Chaos_String

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  1. Chaos_String

    Positron AV

    Quote:
    Originally Posted by Frosticus View Post
    Regarding stupefy in seekers, I don't think I've every seen them knock anything back. I get the feeling it rolls the proc when they are summoned and even if you put the recticle right in the spawn they summon up a bit away from it. I might play around with it a bit more and see what's what.
    When the proc goes off in Seekers, it's rolled as they are summoned, but it doesn't affect the enemies, it affects YOU. If you have a -KB IO, then you will never notice it unless some other knockback hits you during the same server tick.

    Edit: wait, that can't be right. The KB in Seekers is mag 6 and -KB from IOs is only mag 4. Perhaps the issue isn't getting hit by other KB in the same server tick, but summoning the seekers close to yourself. In any case I have on very rare occasions seen myself get knocked back just as I summon Seekers, but certainly not as often as the 20% proc would suggest. Off to the game to experiment with this.

    Edit 2: okay, looking through my combat logs, I am seeing this:

    You activated the Seeker Drones power.
    HIT Cerulean Songbird! Your Seeker Drones power is autohit.
    Cerulean Songbird HITS you! Seeker Drones power was autohit.
    You knockdown Cerulean Songbird

    The last line isn't always there; only when the proc check succeeds. However, I have been unable to reproduce the effect of actually being knocked down/back. At first I thought that this was clearly because the knockback magnitude is less than my knockback protection. But I used ouroboros to exemp to level 24, six levels below my lvl 30 Karma -KB but still high enough to use Seekers. Again I was able to produce "You knockdown Cerulean Songbird" but not the actual effect of being knocked down/back.

    But, I *know* I have on a handful of occasions experienced it in actual combat situations. I summon the Seeker Drones and for no visually evident reason, I fly back a short distance and land on my kiester.

    Suffice it to say, though, that I summon a LOT of Seeker Drones and have only experienced this phenomenon a few times. I don't know why it happens when it happens and not when I'm trying to make it happen. But I'm 100% sure that when the proc check succeeds and the knockback happens, it happens to you, and not to the enemies.
  2. Like I said upthread, endurance will be very tight, but you may be just barely OK.

    It looks like you've worked out that you will, in fact, be just barely OK.

    And that's fine. Speaking from experience though, it's a bit blithe to assume you're going to use Energize for the conserve power functionality the instant it's up every time; often times you'll wish you could hold it for the heal. To a lesser extent this applies to Power Sink as well: your calculations establish the need to go from empty to full endurance every time you hit it, which may be a disincentive for you to go ahead and finish off a scattering group of enemies with a well-placed Throw Spines; instead you'll want to grab the endurance first, even if that means you'll then have to pick them off one by one.

    (And enemies are going to do their damnedest to scatter out of your twin damage auras.)

    So again, I'm not saying that you won't be OK on endurance. You might be, but it will be just barely OK, without much benefit of leeway on when to use Energize and Power Sink.

    I expect that I would feel constrained by what I forsee being a quite delicate balance of endurance management vs. healing vs. mob killing. And I predict that when the time comes, you will feel that constraint too, whatever your calculations may be telling you now. But perhaps I am wrong.

    Nevertheless, I personally wouldn't allocate the resources to this build knowing that endurance management might cause me to feel unduly constrained; nor would I invest the resources knowing beforehand that I might feel frustrated at being ponged around by Fake Nemesis or uplevel Council Archons or Rikti Pylons. So I thought I'd raise the issues of endurance and knockback protection. If you think you'll be OK on endurance and knockback, then it's fine; go ahead and build it. It's a strong build with softcapped S/L defense and plenty of recharge for a strong attack chain.
  3. Endurance will be very, very tight in this build, possibly a serious limitation with so little net recovery (even with Energize and the P.Shifter proc it's only 1.88eps). I'm not convinced the single Endmod in the base slot of Power Sink is going to be adequate, but I can't say for sure. You might be just barely OK.

    Also you have only 4 points of -KB as I'm sure you know. Depending on what you choose to fight, you could get knocked around some. That's ok I guess, but it seems like yet another limitation on a pretty expensive build.
  4. Chaos_String

    Sunken City Base

    My goodness, that's astounding. Awesome, awesome job.
  5. I'd be quite interested in setting something up on Justice. I play on Freedom also, but currently don't have a badger on that server.
  6. Quote:
    Originally Posted by D-Void View Post
    Great replies, and thanks to both of you! Gives me percolation material. Speaking of which...

    ... are the problems with scatter that you've encountered sufficient to try and squeeze in the Presence pool AoE taunt, or even slot for slow movement?

    Thanks again!
    No. Slot for fast killing.
  7. Quote:
    Originally Posted by _Relikk_ View Post
    Can BS come out on top when /SD is the secondary? (AAO)
    Currently, in the Rikti Pylon Results thread, my BS/SD time is ahead of the highest DPS Katana time by maybe 20dps, so the answer to your question is technically yes, although it isn't an apples to apples comparison. My BS/SD time used saturated AAO; with just the pylon in range, I did less damage than some of the Katana builds recorded.

    (There may be some broadsword builds out there that outdamage mine, too, although I'm not aware of them.)

    Depending on the secondary, Katana COULD be competitive even with AAO-saturated BS/SD in maximum DPS, but it would pretty much require a damage aura AND an attack chain that doesn't utilize Divine Avalanche, which is a recipe for comparatively low defense.
  8. Quote:
    Originally Posted by D-Void View Post
    Good day,

    I'm hoping to get some thoughts from the scrapper community regarding a spines / electric armor scrapper.

    It's premature to talk about actual builds - I've seen a few tucked away in threads - but I have a few questions I'd love answered by those in the know:

    1) I am looking to go with both damage auras, Hasten and possibly the Fighting toggles (on top of the secondary's toggles). In doing so, am I shoehorning myself into Body Mastery -> Physical Perfection, or would Energize / Power Sink / Stamina (and the occasional Power Surge) suffice?

    2) Would you advise skipping Power Surge, and why (or why not)?

    3) What would be your survivability strategy: raw damage output, resistance alone, or resistance with as much defense as could be scrounged in what's looking like a tight build?

    4) Is it fun to play from 1-50? When does it mature? Are there any outstanding problems (like scatter) in your opinion?

    Thanks, all!
    I rolled a spines/elec soon after electric armor became available to scrappers and played it to 50 fairly quickly. When server transfers were free, I transfered it to Infinity with a number of semi-retired lvl 50s and used it to establish a SG base there by running missions on +2x8 until I had enough prestige to build a base with teleporters to everywhere, storage for everything, vault, empowerment and aspect of the crystal. This took less than a week (although I was converting influence into prestige as well).

    It's a strong AoE damage powerhouse with good survivability. Its only drawback is its lack of a taunt aura, so, like spines/fire, it has to kill mobs quickly or they will scatter, which can be frustrating for some players. I found it perfectly acceptible though; and to echo what was said above, it felt fully mature by the early to mid 30s, although I was able to crank up spawn sizes to x6 much earlier (mid 20s).

    To answer your points individually:

    1) No, you're not shoehorning yourself into Body Mastery. I took all the powers you mentioned, as well as Body Mastery, and therefore I don't need to use Power Sink very often, so in my build, Power Sink has just a base slot with an End/Rech IO. But if you want to forego Body Mastery for something else, you certainly could--just upslot Power Sink and you should be fine.

    2) I skipped Power Surge because I felt that the crash wouldn't work with my playstyle. By the time I was high enough in level to take Power Surge, I had some S/L defense, and I didn't feel I needed the peak survivability Power Surge would provide at the cost of downtime associated with the crash. I didn't want to deal with the downtime so I skipped it. It's viable to take it, but inspiration use can accomplish much of what Power Surge can, and without the drawback of crashing.

    3) My survivability strategy was a mixture of the things you've mentioned. First, I incorporated plenty of recharge so I could spam AoE attacks and have Energize as close to permanent as possible (in the end it had a few seconds downtime). The self-heal backed by +regeneration and strong resistances woudln't have been enough for my playstyle though, so I also built for S/L and melee defense. Every set that affords S/L defense also has a melee defense element, and vice versa, so I used a lot of Kinetic Combat, Obliteration, Reactive Armor, and a couple pairs of Rectified Reticles, and wound up with roughly 40% S/L defense and 35% melee defense. This gave me all the survivability I needed to solo large spawn sizes against all the major villain groups, although those with a lot of non-S/L attacks required me to use inspirations fairly liberally.

    I slotted sets for S/L bonuses as soon as it was optimal to do so (a couple Rectified Reticle in Build Up at 17, a bunch of Kinetic Combat and Reactive Armor at 32, and so on). This helped the build to mature earlier, and therefore speeded my progress through the levels. In so doing, I made it a lot of fun to play from 1-50, although I've heard reports from others that the mob scatter caused by twin DoT auras without a taunt element frustrated them enough that they abandoned their toon. So I guess it's up to the individual player how fun it really is, but I certainly enjoyed the character a lot. GL with yours.
  9. Chaos_String

    Protean

    Quote:
    Originally Posted by Purus View Post
    Hmmmm so he was quite easy the 2nd time around.....why oh why did I get my knickers in a twist?
    Because you hit him a bunch and HE DID NOT DIE! THE OUTRAGE!

    Scrappers have scrapper moments. Move along, nothing to see here.
  10. Quote:
    Originally Posted by PhoenixKnight_NA View Post
    listen tell me how is it so bad? have you even tried these combos? i have many times. if you dont like what i say then dont reply. i mostily play scrappers so i know what i am talking about.
    I have a Katana/Willlpower scrapper, yes. And I have a Broadsword/Shield scrapper, yes. Both are at level 50 and both have soloed AVs, Rikti Pylons, and so on. Both can solo at +4x8. And neither was powerleveled at all, but both were leveled to 50 by running normal content with normal SO enhancements.

    I have played 5 scrappers to level 50 in this way, and each of them used a different primary and a different secondary. So yes, I know what I am talking about.

    In fact, a little over a year ago, I was partly responsible for the conventional wisdom concerning Broadsword attack chains being re-examined. Currently, the attack chain I proposed at that time is considered the best possible DPS chain for Broadsword scrappers.

    Now, I can tell you very plainly that you don't know what you're talking about at all. You think you do, but that only exacerbates the fact that you don't.

    Let me break down your post point-by-point to make it more clear:

    1) "while kat/wp is great they do start off slowily" Katana/Willpower doesn't start out any more slowly than any other scrapper, with the possible exception of Regeneration scrappers who get QR much earlier. Katana has strong, efficient lower-tier attacks. Willpower has a couple passives that boost survivability significantly without costing endurance. These are not the hallmarks of a late-blooming combo. They are the hallmarks of a combo that starts out strong and keeps getting stronger.

    2) "but near end game kat can come close to the damage output of the broadsword itself." Now, bear in mind that I know Broadsword attack chains and Katana attack chains like the back of my hand, but especially the Broadsword ones. I am a bigger fan of Broadsword than I am of Katana from a thematic standpoint. But putting aside secondaries, Katana outperforms Broadsword in both single-target and AoE damage. From an early level and on throughout the game. At virtually all levels of recharge. See Werner's post above, he uses numerical analysis of the powers themselves to demonstrate this fact.

    3) but i would recommend spine/wp like kat this type ends up being a beast in both pve/p. Nothing wrong with this statement really, except insofar as there are other powerset combinations that clearly outperform spine/wp in any aspect of pve or pvp. But the point is well taken, Spine/WP is a good combination. It starts off strong. It gets stronger.

    4) but it does have a 1 problem it starts off squishy. No squishier than any other scrapper. In fact Willpower gets off to a very strong start because of its passives. Spines has issues, but it has valuable mitigation in the form of debuffs inherent in its attacks. Again, other primaries will offer less mitigation than spines and therefore be squishier.

    5) much more for a scrapper. More for a scrapper than for what? A stalker? News flash: scrappers are less squishy than stalkers at any level.

    Now, I don't really mean to jump down your throat here. You have a right to post as you see fit. But you are saying a lot of highly ignorant things and you're going to be corrected. To make matters worse, you're starting to throw around insinuations that the people correcting you (ok, me specifically) don't know what they're on about. But believe me, now is not the time for you to bandy about such talk. Now iis the time for you to lurk and learn.

    That's great advice right there.

    Oh, wait, to your latest post:

    Quote:
    gee im sorry, thanks ill never give any adive ever again here. why becuase no matter i say itll be wrong.
    and yes i want to know why it was wrong. but now it doesnt even matter.
    No, only the wrong things you say will be wrong. When you say right things, they will be right.

    If you want to know why the things you said were wrong, then the answers are here. You can learn from them. But in the very same breath, you say that now it doesn't matter. Well, which is it? Do you want to learn why the things you said were mistaken, or does it not matter to you now?

    I'll let you respond to that question before I say anything more.
  11. Quote:
    Originally Posted by PhoenixKnight_NA View Post
    if i may how so? i made 3 spines. and they all took spine burst in late game. /spine/wp is way to squishie in the beginning/middle game. they need barb swipe. also i didne say not to take burst i just suggested to take it later.
    Taking it at 49 means you can put, at most, 4 slots in it. Plus you're missing out on a lot of AoE damage throughout your career, which makes you level more slowly and makes you less valuable on teams.

    As far as why any scrapper "needs" Barb Swipe because they're "way to squishie," I just have to facepalm. It's a dreadfully slow animation that does very little damage. It is literally the worst attack in all the scrapper primaries. It will not make you less squishy. It will only cause you to waste time killing mobs that you could kill much faster with Ripper, Lunge, Throw Spines and Impale.
  12. Quote:
    Originally Posted by PhoenixKnight_NA View Post
    while kat/wp is great they do start off slowily. but near end game kat can come close to the damage output of the broadsword itself.
    but i would recommend spine/wp like kat this type ends up being a beast in both pve/p. but it does have a 1 problem it starts off squishy. much more for a scrapper.
    This is just wrong on so many levels that it's wrong again on a whole new level.
  13. Quote:
    Originally Posted by PhoenixKnight_NA View Post
    i would hold off getting spine burst till level 49 and get barb swipe at 2. it might do little damage but it has a fast recharge and adds to your toxic damage output. id also get rid of comabt jumping. its not needed. because you have indom will.
    the spine/wp scrapper starts off very squishy but it becomes a force to be dealt with.
    This is some of the worst advice you could possibly take. Spine Burst is a staple AoE power; together with Throw Spines and Quills it's what makes Spines a good set.

    Barb Swipe may seem like a good idea at low levels when you don't have many attacks yet, especially if you lack the veteran powers. But it is quickly outmoded. From a DPS standpoint it is far and away the WORST single-target attack in any scrapper primary. Don't take it.

    Spine Burst >>>>> Barb Swipe.
  14. Chaos_String

    Protean

    Quote:
    Originally Posted by Frosticus View Post
    When the big red message tells you to get away. Get away.
    This.

    If you have hurdle+CJ, or Swift, or Sprint, there is time to get away as long as you are paying attention.

    I soloed him as an AV without temps or inspirations on both my Kat/WP scrapper and my DM/EA brute. Once you learn the gimmick of his signature power, he is not a difficult AV.
  15. Grav/Kin was my first 50 in City of Heroes. See my avatar? That's him. And I still play him! Not as often anymore, but he's still my main. "String theorist granted superhuman powers in a particle accelerator accident. Uses applied chaos and string theory to manipulate the fabric of space and time."

    Anyway, generally the advice in this thread has been sound. As mentioned above, Gravity is long on single-target control, but short on AoE. But the /kin side of the equation will help boost your AoE control capability. Here's how:

    First, you're going to want Siphon Speed. Take it and slot it with 2acc, 2rech. It's very important that it doesn't miss, and that it recharges fairly swiftly. Now, use it every chance you get. The +recharge buff will stack with itself as you apply it several times, and this will make all of your powers (including Siphon Speed) recharge faster.

    Next, you're going to want Hasten. Take it and three-slot it with recharge and set it to autofire (control-click the icon in your tray). This will give you a large +recharge buff, too, and again, it will make all your powers (including itself) recharge faster. With stacked Siphon Speed, Hasten will be in the ballpark of "perma," which is to say that the +recharge buff will be on you nearly all the time. Along with the +recharge from a couple Siphon Speeds.

    That is a lot of +recharge.

    Okay, so you have Hasten on autofire and you're using Siphon Speed every chance you get. Now make sure you have Wormhole and Gravity Distortion Field. Slot each of them with 2 accuracy, 2 recharge, and 2 of either disorient or hold, respectively. With the amount of recharge you have and the recharge slotted in those AoE controls, you will always have a crowd control power ready. Now you have good single-target control AND good AoE control.

    Make sure you slot Crush, Lift and Propel for accuracy and damage. Generally this goes without saying, but I saw upthread some talk about three-slotting Lift for knockback. That's.. well, okay, it may be funny to toss something up in the air very high. Fine. Go back to Atlas Park and toss some level 1 Hellions up in the air. Get it out of your system. Then slot Lift for accuracy and damage like a rational person.

    Another good idea is to take Hover. Not only will Hover allow you to stay above the melee, which can be valuable, especially if you're using Siphon Speed--it's fast, unsuppressed movement in three dimensions--but also it will allow you to use Wormhole with much greater precision. Generally speaking, the more options you have for mitigating the knockback in Wormhole, the better. Using it at ground level will tend to scatter mobs unless you can throw them against a wall. Sometimes you don't want to throw them at a wall, though, you want to throw them at your Tanker who is already engaged in battle in the middle of the room. So, if you're hovering above the tanker, you can wormhole the mobs straight down to his him and they'll pretty much stay bunched up in his taunt aura, since the knockback will be straight down into the floor.

    In any case, whether you take Hover or not (it's thematic though, assuming you can indeed control gravity...), Wormhole is your real bread-and-butter AoE control, at least until Power Boost and +recharge bonuses from IO sets become available, at which point GDF might become your front-line AoE control. So get used to using Wormhole, and learn to use it with PRECISION. Get really good at putting the mobs RIGHT where you want them. Also make a bind for it, something like /bind shift+lbutton "powexecname wormhole" which will allow you to target an enemy, shift-click a location, and wormhole that enemy and those near him to the location you've clicked.

    Let's see... what else? Um, about Kin powers. Slot Transfusion 2acc/2heal/2rech. Any time you're fighting an AV spam it whether anybody is hurt or not. It's a stackable -regen debuff and it will really wilt AVs nicely if you spam it as fast as you can. DO NOT SLOT SPEED BOOST WITH RUNSPEED. Or use it to mule Blessings of the Zephyr. If you do this, I swear I will reach through the internet and smite you. Put endmod in the base slot and call it good. Slot Fulcrum Shift with 2acc, 3 rech. You're going to want to use it a lot. Remember that although you get a damage buff from it if you use it at range, you get a BIG damage buff from it if you use it from amongst the bad guys. Same goes for your teammates: they get a damage buff for each foe around them as well as one for being next to you. Learn to use Fulcrum shift to buff your melee buddies and ranged buddies alike. Or learn to use it to cap your own damage (Wormhole 1 group into a second group. GDF both groups, Siphon Speed, zip in real fast, Fulcrum Shift, then zip out and start crushing face with Propel).

    All in all, Grav/Kin is a well-rounded troller. Not an especially powerful combo, but still a strong soloist and a big asset to any team. And yeah, it's an awesome thematic pairing. So, have fun with it.
  16. Quote:
    Originally Posted by Nericus View Post
    I guess later today I'll get the pain over with and send my SP3 mind dom in.
    Seems like this would be easy for a mind dom. Just build domination against the first two waves of clones. Then hit domination just before triggering the third wave. As soon as they spawn, hit them with Mass Confusion.

    I honestly think this is another build that can do it without temps or inspirations.
  17. I used to dread using the market because it would often crash.

    The new UI doesn't crash my game. It took me a bit to work out how things had changed, and I discovered that some things are clunkier to do while others are easier and more convenient. So I don't see a huge improvement in the interface itself. I do like the fact that things are more consistently organized and categorized, but having to switch between tabs to track a single transaction can be annoying. Bids are persistent but quantities aren't, and I find that rather stupid. Either both should be persistent or neither should be. Or we should have options to toggle each. So I'm lukewarm about the new UI in terms of organization and layout.

    But the fact that I can open this UI and jump right in without fear of freezing up or crashing trumps everything else. KNOWING that I couldn't afford to use the market while anything was happening since I'd likely freeze up for 10 minutes or crash entirely was really frustrating. No, it was beyond frustrating, it was infuriating at times. The new UI allows me to pop into the market between missions, while on teams, whatever. And for that I'm thankful.
  18. OK, first of all, FPARN, and second of all, where are people getting this 300dps figure? AFAIK, the fastest pylon times for scrappers have all been below 300dps, and the only alleged 300dps performance in the wild was Shred's DM/SD soloing--IIRC--Shadowhunter. And the 300dps was alleged by Werner, but by his own admission his calculations were more of an estimate since he wasn't really able pinpoint when Shadowhunter used Dull Pain.

    Am I wrong about this? Is there a confirmed 300dps performance that I don't know about?
  19. Thanks, Bashful Banshee, for naming my arc the winner of your contest, and for posting screenshots. It's nice to see my clowns in the forums.

    I'm glad you held this contest. It was something very short and simple and fun, and that was the motivation I needed to sit down with the architect and publish something. If it had been something much more involved and complex, I wouldn't have had the time or a good enough idea to enter. But I had fun writing this little story and got some nice feedback from you and a couple of my friends who played it. So thank you once again.

    But I cannot in good conscience accept first prize in a competition when there was so little competition. I can't help but think that you had hoped to get more for your quarter billion purse, more bank heists to thwart, more custom critters to fight, and more of the sort of drama and excitement that can only come from a heated competition.

    I, too, was a little disappointed that more people didn't enter the contest. I was hoping that I'd have more custom mobs to fight, more unforseen twists, and a greater sense of being involved in a community event on Justice.

    So I'd like to ask that you hold on to the quarter billion influence, Bashful Banshee, and put it toward future community events here on Justice. I think that perhaps the timing was just a little off on this contest, with i17 dropping and summer not quite being here.

    Perhaps later, when the bugs of i17 have been ironed out, and summer rolls around and people have more time to play, and more people reactivate their accounts to participate in Going Rogue, the timing will be better for lots of people to get involved in community events. So please save the quarter billion influence and put it to use promoting something else at a later time.

    But once again, I thank you for holding your contest and for playing my arc and for the feedback you gave me. I hope you had fun, as I certainly did. To everyone else who might be checking into this thread, I'll leave my mission up until I have good reason to take it down. So if you want to see the Commedia Sanguinosa, then by all means try to stop that robbery!

    Cheers.
  20. Quote:
    Originally Posted by ClawsandEffect View Post
    Nope. It's a mag FIFTY stun. It will stun anything in range of it that doesn't have a crapton of Clear Mind (or similar) stacked on it. It's every bit as nasty as Ghost Widow's hold.

    (It is pretty much identical in effect to the power Soul Transfer from Dark Armor, and the Warshade power I can never remember the name of)
    Actually my BS/SD scrapper can stand there without being stunned as long as Active Defense is stacked when the rez happens. So it can't be mag 50. Nor is it every bit as nasty as GW's hold, which is mag 100.
  21. Quote:
    Originally Posted by American_Angel View Post
    Okay, I have been a business owner for years and I can see the point you are trying to make.

    However...I would respond by saying this...in your example, one would purchase the enhancements that would be needed and the most useful first, but would they totally ignore the empty slots?

    Nope.

    Something would be placed there. Those powers would be slotted with something cheap but usesful to hold over the character until something better can be slotted.

    In the case of the Base Editor, maybe they cannot devote huge resources to updating the base editing system, but the easier, more cost effective option is to add more of the items we already see built into the game...such as items placed in maps.

    THAT would go a long way for us.

    Instead, we see the Bases COMPLETELY ignored.

    If you cannot afford to feed your kids steak every night, so you feed them nothing and let them starve?

    No. Because that, my friend, would be neglect...and neglect is a form of abuse.

    That is exactly how the Devs are treating us.

    How would it be if those starving kids were told "We're amazed you've survived this long off scraps! We're really proud of you? You can tell me about your problems!!"

    Yet we, as Base Builders, are told essentially the same things. Not, "steak is on the way", but how well we make due with "bugs" or "scraps".

    In essence, what you are saying is that those starving kids would have no right to speak up and cry "abuse" or "neglect"?
    No, what I'm saying is exactly what I'm saying: that crying abuse or neglect isn't helping anything. Better to compile a list of the "low-hanging fruits" which wouldn't require a heck of a lot of development resources and PM that to War Witch and the Ocho. Becuase yes, base building is important; it's just very marginal compared to other facets of the game. Clearly the devs need to devote SOME time to it, so send them suggestions which could help them make the most of that very limited time.

    Starving children, abuse, neglect; it's all just sensationalism and rhetoric. And demanding issues with nothing but base content is tantamount to demanding that the devs make decisions that will ultimately imperil the game itself.

    You say new content in the form of story arcs and task forces are just "temporary fixes," but every bit of new content gives everyone who plays the game more gameplay options. By contrast, most people who are in supergroups don't have base editing privileges, and while they may appreciate the atmosphere and utility of a good base, it isn't nevessarily a part of the game that they get to play actively. And a lot of people don't really even WANT to play that facet of the game actively.

    So, like I said before, crying abuse and neglect because the developers are trying to allocate resources in ways that best reflect what the playerbase is doing won't accomplish anything.
  22. Both builds look strong, similar in many ways to my rad/mental pbaoe blapper. I understand going above the cap on S/L defense to account for defense debuffs, but frankly it's overkill the way you guys have done it here. When you kill as fast as a blapper like this can, and you regenerate over 100hp/sec with saturated DP, defense debuffs shouldn't worry you much.

    The other thing I want to say is, the lack of Inferno makes me sad. One of the great strengths of a */mental PBAoE blapper is that if you hit enough foes with Drain Psyche, you can nuke, retoggle immediately and just keep spamming attacks. The +recovery in DP is just that powerful if you hit enough targets. I use the feature to devastating effect on a regular basis with Aim+BU > Atomic Blast > (retoggle quick) > Irradiate > PSW > Neutron Bomb, etc. Should be just as powerful with Inferno > PSW > Fire Ball etc.

    But other than that, these builds look really good to me. Congratulations on (imo) getting */mental right. I can vouch for PBAoE blapping with softcapped S/L defense, contageous confusion and saturated Drain Psyche. It's just beastly amounts of damage and in most situations plenty of mitigation.
  23. Quote:
    Originally Posted by Fire_Away View Post
    I need to word this very carefully... or it's going to get completely misunderstood. Here goes:

    We do not suffer from a lack of empathy. There isn't a dev out there (that I talked to anyway) that's saying "You basebuilders suck!", "What you are asking for is totally unreasonable.", "Ain't gonna happen."

    Instead, it's almost patronizing. "We are blown away by what you have done.", "We really want to do more for you.", "It's on the list but competing with other stuff." "We'll see." "We wish." "Can't give you a time table." "One day." I even got a "Keep bugging us." response once. So you walk away thinking... well at least they know we exist and seem to have an idea of what we want... and you wait a year.

    Interestingly, the answers are pretty close to the same if you are talking about functional stuff, decorative stuff or even raids. So you go to your third meet and greet/Hero Con (three consecutive years) and sit and listen to the same answer when someone asks bout the CoP, decorating, or anything else concerning bases.

    The question becomes... NOT Do we need another list? or Why don't they understand?... It's how do bases make the priority cut for development? It's neat that War Witch herself acknowledges us. But when does empathy translate into action?
    Actions will be taken when allocating the necessary resources makes financial sense.

    Imagine you're going to buy enhancements for your toon. But you cannot afford to buy enhancements for every slot. Some slots must remain unenhanced until later. It becomes a question of cost-benefit at that point. Should you slot more defense in this toggle, or more damage in this attack? How much accuracy do you really need? How much endurance reduction must you have to avoid running out? Since you can't afford all the enhancements you have slots for, you must choose which enhancements to buy right now so that you can run missions at a decent pace and obtain more enhancements.

    The devs are in a similar position. CoX generates a finite amount of revenue, therefore there is a finite budget for development. This development includes both man-hours and resources necessary to implement changes and improvements. The question becomes, what development must be prioritized in order to best generate more revenue so that further development can be funded. (i.e. the devs keep their jobs at Paragon Studios) Obviously, base builders are part of the community. So are PvPers. So are badgers. And so are the tens of thousands of customers who just want to play missions, and don't care about bases or PvP or badges.

    The question is, how many hours of paid subscription time does the playerbase spend building bases, as compared to badge hunting, PvP, running missions and raiding? That's roughly the proportion of developer hours that can and should be spent developing base content.

    I have no doubt that War Witch would love to increase the resources available to base builders--after all, she was a developer who designed a number of zones in the game. Visual design, decorating and layout of features isn't lost on her. But the fact is that the developers must spend most of their time improving the facets of the game that are used the most by the playerbase, so base building tends to stay on the back burner.

    Crying "abuse" or "neglect" because a relatively marginal aspect of the game receives only marginal development isn't going to make things better. As for myself, I'd like to see the memory leak in the base editor fixed, and I'd like to see more map elements and objects that occur in PvE to be available in base construction. In fact, I'd like to see many kinds of improvements made to bases, but if those improvements are lower priority than developing more rubust endgame content, side-switching, new powersets, new zones and so on, I can't fault the developers for it.