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Posts
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I would, and will be, going WP or Elec.
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Quote:You're idea circumvents the entire theme of the patron pools though.Oh, so you've shifted from not ok, to OK if you put in effort. So I guess it is ok after all.
Also I never said hand it over. I said in my first post they should put in a arc you have to do to get it.
The "undercover" idea doesn't justify summoning Night Widows, Mu Strikers or tapping into the power of the Leviathan.
If you want to argue for Heroic Patron Pools that have to be unlocked by being a Hero/Vig, I'd be all for it because I'd love more options - even though it would mean my Villains would need to switch sides if they wanted them.
I said, "taken to the absurd". -
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Quote:No it sounds like they were ok with a blueside character taking the time to do the morality arcs, switch sides to red, do the patron arc and unlock the pool and then take the time to do all of the morality arcs again to go back to blueside if they really really wanted to.And you end up with a Blue character with the pools. Sounds like they were ok with giving blue characters the pools to me. Otherwise they would have just locked it down to Red from the get go characters only
So yeah, they're OK with you putting in the effort to acquire Villain Patron Power Pools for your Hero.
You're reasoning, taken to the absurd, can be read like this:
The devs are ok with people being L50, so why not just let them press a button at character gen to be auto-50? -
Quote:No, they didn't.I'm saying since the devs already gave the go ahead for Blue people to have those pools maybe they should give a way to get them with out having to go through 20 something tips+Moral missions which,
They didn't give "Blue people" the go ahead to have those pools.
Only redside faction characters can unlock the arcs, only redside faction characters can unlock the Patron Pools.
You can switch sides back to blue if you like after that, but that's up to you. -
Quote:I don't really see the problem with Brutes having a higher overall threat generation, Tankers are better at gathering AoE aggro and Brutes are better at generating higher overall threat per target.
- Brutes (and to a lesser extent, Scrappers) have taunt durations that are too long.
This is my personal view. I am, obviously, biased.
There has to be space for each of them coexist in this dynamic, for the simple fact of how intrinsic aggro is to Fury.
I also do not see Brutes taunt-spamming, and while they might generate more threat on a single target in an extended fight, like an AV for example, I've had no problem playing hot potato with the AVs on BAF with Tanker & Brute leaguemates.
Does the Tanker have to use Taunt in that situation? Yes most likely.
Do I think all Tankers should always have Taunt? I think you can live without it, but its an exceptionally useful and powerful tool, that I would never skip.
However if someone really wants to be great at aggro control, and they refuse to take taunt, they'll have a hard time getting sympathy from me.
Quote:I don't think that Brutes simply existing is a problem, but their design (intended or unintended) to have massive performance ceilings in a game with the strongest buff/debuffs I've ever seen which actually allows them to realize their potential, is.
I'm not seeing this perfect situation at all in game.
Res buffers are fairly rare overall, I certainly don't see enough of them to keep my Brutes resistance capped all of the time.
Are people really playing on leagues filled with resistance buffers?
I mean what are there? 2 dedicated resistance buffing sets in the game?
Sonic & Thermal, and these are easily some of the lesser played sets.
Then you have two other sets that are also resistance buffers but to a much lesser extent overall; Dark (Shadowfall) & Kin (but only with ID).
Unless people are not playing on PUG leagues, and they are on these amazingly coordinated SG based leagues where everyone is on Vent/Teamspeak and they are counting down every 30s to stack Destiny buffs?
I'm not playing on those leagues.
My characters are playing on PUG leagues, leagues where I am often separated from the rest of my team because half of them decided to run off in different directions.
I'm playing on leagues where on any given Keyes trial, we are at most running around in small groups of 3 or 4 players, clearing terminals and bunkers.
What I have seen is leagues with plenty of Tankers, Brutes & Scrappers in fairly equal measure.
I'm seeing leagues where half or more of the league is usually melee ATs.
I'm seeing leagues with upwards of 8 Tankers finishing a BAF, Lambda or Keyes in basically the same time frame as leagues with Brutes/Scrappers - and no one really caring that we have so many Tankers. - Brutes (and to a lesser extent, Scrappers) have taunt durations that are too long.
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I'm against Heroes (or anyone else) having auto-access to the Patron Pools.
The patron pools are thematically linked to ... the patrons (who are Villains)
Quote:All of the patron pools have pets, which all summon villain NPCs. So they are in effect linked specifically to specific patrons.Originally Posted by rsclarkIn what way is it tied to any villain? It has a name and an arc you have to run, but nothing about the powers ties you to any particular patron.
I'm not sure if something could be any more linked to being a villain than a patron pool called "Mu Mastery" or "Leviathan mastery".
It makes no sense thematically for Heroes to have automatic access to this.
It's also one of the very few decent perks for being a Villain in the first place (who still have to do the arc to unlock them). -
DM, damage wise, is better overall on the Scrapper due to the persistent damage of Soul Drain.
You can close some of the gap with Gloom, but I think the Scrapper will still come out ahead on ST.
As a Brute, if you go Soul you'll get access to Gloom, Darkest Night and Dark Obliteration.
I think overall that, plus perma Dull Pain able really leverage the higher Brute HP cap will make for a very strong overall package and is worth the loss of straight DPS you'd get by going Scrapper.
Brute is my choice for this combo. -
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Quote:It's really kind of funny in a vaguely twisted way. Everyone who's saying they're happy with the pack now are happy because the pack has been neutered to the point where they can avoid buying it.
I wasn't going to buy the packs anyway.
The consumables at their current price point are ridiculous, I have no need of them at all to begin with. So suddenly bundling them for "cheaper" doesn't make them any more attractive to me. -
Quote:First to recap:
- The price for Super Packs has been set at 80 Paragon Points Each. There will be a discount for buying in bulk, ala a box of packs, which is TBD.
- We are still discussing/considering concerns expressed regarding the exclusivity of costume pieces. We're open to the idea of making them available through an alternate method in the Paragon Market, however a decision has not been made regarding this particular topic.
Encouraging news at least.
Quote:Now for the new stuff:- ATOs (Archetype Enhancements) will be purchasable from the Reward Merit Vendor, for a combination of Reward Merits and Inf, and from Astral Christy, for a combination of Astral Merits and Inf. There will be a cooldown timer on the purchase of these items. The amount of Inf and duration of the cooldown are still being discussed and will be evaluated once all of this hits beta. This is in addition to their availability in Super Packs.
This is great news, very happy about this.
Quote:- Enhancement Catalysts will be added to the game as rare drops from enemies defeated during Incarnate Trials and in the upcoming newly Incarnated Dark Astoria. Like ATOs, this is in addition to their availability through Super Packs.
More good news!
Many thanks to the team. -
Quote:Edited your post to focus on the main points.So here I am...wondering which secondary fits my concept best...
Genetically created, enhanced physical attributes (not so much on the strength) with the concentration being on Regeneration, Stamina, and Agility.
Then comes the unknown x-factor of Time Manipulation...which basically goes a long with enhancing those abilities, as they're very much self focused on herself,...
Or should I go with EA or stick with WP?
I think WP & EA are your best options thematically and mechanically.
I think in particular your desired concept of:
- Enhanced regeneration
- Enhanced Agility
- Stamina
- Time manipulation
In particular EA gives you some nice options.
You can have enhanced regen & stamina through Energize, Enhanced Agility (defense toggles), Time Manipulation through other EA abilities (toggles to reflect "seeing a few seconds into the future", or "blinking" intermittently back and forth through the immediate present and a few moments into the future", you could be warping spacial/time fields around yourself with Energy Absorption or warping time in a localized fashion to provide stealth).
It even has a personal +recharge ability which matches up nicely with Chronoshift. -
Quote:I'm sorry but I disagree.I posted already that I think Tankers should get APP powers lifted from the Defender sets that allow them to be true force multipliers and function like a "Paladin" character.
They have way too much direct personal mitigation to really ever function as a true force multiplier.
Quote:I would do the reverse for Defenders: give them more personal armor in their APPs. Every APP already contains the Slash/Lethal armor edition. Pump that power up by merging it with the Fire/En/Cold/Dark/Psi armor, as if they had both powers.
Defenders already get better numbers from all of the resistance and defense toggles/powers they can take.
Defender Farsight + PB is positively ludicrous for example.
How easy is it to softcap a Traps Defender vs. a Corr or MM for example?
You give them this and the vigilance damage boost needs to go away, otherwise solo they totally and completely outclass Corrs (as the damage boost brings them very close to Corrs damage wise while solo).
Quote:These two statements seem to contradict each other, unless I am misunderstanding. If "support" archetypes all gave similar numbers of (for example) Destiny buffs, and that group of numbers were better than Destiny buff numbers of other ATs, would not the same goal be achieved? A league leader would do the same thing one would do now when they are lacking support: look for support archetypes.
Plus, I'm not talking about huge discrepancies here. The variation of Incarnate power numbers from archetype to archetype would carry a similar (if not the same) ratio as it does now. For example: A Defender's Destiny buff would be the best in the game, followed very closely by Corruptors and Masterminds, but leaving Blaster numbers in the dust.
Those two contradict each other, and get back to the idea that if one AT is the best at X incarnate ability, then that will be the AT sought after for Y trial/conent.
I could almost support the idea that "support" ATs might get better numbers at something - if it was equal across all of the ATs labeled as "support"
But that's a stick proposition. Corrs are labeled as both Ranged damage and Support - do they get better numbers at both of those things?
Honestly I really don't think its needed. Incarnate powers are not a substitute for entire ATs or roles, what they really do is smooth out the edges where leagues might normally be lacking X to give all leagues an overall better chance of success in general, IMO anyay.
One of the side benefits of this approach is that ATs like Stalkers which are generally underrepresented and unpopular are capable of walking into a zone and broadcasting "LF UGT, have Clarion T4" or "LF MoKeyes, Have Rebirth T4" - suddenly that normally unpopular AT has a better chance of making it on a league as they add something of equal value in incarnate powers as any other AT. -
Wouldn't it actually be longer than 135s, since hasten is no longer helping to recharge itself?
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Quote:Well I believe this is how the ATs have been reorganized in the character creator, the ATs are grouped into a broader role and each AT within the role is where you find the AT specifics/differences.On the other hand, is that not the point of having individual archetypes: to have characters that fulfill specific roles on a team to maintain balance?
So you don't need a specific AT, but you do want to cover broad roles (which is what I mentioned in my earlier post).
This is a more inclusive approach.
Quote:Odds are, if you have 4 Scrappers on a team already, you are probably going to be looking for a buffing/debuffing character, as opposed to more damage. Though I agree, to encourage that on trials would be preposterous.
Defenders, Corrs, Controllers, MMs & even VEATs can fill in here.
Quote:I would have preferred the Incarnate powers be more tailored to individual archetypes, based on existing archetypical definitions. In other words, while any character would have access to any Incarnate powers, a Blaster's Judgement power would out-shine anyone else's in terms of raw power, where as their Interface debuff numbers or Destiny buff numbers would not be as impressive as those from a buff/debuff archetype. The same end-result would be achieved in that any character would be able to bring "X, Y, and Z," however individual archetypes would still shine by being able to provide more of X, Y, or Z (depending on the archetype).
The Incarnate powers fill broad gaps, but they don't substitute or replace any AT/Role completely.
If you make X the strongest at a particularly ability, and that ability is the most sought after - you now have a reason for one AT to be sought above others and for others to be excluded if their specialty is not seen as valuable.
Quote:I like Tankers for the simple fact that I am required to put MUCH less effort into survival, and can slot for other things instead. A combination like Super Reflexes/Street Justice for example, can be softcapped by level 24 using just power choices and SOs. That leaves me room to do things like slot a silly number of procs in my attacks to up my damage output. With lots of recharge, a Street Justice character with proced out powers will deal a significant amount of damage over time.
I can't do that with a Street Justice/Super Reflexes Scrapper or Brute, because I have to spend a good chunk of my slotting chasing the soft-cap that the Tank got to on SOs.
Yes, Scrappers and Brutes can be built to be survivable, but how much of your IO slotting was spent getting there?
QFT. -
Quote:Throwing in my two cents, I think the best thing to make tanks relevant is if they were actually allowed to tank high end content. Give tanks inherent resistance to untyped damage. That's sort of their purpose, after all...
Considering most squishies don't even have resistance to anything, typed or untyped is basically irrelevant to them.
Untyped damage allows a few things:
1) It allows the Tanker's larger base HP & larger HP cap to come into play vs. other ATs.
2) It allows the developers to treat most sets more fairly (sets without heals get penalized here, but then there is Rebirth as the effective counter)
3) It allows the developers to actually threaten Tankers, and some Brutes/Scrappers/WS/PB/Crabs in the first place.
You'll notice its generally used sparingly, and is often used as an area denial tactic and can be avoided. They want us to move when we play, probably due to player complaints of nothing but tank and spank.
We still have tank and spank, but now we also have some compelling reasons to move from time to time as well. -
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Quote:What you're not understanding is that without adding in things like FA and Patron attacks, those sets do not do more ST damage than FM.Yeah that's what I am saying - arguing against it just shows a player's true colors.
The devs cant, and really shouldnt, balance based on every single combination that there is.
FWIW, I built top end SS/SD/Soul and FM/SD/Soul Brutes at one point just to compare them.
FM/SD/Soul came out ahead, by about 15 DPS IIRC.
I'd love to test an FM/FA/Soul at some point, but I have a lot of projects going at the moment. -
Quote:I want to see that example run again, with numbers that Brutes, Tankers, and Scrappers can realistically get and sustain on their own.
edit: On SOs and without Incarnate abilities, please. You know... the play level ATs are balanced around.
That's crazy talk, how will we lobby for Tanker buffs and Brute nerfs simultaneously if we don't summon a whirlwind of conjecture and hyperbole??? -
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Quote:What I'd like to be able to do is grab the attention of a full 2 groups of x8 spawns.
As it is now, I have no guarantee I won't snag most of the minions and leave a boss to immediately aggro-kill the poor blaster who happened to splash an AoE on him.
There are enough maps where you have 2 full groups bunched way WAY too close together to properly aggro control them all (the junction at the bottom of the hole in the Lost/Rikti/Argot'BurWot map is a prime example of this, as are some of the tip mission cave maps).
I'm of the opinion that this is the responsibility of the team, and not the sole responsibility of the Tanker to keep the "poor blaster" alive.
I'm also of the opinion that letting tankers aggro more enemies or basically anything that allows Tankers to mitigate even more risk to teams then they already do (which is pretty considerable), just encourages bad, boring play. -
Quote:While you would lose Super Conditioning & Phys Perf, you would also no longer be running CoF nor Focused Accuracy (0.79 EPS vs. 0.31 EPS for Darkest Night).Hmmm. Mmmmmmaybe. That's more than a little tweak due to endurance, but it's worth considering.
It might be workable. -
Quote:1) Those numbers are old, and do not reflect the post-fury nerf numbers.If we're going by the numbers Brutes damage can exceed Scrappers in almost every primary they share, the exception is Claws where damage is identical to Scrappers.
http://boards.cityofheroes.com/showthread.php?t=132894
2) Those numbers were based on 5% Criticals and not 10%.
3) Those numbers were a comparison of primaries in their purest form, adding things like +damage bonuses from IOs or musculature will change the results to better favor the Scrapper in many cases.
Quote:Fire melee/Shield is the highest DPS build possible you can have on a brute.
FM/SD Does not do as much DPS and its also quite possible that FM/FA would also be better DPS than FM/SD.
To answer the OP, with the possible exception of FM almost all Primaries are better on Scrappers - if better means doing more damage.
Some like Claws might be dead even, some like Katana will see the Scrapper a tiny bit ahead, tiny enough that going Brute for the added mitigation could be a large advantage in comparison.
Generally any set with persistent +damage buffs will heavily favor the Scrapper (except Claws, which is a special case) so; Dual Blades, Kinetic Melee & Dark Melee.
If you can (and you should if you can) build for +damage bonuses or Musculature on a Scrapper - you will get a fairly large advantage over a Brute with the same primary.
Not sure where StJ falls into the picture, but the numbers on Spinning Strike & Crushing Uppercut for a Shield Scrapper with Musculature were so huge that I couldn't imagine going anything but Scrapper (which is what I did). -
Quote:Unless the Scrapper goes shield, then even Gloom can't make up the difference between Brute Fire and Scrapper Fire.Indeed, this mechanism is why, even after the lowering of the brute damage cap, brutes who choose the proper powers readily out-damage scrappers. Fire and Gloom, baby
I'm not even sure if Brute FM is actually outdamaging Scrapper FM post Fury changes.
Bill's old numbers were based on 5% Scrapper Criticals and 90% Brute Fury, they also didn't include +Damage bonuses or Musculature which will definitely benefit the Scrapper more than the Brute. -
Quote:Tanker-level mitigation is easy enough if you do your homework, especially in a team environment where the buffs flow like candy.
Tanker level mitigation is more than Softcapped defenses.
Let's use Ela as an example:
On a solid build you could be looking at an extra 400-600 HP on something like an Ela build, as well as the difference between 60-65% SM/L Res and 80-90% SM/L Res.
You can't just hand-wave that away as much as you'd like to.
Buffs that usually "flow like candy" are generally +DEF, +Rech, +To Hit, +Recovery & +Damage.
Buffs that usually don't flow like candy are +Res and +HP.
Quote:I'm playing EA because I had never gotten one very high in the past, and hadn't tried it since the buffs.
According to you, its a waste of time. According to you, the buffs flow like candy. You can just play FA and call it a day.
Or maybe there are players who play things like EA because its fun, maybe they play other blast sets than Fire Blast.
Maybe they play Tankers because they like having ludicrous levels of mitigation, whether its always literally applicable in every single situation or not.
Maybe their concept just isn't fulfilled by the relatively squishier but more damaging Scrappers & Brutes.