater potential to draw someone away from other purchases.

    2) Being the google of games only works if you get revenue from your listings or paid referrals.

    If you want to use Google as an example here, Steam would be charging either a flat listing fee (if you want your game listed in our store, give us $X a month) or a referral fee (for every user you get from us, give us $X or X% of that user's transactions) which is essentially what I had stated they'd do.

    3) If steam just wanted to offer "referral" absolutely free, like Google, then they could easily craft their store to provide external links to all sorts of F2P games out there, just a Google shows a "City of Heroes" result when I search "Superhero MMO." Nothing would stop it from offering a store PLUS referral service. It doesn't. It enters into business agreements with specific titles and only then are those titles are listed. That relationship alone strongly hints that it isn't "free" to the developers.

    That doesn't mean that they didn't approach Paragon / NCSoft with an offer to enter into such an agreement. It just means that any offer wasn't enticing enough...
    This line of thought doesn't account for the possibility that F2P listings are loss-leaders to build an environment that allows Valve to better monetize revenue generating listing space.
  9. Quote:
    Originally Posted by Emjack View Post
    ok i see the slots but how do you know when to fill them example of yur build

    Level 8: Freeze Ray Empty(A), Empty(15), Empty(17), Empty(17)
    Level 10: Aim Empty(A)
    Level 12: Ice Storm Empty(A), Empty(13), Empty(13), Empty(15)

    k level 8 your showing to slot it at lvl 15 then 17 then 17

    BUT your level 12 your showng to slot at lvl 13 then13 then 15

    why is lvl 8 have longer to slot ( waitng to till lvl 15-17) than your lvl 12 you slot at lvl 13-15

    this is what confusing me is when will i know when i want to fill the slots without messing up the build lol?
    Translated into English, what that says is that he took Freeze Ray at level 8, then Aim at level 10, then Ice Storm at level 12. Each of those powers, like every power, has a base initial slot which is labeled (A). It also says at level 13 he put two slots into Ice Storm, and at level 15 he put another slot into Ice Storm and one into Freeze Ray. Then at level 17 he put two more slots into Freeze Ray.

    That's what he did in Mids, so if you want to create the same build in the game you would take the powers at the levels shown, and then add slots at the levels shown to those powers. Mids records not just what powers you take and what slots you add, but the exact order you do it in, and Mids forces you to do it in the program the same way the game will unlock and give you power choices. Short of a bug, if you can do it in Mids you can do it in the game, and if you can't do it in the game you can't do it in Mids.

    So, if you wanted to make deadboy's build, you would take the powers listed at the levels listed down the left, and at the levels where you get slots instead of powers you would put those slots into the powers shown. Your first two slots at level 3 would go into Ice Bolt. Your next two slots at level 5 would go into Ice Blast. And so on.

    In terms of what to put into them, deadboy is suggesting that prior to level 22 when SO enhancements become available, he slots one accuracy, one damage, one endurance reduction, and one recharge TO or DO. My guess would be that the order you would slot them in would be something like accuracy first (accuracy always first), then endurance, then damage, then recharge. The alternative is generally accuracy, damage, endurance, recharge.

    Why is deadboy slotting Ice Storm first, before Freeze Ray? Because Ice Storm is a damaging rain power, while Freeze Ray is a hold. He's probably looking to enhance his attacks first.

    I should point out that when some people make builds in Mids, they are trying to communicate the end state build, and don't pay close attention to the order in which they do things because they don't intend people to necessarily play the build in the precise order it is created. I don't think this is the case with deadboy's build, but its something to be careful about when you see builds posted on the forums, particularly fully slotted level 50 builds
  10. Quote:
    Originally Posted by Shubbie View Post
    I hesitate on that because they promise buffs then takes months or even years to actually put them into play.

    I mean Gravity was underperforming since i6.... thats 15 issues.....Beast mastery has been proven to be by far the worst MM primary and not a hint of a change.

    Im very reluctanct to think they will buff a new set 2 months after it comes out the door no matter how badly it needs it.

    Especially since everyone will have bought it by then, why change something people have already paid for.. they wont even change something that people avoided buying because it was subpar.

    PS... Until changes are on test, they arent real.. I dont care what is promised, until its in black and white or blue and white in patch notes, its not real.
    Then why are you presuming any changes to blaster ranged sets are coming that would hurt Water Blast?
  11. Quote:
    Originally Posted by Tyger42 View Post
    ...I have no idea what you just said here.
    "Paragon Studios would love the initial burst of revenue associated with attracting new players through Steam, but because those people are likely to play the game for only a short time and then drop it they would most likely be disruptive to the existing long-term playerbase and cause a net loss in subscriber revenue over time."
  12. Quote:
    Originally Posted by Xzero45 View Post
    Didn't one of the devs back when Freedom launched tell us that CoH is terrible at getting new players, but really good at keeping and maintaining old ones? That might have to do with that.
    I don't believe that to be the case. I know the devs said, on more than one occasion, that City of Heroes player retention is, or at least was prior to Freedom launch, extremely high. That our subscriber base was either stable or shrinking slightly at the time forces the logical conclusion that the game does not attract new players at a high rate.
  13. Quote:
    Originally Posted by Sylph_Knight View Post
    And I agree. However, that doesn't mean I cannot reserve the right to judge whether I agree with their decisions or state what I perceive to be the obvious. More specifically - the third options that are being taken as of late appear less-fulfilling than some of the offerings we have seen in previous Issues.
    But that's not the same thing as saying:

    Quote:
    And while I respect the Devs for their hard work, if Hybrid and PPM changes are any indicator then I am of the opinion that this current generation of Devs are less inclined to making changes based on feedback and instead venture on third (arguably less-fulfilling) options.
    Even calling them "third options" implies there's what the devs want, and what the players want, as if all the players want the same thing or that there's a direct dichotomy between what the devs want and what the players want in general. Its fine to state the devs are doing things other than what you personally want. Its not reasonable to conflate the devs not doing what you want and not doing what "the players" want. The devs often do something other than what I recommend. That doesn't mean every time they do that they failed to listen to "the players." They just failed to obey one player.
  14. Quote:
    Originally Posted by Bronze Knight View Post
    Sigh. As usual I should have known better than to put forth an absolute as fact on the internet.

    So yes it is possible to make a toon where hasten is unnecessary. But in most cases a toon could be made better with hasten. Either a better attack chain, more debuffs whatever.
    You could also say that in most cases, hasten also makes a character worse, by burning endurance. Most builds in existence are endurance constrained, especially ones that care about recharge at all. The notion that endurance constraints generally get outleveled is a myth almost as old as the game that won't die. Since most builds in existence are endurance constrained, while hasten allows them to do what they do faster, it also forces them to do less. Without powerful endurance management of some kind, this is an impossible constraint to avoid without being idle a lot.

    Some high end builds escape endurance constraint, but leveling from 1 to 50? Unless it has conserve power or power sink or powers like that, not likely.
  15. Quote:
    Originally Posted by StratoNexus View Post
    Heh! My Nrg/Devices is built for recharge so that will... My Fire/Fire/Force has high rech... Wait, my Sonic/Nrg is level 42 and I literally play it unslotted (on those rare occasions I play it). Of course, I don't have Conserve Power, but I also have old Fitness, so I can respec and pick up Energize and Sniper Blast pretty easily! Maybe I should grab Hasten too; I mean I have Fly and SJ, why not grab another travel pool?
    My current what-if I24 build has burnout, because when you have energize burnout's costs aren't that bad but it gives me an emergency way to recharge the heal (likely the regen in energize won't stack) and double Nova. And I don't care how impractical double Nova is, I'm keeping cabs around for that.
  16. Quote:
    Originally Posted by PleaseRecycle View Post
    I don't even know how absorb actually works, strictly speaking, but it seemed like it might be wise to go water/ice to diversify the mitigation even further. Is absorb protected by resistance but not by defense or something?
    Not exactly. The way it works is that Chilling Embrace is going to buff you with pulses of Absorb that are base 5% of your health bar and last three seconds. Every three seconds you'll get another pulse of absorb, replacing the old pulse.

    Absorb shields take damage before your health bar. So after defense causes some attacks to miss, and resistance reduces the damage of the attacks that do land, the remaining damage hits the absorb shield first. Damage has to blow through that shield before it can touch your health bar.

    So lets say something is shooting at you with attacks that do about 10% of your health in damage. At level 50 that might be a minion hitting you for about 120 damage per hit, which seems reasonable. If you have high defense but no resistance, then most of those attacks will miss. But occasionally one will hit. The absorb shield will absorb about half that attack, and the rest will go through and hit your health bar. Most attacks miss, but the ones that hit blow through the absorb shield and still hit your health bar. Absorb doesn't help you there, you need regen or healing to recovery that health. The absorb shield will on refresh itself.

    If instead you have high resistance, you could reduce the damage per attack from 120 down to lets say 60 (the equivalent of 50% resistance). Now, more attacks land but when they do the shield absorbs 50 out of 60 points of health, and only 10 points hits you. If the attacks come frequently enough, after the first one lands if another lands in three seconds it will have a free shot at you landing for full damage. But if the attacks only come every three seconds or more, the absorb shield will, in this case, be absorbing over 90% of all incoming damage. In the defense case above, the absorb shield was only absorbing about 50% of all incoming damage, and sometimes it just sat there doing nothing (because attacks were missing) and the absorb was basically wasted.

    The way I would put it is that resistance improves the efficiency of absorb. Not all the time, and not in all cases, but in many cases, particularly the ones close to your survivability limit. Resistance makes it more likely you will use more of your absorb shields and less will go to waste. In that way, resistance improves the performance of absorb shields in a way defense doesn't. Because in effect Absorb shields are vulnerable to burst damage, and resistance reduces bursts. Defense doesn't to the same degree (it makes them less likely, but no less damaging when they happen).

    Now since resistance doesn't slow down the rate of attacks hitting, pure defense with no resistance wouldn't help absorb all that much in real life. But in real life, most blasters have ways to ensure they aren't literally getting hit in the face *constantly* - they have offensive mitigation, for example. Knockback, holds, slows - all these things prevent the blaster from being hit constantly (if you're a blaster and you're being hit constantly, you're being dead constantly also). So given that most blasters have to have a way to at least slow down the rate at which attacks strike them, its resistance that in the real world will tend to have a greater impact than defense when it comes to improving Absorb's efficiency. But of course the best thing would be to have lots of both.
  17. Quote:
    Originally Posted by Codewalker View Post
    I'm curious, how long ago was that?

    Negative strength to KB has existed at least as long as Benumb and Weaken have, the only difference is it wasn't available from an enhancement.

    Personally I think it's much more likely that they didn't *want* players to be able to convert KB to KD, and the technical handwave was just that. Probably the "problems" encountered were things just like what is happening with Bonfire.
    I mentioned it to Castle several times over the years, probably since 2006. And I'm aware the ability to use the effect has existed for some time, including in powers like Benumb, in general. Benumb was the trigger for all sorts of weird game engine questions, like why are some mez protection powers strength-enhanceable.

    It does occur to me now that the "technical issues" he hinted at might have in fact been that he was concerned there were certain powers that would go berserk if this ability was added either player-wide or in enhancements that could be slotted in said powers, and the tech didn't exist to easily resolve those issues game-wide short of making a lot of exceptions to how it could be used.
  18. Quote:
    Originally Posted by StratoNexus View Post
    But, but... I don't wanna! *stomps feet and pouts*

    Grumble, grumble, bad enough I11 took Defiance away from me, then I13 catapulted defense possibilities to the fore, then rebirth comes along, and now this.

    When can they do something that makes MY build better (preferentially) damn it! Why is at always others who benefit (more)? Why can't my regen and resistance blaster match a defense built one?!? Grrrr. Arrggh.

    Oooh! I ranted.
    If you're lucky, you picked Ice Manipulation. Absorb synergizes with resistance in a way it does not with Defense, at least in the way Blasters are getting it (basically, as rapidly ticking small chunks, which makes it better to take damage as frequent small chunks than fewer larger chunks which will tend to cut through absorb pulses).


    Would this be a bad time to tell you my Energy/Energy blaster is built for pure recharge, and has the only secondary slated to get a click heal?
  19. Quote:
    Originally Posted by Oedipus_Tex View Post
    This isn't related to the rest of the thread, just an aside I've been meaning to make about Regen as a survivability tool overall.

    IMO you have to be careful with Regen models because they often leave out a risk of death factor that isn't directly present in either Resistance or Defense. Essentially, any time Regen is working, you are more vulnerable to death than if you were at full HP. How much more vulnerable depends on where you are on the scale. Most of Regen's benefit occurs within a "risk range"--for most people, probably at about 30-50% HP loss. If you lose any more than this, you start pushing your luck, and at that point an alternative HP restoration option (like popping a green) is ideal.

    What's interesting about Regen is that since its partly based on placing yourself at risk, at least part of what is working against it is psychology. Any sudden, large loss of HP is likely to send the player scrambling to quickly restore the HP bar, even if the next chance for a big hit is low. Sometimes this restoral actually results in filling the HP bar by itself, cancelling the contribution from Regen.

    In other words, what would IMO very rarely happen is for someone to take a lot of damage and actually let their HP bar slowly recover. Most would be more likely to be pro-active about trying to stay relatively full most of the time. It can thus be shown, in a sort of weird way, that Regen is less effective against burst damage. While this is understood implicitly, its impact on survivability models is difficult to project. Specifically, an enemy with a small chance to hit the player, but who is able to cause very large losses of HP when hits do land puts the player in a different survivability mode than if the damage arrives steadily.
    This comes up a lot, and its difficult to really discuss around except to say that the math backs up some of it, but moots most of it.

    Probably the most direct statement I can make about this issue is that there are no non-regen models of survival. All survival is based on assuming that we have a health bar we're trying to keep above zero, something that keeps trying to refill it, and incoming damage. And actually, all models for defense and resistance basically assume they modify incoming damage. In effect they *disappear* under the standard models.

    All models are regen models. There is no sharp boundary between something that is "regeneration based" and something that is "defense" or "resistance" based. That's an artificial distinction that puts a continuum into three arbitrary buckets.


    As to the psychological issues, in fact my study of that phenomenon concluded that in this one area, Defense and Regeneration are more alike than either are to Resistance.
  20. Quote:
    Originally Posted by Creole Ned View Post
    I recently got my energy/ice blaster to level 35 and can't decide what to take for an epic/ancillary pool. I'm not especially interested in doing the hero-villain-hero route to get any of the patron pools, so I'm just looking at the epics for now.

    My playstyle is to leverage ice patch, stay mostly at range and mop up with a few melee attacks as needed. Any suggestions on which epic pool might be a good fit?

    Thanks for any advice!
    Besides Bonfire and Snow Storm which have already been mentioned, there's also LRM in Munitions. Its a sniper ranged AoE attack. If you like attacking from range, this might be an interesting opener option. It hits pretty hard (slightly less than a normal snipe) with a wider radius than Explosive blast and strikes up to 16 targets. In fact, it deals slightly more than half the average damage of Nova, but with no crash.

    The only downside is its recharge is long: 240s. That means even fully slotted you're only going to be using it maybe once every two minutes. But on the other hand, slotted and with BU stacked on it LRM will kill even minions outright.
  21. Quote:
    Originally Posted by The_Laughing_Man View Post
    Just had a quick look at this, as I built a fire/fire blaster with Regen when IOs first came out. It then got deleted pretty fast because survivability was still awful. My gut feel is that Regen on its own won't help much because of the speed at which a blaster (certainly my fire/fire) takes damage.

    However, that was before Purple sets, so with that in mind...

    My current Energy/Energy blaster is sitting at +90% regen from sets & uniques. This equates to a tick of 60hp every 6.32 seconds. I also have 40% to S&L as well as 43% to ranged, so "almost" soft capped. I also have 5 spare slots in Conserve power for slotting whatever Conserve power ends up looking like, so I'll have the additional benefits of that on top.

    You mention below that this will equate to "320% regen, slotted". If I add that to my 90%, I end up with a tick every 2.35 seconds for 60hp when I24 hits. This is a massive improvement on its own.

    If I were to max out regen, I would drop my defences to 38% S&L and 36% to ranged - still soft-cappable-with-a-purple. I'd also lose 3 force feedback procs. I'd boost my regen to +248% which would equate to a tic every 1.8 seconds (for 60hp). Without "Sustain", this would be a tick every 3.45 seconds

    I think each person is going to have to look at it individually, but my gut is saying that I don't want to lose my defence and my FF procs as well as the +Recovery & +Accuracy in the 5 slotted thunderstrikes for a tick of health half a second sooner.

    An interesting post though!

    -H
    I think its unlikely min/maxers are going to take the enhanced health recovery (or absorb) coming for Blasters and try to stack even more regen on top. Regen doesn't stack like that compared to the accelerating returns for defense and resistance. I think in general those that built for moderate regen will probably continue to do so but get additional health recovery on top, those that build for high defense and/or resistance will go for stacking that mitigation on top of the new regeneration, and many of those that went psycho regen will take the new health recovery coming and back off their prior regeneration efforts to build for mitigation wrappers around that health recovery.
  22. Quote:
    Originally Posted by Oedipus_Tex View Post
    I hope someone is keeping a list of all the various things that supposedly "don't matter" in balance concerns according to this thread.
    Its the same list its been for a while, which boils down to anything that doesn't generate infinite rewards, crash the servers, or perform Judeo-Christian miracles.
  23. Quote:
    Originally Posted by WanderingAries View Post
    I'm pretty sure that this would make my (and others) "fire" toons rather perturbed as it would be like hitting the mute button on each attack so to speak. Fire just seems more menacing that Heat. What sounds more deadly, burning your hand in the Fire or scaulding your hand in the Heat?


    I'm Mister Green Christmas, I'm Mister Sun.
    I'm Mister Heat Blister, I'm Mister Hundred and One.
    They call me Heat Miser, whatever I touch
    Starts to melt in my clutch.
    I'm too much.
  24. Quote:
    Originally Posted by DarkGob View Post
    Honestly, they kind of don't. 70s/80s Superman/Batman were done well and consequently did well at the box office, but without exaggeration they're the most iconic superheroes in the history of comic books, and at the time it would have been hard to make a movie about them that people didn't want to see.
    More directly, it was really easy to make a superhero movie not about them that people didn't want to see.
  25. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I think it was bought up. Given my understanding of how enhancements work I'm not sure that this would actually be possible to do.
    My understanding is that it just applies a large negative KB strength enhancement to the power its slotted into (actually I suggested that as a possibility long ago and was told it caused problems: not sure what they were but apparently they were surmountable). If so, there's no way for that to occur randomly for different targets. It could theoretically flicker off and on, but then it would, in a power like Bonfire, knock everything down, then randomly knock everything out of the fire. It would always be all or nothing.