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Even if it's lower DPS than the MG - SM - SL - SM - Repeat chain, it looks like you're getting plenty of DPS.
Even if it's not better, I'd say go with it if you prefere that chain over the other. Still more than enough to solo those AVs and Pylons. -
Haven't notice any lack of ACC in kinetic melee on my Stalker.
And I tend to hit 5 with Burst pretty regularly.
That's with about 66% ACC, +18% ACC from Set bonuses, and a Kismet unique. -
It's really not that game changing when it comes to Swift/Hurdle.
In fact, the only change I see with it, is if you stick with Ninja Run and tend to stick with Swift, you'll get a little more height in that power where it can make a noticiable difference.
At least, that's my experience with having Swift/Hurdle/Stamina on my Ninja Runner. Hurdle made a world of difference with that power.
Hurdle will also likely make jumping over those walls in Perez Park for those without Ninja Run. And when you exempt without it!
All minor things, that really, if you're going for real, you get better numbers without it to begin with.
I wouldn't call Swift/Hurdle game breaking, for those people who hate to be SBed because they run to fast, with swift, it's no where near as noticable. -
Quote:Okay, how is it disadvantage to the defense sets? Is it just because TOHIT iis possible to be gotten by everyone?The first of these is impossible (or rather would take a lot of extra programming or wasn't possible when I13 was launched) which is why people got base resistances. Of course, they didn't solve any of the issues they were trying to, but..
The second was the way PvP was at launch - players had a 75% chance to hit other players. This was changed because it severely disadvantaged defense sets, so there's no way the base 50% chance will be changed back to 75%.
So basically the same weakness for Defense sets in PvP as it would be in PvE?
Or is it because anyone who PvPs will make sure to have access to TOHIT? -
Let me ask...why not go to these changes...
1) Get rid of DR.
2) Put back in Mez Protection
3) Keep the non-offensive toggles from Dropping, but the offensive ones can still drop.
4) Get rid of all the added +Resist everyone gets.
5) Give every AT higher HP caps in PvP Zones.
6) Give everyone the same ACC to hit a target as there is in the PvE game.
7) No travel suppression on being attacked.
There you go! Every AT can take a few extra hits, buffers/debuffers don't feel so useless. Softcapped Defense still have the strength and weakness associated with defense...really strong untill they get hit with lots of -defense debuffs (SR would likely be fine, but those without DDR would lose it fast)...and those with TOHIT buffs will punch through high defense. Just like in PvE!
Give the same strengths/weaknesses as the PvE game! Want to mez that Tanker who's killing squishies, gonna have to stack those holds! Just like NPC mobs have to do (I've seen Tsoo punch through a tankers mez protection to stun them, no different here).
It also keeps the same basic premise...starting to get whacked, you run away! -
Quote:I'd say it's because they're going after allow people to diversify their builds.Solution: Leave Fitness as a pool power choice, call it 'superhuman fitness', and allow it to stack with the inherents. If the devs have decided the old fitness powers are now 'base level' abilities, then why not continue to offer players the choice to spend power slots for above base level ability? Double stamina is not going to allow players to solo the LRSF.
If they put Fitness as Inherent, and kept Fitness in as Superhuman Fitness, then people would still say "Have to grab Stamina at 20".
This is a great buff to everyone, without really OPing anything. People will still want to slot Stamina the way they've been slotting it.
Those who didn't have Stamina in their build before, now get it, and leave it at the one slot.
And really, that's how I see this change. Power diversity. All those INV builds that wanted those Passives will be able to fit them in for sure if they couldn't before.
People can get that travel power, they wanted, but made due with Ninja Run.
People can just add a few more defensive points or +RCH bonuses for a bit more min/maxing.
It's all win/win! -
Quote:Exactly.Defense affects everyone. Stun affects one target. I'm loving my newly-improved Cobra Strike, but it's no Divine Avalanche in the survivability department (even if it's more fun and doesn't hurt my DPS the way DA does).
As time goes on, I'm finding the sets getting more and more even, but you have to pick what you want to go for with them.
Fire is the OMG damage for ST and great AOE, but that's all it is.
Elec has some awesome AOE, with low ST (though I still consider it pretty good personally), with some nice mitigation (I can't be the only one to find all that knockdown to be great mitigation).
Out of all the sets, I think Spines is the one that could use some work (with maybe the Swords getting a tiny tweak here and there...like knockdown added in with the PBAOEs, for some reason I feel they could use them). -
Quote:Pffft...yeah...if they play on easy mode.You honestly don't see how this can be transformative and vastly increase the potential and power of even min maxed builds ? Really hard to believe.
Ok lets take your uber scrapper, with 5 lotg uniques, hasten already slotted in and no use for the stealth pool. They can now take the leadership pool, slot a perception unique, a +to hit unique, and have vengeance all for 0 cost to performance. Team wipes for that character have just become a thing of the past.
I don't care how uber your toon is, there is a weakness to it somewhere in the game. Yeah, if you keep fighting enemies that lack your weaknesses, suuure, you'll be god.
But, Cims, Raluu (sp?), Nemesis, DE, I find these enemies tend to have a lot of anti uber build options, and tend to be late game enemies too!
I've seen softcapped /SR toons get taken down by Cims. I've seen Softcapped /Shield Toons, get taken down.
Now, that said, the Tanker versions of a few of those sets (they lack SR, but using some of their other options), manage to keep standing, thanks to those additional Hit Points, and possibly even higher resists, but they lack the big damage of the others.
And even then, on being on some "Lets try and speed the ITF" teams I've been on, I've seen those OMG built for defense Tankers, either fall, or come close to it. The different is likely in their use of inspirations, and well...with the right inspirations, a lot of toons can get to the "O.O OMG I can't believe you jsut did that!" moments.
This change without added slots, is yes, going to improve builds, but not to the OMG level. It'll be a few more defense points, or a few more +RCH bonuses that will maybe pick up a bit more added oomph to some combos that we're just a couple recharge bonuses away from perma Hasten, or gapless attack chain.
And even then, it'll be for a few outlier players.
Most players have no intention of soloing Pylons, AVs, GMs, or TFs. Most will use this to tack on a few added concept powers, or possibly eek out a bit more defense points, that while handy, isn't going to break the end game.
Go solo that +4/8 Arachnos mission...it's not easy by any stretch.
If you want to uber the toon and play at 0/0, then yeah, you'll likely desimate it even more now
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Quote:This.Maybe they should just add a choice to make the power shoot out your eyes in Power Customization.
Just make it so the animation comes from the eyes, the toon takes on different positions, and have the animation take as long as the current blast animation.
I might enjoy this for an Energy Blaster (or Rad Blaster) if I could make all the animation come from the eyes, and they don't look like Laser Beam Eyes.
I'm thinking, look like all the Energy Blasts powers in use, but from the eyes and not the hands. -
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Quote:I was messing with builds, and managed to get a DP/EM to softcapped S/L with 40+% Defense to Energy and Ranged!Most of my characters have a power or two that's either situational or looks cool but isn't as generally useful as whatever I end up taking instead....this will make space for them.
And I haven't checked it out in Mids yet, but I expect that 3 new power options will be a help in the quest to soft-cap my ar/dev for range.
Fit in concept powers AND maybe make it so I don't feel like my blaster is way to squishy for the amount of damage it does! \o/ -
Quote:Doj't worry, he can never truely be lonely as I tend to run people through Moonfire TF oftenI always take my heroside 50s to Ravenstorm (well, all three of them
). Kinda feel he must get lonely out there. 

"I'm level 23-28 and I need xp! Help me BrandX!"
"Okay! Let's form a Moonfire TF!" /o/
And sometimes I'm just "Hmmm...what TF do I want to start? I know! Moonfire!" and thusly usually always get a few toons who will get xp and thusly level in Striga!
As for my favorite Trainers...hmmm...
Ms. Liberty, Praetor Duncan, Bella V, and Castle. -
But I fit Manuevars and Tactics into my VEAT builds already!

So for me this would change nothing, except for the fact that I MAY beable to grab them earlier. -
Quote:I'd think Katana still has MA beat in AOE (3 versus 1...even if you're likely to only hit 2 targets with one of them, or use it as a single target attack)...not to mention better defense powers!I deleted my MA Scrapper at 40, then two months later they did the MA changes so I never got the chance to play around with the new MA.
But Mids says it does more damage than Katana with quicker animation cast times and a mag 3 stun that hits like a truck strapped to a train.
Chance of Stun versus DEFENSE! -
Quote:this is what I've been thinking!Exactly, people who claim the game is too easy are apparently unaware of the difficulty slider, because set to plus 4/x8 isn't easy. And anybody that teams on a scrapper who doesn't just watch the fight or take cheetoh breaks in between fights runs into endurance issues from 1-20 (its not nearly as bad solo because insps rain down like mad, where on teams they do not).
This is a great change. My toons won't be gasping for air every five minutes from 1-20, and I won't feel like the levels where I routinely get swift, health and stamina are 'boring' power lvls - I'll enjoy getting to those levels a lot more knowing I can pick a more unique power. On top of that, I can add a bit more flavor to each of my toons with 3 new power selections, without over doing it with additional slots to work with. Assuming this change doensn't come with an unannounced catch, I say good job devs.
I can now take those level 20 powers AT LEVEL 20!!!
Quickness at lvl 20, instead of level 22!
Drain Psyche at lvl 20, instead of level 22!
Energize at level 20, instead of level 22!
The list goes on! -
Nope. Not a fun killer for me.
That said, Illusionists who can still attack while phased seems unfair.
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Quote:You're assuming their other attacks are recharged.I agree, the slow animation is kind of neat. Granted, on teams it can be problematic, but if you're using a big hitter on a foe that the team is killing in less than 2 seconds, your choice of power use is a little suspect.
I just see this power as kind of the centerpiece of the set. I thought a little boost to it might be nifty.
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Quote:Hey, some of us only used Ninja Run on toons it made since to use Ninja Run on (mind you, for me this was my rooftop jumpers, and fast runners...none of them would stay in the waiting stance for Ninja Run however, and I always clicked it off when standing around, but the running and flipping WHOOT!)I see both good and bad in this. Mostly good. I have to dig deep to find bad.
Sure, it changes the balance in the early levels, but unslotted these powers aren't that huge an effect. Slotted, well slots don't do a lot in the low levels, and even if they do, that's at the expense of something else not slotted. Not having to stop to rest so often, virtually gasping for breath, will improve the low level experience -- especially for new players.
I do think something is lost though. The ability to choose to have a character who's noticeably more athletic than the average superhero. Ninja run did this, for a start. Everyone and their grandmother is running and jumping like a ninja; even if it doesn't make much sense for their character as a concept. Now they'll all have swift and hurdle too, automatically. I'd give up other powers for the distinctiveness that swift and hurdle can give a toon. Sure, I can still slot them for effect, and since one or the other was a requirement for health or stamina, pretty much everyone had one of them anyway. It's a design critique I suppose; in practice it didn't work.
I think it might have been a better option to just take the prereqs out of the fitness pool -- when level 6 comes up, just take Stamina if you want it, and skip the other three.
All in all, I'm 99% happy with this. My criticisms are very, very minor.
Since they're not granting any new slots (maybe with incarnate levels, but I won't count that...as incarnate levels are suppossed to make you more powerful)...I see this as a means to fit in more concept powers that I couldn't fit in before.
I'm sure there are going to be those who go...Okay what powers to I add in to min/max my performance, and I make my toons concept around that (for example, I don't think Phase Shift is something many would have in their concepts, but if it means min/maxing more...yup, it's going to be used in even more concepts!). -
Quote:I don't know Bill, aren't you at the softcap now?Yet another open pool to help with soft-capping defense.
Why is it that lately when the devs make a decision that I *should* be happy about I find myself instead wondering just what the hell are they thinking?
Now you can add in more of those concept powers, which you may already have in now, but I remember at one point you saying you had to remove Fly (which you may have gotten back in)...now...you can have Fly again!
I was going through mids, seeing if I could make a concept Blaster build (DP/EM or DP/MM) with the powers I wanted for the build...SURE ENOUGH! Fighting/Fly/Concealment/Leadership! \o/ The only way to make it better was if I liked any of the Epics (Blasters need a Psi Epic with Indomitable Will!) -
7 seven players, who know how to use their powers! Fine, you're a KIN without SB, I can live without it, but please, don't go spamming Smoke, and think it's really helping

Don't be a tank dying due to lack of mez protection, and blame the rest of the team (and even if you don't blame the team, take your mez protection).
7 players who (more so for the late game than the 1-29) who are slotted (with SO's or IOs, just be slotted).
7 players looking for fun and don't ragequit because a team wipe happened.
7 players who aren't looking to speedrun the taskforce, but still trying not to take FOREVER on it.
But if we're talking about powerset combos...
Truthfully, Blasters and Kheldians tend to be my last pick, and when forming teams for TF, after spamming globals/broadcast saying I'm forming a TF, I always tend to look for Thermals, Sonic, Force Fielders, and my favorite, Cold Domination users!
Great, now I want to run an ITF with nothing but sheilders! -
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Hmmm...out of my 50's, that's 25 toons, of which none have made use of the 2nd build.
Counting a handful of the non-50's, which is about 5 more, none of them have the second build.
So, none make use of it.
[edit] My mistake, I did make use of the 2nd build on 1 of my 50's, I just never actually did anything with the 2nd build, but I did make it one as in, changed builds and put the slots in their place and then, put a handful of IOs I had on me in it, and then...never touched it again. -
Quote:Well for potential...DP/RAD would have the greater offensive potential, DP/DARK would have the greater survival potential.Been trying to decide on a new character the past few days... if I want to take on immense spawns as well as try my hand at an AV/GM or three, which would be the better combo?
I realize dark would be safer, but I'm mostly asking what combo has the most potential post IO's?
The question comes down to...which do you want the higher potential off?
Personally, I'd suggest you go the route of DP/DARK, one thing you need to take down AVs, is survivability, and I find all my Dark Miasma users to be more survivable. -
Quote:How are builds going to be even tighter than they were before? I see nothing but more freedom!This is the best news I've heard in a while.
Having the Fitness pool inherent is going to be GREAT in the 1-20 game. I'll actually be able to take attacks and toggle defenses in the low levels without having to rest between every spawn because I'm out of end. It's going to make exploring Praetoria way more fun.
At the top end, I think freeing up a pool choice is going to benefit me more than the three actual power choices themselves. I can see several of my characters delving into multiple travel pools, or leadership, or medicine that hadn't done so before. Builds are obviously going to even tighter than they are now, but I'm looking forward to the challenge of getting the most out of the new options.
Now some concepts still might not beable to be filled, but a few more...YES!
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Quote:It was delayed because the testers thought it was a grind to get, and the devs would rather it feel fun to get the first slot and not feel like a grind.Sorry I read the forums, I knew Alpha slot was delayed because was nothing to to with it, no endgame for it.
But I have missed those announcements...
Can please anyone show me a link, so I can read the full story?
So they have the whole idea of 10 leves, but they will be adding them slowly in future issues, with more content and endgame in each one.
Ok, I can live with it.
Im sad they not working in a revamp of power pools, animated hands and faces...
