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Posts
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Quote:Your mileage may varyi actually dropped leadership in the 2nd build since the majority of commentators seemed to feel it was skippable on this build. figured i'd try without it and see if i missed it.
also, what is YMMV? i've been meaning to ask since i see it in posts often. i'm not cutting edge when it comes to all these acronyms =/
thanks.
Anyway ... something to keep in mind is that, with Shadowfall slotted for +def, Maneuvers, Combat Jumping and the +def unique, you can solidly be in the teens for defense. That's nothing to sniff at.
You can also go for leadership in a second build, so it's not really an either / or situation.
Good luck! My dark / dark defender is, hands down, my favourite defender. -
I'm not really one for critiquing builds, but I'll throw out some random advice.
Post-Fluffy and on teams, you don't need to use Darkest Night for anything but the toughest fights; it has a long(ish) animation, and you and your teammates will most likely be better served with Fearsome Stare and Tar Patch. You can pile on such a ginormous crapton on -ToHit that DN is mostly just contributing -damage at that point ... which seems frivolous since nothing much will be hitting you, anyway. It's best used, IME, for adds, emergencies, monsters, EBs, and AVs.
And, speaking of DN and all things -ToHit, mosters and AVs tend to MASSIVELY resist -ToHit, but they also poorly resist -damage. And Dark can also layer on lots of -damage from Twilight Grasp (also has -regen) and Darkest Night. You can still keep your team safe, but you'll be focusing more on reducing the damage of whatever hits you. It also helps if you can layer on some +def. FWIW, I think Maneuvers and Tactics are good choices if you're planning on AV-hunting since +def is /always/ good against AVs, and it really, really sucks to have TG miss a couple times in a row.
YMMV 'n' all that. -
Quote:Going waaay back to the game's first year, the devs used to say that "distance = defence". The reasoning is straightforward: the basic design principle is that all mobs save lieuts (snipers being the prime example) do less damage at range than melee. If you put together some of the pieces, you can find get a grand vision of how this comes together: AoE immobs coming early in control sets and recharging fast; tankers used to have lots of KB (the previous powers guy expressed surprise at how they didn't like effective damage debuff of having mobs at range); many defender primaries have slows; LOTS of KB and repel in FF and storm; Repulsion Field, believe it or not, is available to most of the game's non-Epic ATs.I also wonder what the Devs thoughts are on Tactical awareness and movement.
For instance, how much "survival" do they attribute to the fact that against most opponents, a ranged character can successfully "outwit" through movement and line-of-sight a significant amount of damage. Also, is the core design to have melee and ranged damage "typically" different and weighted toward the melee side. How do they figure this in Powerset balancing.
Keeping mobs at range by any means possible was supposed to a massive benefit to survivability (FWIW, Force Bubble reliably reduces incoming DPS by 25% or so).
So, picture the beta-era FF with 3 ST +def buffs on 2 minute timers (versus 2 on 4 minute timers). It's impossible to keep 7 TMs buffed; 3 would probably be the max for anyone without Rittellin. So ... turn on Dispersion, turn on Force Bubble. Squishies huddle under the small bubble for mez protection and some defense. The bubbler fires off the ST buffs on the team's melee toons just outside the big bubble. Focus on ST powers, probably targetting through the tanker (remember: tanker taunt used to be ST). This game is tactical. It leverages distance for squishies. Spreads aggro out so that the tanker can focus on the boss.
It's an interesting game, but obviously flawed since squishies /also/ have the tools to nail mobs to the spot with any combination of slows, holds, mobs, and stuns so they can leverage AoEs and distance. And once mobs are nailed in place, they can be destroyed, safely, by massed AoEs for far more XP / second than the spread 'em out tactical route.
All the bonuses of using Force Bubble, none of the hassles.
Anyway ... the devs baked a couple ways into the game of leveraging distance, but the playerbase only uses one of 'em because it's easier to deal with AND produces huge piles of defeated mobs quickly. For most of the game, there's no reward to playing CoX with any tactics beyond stacking every non-KB/repel AoE you've got and zerging.
One way to look at I5's nerfs (defense, control, introduction of the AoE cap) is that the devs were explicitly trying to make the game more tactical ... but they failed miserably at it as folks mostly ditched FF and started to rely more heavily on unnerfed, similar-effect ToHit debuffs which required ... mobs to be clumped together. -
Quote:He harps on end burn because it gets in the way of his concepts.Why do you continue to be so damned stubborn about using the proper tools available to overcome your own Endurance problems. They are there for the taking if you but utilize them. This isn't about concept builds. I think it's more about you wanting to be able to do as you wish without any kind of barrier to difficulty.
Last year, he tried to build a FF defender as something along the lines of a meat shield with tough and weave. He didn't want to deviate from his concept and his dream build, and he got rather testy when people threw back builds with soft-capped defense and no end problems ... because they weren't HIS build.
I.e., he didn't want things like balance and mechanics to get in the way of his vision.
My suggestion to Ultimo_?
Make your own game 'cause nothing's ever going to live up to your vision. -
Quote:Just for giggles, the devs should revert one of the test servers to Issue 1, give all newly-created toons a billion inf, and turn on double experience.I get it. You hate math. You know what happens when people who hate math design games? You get things like this game, at launch:
* Invuln scrapper 30x tougher than Dark Armor scrapper
* Invuln tank 10-15x tougher than Ice tank
* Ice blaster doing 2x the DPS of energy blaster
And then folks can compare which is the better game -
Howdy!
I've been back for a while, but haven't been posting much. But, like a moth to a flame, I'm drawn to Ultimo_'s posts.
FWIW, I don't mind the current end burn rate; it's one of the few mechanics in the game that forces me into making slotting choices. If end burn were dropped, my non-IOed attacks would be slotted something like 1x accuracy, 3x damage, 2x recharge. And the game would be become that much easier and duller.
This game is already an AoE-driven zergfest compared to anything outside of an FPS; I don't want to see it become even more-so. And if the game became even easier, it would also become less interesting. CoX, right now, has a pretty good balance between ease of play, speed, and challenge. Mucking up that balance would be, at best, detrimental. -
Quote:The problem is that Ultimo_ wants this game to be HIS; he wants HIS vision stamped on it somehow. He's had a few pet projects over the last year or so, but his basic problem is that his capital V Vision, like Statesman's, doesn't do math.I don't know of any team where we've all had to call a halt and rest after every fight - even at very low levels. So I really don't see your problem.
And you can't do MMO or RPG design without some degree (and preferably lots) of mathematical balance.
Just IME, of course. -
Quote:People would take you more seriously if you posted builds and used math beyond "more" or "less" in your arguments. You tend to be wildly non-specific, and you end up getting combative and defensive when people try to get you to narrow your focus.You're right, I can be stubborn. I'm not unreasonable, however. If it can be shown to me that an idea is bad, then I'll revise the idea or drop it entirely. I've done it before. However, I'm unlikely to just give up on an idea because people shout "YOU SUCK" endlessly.
You wanna be a big picture guy, but you don't seem to grasp many of the little details that go into balance and gameplay. The folks who generate the most respect around here when it comes to buffs 'n' nerfs and other gameplay changes are those who understand the game's mechanics, why things are the way they are, and then weave their knowledge into a convincing view of how the game is and what it should become. You're showing up at this particular ballgame wanting to hit balls out of the park ... without first having gone to batter's practise. -
Quote:Ultimo_'s not a troll, per se ...Ultimo and Johnny Butane together, now that's a sight to behold. The ultimate trolling combo.
I wonder which one gets to be the sidekick though, as both of them have always not-so-subtly implied they wanted their characters to be Superman while everyone else should be Aquaman.
He's just /awfully/ convinced that he sees The Truth and tries to win his point, not with logic, but through sheer stamina and an astounding ability to endlessly restate what he's already said. He's kinda' like Statesman.
A genuine, bona fide troll is more along the lines of someone like "CC" who went into the defender forums a while back saying he had a great idea for a set that was ALL heals ... then started a thread in PWNZ that he had started said thread. And that it'd be a good one to watch.
Anyway ...
The most interesting thing to come out of his threads is, generally, a greater understanding of why the points he's championing are wrong. -
Quote:I think a damage buff based on the number of mobs within Blazing Aura would be both entertaining and thematic.The last round of buffs for Fiery Aura were more damage mitigation related. I am not opposed to seeing more mitigation for the set, but I'd rather Fiery Aura be able to shine in generating more damage, whether it be directly (a better Burn) or indirectly (such as buffing Fiery Embrace.) Or we could have an increase for both mitigation and offense.
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You know what's funny?
Waaaaay back in I9's closed beta, I remember thinking, "Wow, the market's interface is about 75 quadrillion times better than the Arena's."
When I first looked at the new interface in OB, I thought, "Sooooo busy."
My second thought was, "Sooooo busy, but ... ummm ... damn ... I really do miss having one bar at the bottom where I can: see what I have for sale; what I've sold; what I'm storing; visual reference for how many open slots I have; drag items from my inventory onto that bar; grab all my inf; make sure if I'm dumping big piles of salvage that I'm consistently pricing everything. All in one freakin' place."
I can see tabs being useful for organizing, say, hundreds of badges.
But not for dealing with 20 on-going transactions. -
On the other hand, Quebec has some of the best consumer protection laws on the continent -- I'm not sure that watering down those protections would be worthwhile just so that some people could have a (small) chance at winning some (small) prizes run by companies outside of Canada.
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Quote:Well ...I was thinking about coming back for GR and resubbing some of my accounts, but honestly the nerfherding in this thread has bummed me out
If everything constantly got buffed to bring similar sets into line with outliers, Castle would end up in a never-ending arms race that ends in either one-shotting bosses or mobs being buffed in order to compensate for players being buffed.
It's generally easier (and, frankly, better) to nerf 1 set into compliance than buff 6 others ... and then watch as those buffs create underporming outliers elsewhere. I.e., if mobs were buffed 'cause scrappers were LoLZerging +4 bosses, certain defender and controller combos would be left unable to solo anything but The Fluffy Bunny Gang.
And the cycle repeats.
Balance is a ... errr ... balancing act. Some things go up, some things go down. Fortunately, Castle and the powers team good at their job (no, seriously, they are -- especially compared what we used to have). I can pick nits with some of their decisions, but the game is FAR better than it used to be in part because of how the devs deal with balance issues. -
A long time ago (four or five years, maybe?), WW, you sent me a PM about hockey. I really, really liked that.
I'm patiently awaiting Arbiters Sedin and Halak.
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You know ...
I had a post that, more or less, called for a OMG huge nerfing to defense caps that would've ended the ability of squishies to soft cap defense ...
And no one but Castle seems to have read it.
If a better-known poster (possibly with a recognizable avatar) had thrown that idea out there, I'm pretty sure the clicks would've been flying.
I don't understand why things get repped the way they do. -
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Hey, WW!
Any chance of getting a CB update?
Or am I going to have to break out my Sedin voodoo dolls?
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Quote:I've seen my spines / WP get down to the negative defense cap (boot?) (-100%?) against Romans and still walk away; it mostly comes down to have lots of layered mitigation (HPs, resistance, regen, and slows).Regarding Castastrophic Defense failure I have some anecdotal data... I've been playing my EM/Will brute a lot lately. I was soloing a lot of Arachnoid missions pre 45 just to explore some enemies and maps that don't exist blueside. I play on on +3x4 so aracnoids are a pretty significant challenge. They have HUGE Defense Debuffs and willpower has no DDR to my knowledge. I had around 30% defense to all types except psi at that level... That's about like starting with down 2 hits from soft capped. I had to retreat sometimes and occasionally I would pull partial spawns if there was a danger of agroing an extra spawn. But once I got understood what they did, I would still win efficiently and quickly without deaths.
Also, the 45-50 snakes in Mercy can debuff defense quickly, especially if there's a bad pull in the final mission of the arc ... and you're suddenly facing a bunch of bosses
FWIW, I don't think squishies should /ever/ be able to soft cap defense; it does too much to trivialize melee sets (you don't need mez protection if the mez has a slim chance of hitting, for instance) and many of the tricks the devs use to make sure the game isn't a simple zerg to 50. -
Also, increased base damage while solo would give a magnified boost to sets with +damage which would be further magnified if you mix in -resistance.
Essentially, you'd be giving a far bigger buff to sets that already solo well than you would to sets that do not.
I think that's the rub with something as simple as "increase defender damage" -- it works out better for the strong offensive sets than it does for problematic ones like FF. -
My guess would be "Vigilance while teamed", "extra green damage SO in secondary powers while solo".
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I don't think FF is misunderstood. It's just that FF is overly-focused on damage mitigation in a game that is, frankly, easy.
^^^looks up at Fulmens' post^^^
The players that receive the most benefit from FF are those with the least amount of mitigation, blasters. After that ... -
You can add an absurd number of procs to caltrops. If you have a high(ish) recharge build, you can stack the buggers, and that's just plain vile to do against ... pretty much anything.
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Quote:Ummm ...
Why would a defender's inherent be limited to only applying to the primary? And isn't the "role" of a defender to buff/debuff and deal damage? And wouldn't +Recharge benefit all defenders equally at least by allowing them to use their blasts more frequently (which actually makes sense in regard to the definition of "vigilance", with the vigilant defender fighting harder to defend him/herself and his/her teammates)?
Not really, no -- it wouldn't benefit all defenders equally. It'd be a FAR bigger deal for those with powerful, long recharge primary powers since those tend to be better than anything from the secondary.
I'm thinking of double-stacked Tar Patch or Acid Mortar v. Repulsion Bomb recharging in 10 seconds; I know which I'd rather have.