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Posts
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Joined
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In your opinion and about 15,000 posts in the various ED - related threads opinions as well.
*shrug*
It isn't going away, so we might as well deal with it. -
Enhancement Diversification - put more than 3 of the same type of SO in a power, and you get significantly lowered results from the slots. As a rule, it's almost never worth putting more 3 SOs of the same effect.
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I don't think anyone has asked this yet, but I am rather curious. I noticed in my SG since we managed to get a nice fat generator today, that it had a health and endurance bar. So does this mean that anything with the health bars, can be destroyed in a raid? And if so, do we have to pay that same amount of prestige to buy one back again? Or would it be something, like once the raid is over all things are put back to full health or something? I really don't wanna have a raid and then need to shell out a million more prestige to replace everything every week.
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In Item of Power Raids, it is possible to destroy enemy base items. Those items may have to be replaced at the cost of prestige. The base chance for a destroyed item to be completely lost is 95%, and workshops drop this value by 5% each. Repair aux items help, as well, although their value hasn't been given yet. -
From my experience with the CoVBeta bases, it seems that you never need more than one worktable at a time. It may be irritating to have to sell and rebuy base items constantly, you can easily refine up Tech Powers, sell the basic worktable, buy the advanced one, and build stuff on it.
Of course, that's only the case if you have base editting rights. -
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For those players who have reached the Salvage Limit with one or more pieces:
Is your SG capable of making a Worktable so you can consume some of that Salvage into the raw material? (Raw material has a limit of 99 currently).
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My SG has slightly less than 200,000 prestige. We're a small group. However, we also happen to work together and take on a lot of higher con enemies. We have several players who have hit the max for Glittershrooms, Blood Samples, and DE Samples, and a couple players have had to seperate Ectoplasmic Samples onto multiple alts. One player who did a lot of work in the PvP zones is maxed on a piece of Arachnoid salvage, as well.
It's even more problematic since, to take the example of the guy with Arachnoid salvage, I don't think he has the other part required to refine.
I'm not complaining about the salvage drop rate, but if it's going to take us another month or two to build a workshop at this rate, the caps need to be brought up or the workshop needs to be made much, much cheaper or require fewer prerequisete buildings. -
Yes, it's so reassuring to know that the developers of this game apparently have written their code so poorly that even they can't find a simple answer in it.
Or, the alternative, where they care so little about the playerbase that they're willing to give an answer that goes straight in contradiction with what the playerbase has been stating for months.
Yah, that reassures me. Glad they weren't just hiding something. -
Lazy, there's currently no such thing as TOXIC defense. Since the 'new and deproved' MoG now only gives SMASHING/LETHAL/COLD/FIRE/ENERGY/NEGATIVE defense, instead of before where it used to buff MELEE/RANGE/AOE defense as well, it no longer can defend against Toxic typed attacks. It probably got 'extra' resistance because of this, but that doesn't tend to help much since it nearly caps all your resists anyway.
This is more of an innate problem with the way defense works than a problem with MoG itself - until Force Field got typed with MELEE/RANGE, even it couldn't defend against Toxic damage. -
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Wishlist: We should not draw aggro/suppress when we miss our strike from hide - LittleFuzzy3, 25/09/05
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Could we get a vote on this? I doubt many Stalker players think this is a reasonable request.
[/ QUOTE ]I vote "NO". We should ABSOLUTELY draw aggro from a missed strike. It makes perfect sense to me.
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I understand that it makes logical sense, but it seems very unbalanced against DEF based characters. Having effectively an infinite number of AS attempts alone seems to violate the risk vs reward concept. And think about it: a DEF based character would get absolutely no protection against AS, while a RES-based character would get full resistance.
Of course, if you want the overall damage nerfed just so you can kill an Ice Tanker or a Rikti Drone, well, that's your choice. -
Interestingly enough, many blaster secondary attacks, some defender APP attacks, and some Corrupter secondary attacks can be debuffed to less than minimum range by hurricane. On the other side of things, the Claws - Focus and Spines ranged powers are never debuffed by Hurricane's -range.
Really sucks for Blappers.
Anyway, speaking from Claws/Regen standpoint, the easiest way to deal with them is to drop down with Integration on, which gives you pretty good resistance to the knockback, and the repel itself only triggers once every 5 seconds, so you can get a few hits in if you're quick.
Guess it's acrobatics for those without Knockback resistance. Can't think of a good way to AS a Stormer solo, but then again, PvP isn't balanced for 1v1. Get a friend with a mez ability. -
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One of the posters discussed his Tanker – and how he leaped into the fray with 2 Bosses, 2 or 3 lts. And 2 or 3 minions…and promptly had to flee. A spawn such as that in a mission would be designed for 5 heroes.
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A tanker would not want 17 mobs on him
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Until they're in a team. Cause with buffs from a defender or two, a blaster adding damage in, and two scrappers holding an enemy for themselves, even Ice Tankers can easily take 17 mobs on them.
In those situations, though, the Tanker is screwed now. I've seen single spawns with more than 20 enemies in them on solo Rugged, which I quickly bugged, thank you so very much. In a teamed setting faced with those enemies, a tanker can do nothing to help with the last 3. And in the right situations, those last three will be more than enough to TKO a squishy.
Good idea, bad when added to existing nerfs, and a bad number chosen. -
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such as nerfing 90 second buffs to 60: it's not the sort of thing that can be coded in by mistake.
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Wanta bet? Seal of the Crusader in World of Warcraft, Space Tech 3 in Mankind, the Lingering Radiation fix not long ago. Typos happen. Hell, CuppaJoe made two just copy-pasting about Defense types.
And this isn't a list of bugs. Nor did anyone say only the bugs would be fixed.
I don't say that because I want to shoot you down, I say it only because I'm trying to understand why Valid turned into Bug.
This is a list of issues. The devs have said that they will address the valid issues. That may include quite intentional designs like the Sonic Bubbles, or it may include balance issues, many of which (like half of Storm and some of FF) could be seen as programing bugs as well. -
States, very nice of you to come up with this solution. Slightly wondering why 2.5% dodge to Psi from power pools would be making your system suddenly screwy, but whatever, this covers most of the tanker sets.
However...
You used past tense to describe the changes. Are they all completely done and currently working, or do you mean it's been added to the developer list of things to do? If the later, when is this fix planed to be released?
Will Super Reflexes be fixed to work with Fortitude, and to work properly with Force Field?
What about the remaining buffs (Steamy Mist, Superior Invis, etc) with positional defense? Will they be changed?
And finally: is the new typed defense equal in value to the previous values of positional defense? Will Combat Jumping, for example, give equal amounts of +def to ENERGY and to MELEE? -
Jeez, that sucks.
It's too late after the last edit for me to change that post, but please, do keep them coming.
I'll post another collation by Monday. -
Thanks a ton for the proofreading, WhatRoughBeast. Hopefully I got them all.
It's interesting that the wierd actions of debuffs like Siphon Power were made resistable during a patch, but it seems like a very strange pattern to run by, so I'm going to leave it up just to make sure we get a confirmation on that. Who knows, it's possibly that they accidently messed it up. -
Good idea, and done. But please keep the debate in your thread, not here.
Jeez... devs need to either start fixing things or increase signature size. I'm running out of room. -
Sorry to update this for you already, Karioke, just wanted to make sure Cuppa had a complete as possible list to bring to the devs.
Credit to Karioke and WanderingCat, and to everyone that presented the issues.
[color= red]Affects Multiple Powersets:[/color]
<ul type="square">[*]Bug: All disorient powers cause enemies with flight to move away at rapid speeds, even while under its effects. Individual powers with this problem are noted within their sets below.[*]When an attack misses its target, aggro is generated when the attack begins. This is problematic when using a power with a long activation time (such as Ice Arrow); aggro is generated and you are subject to "return" fire before the attack is actually launched. The character is rooted in place until the animation finishes. (If the attack actually hits, no aggro is generated until the attack lands; this is when a miss should generate aggro as well). This bug is not limited to the Trick Arrow set, but impacts the set more than others due to its many powers with long animation times. (Concern, Goofy_Parrot)[*]Balance: Single target ressurection powers should not be expended and the associated endurance used unless the target accepts the resurrect. (LadyMage)[*]Quality of Life: Now that rez effects give XP debt protection, is it possible to rethink the rez confirmation process? This can be removed entirely, or made an option, as with team gifts and team teleports. (Rigel_Kent)[*]Quality of Life: Currently all powers that prevent status effects last between 60 and 90 seconds, making them impractical for team buffing. Is this intended?[/list]
[color= red]Primaries: [/color]
Dark Miasma
<ul type="square">[*]Bug: The disorient from Howling Twilight will cause enemies in flight to move away at rapid speeds, even while under its effects. (Eisregen)[*]Bug: Character is sometimes trapped in the tar patch animation when activating the power, until another power is activated.[*]Bug: Petrfying Gaze power description and combat messages suggest that the power reduces the targets defense, which does not happen. (Dysmal)[*]Bug: Shadowfall does not stack with : Empathy: Fortitude, Invulnerability: Invincibility, Invulnerability: Tough Hide, Frozen Armor, Ice Armor: Wet Ice, Ice Armor: Glacial Armor, Ice Armor: Energy Absorption, Stone Armor: Rock Armor, Stone Armor: Crystal Armor, Stone Armor: Mineral Armor, Stone Armor: Granite Armor, Force Field: Dispersion Bubble, Blaster Epic : Cold Mastery: Frozen Armor, Controller Epic: Cold Mastery: Frozen Armor, Controller Epic: Psionic Mastery: Indomitable Will, Controller Epic: Stone Mastery: Rock Armor. (StarShield)[*]PVP: Darkest Night debuffs base damage rather than enhanced damage, crippling it in PvP. A power that does a 100 base damage would do 265 with 5 damage SOs. With Darkest Night, the damage would be debuffed to 227.5, which is a reduction of only 14% instead of 37.5%. (LastHumanSoldier, wording by Quason, corrected by WhatRoughBeast)[*]PVP: Twilight Grasp debuffs base damage rather than enhanced damage, crippling it in PvP. A power that does a 100 base damage would do 265 with 5 damage SOs. With Twilight Grasp, the damage would be debuffed to 252.5, which is a reduction of only 4.7% instead of 37.5%. (WhatRoughBeast)[/list]
Empathy
<ul type="square">[*]Bug: Adrenalin Boost's animation will play even if the power is not recharged/target is out of range/empath is out of endurance. (LadyMage)[*]Bug: Absorb Pain inflicts the user with the inability to be healed, even if the target had been defeated before the power could go off. (Rigel_Kent)[*]Balance: Resurrect is now the least effective res power in the game not from a pool. It has the highest cost, tied for the highest recharge and has no effects to commend it like the other rez powers do (high buff, foe disorient, multi-res). (LadyMage) [*]Balance: Clear mind's animation (4 seconds) makes prebuffing a large team prohibitive, and using it as a release deadly. (LadyMage)[/list]
Force Fields
<ul type="square">[*]Bug: Knockback enhancements have no apparent effect in knockback powers in the FF set. Are enhancements/powers working as intended?[*]Balance: Repulsion Bomb has an approximately two to three second animation time thus generally failing to save people from any melee attacks unless it is acitvated/chained before it is needed. (Telok)[*]Balance: Currently the last three powers in the FF set are highly situational and generate a great deal of aggro, all of which is drawn on to the least defended member of the team -- the FF Defender. (Telok)[*]Balance: Force Field defenders rely on only two methods of Defending -- adding Defense and use of knockback. Considering the multiple ways all other Defender sets have of Defending their teams within each set (heals, buffs, debuffs, holds, etc.), is it intended for FF to be a two-trick pony?[*]Balance: Force Bolt has the exact same effect for Controllers as Defenders.[*]Balance: Detention Field has the exact same effect for Controllers as Defenders.[*]Balance: Repulsion Field has the exact same effect for Controllers as Defenders.[*]Balance: Force Bubble has the exact same effect for Controllers as Defenders.[*]Balance: Repulsion Bomb has the exact same effect for Controllers as Defenders.[*]Graphics: The power icon for Detention Field does not match its effect. The icon suggests this power buffs an ally's resistance to energy and negative energy damage.[*]Quality of Life: Detention Field's graphic needs to be more obvious -- currently teammates can't tell when an enemy is detained and waste attacks on it. Are there any plans to either make the graphic more obvious, or to otherwise make it more difficult to waste attacks on a DF'd enemy?[/list]
Kinetics
<ul type="square">[*]Bug: When Transfusion is fired off on an enemy that is defeated before the power activates, there is no heal, though the animation fires. However, if Twilight Grasp goes off on a dying enemy, it heals the recipients. There are also reports of the same issue occuring if the enemy moves out of Line of Sight during Tranfusion's animation time. (Rigel_Kent adds: To be more technical, this seems to be a problem with all AoE effects generated around the single target of a power. Illusion Control->Blind's AoE mez effect also has this problem; if the Blind damage defeats the target, the AoE mez will not happen. AoE's generated around the user don't have this problem.)[*]Bug: When Transference is fired off on an enemy that is defeated before the power activates, there is no endurance regained for those in the AOE, though the animation fires. (Dark Pyroblast)[*]Bug: If Fulcrum Shift is fired off on an enemy that is defeated before the power activates, you get the single 50% caster buff, but NOT the 25% effect from the dying mob OR any mobs around him. (Quason)[*]Bug: Fulcrum Shift and Siphon Power. If a mob has a resistance, or vulnerability, to a certain type of damage AND that mob has an attack that is based on that type of damage, the amount the damage will be debuffed is altered by the mobs resistance. For example -- a villain has a 25% vulnerability to energy attacks. His energy damage is debuffed an extra 25% beyond the base 25%, making the final debuff 31.25% (25% of 25 is 6.25). This works in reverse as well. A mob, such as Hamidon, with 90% resistance to all attack types would only be debuffed 2.5%. (Ladioss_Sopp)[*]Quality of Life: Increase Density duration is far too short for practicality. The fact that it has a damage resistance buffing component indicates that it was intended to be used regularly and preemptively, but with a duration of 60 seconds, it's nearly impossible to maintain and still carry out the rest of our primary functions, even on small teams. (Quason)[*]PVP: Siphon Power and Fulcrum shift debuff base damage rather than enhanced damage, crippling them in PvP. A power with a base damage of 100 would do 265 damage with 5 SO damage enhancements. Using Siphon Power or Fulcrum Shift would only reduce this damage to 240, a decrease of 9.5% rather than 25%. (LastHumanSoldier, wording by Quason)[/list]
Radiation Emission
<ul type="square">[*]Graphics: The power icons for Radiation Infection and Enervating Field are reversed. (Rigel_Kent) [*]Graphics: Radiation Infection. All targets affected by this power are surrounded by a "red tinted cloud" sticky graphic, which suggests a -damage debuff. The cloud should be tinted yellow or purple. (Rigel_Kent) [*]Quality of Life : Neither Erratic nor the Defender community have been given an apology, formal or informal, for the Developer behavior regarding the I5 Enervating Field changes. (Concern, Blueeyed, et all)[*]PVP: Enervating Field debuffs base damage rather than enhanced damage, crippling it in PvP. A power with a base damage of 100 would do 265 damage with 5 SO damage enhancements. Using Evervating Field would only reduce this damage to 235, a decrease of 11.3% rather than 30%. (LastHumanSoldier, wording by Quason, corrected by WhatRoughBeast)[/list]
Storm Summoning
<ul type="square">[*]Bug: Thunderclap, and all stuns, cause enemies in flight to move away at rapid speeds, even while under its effects.[*]Bug: Hurricane, when used to push an enemy who is under the effects of a hold by another player, sometimes pulls or pushes the enemy in a different direction than intended. (Theory: Hurricane repels enemies Immobilized by another player as if that other player (caster of the Immob) were the origin of the Hurricane.)[*]Bug: Targets struck by lightning are still giving the message 'Your lightning temporarily disables a power in use by (target).' (Lady_Sadako)[*]Bug: Teleporting within a hurricane can sometimes leave a player cycling the 'paladinawaken' animation for around 20-30 cycles. (Blueeyed)[*]Bug: If another hero is under a Disorient effect but protected by 02 Boost, and I re-apply O2 Boost on that hero, the Disorient graphics appear over that hero's head for an instant. During that time, the hero is detoggled. (Rigel_Kent)[*]Balance: Snowstorm's recharge debuff is more effective for Controllers than Defenders. ( It appears the defender version is 80% as slowing as the controller version, seems they were reversed. Dark_Pyroblast)[*]Balance: Freezing Rain provides a greater resistance debuff for Controllers than it does for Defenders. (Stormbringer, Dark_Pyroblast)[*]Balance: ThunderClap's disorient lasts the same duration for Controllers as it does for Defenders, and may crit.[*]Balance: Tornado does the exact same damage and secondary effect for Controllers as it does for Defenders.[*]Balance: Lightning Cloud does the exact same damage and secondary effect for Controllers as it does for Defenders.[*]Balance: The hero version of O2 Boost cancels itself, even though it does not grant +def or +damage resistance buffs. Its function and duration are similar to Clear Mind and Clarity, so it should be allowed to self-stack. The villian version of 02 Boost does self-stack, and is not overpowered for doing so.(Rigel_Kent)[*]Bug: Steamy Mist's defense does not stack : Empathy: Fortitude, Invulnerability: Invincibility, Invulnerability: Tough Hide, Frozen Armor, Ice Armor: Wet Ice, Ice Armor: Glacial Armor, Ice Armor: Energy Absorption, Stone Armor: Rock Armor, Stone Armor: Crystal Armor, Stone Armor: Mineral Armor, Stone Armor: Granite Armor, Force Field: Dispersion Bubble, Blaster Epic : Cold Mastery: Frozen Armor, Controller Epic: Cold Mastery: Frozen Armor, Controller Epic: Psionic Mastery: Indomitable Will, Controller Epic: Stone Mastery: Rock Armor. (StarShield)[*]Quality of Life: Snow Storm causes many mobs to run away, if the altered versions of their attacks take more than 10 seconds. Don't Stormers already have enough scatter?[*]Graphics: The power icon for Freezing Rain does not match its effect. The icon suggests this power buffs the team's fire and cold damage resistance. (Rigel_Kent) [*]PVP: Hurricane does not debuff the ranged attacks (APP, Claws/Focus) of Scrappers and Tankers as it should. (Stormbringer)[/list]
Sonic Resonance
<ul type="square">[*]Graphics: Graphics are STILL causing players headaches. Suggested fixes can be found here[*]Balance: Sonic resonance users extremely weak as far as self defense. Every other defender primary has powers in their primary to help with self-defense of some kind, even if that's just a heal or a slow. Sonic Cage seems inadequate for this.[/list]
Trick Arrow
<ul type="square">[*]Bug: Debuffing patches created by the Glue Arrow and Poison Gas Arrow powers disappear when the original target is defeated. (Rigel_Kent)[*]Bug: Poison Gas Arrow accepts slow enhancements but does not have a slow component in its description nor does it slow down the enemy. [*]Bug: When keying up a TA or Archery power that targets an enemy while moving, if you land out of reach of that power (ie. too far away from your target), your character will perform an animation of drawing the bow, though without an arrow and the power will not trigger. Annoying since it locks you in place for the duration of the animation. No other set behaves like this to my knowledge. Keying powers outside of their range only readies them until you move into range for all other sets. (Eisregen)[*]Bug: Disruption arrow accepts "enhance damage resistance" enhancments. Generally, we don't want to give enemies a big Resistance buff. (rethak)[*]Bug: Flash Arrow gives a perception debuff. However, when the power is recast from within enemy's normal perception range, the Defender will be spotted, regardless of whether the second Flash arrow hits or misses, and regardless of how much time is left on the first Flash Arrow. (Voiced by Concern, several others)[*]Balance: Entangling Arrow, a Defender primary power, is less effective than Devices/Web Grenade, which is in a Blaster secondary set.[*]Balance: Flash Arrow, a Defender primary power, is no more effective than Devices/Smoke Grenade, which is in a Blaster secondary set.[*]Balance: As a general design issue, too many Trick Arrow powers have been balanced directly against similar Control powers. They are intentionally weaker than their Control counterparts. This makes it appropriate for a Controller secondary, but it underperforms as a primary in its own right. (Rigel_Kent)[*]Balance: Entangling Arrow and Ice Arrow have 25% longer durations as Controller secondaries than as Defender primaries. (Rigel_Kent, Concern)[*]Graphics: Flash Arrow displays an animation on affecting an enemy (effect is a DeBuff to Aggro Range and Accuracy). When an enemy is attacked, the animation vanishes (to signify that the enemy's Aggro Range is no longer suppressed), leaving the user with no clear way to tell when the Acc DeBuff expires (Acc DeBuff itself still applies after that first attack for all that's known).[/list]
Secondaries:
Archery
<ul type="square">[*]Bug: The disorient from Stunning Shot will cause enemies in flight to move away at rapid speeds, even while under its effects. (Eisregen)[*]Bug: When keying up a TA or Archery power that targets an enemy while moving, if you land out of reach of that power (ie. too far away from your target), your character will perform an animation of drawing the bow, though without an arrow and the power will not trigger. Annoying since it locks you in place for the duration of the animation. No other set behaves like this to my knowledge. Keying powers outside of their range only readies them until you move into range for all other sets. (Eisregen)[*]Balance: Archery seems underpowered in groups due to lack of inherent enemy debuff.[/list]
Dark Blast
<ul type="square">[*]Bug: The disorient from Dark Pit will cause enemies in flight to move away at rapid speeds, even while under its effects. (Eisregen)[*]Quality of Life: A miss with Gloom has an unreasonably long delay between when it is cast and when it will be reported as a miss.[/list]
Electrical Blast
<ul type="square">[*]Bug: Voltic Sentinal targets enemies trapped inside Force Field/Detention Field.[*]Bug: Voltic Sentinal does the same damage for Defenders as Blasters.[*]Balance: Considering the secondary effects of the other Defender Blast sets (-5% def, -5% acc, knockback, -5% res, the higher base acc of arrows), is the less than 10 point endurance drain in PvE of most Electric Blast powers (aside from SC) balanced, considering the original vision was that it would be more powerful in PvP but instead operates at 25% in that setting? Can the PvE endurance drain be boosted?[/list]
Energy Blast
<ul type="square">[*]No known issues.[/list]
Psychic Blast
<ul type="square">[*]Bug: The disorient from Scramble Thoughts will cause enemies in flight to move away at rapid speeds, even while under its effects. (Eisregen)[*]Balance: Mental Blast does little damage for its animation time. It costs more end, does the same damage, and has 150% of the animation time of charged bolts. It is 1/3 the dpa of Dark Blast for the same cost. Its animation time should be reduced significantly. Mental Blast's animation is long enough that the enemy could be defeated before the animation even appears to start. The speed of the animation turns many off the entire set. (LadyMage)[*]Graphics: An enemy immobilized by Subdue will have the Psychic Blast debuff sticky graphic on his head, complete with the generic green tinted -recharge cloud. Subdue does not appear to actually have any debuffing effect.[/list]
Radiation
<ul type="square">[*]Cosmic Burst: The disorient from Cosmic Burst will cause enemies in flight to move away at rapid speeds, even while under its effects. (Miwa)[/list]
Sonic
<ul type="square">[*]No known issues.[/list]
[color= red]Debatable Issues[/color]
<ul type="square">[*]Psychic Blast: Balance: There is only one villian group which has vulnerabilities to psi damage and it's only in the early game when the set is weakest. By the time the set can actually do damage, most villian groups (nemesis, praetorians, Council, Carnies, Malta just to list a few) are not only not vulnerable, but have a high precentage of members with either sizable resists or defense to the entire set, save telekinetic blast, making the set feel underpowered throughout the game. (LadyMage)[/list]
Dev Responses:
<ul type="square">[*]Balance: Dark Servant is a level 32 Primary Power. While you can now only summon one (as Controllers) it has not been made perma to compensate (as it was for Controllers). (Statesman says that won't happen.)[/list]
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This is still not a wish list, nor an 'It'd be nice' list. This is for bugs or GLARING balance issues. And like Karioke, that means we get to use our judgement. Be VERY afraid. -
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(ie, you have 10% def to a ranged psi attack).
[/ QUOTE ]I wouldn't be surprised if an announcement comes out informing us that none of these changes adds a defense to Psi attacks. The Devs don't seem to like us having much in the way of defense or resist to Psionics.
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Better tell the scrappers, then. SR, the gimped set, has had defense to Psi for a long time. -
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the bug to enervating field being lowered to 30% is not a bug. intended and confirmed by the devs to bring the power into line with the other I5 balancing.
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Intended? Maybe. But it didn't get confirmed until a while after I5, and Erratic is still owed an apology for being told he was 'mistaken' about the numbers coming up on his screenshots. -
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It's always been my theory that you notice the resistances that affect you. In the case of Lethal, for instance, that's "Armored and robots" at 50% and "Partially armored" around 25%. That's a LOT of enemies. [Crey armor, Rikti armor, Malta Titans, Nem Jaegers, off the top of my head.] Also some other specific cases- carnie Strongmen, stone Devo's, and I think some Banished bosses.
I know a few of the Energy and Cold resists as well. . . I believe that Damage Resistance is pretty much a wash for everyone.
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Problem is that it's not a wash for Psychic. While Lethal, Energy, and Cold come out even or slightly below, Psychic gains almost no benefit from being, well, Psychic. Enemies don't just have a lot of resists to psychic; almost no enemies other than Clockwork are weak to it. Hell, at least Lethal has the lower rank carnies, hydra, and DE mushies.
Also, another issue from Rigel_Kent about Storm Summoning -
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Clear Mind and Clarity self-stack; Increase Density does not because it's also a +damage resistance buff. O2 Boost has no +damage resistance, so it really should be treated like CM and Clarity.
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It's not that easy though, as everything would have to be rebalanced to take into account the new changes.
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REBALANCED?
Rebalanced for what? Dispersion and Manuevers stacking? Ice tankers actually getting some benefit from power pools? Fortitude doing [censored] for a SR scrapper?
That's how the people with the spreadsheets and big whiteboard thought they worked! Statesman himself talked about a Force Fielder running around Croatoa with a 'high defense' build involving Manuevers, although, given that he liked the old Repulsion Bubble, I do have my doubts about him even playing an FFer. They suggested Weave for Ice Tankers. They thought Fortitude was BASE defense, which has been thoroughly disproved by the playerbase.
What are they going to rebalanced? -
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But... but... reducing the number of calculations done by the server would reduce processor use and thus server side lag.
Oh wait... that would be a good thing.
Here's why this won't happen... as much as it should:
There WOULD have to be massive power changes to the sets that are based on typed defense. Thus more free respecs. Oh wait, the code for free respecs is working pretty well... nevermind.
Let's fix this, devs. FIX it, not patch it. Change the power order to SR to make it more fair in the early levels. Dodge before Agile, Evasion before Lucky.
Give Ice Tanker dual positional defense AND typed damage resistance. Reduce Invul's dependance on Invincible and buff their dam-res.
Take another sweep an the blaster secondaries. There's still time to get rid of typed defense in CoV.....
There's still time to make this right.
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And your assuming that they won't do that. But it can and WILL take time to do. So stop acting like its an easy change that they can just flip a couple of switches and be done with.
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Well, the concept of changing the numbers on powersets effectively IS flipping a couple switches, or at least changing a few numbers in some code. Free respecs, SR, Ice, and Invuln changes are effectively as well.
It's only fixing blaster secondaries, which would require new animations and new balancing issues, that is anything more than flipping a switch. -
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If you're going to insist on a band-aid, then, why not make the band-aid actually match the size of the wound?
In case you missed it the first time :
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You didn't even catch the similar writeup I did for Tanker armors...
Tank Armor DEF Stacking
Defender/Controller Power DEF Stacking
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Great scott... jeez, I feel sorry for tankers I work with. That's a hell of a lot of uninformed choices, there.
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In America we've already let the democrats and reublicans set the populace at each other's throats, when THEY are the true enemies of the nation.
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I'm not sure it's any worse than the state of affairs we gots up here! *grins*
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No kidding. If any of you villians out there want to take over the world, start with Canada. You only have to win the first election, after that you get to decide when the next election is. -
If you're going to insist on a band-aid, then, why not make the band-aid actually match the size of the wound?
In case you missed it the first time :
Illusion Control: Group Invisibility (MELEE/RANGE):
Stacks only against SMASH/LETHAL
- Stone Armor: Rock Armor
- Ice Armor: Frozen Armor
- Empathy: Fortitude
- Invulnerability: Invincibility
- Invulnerability: Tough Hide
- Ice Armor: Wet Ice
- Ice Armor: Energy Absorption
- Stone Armor: Granite Armor
- Force Field: Dispersion Bubble
- Blaster Epic : Cold Mastery: Frozen Armor
- Controller Epic: Cold Mastery: Frozen Armor
- Controller Epic: Stone Mastery: Rock Armor
Does not ever stack with:
- Ice Armor: Glacial Armor
- Stone Armor: Crystal Armor
- Stone Armor: Mineral Armor
- Controller Epic: Psionic Mastery: Indomitable Will
Storm Summoning: Steamy Mist (MELEE/RANGE):
Dark Miasma: Shadowfall (MELEE/RANGE):
Illusion Control: Superior Invisibility (MELEE/RANGE):
Do not ever stack with:
- Empathy: Fortitude
- Invulnerability: Invincibility
- Invulnerability: Tough Hide
- Ice Armor: Frozen Armor
- Ice Armor: Wet Ice
- Ice Armor: Glacial Armor
- Ice Armor: Energy Absorption
- Stone Armor: Rock Armor
- Stone Armor: Crystal Armor
- Stone Armor: Mineral Armor
- Stone Armor: Granite Armor
- Force Field: Dispersion Bubble
- Blaster Epic : Cold Mastery: Frozen Armor
- Controller Epic: Cold Mastery: Frozen Armor
- Controller Epic: Psionic Mastery: Indomitable Will
- Controller Epic: Stone Mastery: Rock Armor
Force Field: Deflection Bubble(MELEE/SMASH/LETHAL)
Does not ever stack with:
- Super Reflexes: Agility
- Super Reflexes: Focused Senses
- Super Reflexes: Lucky
- Super Reflexes: Evasion
- Ice Armor: Glacial Armor
- Stone Armor: Crystal Armor
- Stone Armor: Mineral Armor
- Controller Epic: Psionic Mastery: Indomitable Will
Force Field: Insulation Bubble(RANGED/FIRE/COLD/ETC)
Does not ever stack with:
- Katana: Divine Avalanche
- Broadsword: Parry
- Ice Armor: Frozen Armor
- Super Reflexes: Dodge
- Super Reflexes: Focused Fighting
- Super Reflexes: Lucky
- Super Reflexes: Evasion
- Stone Armor: Rock Armor
- Stone Armor: Mineral Armor
- Blaster Epic : Cold Mastery: Frozen Armor
- Controller Epic: Cold Mastery: Frozen Armor
- Controller Epic: Psionic Mastery: Indomitable Will
- Controller Epic: Stone Mastery: Rock Armor
Empathy: Fortitude(FIRE/COLD/NEG/NRG/PSY/SMASH/LETHAL):
Stacks only against SMASH/LETHAL
- All Power Pool Defenses
- Leadership: Maneuvers
- Leadership: Vengeance
- Leaping: Combat Jumping
- Flight: Hover
- Concealment: Stealth
- Concealment: Grant Invisibility
- Concealment: Invisibility
- Illusion Control: Group Invisibility
Does not ever stack with:
- Dark Miasma: Shadowfall
- Storm Summoning: Steamy Mist
- Katana: Divine Avalanche
- Broadsword: Parry
- Regeneration: Moment of Glory
- Super Reflexes: Focused Fighting
- Super Reflexes: Focused Senses
- Super Reflexes: Agility
- Super Reflexes: Dodge
- Super Reflexes: Lucky
- Super Reflexes: Evasion
- Super Reflexes: Elude
- Dark Armor: Cloak of Darkness
- Devices: Cloaking Device
- Illusion Control: Superior Invisibility
Force Field: Dispersion Bubble(AOE/FIRE/COLD/NEG/NRG/PSY/SMASH/LETHAL)
Stacks only against SMASH/LETHAL
- All Power Pool Defenses
- Leadership: Maneuvers
- Leadership: Vengeance
- Leaping: Combat Jumping
- Flight: Hover
- Concealment: Stealth
- Concealment: Grant Invisibility
- Concealment: Invisibility
- Illusion Control: Group Invisibility
Stacks only against AOE
- Super Reflexes: Elude
Does not ever stack with:
- Dark Miasma: Shadowfall
- Storm Summoning: Steamy Mist
- Katana: Divine Avalanche
- Broadsword: Parry
- Super Reflexes: Focused Fighting
- Super Reflexes: Focused Senses
- Super Reflexes: Agility
- Super Reflexes: Dodge
- Dark Armor: Cloak of Darkness
- Devices: Cloaking Device
- Illusion Control: Superior Invisibility
That's a hell of a lot of places that are either under adhesive or completely uncovered. But there are band-aids that can work.
Make all defense positional - just set all typed to 0, and give melee/ranged defense to all defense powers.
Make all defense typed - set positional defense to 0, and give all defense powers typed defense. Give power pools defense for all types of damage.
Make all power pool +DEF powers, Controller + DEF powers, and Defender +DEF powers cover everything. Set all positional and typed defense to the same value. -
For those interested, straight from StarShield's excellent post on the matter, here's a list of power combinations which will remain [censored] even after this "fix".
Illusion Control: Group Invisibility (MELEE/RANGE):
Stacks only against SMASH/LETHAL
- Stone Armor: Rock Armor
- Ice Armor: Frozen Armor
- Empathy: Fortitude
- Invulnerability: Invincibility
- Invulnerability: Tough Hide
- Ice Armor: Wet Ice
- Ice Armor: Energy Absorption
- Stone Armor: Granite Armor
- Force Field: Dispersion Bubble
- Blaster Epic : Cold Mastery: Frozen Armor
- Controller Epic: Cold Mastery: Frozen Armor
- Controller Epic: Stone Mastery: Rock Armor
Does not ever stack with:
- Ice Armor: Glacial Armor
- Stone Armor: Crystal Armor
- Stone Armor: Mineral Armor
- Controller Epic: Psionic Mastery: Indomitable Will
Storm Summoning: Steamy Mist (MELEE/RANGE):
Dark Miasma: Shadowfall (MELEE/RANGE):
Illusion Control: Superior Invisibility (MELEE/RANGE):
Do not ever stack with:
- Empathy: Fortitude
- Invulnerability: Invincibility
- Invulnerability: Tough Hide
- Ice Armor: Frozen Armor
- Ice Armor: Wet Ice
- Ice Armor: Glacial Armor
- Ice Armor: Energy Absorption
- Stone Armor: Rock Armor
- Stone Armor: Crystal Armor
- Stone Armor: Mineral Armor
- Stone Armor: Granite Armor
- Force Field: Dispersion Bubble
- Blaster Epic : Cold Mastery: Frozen Armor
- Controller Epic: Cold Mastery: Frozen Armor
- Controller Epic: Psionic Mastery: Indomitable Will
- Controller Epic: Stone Mastery: Rock Armor
Force Field: Deflection Bubble(MELEE/SMASH/LETHAL)
Does not ever stack with:
- Super Reflexes: Agility
- Super Reflexes: Focused Senses
- Super Reflexes: Lucky
- Super Reflexes: Evasion
- Ice Armor: Glacial Armor
- Stone Armor: Crystal Armor
- Stone Armor: Mineral Armor
- Controller Epic: Psionic Mastery: Indomitable Will
Force Field: Insulation Bubble(RANGED/FIRE/COLD/ETC)
Does not ever stack with:
- Katana: Divine Avalanche
- Broadsword: Parry
- Ice Armor: Frozen Armor
- Super Reflexes: Dodge
- Super Reflexes: Focused Fighting
- Super Reflexes: Lucky
- Super Reflexes: Evasion
- Stone Armor: Rock Armor
- Stone Armor: Mineral Armor
- Blaster Epic : Cold Mastery: Frozen Armor
- Controller Epic: Cold Mastery: Frozen Armor
- Controller Epic: Psionic Mastery: Indomitable Will
- Controller Epic: Stone Mastery: Rock Armor
Empathy: Fortitude(FIRE/COLD/NEG/NRG/PSY/SMASH/LETHAL):
Stacks only against SMASH/LETHAL
- All Power Pool Defenses
- Leadership: Maneuvers
- Leadership: Vengeance
- Leaping: Combat Jumping
- Flight: Hover
- Concealment: Stealth
- Concealment: Grant Invisibility
- Concealment: Invisibility
- Illusion Control: Group Invisibility
Does not ever stack with:
- Dark Miasma: Shadowfall
- Storm Summoning: Steamy Mist
- Katana: Divine Avalanche
- Broadsword: Parry
- Regeneration: Moment of Glory
- Super Reflexes: Focused Fighting
- Super Reflexes: Focused Senses
- Super Reflexes: Agility
- Super Reflexes: Dodge
- Super Reflexes: Lucky
- Super Reflexes: Evasion
- Super Reflexes: Elude
- Dark Armor: Cloak of Darkness
- Devices: Cloaking Device
- Illusion Control: Superior Invisibility
Force Field: Dispersion Bubble(AOE/FIRE/COLD/NEG/NRG/PSY/SMASH/LETHAL)
Stacks only against SMASH/LETHAL
- All Power Pool Defenses
- Leadership: Maneuvers
- Leadership: Vengeance
- Leaping: Combat Jumping
- Flight: Hover
- Concealment: Stealth
- Concealment: Grant Invisibility
- Concealment: Invisibility
- Illusion Control: Group Invisibility
Stacks only against AOE
- Super Reflexes: Elude
Does not ever stack with:
- Dark Miasma: Shadowfall
- Storm Summoning: Steamy Mist
- Katana: Divine Avalanche
- Broadsword: Parry
- Super Reflexes: Focused Fighting
- Super Reflexes: Focused Senses
- Super Reflexes: Agility
- Super Reflexes: Dodge
- Dark Armor: Cloak of Darkness
- Devices: Cloaking Device
- Illusion Control: Superior Invisibility -
Again, I ask why it's not possible to turn the power pools into across-the-board defense. You're already adding classes, is it somehow impossible for all classes to have a non-zero value?
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What about Defender powers that give a boost to defense like Shadow Fall? Or the Illusion powers for Controllers?
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Steamy Mist and Shadowfall are not on his list of fixed powers. So, we can probably assume that defenders are still screwed. But on the upside, Illusion Controllers had their friendly buff fixed for Group Invisibility, because as we all know, Controllers are supposed to be the ones with great team buffing ability.