Celidya

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  1. I usually hate the "what's the best blabla" threads as they tend to be pointless, however this one seems like an interesting question, and i sure asked that myself a few times, but i couldn't come up with a good answer.

    So, i'm trying to think about what would be the best incarnate trial character, i mean, a character that would really be helpful to any itrial out there, and help filling the gaps that are common in random trials. The point would be to run them and farm astrals/empyreans with a character that is comfortable to play, and can make any itrial feel like a smooth ride by bringing useful stuff to the raid.

    I think ideally it should:

    -have debuffs that work well on the AV we face. I'm thinking regen, and offensive debuffs mostly ? Most of the damage comes from gimmick attacks that no amount of debuffing will reduce anyway. So allowing more damage seems more useful than trying to debuff the AV damage.

    -some buffs and heals to bring survivability, maybe even a rez

    -enough damage to be able to solo some objectives and/or hold my own if the team is failing hard

    -clairon + tactics for UG

    -good survivability

    -anything else i forget ?


    So far the best character i have to play on trials is an Ill/Time controller, and the more i think about it, the more it seems close to what can be the best in there. It has enough damage to manage some of the objectives (like BAF prisoners), it can take alpha and tank a bit with the pets for tricky situations, it has good buffs and useful debuffs, and it can survive pretty much anything with a softcap and some resist. However, it's really lacking serious -regen and a rez.

    I feel rather useles on my brutes, scrappers and other offensive ATs so, they seem out of the question as they only bring damage, which is usually not enough in the harder trials.

    What are your thoughts or favorite characters to run through trials ? Any idea on the character you would love to have in any itrial ?
  2. In the database editor i see 15/07/2012.

    I tried a few builds and so far only Phantom Army seems to be an issue, it doesn't work with any Alpha, no matter what build i use, specs, etc... I checked in game and the alpha works fine on my Ill/time. I'll report that on the Mid's forum i guess, as the recent update didn't fix it. It doesn't seem to be a known bug, unless it's somehow linked to the temp powers recharge bug.

    Edit: well, registering is disabled on the Titan network forum. Sigh.
  3. (I am Nastya, somehow i messed things up and used a very old account instead of the good one)

    Thanks for the answers already The issue i have is that Alpha indeed shows its recharge bonus on Phantom Army, however, the actual recharge in Seconds doesn't change. It's not recharge capped at all as even with no recharge from anything but Alpha, it doesn't work.

    On a new build with nothing i can pick Phantom Army and slot the incarnate Agility, it shows 33% recharge in the power but it stays at 240sec. Other powers update as usual though.

    ANy idea if there's a workaround or a way to fix this through the database editor ? Seems like i won't be able to make an ill build until it's fixed My database version is July.
  4. Quote:
    Originally Posted by ClawsandEffect View Post
    That's pretty ridiculous actually. The set has been live less than 24 hours and people have purpled out 50s of it already?

    That's insane.

    Well considering how long they took to release the damn titan weapons, i could just use that time to stack threads and shards as well, so i just need to do the weekly TF and my TW brute will be 50 +3 on top of the purples, without doing a single incarnate trial and before hitting a single mob solo...
  5. Celidya

    Going TW/DA

    TW/DA doesn't seem that bad, i did some testing after PLing my tw/da brute and dropping about 1500 incarnate threads on him, with mostly Obliterations in the AoE (and overall bad end red on most powers), i'll rely on the agility alpha (or whatever is the english name) with 45% end mod, 33% rech and 20% defense, as well as the endurance destiny buff, it seems lighter on endurance than my spines/dark so most likely to be a lot more sustainable.

    That said, my standard for endurance is quite bad as i don't aim for soloing AVs with no insps, at some point my spines/dark spent more end/sec than she could recover while sitting idle, thanks to the great amount of toggles... so the destiny buff alone was enough. On the TW/DA i have about 1 end/sec recovery after all the toggles (and i run a ton of them, including CoF, tough, weave, maneuvers..) so i consider that good enough, with a few blues if needed for long fights.
  6. Quote:
    Originally Posted by Ang_Rui_Shen View Post
    I thought the devs popped farms like zits.
    Why would they remove incarnate trials from the game ?
  7. Quote:
    Originally Posted by Agent White View Post
    What is being pushed back to push this 'other junk'? If you're referring to the constant whine fest of 'where's my titan weapons' then you're completely wrong. Titan Weapons is A) Still in beta testing so it *works* when it's released and B) Has never had a firm release date.
    Not only Titan Weapons but pretty much anything the community has been asking for months/years and we're told it's too long to dev, while on the other hand they put some random ressources into making more useless stuff.

    I don't think it's too unrealistic to say most peoples would rather have some UI effort put into pool power customization rather than a new broken UI to track account unlocks, just to take the first thing that comes to mind. Or that another 10mn bugged SSA with a terrible storyline is being rushed out while the "content" of the last patch is delayed.

    TW in beta testing ? Really ? You mean, like the last two patches that broke more stuff while managing to not add anything worthwhile to the game and being rushed out like that ? TW is in a better shape in "beta" than the live mess we have right now. We just spent most of the evening spaming macros on the help channel on our server because they managed to break the language settings on the whole server while adding a dog to the shop and every player logging in was wondering what the hell was happening. So unless Titan Weapons damages the player himself instead of the mobs when using a power, it's probably in a better shape than live because right now we're being shot by our own base defenses. Though obviously it's more important to add something to the shop rather than hotfixing that mess.

    All i see is that the overall quality of the game is going downhill while the amount of junk landing on the shop every week goes up at a steady pace and the average player probably spends twice more than before on the game. How long is that sustainable ? Time will tell.
  8. I sure won't purchase that stuff, however, to give more precise "feedback" if it matters.

    The issue is NOT about having something interesting for every player every week. I don't care much if what's on the store isn't interesting for me each week, however, i'd just like to see the good stuff being released instead of getting pushed back in the hope peoples will buy the other junk meanwhile.

    The only decent thing (and i mean, stuff that looks worth its price and worth a weekly release) for the past 3 weeks has been the autumn aura for me. While i didn't buy it as i'm not interested, i'm actually fine with it and it's a decent item in the market.

    The undead survival kit was an insult to anyone's intelligence, the dog is almost as bad though it had at least some dev time behind to justify 1/10th of the price (as i'm sure they'll release dozens of other useless pets on that rig to make some profit out of it anyway). Vanity item ? Hell i'll sure don't forget to make fun of anyone buying them and make some comments on the beast to make sure they think twice about buying such things later. They'll have a run for their money on being the laughing stock if they want to feel unique. Good thing, i've only seen one today on my server, and most of the peoples on the server chat were already making fun of it and adding that to the pile of useless stuff to avoid buying.

    Though i'm just wondering what's the point currently: infuriate and alienate the VIP playerbase while making some profit on newcomers who don't realize the real value of such stuff ? Because right now releasing such "deals" while on top of that providing awful support and updates full of bugs is quite a sure way to do it. And each week i see more and more regular players disgusted and angry at the market.

    So yeah for the very first time since i play this game i went from being confident and appreciating the Paragon team to feeling the same as in most other games. So now i just hope that the other new game coming out in december will drive all the free players and compulsive buyers away and bring some reality check to Paragon Studios when it comes to which part of the playerbase is worth pleasing, and where they'll get the money in the long run.

    At least make some "sales" and use common sense for marketing, or just pretend to not be such a bunch of greedy marketing guys, because right now the only thing i get out of that shop is that the team behind it doesn't deserve ANY cent that i don't find necessary for what i really need. That's pretty much like these little shops were you step in, grab the only item you want then pay and leave fast with a bad feeling because you know you just got robbed and had no other choice, rather than the friendly one where you feel like staying a bit and look what's on sale because it looks nice, it's priced fairly and the seller is friendly enough. Not exactly a good feeling and hardly a viable plan once all the "buy it now" crowd will move to the next game with all the cool kids on it, imo.
  9. I guess they plan to put the fun stuff they have once they run out of crap to add before it. only issue with that mindset, at least for me, is that i'm beginning to think about playing something else while waiting. A ridiculously overpriced dog that does nothing but follow me around isn't exactly what i'm looking forward when it comes to "new content"...

    The least thing they could so is to put some kind of monthly calendar like the weekly TFs so at least it's not a new disappointment every week. It gets old.
  10. I think ill/time is quite awesome as a melee controller, one important thing to keep in mind is that, more often than not, max range doesn't help illusion as the pets tend to run back or stop attacking. I found myself often having to jump and run past the mob group so the mobs are on the way between my pets and me, and the pets can then aggro the mobs... until somehow the fantasm starts picking his nose.

    So with ill/time i went for the melee controller route... and it's quite epic so far, i'm used to just "tank" stuff, i teleport straight into the spawn then take the alpha while the pets run up to me and by the time the group/league can catch up i gathered a nice pile of debuffed mobs who barely hit anything else than me or my pets. The point is to take advantage of the unique ability of illusion controllers to aggro and gather up to 5 or 6 times more mobs than any tank, thanks to the pet aggro cap.

    I think time juncture is a good asset to cover the melee defense hole and focus IOs on soft capping ranged/AoE, which is great as there is little melee def on the desired sets for controllers anyway.

    After much thought i'm currently planning that respec build, with the crazy idea to keep the softcap to ranged/aoe without Power Boost, adding one AoE to the build (it's too frustrating without) and a patron pet on top of that for more pet goodness, so i can have 8 pets without temp powers and make fun of masterminds Oh, and Water spout for even more chaos.

    Here's the build if it can help any melee ill/time, i'll respec into it in the next days, though it's based on full incarnate and no exemplar of course:

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Code:
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    Going with the new alpha with 45 end mod/33 recharge/20 defense buff and Clairon of course.

    About the hold/blast/blast attack chain, i'm fairly sure it's not such a big deal to go without it. While i like it, i found myself not using it often with /time, as i have so much stuff to use already. While it's useful to clean easy mobs, i'd rather have an AoE and one more "fire and forget" pet so i can focus on supporting and running around to heal/buff/debuff the team as needed... at least when i don't dive into the next spawn faster than scrappers or brute, while surviving better than they do Maybe i'll add a 3% def PvP IO to it later to i can round the stats a bit better.
  11. No Titan Weapons yet ? So that leaves pretty much the path aura for anyone not dumb enough to buy for real money some IO sets you can get in a day or two of playtime at lvl 50 considering they're average at best. I guess the price of those will be worth a laugh though as usual. The whole Paragon Store and the marketing plans behind it are really a shame. The only decently priced items are powersets and some of the costume pieces. It's beyond me how anyone can buy some IOs that aren't even worth putting on the market because they're crap anyway. I guess i'll start giving them for free on my server channel instead of deleting mako's when i loot them, at least it will save some players' money.

    Whoever is behind that should get some serious reality check, or play the game for more than 2 hours before joining the marketing team, seriously. This would be like selling common white no-stat vendor armor in your average fantasy MMO for real money. Anyone i talked in game about the shop only makes fun of it and of the total non-sense it can be. Most of the junk between 100 and 800 points would barely sell at 20 or 40 points for a laugh or to finish a build here and there, i won't even comment on the costume toggles and stuff like that, that's a dead horse. If you really want to sell some stuff at least put some dev effort behind it and come up with something that can somewhat pretend to be worth it instead of aiming to rob the newbies with such "deals".
  12. Quote:
    Originally Posted by Stormbird View Post
    Know what the first part of assume is?

    As stated above judgements powers can't kill anything with difficulty raised. Actually i think +3 is enough already to have surviving minions, and at +4 it will barely scratch bosses, while a +4 x8 alpha strike is enough to wipe someone who doesn't have some epic build and is not supposed to dive in first. And it doesn't make much difference compared to having an elec/shield scrapper with a good build or a fire blaster on your team, either way mobs will die and mission will be done before you're done reading the background story.

    Anyway peoples have been steamrolling tfs long before incarnate stuff, for whoever wants challenge, there can be some, for whoever doesn't (a large majority of the playerbase) there is none. Whole point is rushing and killing as few mobs as possible since, thanks to the way rewards work, the game rewards you on time rather than on stuff done on the way.

    That said, i sure hope they won't disable incarnates, i'm already tired enough of all the boring low level content we're forced into. Now players have been planning their builds with incarnate in mind for months, removing that would force a lot of peoples to respec and do a major step back in their character developpement. I know for sure i would go back to not playing something else than scrappers or brutes, because playing all the time with no mezz protection is just a big "NO" for me, while the incarnate stuff allows to finally enjoy some squishy archetypes.

    If you want to play in a way just make friends and team with them for stuff like that. Don't force the whole playerbase playing your way, because, you know, some peoples actually find it boring and not fun at all as well. You already have most of the content where there's no incarnate or full builds.
  13. Just stop playing in +0/x1, problem solved. With +4/x8 the judgement powers aren't enough to one shot everything and most "normal" factions will put up some decent challenge for the average team.
  14. Celidya

    So... spines...

    Don't be so quick on the Spine burst vs Spin. I have both a spines/dark and claws/dark and i've been hesitating a loooong time between both, and which one to make my main scrapper. Claws/Dark is awesome AoE in AE farms with 50 mobs piled around you and... that's all. In a normal +4 x8 spawn or incarnate trial spawn, the mobs are scattered over such an area that Spin will at best hit 3 or 4 of them.

    On the other hand, Spine burst hits 7+ constantly when jumping right into the middle. Add to that the cone, claws one sends mob away and can be hated by the team, while spines one can be spammed easily.

    So yeah, claws has better damage, but with such restrictions it's most of the time faster to clean mobs one by one than to hope to gather them into Spin tiny AoE. Radius is the main stat to look for on an AoE because Spin could be one shoting bosses for all its worth, it would still hardly hit more than 3 mobs in normal play, while i can easily wipe most of a spawn on my spines/dark during the alpha strike.

    For ST dps, while still far from competitive, i found the reactive proc and the invention procs to help enough on spines to not feel such a shame when trying to finish a lonely boss. The Ripper => impale attack chain is not that bad, so even if it didn't improve at all compared to the other sets, it improved enough compared to the mob health bars to feel somewhat decent. At least enough to make me feel my spines/dark was a much better scrapper all around than my claws/dark, who couldn't AoE more than 3 or 4 mobs in most of the normal groups/tfs/trials where mobs die in 3sec flat and before moving two feet.
  15. I had for a long time a recharge oriented build (up to about 120% global rech + hasten on top of that), and though it wasn't on a dark/dark but a spines/dark, it wasn't that effective for survivability. The issue was not to recover the lost health, but simply that the alpha strike from a large spawn was often enough to either outright kill me before i could heal, or hurt so bad i had to heal at the same time, and the second round would kill me the next second.

    After switching to 80% rech and s/l soft cap, it's not even close, my survivability went through the roof. I don't think defense debuff is that bad, i consider that more as an additionnal layer: if defense fails i can still use the usuall /dark armor strategy involving jumping in/out of melee, kiting, spaming heal and breaking LoS to wait for debuffs to wear off. But most of the time i can kill stuff before it kills me, which is all i need.

    So i'd advice going for defense over recharge
  16. While the idea is rather well thought out, i don't really like the idea of turning CoF into a clicky power for several reasons:

    -the visual effect, it's actually the main reason i take CoF on all my DA toons: floating ghostly skulls coming out of the ground around me ? Pure win. Actually the aura could do absolutly nothing at all and still cost 0.52 end/sec, i'd still take it for the visuals, that's how much endurance doesn't bother me with any decently build toon
    -i don't think DA needs more clicky powers. Dark regen is already a fairly long animation, as it was stated above, on top of forcing redraw and being a "rooting" animation. With such a power the beginning of the fight would be, jump in, fear, then dark regen to recover from the alpha, then start to attack, that doesn't really sound great. On top of that it doesn't help with attack chains, build up, etc.
    -stacking it with presence pool would be a bit much IMO. A scrapper/brute/tank with pbaoe fear potential greater than most controllers ? Not counting the Dark melee fear

    Not debating the value of the fear itself but, such changes would mainly bring some survivability, which DA doesn't really need, as pointed quite often, it's one of the most well rounded sets and in a good spot in terms of survivability compared to other armors. DA is a good powerset, it has no huge resist hole, no OP strong point (hello 90% res farming), and a bit of everything for potentially the best scaling out of all powersets as it doesn't need a whole lot of something but mixed buffs to shine, exactly what is easily provided in general team/raid environement.

    I think if the auras have to be changed (and again, they are probably the only powers to deserve a change), it should be in the area of utility and efficiency rather than mitigation itself.

    The glaring points for me:

    -we should have an incentive to use both auras and get some benefit out of it, they're rather high tier and signature Dark powers, i can't think of any other set in the game with two key powers being mutually exclusive/overlapping like that
    -they should be interesting enough to be serious picks to consider, but not mandatory enough to be forced: they're not key elements to the set survivability and they have never been, making them a cornerstone of the powerset would be too much i think, especially as they are both visually intrusive and do not fit all players
    -their slotting potential should be balanced, as stated above, currently CoF is a "many slots or nothing" power and OG is pretty much a one slot wonder unless going for a stun set bonus.
    -they shouldn't bring more mitigation or stacking with other powers than they already do, as they already do it well: greatly reducing the damage coming from minions and offering stacking potential is not something to underestimate. OG allows any crappy mag 2 stun from primaries to one shot stun a boss, CoF allows to passively turn all minions into "nothing" if you cut your damage aura and stop using AoE. That is awesome synergy with Dark Regen and allows to take on a boss with capped heal power and very little added damage provided we pay attention to keeping the fodder alive and feared

    I'm not sure how to achieve that, though i think it has to be in the theme of the set: small effect with a single mob, great effect with a crowd. I think it should be something like a stat buff, as devs seem to like it these days, for the amount of mobs in the auras. Nothing as critical and powerful as the specialized sets based on that. How about a little To Hit buff per target withing range of CoF ? Minor Endurance reduction buff per target in range of OG ? Something like that, which would require no huge change to the powers (visual, animation), nothing really noticeable in end game with full IOs and incarnates, yet helpful enough to make it smooth for the leveling process.

    While probably not doable, i would love some special mechanic, something like, each target affected by CoF and/or OG triggers some combo point, and each one of them reduce a bit the endurance use on Dark Regen, rewarding the player for using all the tools and stand in a crowd where DA is as its peak performance, however it's highly unlikely to happen, and would be a lot of work/change for something that isn't really needed anyway. If some dev power has to go on existing powersets, there are much more critical issues out there, as it was pointed above. DA is already in a comfortable spot in the food chain of defensive powersets.

    One key element to think about as well would be to reduce/remove the negative effects of the auras: OG tends to scatter the mobs, CoF might occasionally make them run a bit between their cowering phase, or stay on the spot while the player moves. That doesn't fit too well for a melee set where most players will want the mobs to stay around them and come into melee.

    JayboH: for the endurance, please consider one thing as well: most powersets have a native endurance recovery power, that's why DA appears so "bad" sometimes, let's take a look:

    Dark armor: Nothing outside of tier 9 involving a death
    Electric armor: pretty much infinite endurance with a lot of tools
    Energy aura: same
    Fiery aura: consume, very effective
    Invulnerability: nothing, tier 9 is barely better than DA self rez has an endurance recovery tool
    Regen: Quick recovery
    Shield: Tier 9, lack of hard crash makes it decent
    SR: same as Invuln, no real tool outside of tier 9 and the crash is prohibitive
    Willpower: quick recovery
    Ice armor: Energy absorption, hibernate
    Stone armor: special enough to barely fit in there because of the granite special mechanics


    So out of 11 defensive powersets (i don't count Ninjitsu as it's stalker only, and the power changes make for a whole different story for stalkers), 7 have innate endurance recovery tools they can use without huge penalties. 6 of them have virtually infinite endurance because of clicky powers to restore all their endurance.

    By design DA doesn't have any real endurance recovery power (Tier 9 is about as much of a little gimmick for that as it is for Invuln and SR) and it's one of the 3 only sets designed to have that weakness. It is, however, the ONLY single set in the game able to have such a huge HPS with a single power, and it's the only set with Regen who can heal several health bars in a single fight. The only other set without a real tier 9 designed to keep you alive is Fire, which isn't exactly a survival reference.

    That said, i really think that, yes, the endurance usage is balanced. DA can't be compared for that to sets with innate endurance recovery tools: if DA didn't have the need for some blue outside help, it would make powersets like electric armor quite pointless because these sets not only have lower cost with most of their powers, but they have special powers designed to fill their blue bars. They trade utility, CC or massive heal power for that luxury to spend the blue with no limit.

    If an armor set needs help, that's SR, as it combines the lack of heal, the lack of endurance recovery, and a rather random survivability with a high end cost as well. Dark Regen is not supposed to be spammed, it's a costly "heal !" card that needs to be used with proper thought and not abused unless dedicating enough ressources to make it possible. And unlike SR, DA can achieve great survivability and performance. Invuln is in a pretty good shape as well and it doesn't have endurance recovery either. And oddly enough, most of the powersets with infinite endurance and no blue bar issue will drop on the floor well before a well played DA toon.

    Balance ? It's there, and that's exactly why DA doesn't need a "buff" or a nerf: it has limitations, it's not perfect, but someone picking DA makes the choice to have powerful tools and no health issue, but to depend on the blue bar for survival, as much as someone picking EA or ElA makes the choice of going all out and never worry about endurance, yet they'll have to play more carefully with their health bar.

    And that's the beauty of diversity, some players will prefer one or the other, and nobody will be forced because of concept as you can turn anything into a dark blob and add enough electric auras and stuff to make DA look like something else. And honestly, with more than HALF the powersets having recovery tools, and only 2 of them really having endurance woes, i'd rather have it stay like that. Some peoples like to have some challenge and not just run blindly into stuff. It took me 3 years of tinkering, building, saving, respecing and thoughts to come up with a build with no endurance issues for my spines/dark scrapper, that made me more proud and happy of the character than any other character i ever had. That's the kind of stuff that should stay in the game. Don't remove the challenge and diversity, anyone who enjoys the playstyle of Dark Armor will find a way to make it work. It can be done ! It's not even that hard. Anyone who doesn't like it anyway will move back to other powersets and not give it much thought.

    Oh yeah, and if it even matters, DA is probably one of the worse sets in PvP i think.

    That said, i strongly support the change proposed above: lower the animation time of auras. This might as well be done for the whole set. The amount of time a DA toon with pool powers has to spend toggling up after a death is quite ridiculous Or just allow them to be cast on the run in PvE zones.
  17. Quote:
    Originally Posted by JayboH View Post
    Maybe you missed what I said: I was asked to poll the boards regarding this change idea.
    And who asked that ?

    Anyway i have a question: why focusing on Dark Regen ? It's by far the gem of the set and one of its signature power, widely recognized as the best heal in the game. Why not focus on powers who tend to be the black sheeps of the set ? That's like taking the best power of the set to fix the other broken ones, and anything about Dark Regen will dramatically change both the feeling and playstyle of the set as well as its performance scaling. That's not a power to mess with. Anything reducing its HPS would turn DA into a joke late game and ruin the whole fun of the set, anything improving the endurance efficiency would make it ridiculously OP compared to the other heals.

    Imo if anything needs some change in the set, that's on the CoF and OG side we have to look. They're the other part of the set originality, and the one that is usually aggravating for most players. They're the only DA powers that aren't really well balanced and useful.

    -they're two powers with about the same effect, but not exactly with a benefit of stacking them, as fear and disorient do not share the same magnitude
    -the cost/mitigation for both is quite unbalanced
    -they both have their drawbacks and strong points, however they don't work together in any way that really helps. It would actually be useful if taking both would result in an improvement

    Now let's say DA actually needs some change to help with end (and i 100% disagree on that), how about some change to OG and CoF. My first thought would be to make them useful together.

    -how about adding an unenhancable strong immobilize effect to OG, that lasts as long as the base stun. That would prevent mobs from running away because of the stun and the fear aura. Magnitude should be low enough to only affect minions and not stack with other immobilizes if possible at all, and no immobilize sets either. It fits the "dark" thematic as well, why not some mini tentacles around the mobs
    -add a native recovery buff to CoF, like the elec one, where it gives a % recovery per mob affected around. Not enhancable either, the max amount when surrounded by mobs would have to be roughly equal to OG and CoF end cost combined, basically making them "free" mitigation as long as you are surrounded by mobs (which is typically when you need it). It would still encourage players to learn toggle management, and that CoF/OG aren't useful when facing a single big boss.

    Or some stuff like that. I don't think CoF accuracy debuff is the key. It might as well not be there to begin with, the only point is to slot Accuracy debuff sets. The mitigation provided by both auras is quite useful during leveling and lowbie content, totally useless for high end stuff anyway as minions are unlikelly to do much. Imo they should have additionnal utility and not only be offensive oriented but also bring some "buff" to the player, which might even go as far as justify their use against a single target, though i'd rather keep dark toggle management.

    Another thing i could see would be some tweak to the self rez. Maybe make it a bit like the Dark support rez: give it a slightly longer recharge, make it usable when alive. If the caster is alive, it would apply an auto hit accuracy debuff (not a huge one) or low mag stun as a targeted aoe, then return a bit of endurance to the caster. If caster is dead, same as current one. That would give the DA player a choice: wasting is emergency rez to help with an endurance emergency and try to avoid death, or still die and use the rez to heal back to full as usual. The endurance heal would be based on the amount of mobs to keep the dark theme of being strong against max targets, maybe something like 50% endurance when it hits a full spawn, possible to enhance. So as long as the player dedicates the slots and a power pick for that, it would be some long timer endurance recovery power. The timer and the fact it wastes the self rez would be enough to make someone think twice about it, and not make it some magic tool for IOed toons, but it would be useful when soloing or being starved for endurance.

    That's not really breaking the cottage rule, and not much more of a power revamp than what has been done to Energy Aura.

    Just some food for thought and ideas to add to the discussion, however i really think DA is fine like that and doesn't have to deal with a nerf disguised as a buff for the low level free players who want to play DA.
  18. Seems like someone messed up, April's fools is NOT in November.
  19. Mastermind Mastermind: you summon Masterminds who then summon their own Masterminds who summon Masterminds who...
  20. Oh joy, another 10mn story arc and some useless single costume part... Way to "pass" on a week of fun content.
  21. I agree with PleaseRecycle, if anything this thread only shows that the issue is not with Dark Armor but with some specific players and especially that dark regen is fine overall. So what's the point now ? Get some dev attention on a fine, fun and challenging set and have it nerfed to the ground to fit the casual free players who don't want to invest a single cent into the game and learn its mechanics ?

    Dark Armor is the only armor set i want to play, all my melee characters are /DA for a reason, it's one of the most fun melee defense playstyle i've had in any game and it's part of what draws me back to CoH most of the time. So it can't be *that* bad, and i'd say it's far from nerf worthy as long as we have some ridiculous powersets around like fire armor or shield. And that last one is probably in the same category as well, as far as i remember shield with SOs is pretty much a worthless end hog compared to a fully slotted lvl 50 shield toon.
  22. Quote:
    Originally Posted by JayboH View Post
    Is the massive end cost, considering the rest of the set, required for balance with the large heal? Does the end cost of the set keep it in line with the sets you mentioned?
    Well honestly, if it had a more manageable end cost, Dark regen would be OP like that. As i said, it's a drawback required to balance the set overall goodness and potentiel. Because no other set, even regen, can go from bottom to full health so often in a single fight with a single power.

    Dark Regen gives pretty much infinite health as long as the mob doesn't kill you before it's recharged. The whole challenge is to stay alive in that timeframe, and on the other hand, to manage the endurance. I like to see Dark regen as an endurance => life conversion on low levels/slotting more than a heal, that's why it heals such a stupidly large amount.

    The whole set outside of Dark regen is quite heavy on endurance but nothing too bad as the auras aren't mandatory and can be managed. Dark regen on top of that adds the trick of hitting your blue bar a lot but giving you another life. So i'd say that it is indeed quite balanced. Don't forget that the end cost has nothing in common with regen or FA: both get end recovery tools. Their strong points are exactly to have infinite amount of endurance, while DA strong point is to have infinite amount of health on top of having already decent resists/def and CC... it has to have a huge drawback to balance that, and that is endurance.

    Now just consider all the endurance tools available in the game: that's why i think DA is on the very good side of the food chain. There are plenty of tools to help with the endurance, more than there are to help with the health. DA scales very well with buffs, epic powersets, incarnates, procs, even accolades or temporary crafted buffs. So i think it's quite normal that if you consider the absolute worse setup (SO, low level, no buffs/outside help) it's bound to have it worse than other powersets with endurance. Though you might consider it has endurance drain resistance which helps a lot vs some ennemies out there.

    One last tool, DA has a built-in self rez that can bring you from dead to full health/endurance with enough mobs around. That's effectively a full health/endurance heal if you happen to fail because of the endurance issue, and it works the same way: it needs mobs around, it's less effective with a single one, but it's the best self rez in the game if all conditions work. And dieing is nothing wrong, at some point i actually liked to rush in with my spines/dark, take alpha, dark regen, die on second volley, then self rez and stun everything so my team could take safely on a very hard spawn. I was used to suicide at some point and rez as well so i could get a full endurance heal when it was rough otherwise. That was during the leveling, years ago.
  23. Quote:
    Originally Posted by William_Valence View Post
    Out of curiosity, how many Dark Armor characters do you have?
    Not sure for who was the question but:

    Scrappers: spines/dark, claws/dark, dual blades/dark, katana/dark, deleted: ma/dark, all 50
    Tank: dark/dark (deleted)
    Brutes: SS/dark (deleted), KM/dark (deleted), TW/dark as soon as the patch hits live

    For what was stated above, Dark regen should not be "balanced" with healing flames/reconstruction because it's not a power - power balance but the whole set that has to be taken into account. DA has nothing in common with regen, it doesn't have dull pain, crazy regen or the ability to hide behing a corner and heal to full, it doesn't have MoG either. It needs a better heal simply to survive. In fact it's a lot closer to Fire Armor for all but one thing: Fire Armor has silly damage, DA doesn't. So DA needs a better heal, and the whole thematic of DA is to stand surrounded by mobs, else it wouldn't have 3 auras, an aoe based heal, and a self rez that needs several mobs around.

    Actually DA is a lot more similar to Warshades in terms of how it works, quite like stygian circle and/or eclipse. Against a single mob, it sucks, it's way too endurance heavy, and it has low survivability. Add several mobs around and it becomes the best heal as well as having better survivability with the ability to render minions neutered with auras.

    Regen is a set based on the opposite, to be the best against a single opponent. It doesn't have scaling buffs like WP or Invincibility to make up for it. So the smaller but more reliable heal fits well, and Fire armor, well, it's supposed to have less survivability as it offers way more in the damage department with two dedicated powers (burn and embrace) instead of the two auras DA gets.
  24. Quote:
    Originally Posted by JayboH View Post
    Okay, is there other solutions that you could present for problems that affect freebies?
    -buy the invention stuff for 30 days
    -slot end redux into everything
    -get an epic with conserve power/physical perfection
    -toggle management, because you don't need that damage aura vs a single boss and you don't need that s/l resist against full psi mobs, right ?
    -kiting and proper use of the powers instead of spamming
    -pair it with a primary with end recovery (like dark melee... oh wait, there might even be a thematic pattern !)
    -team up with some end buffing character (that's not a solo game, though sadly interdependancy between archetypes tends to be lower and lower)

    Whatever... the only "problem" i can see with DA stands behind the keyboard. Each powerset has its drawbacks, DA pays the price of being end heavy, having a KB hole and no "god mode" power for being one of the best armor sets all around. Lowering the heal and end cost of Dark regen sounds like removing the damage/recharge penalty of granite and reducing its movement penalty while lowering the resistance/defense value. That quite defeats the whole point and fun of the powerset.

    Some powers are supposed to be awesome but have huge penalties for using them, and that still doesn't change the fact that Dark regeneration is the best heal in the game AND the best power in the set on top of being borderline OP with a decent build (i'm not talking purples, just buy a single proc and stick it there, problem fixed). So if a free player really has an issue about being gimped compared to a fully slotted incarnate toon, i'd say Dark Armor isn't exactly the issue. DA has been like that for years with tweaks here and there so it's not exactly something new and that's why some peoples love it. So leave DA alone for the sake of diversity and for peoples who actually enjoy min/maxing and a bit of challenge in that game. There are enough powersets like that for roflstomping everything without even watching.

    If anything i see the KB hole as being a FAR bigger hurdle to a free player with Dark Armor, because honestly, being knocked back constantly for a melee character plain sucks. But even that can be solved (hello acrobatics). Though i guess looking at the pool powers instead of slotting damage into everything and taking all attacks might be too much of an effort as well.
  25. Quote:
    Originally Posted by New Dawn View Post
    Whilst I do agree, there is something odd about CoF and OG. How the effects per end were quantified and why the accuracy of CoF is what it is.

    While i agree, that's why i said "balanced". I think DA has one of the best "scalability" with high end builds and outside buffs, in that it can benefit from everything: recharge means more survivability (heal), + resist stacks well with the base ones, +def stacks well with the base def. I'd rather have two "meh" powers in the set that can be skipped, and have that KB hole, rather than see the strong points of the set nerfed.

    What makes DA so fun is exactly that thought to be put in any build, and the combat feeling of being able to go from 1% HP to full in a well timed heal, but to just die or fail miserably if the timing is bad. To get the maximum out of it, Dark armor has to be always pushed to the limit, especially in heavy damage situations where the heal timer might be too long. It takes a long time to learn the "feeling" and be able to take as much damage as possible before healing, then manage to survive until it recharges. That's a feeling quite close to /regen, yet in an "all or nothing" extreme. Cutting Dark regen heal would totally break that and turn that "all or nothing" into the usual "press heal when it's up" without a second thought.

    OG stacks well with stuns from offensive sets, that's enough for it to be good considering its low cost. CoF has an epic visual effect (i love it), and i always use it for the accuracy debuff, on top of that it can take an offensive proc, making it a mini damage aura. Totally worth the end cost for a high end build, and worth the toggle management for a lowbie one. DA is not a set that is supposed to toggle everything then rush in the mobs and press the heal whenever it's up. Though a set that actually needs half a brain to use can be shocking, this is the whole point of that armor. It doesn't have ridiculous damage like fire, it's not as newbie friendly as willpower, not as clicky as regen, not as sturdy as granite, it can't be played while watching tv, but it has a bit of everything and it can do everything well for anyone mastering the flow and playstyle.

    And there's just nothing that comes even close to the fun of going from almost dead to full every 8sec then self rezzing and proceed to keep up like that in the middle of a crowd, then have the empath stand in shock when looking at the health bar

    That said, in a single boss encounter (or AV), dark regen is barely enough to stay alive. Consider it's a ~50% heal (slotted with a bit of healing) with 5% miss chance and a rather high end cost. Now consider a single boss heavy hitter is enough to take half of the HP on a scrapper unless it's pure s/l, and they tend to use it as often as that... or even more. DA is already one of the worst armor sets vs a single target, which can be countered with kiting, build work and a lot of practice. That's a weakness of the set and it's what makes it fun as well as drawing a line between the average guy and the good player. Cut it in half and it will be worthless. End ? If i can manage to have no endurance issues on a spines/dark with 14 active toggles with low endurance reduction and constant aoe spam, it's far from impossible to manage Dark armor on any other toon that will most likely have it easy to begin with.