Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Darth_Khasei View Post
    He said he did not see his recommendation as a nerf. IDK, if the devs are telling certain people the power is OP'ed but won't change it, that is straight up whack and they need to have their traps shut by the higher ups.

    That kind of ish does nothing good for the community. They need to fix it or STFU about it being OP'ed.
    Devs all the way up to Positron have said in the past that sometimes a power is more powerful than they would ordinarily make a power now, and thus no one should consider it anything but an outlier, but nevertheless its not worth altering.

    As far as I know, there is no higher up than Positron when it comes to the game's design.

    The "certain people" the devs are telling that Drain Psyche is whacked is everyone on the internet: Arbiter Hawk stated such in the twitch stream last week. But he was only stating the blatantly obvious.
  2. Quote:
    Originally Posted by Matthew_Orlock View Post
    I'd much rather see a Simon Garth or Jack Russel film then this...
  3. Quote:
    Originally Posted by Scythus View Post
    I'm not arguing this point though. It clearly wasn't meant to be a faithful depiction of the book. But for people to call these movies "terrible" is doing them a great injustice. They truly are brilliant satirical films.
    Robocop was Verhoeven's brilliantly satirical film. If Starship Troopers satirizes anything, its over the top goofy war movies.


    I don't mind a PG translation of Starship Troopers if its more faithful to the material. Scratch that: if its faithful to the material, as it would be impossible for a sixth grade stage play to be less faithful to the original novel.
  4. Quote:
    Originally Posted by StratoNexus View Post
    I don't have a strong opinion on that rule. I'd have to see more about why it was implemented. While I have never felt range was as large an advantage as the game purported, I do think it does have advantages. I do think blasters specifically should be able to have higher DPA than armored characters, but that can be handled by the AT damage mod (which means we would need to talk in actual damage rather than scale values).
    It doesn't matter why: the reason it can't be reversed is because that would require revising too many powers. So even if you could disprove the rationale for is existence, that would at this point be irrelevant.


    Quote:
    Clobber is a must take attack (I eventually respecced into it after they made that change) but I don't have to build special to utilize its high DPA all the time. I don't think Insta-snipe is a problem from the perspective of ranged having DPA that high. I think it would be fine for blasters to have an attack with DPA as high as 156 base damage per second (which is 104 for corruptors, scrapper Clobber is 138, for reference). I don't like that that extreme DPA is tied to the snipe/insta-snipe mechanic (only).
    That sidesteps the issue. If your objection is that the single sniper attack power shouldn't be invested with such a high amount of damage, it should not matter what it takes to unlock it. Too much is too much. If snipers have too much damage concentrated into them, then if anything the insta-snipes are *better* than Clobber because that concentration is hedged against another enabling mechanic: the snipes are not as strong as Clobber for that reason.

    If you're objection is that the snipes have too much power gated that's a separate issue, but that has nothing to do with them being too powerful intrinsically.


    Quote:
    OK, you have convinced me that standardizing the snipes at 2.5 seconds would not be best (which wasn't hard, because I already thought that, but that was the high end of my suggestion and still not terrible, merely pedestrian, I'd rather not go to that outlier level across the board either). You have not convinced me that snipes at some value in between the proposed times and 2.5 seconds would not be best.
    You haven't stated an objective reason why the current values are too high. You've only stated why you're equally comfortable with lower numbers. You're looking for the lowest possible value that still works. I'm not. I myself pointed out to Arbiter Hawk that sniper rifle and psionic lance would likely need to be tweaked, but a 1.74 DS/sec single target ranged attack that is sometimes interruptible and has a 12 second recharge is, in terms of overbuffing blasters, a squirt gun.

    If the interrupt window was removed completely, permanently, for blasters and I had to set the DPA of the sniper blasts under that condition, I would today probably set them to about 1.3-1.4 DS/sec given the context they live in now. That's *without* the disadvantage of ever reverting to interruptible.
  5. Quote:
    Originally Posted by Techbot Alpha View Post
    I do not go into a shop to buy something and get told I have to buy a lucky-dip bag to get the items I specifically want. That DOES NOT HAPPEN. So why the almighty smeg is it happening here?
    Well, technically since it happens here, it does in fact happen.


    Quote:
    After there was ALREADY a load of outcry against this stuff the first time around?
    As I recall, the devs mentioned selling over half a million super packs at one point. I suspect that qualified the program as a major success.
  6. Quote:
    Originally Posted by Agent White View Post
    Reasonable answer:

    The devs will give us at least a week's heads up before the set releases.

    Typical Forumite Answer:

    It's been done testing for a while now, why hasn't it been released? THIS IS A SLAP IN THE FACE. GIVE ME MY STAFF ME.... WATER BLAST.
    I would call something a slap in the face and then immediately ask for a staff.
  7. Quote:
    Originally Posted by EvilGeko View Post
    I also agree with the Queen O' Maths. I also think the devs should redesign the power for Blasters to fit the new 'sustain' paradigm. I don't necessarily think my changes would be a nerf however.

    I think Drain Psyche should give a significant +regen/+recovery just on activation. Of course, if there are no NPCs in range, no debuff. I would drop the enhanceable -regen because that's just silly strong. I would greatly reduce the scaling portion of the +regen/+recovery for each NPC in range when the power is activated.

    So the power would be something like:

    200% Regen (half-enhanceable)/30% Recovery (fully enhanceable) on activation with a 60 second duration on activation. The recharge would be lowered to 60 seconds.

    For each NPC hit; an additional 10% (fully enhanceable) +regen/recovery up to 10.

    -250% -regen/recovery on each NPC hit, non-enhanceable with a 15 second duration. The nerf to the duration is to deal with the improvement in up-time.
    I would probably make Drain Psyche a targeted AoE, and have its regen and recovery buffs be staircased and duration-based rather than magnitude based.
  8. Quote:
    Originally Posted by Samuel_Tow View Post
    Let me give you my perspective on this. I tried to make Blasters work for something like 6 years. I muscled through all the assorted problems they had until I finally just decided to cut my losses and reroll all of them. I WANT to play Blasters, but I just don't enjoy them. Yet at the back of my mind, there's always been this possibility that maybe some days the developers will salvage the AT and make it into something I want to play. I was actually considering maybe rolling some new Blasters, or maybe rerolling some characters back into Blasters.

    Until I saw the changes. They're not bad in any way, of course, but they're far from enough for me to try and make them work. Instead of rolling new Blasters, I'll just keep on doing what I've been doing and reroll what's left into something else. My 42 Archery/Devices is probably going Katana/Something, my 30-ish Rad/Energy is probably going Spines/Bio and that might be the last of them. It has become clear to me that Blasters will never be what I want them to be, that neither snipes nor protection powers for Blasters will be what I want them to be. So I'm really just washing my hands of the whole thing and don't intend to get involved in Blaster discussions again. I no longer have a stake in them.
    We all must manage our expectations in whatever way we're capable.
  9. Quote:
    Originally Posted by Dark One View Post
    Sweet zombie jeebus guys. Can we PLEASE get an event that does NOT require teams? I'd like to be able to go through these at my own pace and reading everything without feeling like
    Sorry, gotta go; event starting.
  10. They didn't talk about the thing, the thing for the thing with the thing, you know, the one two three thing.

    Its going to be a long summer.
  11. Quote:
    Originally Posted by Paris_NA View Post
    Any power that slows defeating enemies is a giant waste of time for everyone involved. That is all that knockback does.
    The same can be said for chat channels.
  12. Quote:
    Originally Posted by StratoNexus View Post
    I disagree. It is my opinion that the snipe doesn't have to be an extreme DPA attack. It just shouldn't always be a crappy DPA attack. I think it would be fine as a high DPA attack when the trigger condition is met instead of an extreme one.

    My suggestion leaves the snipe as a higher DPA blast than either tier 1 or 2 (25% higher than Power Blast, for example). Due to Archery's poor DPA on its first two attacks it still makes out with that extra second added.

    Snipes need to be a better choice. They are fine tactically, but that situation isn't all that prevalent, so it would be nice if they can also have some solid use outside of those situations. I don't think they need to increase the damage of single target attack chains by 25 to 40% when used, however. The fast cast snipe when 22% to-hit is reached is an excellent idea and I agree that making them have better DPA is very much needed. Double the DPA of tier 2 blasts, however, doesn't seem necessary to me.

    That isn't to say I would have an issue with only adding 0.5 seconds, which would make the Energy snipe 57% better DPA than Power Blast, for example. I just think they would be more visually appealing with the full second added, be a solid choice, but not be as required in a min-max build.

    A snipe change should make snipes appealing, not be a major source of damage increase for blast sets (a minor source, sure). I'd rather see other methods of increasing blast set damage than requiring the snipe and solid amounts of +to-hit.
    The idea is to make them more worth taking, not reduce the penalty for people who happened to take them for situational reasons. If the DPA of the snipe was anywhere near the normal DPA for blaster attacks they wouldn't be worth the fact that they could still revert to their interruptible state.

    Plus, I fundamentally disagree with a design rule of the game that the insta-snipe change counteracts. Melee DPA is significantly higher than ranged DPA, all things being equal, and that's not an accident or a mistaken perception: its deliberate. Outside of fire, its extremely rare to find ranged DPA higher than 1.3, and the average hovers just below 1.0. Conversely, melee DPA rarely drops much below 1.0, and in fact averages significantly higher. Most melee attack sets have at least one attack with a DPA at or near 1.3, even excluding assassin's strikes in stalker sets. Most ranged sets don't.

    That insta-snipes, which in most builds will only be available 50-75% of the time, elevate ranged DPA by about as much on average as the invisible ranged penalty embedded in the game design is in my opinion a fortuitous accident.

    To put it another way, if Insta-snipe is a problem, what's Clobber?


    Also, insta-snipe at 2.5 seconds of cast time would have a net arcanatime adjusted DPA of 1.045. That's only trivially higher than Power Burst at 0.945 (10.6% higher). And also incidentally lower than more than half of all melee single target attacks. For the tohit cost to make it insta-snipe in the first place, and the fact that it reverts to interruptible outside of that window, I probably wouldn't take the snipe for that benefit alone, and I already know how to make the snipe insta in my energy build.
  13. Quote:
    Originally Posted by St_Angelius View Post
    ...In a first class cabin with Black Pebble as your personal steward serving you champaine and caviar?
    Somehow I doubt there are going to be very many coach seats on the first shuttle to the moon.
  14. Quote:
    Originally Posted by BViking View Post
    The devs lied! They clearly implied that Moonbase shuttles would be a Freebie Friday offering!
    *pout*
    7.1
  15. Quote:
    Originally Posted by Redlynne View Post
    I'm thinking that what probably happened was that the Blind attacks landed, but because they do no damage, weren't "noticed" by the SR scrapper thanks to Practiced Brawler (possibly double stacked at the time?) providing enough Mag Protection to not get Held (which would have been the thing to notice). You know how Scrapperlock goes, Arcanaville ...
    More specifically, a +4 MI should hit for about 355 damage with Blind at 54 vs level 50 player. 325 if you're +1 shifted to 51. The Lts 145-155. You should at least notice if four or five of them are firing at you with ~800 point volleys even through the haze of scrapper lock.

    I've noticed Blind hitting through SR since before I knew what "non-positional typing" was. Now that I think about it, I might have been the one to coin the phrase "non-positional psi" specifically to complain about this problem.
  16. Quote:
    Originally Posted by StratoNexus View Post
    Well, I think it is fine if they standardized the time around 2 to 2.5 seconds, but I kind of liked how the animation times worked out by chance to have an order that is interesting and could be argued to help balance.
    2.5 seconds? For a power that deals 2.76 DS? Thanks, but I already have plenty of those in energy blast. That would make the insta-snipe have limited value even in Energy Blast. In some sets, it wouldn't even be the third best single target attack even if it was perma-instant.

    Anything higher than the maximum snipe insta-cast of 1.67 seconds would enter the realm of the problematic. The only reason I'm not complaining about the 1.67s snipes is because one belongs to Fire Blast, and the other belongs to Archery, the set with the broken nuke. And honestly even Archery is a little too high to me.
  17. Quote:
    Originally Posted by ShadowMoka View Post
    Are Issue 21+ power sets ever going to appear in AE?
    Yes.
  18. Quote:
    Originally Posted by Garent View Post
    Nice Misfiled reference.
    I've apparently been teasing the Water Blast set for years now.
  19. Quote:
    Originally Posted by Hopeling View Post
    That is, I suspect, why Psi Blast powers (bolts of psychic energy that physically travel to the target) have positional tags, while Mind Control powers (nothing to dodge, just attack the mind directly) do not.
    Technically, by any sort of logic the devs got Blind and Spectral Wounds reversed on typing. Technically, Blind is a physical attack on the eyes. Spectral Wounds is an illusory attack on the mind.

    In fact, Blind is actually a physical pseudo-AoE.
  20. Quote:
    Originally Posted by Agent White View Post
    New to the forums are you? Welcome aboard! This is City of Heroes.
    In fact getting older all the time. Certainly no player expectation surprises me anymore. If a player stated they were disappointed the devs haven't created a moon base yet, as in a real live moon base on the actual moon, that would score a 4.5 on my 1-10 City of Heroes entitlement scale.

    Shuttle service to the moonbase for 80 paragon points would be a 5.2.
  21. Quote:
    Originally Posted by Cover Girl View Post
    ""can't think of anything.
    No powersets nerfed to useless""

    clearly you havent played much then have you? theres a few powersets we used to call Ice, Kinetic Melee, Assault Rifle. roll some new toons once in a while.
    Its news to me that Assault Rifle, Kinetic Melee, and Ice anything were nerfed to uselessness recently. Or ever.
  22. Quote:
    Originally Posted by Samuel_Tow View Post
    To me, this is a situation where a person hears "something"s happening with Snipes and prepares to build for whatever change is coming that makes them worth keeping. Seeing that the change is unreachable for this character's build, this person decides to finally give up on Snipes altogether and stop trying to make them work.
    If one is going to be disappointed every time the devs add something to the game that isn't an always up, always on, always available, always maximal, always free of counterbalance, always highly popular effects, I hope being disappointed is something they enjoy experiencing. Because that's not going to change. That would be staring into the east every morning and hating sunrises.
  23. Quote:
    Originally Posted by GuyPerfect View Post
    I checked the powers. Illusionist Blind is definitely only typed Psionic. If they keep missing you, it's not because of Super Reflexes.
    Blind and the Mind Control attacks that have historically been typed psionic only are still psionic only as of I23. There is frankly no way for an SR scrapper to not notice +4 illusionists and MIs scoring with Blind short of having a huge amount of psionic defense from somewhere else. I would need video evidence for that one.
  24. Quote:
    Originally Posted by Another_Fan View Post
    Why not just have a skill that lets you burn points for DPS ?
    The same amplifier does that also.
  25. Quote:
    Originally Posted by Diellan_ View Post
    P.P.S. Where does an AoE factor of 1.195 come from?
    From the wrong spreadsheet. That's an "experimental number" I grabbed by mistake analyzing a mechanical change to cones.

    Or possibly I was thinking of making Power Blast a cone with -42.5 degrees of arc.