Circeus_NA

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  1. No, he's just got the valuation of the SOs wrong.

    They do something called on-average balancing when figuring what DEF to assign for a comparitive RES. They figure it generally against minions, which means you'll half of RES as DEF. But they need to set that higher generally since only minions have the 50% accuracy. Instead of making sure you're as durable as a RES based Tanker, they make sure that in general, vs most things, you're okay. But really you'll never be as durable.

    Its a flawed system of balance.
  2. [ QUOTE ]
    [ QUOTE ]
    You're wrong. Basic math. You told us they're 0.5%.

    [/ QUOTE ]
    first.... dude, chill.
    ok, now what if you accept the second set of numbers (3% and 42%) and assume the .5% was mistaken? would your totals look better?

    [/ QUOTE ]

    Because my tests would have shown had it been higher than 0.5, and I already had side confirmation (from a dev) that it was a miniscule amount. 1.36 would have registered in my tests especially since I was 5 slotted. 0.5 would not have registered, and since I didn't register anything for WI there you are.
  3. [ QUOTE ]
    Wet Ice - six slotted with Defense SO's - provides about 3% defense.

    Energy Absorption similarly slotted provides 3% per target (so a maximum of 42%).

    *caveat - I'm doing this stuff from memory, so I'll doublecheck it and repost later if I'm wrong.*

    [/ QUOTE ]

    You're wrong. Basic math. You told us they're 0.5%.

    0.5 * 2.2 = 1.1%

    To be 3% it'd have to be 1.36% base.
  4. [ QUOTE ]
    Yes, Wet Ice and Energy Absorption provide relatively small DEF buffs. This is not a bug and by design. Wet Ice provides a base defense of +.5%; Energy Absorption provides the same buff for every foe within melee range (up to a maximum of 14 targets).

    [/ QUOTE ]

    Wow, can I then point black tell you that your design is flawed, and I suggest you go back to the drawing board and come up with something much better. You seriously need to put this into perspective because that is a serious load of horse hockey, so let me help you out there...

    Let me see... (just DEF for a moment, and even SOs)

    Frozen Armor: S/L 15% base, 33% 6 slotted
    Glacial Armor: E/N 15% base, 33% 6 slotted
    Wet Ice: All but Psi 0.5% base, 1.1% 6 slotted (who would bother)
    Energy Absorption: All but Psi 0.5% base, 1.1% 6 slotted, works vs 14 targets maximum, 15.4% total

    So, at best... with 14 targets, Ice is looking at (even throwing in a 6 slotted Permafrost):

    S/L/E/N DEF: 49.5%
    F/C DEF: 16.5%
    Cold RES: 134%
    Fire RES: 32%
    plus CE which equates to about 15-20% RES melee only

    Invuln Tankers for DEF get:

    Tough Hide: base 5% DEF (no AoE/Psi), 11% slotted
    Invincibility: base 3.5% DEF melee (no Psi), 7.7% slotted, max 14 targets, 107.8% total melee, and if the ratio for range is the same that's 61.08% total range (its 120/68 now on live)
    plus their RES

    so Invuln Tankers get 118.8% DEF melee (no Psi), and 72.08% ranged (no Psi), no AoE

    How about Invuln Scrappers:

    Tough Hide: base 3.75% DEF (no AoE/Psi), 8.25% slotted
    Invincibility: base 2.625% DEF (no AoE/Psi), 5.775% slotted, max 14 targets, 80.85% total melee, 45.815% total range
    plus their RES

    so Invuln Scrappers get 89.1% DEF melee (no Psi), and 54.065% ranged (no Psi), no AoE

    So both Invulns beat Ice Tanker DEF for both melee (by a lot) and range.

    Let me continue to tell you why it sucks though.

    It assumes maximum slotting for DEF on all counts.

    EA 6 slotted for DEF is only up 75% of the time. Thats right, 45s duration, 60s recharge. So 25% of the time, Ice could not even maximize their DEF and it will still be lower than Invuln.

    I seriously want you to take the time to justify that design for the community. These changes will kill Ice Tanks.

    [ QUOTE ]
    One shotting by AV's. In a word, you are ALL correct. It's not a good thing for an Ice Tanker to be leveled by a single blow. So we're going back and changing the damage done by AV's so that it's no longer possible for a Tanker to be one shotted.

    [/ QUOTE ]

    Good, while you're at it, AVs should not be allowed to do Criticals, period. Set their attacks high, but don't allow them crits. Because when you do both that will be a problem.

    [ QUOTE ]
    Yes, I hear the complaints about Permafrost. And I'm...thinking. I've read many suggestions - and gotten more than a few PM's about it. There's a lot of good ideas there. So I'm going to do some pondering there.

    [/ QUOTE ]

    Yeah, well like I said above, you need not to just go back to the drawing board, you need an entire new drawing board.
  5. I wanted to add the following because its somewhat pertinent...

    The larger concern here is new Ice Tanks, and then for Ice Tanks who are not yet 50. When I started my campaign I wanted one thing, to see more Ice Tanks.

    These changes will not do that. In fact, they will make Ice Tanks even more scarce than they are. Its not an even trade off at all. The devs instead of saying "what can we do to make Ice Tanks more appealing to people". Have instead made them mostly unappealing from the get go.

    I'm not saying that I want to see everyone playing an Ice Tank. What I'm saying is that the Ice Tank Population already comprises less than 1% of all Tankers (note: the devs will probably tell you there's more than that, but I'm talking actually played characters, not ones sitting dormant on a server that the account holder isn't playing on). And yes, I understand somethign like Invuln is always going to dominate, but realisitcally they should be shooting to get Ice to 10% of the population. Instead they're driving it deeper in the hole.

    I've demonstrated, that on-average balancing for DEF will never work vs. RES. However, from Bridger's Explanation (which is rougly the same as mine), clearly shows that it is the direction of the devs to balance this way. And yet, balancing this way will always make Ice Weaker.

    And that is the fundamental problem.

    In I5 mob accuracies will range from 50% (minions) to 75% (AVs/players). on-average balancing means that you will likely be balanced vs RES for minions, but if that's true, then its also true that you won't be balanced vs AVs.

    So, if this is to remain the means for balancing, despite it being a piss poor way to balance, Ice should very likely have better across the board defenses (say like SR Scrappers, or Stone Tankers) and fewer weaknesses, not less and more.

    All I see for I5 right now is a lot of balancing that makes us not only tremendously weaker than we were, but fundamanetally weaker than any other melee character in game defensively, and yet we have very little to compensate for it.

    On top of it a bubbler (Force Field) can provide more DEF to every single player on his/her team than an Ice Tanker can provide for themselves on their own. Then of course, combine that bubbler with a wailer (Sonic Resonance) and every other memeber of the team looks better than the Ice Tank because they are more functional.

    And that only exacerbates the issues, rather than addressing them.
  6. [ QUOTE ]
    For Minions, anyway.

    [/ QUOTE ]

    And isn't that a problem?

    Taking into account higher accuracies both Tankers will start to get increasingly more often, but the Fire Tanker will continue to take less damage.

    For example, lets just change to 70% Accuracy...

    Fire: 70%, 14 attacks * 10 * (1 - 30%) = 98 dam

    Ice: 70% - 15% = 55%, 11 attacks * 10 = 110 dam

    Better yet, 6 slot those powers where the problem gets more disparate...

    Fire: 70%, 14 attacks * 10 * (1 - 66%) = 47.6 dam

    Ice: 70% - 33% = 37%, 7.4 attacks * 10 = 74 dam

    In other words, its a piss poor balance mechanism when you start to look at it from anything other than 50% Accuracy. Now if all mobs in game had 50% Accuracy, then 15% DEF would be a fine match for 30% RES, but its just quite simply not in general practice.

    In fact, to get those two values to equal out for a 70% accuracy you'd need to find a DEF value that provides about 4.76 attacks. Or, more specifically:

    47.6 dam/ 10 dam/att = 4.76 attacks
    4.76 attacks/ 20 attacks = 23.8%
    70% - 23.8% = 46.2% DEF required to match up

    Even more is required for an AV or Monster that's now at 75% Accuracy...

    Fire: 75% * 20 = 15 att * 10 dam = 150 dam * (1 - 66%) = 51 dam

    51 dam / 10 dam/att = 5.1 hits
    5.1 / 20 = 25.5%
    75% - 25.5% = 49.5% DEF required to match up

    And its clear that anything that just balances against minions will therefore always be woefully inadequate.

    edit: and I just wanted to add that balancing towards 75% Accuracy is much more realistic considering that in PvP anything that attacks you has a 75% base accuracy.
  7. I dunno, 100 attacks 100 damage each, you get for each value that %RES = %DEF 1 for 1. The large problem is that combined together they're more powerful than either alone:

    (edit: Oh and I wanted to add, that I'm aware its not so easy as a true 1 to 1 ratio if you're talking the DEF that a power offers vs the RES that a power offers, but rather that RES is an almost fixed value in the calcs, whereas DEF is a value that must be achieved as a combination of Accuracy and provided DEF).

    <font class="small">Code:[/color]<hr /><pre> Num Att: 100
    Dam/Att: 100

    RES Dam/Att Tot Dam DEF Num Att Tot Dam
    5% 95 9500
    6% 94 9400
    7% 93 9300
    8% 92 9200
    9% 91 9100
    10% 90 9000 10% 90 9000
    11% 89 8900 11% 89 8900
    12% 88 8800 12% 88 8800
    13% 87 8700 13% 87 8700
    14% 86 8600 14% 86 8600
    15% 85 8500 15% 85 8500
    16% 84 8400 16% 84 8400
    17% 83 8300 17% 83 8300
    18% 82 8200 18% 82 8200
    19% 81 8100 19% 81 8100
    20% 80 8000 20% 80 8000
    21% 79 7900 21% 79 7900
    22% 78 7800 22% 78 7800
    23% 77 7700 23% 77 7700
    24% 76 7600 24% 76 7600
    25% 75 7500 25% 75 7500
    26% 74 7400 26% 74 7400
    27% 73 7300 27% 73 7300
    28% 72 7200 28% 72 7200
    29% 71 7100 29% 71 7100
    30% 70 7000 30% 70 7000
    31% 69 6900 31% 69 6900
    32% 68 6800 32% 68 6800
    33% 67 6700 33% 67 6700
    34% 66 6600 34% 66 6600
    35% 65 6500 35% 65 6500
    36% 64 6400 36% 64 6400
    37% 63 6300 37% 63 6300
    38% 62 6200 38% 62 6200
    39% 61 6100 39% 61 6100
    40% 60 6000 40% 60 6000
    41% 59 5900 41% 59 5900
    42% 58 5800 42% 58 5800
    43% 57 5700 43% 57 5700
    44% 56 5600 44% 56 5600
    45% 55 5500 45% 55 5500
    46% 54 5400 46% 54 5400
    47% 53 5300 47% 53 5300
    48% 52 5200 48% 52 5200
    49% 51 5100 49% 51 5100
    50% 50 5000 50% 50 5000
    51% 49 4900 51% 49 4900
    52% 48 4800 52% 48 4800
    53% 47 4700 53% 47 4700
    54% 46 4600 54% 46 4600
    55% 45 4500 55% 45 4500
    56% 44 4400 56% 44 4400
    57% 43 4300 57% 43 4300
    58% 42 4200 58% 42 4200
    59% 41 4100 59% 41 4100
    60% 40 4000 60% 40 4000
    61% 39 3900 61% 39 3900
    62% 38 3800 62% 38 3800
    63% 37 3700 63% 37 3700
    64% 36 3600 64% 36 3600
    65% 35 3500 65% 35 3500
    66% 34 3400 66% 34 3400
    67% 33 3300 67% 33 3300
    68% 32 3200 68% 32 3200
    69% 31 3100 69% 31 3100
    70% 30 3000 70% 30 3000
    71% 29 2900 71% 29 2900
    72% 28 2800 72% 28 2800
    73% 27 2700 73% 27 2700
    74% 26 2600 74% 26 2600
    75% 25 2500 75% 25 2500
    76% 24 2400 76% 24 2400
    77% 23 2300 77% 23 2300
    78% 22 2200 78% 22 2200
    79% 21 2100 79% 21 2100
    80% 20 2000 80% 20 2000
    81% 19 1900 81% 19 1900
    82% 18 1800 82% 18 1800
    83% 17 1700 83% 17 1700
    84% 16 1600 84% 16 1600
    85% 15 1500 85% 15 1500
    86% 14 1400 86% 14 1400
    87% 13 1300 87% 13 1300
    88% 12 1200 88% 12 1200
    89% 11 1100 89% 11 1100
    90% 10 1000 90% 10 1000
    91% 9 900
    92% 8 800
    93% 7 700
    94% 6 600
    95% 5 500

    </pre><hr />
  8. [ QUOTE ]
    I think that it will soon be announced that EA and WI are intended to no longer provide defense.

    [/ QUOTE ]

    I tend to agree. Its part of why I think we're not getting any answers. I've looked at your numbers, and come to the same basic conclusions, but a deeper analysis shows that the two sets do not match up...

    Fire Shield provides 30% base RES S/L
    Frozen Armor provides 15% base DEF S/L

    Problem there is this. If one is 30% the other should be 30%. When not taking DEF scaling (misnomer because its really Accuracy scaling) into account 1% of DEF is exactly the same as 1% of RES.

    Therefore to be equal, the base DEF for Frozen Armor would have to be 30% for them to match up.

    The same is not lining up here:

    Plasma Shield provides ~30% base RES E/N (planner says 32.5% actually)
    Glacial Armor provides 15% base DEF E/N.

    Again for them to truly match up, Glacial Armor would need to be the same ~30% but as a base DEF.

    Then look at Blazing Aura vs Icicles...

    Blazing Aura:
    0.75 EPS
    0.6111 Brawl Index
    AoE 15 feet

    Icicles:
    1.5 EPS
    0.5556 Brawl Index
    AoE 5 feet (melee range)

    There's a huge difference there, with Blazing Aura being better in all respects. Cheaper to run, better damage, larger radius (both are likely cheaper to run on test I imagine).

    Also because of the factors that make RES a constant vs enemies and DEF not so much a constant that the DEF values for Ice should probably fall at 5% higher than the RES values for Fire to compensate.

    I would say its probably likely that Burn and Chilling Embrace do line up some now. Both Damage and Slows are affected by mob level difference - thus they become less effective the wider the margin. Though I'd personally say that now CE might actually be a more useful power than Burn.

    The major disparity?

    Being weak to Fire is a much larger problem in this game than being weak to Cold. Fire is simply much more prevalent. Therefore you should really be taking that into account when balancing the two weakness out towards one another, and that would mean that Ice should get slightly better Fire protection than Fire gets towards Cold.

    As a side, the Psi thing is a joke. Stone Tanks still get (I think) a 15% base DEF vs Psi (haven't seen this tested, but I figure it go the same 40% reduction other DEF based powers did). So Psi is not a weakness for all Tankers. In fact, Stone's only weakness is Slows really, as they are affected greater by them. They have no armor holes really.

    If Fire and Cold are the weaknesses for Ice and Fire, than that should be it. The Psi thing is an old statement when its flat out not true from the moment your mind formulates the words. Let Psi be the Invuln weakness, and let the Fire and Cold thing stick on Ice and Fire. And I'm not convinced that Slow is enough of a weakness for Stone.

    Realistically, my basic thought is this. If Ice is indeed the DEF based Tanker, then it should be able to achieve DEF values that everyone else in the game has to work to achieve. That would be a better way to handle it. (edit: and doing this would not invalidate Defenders in any way, shape or form. On the live servers, despite the massive DEF on my Ice Tanker, I have never felt that he does not need a Defender to stand behind him, in fact, more often than not one is almost required, already , today - I5 makes no changes there, other than to make it moreso a requirement).

    As for RotP and Hibernate? They're both nice powers (I have RotP on my Blaster), but reality of the story is this: neither are well thought out 9th tier powers. They both function, but they're not Mog, Elude, Unstoppable, or Granite. Its just that simple to those, neither compare.

    So I still think that for either set you drop their auto power (Temp Prot and Permafrost), and slide everything else down a level and make creative level 32 powers for them that are better in line with the other level 32 powers. (edit: and fold their RES into one or more of the other existing armors, perhaps Wet Ice since its DEF is practically uselss now)
  9. [ QUOTE ]
    That being said, lets come up with some ideas to make ice more playable.

    [/ QUOTE ]

    Really, most of the ideas are already in this thread. Statesman just needs to sit down and actually spend the time to address the questions that have been asked. Its really beyond the time for doing this. Enough with leaving us to sit and spin.

    But to sweeten the pot... I'll tell you what Statesman... I will send you a case of your favorite beer if you'd just answer the questions. I'm 100% serious here, the good drink is now ready to be on your table. All you need to do is answer all the questions I've laid out in this thread about Ice Tankers. Every single one.
  10. Well looks like we're on ice until next weeks patch (if even then).

    Maybe we'll actually get some answers to the questions that need them here in the meantime, eh?

    Oh and for the record, this:

    [ QUOTE ]
    Devouring Earth Herders should summon fewer Swarms now.

    [/ QUOTE ]

    does not solve the issue with Swarms that's brought up in the link above.
  11. Funny thing is that when I went to CuppaJo and asked if she could get Statesman's or Positron's ear for me, I wasn't crying for a thread, I was crying for some feedback and answers to questions that are much needed for Ice Tankers.

    At that point it was crying, as in crying out loud.

    Instead I got a thread, and a post about stuff that helps everyone. And absolutely no real feedback or concrete responses to the questions at hand.

    Now I'm just plain crying, as in why the heck am I doing this again?
  12. [ QUOTE ]
    All I'm saying is this change is not UBER for SR scrappers or Ice Tankers.

    [/ QUOTE ]

    vs. what we have on the Live Servers? I will agree - no its not.

    However, what Ice Tankers are presented with for defense on the Test Servers? Its a huge win. Ice Tanks on the test server can not even floor the accuracy of minions. So these changes are all gain. However, they're all gain for everyone else also. Less so for an SR Scrapper popping Elude. And less so for someone buffed by a bubbler.
  13. Once, twice, three times the thank yous.

    For a place. For the acc changes. And for the shout out to me.

    The Acc changes are nice... but they're only a start, as they also leave some issues still in place that I'd like to see addressed (specifically regarding accuracy) - each of which are strongly exacerbated by the changes on test:

    1) Swarms (both regular and Devouring Swarms) need either a lower Accuracy, a lower rate of attack, or quite possibly both. They're a pet/underling. And yet, because of Taunt Aura's and Punchvoke they will stick on a Tanker like glue, and not let up in a most unrelenting fashion. They need to be reigned in big time.

    This is a huge issue for DEF only since they have no way of naturally toning down the damage leaving either Tough or Health as the only ways out. This is more an issue for younger Ice Tankers. Chilling Embrace's Slow doesn't much cut into their attack rate, but its what attracts them, and yet you can't exactly turn it off, since you need it on to help protect you from other things around you.

    2) Auto-hit aura's on AVs have got to go (e.g., the Envoy of Shadows). Without anything sitting behind DEF, these powers basically negate any defenses for an Ice Tanker leaving them soft and squishy. Again the only real way to help with them is Health.

    3) Mobs that can buff each other's Accuracy or debuff DEF seem to have strong abilities in this area. Devouring Earth Quartz Beacons are a great example, as they seem to impart at least +100% Accuracy to other DE. I did notice that the length of time that Nemesis Vengeance lasts seems to be shorter on Test server right now, which is a big boon here. More changes like this need to come.

    4) Base PvP Accuracy is 75%. This means that from the get-go an Ice Tankers Defenses are nullified come I5. Not to mention that 1 Accuracy Enhancer will cap that Accuracy for a non-AoE power. Weapon draw sets get +5% Accuracy. The prevalence of BuildUp, Aim, Focused Accuracy, etc. A DEF based melee set is utterly crippled in PvP. It'd be nice to know if this is going to be addressed somehow.

    *****

    Now I'd like to dive to other Ice Tanker issues. Many of which were covered in my PM to you, but I'd like to see them answered publically.

    For starters... currently on the Test Server Ice Tankers look like this (base values):

    Frozen Armor: 15% DEF Smash/Lethal, 30% RES Cold, 10% RES Fire
    Wet Ice: negligible DEF, 30% RES Cold
    Glacial Armor: 15% DEF Energy/Negative, 30% RES Cold
    Energy Absorption: negligible DEF
    Permafrost: 20% RES Cold, 10% RES Fire
    Hoarfrost: 20% RES Toxic

    Max slotted for DEF/RES as appropriate that leaves us at:

    33% DEF Smash/Lethal
    33% DEF Energy/Negative
    134% RES Cold (90% RES Cold w/out Permafrost)
    32% RES Fire (10% RES Fire w/out Permafrost)
    20% RES Toxic (due to slotting concerns Hoarfrost doesn't get slotted for RES by 99% of people who have it)

    So based on this I have a number of questions:

    0) Why were Ice Tankers, who were clearly on the bottom of the Tanker barrel to begin with, having been on par with Invuln Scrappers defensively, hit so hard for this Issue?

    1) Was the Slow Resistance fixed on Wet Ice? The patch note only mentions fixing it for Energy Absorption, and yet on live Wet Ice has the same bug.

    2) Why is Wet Ice no longer offering a measurable amount of DEF? Is this intentional? If not, what can we expect here in the future in the way of DEF?

    3) Question (2) but sub "Wet Ice" with "Energy Absorption"?

    4) Is this the face of Ice Tankers going forward defensively? You've put us into a range defensively where we're only maginally better than an SR Scrapper (our base DEFs are slightly higher, but their DEF is total coverage, whereas ours is not). And when they pop Elude they end up with a much higher DEF than our totals.

    This means our defenses are down in the low end of Scrapper range for I5, and yet we are not being subsequently provided with a compensation for this - Scrappers get their damage, what do we get as Ice Tankers?

    5) Can you please! please! please! do something with Permafrost? It just sits there, and because its highly redundant with the RES in our other Armors it ends up not being taken by a large majority of Ice Tankers.

    There are two things I could see you doing here:

    a) Remove Permafrost completely, then either replace it with something new and exciting, and attractive, OR slide the powers that come after it down one tier (Icicles, Glacial Armor, Energy Absorption, and Hibernate). This would make room for a more exiting and melee oriented power at level 32 (more on this below).

    b) Make Permafrost more attractive. Add Toxic RES to it (in addition to what's on Hoarfrost). Maybe throw in some Smashing/Lethal RES so we don't have to pool dive for Tough (a situation that the Test Server changes don't make any less necessary). How about Psi Resistance (the mind is as densly cold as the body).

    6) If we are to have such a strong weakness to Fire, why must Ice Tankers also be weak towards Psi? And please don't answer this with more than "Psi is the Tanker weakness", because we both know that Stone Tanks get Psi defenses. Also please don't try to tell me that Chilling Embrace covers this, we both know Psi attacks are all ranged, and CE is a melee range effect on foes.

    7) Can Chilling Embrace please be changed to not take level into account when affecting higher (or lower) level foes? It just falls off too rapidly to be as useful as its supposed to be. Even on a heroic mission with other teammates you can see mobs as high as +2, and that 25% drops down to 20% by that point, so it ends up not being as "equivalent" to RES as it should be.

    8) If Chilling Embrace is really intended as a RES substitute (which is something I've always felt it was supposed to be), then can it please get a larger AoE for Tankers, to potentially affect more at range. Right now since it only affects melee range, its offers no protection at range at all.

    9) The Hibernate lunch list:

    a) Can it please not turn off any powers.

    b) Can we please be able to turn on powers while using it.

    c) In the advent that you choose to leave it the level 32 power, can you make it more melee friendly? Perhaps a Taunt Radius? an AoE "Bitter Frost" that causes a slow like Chilling Embrace? Or maybe just let Chilling Embrace work while its active?

    d) Its nice that it heals, but there's no way to make that heal avaialble often enough to be of great use. The best recharge you can eck out of it is 16s and that requires perma-Hasten and 6 recharge enhancements. As most Ice Tanker deaths occur in the span of 5-10 seconds, that recharge time will never be fast enough. It basically has to be useful all the time more or less.

    10) Cut the End cost of Icicles by at least half. The 1.5 EPS that it is on live is just way too high.

    11) Why doesn't Glacial Armor (E/N DEF) protect vs Rikti Swords (S/E damage)? (please say bug!!!)

    12) Despite all the Accuracy changes listed above, this does not at all address the fact that attacks performed by AVs and Monsters are designed to kill characters with capped or very high RES. There are some AVs who have attacks that can one shot a full green health bar of Hoarfrosted health. This has to go. You need to either reign in the attacks of AVs and Monsters to reasonable levels, or you need to provide a means whereby DEF based builds (Ice Tanks and SR Scrappers) do not get one-shot killed. Melee classes have defense, but vs large attacks DEF withouth RES is quite meaningless. And there's nothing a healer or anyone else on your team can do to alleviate this - except perhaps some RES buffs from an SB or Dark Defender, but to say we have to get those all the time is ludicrous. A real solution needs to be provided.

    *****

    In short, I mostly just want to know what we can expect in the way of actually being made to look like Tankers again? Because right now, on test, we don't look like much of anything anyone would ever want to play or play with.

    Thank you for your time.
  14. Flash Arrow and Glue Arrow do not take Accuracy Enhancers, is this intentional?

    Flash Arrow doesn't seem to agro anything, but there's no indication that it should be behaving this way, intentional?

    Flash Arrow says if mobs are attacked they will still retain their Accuracy penalties, but the flash arrow maintained sfx fade on attacking, and there is no corresponding Accuracy debuff sfx on the targets. It would be nice if either the flash effect didn't fade on attacking, or there was an Acc debuff sfx that did last longer.

    I personally like the look of Glue Arrow, reminds me of cotton candy or rubber cement glue.

    However, there is one odd thing about Glue Arrow in general. It's a targeted AoE. When it appears it has the large green goo area appear around the target. But when that target moves, the green goo area doesn't move. But the area is still tied to the original target, since when it dies, the green goo area disappears. Individial cotton candy sfx do move with each mob that enters the AoE. It just doesn't behave quite right, its anchored to the first target, but its not. Odd.
  15. Other games that have escort type missions have "Wait" and "Follow" commands that can be sent to the object being escorted. This insures that a player has full control over the situation, which is as games should be, because they can now tell the object being escorted, when to follow and when to not follow. This can be crucial for task (mission) completion).

    Will we see "Wait" and "Follow" commands implemented?
  16. [ QUOTE ]
    How I would slot it: Energy Absorption is one of the most flexible powers in terms of slotting. The power is great right out of the box, but adding defense really helps. If you want to make it perma, 2 recharge reductions with hasten or 3 without. In PvP, you can use the End drain on this power to your advantage, and if you’re focused on that, you might consider adding an end drain, but this won’t really help in PvE. I would suggest 3 defense and 3 recharge if you’re concerned about perma and don’t have hasten, 3 defense, 2 recharge, 1 endredux with hasten. If you’re totally unconcerned about the recharge and only plan on using this occasionally, 4 defense and 2 endredux.

    [/ QUOTE ]

    EA is already perma with Hasten and no recharges in it.

    And it only takes 1 +0 SO Recharge to make it perma without Hasten.

    If you want to compare the effects of DEF vs Recharge enhancers in EA, I suggest you look at the guide an calculator link in my signature.
  17. [ QUOTE ]
    I did say one other thing - that dropped Enhancements are useful only for what you can sell them for - because everyone purchases their Enhancements at the store (or at least most of them).

    [/ QUOTE ]

    When people get useful enhancements they use them. The problem is it doesn't happen often enough.
  18. Glad to see some info on the new issue...

    My biggest beef is the use of "Mission Customization".

    I figure that's some kind of internal cryptic (pun intended) name for it, but to a user that terminology is just plain misleading.

    To me customization in a game is something I, the player, can do.

    It is not something the developers are doing.

    You need to come up with a better, less misleading, public name for it. Maybe Individualization? Or Uniqueness? etc.

    But the term "Mission Customization" has got to go if it is in fact, not customization by the user.
  19. I believe it went:

    "Why?"

    "Because I said so. And here's why."

    "Your reasoning isn't supported. And here's why."

    *chirp* *chirp* *chirp*
  20. I'll always remember War Witch as being all powerful.
  21. [ QUOTE ]
    Circeus, did your avatar change? Oh, you just took off your hood. Put it back on, quick.

    [/ QUOTE ]

    When 9000 years old you reach... look as good you will not.