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The trials are currently not working on freedom. They will hang at the loading screen, kick everyone out, then break up leagues. Or have folks crash to desktop. The folks there have sent petitions.
Just a heads up. -
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Quote:Depending on where I am in my crafting, the 10 thread booby prize is something I often desire. Common components for pre-tier 3 or on tier 1, are often the things I need to craft with threads.Is there any real good reason to have rewards based off some sliding scale of "effort"? It seems as though it just dorks over some ATs/power sets and benefits others regardless of how many buttons you mash during the event. If someone on your league is leeching, the answer is to boot him off the league just like if someone is essentially doorsitting a task force.
As for the tables, my Earth/Storm controller was "affecting" tons of mobs in the BAF last night with AoE debuffs but not seriously hurting any of them in relation to the real AoE attacks and my rewards ranged from Uncommon to the Ten Thread Booby Prize. -
Quote:But you didn't address the major point that allows the devs to make the types of powers you are seeing in the Incarnate system: they don't work below 45.The Judgement issue is only a symptom of the larger problem, which is that Blasters give up too much for their offense. If Blasters had more to hang their hat on than the dubious, "Team Artillery Specialist," tag, then the fact that everyone can pick up a crashless nuke wouldn't be a big deal. I don't see too many Controllers complaining about Destiny, for instance.
For what little it's worth, I don't even particularly care about Judgement except to the extent that it shines a big freaking spotlight on just how silly the huge and long-standing penalties for traditional nukes are and always have been. At the very least, I'd like to see those penalties revisited and reworked at some point, and not just because of Judgement.
As to whether or not people are giving the question of high-end balance a lot of thought -- my response is that they should, given the investment we're talking about here. It was valid to question which builds you'd concentrate on maximizing before Incarnates were even announced, because IOs alone could potentially represent massive investment and massive reward.
Blasters -- even before Incarnates -- are not particularly good at soloing or teaming. They're not even particularly good at delivering damage without support (because of the AI's tendency to scatter, because of obvious survivability issues). Are there outliers? Sure; a high-end, Rain-of-Arrows-spamming Archery Blaster is a sight to behold, but in terms of over-time AoE damage output it's merely competitive with an SS/Fire Brute.
On a personal level, the peculiar irony to me about the new Incarnate slots is that the one potentially meaningful advantage my Fire/Mental Blaster has over my Mind/Fire Dominator -- Drain Psyche's Regeneration buff -- is rendered moot by Rebirth Destiny even as Clarion Destiny potentially gives the Blaster full-time status protection. Those two things offset, with the Dom winning on the basis of Judgement and her innate, mag-6 controls. It's really not even a competition. The Blaster loses before she's laced up her cleats.
Don't get me wrong; I'm not saying that Blasters should be turned into Doms, or even that Blasters deserve to be as good on a solo basis. But it does seem blindingly obvious to me that Blasters are the victims of an out-dated design paradigm that placed disproportionate emphasis on ranged damage potential. Doms and VEATs are, I would think, irrefutable evidence of that sea change in the development strategy. To a lesser extent, even newer (crashless) Blaster nukes are an implicit (or if you prefer, subconscious) mea culpa on the part of the Dev team. We're not likely to get sweeping AT-balance changes at this stage of the game, so the most relevant question here is, "What builds are you going to bother taking to the highest pinnacle?"
Some will undoubtedly choose Blasters. Most of those people, I contend, do it for sentimental reasons, though. If so, then that's fine, but it's also not relevant. And with that, I think I'm due for another break from this thread. I'm beginning to bore even myself with these ranting novellas.
If they did you definitely wouldn't seem nearly as powerful as they are. You can't simply ignore that portion of it when discussing the Incarnate abilities when the devs SPECIFICALLY said their level of power (and the ability to nearly trivialize SOME of the abilities of some ATs) is DIRECTLY linked to the fact that they can't be or earned prior to level 50, AND they can't be used below 45. That's not something you can just ignore or handwave away if you want to have a serious discussion about what these powers do for balance.
So as much as I'd like to see it I don't think a system that works for only 5 levels is enough justification to ask for any further buffs for blasters.
I will ONLY agree that blaster nukes need revision. I DO NOT agree that blasters are so awful that they need further AT-wide buffs based on something that ONLY works in the LAST 5 levels of the game.
Sorry.
EDIT: Let me also put it out their clearly that if the devs offered us a choice between nerfing these powers for allowing Incarnates to use them from 1-50 versus what we have now, I would say hell no.
Keep them as 45-50 powers AT THE STRENGTH they are. These are ENDGAME abilities not APPs or PPPs.
Also I'd argue that defiance basically makes clarion mute and completely unimpressive for my blasters. Since defiance's revision years ago death-by-mez has NEVER happened for me. Ever.
My human only warshade would get waaaaaay more out of clarion than my blasters. -
Quote:I think folks are giving this waaaay too much thought. The Incarnate abilities ONLY work in 45+ content unless I missed something. When you exemp down you lose them.And with all due respect, your entire post is unresponsive. Balance issues are not unimportant simply because teams generally don't discriminate. I'm sure most teams (including all of mine) are more interested in playing with fun people than they are in playing with spectacular builds.
Heck, I spend billions on my builds almost entirely because I want to maximize my chance to succeed even with terrible team support.Sometimes, making what should be a bad team good is the best part of this game, for me.
YMMV. None of the above has anything to do with the price of bananas, though. If you genuinely disagree that Blasters give up too much, mechanically, for their presumably overwhelming offense, then that's one thing. If you're handwaving any and all balance concerns on the basis that every AT can find a team, then there's no point in even posting in a balance discussion, placed in a forum that is purpose-built for mechanical questions.
Also, if we are talking about teaming during trials or TFs, then yes you ARE guaranteed to have teammates, cause it's the only way to do the trials/tfs.
If the Incarnate abilities worked from 1-50 I'd be right there in such a discussion with you.
EDIT: In fact during GR beta one of the main reasons the devs were STRONGLY against letting Incarnate abilities work below 45 is because they'd have to make them MUCH weaker than they are. I have no issue with things being unbalanced in 45-50. It's called ENDGAME for a reason. -
Quote:You also know that the Reactive Interface -RES proc amounts to a 10% debuff, right?
There's no question that the new Incarnate stuff improves Blasters. Arguably, the new Incarnate stuff improves Blasters most of all -- but that's only because Blasters needed more. The question remains: if I'm to put in the effort to kit out a character with all the best that IOs and Incarnate content have to offer, then why should I start with a weaker baseline?
Only you can answer that question for yourself. If you enjoy your blaster, then more power to you. I know that I will never exclude Blasters from my teams; in fact, I can count on one hand the number of times I've seen AT discrimination of any kind in seven years of playing CoH -- but for my own purposes, after having spent countless hours and countless billions and countless respec tokens optimizing my Blaster, I'll stick with my Dominator, thanks.
Who cares? In the teams I've seen no one inviting blasters asks what their build is.
You last paragraph basically stated why this thread was irrelevant. -
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Quote:Prior to Issue 20 I would have agreed with you.i don't think you can do this though. because if you do it to just blasters, then you'd get an outcry from corrupters and defenders that theirs doesn't. I think the devs are in a situation were if they do do(heh) something like this, i'd be an all or nothing thing. which would ultimatley decrease the value of the buff for blasters in the first place.
in all likelyhood i'm more inclined to think that we'd see a nerf to force manipulators before a buff to blasters.
Now? After seeing what Interface and Destiny can allow ANYONE to do . . . I don't think it's the same dev team of old. -
Quote:I'd argue that it IS poorly designed. Numerous people have commented that that map lags them. This is on different comps. An area that's intended to be speed through (I'd argue that's NOT the desined to be speed, and there is nothing to adapt to as the devs specifically add delaying time to the time Marauder arrives EVERY TIME you get one. That right there tells me that they don't EXPECT teams to run through them. I'd argue the extra time is to compensate for the time teams would spend mopping up.) should not lag most players computer's to death. I think the devs said there are looking into it though.I didn't say that I couldn't adapt, nor did I say I couldn't do it. I said it wasn't fun.
I don't go on speed TFs because I don't like them. I don't like the lab run either.
EDIT: Also of all portions of both trials, I agree that's it's simply UNFUN. -
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Yeah my warshade is working towards clarion's rare.
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Quote:Epic post is epic.So six days later, two of them being nearly all dedicated to maintenance, numerous trial runs, many failed and many won, and the result is this.
Now only to wait for the other 5 slots I guess XD -
I got a Exotic Isotope (or whatever the hell that rare is called) yesterday after a BAF. My only rare from the trials. Ever.
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Random is random . .. for the tables and threads.
For the trials themselves, pay attention to what happens to the IXP that goes to the slots when things die that you didn't do much (or any damage on). I think they are speaking about the IXP.
Healing/dbuffing I'm not sure how anyone could test that or how to even show what effect it has since everyone who buffs/debuffs/heals STILL gets threads and IXP. And my support toons have gotten good Ixp while doing their thing. -
Quote:If my controller missed out on judgement pyronic just cause she is a controller, I'd be pissed right now.I'm not saying the choices presented are what I'd have picked for each AT, but it doesn't change the fact that I'd have preferred AT-specific Incarnate powers. Not just judgement, either. This blurring of the ATs is decidedly not something I enjoy, lest we give up on having ATs in general. And I don't even have a problem with ATs sharing powers, just not entire powersets, which is what we'll likely end up with by the time this is over.
I'm glad they are NOT at-specific. If they want to do something specific, do it for one of the later slots or genesis. -
I'd be fine with them just lowering the recharge on the nukes. In fact here is my suggestion: Make it a 30-45 sec recharge that's unenhancable. The crash I can deal with, waiting an eternity when Judgement recharges faster, no.
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Quote:Domination has always provided mez protection, to all types of mezzing. Stuns, holds, immobilizes, sleeps, knockback, knockdown, fear, repel; everything. You can also activate it while mezzed as a Break Free-like effect.
Did you notice that Dominators are a semi-requested AT now? They weren't always that way, even for the LRSF. I remember when people used to LOL at my Dominator back when CoV released; it usually got a pity spot on teams and Strike Forces.
.....And then Permadom builds arrived . . . and Castle buffed them . . .
...And then people stopped LOLing. -
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Quote:Yeah thing is sonics damage is not that great save one attack, so yeah that fire proc looks sexy as hell. I already have a great -defense toggle also.Without looking at the numbers I'd think on a sonic/rad you'd have -res covered already. I'd go for -Def or -ToHit. But that fire proc in the -Res just looks so good it's hard to pass up!
Sooo, now I'm not sure which to go for. -
[QUOTE=RemusShepherd;3578371]I didn't think my original post was *that* long.
Okay for you tl;dr people, listen up --
It's not whether your incarnate powers help your character. It's whether you are made obsolete by the powers on the rest of your team. All ATs can now buff, rez, and nuke. Is that healthy for the game?[/QUOTE]
Emphatically YES! It takes the stress and pressure of my characters that specialize in those areas. My kins and empaths especially welcome it. -
Quote:This. Also how do you know ahead of time which character has which buffs?I've been on teams with judgement being thrown around, and you know what? We still would've done better in the damage department with a blaster. Judgement powers are very cool 'burst' abilities, but between the bursts things still need to be done, which is where powersets come in.
A team of 8 with a healing destiny power won't replace someone with a 6 second recharge heal. A team full of interface-flinging -regen won't match a -500% regen debuffing powerset. A team with a huge +defense power every 90 seconds can't cover the team as well as someone with constantly available everywhere, every time forcefields. A tank with a huge blast can't match the damage a blaster puts out.
In my experience, it just means that there's far less "wait, we need a 'X'!" And that's a welcome change. Yes, I know you never needed an empath, radiation emission character, stone tanker, etc- but now it makes the entry point for incarnates' teams to be far less formulaic. Characters enter the ring with all their normal strengths, and the team benefits from them. When The team comes into a situation the player usually couldn't cover, they now have an incarnate wildcard or two up their sleeve to play in the team's favor. I doubt most teams will disregard players on a wildcard basis.
At least looking at the AT symbol (or asking in the invite tells) you can see what powers a person has. But is anyone seriously going to spend all that time asking which individual incarnate abilities every person they invite, has? On a 24 or even 12-20 man League? I don't think that's realistic.
I don't think these new abilities will do anything to minimize the ATs in any way, shape or form. -
Quote:Yeah your adjustments would work. To be fair I'm not the only one who came up with the idea.Aura I love your incarnate mode option, it gets better every time I think about it. I dont know if the devs will ever do it, but it would add a bunch more i20 threads content to the mix with what seems little effort on thier part.
Incarnate mode:
level 45+ TFs only (ITF, Kahn, LGTF, STF, LRSF, COP, Cuda)
All mobs set to level 54.
All mobs drop threads instead of shards.
No temp powers.
New reward at the end is 1 astral merit instead of the alpha component (reward merits can still be selected instead). -
Quote:Common suggestion re-stated: add in an Incarnate mode for all the old lvl 45+ content that you can OPTIONALLY turn on. But only if you have AT least ONE of the +1s in any of the three slots that give it. Allow the two new +1s to work only on the Incarnate Modes of these tfs.I certainly hope not.
It would be incredibly unfair to force a difficulty increase on the old level 45+ TFs just because Incarnates can have all their shiny new powers in it.
If they did that, those level 45-49 characters that are trying to run those things to...you know....level, are going to find that suddenly what was merely challenging is now impossible.
Basically, if you increase the difficulty because of Incarnates, you will completely screw over anyone who is NOT an Incarnate.
Incarnate mode would bump every mob up to a minimum of lvl 54. Other options you could add is bumping every elite boss or boss that exists in the old content to AV level (that would make the ITF VERY interesting.) Other options: cut the number of insp drops in half throughout the tf (not sure if they have the tech for this though). Also there are options NOW that you can set that can make stuff harder. I think no insp use or temp use are some. They could add that to Incarnate Modes also.