Biospark

Legend
  • Posts

    1439
  • Joined

  1. Quote:
    Originally Posted by Fleeting Whisper View Post
    I should write a bot that just crawls the forums following your posts, decides whether it's a post about game mechanics, and updates Paragonwiki automatically. Of course, making it decide what the content of your post is, and making it edit Pwiki correctly and neatly would probably take longer than simply doing it manually
    You got that right. Some of the worst programs (as in annoying as heck) that I have written have all been "parsing" scripts.
    Why can't everything just be IF...THEN ?
  2. Quote:
    Originally Posted by Elimination View Post
    Couldn't have said it better myself. Kinetics is great but I find whenever I am playing a char with kinetics I'm always kinning and barely have time to do other things, its what made me abandon my energy/kin corruptor.
    Ditto for me on my Kin/Elec defender. Was awesome to play and helped a team alot, but was WAYYY! too much Kin-ing and not enough blasting for me. After 2-3 hours teaming, I was burned out.
  3. Quote:
    Originally Posted by Arcanaville View Post
    Also, because those problems tend to be exaggerated. If the disparity was as bad as some claimed, this would show up in their datamining as penalties in performance. To the best of my knowledge, it does not.

    If it did, the devs would be essentially forced to address the issue, as they were forced to with blasters. If you asked someone in I10 who soloed slower on average, solo defenders or solo blasters, probably most people would say defenders, particularly the non-debuffing ones. And they would have been horribly wrong. That discrepancy between what actual players do with the powersets on average and what forum analysts predict happens often produces a very strong credibility gap.

    When the devs have said in the past that defenders were the "most balanced" archetype, we now know (or at least I do) that what the devs were hinting at is that the defender archetype has the fewest performance outliers - high or low - across all of its powerset combinations and across all playing conditions (solo, teamed, at different level bands). That contradicts most commonly accepted views of defender performance: that there are big winners and losers in performance with regard to primaries and (to a lesser extent) secondaries.
    Not knowing how the Devs actually achieve their data-mining results I may be going out on a limb with my comments, but here goes anyway.

    How much effect on the data does the fact that players who are playing a "poor" soloer actually attempt to do such things on a more than infrequent basis ? Are the good soloers teaming less and solo-ing more, while the poor soloers teaming more and soloing less ?
    Wierdos like myself that attempt to solo on EVERY character, in EVERY game just to challenge themselves are probably not within a certain standard deviation tolerance.

    Secondly, how much of the data results pre-date the change in difficulty sliders. Back then, the developers may not have been able to differentiate a person playing on Invincible while solo at X1 or padded all the way to x8. With the new sliders, I would be VERY curious what their data shows. The reason that I think the "older" results would represent a skewed result is that my Empath (now that he is IOed out) could easily do missions at the old "Invincible" setting, with Bosses even, but would not then (just as now) be able to "pad" a mission to x8 and succeed. Yet data gathered before would have shown (possibly) my performance as "balanced" against a tanker doing a x8 padded mission.

    Any guesses ?
  4. After seeing other responses, I have to add my vote in there for a Kin/Sonic or a Rad/Sonic as a ridiculously powerful combination. I have not played Sonic blast very much, so had a brain-fade on it.

    Hmmm, May have to try one of these two msyelf
  5. Quote:
    Originally Posted by EvilRyu View Post
    We got a long way before inter-AT balance is even remotely where it needs to be. Some sets its blatantly obvious where they still need fixing. For instance if you take masterminds, the ninja powerset is the most squishiest pet. In theory they are supposed to have the highest melee damage. Alot of good that will do if the pets die way before they get to do that melee damage. I find it odd that they get paper thin defense but yet stuff like thugs and bots who are range are way more durable. You pretty much have to pick an extremely active secondary to make ninjas work for you. If you look at defenders trick arrow still lags behind many years after the fact. All because of the fear of controllers having another hold in the set. Seriously who gives a crap about that when the set has no real way of keeping you alive till the damage you need to do is done.
    ...
    You have touched on the single most glaring example of "parity" in this game; that being the Defender primaries. Since these sets are shared by Corruptors, Controllers and Masterminds, you can see why any issues with these powersets get "amplified" or "extended" to other ATs besides Defenders. Its my personal belief that this issue has been "over-looked" for a long time because;

    A) Players of Defenders (being the worst case scenario for this idea of self-buffing) are, for the most part, satisfied with the situation. The ones that are not, represent a small sub-set of a small sub-set of the overall population. If such an example in "dis-parity" existed with say Scrappers, they would solve it much faster. Dark Armor ? Anyone ?

    B) Looking at the "balance" concerns of Buff versus Debuff and how it interplays with each effected AT as well as solo versus team performance is no simple task. Should they spend a year on this little "NUT" or develope new content for the population as a whole. I think we all know what choice they have consistently made here.
  6. Quote:
    Originally Posted by Arcanaville View Post
    I understand what you're saying, but that's not the point I was getting at.
    Sorry about that. I simply chose to elaborate on the second part of your response.
    But I do agree that there is more to consider than power balance when it comes to the "self-buffing" changes being suggested. Some of them have been brought out in this discussion too; like powerset "theme".

    Quote:
    Originally Posted by Arcanaville View Post
    In City of Heroes, some build choices have strict unavoidable consequences. No such choice has more unavoidable consequences than your choice of archetype. If you choose to be a blaster, you've made a serious decision about the level of personal defense you will be able to buy. If you choose to be a scrapper, you've placed fairly tight limits on the amount of effective ranged offense you'll likely be able to possess. Your level of control will be limited unless you choose to be a controller or dominator, say. The *reason* those choices are meaningful is that they have *limits*. You can't just have whatever you want.
    Absolutely. This is the core strength (to me) of an Archetype system. Having limits to characters overall power can preserve the most important aspect of any RPG, which is "enjoyment". Is it truely fun to have a "walking diety" of a character that stomps everything in their path and earns every reward with little effort ? Some would say that is fun, but the vast majority of players would play that game for a very short time and move on to other games with greater personal challenge.

    Quote:
    Originally Posted by Arcanaville View Post
    When you remove those limits and attempt to laudably give players almost unlimited discretion to choose any power and any ability, you have the strong potential to destroy the meaning of some choices. Which means ironically, by trying to eliminate the restrictions on choices, you can eliminate many of the actual options to choose from. For example, in CoH there is a distinct and obvious choice between becoming a blaster and becoming a scrapper. In that other game, there is no such thing as a blaster *or* a scrapper. You might say that there is: you can pick ranged attacks and no defense, or all melee attacks and a defensive passive. But that's missing the point. The game doesn't present that as an either-or option. It actually allows people to make ranged scrappers. To make a CoH blaster or scrapper, you actually have to deliberately self-nerf the prototypical ranged scrapper that that game presents to players.
    I understand your point here, but no matter what arbitrary AT restrictions are in place, someone is going to have their concept character (not meant to be overpowered, just playable) removed from the "choice" list. For example, in this game I want a Melee Defender. My choice(currently) would be to take an assortment of pool/vet attacks and "cobble" together an attack chain which will have completely "sub-par" performance. So from a min-max perspective, I don't really have the ability to create that concept with even a "minimum" level of performance. From a "stylistic" standpoint, I cannot create the concept at all if my vision were a "Healing Monk".

    Quote:
    Originally Posted by Arcanaville View Post
    In effect, CoX has fourteen archetypes (or sixteen, depending on how you count) and that other game has one. *IF* that one had a number of different local maxima of effectiveness then that one archetype could conceivably simulate a wider number of archetypal choices but without CoX's power choice limits - the best of both worlds. But although I'm simplifying greatly, it doesn't.

    If that doesn't make sense, this should illustrate the point. Suppose I were to add a new archetype to the game, called ranged scrappers. This archetype was exactly identical to scrappers, except on top of all the melee primaries this archetype could also pick powers from the blaster primaries. In all other respects, the archetype was identical to scrappers. Question: have I added an additional archetype choice to the game? In the literal sense, I have: hero side now has six standard archetypes instead of five. But in a real sense, I haven't: I've replaced scrappers with this new archetype. Scrappers are no longer a legitimate choice, because they are a subset of the new archetype. The new archetype makes the old scrapper archetype completely redundant. Scrappers offer nothing the new archetype doesn't, while the new archetype offers everything Scrappers do, and more. So even if the Scrapper archetype still exists, in a real sense from a game design perspective, they don't any more. They are a design vestige.
    Very good Illustration of your point.

    Quote:
    Originally Posted by Arcanaville View Post
    Analogously, by eliminating archetypes without carefully engineering a different means of generating local maxima of choice, that other game eliminated fourteen choices and replaced them with one. For people who want that one choice to have the maximum number of options, that would be attractive. For people who want many different such initial choices, that would be highly unattractive. The notion expressed often on these very forums was that this was a ridiculous notion: that the former would be the far more common reaction than the latter. They were wrong.
    I agree with you on this point. However, I will again submit that the attempt to do this has yet to be done "well". When you make the decision to "toss away" archetypes, you must consider how this effects "team role" and solve this issue from the begining. You must also solve every balance concern down to the lowest fraction of choices. That amount of testing has not been done on any game(that I know of). Every "skills" system that has ever worked depends very heavily on the GM to manage the game and ensure that whatever "un-balanced" choices that players come up with (and they will !) is dealt with, perhaps even "ruled out" on future campaigns.

    Skills versus ATs is like talking about Communism and Democracy where you imagine a line between the two and place each at the opposite endpoints. No system would truely be considered at the actual endpoint. They would all lie somewhere on the line between the two endpoints.
    If you "evolved" AT systems to allow more "flexibility" of concept, you would keep adding more ATs until there were no major distinction between some ATs (only minor ones) and on a "Skill-based" system you would keep adding "skill trees" and "cascades" to eventually "morph" the whole system into one "giant" AT with different paths down the skill trees. Each "pathway" could be considered an AT at that point.
  7. I guess it depends on how squishy you want to be and how much damage you want to deal out. The most ridiculously powerful Defender I have played for damage was a Kin/Energy blast, but I know that a Kin/Ice would be even more destructive while getting a good dose of defense from "holds" and "slows" (like energy gets from KB).

    If you are looking for more Defensive, but still crazy fun, I think you have already seen what storm can do, so Dark and Rad are like book-ends to Storm. Dark being less damage but ALOT more defense and control, while Rad is less survivable than Dark, but ALOT faster on the DPS front.

    So, lots of choices there, but maybe try:

    Kin-Ice
    Storm-Ice
    Rad-Ice
    Dark-Ice

    and just for Fun try:

    Kin-Energy

    Although you can pair Energy Blast with Storm, Rad or Dark, I have not been happy with the synergies for these pairing personally. But every person has different tastes
  8. Quote:
    Originally Posted by DrMike2000 View Post
    I like where CoX is now in that way in terms of inter-AT balance. Its pretty hard to make a truly unsoloable character (you have to resort to power choices and slotting, not just powersets), but even a team-centric Defender can solo on the lower difficulty levels at a reasonable speed if they're well built.
    I completely agree. AT balance is so much better today than it was at launch.
    And within each AT they have made very good "targeted" changes to improve playability of each powerset. For the most part, nothing has been done to completely make me "seek greener pastures", so as long as we don't see another ED or GDN, this game is a very balanced example of SOLO-to-TEAM parity.

    If anything that I state on the forums appears to contradict this statement, it is only because I feel that no game is ever "perfect" or "finished". There are always ways to improve without "de-constructing", and I personally enjoy that type of discussion.

    Well, at least until the "trolls" crawl out from under the bridge.
  9. Quote:
    Originally Posted by Arcanaville View Post
    Overpowered is only one reason not to do something. In this case, I don't think its even the most important reason. That's why comparing what a self-buffer could do to what some other thing could do hasn't been convincing to the devs for over six years. Its because its not really the critical issue.

    That other superhero game that blithely discarded archetypal boundaries without fully appreciating the function they served - which was not the function they were originally designed to serve, by the way - proved unequivocally to me that my assertion that eliminating restrictions on options without providing an alternate way to distinguish options is at best a neutral option and at worst a poor one was absolutely correct. You'll make the game more attractive to some, but make it less attractive in the long term to at least as many people, if not significantly more. I consider it a settled principle.
    Hmmm, very interesting take on the "Skills-versus-AT" debate Arcana.

    My RL brothers and I have been playing PNP RPGs since 1980 and MMOs since 2000, and this whole debate has been one of our primary topics of interest for quite some time.

    My assertions (within my circle of friends) have been that although this type of system would lend itself to "very gimped" arrangements because someone would attempt an "all-defensive" or "all-offensive" framework of skills and be "absurdly convinced" that such "builds" should be allowed to function, the core balance issues come down to two things;

    1) No two powers are exactly equal, so there is a tremendous "weight" of responsibility for game balance on "point-buy" or "cascading-unlocks", and unless you literally spend years testing, there will somehow be "min-max" nightmares just waiting to be exploited. This has been the core reason for failure to me. No one has spent the proper amount of time and testing to make a "good" one yet. The Archetype-based system is "tried-and-true" and can get on the ground running much quicker.

    2) No power should be completely useless in over 90% of the game. This means that the game focus being typically about combat should focus it's main system on those kinds of skills. Other skills, like crafting, gathering, or what not can be used/improved under a seperate system that does not reduce the available skills in the "Combat" categories.

    There should always be "Standardized" frameworks available for people to use as newbies accompanied with warnings to those that try to create truely custom frameworks. I feel no sympathy for a person that has the opportunity to use a standard set-up which is a known quantity, but chooses to ignore warnings and make a "custom" character anyway.

    Having said all that, the current "common-ground" amongst my gaming friends is that there is the opportunity for a "Hybrid" system in which you choose an AT affinity (Such as Tank, Support, Control, or Assault) and then within this affinity you could create a cascading set up of skills/powers/talents etc... which allows for a much greater flexibility WITHIN each AT/Affinity, but would feel less restricted like the current standards of approach to Classes/Archetypes. Oddly enough, City of Heroes (to my knowledge) has come the closest to being this type of system. They would not have to move very far in order to achieve the kind of Hybrid set-up that I envision.

    Did that make any sense ?

    P.S.: Another MMO out there (which I played for 3 years) had tremendous potential to explore this idea of AT-Hybrid-ization with its Talent trees for each Class. In the begining, it seemed that this was an affirmation of what I had been seeking in these games. But over time, as the end-game matured and took on it's own life, my "hybrid-centered" voice was drowned out by all the "Role-focused" voices to the point that the game became just like every other AT-centered realm. You COULD make 3 different flavored Paladins, but other aspects of the game "forced" you into following the "status-quo" of what your "role" was meant to be. This is what I call "inflexibility", and not what I was hoping for from the system. They even removed "gear" options from the game with the "reasons" that these options are not generally utilized and are "cluttering" up the market. This a great example of a catch 22. The Status Quo says that these are not "typical" so we shall remove them as choices. So, in essence, you no longer HAVE a choice.
  10. Quote:
    Originally Posted by DrMike2000 View Post
    Everything people are asking for in this thread (not having ally-only buffs, not having toggle debuffs, whatever) can already be achieved TODAY by playing another archetype or powerset.


    Asking for team-centric powersets to be changed or removed is removing diversity from the game.

    Why should a player who wants to make a team-centric character be barred from doing so?
    Not sure if you are including my last post with your reference Dr.Mike, but you did know that I was referring to the idea of making a completely NEW COH game, not what I feel they should (or should not) do in this game. I really feel that its too late to make any sweeping changes in how buffs and debuffs work in this game.

    As far as wanting to play team-centric characters, I have nothing against that personally. For me the question has always been how fun that character is during all aspects of the game, because although I PREFER to team, there are times when you end up solo, so I enjoy the challenge of soloing as well.
  11. Quote:
    Originally Posted by EvilRyu View Post
    CoH was my first MMO and when I played a few others I was like OMG, you can do good damage and self buff? Why do our devs make our characters suck? Outside of technical limitations it defies all logic for self buffing to not happen. Just think of all the characters in various comics that can help their allies with their abilites as well as themselves. By not allowing self buffing it goes against what this game is based on which is comics. Its crazy to be able to give your team awsome defense but yet you are the weakest link on the team if your a bubbler. You toggle up personal force field and your team suffers for it while you still cant attack. It makes no sense what so ever. I hope in CoH 2 they address this in some way.
    In Spirit, I completely agree with you. The methods used for the initial AT balancing were "Odd" to me then, and still are to this day, but its way too late for them to "re-do" this. So CoH2 would be my hope for the future of this issue.

    Here are a couple ideas that (hopefully) make it to the table when they start looking at this again;

    Self-Buffing should be a given. There are plently of ways to balance support characters against other ATs without this limitation (Hit Points, Damage Scales, Vulnerabilities, Stacking Limitations, etc...). What this would mean is that the overall strength of buffs would be less, which has a by product of encouraging inclusion of all AT types rather than multiple buffer super-teams.

    Debuffers should have their effects be "sticky" like Lingering Radiation and all the secondary effects of the game. Anchor Toggles are a horrible way to establish debuffs. Just like buffs, these debuffs should have lower levels of effects. Their current values are too strong for normal content, such that they had to implement the "purple patch". Not to mention the huge "disparity" in solo performance of the Defender powersets.

    For both Buffs AND debuffs, if you begin the game launch with these effects set at the low-end of performance, the developers can always "tweak" upwards and the players will be happy as clams. If they start too high on the values and then have to "nerf" the effects, then of course lots of people will cry.
  12. Quote:
    Originally Posted by seebs View Post
    I don't know enough about the engine to say. I don't have any idea whether we're talking massive and fundamental problems, or a few unintended effects that would need to be nerfed.

    I can say that it's been no big deal in other games, but they have different engines. I would guess that in a hypothetical CoH 2, they'd probably fix it from day 1, though.
    The reason that its not that big of a deal in other games is the relative SIZE of buffs in other games, as well as the overall difficulty of individual enemy critters. I dont have numbers lying around for the last game I played, but the differences are in orders of magnitude like 10:1 what this game's buffs contribute by comparison.
  13. Quote:
    Originally Posted by Arcanaville View Post
    I think the powers team has better things to do than try to fix all the problems and rebalance all the powers that would be affected by the change. I just don't think its a technical limitation. Its more of a practical one.

    By the way, my own favorite self-buff anomaly seems to be missing from the Empathy laundry list. Heal Other grants approximately a 25% heal with a base cycle time of 6.27 seconds, plus or minus based on combat level. In regeneration terms that's equivalent to over 900% regen, which is stronger than Instant Healing.

    And you'd get it at level one (its endurance costs are also curiously close to Instant Healing's old costs when it was a toggle).

    Of course, as ridiculous as empathy self buffers are, I think there are other interesting corner cases. Cold, for example, does not have status protection. But it does have frostwork. A cold defender could easily perma self buff to the health cap, which would be somewhat higher than brute health. That, plus the ability to soft cap (it would be easier for cold defenders than SR scrappers, and we know how easy it is for SR scrappers) and the fact that half of their defenses cannot be detoggled, makes for some interesting possibilities.

    Frostwork kinda takes a lot of the sting out of the alpha strike vulnerability implicit in a low health archetype.
    This had occured to me as well, since I have spent alot of time looking at defender numbers lately. But I simply ignore it because I know getting all powers available for self-buffing is not going to happen. Its been 7 years, and if no one has come up with valid reasons why by now, its likely because it is overpowered.

    Something should be done, just not to EACH and EVERY team-only buff in the game. There are just too many ways that the game will get broken by it.
  14. Quote:
    Originally Posted by Fleeting Whisper View Post
    ...It's worth noting also in the case of self-buffing Empathy Defenders and Pain Domination Corruptors, Adrenalin Boost/Painbringer (with slotting) is enough to counteract the recovery debuff from a nuke, making the only drawback to the nuke its recharge time (which Adrenalin Boost helps with, too).
    Wow ! Damn good point. Wouldn't Blasters be jealous of that !!

    So I retract my comment about AB being thematic for empathy but too powerful.
    Its simply too powerful to allow a solo Empath to use.
  15. Quote:
    Originally Posted by Savos View Post
    You can't solo a GM or AV. You won't die obviously unless you get one shot but there is no damage backup to actually kill things significantly faster. Sure you can AoE a lot more often but it's still a Defender AoE. Controllers could legitimately get ridiculous but then again they already have that capacity. Empathy for controllers would be ridiculous. Defenders (and to a lesser extent Corruptors) just don't have the damage to do much with all those self buffs.

    The sets that already can solo AV/GM don't have anything really beneficial to self-buff with, they are all debuff focused. Providing some help to buff based characters wouldn't create absurd balance issues outside of empath controllers.
    I am only speaking for myself regarding game balance, but it doesn't seem likely that soloing AVs and GMs is where balance concerns fall. If anything, the ability to solo these types of in-game beasties represents an example of powersets that are TOO powerful to begin with. So even though I would like to see something done to help "buffing" powersets, I would not use AV/GM soloing as any kind of benchmark.

    The only other thing that I can take from your comments is the thought that perhaps some kind of debuff(s) could be incorporated into the lower-performance sets to assist with their solo-ing needs. The problem here is that you risk changing the "tenor" of the set into something other than its intended design.

    In regards to Empathy, this would definitely negate Fortitude because of it being too "Offensive". Adrenaline Boost is Ok, but would be silly to allow this to self-buff considering all that it does and how well it combines with both RAs. Which leaves only Clear Mind. Granting Empathy Clear Mind while solo would not suddenly challenge sets like Radiation or Dark for solo prowess, but it would (possibly) allow a fully IOed Empath to hit +0/x8 difficulty because of the reduction in Mezz danger. And it makes more sense for Empathy to get a "Defensive" improvement rather than an "Offensive" one.
  16. Quote:
    Originally Posted by Memphis_Bill View Post
    Use the advantage of a "team-based" set and a second build. Team build = less offense, more buffs. Solo build = more room for attacks and things like Leadership and/or Fighting.
    Absolutely agree Bill

    And on my main, he has two builds IOed (or nearly IOed). His solo build uses the Fighting pool, while his team build uses the Leadership pool. Here is the rub though; no amount of pool powers are going to grant debuffs or powers to improve my soloing to the level of a Rad, Dark or Storm. No pools are going to give me the Status protection of a FF, Sonic or Traps. There is only so much that pools can do for an Empath (for example).

    My secondary powers are where 90% of my survival comes from. Being Emp/Elec, that means Tesla Cage and Short Circuit are my cornerstone powers. I start a fight (usually) by hitting a Lt/Boss with Tesla, then Short Circuit/Powersink, followed by re-applications of Tesla/Short Circuit. Without these two powers, I probably would be unable to solo at all, and certainly not above +0/x1 difficulty.

    The ability to bring more of your powers to bear while solo is what makes sets like Radiation, Dark and Storm able to solo at higher levels of performance. That and their ability to increase their damage output through debuffs. In a way, I almost wish that they had decided that Corruptors would get all the Debuff Sets for thematic reasons and that Defenders would get all the Buffing sets for the same reason. Imagine the way these ATs would play under those circumstances.
  17. Quote:
    Originally Posted by docbuzzard View Post
    They did something to this effect with the defender damage buff which is maximum while solo and scales down with team size. Personally I think it's a bit lacking, and won't come close to make me solo a defender (I even find damage on the debuff sets to be unsatisfying).

    I've just given up on that kind of balance happening. It would be nice if it happened, but I don't see it as likely.
    The Defender improvement to Vigilence was pretty nice. I actually gave the developers credit for improving the AT without effecting their team strength in the process. But because this change went across all powersets equally (well sorta, -res powers are not universal to all defenders, nor are -res procs universally available), this did not change anything from a "Parity" point of view.

    What I think this change was mainly designed to do was to close the gap between Corruptors and Defenders while solo, so that new players (especially) would not buy into the belief that Corruptors were better. In this respect the developers hit a "Home Run". Both Defenders and Corruptors seem very well balanced between team and solo benefits to the point that neither AT is "preferred" by players over the other.

    Having said that though, more than 50% of my new alts have all been Corruptors They are just that fun to play!
  18. Quote:
    Originally Posted by docbuzzard View Post
    ....Personally I don't see all that much downside in letting the buffing classes self buff. However, I have other options so I don't get worked up over it. I can just play a SoA which is a good damage class that does force multiplication on the side.
    I guess this is how the devs must see it as well. Many players will tell you to play another combination or AT when this conversation comes up, but to me that is not the right way to look at it. What if you really like Empathy AND you want to solo halfway decent ?

    No one with any sense of "parity" would expect Empathy (or any other Buffing set) to be improved to solo as well as Rad (or especially Dark), but some kind of adjustment could be made without improving their team strength so that they (team-buffers) could solo better.
  19. Quote:
    Originally Posted by Savos View Post
    Quite stupid. Even if you could self target, all those support ATs would still solo slower and less efficiently compared to melee. Even with Empathy and Adrenaline Boost.

    They don't have the damage to back it up, but they can take a hit or two.

    And you also include a whole lot of potential technical issues that have no point. Those concerns have no validity in discussion of whether or not it is a good idea to try.
    Not really. If my Empath could target himself, with just how he is slotted and IOed right now (meaning that I could improve on this if I could self buff), I would have;

    46% defense S/L
    50% defense E/N
    35% defense F/C/Psi,
    1365% endurance recovery (22.8 endurance per second)
    1600% regeneration (6.72% health per second)
    +80% Damage (while solo from Fort + Vigilence +Assault)
    220% Global Recharge (making AB perma and RAs have a 30sec downtime, Hasten perma)
    +38% ToHit (Fort plus Tactics)

    And lets not forget Mag 13 protection to Stun, Hold, Sleep, Immob, Fear, Confuse due to Perma Clear Mind.

    I would be like the combination of a Shield Tanker who regens faster than a Regen Scrapper but with fewer hitpoints and able to provide nearly the same benefits to my entire team.

    Don't get me wrong, Empathy sucks for Soloing and I think that it needs a little help in that department, but being able to put Fortitude or Adrenaline boost on myself would be too powerful.

    My proposed changes to empathy would make it solo better while still retaining its current team strength ;

    Reduce both RA auras to 240-300 sec recharge, while cutting their effect by 40%-50%. Then add some status protection to one or the other RA. You could have protection to Hold, Immob, Confuse in Recovery Aura and protection to Stun, Fear and Sleep in Regen Aura.

    This change alone would allow a heavily slotted Empathy to have perma RAs (at a lower strength) while giving them the status protection that would make all the difference in their solo prowess without "breaking" their Pacifist design (which would be the case with self-usable Fort or AB).
  20. Quote:
    Originally Posted by Shadestorm View Post
    We already have those. They're called arenas. Add more maps or match types to the arenas if you like, as this que system is exactly what they already do.
    But what about the rewards ? Is it something that promotes people to "queue-up" over and over again ? Since I don't PvP in this game, I honestly do not know.
  21. Any WoW or UT players out there ?

    I know my suggestion is far from original, but what if there were instanced zone events in which teams formed on each side and upon entering the instance one or several possible win conditions were available. The event could be timed and involve any number of NPCs for each side. Players would queue up for an event and once the minimum participants was met AND the server could free up an Instance the timed Battlefield event would begin. Points could be awarded for kills (inlcuding Key NPCs) and the winner of the event would be determined after the timer runs out. This would encourage defeating enemy players as well as enemy NPCs, and for completing event goals, like defeating an enemy AV, capturing one of several strongholds of the enemy.

    Players could be awarded PvP tickets which could be redeemed for PvP recipes, which would encourage repeating the Instanced event.

    As I say, its not original, but it is fun as heck when done right.
  22. As some folks know, I have personally been one of those players to start a "What If Thread on self-buffing". There is still a part of me that feels that the original design was flawed by allowing "debuffing" to be better at solo-ing. But since "debuffs" are applied to enemies, there was not much that could have been done about it. The result is what we have now where some sets are more "team-dependant" and others "not-so-much".

    It is something that I believe needs to be looked at, but these days I only feel that small changes are needed in order to improve the "poor" soloers. I even have a current thread to talk about just these types of ideas

    http://boards.cityofheroes.com/showthread.php?t=244612
  23. I used a similar concept for my Ice/Fire Dom (Heatsink). The idea of absorbing heat can easily explain both effects. In the case of Kinetics, you could say that your hero has control over matter at a molecular level, so slowing the motion of molecules definitely causes a reduction in temperature.
  24. Biospark

    Choking Cloud

    Quote:
    Originally Posted by TankShock View Post
    Thanks for the valuable info, guys. I'm going to try it on a Rad/Rad, full-slotted with the Lockdown proc. I think it will be useful for soloing, where the aggro really doesn't matter. Dark Consumption should make the End manageable. Mez will get thru occasionally, but if there was no skill involved it wouldn't be any fun.
    IMHO, if there was ever a power that was screaming for Hami-Os, this is one of them.
  25. Biospark

    Choking Cloud

    Assuming you have slotted CC with Acc and your combined global ACC puts it at 95%

    Your chance to hold after the first pulse on an even minion is 47.5% (slghtly less than half)
    Your chance to have that minion held after the second pulse becomes 72.4%