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Posts
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Quote:Wouldn't the regularity of crits be intended behavior? If the crits are not firing off at the intended 5%/10% chance then there is a drop in scrapper damage. If it causes a drop in scrapper damage, then it changes how scrappers compare to other ATs.Statistically noteworthy perhaps, but unless it is intended behavior I don't think it carries any relevance to a comparison between Scrapper and AT X performance.
That doesn't say my experience is that crits are not firing correctly Or I take the small sample size as evidence they are not. -
Quote:That is why the OP has defenses built into the build. Enemies will have less then a 20% chance to hit them in melee and range. You combine controlling and decent defense and you are going to be pretty safe, I would say safer the just having soft caped defense.I've been playing this game since the begging too sport, I've been there just like ya'll. I'm not saying that Control isn't active defense, I'm saying it's folish to bank your survivability soley on your control instead of actually putting some in the build.
My ice rad is nowhere near that sturdy and has no problem running into melee, and when I actually bother to finish them I doubt I would be any squishier then a scrapper. -
Quote:True, but it's still strange.
Going back to my other example, let's say there was a toggle that granted 10% Defense to a team including the caster, but also cast an 11% -Defense on just the caster. Unslotted, it's a net -1% for the caster, but 10% everyone else.
You could slot it up to 15.6% Defense for the team, but the 11% -Defense (which we'll assume is unaffected by enhancements for simplicity) would still leave the caster with only 4.6% Defense.
It's not terrible, no, but should the caster have to slot just to get a non-negative net value from their own toggle's effect? That's what I have an issue with.
Isn't it normal to build around end costs though? I know what you are saying that the caster does not get then end gain from the power, but they do get the healing, so they are getting half the effect for only .04 end per second. Just ask a pain user if they would trade the a weaker heal for no end cost on soothing aura. -
Quote:I havent listened to game sounds in over a year, but I found staff sounds weak when I last had them on
Wow, how did you get to listen to staff fighting 8 months before it came out, that is a good trick.
The sounds for SF are OK, my only complaint is they are the same for wood and metal staffs. It would be nice to get a metallic ring hitting a robot with a metal staff. -
Quote:So positional defense makes you think of energy aura?For me, energy aura came to mind, except energy aura has no psionic resistance.
I don't know how a combo armor set would work. Having to detoggle just to switch your combo seems to be a lot of work just to adjust your armor to a different situation. I guess they could make it mainly a click set. The powers have a 5 minute or so duration and a one minute recharge so people can change when they want. That would cause people to stop in the middle of battle to keep their protection up though. -
Quote:Do it, then. Let's see your analysis that demonstrates that the game is in balance, if not numerically than in relative proportion.
Demonstrate conclusively that the game is closely enough balanced that the obvious break points are not relevant enough to be fixed rapidly and I'll call that a win for you.
I need to ask, have you even bothered to read what people are posting? I have not seen Arcana say the game was balanced. Quite the opposite, they go out of their way to show where some of the bigger issues are. In this very thread they have said ways they think changes should be made.
What it looks like you are confusing is that, when people disagree with the way you want it changed, that they think the game is balanced. That is not the case here. Most of the people here understand that the set bonuses as out of balance, but that a major nerf at this point and time would be a bad thing for this game. Smaller tweaks can bring the game closer to balance and not kill the game like the massive nerf you are talking about. -
Quote:Of course it's hard. The fact that it requires commitment PROVES that it's hard. Anything that really needs to be done requires commitment and is hard.
New dance emote? No problem. Didn't really need to be done. Requires very little commitment.
Fixing everything wrong with an 8-year old MMO without completely destroying the game? VERY hard and requires massive commitment...and money. You gonna pay for it? Didn't think so...
There is also the fact that all the changes, the time and the money can all go in the toilet. I already mentioned SWG earlier, and that is the last thing any MMO wants is to do is make it's player base so mad they quit. Then at the same time the bad press scares any new person away from the game. -
Quote:I had no idea, was oblivious to that at the time. Probably wasn't subscribed. I find it completely believeable that there was an argument over it.
More evidence that the devs are bad, I guess. The idea that you'd write off a game system change because it's been set in stone for years is one of the core issues afflicting the dev community.
Fear of nerfing to bring your game into balance because of player response? Says a lot about the dev community.
Maybe the devs have learned a thing or two from SWG. -
Quote:LOL, this game has been ran on a buy for stuff system from the get go. They always had a system to buy a new version and get something, buy this pack and get something. The only difference is they are actually putting out more now.It's a cheap marketing ploy to get people to buy more points so they can get these sets faster than others who wait their two months for the points. I'm sorry if I'm not a sheep and see a marketing ploy for what it is: insulting to the playerbase who still pay $15 a month and who are called V.I.P. I sure as hell don't feel V.I.P when you create a system that is literally more greedy than something Blizzard/Activision or EA would cough up... Atleast they don't charge me $15 dollars a month, call it VIP then insist I continue to fork over more cash for content.
I understand that you guys have low standards for games, but I don't and I already cancelled my sub again because I actually don't like supporting companies that insult my intelligence.
As a VIP I can't see how they have done anything wrong. They have released more sets free to VIPs then when this was just a flat rate game. Yeah they have released several pay to play sets, but how is that any different then having to buy CoV, a dvd collectors edition, going rogue, or any of their packs.
As I said I have yet to fork over any more cash then when the game was subscription only. In fact I have to say I have payed less with the free points. I am not buying packs with money, but using free points to buy them instead. -
That is funny as a VIP subscriber I have gotten staff fighting and water blast without paying a penny. They give every VIP subscriber 400 points a month, or more depending on level.
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Quote:1-So I guess you have never played a stalker, energy, ice, dark, or spines, also the new set bio armor Just remembered the tier9 elec power does as well.For myself (I have a Stone tanker at 41) the set is simply old and needs to be redone. It was built in the days when power trade-offs were more severe and the whole game was built around the team filling in holes that each other had. So a Kin could take care of Granite and so on.
No other set has a power that destroys hours of costume creation.
No other set encourages the player to do a respec based around a single power.
No other set has a power that makes only one travel power viable.
I'm not a numbers guy so I don't know exactly what level of Defense and Resist needs to be put in to fix things. You can't simply ask Granite to work on top of all the other toggles...the set would be worse than Dark Armor with monster End issues. The first thing that I would do is remove most of the -Run and -Jump from the set particularly with Rooted off.
Stone Armor is a great themed set that needs to be brought into the new century.
2-Stone does not make anyone respec around a single power, many stoners do not build around granite.
3-I guess you never played ice control, you have to be on the ground for glacier to work, hover doesn't work on it like it does for traps. Also TPing in will prevent you from casting as well.
Oh I agree stone needs an update, but the big hang up is granite, it has to change first, and how people will react to granite being a shadow of itself. I actually see it becoming a form of icy bastion myself. I also agree that rooted needs to be like grounded change the regen when on the ground but it loses the -jump and -runspeed. -
Quote:Agreed rooted needs the slow and -jump removed, there is no reason to keep it except for concept. which the power already breaks by letting people walk. Just change to power so that the regen only works on the ground like grounded does. Sort of like Antaeus.not a ton of Stone experience here, but my brute is 27 and I'm really enjoying him so far.
He may not be high enough for Granite yet, but he's certainly high enough for me to have become thoroughly disenchanted with Rooted. The movement pentalty & inability to jump is a ridiculous price to pay for status protection. It seems to me a relic of a previous regieme's balance ethos- remember when status protection on /inv meant you couldn't move at all? Game balance through player irritation/annoyance is an old philosophy that is happily largely extinct aside from a few remaining exceptions like Rooted.
Another old problem still present in /stone is incompatible toggles.
DA was originally a nightmare of incompatible toggles, which they eventually fixed.
Granite may be all that, but making it incompatible with all your other defensive toggles is an old, bad idea and it should be changed, even if that means reducing its stand-alone efficiency.
(the whole toggle thing HAS to be a Jack Emmert hangup- I remember when his "fun solution" to the 'problem' of Instant Healing was to make Instant Healing incompatible with Integration? *eyeroll*)
I'm having fun with the set and I'll keep playing it regardless, but those two old style design quirks strike me as the place to make whatever changes may come.
I disagree with making granite stack with the rest of the toggles in stone. Well not really disagree, it is just granite would be completely overhauled before it has a chance to happen, much to the outrage of a lot of the stoners out there. I just don't see Granite staying a toggle and being balanced. The numbers would be too low as a toggle compared to the clicks in other sets. I can see lowering its numbers some making it a click and adding the new absorption mechanic, but then that is me there will be people outraged with any change to granite. -
That is assuming they port the snipe change to PvP as is. The devs do not have to use the same power for PvE and PvP, and could easily leave snipes alone in PvP with their current bonus damage, or give 2 versions one with high damage and the interrupt period and one with modified damage and no interrupt period.
Without test server numbers this is just speculation, and something that can change many times before it goes live and after. -
Quote:You tested it, if so could you link your test because I have yet to seewhere you posted them, especially since numbers from CoD disagree with you. At the third level of perfection you lose a 12.75% damage buff. Now using Serpent reach, Precise strike, and Guarded spin, staffs next 3 biggest attacks besides AS, which if damage was that big of a deal a person would use it before SS. Serpent reach without perfection at level 3 loses a whopping 12.76 damage, guarded spin only loses 7.23 damage since you PoB1, and precise strike loses 3.74 since it is at you will be at PoB2. Added up they come ton 23.73 and you are back to PoB3, and last I checked 30 was higher then 23.73, and that isn't even considering that damage slotted in SS increases the 30 bonus damage, but will not have any effect on the loss of PoB since it is effects base numbers.Actually, no. I personally tested Form of the Body with and with out the use of Sky Splitter. Sky Splitter being used is not an insignificant damage loss. It is detrimental to the damage performance of the set to use Sky Splitter with 3 stacks of Form of the Body, and you should avoid using it as much as possible.
Especially true for Stalkers. You're far better off using those ATE crits on Precise Strike than Sky Splitter. Sky Splitter is a terrible attack.
Quote:I've looked at the damage potential of staff as a whole, and it's quite a bit lower than that.
If you consider the REST of other powersets, and what you can do in the mean time, I think you'll find staff will be outperformed. That is, maybe the two skills aren't so radically different compared to one another, but look at an entire powerset, Staff has a lack of both high DPS and DPA powers.
My question is... are the buffs worth dealing moderate damage, and on a SMASH set, at that? You can easily build an unkillable SS machine*, so why go for Staff beyond looking cool?
(No, I'm not saying HAHAHA SUPER STRENGTH!! just illustrating the point: what separates Staff Fighting?) -
Quote:Concentrated Strike is firmly stronger than Skysplitter, and has a gimmick involved with it WORTH using. It is a very, very solid attack, and is actually top DPA aside from AS in Stalker KM. So, no. CS and SS are two different beasts. One of them sucks.
The reason I brought up CS was the post I quoted said it was the cast time that killed SS in an attack chain. Both powers have the same cast time and CS did not have the same reputation. Now you brought up damage, and yes CS is a bigger attack, and much better for burst damage. But you can cast 4 SS in about minute, but only 3 CS. That means SS does 614 damage to CS doing 594, which is pretty balanced overall. Now things change in IO builds, but as it has been said many times most of the game is not balanced around IOs.
Now gimmicks yes having build up recharge is much better then a little resistance, but SS still has full crit damage as well, so the gimmick is not as big of a factor. Also someone else has mentioned that the lost of the damage buff, I will point out that SS does and extra 30 damage if used at level 3. I know it doesn't make up for the loss of damage on aoes, it does for single target attacks.
Now I am not against change to the power, it is just some people are blowing things out of proportion, and not considering the whole game. -
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So what do you see wrong with Skysplitter? I only looked at scrappers and stalkers, but the power seems inline for its tier. There are powers that did more damage, but had higher recharge and end use, and powers that did less damage with lower recharge and end use. Its cast time was a little high, but I wouldn't say it was enough to break the power.
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You are leaving out the part about free advertising. Not only are the saving money by using those sites and not creating their own, but they are making more people aware of the game that are not already coming here. Though that is something this game has done from day one, they have let other media sources release sneak peeks of what is coming up, and then sharing links on the website.
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Quote:You are leaving off the part where tankers/scrappers had to choose what toggle they used, and that on earth/inv you were rooted if you wanted status protection. You forgot the only inherits where gauntlet and scrapper crits, and that every AT has had their damage increased. That is also not counting what IO's brought to the table. Yes there are outliers, like device blasters being good and dumpster diving entire maps, but with what the devs have added this game is much easier.I will never understand this argument, related to CoH specifically. How could you lose in the old game? Outside of Hamidon, the highest threat you ever faced was a lone archvillain at +3. At a time where AVs regenerated less and resisted debuffs and holds less. At a time where invul characters had 90% res to everything, regen had perma-IH, rads had much stronger debuffs, ET activated in roughly one second, Burn recharged in 5s (IIRC?) and did much better damage, Fire controllers would hang out with a dozen imps. The old TV respec trial was already a joke nobody save for people with broken builds and terrible playstyles could fail.
Which is likely the crux of the issue. You long for a time when the game was harder, but in reality it's your knowledge of the game that improved significantly just as much as anything else. This game has never been hard or even about giving a challenge at all. That's never been the point - or if it was, it has been a spectacular failure right from the start, because for anyone who knew what they were doing, you could close your eyes and power through the entire content, save for Hamidon, on the maximum available difficulty, autorunning with a single power on auto.
Compare that to right now. Try to sit AFK against one of the foes using patches of autohit unresistable damage, no matter how many IOs or incarnate powers you've got, you're going down eventually. For that matter, if your entire league went AFK on autofollow in a trial, you'd get a big, nice mission failure after half a hour and a boot back out. Again, compare that to those supposedly hard old TV trials where burn tankers just sat still and obliterated anything without pressing a key.
This game is nowhere near hard, but it's definitely harder than it used to be. Claiming otherwise is misplaced nostalgia.
Also if your league went AFK like you said it was doomed for failure from the start, it is not hard to pay attention and move. -
Quote:Damage was not the only criteria, but they had said balanced survivability/damage with more of a focus on damage.Damage was not the only criteria though.
Force multiplication is not, by itself, enough to guarantee the top when you throw in survivability and/or things like being able to continue non-stop.
Admittedly Kinetics does cover a lot of angles all by itself--endurance, healing, force multiplication. -
Quote:Why do you keep saying this when you have been shown it is not true. There are several whip weapons in history. Just because you ignore it does not make them not exist.Originally Posted by PleaseRecycleThe difference is that whips are real and are not weapons
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I would go fire/time. You are going be at the defense and recharge cap, have decent -res with atleast 60% +damage.
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Sooner or later, remember the devs once said that staff fighting was going to be too much work for them to do. Shields were too much work and that was why we got willpower. The devs will eventually make any set they want to. Which was the point of this thread. It is about show interest in a new set, not MAKE THIS NOW!!!
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Quote:Look at the bottom, it lists has links of other asian whip weapons, and don't forget the flail is a whip based weapon.All of the references on that chain whip wikipedia page are youtube links apart from a single book written in 1996.
Quote:I'm simply trying to say that this is not a high priority concept for the devs to work on. Does the universe hinge on me demonstrating that in this thread? It does not. I was bored and I see no reason not to add some legitimate feedback to a thread suggesting a new feature.
In fact, if you guys wanted a better suggestion, how about a nunchucks power set? Those actually are historical weapons and are pretty cool to boot. I doubt they'd get cracking on them too quickly after staff fighting for fear of being considered turtle coddlers, but...
So you don't support a whip set because you think it is just a torture device, but you support making a farming tool it's own set?
In the end it is the devs choice on what sets they make. I can see them making money off of a whip set. People like Zorro, Indy, catwomen, Ivy (though for other reasons), and the Belmonts. I can also see the set being a fast low damage set focused on aoes and controls. -
Quote:So lets get this straight we can only have sets that came from real world applications?Funny then that the history I've read indicates in big bold letters that whips are animal control and sometimes torture devices. That's not the same as a weapon, and I can find zero examples of anyone in history fighting people in earnest using whips with cursory googling. In fact, to the contrary I find that any whip combat technique is incredibly recent and basically fabricated by nerds who like Indiana Jones. I hate to be the one to tell you this but that isn't going to cut it for a powerset that would cost tens of thousands of dollars to develop and needs to recoup that cost in some way.
Also that was a lie, I don't hate that.
That means we get rid of bots, DS, and zombie MM, as well as all buff.debuff/control sets. We have to get rid of all blaster secondaries, as well as most of their primaries. Fire melee, ice melee, SS, SM, EM, you are getting rid of a lot of the game, ans sorry your version sucks.
http://en.wikipedia.org/wiki/Chain_whip