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I had a team wail on him for over an hour. Got him to 50k several times, then he'd hit a resist toggle (I think) and go back up to 67k or so. We survived fine. We had enough damage to get him to 25%. What a [censored] waste of time. Putting minimum DPS barriers like that at the [censored] end of a TF just pisses me off. -
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And they don't do new farms, they do the same one, over and over.
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And it's so much worse than drek farms... -
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Technically, SS has two. Just because one of them is never taken - it actually hurts Willpower tankers, and doesn't really help anyone else - is no reason to ignore it.
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I guess it doesn't really matter to fire/ss tankers that don't want to worry about burn. -
Wait, did they just advertise a feature firefox has used for years?
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Deminishing returns at veyr high levels would be a net effect of using the recharge formula so if thats what you were trying to describe I appologie, but thats not the what your example illistrates.
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That's exactly the effect it describes, but you seemed to have in mind the manhandled system put into PvP and applied it's monstrously inelegant and akward mechanics onto the system I briefly described. The concept of diminishing returns has been discussed long before it was put into PvP.
In PvP, individual def/res buffs of all magnitudes, from what limited experience with it I've subjected myself to, are themselves curtailed ontop of diminished effects of additional buffs, instead of the buffs being individually increased to justify the reduced effectiveness of their stacking (and only their stacking) compared to current mechanics. As well, PvP buffs don't diminish in the fashion I described. (I popped several large purples on my forcefield defender in Siren's Call to see... 20.xx% defense...).
What I described would allow SO-slotted super reflex scrappers to maintain their current survivability, their lower levels would see improvements, and even the stronges min/max'd character wouldn't make elude obsolete. Set bonuses and pool powers wouldn't have to be so ridiculously weak by themselves (1.88% defense?), and odd situations like having multiple forcefield defenders wouldn't make the 2nd character's buffs irrelevant, just less meaningful.
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but the principal was - the more you get buffed in a particular way, the more that subsequent buffs on you are diminished
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Unfortunately, the mechnaics used were not only horribly implemented by themselves, they were implemented with other actions deserving their own expletives, such as healing suppression, a (imo failed) rework of PvP status protection, and complete readjustments of power damage that ignores nearly everything a power has historically depended upon to justify its damage.
I suggest making a 5% tohit debuff reduce the opponents chance to hit by 5% in magnitude, not 5% in aboslute value.
I hope that's a bit clearer
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But the example you were taling aobut - where-by each buff is half as effective as the one that preceeded it
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The 2nd buff was half as effective because each buff is 50%. I used it because it was mathematically simple, as opposed to using 25% and 25% to get 43.75% (I think) -
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even more satisfying than selling enhancements for a profit.
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If you just give me your influence it'll save you time you could spend playing the game to acquire more influence to give to me. I'll even tell you what I spend it on so you'll get the warm and fuzzy feeling -
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Stun should get the clobber treatment and ET should be turned into an AoE. The size of the explosion when it hits would justify it.
That might make for a resurgance of EM.
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If you think the ET nerf was bad, you really don't want to see it turned into an area of effect attack. (edit: not that there's a chance in hell of it happening) -
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Because thats a solution that has had nothing but positive impact on PvP?
Just sayin'
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What I described had nothing to do with what was put into PvP.
Just sayin' -
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I'm scared to think there are more of them out there!
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Most tanks and scrappers I see before 30 (where I'm usually grouping) don't have their status protection. I've been noticing it a lot lately since I've been playing controllers and defenders that have been attempting to alleviate status effects. At least when they cause vigilance to kick in I can blast to my hearts content without a single concern. -
Change buffs so that defense and resistance buffs (and debuffs) work similarly to recharge reduction buffs, in that they asymptotically approach their limit rather than linearly approach their limit.
Or, to put another way, two 50% defense buffs would be as good as one 75% buff, rather than one 100% buff. Thus, individual unenhanced buffs can become more powerful, and maximally buffed characters are not orders of magnitude (1000x) stronger than those without buffs.
(a.k.a. diminishing returns). -
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I don't have to travel all over the server searching for doors in warehouses anymore.
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While some of the travelling is aggrivating at best (see: missions in the faultline tunnels), the solution to boring travel is not to remove travel, but to make the trip more meaningful. Another game that has already been mentioned here had a lot of travel required. People complained about the places that were endless stretches of nothingness, but told stories about how intense another location was, even though it's the same size, because it was dangerous and involved attention and thought, rather than AFK autorunning.
Filling the zones themselves with content would be better than ignoring the zones, but when people are fixated upon experience (and other such rewards) as the content, then there isn't much that can be done. -
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What I want is to see Stun (and Cobra Strike for MA's sake) get the Clobber treatment, since 'control' powers have been buffed lately-Clobber, then Dom power push and telekinetic thrust.
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I'd rather see stun be an AoE with, at least, the same radius of whirling hands. There are plenty of single-target attacks in energy melee.
Besides, when knockout blow and clobber had their damage changed from negligable to extreme/superior/whatevertheycallit, the sets didn't already have an attack that did total-focus-damage, and energy melee has one that exceeds that. -
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And this is even paramount 40+ where everyone is looking for a stone tank/brute/
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People that think they require a stone tank or brute either lack an imagination or aren't very analytical. -
People that use "Lad" or "Lass" in their character names should have their keyboard privilages revoked.
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The names Schlichtedfunk, Voogelmaas, Doominate, Tocatta and Fugue, Boxer Rebellion, Shovel of Pwns, Nuts McAuliffe, and Axe of Violence are all availalbe on freedumb.
Knock yourself out. -
Is this as close to official proof that I'll ever see that the people that hang around in atlas aren't cooperative?
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I'm the one that took Spazmodiac, Last Place, My face is on fire, Notahealer, and Random Blaster on freedom, so don't bother trying those.
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it used to be 10-20K which was plenty for all the multistrikes at any sub 40 level I wanted for example
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...and the addition of a defense-wielding powerset, with the change to defense set bonuses, coupled with almost everything being worth more than i9 prices shouldn't matter?
And despite that, there are still several multistrikes that are sold for under 100k, even in the 30s. -
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I can't think of anything in the game that I wouldn't rather be doing 70% faster.
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Getting an unstoppable crash. -
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Cant an /invul Brute/Tank do the same things that a Stone could and better? When did Stone get better than /Invl?
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Stone armor using granite has similar, or even superior smashing/lethal survivability than invulnerability, and that's invuln's strong point.
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I mean why call a set invulnerability when it isn't?
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Because, if the set truely granted invulnerability, the other sets would be worthless. -
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Hour & Half fighting a guy to half his life, only to watch it go back up again?
EXPLAIN TO ME how that is fun?
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I've always felt this kind of content is quality tested (alpha testing, not open beta testing sorts) by people that don't actually use the product. Otherwise there's someone thinking "I want some teams to be unable to finish this content." Now, if it's intentional, then it's fun because there's someone else out that has completed something you couldn't, so they get to be all filled up with testosterone and beat their chests while proclaiming their mad skills. I thought PvP was supposed to satisfy those leeches, though. -
10+ bosses at a time are still going to kill you unless you have something more that just being softcapped. Powers like shockwave, cloak of fear + invoke panic, or aid self will likely put a scrapper in a position to repeatedly survive that much damage.
With 2 or 3 bosses, you don't even need to be softcapped, unless it's some masochistic custom boss. +4 bosses using energy transfer will eventually kill you even if they're solo. -
Now most of my characters can go back to "just being on crack" instead of "being on crack and illiterate".
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Bubba lists kinetic weapon for 50 influence.
You list kinetic weapon for 10,000 influence.
There are only two for sale.
The Pope bids 20,000 influence for kinetic weapon. Bubba gets the sale for twice what you were asking because he listed his cheaper than you did. -
My invuln/ss hasn't run into elite bosses he can't defeat within the duration of unstoppable when he needs to use unstoppable to solo them, save one: Tyrant. I had to survive an unstoppable crash to get past him, but that was before IOs. Psi enemies just take a couple of purples and it's all ok. Anything else just didn't last long enough to see unstoppable crash, or even cause enough damage to warrant it.
I completed the oroboros arcs fine, but that's after IOs, so enemies like recluse might be more of a problem for some players than others.
The only situation where inv/fire would have more trouble, that I can think of, would be nosferatu with his plentiful tohit debuffs. There really shouldn't be an elite boss that inv/fire can't handle before unstoppable would crash, besides infernal, but he might not even require it.