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For those that aren't watching the Going Rogue info thread, it appears that this particular sticky thread may be getting dropped when GR goes live.
After 5 long years, the graphics engine on our beloved little game might just start working equally for both ATI and Nvidia cards.
Find the thread. Watch the video. And then realize that the video you're seeing was apparently shown on a system with an ATI card. -
I'm wondering what the scoop will be with ultra-mode versus ATI incompatibilities. Also wondering just how much horsepower is going to be needed for ultra-mode. Yes... my no mastermind decision will probably get tossed with demon summoning. That look sweeeet.
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True, but the rewards aren't there so why bother?
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I received the following negative rep for my post above:
Quote:1: All brute, scrapper and stalker secondaries and tank primaries are mitigation sets. That is their purpose. To mitigate damage. That's why they have powers that reduce damage, or deflect damage, or dodge damage, or heal back damage, and in some cases, to provide the player more damage so that they can kill enemies faster so that they receive less damage.They aren't all mitigation sets, and there isn't one clear metric to rank them by. You should know better.
2: There IS a clear metric in determining a set's worth. You throw X amount of enemies at it over Y time. If all the sets keep the character alive in an equitable manner, then all the sets are balanced. If one set shows an inferior level of performance over time, then it is an inferior set and should probably be buffed. If another set shows an out of the norm level of superiority over time, it should probably be knocked down a peg or two.
3: Since the devs have said nothing to the contrary, we are supposed to be viewing all the mitigation sets built around the powers available to us in game and slotted with SOs. That becomes our baseline. Utilizing that baseline against point 2 gives us the information we need to determine a set's worth. -
Quote:Flavor. The fury mechanism turns off some players. They prefer to be able to push out the same damage all the time rather than being forced into a rushed playstyle.
why bother with proliferation in the first place?
I don't personally have that issue and play my brutes and scrappers the same way at full tilt all the time, but I can understand what they're saying.
Tack on to that the fact that the devs have repeatedly stated that anything that can be proliferated probably will be eventually tells me that eventually we'll see it.
There was quite the contingent stating that claws on brutes would be grossly overpowered and not only did we get that port, it got buffed during the port.
Same case here. Those stating that EM on scrappers would be overpowered are sharing an opinion that is based on what I would consider an incorrect analysis of the situation. -
Quote:Was it ever determined WHY those glowies exist? Did the devs put them in there specifically to make us all ask, "Why are these glowies here?"
"Don't click the glowies they make the reactor harder (said in a serious way)" -
Quote:Odd. It's against hard targets like bosses that high fury is easiest to come by.
I find it bad form to assume Brutes will always have so much Fury in general, especially not in situations where Energy Melee truly excels at, which is boss fights.
I've never understood any of the complaints about fury building, but then, I design all my brutes to have smooth attack chains FOR fury building. It's become even more easy to do so now that brawl cost zero end.
I can build a new brute and hit level 7 in under 20 minutes by doing nothing but street sweeping in Mercy thanks to running from spawn to spawn and not dipping Below 75% fury. It bounces from 75 up to 90 within a few attacks.
I don't recall Castle stating that, but it wouldn't surprise me.
With the distaste I have for the current EM, a total EM overall for scrapper EM would probably turn out better than what we have now. -
Quote:I predict that your prediction will be shown to be wrong.
CoV teams will love to have a tank instead of a Brute I predict.
Why would I choose a low damage character with aggro control over a high damage character with aggro control when the high damage character will benefit far more from team buffs?
Brutes and tanks share the same HP and mitigation caps. Tanks start out closer to those caps. Tanks can't get anywhere near brute damage output. On the aggro control front, tanks also get gauntlet. But holding aggro without it isn't difficult.
I'd take the aggro soaker than can actually dish out damage.
Brutes and scrappers are already great soloing classes. Teams don't need either of them. Or tanks for that matter. Especially villain side where all the ATs are more self-sufficient than their heroside counterparts. Hell, slap together 8 defenders and they laugh at the "need" of melee ATs.
Going rogue won't be wiping out any ATs because none of them are "necessary" for anything this game can throw at us.
I was about to say it must be time for me to run that all brute ITF... but until we can push the difficulty up, it would be far too easy to bother with. -
I'm noticing that those against the port are conveniently ignoring overall damage buffs. Things like fury.
So let's look at that ET-TF 1-2 punch again, shall we?
PvE:
ET: 4.56
TF: 3.56
PvP:
ET: 5.15
TF: 4.74
Scrapper's get a 5% crit chance against players. 10% on non-player/minions
Each power buffed by BU and 95% enhancement buff.
Going with 90% fury for the brute.
Scrapper damage modifier = 62.562
Brute damage modifier = 41.708
Scrapper PvE average output with ET/TF:
(8.12*(1+1+.95))*1.1 = 26.3494 = 1648.47 damage
Brute PvE average output with ET/TF:
8.12*(1+.8+.95+1.8) = 36.946 = 1540.94 damage
Scrapper PvP average output with ET/TF:
(9.89*(1+1+.95))*1.05 = 30.634275 = 1916.54
Brute PvP average output with ET/TF:
9.89*(1+.8+.95+1.8) = 44.9995 = 1876.84 damage
So... on average, a scrapper is only going to do a bit more damage than the brute. In PvE, it's only 7% more than the brute. In PvP, it's only 2% more.
I don't see the problem.
Doesn't matter to me one way or the other, though. I hate the new EM. I *might* play it again if it ever gets the minimal FX treatment because I hate that damn sound effect that always runs while you're in combat stance with EM. I like barrage that much. But having 3 attacks with stupidly long animations is ridiculous for a melee set.
EDIT: And if you don't like the 90% fury usage, drop it to 75%. Brutes still have higher base hitpoints and due to that higher base regen as well has tank level mitigation caps.
Scrappers dish out better damage. Balance. Port EM for those that want it. It won't matter.
EDIT 2: It especially won't matter because scrapper EM still won't have the best single target damage amongst scrappers and it will probably have the worst AoE output. -
Quote:Right. Nothing should change because it's always been this way.
Also, as has been mentioned, somehow, CoH has survived sans said feature for 5 years now.
That's why we still have a 5 digit limit on trades.
That's why we don't have bases or base teleporters.
That's why brawl costs end.
That's why we have no access to the real numbers.
That's why elude is a phase type power and unyielding roots you.
Account based storage should happen. There's nothing stopping it from happening beyond developer whim. -
Quote:Umm, they have pretty heavy regen actually. That's why they take so long to kill.
Since Pylons don't regenerate
This is Werner's equation:
( 38343.75 / time ) + 127.8125 = DPS
Nihilii's statement on the topic:
Quote:Pylons have a ~102hp base regen, the 127 in the formula is because it's multiplied by 1.25 in order to account for the 20% res pylons have.
Why do I do it? Because it's a big thing to claw at. A lot of my play time is based more on escapist meditation than trying to get things done in game.
Watching pixels go through the motions while I'm clicking 1, 2, 3, 4, repeat with the occassional T thrown in for Practiced Brawler is very soothing.
Some people do yoga, some do straight meditation, I tear down pylons. -
Quote:Are you honestly just now figuring this out?
Are people just rude?
Humans are self-centered creatures. Adjust accordingly. -
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Quote:Yup. It never meant more DPS for me either. Funny thing that, isn't it?
And 'fixed' here may mean different things to different people, and to me it never meant being able to dish out more DPS.
Quote:And here we have it from the horses' mouth, even though it was a Demon relayed the message
But that's the way the cookie crumbles. Some ATs suck at soloing. Some ATs are great at one thing while lousy at another. Some ATs are barely good enough at many things at once. That's where I see Khels. Barely good enough at a lot of things.
Ahh well. My warshade looks damn cool regardless. -
I saw 94% the other night on my dm/wp. Don't think I've seen it go higher legitimately, (there was a bug that capped it for a while) but I've never been surrounded by an aggro cap's worth of AVs either.
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Quote:Nope. Kheldians are a support\dps hybrid class. There's not a Khel player out there that could keep up with any of the scrapper heavies running around these boards when you're talking about speed through a mission solo.
For this I nominate Bill Z Bubba
And as I told LX, I'm done with this fight. Me and my human-only warshade no longer care what the devs do with Kheldians. Too many folks want to keep them as is for me to waste any more time on trying to get them fixed.
As Castle has told me about other topics, some times good enough is good enough. A Khel can solo pretty well on the base difficulty. That's good enough for many. -
Click load from saved 3 times in Options.
Click Apply Now.
Close Options.
Slide inspiration tray down to bottom of screen.
Open up trays 2 and 3.
Place toggles in tray 2.
Place movement and teleport in tray 3.
Open badges and set pulldown to veteran.
Choose vet powers.
Organize in tray.
Ding 50.
I might have skipped a step there at the end, but it's all a blur these days. -
Quote:I've done +4/x8 with the following on my purpled claws/sr:
Also, people saying 4x8 are not doing 4x8 for any and every enemy group.
Council: Cakewalk
Circle of Thorns: Cakewalk
Carnies: omloagwtfbbq the pain oh sweet satan the pain... doable, but not remotely worth it.
Arachnos: Rough. Doable, but rough. Really rough.
Cimerorans: I can't get followup to land enough to be able to hit them, but they can't do much to me either as long as I keep moving and don't let a cascading defense failure occur. If I had a constant tohit buff, I think they'd be pretty easy.
Vanguard: I refuse to discuss this. But I can point to where they hurt me on that doll. -
Quote:All of this is by design.
Endurance and Fury are so counter to each other that those levels are like trying to advance with a squishy, sub-par Tank fighting endurance-draining clockwork. It was the opposite of fun. I do have to admit he got a lot better in the 20's and Max no longer has thoughts of suicide although he is the least played of all my characters.
There was/is a large contingent of CHV players that HATED the old "tank herds, def heals tank, tank taunts, blaster blasts" playstyle.
When CoV came out many of that group saw in brutes what we always wanted in a melee AT. High HP, ability to soak massive damage when teamed and buffed by a team, massive damage output.
The price to get that was the necessity to remain moving at full tilt, which many of us wanted anyway to counter the old slow and dull way of doing things.
Does it take getting used to? Of course. Hopping into any new AT takes some adjustment. But once you get the groove, becoming a locomotive of destruction becomes addictive. At least it did for me. I've got more brutes than any other AT.
Two tips: Slot your attacks for acc, end-red and rec-red. Let fury be your damage buff until later.
Use brawl. It costs no end now and is a fantastic fury builder. -
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Run missions solo set as if you are a team of 8. That's the best way to get purples that I have found.
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By the numbers, all three should be doing 1.18 damage, but I don't know if the secondary effects are supposed to affect damage output.
Both Whirling Hands and Whirling Mace have a 30% chance of Mag 2 Stun where Whirling Axe has 50% chance of KD.
Why WH and WM do different damage I can't figure out. -
Nope. Dark Regen is far too much of an end sucker for me to deal with as a heal. Yes, it's an awesome heal, no doubt about it, but for me the cost is too high.
As for EM, as far as I'm concerned, Castle and BAB broke the set beyond playability. There's nothing fun about it for me. It's why I deleted my first and main villain and recreated him from scratch as a DM/WP from the EM/FA brute he used to be. He had all the accolades and was partly IOed out when he got the axe.
I would find EM/Dark excruciatingly painful to play.
But I solo. For someone that actually wants to tank for a team, I can easily see the positives.