Dechs Kaison

Renowned
  • Posts

    6223
  • Joined

  1. Dear Santa,

    Listen to Steelclaw.

    S'all I got.
    -Dechs

    Quote:
    Originally Posted by Steelclaw View Post
    Dear Santa,

    Next year please have the dev team come out with a Holiday Booster Pack with Christmas/Winter themed costume items, emotes and perhaps powers. Have half the proceeds go to Toys for Tots or some other national charity that provides toys for underpriveleged children.

    We here at City of Heroes have what I consider the best on line community of any MMORPG out there. Our players have more heart. Our development team listens and responds. The general public should know about this.

    This is a game of Heroes. Maybe it's time WE emulate the characters we play on line.

    Sincerely,

    Steelclaw
  2. I prefer taking Salt Crystals from the Earth Epic, as you can put 16 enemies to sleep with it for quite some time to come back to them later.

    That said, Whirlwind is a highly situational, mildly useful, but highly entertaining power. I approve of any and all uses of said power, especially the one you mention.
  3. Wait times in the reactor core is what kills it. Not to mention the fact that you only get the respec or the merits, and the respec only once.

    Go LGTF to get Vanguard merits, tons of kills, and a component.

    Or ITF for the tons of boss kills which drop more shards, and a component.
  4. Rad/Sonic, traps/sonic, dark/sonic, or traps/sonic. All are awesome on a defender.

    Technically, the blaster has more damage potential, but the defender will give you more team damage.

    Corruptor would be a decent compromise, but I like defender buff/debuff values. Especially for traps.
  5. Quote:
    Originally Posted by Dispari View Post
    Maybe, maybe not. You can certainly dodge 19 out of 20 of them, but the one that hits is pretty brutal. Besides the recov debuff it's also -50% DEF base. So even if you're soft-capped, a mask will drop you to negative numbers (unless you're SR of course).
    I'm well aware of all that, but keep in mind, those attacks only come from bosses. When bosses spawn, you should have a team with you and someone should be able to lock them down. Even if you solo them, you don't have to dodge 19 or 20 of them because all in all, bosses don't last that long.

    Ghost Widow, on the other hand, is a level 54 AV. She cannot be locked down except outside of purple triangles and she is going to last a long time. In this length of a fight, it's no longer luck. The odds are now far in her favor to hit you with the hold at least once, even at capped defense. Once is all she needs, because your toggles will suppress. Being a +4 AV, unless you have two sonic resonance characters on your team shielding you and you stand within both bubbles, you don't have enough resistance to survive it. This is all on a TF where, to succeed at the Master challenge, no one can die.

    The new Master of challenges are appropriate. It takes a skilled team to do them, not a gimmicked one.
  6. Dechs Kaison

    Super Strength

    Quote:
    Originally Posted by Johnny_Butane View Post
    Just to spite you I'm going to infiltrate the offices of Paragon Studios over the holidays and make these changes to SS and put them in the next patch just to spite you.
    Well, just to spite you, I'm going to just to spite you infiltrate the offices of Paragon Stuidios just to spite you over the holidays and make changes so that your tank can't use rage just to spite you.
  7. Quote:
    Originally Posted by Deus_Otiosus View Post
    Solo there are very few forms of protection outside of having End Drain Resistance.

    Not even softcap seems to help, I'm always getting drained by sappers, freakshow super stunners for example seem to hit all of my softcapped characters with ridiculous regularity.

    Sometimes I get more than one in a pack if I'm unlucky, but then again I am soloing on x8 - so that's my fault.
    I guess I am Dark Armor biased, so I don't really see much End Drain ever... Regardless, sappers can be dealt with through various means, outside of End Drain Resistance. Everybody has access to some form of single target, ranged hold (I'm sorry if you chose to take Physical Perfection ) that they could lead off with. Alternatively, everyone can combine super speed with stealth or a +stealth IO to do a preemptive strike, because almost everyone has some form of control power or just a really heavy hitting attack to drop the sapper at the beginning of the fight.

    The Carnival end drain is harder to avoid for melee characters than it is for ranged, but I've found knockback really helps here.
  8. Quote:
    Originally Posted by Starcloud View Post
    In my opinion: You have one too many slots in group energy flight. And you have group energy flight as a power pick.

    Unless you're using it to carry a proc or set IO bonus of some kind, group energy flight, like group fly, is entirely skippable.
    I laughed right there.

    If you really can't think of a power you want more, or you do a lot of Shadow Shard TFs with teammates who can't afford jetpacks, or you need yet another place you could put Blessing of the Zephyr KB protection or Winter's Gift slow resistance, then go ahead and get it.
  9. Nothing to see here, move along everyone.

    Castle himself has already promised he would look at this and reduce the 5 second animation to 1.5 seconds right after Christmas break.
  10. Quote:
    Originally Posted by Dispari View Post
    The only things I really get frustrated over and consider "cheating" are one-shot, insanely powerful skills that basically drop you to "you lose" in one single hit. The Vanguard Curse, Sapper end drain, and Carnival Mask are about the only ones on the list. Outside of things like the level 54 autohitting bosses in Apex, or all of Hami's nonsense. Other things may be annoying (I know Grav/Kin Wardens make me pull my hair out), but there are ways to deal with them.
    Sapper End Drain and Carnival Masks are no more cheaty than the Longbow and Arachnos you just defended as not cheating. There are many forms of protection against end drain and proper tactics make it a non-issue anyway. The Carnival Masks are strong debuffs to be sure, but they're not one shot make you die powers.

    Reichsman's 100 magnitude Huge PBAoE stun (TM), and Ghost Widow's 100 magnitude hold that shuts down your resistance and inflicts Huge DoT, however, are pretty much one shot make you die powers. Aside from stacking stupid amounts of clear mind/clarity/thaw/increase density, there is nothing the players can do to avoid this. That is what makes it a cheat.

    Ok, there is something the players can do to avoid it. But it requires us to cheat. Reichsman and Ghost Widow, when immobilized and taunted from outside range of said attacks, will never use them. It turns each fight into an even further ridiculous and not fun encounter.
  11. Dechs Kaison

    Super Strength

    Quote:
    Originally Posted by Johnny_Butane View Post
    And yet does less damage than a punch from a guy who doesn't have super strength, and can't even knock over a cowboy in blue kevlar PJs.
    Your tears are delicious.
  12. Dechs Kaison

    Super Strength

    Quote:
    Originally Posted by Auroxis View Post
    I was thinking, if possible, enforcing a 50% tohit cap and a 100% damage cap during the crash. Those are just numbers I threw out, would probably be best if more thinking was done on those.
    Now that is an interesting idea. Rather than applying a damage penalty, it should be more like the [walk] power that sets a cap for an attribute.

    I would suggest that the crash cap your damage bonus at 0%. Note that this won't make you do 0 damage, but it will effectively make your powers ignore damage buffs and enhancements. You'll only be doing your base damage, which would still feel weak for the crash, but not the 1s and 2s we see now.
  13. Dechs Kaison

    Super Strength

    Quote:
    Originally Posted by Auroxis View Post
    Oh, I see what you did there!

    Fine, I'll go along with it. If you're gonna make the -def happen regardless of rage stacking, you better include -res in there too. And then we can talk about making the rage crash less painful offensively.

    How about -20% resistance, -10% defense(since 90% is the resistance cap and 45% is the defense cap it makes some sense).
    I like it. I was actually going to suggest the same thing, without changing the offensive crash. 1% of defense is roughly equivalent to 2% of resistance, so it's roughly the same effect and now it hurts everyone about equally. Just make sure the debuff is flagged non-resistible.

    I mean, I guess, rather than -9990% damage bonus, we could cut that in half. Maybe even down to a quarter. Sound fair?
  14. Dechs Kaison

    Super Strength

    Quote:
    Originally Posted by Auroxis View Post
    And how about that rage crash
    It makes me feel tired, like I have no strength left.

    And yet, I'm somehow just as sturdy as I was before the crash...

    Something doesn't make sense.
  15. Dechs Kaison

    Super Strength

    The only change I'd like to see is to have the Rage defense crash not avoidable by double stacking.

    That still looks like a bug/oversight to me.
  16. I believe all the enemy AI calculations would be taking place on the servers. Any improvements to AI scripting would not affect our computer's ability to run the game. The only thing your computer does is learn where the NPCs are and what they're doing.
  17. Quote:
    Originally Posted by Deus_Otiosus View Post
    This goes back to that tightrope with no net discussion we had a few weeks ago.
    Indeed it does. Don't worry, I've got a claws/DA brute in the works.

    Just have to find time to level him.
  18. Dechs Kaison

    Super Strength

    Quote:
    Originally Posted by Ultimo_ View Post
    Who's to say it's a waste? Because it isn't valuable to you doesn't mean it's not valuable to others.
    As you have clearly seen, not everyone thinks it's a good idea. And this is just a sampling of the people who play SS. Even considering its popularity, only about 50% of the population would likely care about any changes, 25% may even like your proposed changes.

    Since it's not clear that everyone wants it, it would be a waste.
  19. Dechs Kaison

    Super Strength

    Quote:
    Originally Posted by Ultimo_ View Post
    I'm not seeing a cogent argument against this idea. Obviously some people like it the way it is, but this change wouldn't be that significant, so why would you oppose it?
    Because we don't want developer time wasted on it.

    Especially since it is not clearly beneficial to everyone.
  20. Quote:
    Originally Posted by Deus_Otiosus View Post
    Something that popped in my head is better use of environment.
    How about frequently respawning turrets that target the nearest player character?

    Terrain that causes debuffs or DoT only to players, or buffs the enemies while they stand on it?

    What about having enemies with short range PBAoE buffs to each other to make the standard clumping tactic a very bad one?
  21. Quote:
    Originally Posted by Deus_Otiosus View Post
    Actually, the MOAR enemies tactic is my favorite.

    It's generally more fun (for me), but it also means that you can have more than one Tanker/Brute on a team and they can all be relevant.
    I have to admit, it is a lot of fun. It just becomes annoying on Master attempts when you know that there's nothing you can conceivably do to prevent deaths. It's one of my pet peeves with Mo*TFs. If the requirement is 'no deaths,' then don't give the enemy "you die I win" buttons. I think that's more my problem than anything. I like the direction the new Master rules have taken, though.

    Quote:
    Originally Posted by Deus_Otiosus View Post
    They don't even need to debuff range really, they can just have an obnoxious level of Ranged DEF - effectively ranged softcapped hover blasters - except being used against the player. (Rikti Drones function like this, with high DEF vs. both Melee & ranged, but little AoE def).
    Well, having an obnoxious level of ranged defense introduces the problem that defenders/corruptors/controllers don't really have melee attacks to be able to hit them with at all.

    Quote:
    Originally Posted by Deus_Otiosus View Post
    Taunt resistance, possibly a very scary pandora's box to open.
    This I would like to see. Perhaps an entire faction that resisted taunt.

    Black Scorpion and Mako already resist taunt, I believe. It makes them hard to hold on to, especially Mako since he dodges a lot, but judicious use of taunt keeps them held.

    I want different challenges, that's all. Maybe we need groups that summon lots of underlings. Perhaps enemies that stay at range to resist clumping up for easy pickings.
  22. Just want to pop in and say you guys are awesome, and that I donated about 500 million indirectly... I know one of you is working the Reactive Armors.
  23. Quote:
    Originally Posted by Kelenar View Post
    Well, really, we have some of these kinds of things right now. Sorcerors, Surgeons, Sappers... enemies that you need to smash hard and smash early or they can dramatically change the course of a fight. I don't see how an enemy that would go straight for buffers/debuffers would be that different, really. Just another entry on the list of priority targets.
    Very good point. My only counter point is that, a lot of times, we just ignore the trouble mobs. Surgeons and Sorcerers, if left unchecked, are at best a nuisance that make it take longer to kill other stuff. Only the sappers can genuinely cause teamwipes, but certainly not if the aggro guy has end drain protection.

    Quote:
    Originally Posted by Deus_Otiosus View Post
    I think the reason you might feel, as a tanker player, that you don't have enough to react to, is because Tankers don't really need to react all that much.

    You're practically unkillable outside of special encounters, and have multiple ways of generating threat that simply do not require any real effort.
    You've hit the nail on the head here. And outside of ungodly sized ambushes, there is no aggro in the game I can't control. Presenting me with more enemies than an aggro cap can hold is on par with the mag 100 DoT cheat, as well.

    Just brainstorming at this point:

    A faction of enemies that debuff range and have many melee PBAoE powers. Perhaps make the range debuff be an aura power so it doesn't matter who they are aggro'd on.

    Enemies that debuff a tank/scrapper/brute's ability to taunt. In fact, how about some enemies that debuff our buffs and heals similar to poison and cold domination?

    What else can we think of?
  24. Dechs Kaison

    Super Strength

    Quote:
    Originally Posted by Ultimo_ View Post
    Also, knocking a guy into the air will happen with many sets. Even a "normal" guy with Air Superiority can do it. It loses its impact when everyone can do it.
    Meh, Air Superiority makes them do a backflip. Knockout Blow puts them in the air for a substantial amount of time. To get that kind of airtime on a foe, you usually have to hit them with a sword or an axe or a mace.
  25. Quote:
    Originally Posted by Rangle M. Down View Post
    Both my level 32 Dark/Elec and lvl 50 Dark/Dark tanks are showing the same numbers in both their respective combat attributes window and the enhancement windows. No discrepancies.

    Not sure what's going on with your numbers Nalrok....
    Do yours have DOs in them? Can you quickly switch to a second/third build that doesn't have enhancements and see what happens when you slot DOs?

    I'd do it myself, but I'm still at work for another few hours. You seem to be able to check now.