Dr_Unholy

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  1. Quote:
    Originally Posted by Samuel_Tow View Post

    The power was broken. Simple as that.
    It wasn't just broken, it was stupidly broken.
  2. Quote:
    Originally Posted by Werner View Post
    A horrible mistake that we can only hope the devs will address soon.
    They did with the new Faux-Claws set, Kinetic Melee.

    >.>

    <.<

    It's ALMOST as good in every category ('cept AoE, I suppose), but not quite!
  3. I did almost all my content testing with MA in beta. It's glorious these days. I am rolling one on Live very soon.
  4. Quote:
    Originally Posted by Bill Z Bubba View Post
    Would you like to know what I blame the devs for in general and Castle for in particular? Taking too long to make changes that are obviously needed.
    I actually agree with that. Part of my wariness stems from the fact that very often when the devs change something, hit or miss, it doesn't get looked at again for sometimes upward of three years.

    And that's a long time to have a fear component in Burn or set that was generally lol'd at like MA.

    If buffs and nerfs were more frequent, like in WoW, I think there would be a lot less opposition to "trying" something or feeling out new numbers for 4-8 months.

    Edit:
    I'm not advocating for people like Deus_Otiosus either, for the record. >.>
  5. Quote:
    Originally Posted by Bill Z Bubba View Post
    On the flipside, I'm often told that my opinions don't matter because I'm supposed to be some highly skilled player running around on the fringes of performance and thus have no understanding of how "normal" players play the game.

    Yea, I find that to be total BS as well.
    Can you blame some of us for being wary? The devs don't exactly have a history of exercising a "light touch" when it comes to dolling out nerfs.
  6. Yea, tone the DDR down. Seems reasonable.

    If AAO has to go under the knife, I'd do something like the numbers are absolutely identical when surrounded by 4-5 enemies but then drop sharply after that. You'd get a benefit, but not as much of one.

    Though I'm still not convinced AAO needs a nerf.
  7. What irks me is that if /Dark /Fire had been made in the last three years they very likely WOULDN'T have a KB hole or their immob protection in overly weird powers.

    There were so many BAD Cryptic design choices in the early game. A lot of them have been eventually nuked (Unyielding rooting you is the first example I can think of), but there are some that continue to carry over for reasons no seems to be able to explain.
  8. Quote:
    Originally Posted by Werner View Post
    Lot of text

    I actually found SR with minimal investment to be pretty awesome. It's like a Shield/ tanker in terms of defense levels (almost).

    But then it's a Claws/SR Brute and Claws is just amazing EVERYWHERE (love dat Spin, love dat Shockwave) so that might have had something to do with it. (SR is better on Brutes too, I realize that)

    Just out of curiosity how much more DPS does AAO add to an attack chain for (Dark, MA, BS? One of the sets both have access to, doesn't matter which) in comparison to Death Shroud/Lightning Field?
  9. Quote:
    Originally Posted by Cyber_naut View Post
    For DA, it's kind of becoming 'shadowy' whereas that power also grants defense which to me implies more than just translucence but also a bit of incorporeality. Thats just my take on that power.
    Oh, yeah. I can sort of see that. Sort of. If we stretch it.

    I'm so used to even normal stealth powers giving +def that I didn't even stop to think that /Dark's might have been because you are semi-incorporeal.
  10. The KB holes I can live with. Somewhat.

    I don't understand the -immob holes in both sets. Or rather why the -immob protection is placed in the powers it's placed in. Okay, Burn, I can KIND OF see the rational there (see, they burn the snares away, it's like the power name, clever!) but why Dark's stealth is also it's immob protection just baffles me.

    "Your snares have no effect because I'm translucent!"

    "...What is this, I don't even..."

    Though I find a lot of the design decisions that have been around since launch follow similar paths of non-logic.
  11. Quote:
    Originally Posted by Bill Z Bubba View Post
    Inv, WP and Dark don't have AAO. I will not toss out the monstrous +damage buff it provides just because you can't build properly or adjust your difficulty levels properly to abuse it.
    So you can solo +0x4-5 with /Shield on SOs or even minimal IOs? I really don't think that's representative of the average player, there.

    And really, we're lowering ourselves to taking shots at one another this quick? I'm disappointed.

    But, okay. This is my problem:

    I think there are a few of you that are such ungodly powergamers, min-maxers, and have become so good at this game that you all forget that a very good portion of the game's population are not even near that level.

    It's mostly just the Scrapper forum, but I digress...

    So when the idea of nerfs get tossed around that are going to hurt everyone, because at the insane min/max Billz level it's abusable, it rankles me.

    REASONABLE changes that are abusable by EVERYONE like Shield Charge and the DDR in Active Defense I completely agree with, because it's obvious that those powers aren't/weren't working as intended, but the other suggestions...? Bleh.
  12. Quote:
    Originally Posted by Bill Z Bubba View Post
    SD's mitigation sucks with SOs? Really?

    Let's compare because facts mean a hell of a lot more than hyperbole.

    11.25 melee def = 17.55 slotted
    11.25 S/L dam-res = 17.55 slotted
    11.25 range/aoe def = 17.55 slotted
    13.84 DDR = 21.59 slotted
    11.25 F/C/E/N/T dam-res = 17.55 slotted
    +133.862 HP = +261 slotted
    30% DDR
    3.75 m/r/a def
    13.84 DDR

    And for 1/3rd of the time with OwtS slotted 3dam-res/3heal, 35.1 S/L dam-res, 17.55 F/C/E/N/T dam-res and another +522 HP

    So for 66% of the time, the level 50 shield scrapper with nothing but SOs is running around with:
    21.3% def to melee, range and aoe defense
    17.5 dam-res to all but psi
    An extra 261 HP
    57.68 DDR

    33% of the time for the cost of some end but no real crash beyond that, we're looking at:
    21.3% def to m, r, a
    52.65 S/L dam-res
    35.1 F/C/E/N/T dam-res
    +783 HP
    57.68 DDR

    And this sucks? Really? SR gets 31% defense to m, r, a all the time, capped DDR and some scaling dam-res that is easily leap-frogged by hard targets. And for 35% of the time it can softcap its defense for the price of a complete endurance crash.

    Like willpower, SD has layered mitigation that can be built upon. SR doesn't. SR is awesome. I can do incredible things with it. But that's only true NOW that I've dumped billions into it. With just SOs, SR is squishy as hell.

    Make no mistake, the softcap on its own is very nice, but the softcap backed by consistent dam-res and substantial HP buffs is vastly better. And then to cruise around with +50% damage on top of that on average? K.
    You kind of just proved my point though, didn't you? /Inv, /WP, and hell, /Dark with their layers are ALSO better than SR when you sink as much money as you have to sink into /Shield to make it into an end-game god. Hell, for general team and solo PvE content I would take my Katana/Dark over /SR OR /Shield.

    As for Shield, it's not as squishy as Fire because powers like Weave and CJ stack so much better with it than Tough does with /Fire, however my SR toon was more survivable by a good margin. So was my /Inv, and none of them even touch my /WP toon on SOs. Yeah, Shield Charge helped keep the set alive, but then we all know what an outlier that was.

    And before the AAO thing is thrown out there, it's really only the builds that have come close to the soft-cap that can really pimp the hell out of this by sitting perfectly safe in a large group for extended periods of time. I know I rarely could.

    And thing is, I don't think I'd really even notice if AAO got knocked from 80% at 10 to 60% at ten, however, I get annoyed when people talk about /Shields like every average player has the several billion influence needed to make it into an end game monster.
  13. Quote:
    Originally Posted by Bill Z Bubba View Post
    I'm not in the camp that thinks all other sets should be buffed up to the level of the outliers. For me, SD is an outlier. It provides too much damage on top of the mitigation it provides. For comparison sake, FA also provides considerable damage output, but its mitigation is pathetic.

    Something will have to give when it comes to SD. Either the mitigation will have to be reduced or the buff from AAO will need to be.
    Except the mitigation sucks. It's only with heavy IO investment does the set become serviceable, I'm not really sure if billion dollar builds should be the benchmark we use to view these things. /Inv also makes SR just about obsolete (aside from the higher DDR) when it comes to surviving when it's soft-capped.
  14. Dr_Unholy

    Stalknetic melee

    Quote:
    Originally Posted by Obscure Blade View Post
    I'm thinking Kin/Nin for my first, for stylistic reasons. "I'm the Mystic Ninja!" *makes complicated hand gestures*
    HADOKEN!

    I cannot get enough of that animation.
  15. Quote:
    Originally Posted by Ehina View Post
    A question about Scrapper vs Brute Kinetic Melee :

    Reading the feedback thread I understood that :
    - Power Siphon is a 20 sec self buff that allows you to stack +%dam buffs using Kinetic Melee attacks. It has a 2 min base recharge.
    - Scoring a critical on the tier 9 attack (scrapper or stalker) insta recharges Power Siphon. However there is no similar effect for Brutes (or tankers).

    It makes me think that we'll get much more of Kinetic Melee on a scrapper than on a brute : a scrapper benefits more from the +%dam buffs of Power Siphon than a brute, and furthermore will have regularly a chance to insta recharge Power Siphon.

    Is that correct ? Has there been some end-game calculations on the main ST dps chains of KM on a scrapper vs a brute with mid-high recharge ?

    I want to start a hero brute with GR, but I'd also like to try Kinetic Melee. Both at the same time would be cool, but I'd really like to be sure first if a IOed KM brute is a viable choice compared to a KM scrapper or not.

    Thanks
    The set was absolutely awful on Brutes when I was testing. Okay, maybe not awful, but PS wasn't up NEARLY as often and it seemed to bork the entire feel of the set altogether. I guess to compensate the Tanker and Brute versions do more - damage (the Tanker doing more than the Brute, obviously)... but I really didn't feel like that was enough.
  16. Quote:
    Originally Posted by Fury Flechette View Post
    I haven't looked at the numbers but it *feels* like it's the dual pistols of melee power sets: stylish but rather mediocre damage.
    It feels fine. It has a gimmick called Power Siphon that turns a scrapper into a mini-brute, a crit on the tier nine automatically recharges this power, meaning that to play KM to its full extent you need leverage PS and change your playstyle a bit.

    If you are willing to do that KM is fantastically fun.
  17. Dr_Unholy

    So... Stalkers.

    Quote:
    Originally Posted by gigas View Post
    My suggestions for Stalkers are as such:

    • Hide, AS, Placate are inherent powers given at the appropriate level.
    • Damage is boosted to 1.125 (Why they're 1.000 is beyond me, high damage? Not really... They lack the AoE to be high damage.) Build up raised to +100% damage over +80%
    • Throw in some insidious debuff/poison/assassin powers (Throw a gas bomb down. AoE choke, -Res, -def, minimal toxic DoT (3 ticks of 1?) for Katana? Sap the area around oneself of kinetic potential, slowing enemies for KinM?)
    • Maybe remove the 'aim' time for AS and add it to the recharge instead... A skilled assassin who's stabbed someone time and time over... And one with superhuman ability probably doesn't need to line up their shot every time, they have an instinct to go FOR those areas.

    I'd rather my Stalker be... A useful implementation on teams. Someone who's fast, efficient. Single Target death machine that can cause havoc with AoE enemy debuffs and minor mez.

    At the moment, the stalker plays like a scrapper with invisibility, a single high damage hit (That requires you to stay still/can be interrupted) and no AoE support. Basically a broken, invisible scrapper. Everything can do it's job better... Everyone can kill faster than them, thus they're not much use (Other than to run through a mission, teleport everyone to the end)

    Just my suggestions... My personal opinion is that Stalkers shouldn't rule the battlefield, but they should be an excellent invisible debuffer with high ST damage. Sort of like a ninja with poison darts. With my experiance... Survivability is fine ('Back to the shadows I go' kinda strategy roll) but outcome of attacking leaves something to be desired... Sure, the AS is fine for ganking bosses or taking chunks out of EBs/AVs... But that's it. A one note song where the rest is someone humming off tune. It's not very... Assassin like in the least. Ninja use poison. Ghosts from Starcraft had Lockdown (Disabled mechanical units) and others have certain other 'detrimental to target' attacks.
    Best idea.
  18. I stalled out leveling the toon. I think I'm going to keep him safe until the next DXP weekend and make a push to get him into the proper IO range then (35-40). But, yeah, I imagine it's amazing when the end drain is managed.
  19. I've got SS/Shield brute in the mid 20s and I'm enjoying myself quite a bit, it seems to be a really fun and fairly sturdy (for a /Shield character) combo.

    The only problem I'm having is that the combo is an end-pig. I'm wondering what the best way to IO is to remedy this and not cut into the potential to soft-cap? Are the passive + End health IOs, the two + end accolades, and the + end IO in Stamina enough to eventually solve this issue or would you guys suggest going further and slotting for +end and +end regeneration bonuses when able?
  20. My /real/ issue is that it's paired conceptual love-mate secondary is only available to Brutes. Bring EA blueside, devs!
  21. So was this hypothetical Brute Claws or the tweaked Claws that Brutes ended up getting?
  22. What came first? The strong or the pretty?