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Posts
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I've played the set on Test. It looks good and works well...like WP but with different flavor and more choices. My biggest concern is that the newer sets get all the attention while the older sets need some luv.
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Quote:You mentioned the difficulties 'while you are levelling up'. That's a pretty normal thing for me too, as I always have a weak cobbled-together attack chain until some magical point in the build where it all comes together.
Very true. I never delete a toon, no matter how painful, until after at least lvl 22. Some builds just seem to stagger along until you hit SOs and then suddenly velvet ropes part and champagne falls from the heavens. The little gaps in the attack chain close, powers no longer suck all your end and enemies now seem to take notice of your damage.
I begin to understand why I see so many characters at the teens in the DFB... -
That got it. Thanks. My desire to see the new bling was too great lol
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One of the things that sometimes troubles me as I level up characters is having a 'good' attack chain. By good I mean no gaps where you have nothing ready. However the recent Blasters threads and other game play on one of my Doms has forced me to re-think this issue.
Some very good sets have attack chains that seem a bit counter-intuitive to me. For example, my Ice/Ice Dom can get Flash Freeze (an AoE Sleep) by level 18. However most of her other AoEs like Sleet, Frostbite and Frost Breath all do damage that would break the Sleep. This seems to marginalize Flash Freeze to the point where it's a throw-away power. Yet I have trouble soloing mez-heavy mobs without it.
Other characters like my Dark/Dark Controller have similar problems. Heart of Darkness, Fade and Soul absorption are all PBAoE and Twilight's Grasp works best amidst the spawn, yet the big cones on Living Shadows and Fearsome Stare seem to indicate that I'd be better off at some range.
The issue with Doms and Blasters seems to be having almost too many attacks, not enough slots and a lot of juggling ranges and AoEs around. Some powers are better in brawling range while others in the same set are better ranged (like cones).
What are some other difficult (or perhaps 'challenging' is a better word) power set attack chains that you know of and how do you work with them? -
"The name '"C:\Program Files (x86)\NCSoft\Launcher\NCLauncher.exe /LaunchGame=CohTest' is not valid.
I think I missed something somewhere... -
Quote:I do agree with villains needing more villain-specific content wholeheartedly. I feel some of their existing zones can use more colour, but literally and metaphorically in terms of theme. I believe they need a whole new zone just to themselves. I believe the Rogue Isles side needs to feature more prominently in international, interplanetary and inter-dimensional conflicts. And while I do believe villains need more "villainy," I want to be very clear that I my definition of the word is not entirely abstract.
When I say I want more "villainy," I'm not asking for more torture porn, more angsty drama or more war crimes. There are certain aspects of what makes a villain a villain that I don't feel have any place in a game to begin with. See Dr. Light in Identity Crisis for reference. When I ask for more "villainy," I'm referring to the glamorous side of evil - the minions, the death rays, the prestige, the money, the imposing personality, the opportunity to put everyone over and get what you want, the power to force your way into your goal and so forth. I want the kind of villainy that makes villains cool and less the kind that makes villains despicable.
Why bring this up? Because Villain alignment missions are exactly the kind of villainy I DON'T care for in the slightest. It's dirty, sticky and unpleasant. Yes, Golden Girl would say that that's the point, that crime doesn't pay and you SHOULD leave playing a villain feeling bad and dirty and not having had fun. But that's the whole problem City of Villains suffered from the word go - it's designed to be unpleasant to play because whoever wrote the original content apparently couldn't fathom that otherwise good-natured people might enjoy playing a villain. The original Villain content, therefore, is written such that it's outwardly unpleasant for most and only really attractive as "catharsis" for satiating really unpleasant urges.
Now contrast this against Dean McArthur or Bane Spider Ruben or even Vincent Ross. They're still villain content, yes, and they're most decidedly evil, but they're written in such a way as to make the player feel important, proud satisfied at the end. It's evil painted in a glamorous light, and it's just fun. It's not, like the new Mercy Island, content that's designed to make you feel ashamed for having played it. The Dean/Ruben type of evil is what I really want more of, it's the kind of evil that paints my villain as a bigshot dangerous person who succeeds and doesn't get put over. Self-interested, self-serving villains that can't be stopped is what I feel the game needs more of.
This is going to sound selfish but I want both. There are times when I create a themed toon with the idea 'This guy will be EPIC! I want the James Bond end fight movie scene with hundreds of agents on both sides fighting while I launch my missile of whatever.' I LIKE the feel of that...the Dr Doominess of it. The idea of the bad guy who has class and style.
I also want the guy who has no issues breaking into hospitals and contaminating medicine just to see the effects.
We have heroes of every stripe. We have Vigilantes who maim and kill to get the justice they feel the bad guys deserve. We have Rogues who don't want the badge but want a chance to walk in the sun and get out of the Isles for a vacation. But what about the Villains? I see no problem with writing darker content, setting it as separate arcs and labeling it as such for the players.
Comics have done this for decades. Half of the Avengers have been wanted at one time or another. Many heroes are from out of this world (literally) but you never see THEM producing a green card. And while most of the bad guys have a certain level of class and style, others threaten to blow up buses full of school children just so they can escape. I'm all about choice in my games, especially when they're rated Teen.
Games these days feature assassins, thieves and killers of every type. Don't tell me that a more grim version of a story arc is going to corrupt the youth of the world or make the industry come crashing to the ground. Empirical evidence proves otherwise. -
Quote:Doesnt change the lore will state you beat Tyrant via kryptonite rather then being the better combatant.
When I'm doing what I call an 'Ego fight' (no worries about outcome but my own or the other guy's ego), I'll go ahead and throw down fair and square as it were.
If I'm fighting for the life of someone else (in this case, our whole city/planet/reality), I will stalk, hide, knife, snipe, trip wire, bomb and otherwise 'cheat' any way I know how.
There are times when the getting there is more important. There are times when the outcome is the ONLY thing that's important.
If you doubt me, talk to the guys who didn't die because we 'cheated' and used the Bomb in WWII... -
Quote:I don't have any dev quotes to back it up, but I agree with GG. Skyway is a failed project, a City of Tomorrow that lost its funding before it could be finished, leaving behind stalled construction and a slide into irrelevance.
Steel has more amenities, and even has the two new arcs to freshen it up. Adding a couple of new -- or updated -- arcs to Skyway might bring folks back.
Actually, this idea appeals to me. We have destroyed zones like Boomtown and the Hollows, struggling zones like Faultline, but what about NEW construction? I'd like to see some of the swooping ramps mentioned up-thread by another poster combined with the idea of a new section of the city being built. Overlap some of the levels instead of making it duplicate Steel Canyon and throw in some new arcs written after the SSA #1. Maybe there's a thin spot in realities leading to Praetoria so their troops occasionally break through (like having a fire or troll rave event).
I'd rather see zones revamped if enough good ideas can be made for them. Barring that, put the earth-side moon transit area there to tease us until we get a Lunar Zone... -
Can someone help me out with a link to the test server download please? I lost my copy of Test during my latest computer upgrade.
Thanks in advance. -
Quote:When I read this, a thought came to mind. In order to get DP players to use Cryo and Toxic rounds, maybe there needs to be more of an incentive. What if, in addition to the debuffs they give, make it so that when combining effects on enemies, it gives a chance for an extra effect. For example,
Toxic + Cryo = 10% chance for a hold
Cryo + Incendiary = 10% chance for knockdown
Toxic + Incendiary = 10% chance for minor DoT
Something like that would give a benefit to switching ammo. Any enemy hit by all three effects would have a 10% chance for each effect. This way, it might mean that the powers themselves can stay the same while adding a little extra mitigation and damage overall.
Not sure if that was along the same lines of what you were thinking...
Too busy IMHO. As much as I love changing ammo to suit enemies the idea of having even more stuff to click on a high-level Blaster in the heat of battle is a turnoff for me.
I like the OP's ideas and I appreciate him going through and cillecting them. I'd rather see what the range changes and the cast time reductions do to the set before changing anything else though. Too many changes too soon = broken set... -
Thanks gang. Needed to uninstall and reinstall the current version.
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I've been trying to update MIDs to Issue 23 but when I try I get a "cannot write to dll file" error message. Any tips from the fans?
Thanks in advance. -
I have no MMs currently on Freedom. Any chance of forming a Junior MM league to help some of us level up so we can join you guys?
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I would like to try several different things and perhaps use an amalgam of the ideas suggested in this thread:
I like the idea of Blasters being more proactive in their defense. A frantic Blaster firing off Powers as soon as they recharge paints a better picture for me than someone with a bonus to Defense for standing around. Therefore I suggest a Def bonus as well as a - To Hit for Blaster attacks. These would be stackable much like the Damage bonus for Defiance. Thematically this would reflect the idea of a Blaster firing powers to keep the enemy's heads down as well as a 'scoot and shoot' mentality.
Remove the crashes from Nukes. They're out-dated and not at all called for these days.
I think that the Secondaries need to be addressed. Many are not easy to mesh with the Primaries, there are not enough of them and many powers are skipped often...to me the very definition of a power in need of change. I think that whatever the added survival mechanic is it should be strongly tied to the Secondary. Added Status attacks (or protection) and more utility would be good starts.
Pull the ED limits for Blaster offensive Powers. This would be an opportunity for Blasters to get a damage increase across the board. -
Quote:True story: I was bugging Synapse about Blasters from like last year. Then one day he says "look, I gave it to Arbiter Hawk, go bother him."
And then I go talk to Arbiter Hawk and he says "yep, Synapse said I can do whatever I want as long as I shut you up, mu hu ha ha ha!"
Ok, the first half is basically true. The second half is sort of implied.
THIS is why you can never leave the game Arcana... -
Not in any particular order:
Most of the Blaster Secondaries especially Ice Patch from /Ice. The long animation makes it a horrid power in an otherwise good set.
Stone Armor. I'd like the animations changed so not every Stone character looks the same under Granite. I'd like the set reworked so players didn't feel obligated to respec into Granite and out of their other Armors. I'd like to take a movement power other than Teleport...
Dual Pistols. Needs faster animations and more damage.
Hand Clap needs a toggle to turn KB on or off as the player wishes it. Or make two versions of the power.
Remove the STUPID animation from Jump Kick. Make it worth taking as an attack.
Make Super Reflexes less slot and End heavy.
Change the 'Breakdance' animation from Staff PLEASE. -
It occurred to me last night while playing that one of the problems with Blasters might be in the perception. Yes, they level slower solo. Yes, they faceplant more often. But in a real furball of a fight when all the powers are flashing around you don't often SEE the results of a Blaster.
In a big fight you always know where the melee-types are. They're in the middle of the fight (generally), surrounded by bad guys. Corrs, Doms and Defenders have very prominent effects with their buff and control powers. MMs have pets you can see. But except for Fire, Blasters shoot, then shoot again, shoot some more and that's it.
Last night I had to leave a big battle to get the door. I announced AFK Sry, locked my AoE on the Tank and left the room. When I came back almost a minute later nobody had noticed that I was gone. In the heat of a major battle you don't really have time to notice a brief increase or decrease in DPS.
I'm hoping that the upcoming changes (whatever they are) give Blasters some more visibility. Something to SEE during the fight that makes the other players think 'Yeah...Blaster shooting over there.'
It's a small point but it hit me kinda hard last night so I thought I'd mention it. -
Quote:Based on the number and length of threads for Blasters I have little doubt of that.I'm hoping that whatever they do involves a LOT of community feedback.
However it remains to be seen whether they are songs of praise or howls or protest. For myself I think it will be praise. The devs have tried to introduce new mechanics into the last few sets (Momentum for TW, Pack Mentality for BM) with generally positive results. I see this as a good thing. -
Quote:Personally I don't see why Crab Spiders aren't more popular. They can to be what a blaster ought to. You can have decent defense, status protection, and solid ranged offense. Yes, they do less than high end blaster builds, but they also live through things.
Blasters should either get some real forms of damage mitigation or do stupidly high quantities of damage. Anything else is unbalanced.
Probably because many players don't like shopping where Doctor Octopus buys his clothes...
Seriously...at this point I'd try almost anything to try and make them more playable. Lots of Beta time...whatever. -
Quote:I'd like a genetic experiment type primary. It would fit in well with a science theme.
The only problem is that they would probaby do a bit of poison/toxic damage which is taken care by necromancy.
Still, if we could get it something like 3 deformed standard minions; maybe have some scars on them or damaged skin, showing they've been the sort of zombie-like brain-damaged minions. Probably be able to inflict a slight slowdown (not much, though). For ranged they could just hurl acid jars or something for damge.
Second tier could either be lab helpers, maybe with a strong focus of throwing varying liquids to cause a decent number of debuffs and they could stay ranged with toxic damage or some such (maybe guns that shoot out liquid that burns the skin and melts steel so it can logically harm bots). Maybe give them psionic damage? Since they've had their minds altered to be more powerful, giving them psionic powers.
Third tier I'm not sure of. I thin this and the second tier could be swapped depending on what would seem more science-y. Either a brute like large creature, maybe with a melee weapon or not. Blunt damage. Knockback perhaps or some sort of stun (he would be very strong, after all). Maybe he could have ice attacks, since he could be made up from all sorts of body parts and experiments.
Second and third tier could easily be swapped. If we went three genetic creatures, a bit of throwing random jars of liquid for range, we could have two brute like creatures. For buffs we could just say the gases they put out buffs the other minions. Then maybe a psionic based 3rd tier minion.
Or if we go for a brute at the end, I've outlined it above.
And now I want it in game :/
I could see this easily. Three mildly scary Minions, two monstrous Lts and a lab assistant Boss throwing stuff on the other pets and debuffing the enemy.
I'd also like to see something spectral like Illusion or something close to it. Some sort of a mind or spirit Pet set. Clearly different from the very solid pets we have now... -
Quote:
As blasters are 'supposed' to be the ranged equivalent of a scrapper, until they can perform at that level no-one can say they have too much, or even enough power.
From what Arcana said, this was one of the ways the Devs realized that Blasters were underperforming; leveling speed. Time spent dead and time spent mezzed were likely the other two.
I agree completely with your statement. Truth be told, I can understand why balance is so difficult and why the Devs haven't achieved it yet in a game this complex. They like to work from the risk vs. reward formula yet the squishy types ALWAYS take more risks. Blasters take more risks than anyone because they have the least amount of mitigation.
I like apples to apples comparisons so I ran some numbers:
At level 22 a Minion has 202 Health. A Blaster using Power Burst at lvl 22 with lvl 25 SOs (1 each Acc, End, Rech and Dmg) does 176 damage or about 87% of the target's Health. Not tough to believe that the other 13% would come from Defiance. All of this assumes NO Resistance on the part of the target which is seldom true. The rest of the attack chain (Power Bolt, Power Blast and Torrent) would be enough to defeat another Minion under the same circumstances. Casting and recharge times dictate that the Blaster could do this forever with enough End. Essentially that's 1 Minion defeated every 4-5 seconds as a baseline.
A Scrapper with Broadsword at the same level and with Hack, Slash, Slice and Parry in his attack chain will be defeating foes at roughly the same speed or perhaps a bit faster since the Secondary I chose was Regen and Quick Recovery alleviates possible End issues.
Two characters, 2 attack chains with 3 ST and one cone AoE each, all slotted with +3 SOs at lvl 22. They both defeat the enemy at approximately the same rate or close enough on paper. However the differences are important:
By lvl 22 EVERY melee character has access to Status Protection while Blasters can have CJ, Acrobatics and IOs for SOME protection.
Many of the Melee Secondaries have some form of self-heal, End recovery or both by level 22 or soon after. Blasters get no self-heal and those that get an End recovery power get it later.
Scrappers have 14 Primaries and 9 Secondaries while Blasters have 11 Primaries and 7 Secondaries.
The kill speed calculations above make NO allowances for the enemy fighting back. With little Status protection and no defenses the Blaster will be at a much higher risk for roughly the same reward. He will be more injured (which consumes Greens, forces Rest and prompts the player to include self-heal Pool powers in his build), tired (which consumes Blues and forces Rest) and mezzed (forcing down-time even if the character survives) than the Scrapper.
There will always be outlying data from other sets (by lvl 22 a Fire Blaster can have 3 AoEs and 3 ST attacks but will have fewer slots to spread around and Dark Blast gets a damaging self-heal at lvl 28). However I think that it's clear that comparing Scrappers to Blasters is a losing game for the Blasters. Scrappers can inflict the same damage or more with less risk and that clearly breaks the Dev's Risk vs. Reward formula. -
Quote:Given the limits of your statement, I don't think so, but its close. Arc of Destruction does about 108.27 base damage at level 50, and with 1.95 slotting and +160% fury that would be 384.36 damage, only about 89% of the health of an even con minion (430.8). To get there, AoD would need a total of about 3.98 damage buff. Assuming 1.95 slotting, that is about 2.03 more. With 85% fury and +170% damage, a slightly higher buff than I assumed above, you'd be about 33% damage strength shot of the one-shot.
This question is level-dependent, though, so I suspect its possible that at lower levels the one-shot might be more possible.
I currently have an Axe Brute and a Mace Brute under 20 and after Fury builds they can definitely 1-shot even-con or even +1 Minions. As I'm running them at +0/X2 right now I can keep Fury at +80% with no problem and over 100% is not uncommon. The rest of the slotting is DOs at the moment. No damage auras or red Insps required... -
Personally, I'd like to see every Blaster nuke split into 2 Powers. One is the standard AoE nuke...the other a ST form of the same thing. Maybe ST isn't the right wording...more like an 8' radius or something.
Both start with a 360 second Recharge and OMG damage. The AoE version would drop everyone under a Boss like butter. Bosses would be hurt but alive. The ST version would melt Bosses like butter and put the hurt on EBs. The AoE version would have a crash, the ST version would simply have horrendous End cost (like 60).
A Blaster with both now has 2 options. He can dissolve a spawn but leave himself vulnerable or he can dissolve a Boss and a close underling or two for a hefty End cost but stay in the fight.
The high recharge means that without Speed Boost or other outside buffs the Blaster will never get close to being able to do this every spawn or even every minute.
No, this will not even begin to address Blaster issues. I just want to try it and see how well it works... -
Quote:Guys thanks for all that but I have a question (actually sent in a ticket about this): I got used to using the thugs up to level 10. When I put them to defensive stance and then tell them to attack something, they kill it and anything else attacking them/me (which is what I think they're supposed to do). But with bots they switch from defensive to agressive and stay in agressive stance when I tell them to attack and end running off and constantly fighting.
I tried demons just now and the same thing happened but only for a moment. They switch to agressive for about 5 seconds then back to defensive which is fine since usually it takes more than five seconds to kill everything.
So is it a bug with the bots?
Anyway, so far I didn't really like the thugs (admittedly I only did play to level 10). They seemed far too weak in terms of being able to be kept alive. I went with dark as a secondary power but I dunno, it just seemed like one of them was always around 1/3 health (with me spamming the level 1 heal and using inspiration healing on them). The bots seem stronger (although I'm only level 4) and do pack a bit of a punch, too. But the problem I mentioned above is really putting me off them.
What are demons and zombies like? I know people say demons/thugs/robots are tied for top three (more or less) but what makes demons good? Is it just the variety of damage types they can put out.
Is necromancy actually good in endgame stuff since I am fond of soloing stuff but I'm somewhat worried that necromancy might not be good. I just sort of picture the zombies as well... zombies (slow and sluggish). Or are they actually good in melee and can hold their own compared to bots or thugs?
And why do people say Commandos are bad?
Oh and I went FF with the bots; I'm enjoying it so far. Wil lthe first level ability still hold up at endgame? (it just knocks people down but it's pretty useful)
The three basic commands you get in the Power Tray are a bit flawed. Rt-click on them and select 'Edit' and you can edit them. Change Attack Aggressive and Follow Aggressive to Defensive. Now when the pets follow you they won't run off and attack unless you or they are attacked. When you tell them to Attack something they'll kill it, kill anything around it, then return to you.
Experiment with the commands on slower missions until you feel comfortable.