Cyber_naut

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  1. Quote:
    Originally Posted by Redd Rumm View Post
    Why! I never understand why some people ask for nerfs . a lot of people work long an hard to softcap a toon an you want a nerf ?
    Exactly. There's really no good reason to ask for a nerf, in this situation at least. Like I said, if they don't like defense, don't use it. And if they really need to use it for some reason, if they can't find a challenge using ae and the difficulty sliders, then there's something wrong with that player, not the game.
  2. There's plenty of stuff in this game that absolutely wrecks defense, even soft capped. Other forms of survivability, such as resist and heal based (or mixed) can be just as survivable, especially if you just ignore the enemies these forms are weak against.

    Then there's the leveling situation. As good as defense is at high numbers, it's equally pathetic/useless at low numbers. It's a fair trade-off imo, you pay for weaker leveling survivability for superior survivability at the end.

    And finally, soft capped defense is an end-game thing that requires extensive IO use in most cases. There's nothing wrong with having very powerful end-game heroes/villains that do impressive things. I believe the devs even acknowledged this is their belief as well at one point. Or should we start crying 'overpowered' about recharge rates and stacking debuffs too while we're at it, so we're at least consistent?

    So I would argue there's absolutely no need for a nerf. If it's too easy for you to play a def based toon, then don't play one. Or if you really need to play one and you still feel it's overpowered, don't dodge the enemies that laugh at defense and/or use the new shiny difficulty settings. Or take one into pvp, lol. And while some may truly feel def is too powerful, I think many of the complaints are based on ignorance and the big green monster, and I aint' talking about the hulk.
  3. Quote:
    Originally Posted by TroyHickman View Post
    Thanks for the feedback, Cy. I tried to make the arc challenging, but I'll admit that as a game designer I probably make a good comic writer. I put a lot of effort into the text and characters, but my grasp of game mechanics probably isn't up to the level of a lot of MA creators. After I'd finished I played through the entire arc AT LEAST several dozen times to work out all the particulars, with a number of different ATs, and was able to get through it without TOO much effort. But I'm sure I didn't take everything into account.

    I'll keep your comments in mind in the future. And I hope you enjoyed the arc overall.

    Like I said, my only complaint was the end drain, the arc overall was great. Maybe running it solo isn't too bad because you're only dealing with a few at a time. I was on a small team and taking most of the aggro, and therefore most of the end drain. Very entertaining arc though, thanks for making it.
  4. Cyber_naut

    Duo STF = Win

    Great job guys. That sounds so tough I'd be hesitant to even try it, lol.
  5. I played the hickman arc - it was very entertaining and well written. My only complaint is that the end drain is BRUTAL in the first two missions. And by brutal I mean ridiculously over-powered. It's bad enough that I'm fairly certain many people would quit the arc over it.
  6. Quote:
    Originally Posted by Yogi_Bare View Post
    Rename thread to, "No news for half a day?!?"
    Nope. We didn't get any news for a month. People complained. The people who run the game were probably listening and suddenly we've got a bunch of news and changes. Maybe this was coming anyway, but they specifically addressed the complaint and gave an explanation. It was a legitimate complaint and hopefully we won't go another month without any updates, and if that is the case, good job to those who run the game, and thanks for listening and responding to our concerns.

    If I recall correctly, they said beta would begin early first quarter 2010. With the dramatic changes, and the fact we still don't have any real info about GR, I'm wondering if they are behind schedule, hence the silence and internal changes, possibly due to whip cracking from higher-ups.
  7. Quote:
    Originally Posted by Chaos_String View Post
    The fact that EMP shuts down your endurance recovery for the same amount of time that it debuffs enemy regeneration makes it impractical for soloing AVs and GMs.

    Although my ill/rad has soloed everything up to and including Lusca, I didn't use EMP for that purpose, except in a few cases where I missed with LR and wanted to let my pets continue to make headway against the AV/GM while I basically did nothing for 15sec.

    Now I'm going to have to break out my ill/rad and see if I can take down some AVs without LR.

    EDIT: just soloed Chimera without LR. So yeah, it's sub-optimal but definitely doable. In fact I'm pretty sure I could have taken him down without any -regen at all, though it would have taken longer without EMP. An ill/rad can put more raw DPS on target than most people realize, I guess.

    Looking back on things, this shouldn't have surprised me in the least. I took down Nightstar and Siege even though they both have 80% psi resistance, and the bulk of my damage output is psi.

    Now I feel this thread has been thorougly derailed.
    Not at all, just proving the point that scrappers are not at all overpowered when at's that are supposed to be weak solo are doing things solo that the supposedly strongest solo at simply cannot do. And the defense of 'well, it's only one power' just got shot down by your post as well. Then on top of that, the same at's are more valued on teams, to the point they are 'must haves' for task forces while scrappers sometimes have to hope for a mercy spot. So if nerf bats start swinging, scrappers should be the last at hit by them (but as I've said over and over again - I'm opposed to nerfs because I think it's fine for top end builds to be able to do extreme stuff, so don't misinterpret what I'm saying as a call to nerf anything).

    Thanks for the BS build btw, I'll check it out when I get a chance - always interested in looking at top builds. I like how you pointed out to the other poster that sometimes its better to have a pause in an attack chain than to jam a weaker attack in for optimal dps. I've always been cautious when looking at stats thrown up in here because there are so many variables and missing any of them could lead to horribly wrong conclusions, like when people cried overpowered when they took the animation delays out of katana.
  8. Quote:
    Originally Posted by Chaos_String View Post
    BillZ's thread showed Broadsword ranking among the worst primaries for high-end DPS; yet my BS/SD build outperformed every single non-shield build on record in pylon time.

    The point remains: choice of secondary (Shield vs. not-Shield) has more to do with high-end DPS than choice of primary.

    I'd love to see your BS build that puts out that kind of dps.

    And while you're right to point out that SD will put most if not all primaries above any non SD paired primary, all things being equal (ie. when measuring primary vs primary, they either both have sd or neither does), the chart does give a good idea of which sets are best in regards to single target dmg over an extended period, and BS seems to finish in the lower half in most of the discussions we've had (which is why I'd love to see your build, I'm curious to see your slotting and attack chain).

    Obviously with DB, SD is not an option, but if I recall correctly, shredmonkey's db was doing well over 200 dps without sd.
  9. Quote:
    Originally Posted by Igor_The_Mad View Post
    I can damage cap my shield charge.
    By myself.
    It's stupid amounts of damage - it oneshots +3 minions.

    Shield charge is so powerful that I don't really care whether I'm soloing rikti warzone missions at -1x8 or +3x8. I just herd the spawn, soul drain, and shield charge them into the ground. Lieutenants take a bit longer, and bosses might require a full attack chain to kill, but the minions evaporate - which is why I don't really care that DM has no aoe.

    However...
    I think that the defining power of /shields is not SC, but AAO.
    It's trivially easy to saturate it, since AAO is an enormously strong taunt power. I was doing a STF and if the stoner (who had more IO's than a... really... io'd thing...) did not taunt on cooldown I was stripping aggro off with my high DPS + taunt aura. Saturated AAO is worth slightly more than 3 small reds. Try running around on your non-shielder with 3 reds popped all the time and see how you like it, and you'll have some idea of how powerful AAO really is.

    I don't think the devs planned for /shield to be so dominant, but they probably should have seen it coming, seeing as the scrapper community is populated by, as one person put it, "numbersraping powergamers".

    Weaknesses of shield are that while it performs at a (mostly) acceptable level with SO's, it doesn't particularly shine. Shield charge has a very long (90 sec base) recharge. It can't cap its defense debuff resistance without some major shenanigans involving HO's - and this is more of a weakness than anyone cares to admit, considering how much time most people spend doing ITF's.

    Another off-putting characteristic is that it's confusing as heck to learn the powers. Willpower (for instance)... ok, +regen auto, +hp auto, +regen toggle/taunt aura, +recovery auto... got it, and you're off!

    Shields, on the other hand starts out with the normal +melee/range/aoe toggles, a +hp/resist auto, clicky mez protection (which can't be perma out of the box, ugh), then a +dmg taunt aura, and then veers off into the realm of "ahhh i don't know what any of these things do" with phalanx fighting, which most novice mids builders don't understand, grant cover, which gives you one thing and gives everyone else something ELSE, then an aoe with a long recharge, and a tier 9 that doesn't really do anything to enhance the survival of a SO'd shields toon.

    It's not at all like SR where you say "ok, i've reached the next /SR power, my survivability has increased!" With Shields, once you have TG, both the defense toggles, your mez click, and phalanx fighting (if you take the time to look at city of data and figure out what it does, assuming you even know what city of data IS) you've pretty much capped your secondary. Shields doesn't get better at keeping you alive past level 20 (or 22 if you want to argue that point, for SO's). It gets better at helping you KILL THINGS, but not better at making you NOT DEAD.

    Time for numbers! Yay!
    A level 50 /shield scrapper with ED capped defense toggles and true grit, and phalanx fighting has 21.6 defense to all positions, and 1605 HP, and a tier 9 which gives you some resistances (whoopee).
    A level 50 /SR scrapper with ED capped defense toggles and autos has a whopping 30.9 defense to all positions (plus scaling resists for low HP situations), plus elude which will, you know, cap your defenses.

    THIS is why shields is so amazing at a high level of IO investment - because you have to overcome 9 percent melee, ranged, and AOE deficit in comparison to super reflexes. I wanted an AV/Pylon soloer and looked at shields when it came out and said "man that thing has 22 positional defense, there's no way I can soft cap that" because I don't care about shiny toys like shield charge and AAO if the secondary can't, you know, keep me alive. So I rolled a DM/SR and purpled it out to 191 +recharge and had a lot of fun with it. I kept hearing about how powerful X/Shields was, so one day I sat down for, oh, about TEN HOURS with mid's and figured out how to soft cap one. I made a dm/shields scrapper, leveled it to 50, and it's the most overpowered thing since, oh, I don't know, /invul tanks in issue 3?
    However, for those of us who spend their free time on the scrapper forums figuring out how to make their characters do things that the devs never intended (Iggy, I'm looking at you), we know that /shields is balanced by the fact that it sacrifices 9 percent positional defense to achieve higher damage output, much like fiery aura.
    For our scrapper bretheren (and sisteren) (hah, I just made up a new word) who prefer sticking with SO's - shields is still a good set, which is as it should be. It's the fiery aura to invulnerability of defense sets.

    Well, that's probably enough rambling. I'm going to go solo a pylon or something. See ya out there!

    Whenever I hear cries of 'overpowered' regarding scrappers - what about the AT's that are soloing Lusca... lol. It aint' scrappers pulling that stuff off, and the scrapper AT is SUPPOSED to be the dominant solo at. Then people will come back with 'well that's just top end stuff with crazy io investment'. Well yeah, same thing with the 'overpowered' argument regarding scrappers.

    SD is a great top end set, the best imo, but it's no picnic leveling up, and that should be considered when discussing it's top end power. And it definitely does not shine without IO's, and lot of them (especially the expensive ones).

    Some defensive sets have fallen behind a bit with the rise of defense and IO's. Rather than messing with sets that people enjoy and angering the dwindling customer base, the devs should rework some of the lesser sets to make them more appealing and competitive, and give their players freshened up sets to play with and enjoy. Top end, IO'd to the gills scrappers soloing a pylon in under five minutes is no more gamebreaking than an ill/rad soloing lusca. An sd obliterating a mob with SC and fireball is no more gamebreaking that a fire/kin farmer.

    Devs and players, I say to thee, put down your nerf bats. DM used to be an underused set, but rather than nerf popular sets that were outperforming it, the devs buffed DM and gave players a virtually new set to play with and enjoy. So rather than crippling SD like they did with EM, tweak some of the underperforming sets to make them more competitive, or introduce new IO's that benefit those sets the way def bonus IO's benefit defensive sets.
  10. Quote:
    Originally Posted by Santorican View Post
    That shield charge needs to be hit with a nerf bat hard? lol
    Yeah, people are enjoying it! Change it to the energy transfer animation and have it shower enemies with flowers!
  11. Quote:
    Originally Posted by Chaos_String View Post
    Well, what that list in particular says to me is that choice of secondary (ie. Shield or not Shield) has more to do with top-end DPS than choice of primary.
    Bill did a list with just the primary doing the dmg and fm and dm both were top performers. SD just widens the gap for the primaries that go with SD.
  12. Quote:
    Originally Posted by Gaidin View Post
    I just started a DM/Shield toon an hour ago, and was wondering what your take on it's AoE if you go the Blaze EPP route? I would think that SD + Shield Charge + Fireball + DC if needed would make for some decent AoE potential. I'm making it for AV soloing, but the ability to have a second build and go for more AoE is a plan as well.
    Fireball adds a lot of aoe to dm, but dm has nothing to match FSC, and FSC is much better than fireball. That's not to say dm is bad, it's just not at the same level as FM in terms of aoe dmg. But you will have higher survivability with siphon life on DM.

    The reason I like fm/sd better is because, like I said, it shines in more situations, and more often. I team a lot, and when I solo, I'm set for x8, and there's no question my fm will kill faster than my dm. On rare occasion, I might need to pop a green insp or 2 on the fire where on the dm the dmg spikes are taken care of with siphon life. There's really nothing I can do to bridge the killing gap though, that's why I'd suggest fm.

    *And as I said earlier, if you're going for no insp av soloing, that is one area where dm/sd has a clear advantage due to the self heal.
  13. I've got a fm/sd and a dm/sd. I'd suggest going with the fm/sd because it shines in more situations than the dm/sd - especially on large teams or mishes set at x8. FSC is very nice and with lots of recharge it's always available for that added aoe carnage. The only time I'd recommend dm/sd over fire/sd is if you are building the toon specifically for soloing av's without insps due to the heal attack in dm.
  14. Cyber_naut

    The Longest Wait

    Quote:
    Originally Posted by Tank_Washington View Post
    Zombie always has facts on his side, unlike the posters who reply with their emotional attachment to Co* in tow.

    Shame he has none here.

    Since the last quarterly report, before NCSoft removed the long included subscriber numbers from it, showed a drop of ten thousand subs if I recall, bringing the game to the lowest numbers it's had.


    That was over a year ago, since then do you think the subscriber numbers have rebounded?

    Personally based on the slow forum traffic and what I see on the four servers we have characters on, the active subscriber base is below ninety thousand, maybe around seventy or eighty.

    But there are no actual current subscriber numbers to prove or disprove that.

    So the doooooom criers are equipped with the same accurate information to support their conclusion as the diligent Co* defenders. lol
    Actually, the concerned have more behind their argument than the co* defenders - if population was steady or increasing, I doubt they'd be hiding the numbers with so many of their customers concerned about said situation.

    And the reason they're losing customers is in large part due to long delays between updates, something that at one point the devs claimed they were trying to move away from, by having more frequent updates, and something they should be able to move away from with a supposedly larger workforce. Then take into account we're looking at a delay to GR, and that GR is a paid expansion - how long before we get the next free issue that has come with the monthly fee since the games inception? The paid costume packs don't cut it, nor do the less than intensive holiday events we've seen. Didn't the devs say they devloped AE so their own people could put together story arcs and such easier? So why not release some new arcs and tf's every so often to keep things fresh?

    Bottom line is, if their new plan is to release new stuff only twice a year, and most of the releases are paid expansions and packs, then this game is in serious trouble (though they should retain about 20 loyal defenders regardless of what they do... lol). And if this is the case, I'm very disappointed because this is the best game I've ever played, and after seeing how weak CO turned out, co* has a lot of potential to stick around despite new competition, if done right.
  15. I understand they are busy working on GR, but I agree with those who are disappointed by the lack of updates recently. I thought the plan was to release things more frequently, even if they were in smaller bites? Even vague updates simply talking about GR on the website would help keep people interested - like a story every week or two about a certain aspect of GR, like a story talking about the resistance or the rise of marcus cole... anything...

    And these holiday events can't take the devs all that long to throw together, lol (and if they do take a long time, maybe they should reconsider what they're working on...). How much brainstorming did it take to make the new GM a giant snowman and flip a couple words around to come up with 'lord winter'. How bout putting together a story arc or task force for each holiday event, even if you just use the ae system? Maybe have the final reward be a new io.

    I still love this game, but there's no reason to not have timely updates at least to talk about what is going on, and maybe trickle out some new product more often. I love the idea of more cim like deals - small new zones with a unique task force - I still love doing the itf.
  16. WTH, now kahlan is creating new percentages?!
  17. Cyber_naut

    Champions united

    So who here has direct TV?
  18. Do a search on siphon life slotting, there was a thread with a bunch of great examples on the best setups for that power. IMO, its the best power in DM now, and you're going to be spamming it, so if you're having end problems, getting the most end reduction in that power as possible is going to have a huge impact on your end usage. The way you have it slotted right now looks good, but if you're having end issues maybe theres a better set up that can save you some end (the switch to hec dmg/end that was suggested would definitely help).

    Looking at your build, I'm surprised you're having end issues, outside of spamming your aoes. In that case, you might want to rework fireball and get more end reduction in there, even if you have to sacrifice the recharge bonus - that things eating 15 end every time you fire it.
  19. Quote:
    Originally Posted by Larac View Post
    I have run both on my DM/DA and BS/DA.
    I have kept CoF on the DM/DA for concept and never notice the end as he has 119 end plus huge recovery.
    I have CoF again on the BS/DA as I found the OG stagger too anoying and would get a mob or two out of the AoE attacks every now and then.

    On my spn/da I have OG and use it as a set mule for absolute amazement, rarely run it as anything left standing after the 1st batch of AoE's will not be affected by a mag2 stun.

    So it might be better to try both (what with the massive number of respec we get now) and then decide.

    CoF needs a rework imo. It's too similar to OG, and the only real advantages over OG, no wandering/stunned enemies and a minor to hit debuff, don't justify the massive endurance cost of the power. The fact that there's really no real reason to have both powers is reason enough for some kind of change to one of the two powers.

    The way the game has evolved has left some sets with clear overall advantages over other sets. Some minor alterations and buffs to lesser played sets could add a breath of fresh air to the sets and the game itself. Look what the changes they made to dark melee did for that set and the positive effect it had on many players. And it wouldn't take a massive amount of work by the devs, like creating a whole new powerset would.
  20. Quote:
    Originally Posted by Umbral View Post
    That depends entirely upon what other powers were reordered to get those powers available at the different levels. If I was playing a Tanker and the powerset was forcing me to wait forever on Taunt in order to get Footstomp asap, I'd probably play the other first because I need to get aggro before I begin bothering with AoE damage.
    The bottom line is, where you get powers in a set is very important, and clearly affects the quality of the set.


    Quote:
    And would you be willing to have KO Blow be weakened to account for the fact that it is actually available 3 tiers earlier than it should be? EM has to wait until the same level as everyone else in order to have the same ST focus powers available to it. SS gets its best ST damage power significantly earlier than everyone else. By your own logic, KO Blow should actually be weakened because it is available earlier.
    LOL, sure if you're balancing it against the turd that is EM, and if the game used a set standard throughout (but they clearly do not, as evidenced by SS...). But the devs should not try to balance popular sets against weak ones by adjusting the popular sets, they should adjust the lesser played ones to the popular ones. In other words, make EM more like SS so more people could enjoy EM, you know, to create a more enjoyable product and keep more customers happy. (And I don't mean make it exactly like SS, but improve it so more people enjoy it.) Or they could go the other way and match sets their customers enjoy to lesser played ones by nerfing them, which will lead to unhappy customers.

    Quote:
    You're completely missing the point of what I was saying anyways. I've met people that absolutely love talking about how Footstomp is balanced because it is a tier 9 power, even though it has twice the area of effect that it should with its damage, and end and recharge costs. What tier it is has nothing its capabilities. Those values are governed by a completely different calculation that doesn't give a hairless rat whether it's tier 9 or tier 3 (Spine Burst breaks the rules in the exact same way and is a tier 3). In the design and evaluation of a power, it doesn't matter what tier a power is as long as the powers that are more fundamental to the operation of the powerset are lower in tier.
    What FS "Should Have" is your opinion. What it DOES have, lots of people seem to enjoy, and if it were altered without buffing the rest of the set, SS would be a joke, and the devs would have lots of unhappy customers, just like when they nerfed ET, which was EM's set defining power. And this talk of a mythical set 'calculation' standard (and I say mythical based on the fact that you continually mention sets that 'break' the 'rules') apparently doesn't work very well if it was applied to EM - just look at all the cobwebs forming on the set, while SS, which apparently ignores them, is very popular. The devs should stop trying to crowbar sets into these standards (if in fact that is what they are doing), and concentrate more on making the set fun to play. And right now, EM, which was once fun to play for many, is no longer. And you can keep claiming it was only about numbers, despite the fact people continually testify to the fact it was about how the set 'felt' and 'played', and I, along with many others, will continually tell you it was more than that.



    Quote:
    Dark Melee is definitely worse at AoE damage than EM. Dark Melee has a tiny area of effect, horrible activation time, and half the number of potential targets, not to mention that Soul Drain and Dark Consumption are both on recharge times that are long enough to prohibit real contribution to AoE capability. MA is just as bad at AoE damage as EM (they both have only a single AoE that does nearly the same amount of damage; MA is only slightly better because of the animation time is better on DT) and is actually worse at ST damage.
    First of all, I disagree with you claiming DM is 'definitely' worse in aoe dmg, unless you never play dm and don't know how to use shadow maul. And it's not fair to disregard SD and DC because they do contribute to aoe dmg and abilities, like endurance drain/gain, and a nice to hit and dmg buff from multiple enemies. And I'm sure you wouldn't even try to argue that the sets, DM and EM are on par ability-wise, at least I would hope not.

    Secondly, your other comparison, MA, simply supports my assertion that EM is a weak set that needs buffing, because people have been begging for MA to be reworked for ages.

    Quote:
    With this, I'm not saying that EM doesn't need to have its AoE capability improved; I'm just trying to put its AoE woes into perspective.
    Right, it's aoe abilities are tied or worse than the other sets at the bottom of the barrell in aoe damage and ability. Of the two you named, one set is far better due to unique abilities, and the other is a set people have been begging to get reworked for ages.

    Quote:
    Actually, I'm making it exactly as complicated as it needs to be especially since you insist on using SS as the model of balance (which, on a power-for-power basis, it's the absolute worst set to use for this purpose). Balance is a complex process. The fact that many people are frustrated with EM has nothing to do with the fact that it is presumed to be weak. They're frustrated with it due to the fact that it is weaker than it used to be and now has to be played in a different manner. It's for these same reasons that */Regen no longer sees the number of players that it used to.
    Actually, I think the devs who 'fixed' em were thinking the same way you are. Now very few people still play em and they pissed off a lot of their customers.

    I was using SS to show that you don't have to use a complicated, set system with rigid rules to make a fun powerset that customers will enjoy. It's ok to go outside of the lines and make the set unique. The only set rule the devs should stick to is to make sure the set is fun to play, and if any changes are made to the set, make sure they increase the fun factor rather than lower it.

    You say people are frustrated with the set only because it's weaker and 'has to be played in a different manner'. Well, yeah, lol. Most people don't enjoy playing sets that overall are cellar dwellers in almost every aspect. Most people don't like playing a set that is virtually useless on teams, in an mmo.

    And comparing it to regen is interesting. Yes regen got nerfed, but imo justifiably so, due to the fact it made players almost unkillable. That's hardly equivalent to what et did pre nerf. Also, the fact people started realizing defense sets had an advantage over everything else, along with added defense from io's, played a part in the drop in popularity. So the comparison is not very valid, imo.



    Quote:
    The people that have shelves their EM toons because of the change to a single power are doing so because they're not willing to change the times in which they used the power. People still use Greater Fire Sword, Headsplitter, 1k Cuts, and Eagles Claw even though those powers all take a long time to animate and oftentimes result in wasted animation time because their target is already dead. The players that use those powers have learned to minimize target deaths during animation by specifically hitting healthy targets that aren't near death. The fact that people are used to using ET against targets already at half health and taking them out completely are now having to deal with the fact that their targets are dying before they get to finish their animation is due to people having to learn to adjust the use of the power. ET is still a really good power. It's just not one you would want to use immediately against every enemy on the planet.
    This would be your opinion, and I think it's very safe to say it is the minority opinion, lol. ET used to be the sets defining power, now, as you admit, it's nothing more than a situational power. And with nothing to replace the defining power, em has become a joke of a set.

    In the other sets you mention, the powers listed really are not set defining powers. People don't play FM for GFS, or DB for 1kC, or MA for EC. I've already addressed MA, but with FM and DB, you have sets with a nice mix of ST and AOE dmg and abilities, that are fun to play. EM needs work to match them because its a slow, plodding set that is horrible in team play. It was a fun set before because it had that one, shining power. One could argue it was too dependent on that one power, but at least it gave people a reason to play the set. Without it, well, the results speak for themselves. Lots of complaints and not many people playing the set. Even you admit it needs buffs, lol.

    Quote:
    You're also assuming that "many" people are intelligent and didn't just take EM because it was the flavor of the month. EM was insanely popular because it was doing boatloads more DPS than was capable with other sets (oftentimes allowing a Tanker to deal just as much damage as a Scrapper). Now that ET has been brought down in effectiveness and no one is shouting out its virtues from the rooftops, it has fallen from favor. That doesn't mean the set is broken. It's still a top contender for ST damage and has an excellent secondary effect. Even if the devs did increase its AoE damage, I still doubt it would see a resurgence in play just because it's not as awesome as it used to be. The same would happen if */Shield or */WP were brought down in effectiveness to be more balanced with other sets.
    It's true that many took it because it was 'flavor of the month'. But it certainly was not flavor of the month for its pve abilities, lol. It was flavor of the month because it was dominant in the old pvp format, and people talked about it on the boards. One of the devs even flat out admitted he was influenced by the posts laughing at those who took any set other than em, while missing the fact it was in regard to pvp play, not pve. You say the fact people are not 'shouting em's virtues from the rooftops' does not mean the set is broken, well the fact people were talking about it positively in regards to pvp didn't mean the set was broken either. But the fact so many customers say time and again the set is no longer fun to play does indicate it is broken. The fact its only on par with sets in st dmg while being blown away in the aoe department does indicate it is broken.

    And you talk about 'bringing sets down'. Thats a great way to lose customers. Better to bring the under performing sets up to the ones that are working. There is no set in the game that is absolutely game breaking, so the idea that the bottom feeders can't or shouldn't be buffed is nonsense. Instead of wrecking sets people enjoy, like they did with em, they should toss a couple of buffs, or completely rework, sets that nobody plays (ice melee im looking at you).



    Quote:
    I wouldn't actually recommending giving TF some AoE capability. The problem with TF is that it takes too long to animate. Its DPA is utterly atrocious. Honestly, I think its damage needs to get a free upgrade (i.e. no increase to end or rech time) to account for the fact that it takes more than a second longer to animate than any other melee tier 9 attack power (except for 1k Cuts, which gets a pass because it's a cone and a DoT). Either that or the animation needs to be sped up to give it a better DPA so that there is actually a point to using it in an ST attack string.
    So you don't like how slow TF is, but you're ok with making et sloth like? LOL, make up your mind man. How fast do you want TF to be? And if you make it too fast, uh oh, it's 'overpowered' again with a fast hitting big hitter, lol. The main problems with the set are the best attacks are glacially slow, and it has atrocious aoe. If you're going to keep the best two attacks glacially slow, then why not add some cone action (like 1k cuts...) and address one of the sets problems? If you want to speed up the heavy hitters, just give us old ET back.
  21. Cyber_naut

    Soloing AV/GM's

    How does fireblast/rad stack up against sonic/rad in terms of av/gm soloing?
  22. Quote:
    Originally Posted by Umbral View Post
    First of all, Castle has stated a number of times that tier has absolutely jack and **** to do with the potency of a power. The only thing tier has anything to do with is the level in which you gain access to a power and, therefore, a loose relationship to its fundamental importance to the set as a whole..
    I'd say the value of a power, and where you get it, is a pretty important relationship, lol. If there were two SS sets and one got footstomp at lvl 10 and the other at 32, which set would you play?

    Thats why if you are going to balance two sets against eachother (or more), and they're already close to even in single target ability, and you bring one set up to the same level as the other, where that set is getting it's aoe powers is very relevant. That's why I said buffing wh anywhere near fs's power level would imbalance the two sets in the opposite direction.



    Quote:
    I can think of another couple of significant differences between ET and KO Blow: ET deals 28% more base damage and recharges 20% faster..
    So it's debatable as to which power is better, considering the fact ko blow activates faster and doesn't do self damage? Even if you want to argue that et is superior to ko blow (I'm not agreeing that it is), would you claim its a wide gap? I would hope not.

    Now lets look at aoe ability - would you argue whirling hands is anywhere near as good as footstomp? What set has worse aoe ability than em? And that's the problem.

    EM is still a top single target set, there is no dispute there. The problem is, there are several competing sets in the same neighborhood as em in terms of single target ability, but these same sets severely outclass em in aoe ability.



    Quote:
    That's not a problem. SS is still getting KO Blow (which is actually substantially stronger than most tier 9 ST attacks because of its significantly shorter animation time) at a lower level. The powerset gets ST damage focus early on and gets what AoE focus it gets later on. Besides, it's not as if SS is even a decent precedent to use for a set anyways. The entire set is a representation of why heuristic balancing mechanisms are completely facepalm when you don't holistically analyze a system. The set is only "balanced" because Footstomp, KO Blow, and Rage are overpowered but everything else is horrible underpowered.
    You're making it more complicated than it needs to be, and you'll never get perfect balance between sets if you want the sets to be different and unique at all. And I'm not asking for perfect balance. But when one set is only on par with several other sets in terms of single target ability, while being at the bottom in aoe ability, and playing said set makes me want to poke out my eyes with a rusty nail, then that set needs some help. I simply can't think of a reasonable argument to suggest that a set is balanced vs competing sets when its on par with other sets in terms of st, and a clear bottom feeder in terms of aoe, especially in an mmo game where teaming is a common situation.

    You complain about HOW superstrength is balanced. I really don't care HOW they balance the sets, I would just ask that they balance them. And right now, em is not balanced when measured against competing sets.



    Quote:
    The only place ET was the power that EM relied on was PvP. In PvE, thanks to recharge times, you actually got more real use out of Bone Smasher and Energy Punch and still do. Even so, ET is still incredibly powerful, it's just not as borked as it used to be. It's still got a DPA that's through the roof. It still recharges faster and costs substantially less endurance than its damage says it should. It's not a bad power. It's just not as awesome as it used to be (which was absurdly awesome and in need of significant nerfing).
    I strongly disagree. I rarely ever pvp, but I loved et. And when it had a fast activation time, it got me consistent kills even on the largest teams. Now, it's virtually useless on teams, because your target is usually dead before the animation finishes, but as a bonus, you still get to eat the self damage. So while you may not feel that is a 'bad' power, it should be clear by now that many feel quite the opposite, hence all the complaints and shelved em toons.



    Quote:
    The question as to whether the set should once again be absolute top tier for ST damage is the debatable point. Honestly, I think that EM should get a bit of an AoE boost either through an improvement to WH (by increasing its radius to 10' or its damage scalar to 1.2) or turning ET into a targeted AoE (which I think would be a great idea, though the devs would need to make the -hp a cost per activation rather than a cost per target unless they drastically reduce the -hp). Tweaking TF so that it's not a giant waste of animation time might also be nice since it sucks miserably with the animation time it's current got.
    As I've said, I don't care HOW they balance it, but I think it's clear the set needs help. If they did go with the 'improve aoe' approach, I agree that adding some to et and/or tf would be a good idea. Then the sets' best two powers would have some use on teams.
  23. Quote:
    Originally Posted by BrandX View Post
    I don't know. Still got that one big shot off in the team with a quick ET again.

    But you're right. It's such a single target set, it lacked in teams. Which didn't bother me, when ET was stylish.

    Maybe if they gave the attack a nicer looking animation, all would change.
    Ha, I actually like the new animation, I just can't stand how the set plays now. Before, with a quick et, you had a fast-hitting heavy hitter that gave you an auto-kill on whatever you targeted, even on large teams. Sure it still sucked being on a large team with em due to it's poor aoe, but at least you had that one glorious attack. Now its worse because your best two powers are virtually useless on large teams. And it's ridiculously frustrating firing off one of your big hitters only to have your target killed by a teamate, and eating et's self damage on top of it is just a slap in the face.
  24. Quote:
    Originally Posted by New_Dark_Age View Post
    Sure it will. Unfortunately the old animation and the days of EM being the undisputed single target king are over. I think it is more probable that that devs will give EM more AOE damage/mitigation than simply restoring ET to its former glory. Even if its single target dominace was restored EM will still suck on teams.

    Giving Whirling Hands a larger radius with a high chance to stun would make EM equal to Super Strength. Super Strength really has one AOE but it is a Good AOE. It also has one single extreme damage attack and Rage. If the change to WH occurs, EM will have one good AOE, 2 Extreme Damage Attacks and Build Up. That makes it more ideal to me than SS because of its less resisted damage.

    Once again the animation changes are overexaggerated. Hitting something with ET feels no different than hitting something with KO Blow. You think if I could have 2 KO blows in my set I would complain about animation times ? I am grateful EM has 2 extreme target attacks but its AOE sucks and giving it more AOE is more benefical to the game overall rather than just making it a single target king again.
    First of all, if they make WH anywhere near as good as footstomp, it would be more than a slight tweak, lol. And, imo, it shouldn't be as good as footstomp, since footstomp is a teir nine power. As I said in an earlier post, increasing the aoe ability of em would be one way to pull it out of the basement, but again, a slight tweak to WH (like a slightly larger radius or slightly improved chance for stun) wouldn't do it, imo.

    Secondly, I can think of a pretty significant difference between KO blow and ET, KO blow doesn't damage you every time you use it. As it stands now, with footstomp, SS has far superior aoe ability than EM, and it would take quite a bit of a buff to WH to even that out, and then you'd create a new imbalance in that SS gets FS as it's tier nine while WH comes earlier for EM.

    And finally, the animation change is not being 'overexaggerated'. ET was THE power for EM, just as FS is THE power for SS. ET used to make EM THE dominant st set in exchange for it's pitiful aoe. ET used to be a guaranteed quick kill on teams, now it's a corpse masher that only does damage to yourself, even if your target is already dead. That's why so many have complained and that's why so many have shelved their EM toons - because when you cripple a set's defining power, you cripple the whole set. The same thing would happen if they nerfed FS to the same degree for SS.


    You may still enjoy EM, and that's fine, but the fact remains, the set is now on par with several others in single target ability, while being a bottom feeder in terms of aoe ability, which definitively puts it near or at the bottom among all competing powersets. And while some may still enjoy and play em, there are many players who despise how the set now plays, because the quick big hitter that defined the set is gone, and what remains is a glacially slow single target set with pitiful aoe damage and mitigation.
  25. Quote:
    Originally Posted by Bill Z Bubba View Post
    Food for thought:

    In my "results are in" thread in the scrapper forum, the first one with the ridiculous levels of recharge, I had EM pushing out 207DPS. That's with the *current* energy transfer.

    If I do nothing to that chart but return ET to its 1 second animation, not even checking to see if the chain is still possible, the DPS goes up to 253.

    207 to 253 DPS by reverting ET's cast time back to what it was.

    For comparison sake from that same thread, the top dog was a brute DM with saturated soul drain at 222.


    If we look at it in the more realistic second thread, based on basic IOs, EM sits in 2nd and 3rd place for brute and scrapper EM, (yes, I know scrappers don't have it right now,) it bumps it up from 157 to 175.

    What does this show? That for high recharge builds, old EM did reach levels of single target damage output considerably above all other sets.

    The nerf left EM near the top. Whirling hands should be fixed. It should be doing the correct 1.2 scale instead of the incorrect 1 scale it has now.
    Considering it's a bottom feeder in terms of aoe damage and mitigation, and it's best attack damages the user, it should be heads and shoulders above other sets in terms of single target damage (because that is literally all it's got), not on par with others that have better damage mitigation and aoe abilities.

    You compare em to dm, so lets look at them then. Pretty close in terms of single target damage, but after that, em gets wrecked. Again, em's best attack damages the user every time its used, and thanks to it's ridicu-long animation, on teams, you will constantly be et'ing corpses while still damaging yourself -not a lot of fun. DM's best attack (arguably), heals the user, adding a great deal of damage mitigation and survivability.

    Neither set is very strong in terms of aoe, but dm certainly has more options, with shadow maul early on, an aoe end drain power that does minor aoe damage, and a build up power that does minor aoe damage (edit:holy crap i just looked up the damage on mids - it does the same damage as whirling hands? LOL... wow.) but also grants a nice to hit buff.

    And finally, anyone who has played both sets extensively, and is not suffering from massive drug abuse, will choose dm over em for almost every single situation, because it's simply a much better set than em in almost every situation - and most importantly, it's a lot more fun to play than the sluggish and frustrating em, post nerf.

    Again, I'm not claiming the set is completely unplayable, but it needs some buffs to compete with most other powersets. A slight tweak to wh is not going to do it.