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Posts
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Quote:Yes.So we are getting it soon then? We thank you for all the hard work all of you Mids programmers do
and Hope you had a Happy Holiday.
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Happy holidays from the Titan Network!
The auto-update system isn't up and running yet on our new servers, so you'll have to download this manually:
Mids’ Hero/Villain Designer 1.953 - December 2011
New features:- Titan Weapons!
- New Incarnate powers!
Fixes & changes:- A ton of bugfixes that you guys reported!
Known issues:- Windows Vista and Windows 7 have issues with the updater due to UAC interfering with writing to the Program Files folder. Many of these problems can be resolved by (a) installing as Administrator, (b) running Mids as Administrator, or (c) installing Mids to a location other than the Program Files folder.
- Diminishing Returns for PvP mode have not yet been added; all buffs currently show their full, unmodified values.
- The Power Graphs for the current build do not display effects for pseudo-pet powers like Ice Storm. This does not affect the Powerset Comparison, which is now fully aware of pseudo-pets.
- Power Boost affects some powers that should ignore its buffs, such as Ice Shields.
- Temporary and Accolade powers are not being affected by buffs such as recharge rate.
- In some cases, the Reactive Interface DoT damage doesn't correctly factor in the CancelOnMiss for the damage, resulting in slightly higher damage being reported.
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We had some issues with some of the new Incarnate powers (sneaky Devs throwing me a fastball on Interface... they know what I'm talking about), but we're just about out the gate. I tried real hard to get a Christmas release for you all, but I didn't quite make it. Stay tuned!
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Some of the tier 9s are especially ridiculous on Tankers, like Elude, which is questionable enough on Scrappers who can soft cap without it via heavy IO usage, and downright skippable on any Tank that pays attention to the soft cap. Similarly, there's Power Surge in ELA, which winds up being complete overkill in most of its buff, and unlike Elude, has a very, very hard crash (the hardest of any tier 9, actually, with both an hp and endurance crash and a recovery crash).
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There's a lot of false dichotomy going on in this thread. We know that Brutes have a significant damage advantage over Tankers, and we know that Tankers have a significant passive survivability advantage over Brutes. The active survivability advantage has room for argument, since Tankers do generally have slightly better debuffs than Brute, damage itself is a powerful method of survivability against anything short of AVs.
Anyways, the false dichotomy here is the one that says "you cannot close the damage gap without closing the survivability gap, too". That is not necessarily true, and is dependent upon various opinions regarding the value of said survivability gap compared with the value of said damage advantage. And this basically comes down to whether or not you think Tankers are currently well-balanced (and thus just need to have the balance adjusted) or not (and thus need to have a straight-up buff in order to bring them in line). Some people here obviously think the first, others think the second. As a result of this dichotomy, a lot of these arguments just aren't going very far, since they're based on different assumptions.
Personally, I think Tankers are not currently well-balanced. They were, once upon a time, but that changed starting with Inventions and the RWZ and has only gotten worse over time. The metagame has changed and the environment they were built for no longer exists (as made obvious by the greater number of mobs using exotic damage types and mezzes, and the fact that new Tanker sets invariably lack the holes of the old Tanker sets). -
Last I checked, Gauntlet doesn't even function until level 20 (because lower level tanks don't have the tools to survive tanking for full teams).
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*checks* Yep. The Grant Power effect is missing from Pets.Titan_Weapons_Tanker.Defensive_Sweep_Fast, while it is present in Pets.Titan_Weapons_Tanker.Defensive_Sweep_Slow. Looks like a bug.
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Quote:For melee ATs, I mostly play Brutes, though I've had all of them at one point in time (and am currently playing an ELA/Titan Weapon Tank). And the thing is, my Brute doesn't need any babysitting... In fact, he runs through +4x8 at a brisk pace, able to take on anything short of Vanguard or sometimes Arachnos (due to autohit -defense buffs), and was doing that even before he got the Incarnate slots. His damage is excellent and his survivability is sufficient to take things that are meant for teams to handle...I am going to say something that is going to be hated here.
I don't play Tanker but I regularly team with a SG mate that loves making Tankers and Brutes. From my gaming experience, Tankers survive much better than Brutes and that serves a purpose. Brute has great potential but Brute needs more babysitting.
I am really not sure which area they can improve that doesn't involve in "buffing Tanker's damage". If they want to buff Tanker's damage, then they should lower Brute's damage because ultimately, the only reason Tanker (and my favorite Stalker) feels "less-needed" is that Brute and maybe Scrappers are doing better damage while surviving relatively well.
Quote:If a tanker is complaining that he can't take all 8 Heroes in LRSF, then that's not really fair because that situation is designed for 8-players co-operating, not soloing.
This is why I talked about the fact that Defense is so easy to get via IOs being part of the serious problem here, whereas +Damage is really, really hard to get (and for many Tankers, pointless, due to the low damage cap). The Invention metagame is such right now that there are really only two things worth building for, defense and recharge (or some combination thereof, with other things being a nice perk), and those just don't help Tankers where they need it most.
Quote:I really don't think Tankers need more love. I think Bruising effect is an excellent idea. If Tanker feels like they have no role, then so is Stalker/Blaster whose damage can be easily replaced by SoA and Scrapper/Brute/Dominator. -
Quote:Also, only sets with scaling auras can easily handle larger and larger groups (like Willpower with Rise to the Challenge), while Fiery Aura and even Stone Armor's Granite are only increasing their incoming damage.I agree.
This is why I'm against touching the aggro cap. It negatively impacts survivability and causes too many problems.
Not to mention that the issue of having to control more than 17 targets isn't exactly a super common situation. There are lots of places in this game where Tankers get dissed in favor of Brutes (and, to a lesser extent, Scrappers), and "facing more than 17 enemies" is a rather small subset here. -
Quote:+Defense is problematic in that it's far more useful to, say, Invuln, than it is to Electric Armor. You'd need to be granting both +Defense and +Resistance if you want it to be useful across the board. Conversely, if somebody is already softcapped, then this buff to survivability would mean very little at all (say, an SR tank, for whom 10% more defense means little and 20% regen is a pitiful token compared to what they need to survive). The different powersets all have different issues, so it's very hard to come up with a single buff that's equally beneficial across the board, and won't just be "yes, Shields is even better now, sorry Electric". Even if you stick to enhancement bonuses, that won't help SR much since his only enhanceable trait is Defense, and it has enough of that by endgame. Electric would certainly love a nice +50% Enhancement(Resistance), on the other hand (which might be problematic for the Devs to do since Resistance powers are flagged to avoid external buffs, so they'd have to use the work around they did for Alpha slots).How about instead of the 30 percent global heal enhancement buff, a straight +Regen and +Def(all) buff when in Guarded? Say, 200% and 10% respectively? Remember, you're exposing the Tanker to potentially TWICE the damage and debuffs. If you weren't upping the aggro cap, this wouldn't be called for.
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Also, I think any pass on Tankers needs to consider the issue of IO disparity. The imbalance between Defense and Resistance set bonuses, plus the sheer difficulty in hoarding Damage set bonuses, provide two different aspects of the metagame that work against Tankers more than against any other AT.
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I quite like the idea of giving Tankers a "reverse bodyguard" mechanic, where some portion of all damage dealt to your allies is redirected to the tanker... It's basically the resistance analogue to Taunt/Gauntlet's mechanic: whereas Taunt prevents your allies from being hurt by making sure the enemy attacks you instead, Bodyguard reduces whatever damage gets through the Taunt by redirecting it after the fact. Obviously it would be problematic in that some sets can handle that incoming damage better than others (since it would basically be autohit damage on the Tanker, bypassing the Tanker's defense), but it would certainly help out cases with lots of ambushes or AoE damage, which tend to be when things get more difficult for some tanks to control. Furthermore, it would actually mean that having multiple tanks on the team would bring exponentially greater survivability for the rest of team.
Of course, this could also be handled by just making sure that Tankers have access to some kind of PBAoE team survivability buff, a la Grant Cover (something that I've always felt Tankers should have). -
Quote:17th century.You did notice that's actually referenced by the quotes in my post, right? I'm well aware (and was before I went looking for them). My point in posting the dictionary references is to illustrate that the Latin use is a nonsensical thing to lambaste someone over when a trip to any modern dictionary reveals the Latin use of the term is, if not obsolete, only one of (basically) two accepted uses. Edit: And doing a little more digging, it looks like the newer use of the term has been with us since the 19th century.
It looks to me like an example of pedantic argument gone wrong. -
Quote:Even worse, these outfits aren't even the kind that a Saloon Girl of the period would wear. It's what a Saloon Girl from a Hollywood movie might wear... Or maybe a burlesque actress pretending to be a Saloon Girl.
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I don't really have much to add, since I already went into several long tirades in the beta feedback thread for the Gunslinger pack (which, by the way, is over 500 replies long: http://boards.cityofheroes.com/showthread.php?t=277846 ). Basically, the whole thing leaves me with a really, really bad taste in my mouth, especially since I was one of the ones who stood up and complained about the Steampunk Pack, was told "oh, they just did it this time due to time, but next time they'll add different stuff"... and then saw the Barbarian Pack and now this one... I need an "I told you so" button here.
And for those people who bring up the IDF and PPD and CoT sets, I've said in my posts in the beta forum that the "Trend Against the Feminine" skips those sets for which "feminine" isn't relevant (namely, full body armor) and for which the theme is completely divorced from reality. The problem is that they can't do "feminine" without doing "titillating". It is possible to create female clothing (as opposed to unisex clothing) without going into "hypersexed" mode, but they just aren't doing that anymore. -
Do you mean 30% less as a relative value? In that case, since a capped Brute is at 5.8125, then the target damage level for a Tanker is only 4.06875 (5.8125*0.7). Without Bruising, a Tanker is at 3.2 (0.8*4); if you count Bruising, a Tanker is at 3.84 (0.8*4*1.2). So, right now, a damage capped Tanker does 66% of the damage of a capped Brute.
Funny side note, simply upping the base damage of a Tanker from 0.8 to 0.85 would increase the relative damage of a Tanker to 4.08 (0.85*4*1.2) or 70.2% of a Brute.
Currently, with a Scrapper at 6.0 and a Brute at 5.8125, a Brute does 96.875% of the damage of a Scrapper. As we can all agree, that's way too high given the Brute's higher resist cap, base hp, and hp cap. True, Scrapper Regen cap is higher than Brutes and Tankers, but that's harder to reach than the hp, damage and resist caps (not counting Rest, of course). So long as we're looking at the comparison between Scrappers and Brutes as a way to determine where a Tanker should sit, we've got problems... -
Quote:There are plans, yes. After I finally implement PVP DR, the next thing on my list is a proper entity browser.Edit: Figured I'd ask here - are there any plans to add power info for the abilities of pets and/or pseudopets to Mids? It would be especially super awesome if they could show enhanced values from the pet power's slotting correctly, and even more super awesome if they inherited procs from the pet power correctly - so, for example, if you slotted an Explosive Strike: Chance for Smashing Damage into Robotics/Battle Drones, Mids' could show you correctly which of the Battle Drones' powers would (being any power that has a chance to knockback/down/up) and would not (any power that doesn't KB) proc it. This would most be useful for complex pet powers like Carrion Creepers which take several different types of procs and get wildly different mileage out of them.
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I just wanted to let you guys know that we didn't lose any code or anything when the Titan sites went down, though our SVN got taken down. The current plan is to have an update for you around the time Titan Weapons make it live (or until I get bored and make a release with just the new Incarnate slots, instead).
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Quote:Already fixed internally.Hey guys, thanks so much for all your work on this. Mids is fantastic, as I'm sure you know.
I just wanted to report another bug, if you didn't know about it already. All Tier 1 pool powers have been opened up at level 4 in the game now, not just the travel powers, but Mids only allows Travel powers to be taken at level 4. I just took Boxing at level 4 on a Brute in the game, but I can't select Boxing (or Maneuvers, Combat Jumping, or Stealth, etc.) at level 4 in Mids.
Thanks! -
His keeps getting changed... And is in color.
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Well, there're tons of places where Mids can be optimized... I'm mostly just doing internal code optimization right now and not touching the graphics-side.
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Mids does show Conditioning properly: the Conditioning power doesn't do anything (it doesn't do anything in-game, either, the actual recovery/regen values are part of the AT mods and not from a power). You can confirm this pretty easily by making one, taking just one power and looking at the Totals, then repeat the process with some other AT - you'll see that the values for Recovery and Regeneration are different.
And if that isn't good enough, you can go to Options > Advanced > Database Editor..., click Main Database Editor, choose Archetype Classes from the dropdown in the top left, pick Arachnos Soldier or Arachnos Widow from the leftmost list, and hit the Edit button directly below that list. You'll see Base Recovery and Base Regeneration here, and you'll see that they're higher than for the other ATs. -
Aw shucks, my very own forum, you shouldn't have, Avatea. :P
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Quote:It's been a bit unresponsive to me too, lagging and acting a little juddery on my PC.
I've been refactoring the Mids' code a lot over the past year, and doing a bit of optimization along the way. Theoretically, it should be faster, not slower - it's certainly smaller (the installer executable is smaller now than it has been since at least I18, even with the addition of all the Incarnate data). -