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Quote:Perma-PA is nice control on a single target, but you can't control significantly more than two or three things with it. Even trying to control three bosses will get three of the PA sometimes attacking one boss and the other two stomping on your head.On a scale of 'game-breaking', I'd say perma-Phantom Army is still better than this -- permanent aggro-avoidance, plus enough damage to actually defeat the mobs that aren't attacking you. Plus you can start it earlier than Bonfire/OF. And nobody's calling for that to be nerfed.
Also, as any illusion controller that uses "perma PA" knows perma PA is a colloquialism: there is no perma PA. Phantom army critters are designed to despawn when new ones are summoned: that means the previous set despawns while the new set spawns: you cannot consistently maintain solid aggro even on a single target with "perma PA" because they will not stack. You either need two Illusionists staggering PA, or there's a trick experienced Illusionists learn staggering decoys with the PA to maintain a lock on aggro. Again, generally for a single target.
Also, people have called for the PA to be nerfed, but the devs have stated it works as intended. That hasn't stopped the devs from adding special cases over the years that can kill the supposedly invulnerable PA, such as Hamidon, but those are generally very special cases.
Quote:That's really my main point -- the idea that this was 'unintended' despite having ostensibly been tested. -
Quote:That's irrelevant, because as I've said repeatedly now, while some players' definition of game-breaking seems to include the mandatory requirement of directly earning lots of rewards, that definition would only be relevant to any game they might choose to release in the future. It has no bearing on what is or is not game-breaking by both historical dev assertions and historical dev actions. In this game, earning massive amounts of rewards is a sufficient, but not necessary requirement for something to be considered game breaking. Its game breaking if it breaks some design rule of the game that is deemed unbreakable by choice.Again, let's not get hyperbolic in your response -- if you don't actually have another power that can do significant damage to a +20, then using perma-KB to 'neutralize' it doesn't really help that much, since you don't get XP for just knocking down an enemy.
So if the next game patch changes phase shift so we can shoot while phased, that would be game breaking. We don't all have to sit around and do calculations to figure out if that somehow aids the best farmer to earn more rewards. Anyone who wants to do those calculations is welcome to do so, but that would be of no consequence.
Everyone is free to make up their own definitions and perspectives on whether this combination is "game-breaking" or not. However, anyone making up their own definitions and concluding its not has no right to act surprised when its ultimately changed because the devs decide this behavior exceeds the limits of what the game design acceptably allows. They could change it tomorrow, or next week, or next year. And as always, my sympathy for the players who act surprised when it happens will be minimal. -
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Quote:I've never actually seen a problem with it, but every server community seems to be different in this regard.Again I'll simply point out, in keeping with the implication of the way that the "typical player" (like Energizing_Ion) regards getting badges, that getting the "average" PUG to collectively accomplish the Hospital Trick method to get the Avoids badge is in fact a minor miracle in and of itself. If you had a PUG manage something like what you describe on-the-fly then I would naturally have to assume that all the players on that PUG were at the very least much more sypathetic towards working for it (or at least not passively screwing it up) than most people playing out there.
Quote:If you think that -any- league could just accidentally get this badge without every individual in that league at least paying some level of attention to the Green beyond simply blindly mashing buttons then I think you have far more faith in the playerbase than I've seen in the last 8 years. -
Quote:It actually does something much more insidious. It disguises harsh criticism in pretend back and forth discussion.That article seemed to me to blither on at great lengths without actually saying much.
Comic book movies suck. Just kidding. No I'm not. Really, I am. But they do.
Contrary to Scott's assertion, I have no need to feel perpetually beleaguered and disenfranchised. But I do feel compelled to point out phoney intellectualism, even when it doesn't rise to the level of competency necessary to beleaguer. -
Never attacking you is better than usually missing you.
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Quote:Game-breaking != Farm really really fast. If the IO made the character untargetable by critters, they could still theoretically be killed by untargeted AoEs, it would not help them kill any faster, but it would still be game-breaking.Warkupo, seeing it is one thing, putting it to work is another. I strongly urge you to try it for yourself. I can guarantee you that this new proc cant stand to the speed and power of a farm build ss/fire brute. Truthfully i can kill faster and have better survivability on my ill/dark and ill/storm. Furthermore, if an enemy has resistance to KD/KB, the proc is completely useless. In the video yes it does look amazing and i wont deny that it is, but it's no were near game breaking.
The proc in bonfire appears to be better than the original bugged version of smoke grenade that debuffed tohit -100%. If the IO in bonfire is not broken then neither would a -100% autohitting tohit debuff in smoke grenade be broken. At least that would obey the purple patch. -
Quote:The devs take feedback into account. That doesn't mean they obey individual players. Would it be fair for others to judge whether you listen to them based on how often you did what they told you to do?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.
The devs get feedback from lots of directions: from lots of different players, all of whom have different ideas (consensus among the players is usually an illusion). From their QA team. From their peers. All of that gets fed into the decision making engine that is a brain. They get paid to do what *they* think is best, *based* on all the information available, including player feedback. But listening to player feedback is not the same thing as taking a poll and doing whatever gets the most votes. That's not being responsive, that's being an idiot. -
Quote:Here's the problem I'm facing:I don't have the resources to level and build high end Dominators for such purposes, unfortunately. I did do a short experiment with a friend on his high end Plant/Psi- The clearing time matched my Arch/Ment, but that was with Seeds of Confusion, so reward rates were obviously lower. The problem with comparing builds across different players, though, is accounting for user error or player skill- Not that I feel either of these conditions had an impact on the experiment I just mentioned, but I also can't prove that they didn't, so any argument predicated upon it is inherently void. Do you see the problem I'm facing here?
Quote:I think that you are falling victim to your own preconceived notions here, to be honest. I believe you are trying to cover so many grounds with your argument that ultimately all add up to the same thing. If the primary function of both Blasters and Dominators is dealing damage, which is better? I believe that the best way to discuss that is by taking ideal sets on both counts and gauging which has superior damage output.
Keep in mind this started with a discussion on whether /Mental's damage mitigation was high compared to peers, and has randomly shifted to looking at damage without actually acknowledging that /Mental's damage mitigation isn't actually extremely high compared to peers, because apparently that question requires a considerable amount of effort to decide what a valid peer actually is, which started with the question of whether an archetype does enough damage relative to blasters, whether that comparison should be at the averages or at the highest levels of damage, and whether that damage should generate the same level of rewards.
The problem you face of attempting to prove your assertions is a problem you're supposed to have. Its not a problem you can legitimately dismiss for yourself while simultaneously imposing it on others. Very few, actually probably no one would or for that matter should allow you to make this sort of assertion:
Quote:Yes, Dominators have more inherent tools to survive, but all of those tools are at least somewhat trivialized when it comes to high end play. Clarion provides status protection, and 32.5% defense to all positions does enough to mitigate mez. And yes, sure. Dominators can run Destinies besides Clarion- But so can any Blaster with a proactive nature and a break free macro. You are dealing in such a way that your approach to the analysis is theoretical to a point that it is potentially irrelevant to actual in-game experience. -
Quote:The problem is that that is impossible to do fairly. What's the equivalent to a Fire/Psi Dominator. Fire/Mental Blaster? One is going to have imps. So you can't just do a straight up simple calculation: you have to do an in-depth analysis.I think that you are falling victim to your own preconceived notions here, to be honest. I believe you are trying to cover so many grounds with your argument that ultimately all add up to the same thing. If the primary function of both Blasters and Dominators is dealing damage, which is better? I believe that the best way to discuss that is by taking ideal sets on both counts and gauging which has superior damage output. I believe that Blasters would win. Even if we take two examples for each and compare the min/max'd optimal ST sets, and then compare the min/max'd optimal AOE sets. I believe that Blasters will come out on top in both scenarios, sans confusion.
But if you believe its possible to easily prove Blasters always or generally come out on top, the most logical way to prove it is proof by example. Simply produce a proof that they always do, and you will simultaneously prove that such a proof exists. Conversely, if you can't, while that doesn't prove no such proof exists, it does prove its not trivial to produce. -
Quote:Actually, something I suggested to another player was that max anything might not be the best high end analysis target. The best high end analysis target might in fact be a simulacrum of a high end spawn. Theoretically speaking, the actual amount of time it takes to defeat a spawn of, say, two bosses, five Lts, and ten minions would be a way to normalize single target and AoE damage - you would not get credit for more AoE than necessary, or for that matter more single target than necessary. Likewise, how long you can tank that spawn or how high in level you could still tank such a spawn indefinitely would also be more interesting metrics than pure dps ones.No offense, Reppu- I know we've had our disagreements. I think we've had enough of conjecture and both of our own personal bias about this. I believe it would be most logical to let Arcana run max survival vs. max damage analysis and we could take our disagreements from there. I know you're proficient in napkin math but I just trust her results more, and I think it'd be best to have this conversation on more objective ground.
But that would be involved to say the least. -
Quote:It would be simpler to ask: one thing I'm not known for is being particularly secretive with my opinions when prompted. Or when not prompted. Or when you don't really care at all. Or if you're even still alive.I got that part, but I was inferring your perspective about the Dom/Blaster comparison in hopes of getting some further insight out of you. You've successfully confirmed a point that I wasn't basing any solid argument off of disagreeing with.
Whether Dominators are more versatile, or equally damaging, are valid discussions in their own right (1 - they are, 2 - at least on average I believe they are close) they are not essential to the more salient point that if you're going to compare blaster survivability - average survivability, peak survivability - with its damage dealing peers, then dominators have to be factored in as one of those peers.
And Dominators are a very serious fly in the ointment, because they push the discussion into a corner. You can claim Blasters have an unambiguous ranged advantage over Scrappers, Brutes, and Stalkers. You can claim they have at least numerical advantages over Corruptors. But when you get to Dominators, you run into an archetype that has a legitimate level of melee offense, a legitimate level of ranged offense, equal or superior access to defensive build opportunities, similar offensive modifier numbers, and massive offensive control. You lose the ability to point to obvious disqualifiers: Dominators take the fight right up to Blasters' front door. That makes the balance discussion very interesting: all the easy outs disappear.
What's interesting to me is that every obvious advantage Dominators have is so obvious it doesn't take a calculator to prove the advantage exists. They have mez protection. They have high control. They get endurance with domination cycles. These are all things blasters straight up don't have in any comparable sense. But to prove blasters have a *strong* material advantage over them in any compensating area *does* require massive calculations and detailed arguments that are not unambiguous, and readily debatable.
Its easy to prove Dominators beat Blasters in at least some areas. No one has yet proved Blasters beat Dominators *unequivocally* at anything of major consequence. Even if they ultimately do, that still seems to be wrong to me. It shouldn't be that hard to prove Blasters have something they are the best at.
I believe that not only should every archetype be the best at something, but it should be obviously the best at something, even if its debatable that the something is something a particular player finds interesting personally. I think its definitely true that regardless of whether blasters are the best at anything, they aren't obviously so. -
Quote:That seems a bit specific: I wouldn't claim one thing Dominators can do that Blasters can't is use Domination. I do claim they have access to a significant amount of mez protection, which is a more general benefit that Blasters theoretically have a shot at equaling (Scrappers can do better without Domination itself, for example).There is, I think, ONE thing that a Blaster can do that a Dominator can't and that is use a nuke. While there are arguments for and against nukes they are a viable means fo killing most of a spawn and not something that Dominators have access to.
We need to carefully define what the nukes actually do. In the case of Nova, you could claim it kills most of a spawn composed of minions and Lts if its buffed enough in about three seconds. But that's not a fair assessment, because it crashes. It actually kills those things in three seconds out of the twenty three seconds the power imposes on you. And I think dominators are capable of killing a similar sized spawn in a similar amount of time, just with more button pushes.
Or you could claim that the nuke allows a blaster to burn a bunch of inspirations to blast a large group of targets and then recover relatively quickly with those inspirations. But then that has to be compared to what a dominator could do with those same inspirations and its own set of tools. -
Quote:Some people believe "game breaking" means "I can farm way better than anyone else." Which is fine, if we're going by their definitions, which we will as soon as they release a game we can play.No. I'm arguing because the arguments being used here are hyperbole. Where I see a power that is too good with this proc, people are using things like 'game-breaking', which just isn't true.
But while some claims about the synergy are hyperbolic, by this game's definitions its possible Bonfire + KB2KD is game breaking because of its peculiar properties of 2 second cycle, autohit, and 100% effect. Although I haven't tested this myself (but I plan to) Bonfire seems to be capable of incapacitating anything not KB resistant. It could neutralize +20s, because it doesn't need to roll tohit against them and KB is not materially affected by the purple patch.
It doesn't matter if that doesn't translate into the best farming build in the world. Its still very likely game-breaking in the literal sense of the term. Even non-alerting high accuracy confusion is at least degraded by the purple patch. KD isn't, because the duration of KD is not affected by magnitude changes due to the purple patch. -
No, I was discussing the qualifications for Dominators to be classified as damage dealers at all, and in that post I'm discussing my discussion on the qualification for Dominators to be classified as damage dealers at all. Which means I am now discussing my discussion about my discussion on the qualifications for Dominators to be classified as damage dealers at all.
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Quote:I hate absolute statements like that. But there are peculiarities that are noteworthy in Dominators. They have stronger snipes than Blasters, not just in scale terms but also in pure damage point terms, even accounting for the higher blaster damage scale. Powers like total focus seem oddly harder hitting and possess higher DPA than Blaster versions (even with the associated increase in recharge, this is a significant advantage).There's not a single thing a Blaster does better than a Dominator, aside maybe be VengeBait.
Conversely, I can think of no serious example of a case where a Dominator power was made weaker, or a blaster power made stronger, to make blasters deliberately superior to dominators in any way. The presumption historically seems to have been that dominators need help to be effective damage dealers, and by definition they cannot encroach upon blasters because both lay equal claim to the same territory: ranged and melee offense.
Its just that Dominators just happen to also have a second career.
That doesn't mean all Dominators out damage all Blasters: that's highly unlikely even for competent builds on both sides. But its almost certainly true that all Dominators are vastly more survivable than all Blasters piloted by any mammal that's awake, and average Dominator damage is probably very close to average Blaster damage just because the numbers make it almost impossible for anything else to be true. -
Quote:Actually, given the fact that Dominators are declared damage dealers by the devs, have comparable damage modifiers, and can choose the best offense from two different powersets without most of the problems blasters do in generating hybrid melee/ranged offense, the burden of proof is on the people who want to claim Dominators *aren't* damage dealers for the purposes of game balance, and given devs statements that declare them to be such the burden of proof is very high.The question in my mind if we're going to add Dominators into the equation is first and foremost, how does a high end Dom's survivability (going to be tricky as you'll need to find a means of calculating the natural predisposal to mitigation) compare to other damage dealing AT's- Remember, Melee-centric isn't the qualifier here- Damage dealer is; Playing a Blaster in melee should not be mandatory for the majority of sets, I agree, but see my earlier risk v. rewards and higher dividends for higher performance standards statements. I digress though- Do Dom's do comparable damage with reference to the conventional melee AT's, and if so, how much of that damage output is reliant upon confusion, and if enough of it is, how do they compare in term of reward rates?
Once we establish Dominators' position relatively, we can go back to talking about Blasters. Personally, I do not feel that Dominators can do enough ST or AOE damage to compete with the high end melee dealers and the maximized /Mental Blasters without relying on confusion, but if you can prove me wrong, go for it.
Moreover, my own Energy blaster with close to 200% recharge cannot reach the maximum damage potential of the top end Archery Blaster, but I don't think that means I'm not a game-designated damage dealer.
In either case, you seem to be jumping between topics. I never said blasters mandatorilly needed to fight in melee. I said, in response to your questioning whether dominators are a valid damage dealing class or not, that dominators are explicitly designed to be effective damage dealers in melee and ranged combat, something blasters cannot claim. Which means its a bit nonsensical to question Dominator damage dealer credentials when they are, from a game design and dev position perspective, superior to Blaster credentials.
If I say birds are more qualified fliers than primates, one man on a jetpack doesn't contradict that statement. -
Quote:Dominators are explicitly designated by the devs as damage dealers. That was the explicitly stated justification for the Dominator changes that changes the up and down domination-based damage design to constant always available modifier-based damage design. In fact, Dominators have a higher melee damage modifier than Blasters do (1.05 for Dominators, 1.0 for Blasters).See I agree with you semantically, but when we consider the primary role of an AT we need to compare Blasters overall to other damage dealers- Doms are not considered a damage centric AT IIRC. In order to properly gauge Blaster performance we need to compare both damage output and survivability to Stalkers, Scrappers and Brutes, otherwise our analysis becomes convoluted.
And in fact Dominators have a lot in common with Blasters in the broad strokes. First, they have both melee and ranged attacks. Second, they have *two* powersets designed to deliver damage - remember, control sets are Controllers *only* means of offense. Third, they have relatively high damage modifiers: Blasters have 1.125 ranged and 1.0 melee; Dominators have 0.95 ranged and 1.05 melee.
Beyond that, however, Dominators actually go farther than Blasters in terms of being designed as effective damage dealers in one specific way. The devs have stated categorically in the past that the design reason why melee archetypes have mez protection and defenses is to allow them to fight effectively in melee range. Those are considered design prereqs for fighting effectively in melee range. Blasters don't have those tools intrinsically, so while they are designed to fight in melee range they aren't - by dev decree - designed to be effective at it (skill can overcome that design flaw, thus blappers). Dominators are given mez protection in Domination, and they get high levels of control in lieu of defense. In fact, under domination Dominators have one-shot disable ability on bosses and elite bosses, something even Controllers don't have, much less Blasters in general.
You can argue the degree to which this affects actual gameplay (I argue it does a great deal) but there's no arguing with the fact that the devs have said being an effective melee damage dealer means having X, Y, and Z, and Blasters have Z (strong melee attacks) and Dominators have all three (mez protection, high damage mitigation, and strong melee attacks - stronger point for point than Blasters). -
Quote:Given that most of the interesting set-wide mechanics have gone into melee offensive sets recently, I'm perfectly fine with a ranged one getting in on the action. Yes, most of the new sets have been leveraging the more complex mechanics options that the devs now have available to them, but that means nothing to people who play ranged sets and who should not be prevented from getting such sets just because the players who play all sets are bored with the newer mechanics.It's also the first and atm only Ranged set that uses a stacking power system.
Also, anyone purporting to understand the game mechanics should be satisfied with this statement: Steel Canyon fires are vulnerable to cold damage of which Water Blast obviously contains, and there's no such thing as an ice-based attack to the game engine in terms of vulnerability to damage. -
Quote:If I recall correctly, this power was one of the examples actually brought up as being extremely dangerous when it came to contemplating a way to convert KB to KD years ago. A guaranteed, autohitting, rapid activating knockdown patch.Here is a video another poster (Premantiss I think) produced of how it works in practice.
Link = http://www.youtube.com/watch?v=CkGy_ubh4eg
Note that he (she?) drags the enemies back into the power. In practice a better way may be to just toss it at them. They can't fight back regardless, and it is castable around walls.
Edit: Incidentally, anyone falling in love with this behavior and thinking it will remain unchanged indefinitely is brain dead. -
Quote:I've seen it happen through sheer stupidity lots and lots of times. But I would react poorly to someone I knew for a fact did it deliberately.But you'd have me in your league purposefully stopping you from getting the badge!
That's one of the reasons I don't volunteer to lead leagues. Anymore. -
Quote:The amount of effort required to make this "trivial" change is enormous, because every single attack that deals fire damage would have to have its combat chat changed to refer to "heat" instead of "fire" and a mass search and replace would replace instances of the word "fire" that should remain even after the change. You'd also have to change their text descriptions, and alter the text of powers that buff fire damage, offer fire resistance, or display fire statistics, including the Real Numbers system.Changing the term Fire to Heat would be an intelligent, and well done minor change to the game...
thats why it'll never happen. This game is lol
It's too small a change to justify any way.. i'm actually curious as to why they didn't do this originally considering we (as in many other games) always refer to COLD instead of ICE. Meh, it's a minor point but I'm surprised to see so many down votes when there is no real justification other than 'derp I'd rather have them do something else' then I respond to 'with wut?' then they say something ellaborate and not even on the same level of effort.. It's liek asking someone if they want vanilla ice cream and them saying no because they'd rather have a sundae with a hot [insert gender of choice] spoon feeding it to us while watching [your favorite show here].
Yeah, we all would like that... but we're talking on the level of a simple ice cream cone.
Its days of work at least, followed by years of players asking what heat damage is and where fire went. And all to address an issue that is far less problematic than asking what "lethal" actually damage is, or what a "cold_attack" actually is. -
Quote:Its called the mpemba effect, and its not a high school physics effect: at the present time the physics behind the effect is still actually unknown.Actually, if I remember my high school physics correctly, boiling water actually freezes faster because it's in a state to give off it's energy more readily than if it was at room temperature.
In either case, I don't think that effect helps someone encased in Ice being sprayed with boiling water. -
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Well, logically the thing to compare mental manipulation blasters to are psionic assault dominators. Dominators have a stronger drain psyche, higher resistance modifier and higher defense modifier. A comparable /psi dominator build to a /mental blaster build should be significantly stronger even factoring in the lower health, and it will have a control set stacked on top of that.