Dersk

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  1. Quote:
    Originally Posted by Big_King View Post
    Specifically, which will increase my survivability more?
    Aid self wins easily when you're looking solely at survivability. The cost of endurance and animation time is significant, though. I've gone through several iterations of builds in my inv/ss tank using passives, aid self, or tough/weave, and I absolutely hated the performance of the builds that just took the RE passives.

    Given sufficient use of IO set bonuses, the RE passives aren't too bad, but there's no contest when the comparison depends upon survivability only.

    However, I would suggest freeing up another power and pursuing tough/weave -which don't have to be run simultaneously- for any build, IO'd out or not.
  2. Dersk

    Demons Shield

    Quote:
    Originally Posted by Samuel_Tow View Post
    The 666 number of the beast is a pretty heavily Christian concept, so to stuff it in a set that's purportedly designed for all Origins seems rather a wrong choice.
    You're right. I hear a lot of christians have a problem with the science origin.

    Edit: If you don't think that was funny, you can go burn somewhere that will probably be censored.
  3. Dersk

    Tankender??????

    Quote:
    Originally Posted by Garent View Post
    That's because the ability to eat/negate an alpha strike is very useful in this game, whereas the ability to keep and hold aggro isn't very useful since buffs/debuffs can give the entire team acceptable levels of survivability.
    ... and those (de)buffs aren't terribly effective when the person that is supposed to apply them can't because he is mezzed while absorbing the alphastrike.
  4. Quote:
    Originally Posted by JayboH View Post
    I know this is kind of out of left field, but please someone start a campaign to have icicles changed to do cold damage - lethal is the most resisted and makes no sense when it comes to the power anyways.
    Whenever I'm stabbed by a sharp piece of ice, my first thought is how cold it is...

    Quote:
    Originally Posted by JayboH View Post
    Take away the -slow if you must, if that's the reason for it.
    There is no slow effect on icicles.
  5. Quote:
    Originally Posted by LordDynamo_NA View Post
    GET RID OF THE AUTOCOMPLETE
    There's a button for that.
  6. The taunt, immobilize, and slow are autohit, but the damage portion requires a tohit check to hit.
  7. I liked my dark/regen scrapper until I started fighting cimerorans. I have never died so much on any character ever. I fully imagine a build focusing on defense set bonuses, like everyone else, would be more effective than just recharge, but damn.
  8. Dersk

    i/o prices

    Quote:
    Originally Posted by eryq2 View Post
    like HATE CRIMES and such.
    I do so much prefer it when I'm assaulted without being hated at the same time. Why can't I be lovingly mugged?
  9. Quote:
    Originally Posted by Andferne View Post
    1) Do all classes cap at 45%? Scrappers, Tankers, Defenders, etc
    2) How far over is too far? 48% Defenses too much? what about 58-60 (if possible)?
    3) I know it means that you get hit less with higher defense. Is everything after 45% like a diminishing return. Meaning you don't get as much for the points after that mark?
    1) Yes
    2) Some builds aim for a defense closer to 50% to cover defense debuffs, but 45% is a good stopping point, especially if you're not restricting yourself from using inspirations.
    3) Defense over 45% does nothing unless you're suffering from defense debuffs or your enemies have tohit buffs.
  10. Quote:
    Originally Posted by graystar_blaster View Post
    game run
    yeah, I completely misinterpreted that for some reason.

    Bad idea. Outside of the interest portion, the options already exist to an extent, and this would mostly remove the -perhaps unintended- uses of market slots to hold excess inf. and base storage for actual goods. Improving the vaults that currently exist would be a better direction than a separate system.

    Now, if someone wants to have a player-run bank (which I've seen in other games), it'd be interesting, at least.
  11. Quote:
    Originally Posted by graystar_blaster View Post
    How ever in this "bank" we will be able to earn interest on our influ say once a month a certain percent say .01-.06.(fractions of a single influ are wiped)
    Maybe one of us could write a program to funnel all of those fractions of influence into a separate bank account. Y'know, just like they did in Superman 3.

    Quote:
    Originally Posted by firespray View Post
    This game really needs less inf floating around, not more. I say this is a bad idea.
    This wouldn't create any influence. The only way to add influence involves defeating enemies; everything else moves or reduces it.

    edit: wait, is this supposed to be a player-run bank? I guess I wrongly assumed that. If this is a game-run bank then nevermind, hah.
  12. Quote:
    Originally Posted by Carnifax_NA View Post
    Imagine being stuck on +0x0 all the time. Urrgh!
    Imagine perez park and faultline with 4 or more instances running. People weren't stuck with those missions because a lot of people didn't use the missions beyond those that gave powers like sands of mu and the (Area Effect) nemesis staff.
  13. Energy melee has typical endurance usage for the damage it does, like stone axe mace and pre-rage SS, except that energy transfer is more endurance efficient than most other attack. ET is actually the most endruance efficient attack available to brutes (not counting dark consumption or consume). Anyone that has trouble with endurance on energy melee will likely have trouble on any other attack set.
  14. This reminds me I haven't played Company of Heroes in a while.
  15. I'm surprised I missed this:

    Quote:
    Originally Posted by StratoNexus View Post
    If your intentions are to keep defender damage as low as possible...
    You are either paranoid or intentionally trying to sabotage any discussion of the issue. Congratulations.
  16. Quote:
    Originally Posted by Largo View Post
    And any Invul tank knows that if he HAS to click Unstoppable at the beginning of a prolonged battle, be it an EB solo or an AV with a team, it never works out well for the tank.
    The only elite boss that I've ever had to fight through an unstoppable crash was tyrant (and solo), and that was a long time ago long before IOs. Perhaps I've lost some context for fighting elite bosses without being level 50, but unstoppable didn't cause me the slightest problem against Ghost Widow, and it certainly wouldn't have quickened the death I read about in the OP.
  17. Quote:
    I can't recall a PUG that didn't roll over every mission after a brief recognition of who had what powers.
    While this statement seems horribly disingenuous, I can't rule out the possibility you've managed to avoid the thousands and thousands of completely incompetent players, or even the truly mediocre ones that get in too far over their heads. Even if I were to accept that at face value, it doesn't make defenders any less optimal anymore than all tanker teams prove, simply by their existence, that tankers are better or equal to scrappers.

    Quote:
    Originally Posted by Torrynt View Post
    There are plenty of PUGs and constructed teams that do just fine without [defenders].
    I was not discussing need. Perhaps that was not clear? I was mentioning how defenders and controllers, heroside, are optimal over any other archetype until there is no more room for improvement. Countering that with the fact that teams without them exist and manage to complete missions is rather irrelevant to that issue. There is more to justify for beneficial changes than "this won't stop anyone else from playing."

    Seriously, there is debate that the other archetypes are not outdone by defenders and controllers in a team? For years I thought this was common knowledge, evading only those who worship the all-powerful auto-healing-aura.

    Quote:
    A few seconds. More to get positioned. Then more to keep SB up. More to get ID on people. Yet more to Siphon Speed and Power.
    If you're spending a lot of time throwing around increase density, siphon speed, and siphon power, you're either wasting your time, or you'd benefit more than would be expected by replacing some of those team members with other other defenders/controllers because you're constantly fighting to keep the team moving (which I'm told doesn't happen once everyone knows each other's powersets). Siphon power is mostly a waste of attacking time once fulcrum shift is available anyway.

    You can throw the entire primary of kinetics out besides fulcrum shift, and a kin defender will still be a greater addition to a team's damage abilities than a blaster. Yes, I'm well aware blasters can still blast without defenders. You're also capable of dropping the rest of the buffs and attacking, yet seem to choose not to.

    Quote:
    Ok so then you are for boosted damage?
    I'm for a lot of things to improve the quality of play of defenders, but increasing the damage mod to as much as 0.8 is not one of them.

    edit: Since subtlety loses too much in debates: I do not think ATs should be constantly buffed so they compare favorably to the other, now more powerful, ATs. Some nerfs that have been needed for many many years, and no amount of buffing will change that.
  18. I can't say I'm fond of someone encountering what is in many aspects an elite boss holding an I-win button, but unstoppable is a bigger I-win button when fighting elite bosses. Clickly resists do not get toggled-off.
  19. Quote:
    I do not think defenders or corruptors currently trivialize the other AT's team roles
    If I need more damage, I can get a blaster or scrapper, or for a full team better yet to get a controller or defender...
    If I need better survivability in my team I can get a tanker or perhaps a kheld, or better yet I can get a controller or defender...
    If we can't hit through these tohit debuffs we can get a tanker to play punching bag while blasters shoot from range, or better yet get a controller or defender...
    If we can't overcome this AVs regen when his damage resistance increases we... well, we're a full team already, so maybe we should kick someone and get a controller or defender...

    Unless the team just picks up anyone that's available, the best choice isn't what archetype to get, it's which type of defender or controller to get. That only stops being true when the team is so horribly overpowered compared to the content that there's nothing more than can possibly be gained, so we might as well get a blaster that won't try to stop the team so he can buff everyone that doesn't need it.

    However, if you actually invite tankers instead of forcefield defenders, or invite scrappers instead of radiation emissions controllers...

    Quote:
    Originally Posted by StratoNexus View Post
    In the time it takes to liberally apply those (de)buffs the blaster and/or scrapper has already killed two other spawns.
    How much of your time do you spend activating fulcrum shift?

    Quote:
    Originally Posted by StratoNexus View Post
    why is it alright for defenders to increase blaster and brute and tanker damage 2x~4x
    Don't ask me, I don't support that magnitude of team enhancement from an individual member.

    Quote:
    Originally Posted by StratoNexus View Post
    but it would be way over the top if defenders had the lowest damage in the game (tied with tankers)
    • Not all defenders with 0.8 damage mod would be tied with tankers, nor would they have the lowest damage. Aside from soloing empaths and forcefielders, defenders would be well ahead offensively.
    • I do not think defenders should have the lowest damage.

    Quote:
    What divide am I attempting to magnify?
    ...the one you obviously don't think exists between those with force multipliers and those without.
  20. Quote:
    Originally Posted by Garent View Post
    Looks like you found a Mids bug.
    Is that where you got the damage figures? Sorry, I don't use planners.
  21. Quote:
    Originally Posted by Linea_Alba View Post
    Storm/Ice - I can solo ITF rooftops with this one, but it takes a great deal of skill and isn't the fastest. Very skill intensive, but rewarding.
    My FF/elec defender can solo ITF rooftops, and his damage is as slow as a J.R.Tolkien book. All that is required is hover and enough ranged defense to handle the minuscule cimeroran ranged DPS. But, yes, it isn't the fastest, hah!
  22. Quote:
    Somehow you think moving the defender damage mod from 0.65 to 0.8 is going to have a large impact on that teams performance?
    It's the notion that force multiplying archetypes already trivialize the team role of others to such an extent that the only reason to not play one is due to soloability (except for those that can even solo GMs) and playstyle preference.

    You want to magnify this divide and demean the intentions of those that disagree with your preferred methods. To that I say boo, and look forward to you realizing that defenders will never have tanker damage mods while they can also multiply that damage 2x~4x with a liberal application of certain (de)buffs.

    Quote:
    I want to make sure that whatever change I suggest for defenders and corruptors still keeps the other ATs as desirable choices
    That ship sailed a long long time ago.
  23. Quote:
    Originally Posted by Torrynt View Post
    Is there really any content that a competent team of 8 players can't handle?
    The first day the Kahn TF (is that it's name?) was released I had a team of 8 that breezed through the entire TF until the reichsmanwhat'shisname started his unstoppable cycle. 4 tankers, 1 controller, 2 scrappers, 1 blaster. After over an hour the team was depleting faster than the AVs hitpoints. The ice/ff controller spent a lot of time AFK, but somehow I don't think that mattered.

    Sorry, as the TF changed in the past few months?

    I've seen a few teams of mostly tankers/scrappers unable to handle the regen of certain GMs, like jack-in-irons (%^&@#$ terror).

    SQUIRREL!
  24. Quote:
    Originally Posted by StratoNexus View Post
    I have not seen any reasons that make any sense. Perhaps you would like to try?
    Have you not seen alternative suggestions, such as reducing defender endurance costs rather than directly increasing defender damage (via vigilance alterations or AT-wide endurance modifications) or is increasing defender damage the only solution?

    Have you not seen inter-AT balance issues caused by corrupters, who are already listed as a high damage AT, having a .75 damage mod while having weaker offensive buffs? (note: I am amused at tankers having a higher damage mod than corrupters).

    Have you not seen mention of how a direct damage boost ignores intra-AT balance issues that are glaringly obvious when comparing, for example, rad/sonic (who often out-damage corrupter counterparts already) to ff/elec? I've never seen a request for a buff to rad/sonic, so does it simply get a boost because it's an easy fix?

    All of that ignores the hyperbole of defenders not attacking on large teams because their damage mod is low, as if all defender teams heal their enemies to death.

    If you ignore inter-AT issues, then there's really no need to even stop at 0.8. Just double defender damage to about 1.3. After all, damage isn't the issue, and we're not worried about people abandoning other archetypes. Because, if that's not true, then someone who disagrees with a straight damage boost might not do so out of a "shut up and heal" attitude, so to speak.

    edit: to be more succinct, increasing defender damage mods demands either an appreciation for the current status of other archetypes, or the complete disregard of other archetypes. The latter is present in a proposal that only increases defender damage to 0.8, for example.