Dispari

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  1. I find it interesting that people in this thread seem to think they have to have minor/trivial damage powers turn into rapid-fire crashless nukes in order to have "fun." I'm not sure if that's hyperbole or just a grossly skewed perception of game balance.

    Reactive Interface still adds more damage than a purple damage proc in every power you take. It just no longer turns powers that normally can't kill -1 minions into powers that can kill +3 lieutenants. If the power as a whole had been nerfed I could understand the outrage, but it only affects a small subset of powers in the long run. And the promise of Interface's capability was never "Turns all your powers into spawn-wiping nukes even on the highest difficulty the game has to offer." So not sure why people are ready to give up on the system thanks to that.
  2. I think I'm more interested in the new hairdo I saw than the rest of the pack. Although it does open the way for future back options (I'm assuming).
  3. It would take 9 people with a t4 Barrier to make a bubbler useless. 12 if we're talking about a trial.
  4. My main character has more than 40 costumes.
  5. Quote:
    Originally Posted by UberGuy View Post
    It should definitely not have a one target limit, in my opinion. That's ridiculously under powered.
    I don't think anyone is disagreeing that it should hit each target it's being used on.

    Incidentally I kind of feel bad for the people working on this. "It's leeching exp, fix it!" *patch* "It's not working with pets, fix it!" *patch* "It's too strong, fix it!" *patch* "It's too weak, fix it!" Although maybe that just says that Q&A should be looking at this more.
  6. Quote:
    Originally Posted by TommyTrD View Post
    That was my way of pointing out they stopped balancing the game around PVP a LONG time ago. They know it's dead in the water and that the VERY few people who do mess around with it are not their target customers. I honestly thought any vet to this game would understand instantly what mentioning PVP and game balance in this game actually means.
    Who here is talking about PvP? It's unbalanced in PvE. I even have a character with a rain power who has Reactive slotted and I can't wait for the change, because it invalidates all my other powers and most of my other characters if I only need one power.
  7. Quote:
    Originally Posted by TommyTrD View Post
    Really? REALLY? This is exactly the wrong way to think in regards to THIS game. THIS IS A SUPER HERO MMO. If you want to be gimped and a roleplay a weak little dude that relies on 25 other weak little dudes to kill a pack of 5 undead horrors GO SOMEWHERE ELSE. People don't play this game to fulfill some sheeple fantasy where you can only get things done extremely slowly or need a whole gaggle of people.

    God, I just want to bang my head every time when people argue against stuff like this. It's a text book knee-jerk reaction and if you can't see that or recognize it in some way then there is no hope. My thought process to stuff like this making a few powers really strong in only certain situations which don't affect ANYTHING about the end game in its current state is....GOOD FOR THOSE PEOPLE AND THEIR NEW FOUND FUN.

    Sorry YOU aren't having fun being over powered to those wee baby minions and LTs but someone else sure is.
    I'm sorry you believe I can only have fun in this game if things are dramatically overpowered. If you'd really like to have "fun," you can play in AE where there's a button that just instantly kills enemies. You can go play in there while I play in the actually balanced part of the game. Or you can petition the devs to give you the [I Win Button], and see how far you get.

    "Someone has fun with this" is not in itself an argument for existence. People can have fun with all sorts of things that could be a determent to the game. That doesn't mean they should exist. I'm sure someone would have fun if you gave them the ability to delete someone else's characters. The fact that someone has fun throwing game balance to the wind by defeating +4/x8 enemies with a Defender using one power that isn't even designed to do damage is not good for the game. I don't think you understand the concept of balance.
  8. Quote:
    Originally Posted by StratoNexus View Post
    I would not be sure. The very high rate of proccing may have made the devs feel it was warranted. It is also possible there are technical limitations on their end that makes a "one target can be hit every 10 seconds limit" the only solution they have that can work for now.
    Even if it's a technical limitation this is still a better idea. Rains represent a small number of powers. It's better to have a couple powers suffer and be underpowered than have a few powers so unimaginably overpowered that they can wipe +4/x8 spawns by themselves.

    Quote:
    Originally Posted by Diellan_ View Post
    I've been told that the damage is CancelOnMiss, like the Fire DoTs, which would make the average damage only ~30.615. Do we have any confirmation either way? My personal testing in RWZ says that it isn't (I've hit all of them with Dark Obliteration and watched some of them flare up, then die down, then flare up again).
    It's not cancel on miss. I did a lot of testing. The average damage to even cons is around 50 per target per attack.
  9. Quote:
    Originally Posted by MayorOfAngrytown View Post
    This.

    There has to be a better answer than the stupid 10s rule; and the 1 target thing better be a bug.

    What's next? Should my damage aura also only hit one target at a time? <_<
    The one target thing I expect to be unintended. But the "stupid 10s rule" is how all invention procs work. Because allowing them to work differently makes the powers far too strong. Invention procs would be too good if they didn't do this. The repeated pulsing and hits from rains and toggles makes the damage stack far too fast, especially considering that Reactive is more powerful than regular procs.

    The previous iteration was already capable of turning a basic rain power into a nuke that could kill +3 lieutenants in one cast. You could cast Rain of Fire, Freezing Rain, or Sleet and kill an entire spawn of level 54 enemies including lieutenants with one power. I know the point of incarnate is to make us more powerful, but this is akin to just giving us a power that instantly kills whatever we target. There's a limit. This wasn't a minor increase in capability, it was "able to kill a +4/x8 spawn of enemies with one power every 15 seconds."

    Quote:
    Originally Posted by Lucky666 View Post
    1, please make it so it can hit more then 1 target like other AOEs

    2, make it proc every 5 seconds instead of 10 so still has an advantage over regular procs(it is an incarnate power after all).

    Thanks devs no hard feelings carry on.
    Reactive already has a huge advantage over procs. First of all it doesn't require any enhancement slots. And it works in ALL of your powers, even stuff you wouldn't normally throw procs in.

    Normal procs do 71.8 damage at a 20% rate. Purple procs do 107.1 damage at a 33% rate. That means normal procs add ~14.36 damage per attack, and purples add ~35.343 damage per attack. And again, this is one slot per power.

    Reactive does around 13.38 damage per tic, up to 5 tics of 75% chance. Meaning it adds ~50.175 damage per attack. It's better than a purple damage proc slotted in every one of your powers. And at t4 it can even apply a -RES proc on top of that. Since it technically procs five times per power, at a high rate, it's even much more reliable than other procs. IE, it's almost never going to not proc to some degree on any target you hit.

    It doesn't need to be any more powerful than that.
  10. Quote:
    Originally Posted by rsclark View Post
    Have you ever read the names of natural SO enhancements?
    Don't try and apply logic to enhancements, or else you'll be caught up explaining why I'm gluing half a dozen grenades to my sword, or why natural SOs are basically the same thing as TOs except other people can't use them.
  11. Quote:
    Originally Posted by Another_Fan View Post
    Control the rate at which people can earn xp, use new xp for the new levels, put in a quest for each new level that needs to be completed.

    Just about anything that would have kept the old exemplar and ability scaling system in place.

    The new system managed to be the worst of all possible outcomes. It destroys what was the best content in the game. It so far has brought no new content of comparable quality.
    Adding an option to disable incarnate bonuses would be literally the same thing as exemping down to 50 before the "51-60" of incarnate bonuses.
  12. There's a button that allows the team leader to remove their team from a league anyway.
  13. Quote:
    Originally Posted by EvilRyu View Post
    No you just sound like all the other players who are terrified their enhancements are going to turn red but forgot that they are using IOs.
    No, I'm just intelligent enough to realize that raising the level cap introduces a host of issues and there's no reason whatsoever to even do it.

    Praytell what would raising the level cap do for the game that can't be achieved through adding more content for level 50s, or the incarnate system? What advantage is there to raising the level cap? I'll make it easy for you, it doesn't even have to be an advantage that warrants all the extra effort it would require, just one that makes it worth doing at all.
  14. Quote:
    Originally Posted by EvilRyu View Post
    Sorry but I fell out of my chair when you said pvp. I am not even going to addressed that one.

    If people are using IOs they are not going to suddenly just go red all of sudden. People keep forgetting this. As for as HOs are concerned they can just go back and make the bonus static as they should have done in the first place. As for as the arcs and stuff the same thing could be said about all the lower level content when the level cap was 40, they added more for 41-50. I do not see how thats any different. Its just going to take alot more of it. Moving developer resources to things like that instead of wasting time on the AE could easily fix this on the arcs issue. Lastly given how easy it is to make arcs in the AE and the devs have superior tools to that I do not see why we do not have way more missions being pumped out than we do now.
    PvP is a joke yes but it's a valid point. Dev time is not interchangeable; you can't just copypaste the AE devs to work on something else without stopping to train them first. And if they have the time to make tons of new arcs for 51-60, why can't they just make arcs for us now? And the 41-50 stuff was planned from the start, they just didn't have the time and resources the launch with it (and there are still remnants of this from the past, like Titan enhancements). Tons of systems have been added since then that work with 50 as the cap, that would have to be reworked.

    What you're suggesting is that they devote an absurd amount of time and resource to making the game work at level 60 for absolutely no payoff. Upping the level cap now with no rhyme, reason, or planning would be a massive waste of everything. There isn't anything that increasing the level cap would do for us that we can't already achieve, but it comes with the downside of requiring a gigantic amount of extra effort.

    If the only reason you want to increase the level cap is because other MMOs do it, then I refer you to the nearest bridge.
  15. Quote:
    Originally Posted by EvilRyu View Post
    No thats just a cop out, people are worried about all their enhancements suddenly being invalidated. So what, it just gives you more reason to go with IOs instead. For the issue with HOs all the devs have to do is add a little bit of code that makes the bonus for HOs static, problem solved. They just add another tier of gear for those who want to get it while everyone else can just keep what they had.
    Everything in the entire game is already set to peak at level 50. If you raise the cap to 60, suddenly:

    * We have to have a new PvP zone just for 51-60.
    * We have to have numerous new PvE zones just for 51-60 (one zone isn't going to cut it for all the new characters who suddenly have to gain another 10 levels).
    * It would require an entire 10 levels worth of new story arcs and task forces just to keep people busy. If you added 10 levels and gave them less content than we have now at max level, you would actually be giving people at max level less to do which is the exact opposite of a good idea, and the opposite of what adding content is supposed to achieve.
    * Suddenly, things like safeguards/mayhems, HOs, purple sets, the purple patch (it currently isn't set up to handle anything past +/- 50), mothership raids, incarnate trials, and badges have to be retailored with level 60 players in mind.
    * All existing arch-villains, heroes, and high-end story arcs are no longer for max level players. Do you want to throw everything onto the same pile as random story arc #8675309 that nobody runs?
    * All the high-end task forces are no longer high-end task forces. If you had to exemplar to run an ITF, would you?

    It sounds like your solution is to just make all those things be for level 60s too. In which case, what is the point of adding more levels if it doesn't change anything? If the only point to adding more levels is to add exp grind and obtaining more powers, the incarnate system already does that. The only thing adding more physical levels would do is throw off the balance of the game and add tons more work than is necessary.

    It's not about "laziness" in not wanting to have to add 5 new zones; dozens of story arcs; ten new task forces; update tons of existing arcs, task forces, and trials; fix tons of issues and bugs; rewrite everything; and retailor all existing high-level content and rewards. It's about how stupid it is to go do that when it's completely unnecessary and a waste of developer time to do so, when raising the level cap would achieve literally nothing.
  16. Dispari

    Lore Pet data

    You can always check my sig.
  17. Quote:
    Originally Posted by Fleeting Whisper View Post
    ... How the hell would the purple patch apply? You're hitting yourself...
    Because if the enemies were -1, they'd have -10% ToHit. But they don't, because they make you hit yourself. It's what's making a level 16 enemy have a 95% chance of hitting my level 50. So they get to ignore the purple patch.
  18. Quote:
    Originally Posted by Fleeting Whisper View Post
    25% at worst. Critter base tohit is 50%, player base tohit against critters is 75%. I don't know, but it's also possible that the power is using player-attacking-player base tohit, which is 50%, meaning it would just benefit from the player's tohit/accuracy bonuses, not from the fact that it's a player.
    Well I said hit rate, not ToHit. Jumping from 50% hit rate to 75% hit rate is +50% hit rate.

    But anyway, it's not +25% ToHit at worst, it's 25% at minimum. Much worse after factoring in set bonuses, Tactics, Beginner's Luck, or purple patch.
  19. Quote:
    Originally Posted by XFUNK View Post
    Yes, i know what marauder's stats are, learn to team with better players and it's not a problem.
    Better players meaning... people who don't have S/L powersets?

    I don't care how good of a player you are, your katana is doing zero damage to Marauder.
  20. Quote:
    Originally Posted by Fleeting Whisper View Post
    So what? Enemies already had a collection of autohit powers, so the enemy being able to hit you through defenses isn't new. And I don't see what's wrong with a specific attack getting stronger the better the target's tohit is.

    The only reason I would consider the attack 'broken' is that when your Lore pet uses it, it can reduce xp/inf gain (since it's the target doing the damage, not your pet). But the same could be said of Confuse powers, and nobody calls them broken. Like I said before, it's an odd design choice, but I see nothing wrong with it.

    Against an even-con enemy, Particle Burst has a certain level of power. Against enemies lower level than you, it has the same level of power. Against enemies higher level than you, it still has the same level of power. Because the strength of Particle Burst is based on you, not on the critter firing it.
    Well if the power was designed to autohit, it could just autohit instead of making the player attack themselves. But I question the logic of a high damage AoE attack being autohit. As-is, results are it has an automatic +50% hit rate along with whatever ToHit the player has. When you're talking about fighting level 15 players, they have no real DEF and a lot of +ToHit (Beginner's Luck) and the power becomes pretty obnoxiously strong. To say nothing of the fact that a level 16 enemy could do 10% of my level 50+1's HP in a single attack that doesn't really miss.

    You're right that you could argue that the power's not broken, if it was intentionally designed that way. In the same way you could argue a level 1 Hellion having a citywide AoE pulsing autohit damage toggle that does 12,000+11 damage isn't broken if it was intentionally designed that way. So rather than argue if the power is "broken," I'd more say its design is questionable if not silly.
  21. Dispari

    New zone?!

    Quote:
    Originally Posted by Golden Girl View Post
    And why haven't they changed to the right side?
    City of Heroes Only and No Villains or Anyone to Interact With Except to Say Hello How Are You Doing it Sure is a Nice Villain Free Day would be pretty boring.
  22. Dispari

    New zone?!

    Quote:
    Originally Posted by reiella View Post
    Yes, but your Rogue can't start heroic missions/Task Forces.

    [ edit / add ]
    So, I guess co-op lackey?
    Rogues can start task forces (and vigilantes can start strike forces).
  23. Dispari

    Wish List for 21

    1) New costumes we don't have to pay for via pay pack
    2) New costumes we don't have to pay for via pay pack
    3) New costumes we don't have to pay for via pay pack
    4) New costumes we don't have to pay for via pay pack
    5) New costumes we don't have to pay for via pay pack
    6) New costumes we don't have to pay for via pay pack
    7) New costumes we don't have to pay for via pay pack
    8) New costumes we don't have to pay for via pay pack
    9) New costumes we don't have to pay for via pay pack
    10) New costumes we don't have to pay for via pay pack

    Anything else is just fluff and stuff that could be kind of interesting that I might fiddle with for fun. Other than that, it would be nice to get some new costumes we don't have to pay for via pay pack.
  24. Because it would invalidate all the existing level 50 content as end-game content and leave us with only the new stuff to do at max level. It would also require new PvP zones, new IOs, and not make any sense or require a retcon for all the stuff that's supposed to be the finale at max level. It's kind of like how you've probably never heard of Titan-Origin enhancements. Or if you have, you know how useless they are.
  25. Certainly explains the powerteam we had going getting totally annihilated by Clockwork. We had a group of "guns only" characters. DP/Traps, AR/Traps, Merc/Traps, AR/Devices, DP/Devices, and Huntsmen. All running around as a group in Praetoria. Depending on who was around we'd have 60%+ DEF, and could do +2x8 pretty easily.

    But run into one or two Clockwork lieutenants and they could wipe our entire group. And we could never really figure out why. We had to play all Clock missions on regular difficulty.