BrandX

Forum Cartel
  • Posts

    8933
  • Joined

  1. Quote:
    Originally Posted by Dr_HR View Post
    ..EM is fine..only those with weak toons moan about it..it does the job thee end..

    Tho TA does need a buffing. As a TA'er both corr and once defender..it doesnt perform as well as it can do compare to others
    Interresting. One could easily say, you're TA'ers were weak, so quit moaning, it gets the job done.
  2. I'm going to suggest Electric Melee/Invulnerable.

    Here's why!

    Regen will likely spoil you! That's right! It's really not that hard of a set to get behind, however Quick Recovry gets alot of people complaining about End Issues when they try other sets.

    It's not that other sets are THAT BAD! It's that Regen is just THAT AWESOME, when it comes to End usage.

    Electric Melee, because while it may not be the best for Single Targets, it's just a real fun set.

    If you'd rather have a good mix, then Fire/Inv would be my next suggestion.
  3. I'm still trying to figure out what's the string of attacks one uses to obtain that DPS with Energy Melee.

    I've yet to figure it out. I keep hoping that MAYBE if I can figure it out Energy Melee might not feel that bad, but as is, I hate playing Energy Melee now. :/ It feels way to slow now.
  4. ...is it worth getting this power, if you can hit the HP cap without it?

    The added Resists would be nice of course, but it's not that much resist to begin with.

    Always grabbed it on my Tankers/Brute/Scrapper Willpowers, but not sure if it's worth it on a Stalker.
  5. Quote:
    Originally Posted by Stiki View Post
    Well, I am sort of indifferent about old Statesman, I missed the whole Jack thing entirely almost so have never seen him as Statesman, but all I have to go on concenring him is, he stands around in a light of awesome, he makes the occasional speech, he can punch space ships out the sky and errm he punches villains in one arc but dont seem all that interested in punching villains. I mean he seems to have a bit of a odd edge to him as well, he dont seem to mind that Longbow go about beating on people in the streets of Mercy, some of which might not even be escappes from the zig.

    Yet when Arachnos sends its soldiers to Paragon to rough some heroes up, they are the scum of the universe! Even though Recluse don't do that much he is a more interesting character than Statesman, he does have a vision, he is working towards something, and it seems now despite his vendetta against statesman its more Liberty who is interested in trying to reason with Recluse. Where as States as a whole seems to stand around going LOL RECLUSE. Even the reason on the vendetta seems to be more because Statesman is now a figurehead for good not for anything hes done recently. Maybe the books expand on this, I am just going on what we see or what I have seen in game.

    So just going on that Statesman dont seem to really do much of anything though I dont hate the character as I dont think of him as Jack so humm in game thus far removing him wouldnt really matter but the devs no do have a chance to make him show what hes really about and perhaps make him more likable or at least give him a personality of his own.
    Yeah. But with that thought, why not get rid of all the Freedom Phalanx? None of them do anything in the game but exactly what you said.

    And Liberty trying to reason with Recluse? She formed a military style SG to take him out. Not reason with him.

    Statesman is part of cannon. Just because you don't find him to be anything interresting, doesn't stop the fact that he's a big part of CoH Lore.

    And frankly, when I see these comments I see either...

    1) I can't seperate Jack Emmert from Statesman...so I fail!

    or

    2) The same can be said for any other NPC hero in the game. All any of them do is stand around.
  6. Quote:
    Originally Posted by Tokyo View Post
    Yes. I want those boots too! Can those be in the mutant booster?
  7. Quote:
    Originally Posted by Capa_Devans View Post
    In the past week, I've been told twice "I'd rather have anything BUT an Empath".
    Having teamed with ones which don't announce that they're going to throw an aura out there, or ever Fortitude someone, I can see why.**
    Hmmm...they'd likely hate my RAD then. And if I ever made an Empath, I'd probably play the same way.

    I never call out "Gather for AM" except for possibly right before an AV.

    I just keep going and when AM is up, put myself in the best spot to tag as many people as possible with it.

    So far, I haven't gotten any complaints.

    But really..."Saying gather" to me is as bad as "Let's pull"
  8. Quote:
    Originally Posted by Silas View Post
    100m says you're a mediocre Kin at most.
    He never said he wasn't.

    What he said was...

    I'm hardly irrational, I just wish all Kinetics players were as good as me, either that or they should just stop playing.
  9. Reading the debat here I can't help but think it's come down to, Game Mechanics VS Imagination. Which leads to, I Want To Win VS You Want To Win.

    First off even the game says NPCs can do stuff that they can't do with Game Mechanics.

    Synapse for instance can run faster than 99mph.

    Those who argue using Game Mechanics likely don't always use game mechanics anyways for RP.

    And using Game Mechanics is kinda broken to solve thing because quite frankly, game mechanics are broken. Face it...I can have made plenty a AV/GM soloing toons that when they go into a PvP zone everything magically changes.

    I just beat [insert in game cannon character here] yet I can't beat this [insert player here] when he can't go a single mission without dying.

    And for all those Game Mechanic, I've seen more than a couple fight in the D. A place where it says in cannon, can't be fought in. You can't use most of your powers in it, without being kicked out.

    Game Mechanic wise, you really couldn't even go long term RP, as the story isnt setup to repeat content.

    Handwaving is needed.

    This is why I don't tend to RP in the D. Not because of god-modders or any such thing. But with your SG/Coaltion you tend to know what's acceptable. Meet strangers to RP with and it can turn into "Waaaa...you can't do that."

    My favorite example...game mechanic wise, a Blaster can be made to never be fully mezzed.

    /em I hold you in a block of ice

    /em I shoot you anyways AGAIN and AGAIN

    /em I try to [insert mez here] you

    /em I'm willpower and have the ability to resist all mez's including teleport, and even with your end drain, I have so much +END I cant be drained easily! Whoooot!

    See...RP is give and take without hard numbers to rely on like you do in Pen and Paper. That's something a lot of people don't understand or don't want to accept.
  10. Quote:
    Originally Posted by SpittingTrashcan View Post
    A Granite penalty that worsens the player's endurance situation has the minor advantage of making thematic sense. Everything does take more energy when you're carrying your own weight in slabs of granite!

    It's also a penalty that we can observe in the wild right now, and it does appear to be onerous enough to engender a desire to avoid it when possible. Ask anyone who's been hit by it how they feel about the Curse of Weariness. If you have delicate sensibilities, make sure the profanity filter is active first.
    I don't know. Never really seen THING tire out easier, just because he's stuck in Granite mode 24/7.
  11. Quote:
    Originally Posted by Lord_Nightblade View Post
    I soloed him as an EB on my Night Widow (slotted with SOs, I don't fiddle with IOs much). Compared to soloing Scirocco on my brute and Ghost Widow on my corruptor, Scorpion was a pushover. He was definitely the shortest of the fights.

    One of the things you can do for comparison is go through Mender Silos' villain TF. At the end, you start the mission with backup from Black Scorpion and Ghost Widow. Scorpion always always always dies first.
    Now see, that explains it. AVs are their real level, not EB. Admittedly, on the STF I think he's the easiest one of the 4 to take down, but I wouldn't say he's a pushover...most people need a team to take him down as an AV.
  12. Quote:
    Originally Posted by IanTheM1 View Post
    I remember when Katie Hannon was the best TF.

    Mind you, I'm not saying the ITF is necessarily a bad TF, I'm just saying that raw popularity isn't all that great of a metric in my eyes.
    I still love Katie Hannon!

    It's just not as popular to run now imo. The fact that it's low merits, means people will usually just run it for xp (it gives good xp)
  13. Quote:
    Originally Posted by Umbral View Post
    Plugging those values into Arcanaville's spreadsheet seem to indicate that it would be just a bit too strong. Using 5 targets in melee as the point of comparison, it's going to survive roughly 10% stronger than Invuln. Considering the loss of the primary mitigating factors concerning its use, I would wager that those changes might need to be reigned in a bit.

    Personally, I prefer the changes that I made because they make Stone Skin a power that actually contributes noticeably towards your survivability, even at level 1, something that the power doesn't really do now. I doubt anyone really thinks it's a great power pick as it is. Right now, it provides the same amount of resistance as Resist Physical Damage (which actually has a place in Invuln because it's already packing huge amounts of s/l resist so that paltry sum is actually providing a lot more mitigation comparatively) while not providing any DDR. I don't really think that "it can be used with mutually exclusive Granite" is a particularly good reason for not buffing an otherwise uninteresting and otherwise useless power, especially since I believe that it's doubtful that, after the comprehensive changes to the set that this thread has been espousing, Granite Armor would remain mutually exclusive with the rest of the set. I expect that Granite Armor will probably have its base values reduced and the mutual exclusivity to be removed, at the very least.

    Also, my changes attempt to diversify the individual mechanisms to allow Stone Armor to be less allergic to specific situations than other armor sets, which, as I see it, would be a major advantage: unlike some other tanks, a Stone Armor tank with my changes would be able to comfortably tank virtually all enemy groups thanks to a diversified suite of mitigation tools.
    Hmmm...I thought my suggestion covered all the bases as well.

    But like you said, the numbers would have to go down.

    Any changes done to Stone Armor, I'd just want the -jump/-spd from Rooted gotten rid of. And I don't want to see Stone Armor lose it's toggle tier9. It's different. I like that it's different.
  14. Quote:
    Originally Posted by EmperorSteele View Post
    Hmm, I don't know if I like BrandX's reasoning. It basically boils down to "it's not like the rest of the game and can be gamed to get better rewards in less time". I mean, to each their own, but that still seems disingenuous given how varied the TF is in terms of missions, objectives, enemies, tactical situations and plot. But mweh.
    I thought I mentioned that too.

    Multiple tactics to take on the last guy. I just added in it could also be sped through and give good rewards.
  15. Just a thought here...you can tell me if it seems balanced or not, Umbral.

    First Rooted.

    Keep it a toggle, get rid of the -SPD, and make it like Grounded. You leave the ground, you lose it's bonuses (Regen and Mez). this was someone elses suggestion, and I personally liked it.

    Using Tanker values with 3 lvl 50 SOs:

    Stone Armor = 25% S/L Defense
    Stone Skin = 15.6% S/L Resist
    Brimstone Armor = 39% F/C Resist
    Crystal Armor = 25% E/N Defense
    Minerals = 39% Psi Defense

    Now, we'll take Stone Skin out of the picture, due to it always working while in Granite. We'll also leave Minerals alone, as it's never been useable with Granite.

    So we give Stone Armor, Brimstone Armor and Crystal Armor a 25% Increase in effectiveness (now I'm using the slotted values with my math, so maybe it would be more or maybe it would be less but anways) it gets the following numbers...

    Stone Armor = 31.25% Defense
    Brimstone Armor = 48.75% Resist
    Crystal Armor = 31.25 Defense

    Now as it currently stands:

    Granite Armor = 31.2% S/L/F/C/E/N Defense & 78% Resist All

    And we turn it into a toggle that provides the following:

    Granite Armor = 15% S/L/E/N Defense, 25% S/L/F/C Resist & 10% E/N Resist - UNSLOTTED

    -SPD, -RCH, -JUMP, -FLY Penalties (get rid of the -DMG penalty or if needed keep it for balance, I'm not sure here...I just know I never saw how this one fit themetically myself).

    Increase the End cost (this is me throwing out idea, if it sounds like a good idea, I'm sure someone can think of better numbers here) to 1.04/s with a 120 Second Recharge (4x the End Cost and 12x the Recharge Time).

    Now the difference here would be Granite can now STACK with all the other Armors.

    Now with just non Tier-9 toggles in use, they're not to bad off...and really not that far off from softcapping if they go the IO route. They'd be just over /SR level Defense with S/L/E/N Defense while still having Stone Skin to give a bit of S/L Resist.

    They could of course take Tough/Weave, but that would also increase their END usage.

    If they watch their end use, people could probably run all their toggles at once, but it would slow down their attacking for sure. Not to mention they're likely to have Mud Pots and Rooted going (maybe even increase it's end cost to .26/s to match the armors).

    And if they let Granite drop, they have a pretty decent wait period baring any +RCH slotting. Seeing as how it's a toggle, and they'd likely want to go 3 Defense/3 Resist SOs, it's not likely to see much of that.

    So with all toggles going (slotted) that would be...

    Over 45% Defense to S/L/E/N, 54.6% S/L Resist, 78% F/C Resist, 15% E/N Resist (roughly after slotting), & 39% Psi Defense.

    Grabbing Tough/Weave to stack with all that gives 78% Resist and EVEN MORE DEFENSE if wanted.

    Now added in the Regen of Rooted and healing of Earth's Embrace and you still have a quite the sturdy tanker (S/L Resist King would go to INV now)...more end usage, but Granite could be saved for when it's really needed.

    And again, not the numbers person, I'm trying to give it a good idea of where to go, adding in Tough/Weave like the other's do...I think the numbers become comparable to the other sets (you'll tell me if I'm totally wrong).

    I mean with this, I'd actually play Granite with it's -SPD (this is really it's biggest killer for me...the -SPD)
  16. I'm just curious, when people say Black Scorpion is easy, are you fighting him as an EB or as an AV? Team or Solo?
  17. Okay let me say I love the ITF. It's my favorite TF for many reasons. But it's the most popular for these reasons...

    1) All missions take place in 1 zone that isn't that big.
    2) Lvl 35-50 TF, so you have alot of team member options, and do good.
    3) Co-Op, no matter what side you're on, you can get in.
    4) It can be sped through if wanted
    5) alternatively, if can be a bit more kill all, and get great xp fast!
    6) It's hack and slash! I play this TF, I feel like I'm playing Diablo 2 again! I love that about this TF. I go in and click away (no matter what AT) and I feel the same as I did playing D2.
    7) 1 50, a bunch of lower levels, chance at purple drops!
    8) Even killing all with a pretty weak team, usually just means (there are exceptions) 2 hours of play.
    9) Many different ways to go about taking out the end AV. I can have one team rush Rom and do just fine, another needs to pull to the grass to avoid ambushes, the other might be better off taking out the nictus from range first.

    I've yet to tire of this TF, and I've done this TF A LOT!
  18. Quote:
    Originally Posted by Starsman View Post
    First, Psi hole is one of the penalties granite suffers. Allowing all powers to stack changes nothing and just patches the Psi hole.

    The issue with granite is not that it gives that much power in it's own, it's the fact that it allows that level of survivability to be reached without many penalties. Requiring stacking to do so changes little in that respect.

    This is precisely the sort of idea some one would propose in an attempt to convince the devs to buff Granite without the devs realizing (and it would not work.)



    Radius is proven to be buffable and if it's buffable it's debuffable. +Range enhancements also enhance Radius precisely so they keep cones enhancing properly. This alone proves the power's attribute's mechanic to be buffed and debuffed exists.

    Also, PBAoE and Cone radius are both the exact same attribute.
    I'd say -SPD, -JUMP, -RCH, -DMG are huge penalties...just because they can be IOed around doesn't make them small penalties, when this gameis balanced around SOs.

    And I wouldn't say teamed around, since any team can cover the rest of the teams weaknesses.

    Not saying I wouldn't like to see a change to granite so the rest of the set doesn't blow. Just saying I don't see them as small penalities.
  19. Quote:
    Originally Posted by Warkupo View Post
    He's not really covered 'head to toe'. His head is wide friggin' open.

    I'll never understand getting all dressed up in armor and then running around with a big fleshy target where I like to keep a vital organ or two. You might as well be a Boss in a Starfox game.
    Well, if you're going to go that route, and say "realisticly it doesnt make since" then realistically, a head shot would be way hard to make. And who knows, he could have a metal skull. Is there anything to say it's fleshy?
  20. Quote:
    Originally Posted by Renardine View Post
    As a redhead myself, I really think we should start this project soon...
    As a redhead (who's slowly turning auburn ), last I read, they figured the red hair gene was going to officially die off. I'll have to find that article again now.
  21. Quote:
    Originally Posted by NightErrant View Post
    Yeah, I can see that being a way to handle it. The mail goes to all Mortys (Morti?) and attachments go to all Morts on the same side.
    I'd say all emails to the toon name, would go to all the toons of that name (since they would belong to the same person anyways).

    If you're on Virtue and send an email to "XXX" (the toon name) it's going to "XXX" on Virtue not "XXX" on Freedom. Since you're the only one with that name with that toon...does it matter that an email was sent to all versions of your toon? I wouldn't think so.

    And attachments are delivered strictly by GLOBAL name, so it wouldn't matter about attachments at all.

    Tells would be sent to you when online, and any offline tells have to go to Global accounts, so that wouldn't be a factor at all either.

    I really love this idea.

    However, I'm sure there's likely to be some issue that would have to be overcome by this...but I think it's a GREAT idea, and one that while it wouldn't free up more names, would allow people to at least reuse some of those names they feel are good over and over, if they want too.
  22. BrandX

    new archetypes

    Quote:
    Originally Posted by NightErrant View Post
    What I could see is an Assault (As in Dom Secondary)/Armor AT, which is basically a professional Blapper.

    And the only reason I can see that is because that's basically what my Human Form Peacebringer is.

    This is possible, in theory.

    And it is possible to balance it, in theory.

    The reason I chose Assault rather than Blast is because of the following:
    • Assault Sets feature a good mix of Melee and Ranged attacks. This would encourage this fictional AT to move into Melee Range, there for putting that armor to use.
    • Assault sets tend to focus on Single Target Damage. They do have Cones and AoEs, but the really heavy hitters only hit one target at a time.

    As for Balance... I suck at balancing things. I know an AT like this /could/ work, since I play one. ((GO GO PEACEBLAPPER!)) But aside from the lack of utility, I don't know how to keep this AT interesting while preventing Tank Magic.
    /FIRE Dom would feel much like any Ranged/Defense set. I know my Fire/Earth Dom feels like a Scrapper once I have Domination up (not perma yet). Lockdown from range, mez protection, and I run into melee and lay waste.

    Ranged/Defense wouldn't be Tank Magey. More so, if you get rid of some sets AOE mez attacks (like Sonic's AOE Sleep). And hit points is a perfect way to balance it.

    Low resists with low hit points only goes so far (ask stalkers) and if you throw IOs into the mix to max out defense, is all good untill you get hit twice in a row.

    And as has been said, jousting/kiting may keep you alive, but really does eat into your offense. And will quickly have you running, unless you grab hover...and anyone who's made a hover blaster, knows that's not a perfect defense (a good one but far from perfect).
  23. I don't know...most my villains tend to side with Sciricco, because well, he has heroic tendencies.

    But there's an easy way to side with Mako.

    When picking Patrons, I let my Elec/Therm choose Mako, solelyl on the reason it says, "Mako would like to see you..."

    So, I had my Elec/Thermal pick Mako and go "Dammit, why's he want to talk with ME?!"

    She's not a cold blooded killer. And I was looking for a reason to run his arc.
  24. Quote:
    Originally Posted by ShadowsBetween View Post
    This argument seems to be going in circles. On the one hand, we have people pointing out that Speed Boost provides some useful buffs. And this is true - it does have useful properties. It also provides a huge boost in movement speed, which can be problematic for characters who aren't Stone Armor. On the other hand, we have a group of people pointing out a number of features that make the power "not fun" for them, either to be the person casting it, or the person being hit with it. For these people, the "not fun" aspect outweighs any benefits the power provides. This is a game. It is played for fun. If a player finds something in a game to be "not fun," why do they have to provide any more justification than that?
    I think it's more the others saying you're denying them more fun, when they invite the KIN to the team expecting Speed Boost. Which is a perfectly acceptable thing to be expecting if the KIN doesn't say it in advance.
  25. BrandX

    new archetypes

    Quote:
    Originally Posted by ClawsandEffect View Post
    Where did I EVER say "Blaster offense with Tanker defense"?

    The only time I even mentioned that combination was when I was pointing out that that isn't what a tank-mage actually is.

    I never mentioned any numbers on anything. I mentioned Fire Blast, but I said nothing about damage values. I mentioned Invulnerability, didn't say for what AT.

    I was talking about the sets themselves, I never even brought up what modifier they would or wouldn't have.

    Okay, say we give it defender damage numbers. Because everyone knows that defenders can't do damage. (We'll just ignore the ones that soloed GMs, they were clearly cheating because defenders can't do damage, right?)

    And let's see....stalker numbers for defense, they're kinda squishy, right?

    And here we'll just ignore the fact that stalker, scrapper, and brute defense base values are identical.

    Seriously, go look, every single set that they all share has the exact same base values. Tanks get better numbers because it's their primary. I was actually assuming scrapper/stalker/brute numbers on the defenses, because they have it as a secondary, just like this mythical AT would. I can just HEAR the screaming if this AT was released with those sets having lower base values.

    They can't lower resistance caps either, not if they want to keep it balanced. All but 3 ATs have the same resist cap: 75%. Only Tanks, Brutes, and Kheldians have higher caps (Tank/Brute = 90%, Kheld = 85%) If you drop it any further than 75% the tier 9s of resist sets become useless, since they wouldn't be doing much of anything at all. Imagine an Unstoppable that got you to the godly level of 65% S/L resistance, when you had 50% to begin with.

    So how do you balance ranged AT damage sets with melee AT defense sets? The devs picked the absolute easiest way to balance it, by not allowing them to be combined.
    You forgot to mention how the the Defenders soloing AVs/GM have the debuffs to do it. They're not soloing these things because they just pump out so much damage. They're doing it because they're usually weaking the enemy in some way.

    Let's look at Dominators. Solo AVs? Yup! Mez Protection? Yup! Able to do it completely from Range? Yup!

    Is this the case for all combos in all ATs? Nope!