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Posts
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Quote:The fact that the trials don't come with the same debuff as Tin Mage/Apex makes me wonder how hard-locked out of the content we'll truly be.I actually expect another level shift or two within the next 5 slots. If it weren't for the current level shifts I would NOT have gone to tier 3 on some slots on MANY of my 50s. Most certainly not Lore. the level shift is the perfect carrot to get people to go for those tier 3s in slots they might not regularly have.
I also agree with GG (*shudders*) that I expect there WILL be stuff that will be incredibly (near impossible) hard to do without having spent time unlocking your slots.
There is already precedent for this at the START of the Incarnate system: Tin Mage and Apex. What makes us think they would do such a thing at the start of the system and NOT in the late stages of the system?
Actually now that I think about it needing at least one or two level shifts to even attempt the final battle with Tyrant (whatever form that may be in the future) seems like something VERY plausible.
Other mmos do it.
It's certainly possible, perhaps even problems that the final battle with Tyrant will assume you have some Incarnate shifts. If for no other reason than to ensure it isn't a cakewalk. But at this rate that could be many trials down the line. And even then, it's not certain that you'll strictly REQUIRE that folks have the Incarnate shifts. I think back to the now trivial STF and LRSF. Monumental challenges in the I7-I9 world of folks without billions invested in IOs. Even before Incarnates, these TFs were cake with IOs. But IOs aren't required to do those TFs. They just make it MUCH more manageable.
Good strategy and the same buffer overrun that has existed all along will still count for more than all the shinies in the world I'll bet. -
Depends on the makeup of the PUG. Sufficient enough support with a few tanks would make up for individual deficiencies in folks' build. Yes, the normal PUG doesn't have such a well designed makeup so I concede the point for the majority of PUGs.
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I have reason to believe that at least in the near future that will not be the case. Maybe after they add the next 5 slots as you said. But then I don't expect another level shift until Omega.
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Quote:I don't think that concern is sound. The devs have never locked players into a hard 'gear check' form of progression. The BAF and Lambda trials were tested for weeks without even having the Alpha level shift. Having a very strong Invention build helps, but isn't required. The new Keyes trials doesn't require that you have the earlier slots. None of the new high level TFs added since Issue 9 (ITF, LGTF, Kahn/Barracuda) require strong Inventions builds.I think a good bit of the fear still lingering is because we are unsure about the consequences of choosing to ignore the Incarnate system right now.
I've made the choice not to participate in the system because it just doesn't offer me anything. However, I do have a fear in the back of my mind that if I don't jump on the bandwagon now...
The only content that strictly could be seen as having a gear check is Apex/Tin Mage. And they appear in hindsight to be an anomaly. So, coming from a game (EQ2) which has a merciless gear check form of progression, I can understand your fear. I just don't think it's likely that your fears will be realized in this game. -
Quote:Please don't imply a majority, because it wasn't there. It was, like most issues, the people who argued for it which could have been a majority, but no one has done a poll to my knowledge.Yep, I am in agreement here. Almost everyone in beta was hating the random rewards...but...they're still here
Besides, the system has 3 independent deterministic means for earning rare/very rare components. I've read this thread and people talk of doing 100 trials and not getting a very rare. Well, 30 Empyreans means you get your very rare. The drops at the end of the Trials are like random loot in other MMOs. It's there along with the token system so that every playthrough isn't always the same. The little gambling element of it is appreciated by me.
As to the overall topic. Just play. Do the WST, do the trials, solo. Have fun in the game and the rewards will come. I haven't done a trial in over a week. I had a couple ideas for alts and so I made alts. Been having a lot of fun with them. Not been stressed out by wanting shiny things. The incarnate powers are nice. They make your character much stronger. But ultimately, if you start to hate the game for having earned them, was it worth it? -
Quote:The biggest concern IMO from moving this set to Tankers/Brutes is the ability to deal with damage spikes. Most of the time, not all, this is coming from Sm, Le sources which is what the resist toggle is meant to cover. The toxic is there just to deal with the flavor of the set. Fire, Cold, Energy, Negative and Psi would be weaker yes. But not critically so, in my experience. You would still have Reconstruction, Dull Pain, Fast Healing and Integration by level 8 if you wanted as a Tanker. That doesn't seem too crippling.Another concern is that without perma-DP - which you cannot assume for balance purposes - during DP downtime the Regen tanker that took the resistance toggle would be weak to fire, cold, energy, negative, and psi, and lose instant healing to fill the gap. Making DP perma out of the box would mean Regen would have an effective 28.5% damage mitigation to everything out of the box unslotted, and 37.1% damage mitigation to all slotted. That's closer to mitigation levels tankers tend to need to take alphas, and then you have two heals and enhanced regen on top. Knocking out IH would mean separate from base performance Regen would only have MoG as its tier9 overdrive, which is not competitive due to its very short duration. IH + MoG might be too strong combined with perma-DP, but I'd probably tweak downward from there rather than upward from a set with non-perma DP and trading IH for resistance only to s/l/p.
As to moving APD to tier 3, I could see APD in tier 3 separate from the objection above, but IH would have to be eliminated as even an option in that case, because IH at tier 3 would be both too strong when it was up and not up often enough at low levels. That would be like saying SR can have focused senses, or Elude.
And in any event, I'm not sure Instant Healing is a better power. When it's with you, it's godly of course, but in a set with so clicks, it would be nice to just have some bit of sturdiness without having to click for it. I'm not sold on this debuff resistance that folks are asking for here which is why I stayed out of the thread.
Lastly, you're certainly correct that IH would be a poor choice for a Tier 3 for the reasons you stated. But Regen isn't really paced well for Tankers/Brutes so it might be necessary for a redesign for those ATs, similar but a bit more extensive than what happened to Electric Armor. -
Quote:That is a concern yes. But Instant Healing is the power to sacrifice. Perhaps for Brutes/Tankers move IH/APD to Tier 3 and move QR to Tier 7.The power would probably come too late for Brutes and even Tankers.
I thought about just plain cutting Dull Pain's base recharge (in Regen for tankers specifically) to 120 seconds and calling it a day, but even though I think it would probably work, the devs' heads would explode before they would do it. -
I would add a second tier 7 power called Absorb Physical Damage. It would be a Scale 3 (22.5% for Scrappers) smashing, lethal, toxic resist toggle. It would be mutually exclusive with Instant Healing. Take one, you can't have the other, similar to how Night Widows cannot have both followup and build up.
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I play a defender as one of my mains and I genuinely feel that my Cold Defender just brings more to the table than a comparable Controller or Corruptor as a buff/debuffer. I also have a rad and FF controller and a pain corruptor. As support characters they're all good, but the Cold/Ice Defender more than most of my characters just has the ability to swing a battle. Her debuffs HURT, her buffs have noticeable and immediate effects.
I have my Scrappers, Brutes, Blasters and Doms when I want damage.
My 2 inf. -
Quote:Since the implementation of Dual Pistols it has been possible for the devs to allow people a choice whether to use KB or not. Basically all you have to do is create a power similar to Swap Ammo that creates a flag on your character. So long as that flag is active your KB powers would do KB. If you don't turn on that power, your KB powers do KD. The power would be a 0 cost, non-suppressable toggle.This may have been brought up somewhere on the forums in the past, but I think a simple resolution to this issue would be the implementation of -KB IOs. Seriously, I would buy one if such a thing existed. I would buy many as long as they were not unique and only allowed you to slot one per build. Every person of every AT would finally have the option to remove KB from a power if they did not want it...and could afford the IO.
Where this IO would be slotted becomes somewhat of a technical issue though. It would seem odd to have a -KB effect in the KB enhancement category, as you wouldn't want any of those IOs to enhance KB effects. Perhaps they could be made into 2 separate IO sets for PBAoE damage and Targeted AoE damage. The "proc" enhancement of each set being one that changes the KB effect of the power to KD. If the power doesn't have any KB effect, it could either add KD or at least a chance for KD.
To me this seems like a win-win scenario. Not just for Kheldians either, but for everyone in the game. Those who want to keep their KB can do so and not have to change their current power slottings or playstyle to adjust to new changes, and the rest of us who would have changed it anyways could now do so.
The devs already verified that this would work. But they won't do it, because effectively that would kill KB in this game. Make it that easy, and few teams would put up with KB any longer.
They've tried doing -KB IOs and they couldn't get them to work right. But now that I think about it, I think there might be a way. -
I would too. However, I think the devs' concern would be players who weren't aware they could turn them off and complaining that their endurance went bye bye. This might have been more of a concern in the pre-inherent Stamina days though.
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Quote:EDIT: Nevermind.Ahh, do I have to spell it out for you, EG? Here, I'll do it carefully so that you can't go cry to the mods and get my post pulled.
Your statement:
I gave you an example showing that your statement was stupid. You can't defend against it. You also won't own up to your statement being stupid.
Instead you throw out "take a power you won't use so that you can poorly slot the power you do use."
Why is that? Well, I know, but I have to make sure I don't break any rules telling you.
Somebody has to be the grownup. -
That's your problem. You have access to another power. If you choose not to take it, then that's no concern of mine. I'm not dodging anything. You want to build a human only that's your business. Take Dwarf and don't slot it, just slot Dwarf Flare. Then you can have the precious KB in Solar Flare that you said you don't want.
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Quote:It's really too core to the problem with PBs. Peacebringers do not need more damage and given what you posted concerning Cosmic Balance are not likely to get it. Peacebringers need to have more synergy between their attacks. A PBAoE that is a signature power where it does not have KB, becomes nearly skippable in PBs. Despite the comments and needless insults to the contrary, this isn't a playstyle issue. This is an issue that goes to the effectiveness of the EAT. The whole point of these endless "buff Peacebringer" threads is to move them closer to their brothers the Warshades and make them more valuable and desired for teaming. That isn't happening by ignoring the KB issue. Yes, it's contentious. Yes, people have strong feelings about it. But this change could do a lot of good with very little harm. Versus other buff ideas which are harder to justify.Ok, I think the KB to KD argument has gone on long enough. For the time being let's back burner it in favor of less contemptuous issues. When the rest is worked out we can return to the issue.
We've seen over and over that when you lower KB in AoE powers that the power goes from skippable to highly valued. So would it be with Peacebringers. I caution to say that that one change to Solar Flare would do more to make Peacebringers more acceptable than any realistic fix to Photon Seekers or other powers. -
Quote:Oh sarcastic Bill, do you not know that Dwarf Flare takes those Armageddons (which are unique and so of course you can only have one set) just as well.That's where my 6 Armageddons go. Tell me, oh infinitely wise EG, what slotting involving a KB set matches those stats including the set bonuses.
Quote:I just hate stupid comments. -
Quote:Because you know, it's not like there are very cheap KB sets which allow you to get your KB back without any sacrifice in Damage.Because we have ALL THOSE EXTRA UNUSED SLOTS, right. How silly of me, and here I am six slotting Rest because like every other Kheld I have nothing else to put them in!
So Bill how many slots do you devote to Solar Flare now? What enhancement numbers does that give you? What bonuses? -
Quote:I agree with all of this, but I think that folks have a misunderstanding of what I'm saying. I'm not saying that KB cannot be used skillfully. I'm saying that in any comparison between KB and KD in the power Solar Flare (a copy of Footstomp), KD is more effective at killing NPCs. Killing NPCs is the point of our battles. It is not in 'skillfully using KB'. It's killing NPCs. I don't begrudge Bill (either of them) their playstyle. I have a Claws Stalker who uses Shockwave all the time. But I likewise, don't go around claiming that Shockwave is the best Scrapper T9 because it isn't.Beyond the rhetoric, the discussion between you two is enlightening. You are both clear about what you want Solar Flare to do, mechanically, and you only disagree about how it should do it. It seems to me, that's true about every discussion about the pros and cons of any form of mitigation.
People dislike KB when they're trying to get close to the enemy and do bad things to his face. They also dislike KB when they're trying to sweep up a big pile of enemy, so they can drop an AoE bomb on them.
Other people Like KB, because it helps keep the enemy from getting too close and doing bad things to their face. It helps them control the pace of battle and leverage their ranged attacks.
Some people who like KB, knowing that other people Don't like KB, work very hard to Master it. They learn through enormous trial and error, how to make the KB do their bidding. They are justly proud of their skill and the time they invested in gaining it.
The reason I'm wading into this argument is that Peacebringers don't really need that much. They do decent damage now, great damage in teams. But they don't do that damage efficiently. I don't give a crap about what Photon Seekers does if they move Solar Flare to KD because that becomes then the signature power of Peacebringers like it is for Super Strength Tankers/Brutes. Memphis Bill would be upset, and I honestly think that's regrettable. But the power would be more useful, more used, more taken and it would integrate MUCH better into the Peacebringer's suite of attacks AND the game as it is played.
Let's look at some recent examples to illustrate this point. When Castle buffed Repulsion Bomb, he REMOVED the KB and made it KD when he added more damage. Result: Power moved from the "easily skip" to "core power" in most FF builds.
Let's look at the power Energy Torrent. For Blasters/Defenders/Corrupters it does KB. For everyone else it does KD in their epics. Result: People can and do use the epic pool Energy Torrent whenever they feel like it. Integrating it into their suite of AoEs. Energy Torrent as a primary/secondary IF taken, isn't used nearly as much. -
Quote:I don't enjoy fighting with many people on these boards, but Memphis Bill is one of them. Without doubt. He basically has a perspective on the game which is so alien to me, that it's absolutely fascinating to read his posts. I think he's a great poster, reasonable, intelligent, respectful. But he says these stark-raving mad things. Mostly regarding Kheldians and SoA. We don't really disagree much outside of that. Go figure.
TL;DR version of this wall of text:
Hey, guys, don't fight over the KB - it's just a difference of perspective and KB isn't worth it! Instead, let's harness our creativity to find ways to make the power achieve all of our ends. -
Quote:You offered a situation where YOU would have been better off with KD. That you don't agree, is regrettable, but doesn't change the situation.Strange, I seem to have done so. You just don't care to admit that, hey, maybe I'm right for *me.*
Quote:No, what's getting offensive is the "No, you're wrong no matter how much you actually do use it because *I,* EvilGeko, don't find it useful." That I'm somehow *lying* for some odd reason about finding it useful and being able to use it ina beneficial manner, basically. Even though you've never teamed with me, you can tell me that I've obviously never had situations that, yes, KB - even AOE KB - was better than just KD.
Quote:You want to say *you* don't find it useful and leave it there? Fine. That's your opinion. But don't go around telling me that *I* don't, and there's no way that *I* (or anyone else) actually could. -
Quote:I'd just do to you what most folks do to Infernia and Glacia.I know. the entire opinion is ridiculous. This game has loads of powersets doing knockback. And loads of people whining about it. You know what I do when someone on my team whines about knockback? I target them, turn on fly, hit follow and put shockwave on auto. Then I go have a smoke.
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Quote:I said PBAoE is always deleterious. Targeted AoE is just almost always deleterious.I've used shockwave to push enemies into burn/ice/tar/etc patches. Therefore, KB has a practical use.
Quote:Of course, when it's coming from a pbaoe that spews the enemies surrounding you off in all directions, it loses that directional purpose. Or you waste half of the circle trying to use it in a directional manner.
Quote:You're both being ridiculous, by the way. -
Quote:Three direct heals; Two regens; one rez. Classic MMORPG healer. Hell my clerics in EQ2 have less heals as a proportion of their powers. That's not to take away any of your other points, but the devs called Empathy the game's healing set, and more than once.Three of them put green numbers over your head. There is another one that can only be used because the first three don't do enough on their own.
I stand by my statement. Empathy has three heals.
Not sure why the anti-healer forces still feel the need to argue the point. Buffer/debuffer sets are clearly superior to Empathy/Pain in most situations. It's not like the old days where people discriminated against those types of characters. -
Quote:No opinion. There's never a situation where KD isn't better. You keep saying there is, but you can't construct a scenario where you're not better off with KD. You said it yourself. You're not a min-maxer. I am. I've actually tried to come up with a reason. I've gone in and tested SF versus Dwarf Flare and there just isn't a comparison.There you go with the "always." That's your opinion, period. Quit trying to put it out as fact.
At best KB isn't TOO hurtful against NPCs that have melee preferences, but otherwise it's not helpful. Sorry if that offends you, but it's true. -
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The only easy way to do this is to make Solar Flare KD. There are means to create a choice, but the devs (well at least Castle) was pretty against doing it because of the work involved.