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Quote:No, not Tyrant, he means Lord Recluse hosting the Martian base.So Tyrant attcks Primal Earth, sets up a base on Mars to continue his plans, and then asks Primal Earth to help him when he's atatcked by aliens, so that once the aliens are gone he can continue to attack Primal Earth? That's not gray - that's rainbow polka-dot insane
Bonus points of Grey-ness if Lord Recluse even extends invitation to Longbow to set up. -
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Quote:True, but I think we mean in terms of physical zone content as well. It's like saying Newspapers count as real content (when half the time the villain group involved stole something they shouldn't even be interested in).You're getting a new arc and some new Tips and Morality missions in I19
And besides, heroes basically have two zones for each level range, villains have only one.
Heroes need zone revamps, villains need all new things.
There, both sides of devs can be satisfied. -
Quote:Valid point. I like it on my tanker and blaster to edge a little extra damage, and on my scrapper and defender, I like the fact that CoJ is a team buff (and for my scrapper, it makes him feel like he's a team contributor beyond damage). But I know my controller would love fear incarnate to stack with his own fear power, though my corrupt rogue gets little use of duplicity.Eh... Rogues get Duplicity, Vigilantes get Fear Incarnate, and Villains get Frenzy.
No matter what you do you get a temporary power. Whether YOU feel one power or another is "Better" is your own business. Personally I like the Rogue and Vigilante powers better, nine times out of ten, but use the hero and villain ones while I'm grinding A-Merits.
Faster recharge PBAoE control effect which takes ALL the minions out of a fight? Yes Please!
-Rachel- -
Quote:Not only that, but a phalanx of heroes can STACK this.Really? I would say the opposite is true. With the exception of Dominators and Brutes who do get to fill their bar the Villain power is only slightly stronger at the cost of a shorter duration and only affecting you instead of the whole team. It's not a bad power but 40% damage for 30 seconds on the entire team seems a lot more useful than 60% damage and 30% recharge for 20 seconds on yourself
Just imagine even two heroes hitting this, that would buff them as much a standard build up on non-scrapper ATs. Three heroes and that's +120% damage and +30% ToHit, half a team and it's 160% and 40%.
Controllers are the ONLY AT without ToHit and Damage buff click for themselves, AM and Devices secondaries with DP or AS for blaster aside.
The base Aim power, if it were somehow on a controller (having the lowest modifier so such a thing) would be 40% to damage and ToHit, and this doesn't count build up.
But needless to say, if three other folks on my team his "call to justice" with me, I hit my build up on my scrapper, and this is post I:19 launch (So that's plus hiw current 20% damage bonus from sets and later when I get assault), my scrapper's going to smack something for about 294% his regular damage. god help you if he crits in that time. -
And West, to put it bluntly, you're dealing basically dealing a quiet version of the PVP community.
Everyone here feels angry, disenchanted, and in many ways, outright hateful of the devs and this game (though ironically continue to play).
You've probably seen one person's comment in this thread about the game dying, you've seen many saying 'they'll never touch bases again', I myself often fall into these melodramatic moments of depression.
But on the flipside, it doesn't seem like such a far fetched truth sometimes that the devs have thrown up their arms and turned their back on bases given some of the facts and only occasionally placate the with once-in-a-great-while post that placates us with a "We'd like to work on bases".
I congratulate you on your shot-in-the-dark hitting, but for many of lost in the dark ages of base development: we didn't hear the din of the hit, no, the darkness seemed so great it even swallowed the muzzle flash.
PS. I'm not trying to be a suck up, I just suck with words.
PSS. So... you guys wanna see a sushi bar? Which is approximately 10% cooler than all those regular bars base builders put down? -
But honestly: with what?
I mean, Back Alley Brawler's kind of got a look that fits his name very well, kind of like one of my main redsider; Redcoat. I mean, the guys has a red trenchcoat, what else would I put him in? Blue jeans?
And the same seems to hold true for BAB -
Quote:Well, I had originally been thinkin' 'bout it being damage replaced, and I suppose a limited ability of "damage added" in the case of fire for the sake of the replaced secondary as I was goin' by the dual pistols scale. but I suppose it does seem a little cheap to basically allow armed meleers to replace DP's specialty trick/trump card and still keep their tohit buff powers.The only other point I think that might determine how balanced it'd be is how much elemental damage are we talking here? Added or replaced? If the damage replaced is small like a damage proc, is it really even worth adding such an option for so little an effect? If it's adding the damage and to a decent amount, how would you keep set balance?
Consider Dual Blades with fire damage? The Fire Melee set has no mitigation for the amount and type of dmg it does.
Thusly, consider Dual Pistols. It has a means to do fire damage and yet it gives up the chance for knock in exchange for damage. Not to mention, the set gives up Aim for the utility to do this.
though I suppose the draw back would be; when you swap ammo with dual pistols, you still have all of your attacks. If you say... May a Prismatic damage sword (basically every power had a different elemental attribute) if you were cracking on weaknesses, you'd be a lot more limited in what you could use. -
Quote:Well now I see what you've meant about being against elemental weapons.I *still* don't think it'd be balanced to just customize sets to do specific damage. There's got to be a reason why the devs didn't slap huge bursts of damage onto psi sets or fast consistent high dmg AoE onto negative energy sets.
It upsets the balance. As is, weapon (or smashing/lethal) sets often consistently do high DPS while specialty sets like Energy Melee, Ice Melee, Fire Blasts, Psionic Assault, etc, have a kinda 'shtick'. Energy Melee is high burst but slow, Ice is moderate damage with high control, Fire is all damage and no mitigation...you get the idea.
Now give Stone Melee ice damage. Stone already does respectable DPS and extreme control. Now it does a damage type rarely resisted? Or what about Super Strength with psionic damage? Dual Blades with fire.
I postulate that the devs *do* balance a sets capabilities (it's secondary effects, the amount of damage and how quickly it can dish it out, etc.) with the damage types it does as well.
Though I still want to point out that it was never the intent Stone melee, SS, martial arts, or sets like that gain elemental attributes. -
Quote:whathe@#$%amIreading?.jpegThough making it co-op does give the advantage of not needing new maps.
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Quote:Alright then, but another concern is that this might be something that breaks away from the game being balanced around SOs, and while 100% damage type procs seem nice, they also seem like the kind of thing that would be rare and expensive. I also want to ask if you would feel these 100% chance, setless procs would be global (all powers of your that deal damage would deal the additional damage), or if you'd need to individually slot them. (Which would open up something of a can of worms).You'd put them into a slot in the attacks.
So for example. You want all your claws to have the toxic damage, you'd have to put one of these IOs into one of your 1-6 slots in the power, for every claw attack.
Personally I'm fine with this. Would this mean, you might lose out on the +Range or +Melee Defense, since you're not slotting a full Mako's or Touch of Death? Yes. But you are getting that extra effect you want.
Seeing as how I find most sets 6 IO slotted tend to be throw away bonuses (not all, just most) or "Yeah, it's nice to have, but I don't really need/care for it", I'm personally okay with this idea.
Also, I like the idea of having non-set, 100% chance for damage IOs (I'd make them so the various effects are decently common, so concepts can be fleshed out easy enough).
They would do the equivalent in added DPS as a normal proc (or maybe even a Purple Proc)...so, the fact that they're 100% shouldn't be a problem, and I'd likely say they start at level 5 (or always level 5) recipes. -
Quote:Well, if it makes you feel better, I said I'd buy a pack with just emotes.I am boiling at this point over the backroom nature of this whole thing and that a select few players are now setting the official priorities on what happens next with bases.
But I've always said I'd be for anything that produces results. This pretty much tests the limits of that comment.
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So I won't blame you if you're among those who feel that this is a case of "privillaged minorities choosing for the majority"
The third option might be to offer some help, input, and/or support.
If it makes you feel better, it gives you even more reason to be angry if things don't work out! -
Quote:But it's also quite vast. At least such can be inferred from the fact that the Storm Palace region looks so wildly different from the rest, and the fact that most of the zone connectors are portals.My reasoning...
There is only one shadow shard dimension. It's not like Earth with different timelines/dimensions. The Shadowshard is one linear line.
With that in mind, how would heroes keep villains out of certain sections of it and vice versa?
Next, I want a way to get any villain I make, to beable to get access to the Shadow Shard at level 1 (or 2) and get the weapon skin!
It's not such a far cry to imagine the place would be big enough for heroes and villains to have well established bases there any never even see eachother from a mile away.
Besides *Spoiler* no one ever found Nemesis' base in the Shadow shard until the Dark Watcher arc. -
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Quote:Point.In my experience, I can say, the difference between running a toggle non-stop, and hitting that Heal everytime it's recharged is going to drain my end bar just as fast if not faster.
And I'm not saying alternate power selections for every armor power. But seeing as how Stalker version of WP has Reconstruction, I don't see why the others can't have it as an alternate option.
I believe the math said Reconstruction was equal to 3 targets in range. So, while Recontruction may be the better choice for low mob counts, it would become weaker on massive groups of enemies.
Quote:You know what would work for Assault rifle...same set, but done as power gauntlets. All those effects in pop up weapon form on the arms...sweetness (and I can think of one player who would love that, so I'd think there's others who would love it as well...hell...I might like it!)
Quote:As for my idea of craftable IOs that can add a bit of damage flavor. You're right, it won't change Flamethrower into an Acid Spray. HOWEVER, add in a +Toxic Damage IO, and one can just as easily say (well they can now, regardless of what the actual damage is) it's an Acid Spray and the fire damage is just the burning sensation of the acid (+Toxic Damage).
Again, I apologize if I'm being snobbish or nit-picky, it's just that I've been trying to use a dev's view of the game lately to consider these kinds of things. -
Well this is certainly a breakthrough for me: you now have my full faith and trust, and if you need, my help for what I can do. (Like if you guys ever need a sushi bar to chat in, my base has one)
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I just gotta ask: why do people want the Shadow Shard as a co-op zone when there are unexplored regions of it that could be given exclusively to villains? I do like co-op, but I also want to see the lore of the vast shadow shard expanded on, especially the garden of memories now that we have doppelganger tech.
As a side note: who'd like to see an old (incomplete) write-up I made for a Japan zone(s)? -
true, though part of it consideration for not all classes having the controller or dom/defender/corruptor control modifiers, and the fact that, in my experiences with immobs, their not too useful compared to even stuns.
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Quote:it actually does have defense-deubuff resistance in just about every power except PB and Quickness.Hi:
Last night I went into a mission with a group of friends into a mission filled with Devouring Earth, no sooner we get near them, the map is saturated with eminators. Before we can get a first hit at an eminator, our acc is nearly nullified and our defense is negated as well.
Now as a Super Reflex Scrapper, my protection is situational defense. Because my main protection is situational defense, the power set offers me no significant damage resistance nor means to heal damage either. After all if I'm supposed to seldom get hit, why would I need damage mitigation and healing?
Obviously when you get to an unbalanced situation where the eminators give 100% ACC boost and 100% Defense debuff, its going to really, really impact defense based protected ATs, far more tha other ATs that have good damage and debuff resistances.
So my suggestion is to give the various positional defense powers in SR, inherent defense debuff properties to mitigate the excessive impact suffered by this particular type of defense debuff attacks. Tankers who have great damage mitigation, gets defense debuff, and they do not need defense debuff protection nearly as much as a SR Scrapper would.
Also one may want to seriously consider down tuning the effectiveness of eminators, 100% ACC and DEF Debuff? Come on, lets get real! Out of curiosity, what is a Defender's ACC debuff when they strike you with a dark blast? Should the eminators do the same and not more?
Hugs
Stormy
Ps: Other positional defense powers for other power sets should also be considered to receive defense debuff protection
Also, other sets do tend to have defense debuff resistance, if the set as a whole makes use of it, even in odd places...
Like while Invul's first passive; Resist Physical Damage, might be a resist power, but it also grants defense debuff resistance.
Shields has defense debuff resistance as well, but not in deflection because it's pretty strong on its own since it grants positional defense, and common resistance. But Battle Agility, Active Defense, and Grant Cover all give defense debuff resistance.
This actually isn't a problem with the set, but DE emanators are far too powerful for the levels you encounter them. The Quartz grant +100% tohit buff that doesn 't care hoe much defense or defense debuff you may have, Cairns seem to grant +75% resistance to all DE, putting them at the resist cap for most critters, fungi grant 10 poitns of mez protection to all DE, and the tree of life is probably the only balanced once, giving about Fast Healing levels of regeneration bonus. -
But where would you slot such a thing?
If it's automatically placed like a temp power, it might be a bit frustrating it you want your original abilities back (though one fore normal damage could be done), and then there's the idea of the elemental damages being used for alt builds and to represent RP concepts.
But again, that assumes this is automatically added to you upon crafting, but again: where would you slot it?
Beyond that, there's also the fact that this is not just for elemental weapon damage, but also new and different powers for sets like the assault rifle (which is horribly bogged down by having too many concepts in one gun), and the like, so it also opens up the possible door for your alternate option of stalkers being able to get RTTC and tankers, scrappers, and brutes getting reconstruction.
Though the slippery slope with attempting to change armors is that armors sets are not designed with the thought of them being a bunch of individual powers. They're designed as being a whole unit/set in mind, and are balanced as such.
Like RTTC's to-hit debuff stacks with heightened senses, adding greater survivability for scrappers, tankers, and brutes.
On the flip-side, stalkers aren't just denied RTTC because taunt auras might be a bad idea for them, but also because the loss of quick recovery might make this additional toggle, in an already fairly toggle heavy set, too draining for the post-AS scrapping.
Edit: Sorry if I'm sounding like a snob or anything, just trying to explain why I mentioned avoiding alt selections for armor sets. -
considering the kind of numbers I was imagining... I think an AoE debuff might be a bit much and not entirely make sense. I mean, it would definitely make Stalkers doubtlessly stronger on both teams and solo-play, but all in all, the numbers I put up were deliberately meant to consider fighting EBs and up.
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One possible reason why the high recharge time was originally put in, assuming this was an issue 1 power, was because I recall hearing that some enemy groups use to having NOTHING for a ranged attack, resulting in the possibility of blasters being able to really stack those immobs.
I still agree with this suggestion about shortening the recharge down to seconds. -
Quote:As far as metal and materials, they don't have to mine since there's a whole damn world in ruins for them to salvage from, not to mention, in-game we see that they can basically produce an infinite number of clockwork to serve Praetoria. As far as food and housing is councerned, who says they'd be concerned about that? These guys maybe so fresh out of the vats they haven't even had time to BECOME hungry, assuming they honestly need to eat at all, there might also be a Soylent Green solution. (After all, is there any confirmation what happens to the bodies of the people killed by the state?) But also, part of why they might be able to produce such numbers it because they're not planning or designing the clones to live very long anyway.Resources.
Where are they getting the metal and materials to create the armor and weapons for all these troops? Let alone house and feed them. There just isn't enough space in Praetoria. They can't just go out and mine, seeing as the Earth is covered in DE. And you think suddenly tripling the population wouldn't cause a huge problem with their existing food production?
From another dimension isn't a viable response from what we've seen. Neuron is *just* getting to the point of having a large scale portal generator ready for the invasion, and it takes up a whole tower. They simply couldn't have the capabilities to be sending out large scale resource gethering crews and have off-world processing and production. It's just not in their means from what we've been presented with GR.
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Most of the troopers are "shock" troopers. Meaning they human troops could be to blitzkrieg primal earth, taking out the medi-port grids, an operation which cole might think will only take maybe a month or so tops.
Then maybe the idea was to grind us down with armies of war-walkers and other battle droids, completely supplementing the remaining forces. -
1. Rather than boost their damage I'd change their debuff/team buff/ally heal modifiers to MM or even Corruptor levels. (Since they don't have much debuff abilities available to them in the first place, I can only see this being a problem is dark melee)
and/or...
2. A proper assassin's strike (AS power from hide) will alert everyone to your presence but not drop your hide status, allowing you to save your placate and follow-up with another crit of your highest damage.
and/or...
3. Give Assassin's Strike a much more massive Debuff to all stats when it hits a target from hide. This would bring an element of team value to stalkers as while they might not even hurt an AV that much with the attack, it would leave them suffering painfully and vulnerable to the rest of the team. In solo play this would also allow a stalker to quickly finish off what they started. For the debuff's numbers I'd say...
Duration: 15-20 seconds (Possibly even a fully 30)
-40% Resistance
-40% Defense
-30% ToHit
-50% Recharge
-30% Damage
-500% Regeneration
-50% Recovery
-50% Jump speed, jump height, run speed, fly speed
Fly Protection Mag. 3
-80% to special (buffs, debuffs, heals, control duration) -
Quote:Clearly he wasn't on earth when the Rikti Invasion happened.Blue Steel couldn't stop the Rikti. Clearly it's an interdimensional invasion thing.
But on a more serious note and in response to Johnny Butane about how the IDF shouldn't the sheer number their forces suggest to launch an invasion...
I think I recall that one of the IDF troopers (the bosses I think) were mentioned in their click descriptions that they're gene-spliced, possibly even genetically engineered.
So it maybe possible that all the 'human' members of the group are test-tube babies.