Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by B_L_Angel View Post
    Anything can be killed by an unlucky combination of random rolls. I have no idea how you stop that from happening on any AT.
    Either you claimed to know a way, or your tolerance for dying is extraordinarily high.
  2. Quote:
    Originally Posted by B_L_Angel View Post
    I run Carnie, and Malta missions at +4x8 on my blasters. Its farm more involving and exciting than running the same on Tanks and Brutes.
    You're just too awesome for this game. This game isn't designed or balanced around your skill level. You'll have to accept the fact that when this game is balanced, it will be balanced for a difficulty level vastly under the one you think is appropriate. Most players can't run on +4x8 on any archetype with any powersets. And its not just a question of lack of experience. I've been killed on my soft-capped SR in +4x8 Carnie missions in a single instant with no chance to react at all, just due to the fact that an unlucky set of random rolls means a group of +4 Master Illusionists can kill me in a single volley.

    I don't know how you prevent that sort of thing from happening on blasters that are far squishier, but whatever it is, its something beyond my understanding of physics.
  3. Quote:
    Originally Posted by DarkGob View Post
    Already been covered, no sense in redoing the story in live action also.
    Batman Begins didn't stop them from making an animated Batman Year One. I don't know why Justice League Doom would necessarily preempt using elements of that story in a live action JLA movie. Doom is why I specifically said I would take inspiration from, but not the specific details from, Babel.

    Anyway, that's just what I would do. I'm sure other people would do different things. I would still do that.
  4. Quote:
    Originally Posted by Void_Huntress View Post
    Caveat: You can't have accidentally taken the alternate animation for yon amazing attack.

    (srsly what were they thinking)
    I actually switched to it for a year to see if I would eventually grow to like it. Needless to say, while I'm sure there are lots of players out there who like punches, I'm back to the backflip. Its the sexiest attack in the game.
  5. Quote:
    Originally Posted by StratoNexus View Post
    Hmmm. I'd be willing to take that bet. Could be fun having a video of an Energy/Energy/Force blaster burning in the flames of a Fire/Fire/Flame blaster when neither of them get buffed until I25 (or later)! You do have the Ghoul death emote unlocked, right?
    Laz already has his trophy. You'd have to put up stakes.

    Its relatively easy to unlock just about anything on test and/or beta. So just about everything is up for grabs. I can take the heat, if you can survive my imagination.
  6. Quote:
    Originally Posted by EvilGeko View Post
    From the hints, it looks like a more global change with Ranged Blasts, and not just Blasters alone. That would be great.
    Those aren't mutually exclusive actions.
  7. If it was me, I would take inspiration from the Tower of Babel storyline, but not necessarily copy the details verbatim. I would use the research Batman had done on all the other members as a way to "introduce" them to the audience, while their enemy incapacitates them one by one. It would then be up to the members of the JLA to pull together and work together to overcome the individual traps set for them, which would allow for the team to form organically.

    How precisely this could be done I haven't worked all out, but that's the basic framework I would use. Taking the lessons from the Avengers without copying it:

    1. I would give each character some space to struggle and shine.

    2. I would specifically give Batman a central place in the story without having his physical power overshadowed by the other more powerful heroes.

    3. Instead of focusing on origins, I would focus on assembling for the greater good.

    In fact, rather than have the JLA exist already prior to the story of the movie, the threat to them individually could be the catalyst that forms the JLA. I sort of like the idea that for the movie, these ultrapowerful beings (Superman, Wonder Woman, Martian Manhunter, Flash, and Green Lantern specifically) probably are powerful enough that they each would rather do their own thing in their own way, and Batman is the mortal among them who genuinely fears what they could do and spends night and day devising ways for mortal means to bring them down if he had to. When they see their mistrust and lack of cooperation makes them vulnerable, that's what finally convinces them that there needs to be a way for them to trust each other when it comes to the really big threats.
  8. Quote:
    Originally Posted by UberGuy View Post
    I'm quite fond of Core. Sadly, as nice as Radial can be, I don't want to rely on having to have 3+ foes around to make the +defense worth having. So I've been going Core to shore up characters with moderate resists and high (but not always capped) defense. The increased regen is a boon between hits and the DR takes the edge off when they do hit. And I get a lot of that benefit even if I'm remote from foes - with Radial, I get nothing in that case.
    Radial makes the most sense for resistance-based melee archetypes. When there's nothing around, its unlikely you need that much of a buff anyway. As you get more surrounding you, the buff goes up. Its also good for some Dominators depending on playstyle.

    Core seems to be better for nearly everything else.

    Coupling Radial Hybrid with Rebirth Destiny is just plain crazy levels of survivability. I'm probably stronger than many raid bosses are in other MMOs.
  9. Quote:
    Originally Posted by JeNeSaisQuoi View Post
    I just think Nolan is so much better at filmmaking in every arena.
    Its perfectly fine to have that option. But stating that everyone who knows anything about film should obviously agree is not stating an opinion: its delivering a challenge. And its a challenge while standing on extremely shaky ground. I think you like Nolan's films better than you like Whedon's work. That's fine: I know lots of people who have that opinion. I'd probably give the edge to Nolan myself. But don't drag technical elements into your opinion that aren't necessary and you can't support, unless you actually want to have a discussion about the technical aspects of film making.
  10. Quote:
    Originally Posted by Hatred666 View Post
    Blasters must be getting something cool that every other archetype is getting, yet again reducing their roll.
    The devs know there's nowhere far enough they could run if they did that.

    They didn't do that.
  11. Quote:
    Originally Posted by Electric-Knight View Post
    Do we risk getting Synapse into any trouble (lashings from Black Pebble) by quoting these things? And speculating further?
    I held my tongue until Synapse followed up. That was my cue to point fingers and say "look look look."

    My "guess" is that whatever they are doing, its basically a done deal that *something* is happening so Synapse is safe in saying something's coming. He's just not allowed to discuss any details about what specifically is being looked at, and what specific changes might be coming.

    Or he goofed and then I goofed, in which case I think we can all agree its Zwillinger's fault.
  12. Quote:
    Originally Posted by Forevermore View Post
    I have a couple of toons that I feel are nearly unkillable. Of course, sometimes the RNG happens and they die, but what can you do? So I am thinking of unlocking hybrid slot on them and goin for the melee tree. Is the added regen and resistance really noticable?
    Yes. The regeneration buff goes up fast with tier: its starts off tiny, but on the Core side its about 30% at tier 2, about +120% at tier 3 (with partial core) and +241% for tier 4 core, plus a small amount more per target. At tier 4, the resistance buff is about +16% with an additional +1% per target up to 10.

    For reference: normally my MA/SR has about 21% smash/lethal resistance and 34 h/s regeneration. Slotting Melee Core Embodiment and jumping into a full spawn, it jumps to 46% s/l resistance and 74 h/s regeneration. I think that's noticeable.
  13. Quote:
    Originally Posted by SuperT View Post
    Hi guys,

    I'm looking to make a new melee toon and although I have yet to decide on whether it will be a scrapper or a brute, I've decided to go with martial arts. I've never tried that melee set so I'd like to give it a go.

    Just curious to get some feedback from those who are experienced with martial arts on how it does in terms of performance (single target, any aoe, etc) and what to be aware of in my journey to 50.

    Oh, also not sure on the secondary but maybe thinking of pairing it with Invuln, WP, or maybe even electric.
    Disadvantages:

    The secondary effects are a bit below average, the single target damage is about average and there's only one AoE.


    Advantages:

    You look like this:



  14. It says something about how down-trodden the Blaster community must be after all these years that no one has yet posted a thread about this. If it was about Scrappers or Defenders, it would be all over the place in ten minutes.

    Quote:
    Originally Posted by Synapse View Post
    I understood the question. My answer remains the same. We're sticking with the existing design we use for nukes for now. Dual Pistols' nuke has a short recharge time because its PBAoE and dangerous to use. Beam Rifle's nuke has a shorter recharge time because I was trying to compensate for the rest of the set's lack of AoE. So I used Overcharge as a base line and added 25 seconds.

    90 seconds for a nuke doesn't sound all that scary to me honestly. It really doesn't, however that's a bridge I'd like to cross at a later time. Next issue you'll see why. One thing at a time.

    Synapse
    (emphasis mine)

    Its not just about nukes:

    Quote:
    Originally Posted by Synapse View Post
    I will dispel this rumor now. THERE ARE NO PLANS FOR CHANGES BEING MADE TO NUKES IN I24!

    *ahem*

    Anyhow, carry on with your speculation.

    *steeples fingers*

    It amuses me.

    *sips tea*

    Synapse
    but it is about Blasters (at least in part):

    Quote:
    Originally Posted by Synapse View Post
    I've found myself playing my Dual Pistols/Devices character again...

    OH! Four things. Forgot about {Redacted by marketing}!

    Synapse
    If I knew what was coming I couldn't say, but I can at least say its not Defiance 3.0.

    We're getting the attention we asked for. Will it be the attention we deserve? I can't say. But I think both Synapse and Arbiter Hawk are genuinely interested in updating and improving the gameplay of Blasters. Whether they end up doing what I want, or what any other player wants, is a separate question. That I believe they are sincere is what's important.

    Issue 24 can't get here quickly enough for me. If it follows the pattern of I22 and I23, it'll probably enter beta within a month or so, with release about a month after that. But that's extrapolating from two data points, also known as "wild guessing."

    In any case, discussion about *IF* Blasters should get attention are now moot. The only question is what should they get, and what are they likely to get.

    On your mark. Get set. Speculate! It amuses Synapse.


    I'd like to take credit, having badgered Synapse and Arbiter Hawk about it for the past six months, right up to the restraining order, but I have a feeling they were going to do it anyway. Also, I know Arbiter Hawk took a lot of flak because of the non-perma Hybrid slot, but the guy's a munchkin. He's the only dev in eight years that when I make a suggestion with a balancing concession, he says "it'd be even better without that; pew pew pew!"

    Right now, that's exactly who we need looking at Blasters. A closet berserker.
  15. Quote:
    Originally Posted by B_L_Angel View Post
    2. What not to do, take away anything from the flexibility of blasters. After looking at what was done to tankers, stalkers and dominators, I get the impression the devs fear flexibility.
    What.
  16. Quote:
    Originally Posted by Snow Globe View Post
    No, because of this:
    You're right. Triple or nothing then.
  17. Quote:
    Originally Posted by UberGuy View Post
    Problem Statement
    For those fortunate enough to gather multiple Incarnate powers in each slot, managing them in power trays is becoming cumbersome. See below for more details.

    Proposed Solution
    Create a "slot power" icon. For example, imagine a single power icon for activating whatever Destiny you have slotted, another for summoning whatever Lore you have slotted, and so on.

    Detailed Reasoning
    First, let me mention that I'm aware that it's possible to create a macro that activates powers in exactly the way I am describing. I already use a keybind that does the same basic thing. The issue with macros is that they do not show you the recharge status of your powers - not particularly helpful for long-recharge clicks. To reasonably view the recharge status, you need the power icon in a tray. The "Powers" UI window is not suitable for this.

    Even though we own a potentially large number of powers for any given slot, the "slotting" requirement of Incarnate powers means that only one is available at any one time. Even if all you want it in a tray for is to check on its recharge, you need to either have a bunch of Incarnate powers in trays (most of which are disabled) or to reconfigure your trays each time you change your slotting, neither of which is particularly ideal.

    Since Incarnate powers to date that belong in a given slot all share the same recharge time, it seems that a common icon could be used to control whatever one happens to be slotted, and then represent its recharge status.

    I realize that the UI and power activation "plumbing" to allow this suggestion may not exist. I am proposing that such plumbing might be a good investment, as our list of Incarnate slots is only going to grow, and long-standing characters are potentially going to accumulate more variants of previous slot powers which they then would need to manage. Having a single icon for each slot would make this much, much easier to manage.

    Functional Specification
    Something would have to be done with the "slot power" when nothing is slotted in a given Incarnate slot. Perhaps the power icon could become available in your powers list once the slot is unlocked, but would be disabled if nothing is slotted.
    We have ten incarnate slots. What I would like to see is an Incarnate Power tray that has one button for each slot. The Alpha slot button would not be usable, but it would show what Alpha you have slotted. All of the others would activate the appropriate incarnate power, and update with the icon of the slotted power dynamically and automatically as powers are slotted.

    Bonus points: from the Incarnate tray, right-clicking any power button would bring up a pop-up list of all options available for slotting. Selecting a different power from that list would change the slotted power for that slot, if allowed by cooldown timers, without having to go into the incarnate interface.


  18. This is not a scene from the MoM trial, or the Double D trial. Discuss.
  19. Quote:
    Originally Posted by Father Xmas View Post
    Save respecs.
  20. Quote:
    Originally Posted by Starsman View Post
    Thats the hybrid thingy? (Incarnate abilities have been the lesser point of interest for me since I returned, for me the fun is lvl 1 to 50, that MAY someday change.)
    If you haven't played the Magisterium trial yet, here's a preview.

    Okay, its not supposed to look like that. My game client glitched and I played the entire trial in the Negative Zone. In actuality, the trials are not usually obscured by antimatter. They are normally obscured by buff effects.

    (Half-kidding: I don't mind them, but its a common complaint by some players).
  21. Quote:
    Originally Posted by Ironblade View Post
    Please, both of those are just crazy wasteful. The right way to go is with a stylus and wax tablet. That way nothing gets used up.
  22. Quote:
    Originally Posted by Zwillinger View Post
    Unfortunately I was (unexpectedly) out of the office for this Costume Contest. Why does this matter? Well, normally I take the screenshots on my machine as it's a bit more robust (it's set up to do things such as live stream and stage screenshots for Community assets) and can handle Ultra Mode with all the bells and whistles. Sometimes I'll do them from home if I can (my machine there can take some nice screenshots), however in this case I wasn't even able to do that.

    Freitag was kind enough to take screenshots in my absence, however upon review, and through no fault of his own, they're not exactly up to par with the quality that I expect from assets posted via official channels.

    So the end result is, we're unable to share images for this month's costume contest . I'm really sorry about this and I'll do my absolute best to be present at the next one.
    In the future, and this might be worth doing yourself, I would take a couple seconds of demorecord along with the screencap. That way if something later appears amiss with the cap, or you discover your graphic settings were not correct, you should be able to play that demorecord back and take a new screencap.

    And if there's ever a discrepancy between the demorecord version and your original screencap, you could perhaps make a note to let the coders know, when the producers aren't looking.
  23. Quote:
    Originally Posted by American_Knight View Post
    There probably is an obvious answer to this simple question, but my brain isn't fully functioning this morning.

    An example of my question is this: Say I get 3% overall (positional) defense from manuevers from the leadership pool. Then I slot 4 kinectic combats in a melee power for 3.75% smashing/lethal defense.

    Do I now have 6.75% (3 + 3.75) defense from smashing/lethal and 3% defense for everything else? Or just 3.75% to lethal and 3% to everything else?

    I want to say I have the 6.75%, but would like confirmation on this please.

    Thanks
    No type stacks with any other type**. The game tallies up the amount of each type of defense you have, and uses the highest one that applies to the incoming attack.

    So the game at all times figures out how much smashing, lethal, fire, cold, energy, negative, psionic, melee, ranged, and AoE defense you have. And then you can use exactly one of those - the best one - for each attack that is fired at you.


    The way defensive *powers* "stack" is that you have to figure out which types that power grants, and each one is handled separately.



    ** There is a "base" type of defense that almost no power grants, that is actually defense to everything. It is the exception: it stacks with all types. The most common occurrence of seeing base defense is actually in defense *debuffs* which reduce the amount of defense you have to all types.
  24. Quote:
    Originally Posted by Electric-Knight View Post
    There's room for another bet, if you want to try and win back your earnings, Arcana...
    Double or nothing the devs buff Blasters in I24. Any takers?
  25. Quote:
    Originally Posted by Starsman View Post
    I don't disagree with what you say, but... as far as I know... no set was designed (until recently) with any such specific goals. They were almost all accidents (other than balances brought in huge part due to your own intervention.)
    At the beginning of time both Defensive sets (obviously) and Control sets were designed explicitly to mitigate damage. Buff/Debuff was explicitly designed to do multiple things, but basically increase your offense, increase your defense, decrease enemy offense, and decrease enemy defense.


    Quote:
    BTW it crossed my mind it may be sort of thematic if all blaster attacks had a strong chance to "sleep" (with delay, on non-dot powers) with custom animations. Call them "breakable holds", with this chance to sleep being of opposite proportion to the DPA of the attack (the lower the DPA the higher sleep chance.)

    If it was all sleeps with custom animations, your idea of splash mez may be even more "acceptable" as it would bring additional solo safety without turning all foes into target dummies.
    In another context, I suggested to the devs that one way to implement an interesting form of control would be to apply terrorize and immobilize simultaneously, with a chance to hold. Terrorize + immobilize is essentially a soft hold: the target doesn't detoggle, doesn't shoot back, doesn't run away, but can react to player attacks. A chance for hold converts the whole thing into a hard hold, but only sometimes.

    Apparently they thought that wasn't a completely bad idea.