Eldagore

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  1. I just wanted to throw in, totally off topic, that Stupefy: Chance for KB proc in OG is hilarious. I lol everytime some random foe goes flying backwards for no apparent reason. It is horribly inefficient though if that type of thing matters to you.
  2. Quote:
    Originally Posted by EvilRyu View Post
    I have always looked at DA as being similar to Invul and Regen but with a few power changes. Its signature power used to be CoF, just as how with Invul it is invincibility and with Regen it used to be Instant Healing (when it was a toggle). Fast forward and we get these nerfed sets into the ground, while invincibility did not get hit as hard as the other 2 I think CoF suffered the worst of the 3. There needs to be something done about this.

    Now about the DR issue I really do not have much of a problem with it since I use the IO proc to gain some end back. In a huge group I can sometimes go from almost no end to full with the IO just as I go to full health. So there is some hope around this issue. We just need to put our efforts on getting CoF changed. I asked Castle about this back in the day and he said they are not going to change it, but I think we need a new set of eyes on this. Maybe Synapse will agree with us on this on CoF being too nerfed or not worth the end costs. I think though at the very least they need to fix the accuracy issue because of how bad it messes up the streak breaker like the others have said. I too have noticed significantly more missing when I have this power running than when I dont. I just cant afford to run tactics to make up for it.
    I just wanted to put more history into this a bit....
    Regen needed somthing. IH got the bat. IMO I dont care for how clicky the set got, but plenty of people dont mind so thats fine. I think most players would say regen is a decent set right now and probably doesnt need much adjustment for any reason.



    invuln- Invinc. was broken, and i mean literally. I forget exactly, but it was something along the lines of instead of "tics" checking for def once every 3 seconds or something, a decimal was wrong and it was checking 10 times in 3 seconds. So, in an ingenius move, the dev team gutted the resists out of invuln hardcore. Surprisingly that did almost nothing to alter how invuln was surviving. Then the bug was discovered, and fixed. And then they did not roll back anything else, at least not for a long freegin time when they finally increased the autos. i think it took them over 2 years for that, but I dont recall exactly. As such, invuln went from a set that was supposedly based on Res with some plus HP and minor def to add on, to mostly a def set with strong S/L res and plus HP. Again though, i think a lot of players feel invuln functions fine as is. I cant speak personally on this, after the crazy ride my main tank took over the years on that, i have not felt inclined to roll another invuln, even years later. maybe I will change that


    As for DA, I think a lot of players feel DA is also fine. but a lot of players base this on IO's or lvl 50 performance. Ido not think it is a secret invuln and especially regen are stable and reliable to lvl 1-50, where DA is a pretty wild ride most of the time. I tend to agree on the idea of too much penalty on CoF. IMO, the accuracy is the worst offender there. the power requires massive slotting to provide similar defenses to OG, unless you run the dmg aura at which point the cost of CoF is rediculous for what it provides.

    Anyway, thats my trip in the wayback machine to I2-I5
  3. Quote:
    Originally Posted by Arcanaville View Post
    1. Cloak of Darkness grants immobilize protection. No melee secondary fails to grant immobilize protection. Willpower did in early beta for that set, and I pointed out then that while lack of KB protection might be annoying, and even fatal under certain circumstances, lack of immobilize protection kills a melee defensive secondary in the womb because most of the NPCs with immobilize can permanently stack it. Once permanently immobilized, a melee character with no ranged attacks is essentially stuck until they either die (often extremely slowly), log out (literally), or have someone come along to bail them out.

    2. If all comparisons are apples and oranges, there's no comparison that would justify a change to Dark Armor either.

    3. Ninjitsu is, or would be competitive with Dark Armor on brutes and tankers. Things are a little different on stalkers for archetype-specific reasons. But I would still give the edge to Dark Armor in most situations outside of those where defense has a qualitative advantage all its own. That's neither here nor there until the devs invent a game mechanic that affects resistance the way tohit buffs affect defense. Especially since we're talking about SO non-invention builds. SR with only SOs is not a particularly strong set: both Dark Armor *and* Ninjitsu probably beat it on SOs.


    When people think SR, they usually think soft-cap. But unless you're talking about SR tankers, soft capped SR scrappers and brutes using nothing but SOs are extremely endurance costly, on top of being power choice costly. Its hard to do without weave *and* other power pools, and just FF, FS, Evasion, dodge, agile, lucky, weave, and combat jumping combined slotted with SOs ends up at only 39.2% defense and you're burning 0.88 eps already. Toss in maneuvers and you're up to 42.7% defense and 1.17 eps. Toss in Practiced Brawler even slotted with one endurance reduction and only used as often as necessary (once every 120 seconds) and you are up to 1.24 eps.

    That's a gigantic amount of endurance burn. For reference, Dark Armor burns 0.72 eps running Dark Embrace, Murky Cloud, Obsidian Shield, Cloak of Darkness, and Oppressive Gloom. The difference is 0.52 eps. If you have Dark regen slotted 1acc/3end/2rech, a budget of 0.52 eps would allow you to uses Dark Regen once every 33.3 seconds. If you choose to run Acrobatics, one-slotted for end you'd burn an additional 0.2 eps and that budget drops to 0.32 eps: one use every 54 seconds. If instead you decide to mitigate with hover, you'll add 0.15 eps and your budget would be one DR use every 47 seconds.

    So, fully slotted Dark Armor plus Oppressive Gloom plus Dark Regen every 47 to 54 seconds compared to an SR scrapper with 42.7% defense. Both burn about the same amount of endurance. Dark Armor is using seven powers and at least 14 discretionary slots, more if you slot up OG beyond one end red. Acrobatics has two prerequisites while hover has none. SR is using ten powers and 25 discretionary slots, not counting the two prerequisites for weave which would bring the actual power requirements to 12, and three separate power pool choices.

    In all respects, the 42.7% SR build is far more expensive to build in terms of power choices, and it burns the same amount of endurance as a Dark Armor build with acrobatics and that uses Dark Regen once a minute. Its debatable which one is stronger, but there's no debate that if the Dark Armor build decided to burn more end, it would be able to surpass the 42.7% SR scrapper on defense, and alternatively it could choose to not use Dark Regen at all and have far more endurance to power offense. The SR scrapper would be nearly crippled unless it slotted HOs, which are available to freemiums (I believe) but mostly out of the question until higher levels regardless. I know, because I built one of these back in I7 just to see if it would work. It doesn't, for the most part.
    well
    1. I know CoD gives immob protection, thats why I said you would need to add it for your invuln comparison. And accro for the KB hole.
    2. Not all comparisons are apples and oranges, just the one you chose, which is why i requested some others.
    The rest- i agree. I had a hunch SR was relatively close to DA, as it also wasnt on top of the heep back in the good ol days. I think DA and SR are very close in the high levels, and at low levels also as most players run with minimum toggles anyway for endo and well, a lot of the time there is no need.
    As in my other post though, I think SR is ahead of DA in the middle, which is a decent chunk of a characters career. Not maybe so much on paper, but in the what you pay for what you get feel of the characters you run with those sets. DA can be a wild ride, and managing both green and blue bars gets hairy when the build is slot starved yet. SR can be that way, but usually the downs are a little farther apart, and there is no big dips in the blue bar like in the DA set. It is the nature of Def vs Res, and it lends a more "solid" feel to SR in the 20's and 30's. The player still needs to be wary, but overall in my experiance anyway, the SR characters tend to be more predictable in a given fight- and that means quite a lot to "casual" players that arent building for min/max incarnate end game builds. Especially for a tank.

    I touched on a lot of that in my other post- this isnt directed right at you Arcana- but its sort of like the short memory thing. back in the good ol days, the dark armor suxxz camp was MUCH larger then the Dark Armor rulz camp, because of that predictability factor, and due to how it leveled. When there was no incarnate content, or IO's, or anything for a 50 to do, the journy from 1-50 was a lot more relevant. And to a new free player without all those same things, it will be again.
    heh, who knows- maybe SR needs a quality of life for SO's pass too. I am not going there though- I wouldnt know where to start lol.
  4. I am not going to post a build or anything, but, the easy answer? Play on a team all the time with that character. With that combo, you could pick powers willy nilly if you team full time and have fun. If you plan on solo or duo or some smaller scale mayhem...
    I would say there is synergy, in that you have a dmg aura, and two of the aoe powers should mesh well in Melee. The cone attack might be a stretch to use well if you spend most of the time in Melee. Elec is a great set for blapping, fast and high dmg.
    Without mez protection though you will find the dmg aura detoggled all the time. It might be better to leave it off, and stealth into a group and open with the tier 9. If you use regular ammo there is a knockdown effect. you could use that as an opener. Knock them down, fire off the targeted aoe at point blank and then blapem' into submission.
    or pick up leap attack. Use it to get into a spwan, use the aoe, then use the tier 9 to knock them all down again after they get up, then blapem'.

    Just some thoughts. others will have to give you build advice, I have never run that particular combo myself.
  5. Quote:
    Originally Posted by Arcanaville View Post
    That's not really an answer.


    Its endurance costs are not massive either: if you run DE, Murky Cloud, OS, and Oppressive Gloom you burn less endurance than if you run Temporary Invuln, Unyielding, and Invincibility. Its only Dark Regen that puts Dark Armor over the top, and I've already established that the endurance costs for Dark Regen's heal are more than reasonable.
    yes, and you have no immob protection or KB protection either. I understand the idea you present, but your comparison is apples and oranges as invuln gives complete mez protection in this comparison. you would have to add accro and CoD, and then protection values likely will not compare well as DA should come out on top at that point- but it's endo use should be higher also.

    How does that scenario play out if you use SR or WP or something different like ninjitsu?
  6. This is an interesting discussion. I can see both sides actually. I am not ure the proposed change is the be all fix though, but I would agree in general with JayboH that DA could use some kind of tweak to make it more "fun" for free players.
    The forum community, and likely the entire player base, really does have a short memory most of the time.
    On one hand:
    DA is really potent, because IO's get around everything if you slot well.
    DA is really potent, even on SO's- at level 50 when you have all the slots the game offers.
    On the other:
    DA really is endurance intensive. Really, I am not kidding.
    DA needs KB protection. This comes from acrobatics if you play for free= power picks and another toggle to run.

    IMO, the free players are not going to play characters with the incarnate system in mind. Time will tell of course what most free players decide to do with accounts in the end, but i think the majority will simply stay free. I want to elaborate on my memory comment above also- you know, a few years ago if you came to the forums and said "what goes with DA" the answer would be "endo light sets like claws or maybe katana if you dont want to constantly chew blues and rest between every fight". If you suggested a broadsword/DA scrapper people would pray for you. Builds were super tight, and slot starved well into the 40's.
    I see a lot of suggestions about "just slot endo redux". Sure, at what cost? it's funny, if you read threads here, it's like every build question is for maxed out incarnate characters. if you slot all that endo redux in your character at say, lvl 25- guess what? your character will have to skimp on somthing else. Like damage, or recharge. So now you have free players smahing along through a mission, realizing that hey, this guy just doesnt smash as good as that willpower toon I made. why? because for the first, what, 40 levels or so, DA characters are slot starved. You cant slot out all those toggles, the heal, all your attacks when you have slot limitations.
    "But you cant do that on other sets eigther!!" Correct!! But you dont have to. Regens can get by on integration until the 30's. Willpower can get by on autos until the 20's lol. The only one I think that comes close is SR, and even that comes into it's own in the mid 30's.

    DA is just a slog on SO's until almost the end game in the 40's. There's always that feeling that you just need to slog through untiul power X! But when you get there, the difficulty has ramped just that little bit, and you need to slot this...well when I get to power X it will be better!! and eventually you are lvl 40 or so and you finally have some extra slots to put into your last few attacks for that 3rd dmg SO. In the mean time your other characters have been monching everything for the last ten levels.
    Or you deleted that guy at lvl 30 because you just didnt like him anymore.

    On paper, DA fits right in with the other sets. In reality, DA levels up poorly. Comparing sets at lvl 50 is a 7 year tradition for these forums. With Freedom, the guru's here really need to step back a bit, remember those debates from 4 years ago. Put yourself in the free players shoes. What if you were brand spankin new to the game, and the whole game to you was making new characters to level from 1-50. Not, core-alpha-lore-cardiac-radial. Heh, look through the forums right now. See how many questions are answered with "just pick incarnate blah" when someone asks how to deal with problem x.

    So, does DA need a buff? No. A buff would make it superior at lvl 50, or with IO's, or with incarnate abilities..... DA needs some kind of tweak though I think to make it level better. I do not think the heal is the answer, but it would help the endo issues. Maybe some of the res should get shuffled around and murky cloud gets turned into an auto. Maybe death shroud should have a minor recov debuff added to it, and an effect where "for every foe in range your recovery is increased". Maybe DA should finally just have KB protection added in so free accounts dont need accrobatics.

    I dunno the answer. But I know DA is just not as fun to level on SO's as some of the other sets, despite its merits at lvl 50. There is room for sets that are late bloomers- but DA takes that to the extreme.
  7. KB is great. Only time I have seen KB go wrong on a team is when the team is so slow or bad that i could solo the mission faster. otherwise, even if every spawn is blown to the corners of the room, everyone just you know, pushes WSAD and kicks butt and does their thing. The mitigation from aoe KB is underrated. I have never noticed a change in kill speed from KB, unless like I said the team is just freegin slow. Normally those teams are the type that are hung up on some kind of one trick pony, or adamant in the "correct procedure" for attacking a spawn. KB on a team makes the immersion all the better.

    Given this, there are a couple powers that are just plain annoying- hand clap for one. not that it is bad for a team really, it can be used to fling foes off of squishy team mates if all else fails, but it does not fit in the set it is in at all. if the secondary effect was a mag 2 hold instead of a stun it might get more love as then the foes would stand up and do nothing for a while. As is they get up, stagger for a second and then resume.
    i am also at wits end with the KB on energy blast. not as a team mate, but as the player using it. the stupid "chance for" totally anihilates its usefulness as dependable mitigation on a blaster. When you really needs it or hope for it, it doesnt happen. when it doesnt matter, the guys go flying. I wish they would change it to 100% on a few more of the powers.

    So yeah, i am in the KB is awsome group.
  8. I havent played /elec on a tank, but I have a elec/sheild scrapper. others are right about the single target dmg. There are a few things you can try.
    One, set your difficulty to not include bosses if they are the hang up. If they put a hurt on you, or take forever to kill it is a real downer to the character. Instead, change the settings to increase the spawn size.Then use AOE's all over the place to wipe out big groups of minions with a few liuts mixed in.
    i would also look at frankenslots for the build, just look for cheap double and triple IO's. you can get a good chunk of extra recharge into some of your more useful attacks that way. Especially lightning rod, that is the most fun power in the set and the character will be more fun the more you can use it.
    Something else to try- pick up air superiority. I am not a huge fan of using pool attacks normally(no custumization) but that is one that can be a life changer in certain builds because of the knockdown. it does at least as good of damage as some of the ST attacks in elec melee anyway, and the mitigation from the KD is awsome when you fight a harder foe for an extended period of time- which can be more common on elec melee.
  9. I just want to comment on the whole transformation/costume power vs actual costume pieces thing....

    I do not think players are hell bent on having the entirety of the PPD hardsuit available as individual pieces....at least, not as 100% identical copies.

    i think what players really like and want on that particular model is just a few items. one being chain guns hardpoint mounted on forearms. I think players would also like guns hardpoint mounted on shoulders, as a related piece.
    On a related note to the forearm guns, is there a way to make alternative animations that would utilize a gun arm? it would need a "stand and point" animation. This would blow the doors off on players robot/cyborg/soldier theme characters. it wouldnt need to be universal, but could be done by set. ice blast and energy blast come to mind. Elec would also look cool with a stand and point forearm cannon animation.
    Also, as mentioned above by one poster, the boots. And likely that means pretty much those particular boots, but i also think a lot of players want the rocket boot idea expanded. I know i suggested once upon a time in the 8 million page costume thread about using existing models and making "rocket" alternatives, like the enforcer boots. there's even little round circles on the bottom, or, have rocket flames come out from under those plates that stick off the boots from around the top area. Also, the newer imperial defense boots look like they should have rockets built onto them. These PPD boots could be the same, a non rocket and rocket version.

    In short, moar rocket buutz plz. You could sell the new rocket boots in a "rocket boots collection" in the store. Same with arm cannons, bundle the costume pieces with the animations. These would be a little more time intensive to develop, but the price could be commensorate. i would pay 15 bucks a piece easy for these.
  10. Some good ideas here.
    I say, give BS a mini rage and then change the secondary to fear.
    Mini rage- makes it easy to change the feel of the set from katana or titan weopons. Look how different super strength plays from stone melee....well from anything. i would alter the effect to a shorter duration and a higher dmg buff. Something in between rage and build up, and a lighter crash to go with it. It would be a new power, but only in that it has different values for dmg buff and rech and crash, so it shouldnt be a dev time nightmare.

    Fear- this fits the idea of demoralization mentioned earlier, and both gives the set a unique feel and also helps with mitigation-needed as the set's aoe is meh which leads to longer battle times. The kicker would be give the powers fear on target, but also aoe fear. For instance, whirling sword would have the fear on each target, hack would also(that targets actually being target) but then on say, disembowel give the fear a target cap of 3 and make it aoe,(the fear not the dmg) and say on headsplitter give it a target cap of 5 or 6.(again only the fear part) The secondary effect could be applied like taunt where each power is given its own aoe radius and a cap.
    So then we have foes cowering in fear at the giant hurt you just put on their buddy, and a mini berserk mode thats adds burst dmg and also makes the set play differently then the other weapon sets.
  11. Eldagore

    Advice on KM

    So, I made myself a KM/elec scrapper. KM has turned out to be rather fun on a scrapper. my previous trial as a brute a while back wasnt nearly as fun. Anyway, as i progress this set it seems like there are a few things I want to tweak but would like some advice as to options.

    First, it really feels as I go on that there will be to many attacks to make use of. I am only lvl 20, i took all the powers in KM except the taunt. So, 3 ST, a cone, a pbaoe and power siphon. there is a ranged attack coming, and the tier 9. plus epics then later. So, it seems like I should skip one or maybe even two once i get into epics. my initial reaction was to dump the tier one, but as I play the set, i really like how fast it is and how it seems to mesh into other attack animations well. Thought about making it a proc horse. Given that, if it really is a turd later i would drop it.
    Also have been enjoying the cone, knockback and all. I just reserve it for when I can mash a spawn against a wall. This might go if I want to replace it with an epic aoe, but otherwise i do not mind it.

    So, given that, what do you guys all do with this set? i am not terribly interested in a full out MID's build, as i am undecided on budget for this character yet, and usaully they are designed for lvl 50 play and well i dont do much of that. Mostly i am just after some advice on options for the KM set, what people have done with the powers with different amounts of global recharge, if there are powers that really shine or are rather dull, is it worth proc'ing out the tier one, what kinds of IO bonuses people go for in general.

    thanks in advance
  12. Quote:
    Originally Posted by DarkSideLeague View Post
    Spring Attack does 2/3s the damage of Shield Charge, with 4/3s the recharge. For a pool power, that sounds reasonable.
    I disagree. if it had 2/3 the dmg and the same recharge, I would be ok withit. If it had the same dmg, and 4/3 the recharge I would be ok with it. After all it is a pool power.

    But it has both of those things.

    It's like a christmas tree with only 2 good sides out of 4. No matter which way you turn it, you cant hide all the bad spots against the wall. So eventually you say f it and tell people it has character and you love it or throw it out and look for something else.

    I am of the throw it out and use something better group. Not all people are in this group, but I am not alone in it either.
  13. Spring attack = LOL. I took one of my less played characters and switched to a 2nd build I never used and leveled him up to include it. Stuck SO's in it and ran around trying it out for a little bit.

    My guess is it is balanced around AT's that arent supposed to do significant damage, because the recharge time on it is flat out crippling to the power.

    It is an aoe dmg power that moves you into a spawn. It doesnt do anything really fancy, give you some kind of self buff, or really do anything besides some mediocre pbaoe dmg.

    Given this, is there any other pbaoe power in the game that is remotely close, I mean even in the parking lot of the ball park in terms or rech time? I mean fireball in the epic pools has what, 25% of the rech time, and its a ranged aoe. I dunno, after using it a few times I just shook my head and added it to the ignore list.

    Really, all the new pool additions are like that. Which is too bad, I was really hoping for some new toys.
  14. Quote:
    Originally Posted by Arcanaville View Post
    Powers that are usable when dead can't cost end, because when dead you don't have end. Its also not logical to me for powers you can use when dead to have intrinsic crashes, because in effect you've already paid a crash to use them: you're dead. Rezzes with crashes like Mutation are paying for an additional buff beyond the rez with the crash.

    Mutation would be another rez that would work really good for blasters, by the way.

    You misunderstand my post. I actually find the concept of attacking while dead sort of silly, hence the LOL.

    The adding Nukes to defiance I thought was actually a good idea and something that could be part of the puzzle on a solid rework of nukes. I then added a few of my own thoughts to that idea.

    I suppose i could have put a more straightforward split there for clarity.

    On the subject of cost though, I think if a nuke were to work in defiance, it would have to have a type of "crash" cost, or rather an "after cast" cost. If blasters could use a nuke as a sort of break free, it would need the cost to be small for activation, with appropriate "crash" cost after the dmg and effects are applied. Having a steep up front cost would serve to limit it's usefulness as there would be many times a blaster could not afford to use the power when they needed it most.

    For instance, if the power cost 5 end to activate, but then had a 25% endo crash after, a blaster could use the power almost whenever they needed it, but the actual cost in the crash would possibly cause a toggle drop if the players endo bar were too low when they activated it. This would allow the mechanic to have a sort of strategic feel behind it- forcing the player to choose if a dmg/mez break is worth it depending on how full the blue bar is or how big of trouble they are in. After all, maybe a endo crash toggle drop is still better odds then just standing there stunned getting pummeled- but then again maybe it isn;t. It would keep some of that strategic feel to the power as opposed to making it a "spam it for mez protection every chance you get!" power.
  15. Quote:
    Originally Posted by William_Valence View Post
    One thing that I've tossed around in my head for quite a while is, what if Defiance were expanded to work when the Blaster was dead as well as mezzed? Perhaps even expanding the list of powers usable when mezzed to include Crashing nukes (if possible to separate Crashless nukes from the rest).
    LOL. That brings a whole new meaning to the term "corpse blasting"!!

    But there is merit to the idea of a nuke in defiance. I would add to that idea the nuke only drops 25% endo and then...wait for it.... gives 10 seconds of mez protection after.

    "You cant stop me! I wont let you!! I have to win!!" (nukes, breaks free of constraints)

    Nukes need MOAR then just that, but it would be a really good start I think. It helps patch up an AT hole AND fits nicely into comic theme.

    Nice idea William_Valence.
  16. Quote:
    Originally Posted by Arcanaville View Post
    Saying there's a basic template for the manipulation sets doesn't mean they are all identical. The fact that you see dark falling within the general limits of what's already been established for the manipulation sets means you agree dark falls within the template currently established for the manipulation sets as I intended to describe it.

    There's also a basic template for the blaster primaries as well, even though they are not all alike either. But we all recognize a blaster primary when we see it, and a radical departure from the basics would be relatively easy to notice. Some have snipes, some don't; some have rains, some don't. But there's still an obvious overall pattern to them. The devs try to play with that pattern to a degree, but they don't radically alter it.
    I understand your intent now. And I agree on blaster primaries. I dont really agree on the secondaries. The idea dark fits with elec and fire still leaves it not fitting with EM, MM, or devices. The "pattern" as you put it really is only hit or miss in the secondaries. There are similarities here and there, like for instance the blap pattern in EM and ELM, but no two of the manip sets are really similar. EM and ELM share a blap pattern, but the other half of the secondary is very different with EM having self buff clicks and ELM having pbaoe soft controls. ELM and fire share the pbaoe soft control, but fire has pbaoe attacks and ELM has blaps.
    If we look at the initial sets, there are numerous unique effect powers scattered throughout. Power boost, boost range, hot feet and burn, chilling embrace, ice patch, most of devices. SO the "template" was pretty freegin diverse, to the point I wouldnt call it a template. If you have most every soft control or secondary effect in the game plus some self buffs and damage powers scattered throughout the secondaries its just too many things to call it a recipe. Like calling the template european food and then looking at pickled herring, crepes, boiled potatoes, and gazpacho. Sure, some of the secondaries share some attributes, and yes, in a broad scope they can play out similar like /fire and /elec can with the need to be in close combat to leverage the sets well, but overall the range of powers and effects is quite large.

    Then we see MM, they add a big regen/recovery self boost power, dmg aura with actual mez confuse in it too, and a cone attack. Even with just the cone attack they had broken the so called "template" by adding ranged damage to the secondary.

    So I agree there is a fairly standard format to the primary. But I disagree on the secondary. I do not feel there was any obligation or even and need for the devs to follow some kind of set pattern for DM. I feel they missed an opportunity to make a unique set with some really neat powers found throughout the dark powersets, and instead went with something "safe" with a bunch of blaps in another hard to leverage close combat secondary.

    Its sort of funny really. Its a contradiction of sorts. Everyone always says melle toons get defenses because of the risk. So if we make DM a set full of blaps, including a build up substitue that requires a crowd to leverage right, did we add some kind of defense toggle, even a fairly reliable soft mez like oppressive gloom or cloak of fear? or an anti aggro toggle like cloak of darkness that adds stealth? or any type of power that can make a spawn slightly less dangerous for the squishy little blaster to engage with the other powers found in the set? No. we put in a dmg aura that does meh dmg and draws aoe aggro as a reward for it. We put in a stun aoe that has on all accounts really bad balance issues regarding cost including but not limited to duration. We put in a cone blap with a fairly long-ish animation time to root the blaster.

    Really it sort of flies in the face of what players have been arguing over- the survivability vs dmg output of the blaster. A ranged specialist gets a new set that is designed as a contradiction to the melee risk/defence standard that has few if any tools to aid in that ranged dmg.

    So anyway I disagree on the template idea for secondaries. Unless we look at it in the enormously broad scope of does it fit the template of not offering much to alter the shortcomings of the blaster AT. In which case I would agree it fits the template.


    *edit

    I thought maybe I should add what i was hoping for DM was not some kind of massive shift. Looking at the current secondaries, there really is a wide array of powers and effects. So why then with all that diversity does it just not really work? its the way those powers work in game play, how they need to be leveraged. I understand how there is this fear of tank magery behind the old design. but really it is not so black and white, blasters dont need obsidian shield and dark embrace in the secondary to use blaps. In fact they should not have that as those types of hard defenses also work at range. So you need close combat powers to bring the defenses. "But we have that!!" some one will say. But we dont- not in a way that meshes. DM has blaps. It should have a melee defense to use those blaps. that mellee defense can not work at range. We have powrs in game that function in this way, like oppressive gloom and cloak of fear.

    that is the type of change I have been waiting for, a set designed to mesh like 4 blaps and an oppressive gloom to reduce melle damage some to use said blaps. Or a set with self buff clicks like boost range and power boost, but then with support powers like that ranged fear power or a confuse power. and yes, maybe a good ol blap or two. But we continue to get these disjointed contradictory sets instead that dont patch up any of the flaws.

    And I really really hope they can see this when they do some kind of nuke change.
  17. Quote:
    Originally Posted by Grey Pilgrim View Post
    *coughs* Kheldians/Peacebringers *coughs*

    Seriously... Arbiter Hawk's reasoning in the past beta as to why Solar Flare could not do KD instead of KB was because it might make Peacebringers do too much damage. I don't think any of us in that thread knew or knows how to respond to that. Arbiter Hawk seems like a nice guy and did some good things, but that... still throws me.

    Sorry, I know this discussion has moved on a bit, but I had to talk about that. I am rather confused as to the dev's approach to some ATs compared to others. Scrappers and Brutes, for instance, have been quite strong for a long time and they have a lot of reluctance to bring their performance down at all (I'm not necessarily saying they need to be, but the history does tend to show them getting more favor than other ATs).
    Well I for one could see how Hawk would be concerned about giving warshades to much damage. I mean with the perma eclipse thing and the various other benefits the AT gets....

    Oh wait you said PB. Yeah those PB are top of the list for game breakers
  18. Quote:
    Originally Posted by Arcanaville View Post
    The question you seemed to be asking is why did darkness manipulation have so many non-ranged powers. And its been established that the manipulation sets are not intended to have anything but a tiny fraction of its abilities usable from range at most. Energy Manipulation has zero ranged attacks, although it does have boost range as you mention. Devices has always been the odd one out for a lot of reasons, but its unlikely to become the template for future manipulation sets. Especially because its also problematic in several ways.

    If you asked why did darkness manipulation have so many attacks relative to support powers, the answer is I don't know, but it is not out of the range of other manipulation sets.
    No I was just responding to your response of another posters response about how dark manip. got so many close range/blap type powers.

    Also, the last manip set we got has a ranged cone attack in it. It also has one blap, well two if you count TK thrust but I consider TK thrust a misplaced tier 1 attack. The rest of the set is a mix of ranged and pbaoe powers, with mix and match among those between dmg and support type. In any case it certainly isn't anything like dark manipulation turned out to be. Actually a lot of people were excited about MM as an alternative to EM for a secondary because it finally offered something besides half a dozen blap powers.

    I agree devices is somewhat on the fringe. EM not containing ranged attacks isnt really what I was trying to get at when comparing it to DM though. It is ok that EM doesnt have ranged attacks. in fact it isnt even so bad it has several blaps. What makes it different is it has support or self buff type powers that dont require any risk to use.

    Electric and fire manip play out more similar then they appear on paper as they share close range attacks coupled with self buff or foe debuff powers that require a fair amount of risk to use. the style of each and utility may differ some, but in a general view I feel they could be lumped up. Dark manip. seems to fit in with this group more then with say, energy or mental. Basically I would group them sort of like this...

    Elec and fire. I think Ice fits here too but freezing touch doesnt do enough damage to be a real third blap. Ice could also sort of go with mental with all the pbaoe buff/debuff.
    Devices
    Energy manip
    mental manip

    So there is 2.5 sets in one group, and then 3 other sets that play a little different from the others.

    thats how I see it, which is why I commented on your template comment. I dont feel enough of the sets are copies of each other to consider there to be a template of sorts. Given what I grouped above, I feel Dark fits in with elec and fire easily.

    that in itself isnt a terrible thing. However, given how the forum popular consensus appears to be the only thing /fire is good for is fire/fire or aoe/faceplant builds, and /elec is used for sapping or theme(all else seems to be done at least as good or better by other sets) I found it odd the devs would use those sets as a basis for the new dark set, rather then the more popular mental manip or energy manip sets.

    Further, given the changes the game has seen one would think a new secondary would be a perfect opportunity to address some shortcomings the players feel the AT has, or at the least try a few things and use the new set as a test bed to see how things go. Instead, they went back to the 2 sets that are (IMO) the most difficult to leverage and used those as an example for the new set.

    Anyway, I guess I wasnt really asking you anything, I was more just jumping in on the conversation. As for how that all relates to the crashless nukes, I feel just as the secondary doesnt have enough consistency to keep the devs from doing something new, I dont think their hands should be bound on the possible revamp of a nuke. As many have pointed out, the contrast in perfomance and utility in the nuke powers just puts a spotlight on the inconsistency. It will ultimatly be up to them if they feel a power like RoA should be the norm, or a power like Inferno should be, or if something totally new or some hybrid should be. I kind of hope the last one.
  19. More on topic of the thread title

    I suggested this elsewhere but I would like to see the Rage treatment experimented with for nukes. Only affecting self, or a few seconds of -1000% damage etc. Avoids toggle drops, avoids the hated recovery debuff and endo drain. Easy to balance for the devs so far as keeping the damage output over time under control. Worried about to much damage output? Make the duration 6 seconds instead of 4.

    The bad- that annoying feeling of " I cant contribute damage for the team" is still there, with no counter this time. On the other hand, you can drop inferno, keep all your defenses running and use super speed to get out of dodge before the boss that survived clobbers you. Get back into position, heal yourself, use inspirations, re-target and by then the new "crash" is gone or almost gone. Duration would need extensive testing to get right.
  20. Quote:
    Originally Posted by Arcanaville View Post
    Because manipulation sets now have a historical precedent for the template under which they are constructed. They can't overhaul that template by just introducing new sets that break that mold while leaving all the other sets the way they are.
    Hasn't energy manipulation been around since...launch? It has some blaps. It also has boost range, power boost, conserve power and something besides a stupid immob power in tier 1.

    See also, Devices.

    I do not see the precedent you speak of as there are two exceptions around since forever. Dark manip. spawned numerous speculation and wishlist threads, I posted in a few along with some others requesting something besides a blapper secondary. This request was ignored. There are so many "cool tricks" powers spread out amongst the dark powersets it would be at least as easy to whip one up out of support powers as it was to make yet another flavored blapper set. At the least they could have added boost range to the set designed for the ranged damage AT.
  21. Quote:
    Originally Posted by Greyhawke View Post
    So, will the market let you buy the story arc if you are a ViP?

    If so, this seems... wrong. Taking my money for something I am already paying for.

    As I look back, I think I already made this mistake with the IDF costume set as well. I purchased it, but now that I think about it isn't it free for VIPs?

    I plan on keeping my sub running, so I should not pay for these things. Moreover, I should not be /able/ to pay for these things. If, for some reason, I drop my sub and then want to pay for them, that's fine.

    At the very least they need a bold bright disclaimer and confirmation box if I am trying to buy something that my subscription is already giving me.
    This. Pretty much what I just wrote. I havent made any double purchases yet, but I was extremely dissapointed it would be so blatently easy to do so. It feels underhanded. Points are expensive. It shouldnt be so easy to blow them all on something you already have. But at least there is a known issue listed with almost exactly the opposite sentiment.


    *edit: I just thought of something. maybe they could make an account unlockable available in the store for 10,000 points that tracks what you buy in the store so you dont buy something multiple times!! That way, people wont spend money needlessly!! (rolls eyes)
  22. So, I have a question about this stuff....

    I like the new aura. I like quite a few things in the market really. In fact I bought the beam rifle set, and then also picked up the extra enhancement tray. I think it was like "enhancement storage increase #1" or something like that.

    So, I went back into the market last night. And I noticed something- I can apparently buy "enhancment storage increase #1". I even hit buy and it showed up in my cart. I did not buy it however, I removed it thinking "wow. why would they allow people to buy something twice?"

    Then I see the known issues thread, and it says something to the effect " stuff you already aquired doesnt have a buy button". So.... why is that an issue? Are people complaining they cant make purchases for real money over and over again for something they already have? Like, I didnt get to pay enough for this!! Why cant I buy it 5 times over so I can pay you 5x as much for the same thing!!

    I had also bought a salvage increase. And of course that is also available to buy again. And I dont mean like the #2-10 offered, I mean i could buy #1 twice. To me, this is eighther an oversight that allows people to "pay to much" or buy it twice or whatever, or a terrible underhanded scheme to sucker people into paying for something twice.

    Mostly, I was rather annoyed that I would have to track my purchases myself so I didnt accidentally buy salvage increase number 6 twice as I slowly save points up to get these things. WOuldnt it make more sense to have account items already purchased show such on the market screen? or move into a seperate "bought" catagory or something? Instead we get a known issues thread stating account items you already have dont have a buy button.

    I could of course be missing something here.
  23. So I skimmed through the thread about the nuke change possibility. Lots of opinions on if it should change or not. Some suggestions, none of which looked like somthing I would sign up for, although a few would work with some tweaks....
    Anyway, I would propose nukes get the end crash removed, and substitute an only affecting self instead.
    This way, toggles wont drop, you can use a travel power to escape, heal yourself, etc. It would then also remove the huge fear of having no endurance that stops a lot of players from using the nuke. It would also put a numerical hit to damage output to counter the removal of the endo crash- thus preventing the need to reduce the damage of the nuke. Testing would show quite easily how long the affecting self would need to last to keep the dev's happy with damage output over time.

    So, lets try to keep this thread constructive. If you have an idea for a change, list it here. If you have brief comments for or against an idea, post those also. Please though, let's try to keep from multiple back and forth rants for or against any one thing to keep the thread to a compact list of ideas.
  24. Quote:
    Originally Posted by Neogumbercules View Post
    Energy/ doesn't have very good AoE and the big ST attacks take years to activate. On a team you'll find yourself corpse-blasting left and right. It does comparable and sometimes worse ST dps than other sets that also have vastly superior AoE and/or mitigation. You'll learn to hate it when you activate energy transfer and some Claws dude runs up and lays out 3 attacks in the time it takes you to use 1, kills your target and runs away, and you still take the penalty damage.

    This. EM is still in "time out" from being a tad overpowered before. Like most over-nerfed sets, the overpowered was due to a bug that of course was not discovered until after the nerf was handed out.

    Still, there is hope now. Fire tanks finally got out of "time out" with burn getting changed somewhat recently. So maybe, if we are lucky, EM will get altered to make it actually fun again sometime soon.
  25. Here are options, depending on your investment in the character.

    Broadsword/whatever= yeah big numbers. I have had a BS/regen forever, but I find it boring. Broadsword is too slow IMO. Animations are sorta boring. But, no other set will unload on a single target like BS.

    Katana/SR or Elec, or fire I suppose= Not as big of numbers at the outset. Pretty much just as big in the end, with flashy animations. If you want to spend a zillion dollars on IO's, go SR with rech bonus( I did, my build looks wierd but my attack chain is 3 attacks, 2 of them the tier 8 and 9 and my travel power is sprint) With less money, elec is fun but you will need more then 3 attacks. fire would work out similar to BS/fire.

    Stone melee brute. probably stone/elec. This build doesnt need any Io's really, and it will put out big orange numbers, has screen shake and giant smash sounds for the attacks. Stone is the smashingest smashing smash set there is. Punch in face with stone smash fist, stone smash with stone smash hammers, overhead double fist smash so hard the foe is held, jump up and smash the ground to smash foes, oh and fault is awsome. But yeah its not a scrapper. I play this guy routinely, because its just easy to jump in with him and crush foes into the ground. Though I must admit the changes to fury took away some of the rediculousness of the damage output.

    Never played a kin melee yet, but I have heard it is quite powerful on a scrapper.