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Posts
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Quote:those sets need help too just in different ways. All the people who like the sets as they are just settle for crap and we should raise the bar and not settle for crap.Trick Arrow needs some love, but FF and Sonic don't. I think Liquefy should be on a shorter timer and that's about it.
Too many people like the sets as they are - they get to use their secondary set more often or be able to grab pool powers that they might want more, and having skippable powers helps in that situation.
There are ALOT of skippable powers in FF, that is very true, and I agree it would be nice if it had additional effects that would make them worthwhile, but like I said there might be quite a few people that prefer FF so they can blast more often. -
Quote:Sorry but PoS arrow set is still PoS no matter how much gold you try to polish it with. Its going to suck until they combine alot of those arrows into a power and give it some kind of heal or an unresistable tohit debuff thats worth a damn. This set should have only gone to blasters because thats really how it plays it does not do enough for the team in the time it takes to fire all those arrows the stuff is either dead from other stuff or the team is dead.So with the upcoming balance adjustments to various sets, I started thinking about what else might need some looking at. So putting on my armchair designer hat, I came up with a list of sets that are underperformers compared to others of the type. Narrowing the list down to a few, for discussion purposes, Ive got; Trick Arrow, Force Fields, Sonic Resonance.
In my opinion these sets suffer from similar issues. Sonic and Force Fields are designed to do two things well with some extra things that dont really expand their utility thrown in every so often. Force Fields buffs defense and provides knock-based control in high levels. The problem is, when these things arent needed, Force Field players provide nothing else.
In a Melee heavy team, Knock based protection is a hindrance more than a help, and in large group, multi-team situations stacking defense only goes so far. In fact, a single FF defender can cap a teams defense severely hampering the stackablility of another FF on the same team. Also in situations where knock would be valuable mitigation due to the overwhelming power of an enemy (AV) it doesnt actually work reliably. Once you hit those breakpoints Force Fields players become a tagalongs and not teammates.
The fix seems fairly simple in my opinion. Add something else for the Force Fields player to use that improves its ability to stack in team situations as well as its versatility of effect in situations where the two things it does arent viable or needed. The target is Repulsion Bomb. A modification to this power, adding a scale 1 defense and resistance debuff and a scale 2.5 regen debuff, would vastly improve the versatility of what the set is able to do when assisting teams and its ability to stack on teams. The name might need to be changed to fit thematically, something like Disruption Bomb but that's a minor thing.
Sonic has a similar issue. It is meant to buff and debuff resistance to higher levels than other sets. However there are certain issues with that. First half of its power is only available on teams. Second they can only allow it to debuff resistance so much else it becomes just too strong. Despite that, the level of resistance debuff it gets isnt high enough to justify it only attacking one area of the enemys defenses, which really hurts it when much of that power isnt available solo. Additionally, due to the way resistance works, Sonic suffers from being less balanced when facing high resistance foes, causing it to lag behind. Sonic does -45% resist to a single enemy affected by both sonic siphon and Disruption field and -22.5% in an AoE around an ally only (So only -22.5% is available to a Sonic when theres no allies and that just happens to be its AoE debuff). Storm, Trick arrow, dark, and cold follow up with -30% in AoE form, that is not dependant on having a teammate and also debuffs defense. Radiation and thermal can both match Sonics -22.5% in an AoE form to boot while also debuffing regen and defense, and Traps debuff at -20% but is up for a minute and is AoE and debuffs defense.
This wouldnt be so much a problem, so long as Sonics buff capacity were high enough, but its not. Thermal has two shields identical to Sonics and trades its AoE resistance buff for an AoE heal. Thermal also possesses mez protection, and still manages to debuff more areas than Sonic. When you look at all the powers, including T9, thermal debuffs resistance by -22.5, defense by -20, regen by -500%, Damage by 50%, and maintains comparable mitigation capability. Sonic debuffs resistance by -22.5% ST solo and -45% in a team with that team-only -22.5% being AoE, and -25% defense and tohit in AoE.
What I think needs to be done for sonic, is to add -22.5% damage debuff and -200% regen debuff to the three debuff powers; Sonic Siphon, Disruption Field, and Liquefy. Also, half of the regen debuff in Sonic Siphon should stack, and maybe some of the damage debuff. This would allow sonic to compete against the versatility of the other sets, while sticking to its strengths. Against high resistance enemies, it would still struggle, but it would have regen to assist in taking those enemies down. Against everything else it would have a damage (that also follows the high resistance weakness), improving sonics ability to keep the team alive even further. It would still have the Solo/team dichotomy, but thats acceptable when the solo debuffs do more.
As for Trick Arrow, the issues I see with it are, that it pays way too much endurance for what it does and does too little out of fear of stacking. Taking a look at disruption arrow vs, Tar Patch you see they both have the same 25 radius, but Tar patch slows as well as debuffing resistance twice as much, yet tar patch costs 7.8 end while disruption arrow costs 14.6. Also, they both have the same uptime, but Disruption arrow has lower recharge and duration making it cost even more end/sec.
Suggestion (corruptor values): Reduce the endurance on Disruption arrow to 7.8, and up the resistance to -30% and add a -15% damage debuff. Increase the radius on acid arrow to 15, and reduce the endurance cost on OSA to 10.4.
What do you think, does this sound about right with regard to what the issues are with these sets? Are these suggestions viable and acceptable fixes for the problems that face these sets?
Force fields just needs something to increase damage some kind of way. As for sonic it needs a heal because thermals is currently superior to this set in terms of keeping a team alive. -
Quote:For the uber goodness that will be shields defense with energy transfer of course. I am wanting to see what the end result is going to be with scrapper numbers with em/sd. If it beats what a brute gets with fury and AaO then thats what I will hold out for. Its really going to depend on what happens with crits in this set and if they butcher the stuns or not like the stalker version.I would rank Energy Melee as the worst set on Stalker. Total Focus only criticals a small portion and Energy Transfer doesn't even critical and the set has zero aoe.
I am not sure why Scrappers want Energy Melee that bad. Kinetic Melee wins by a large margin.
Energy Melee with the old ET... sure. -
Another childhood classic butchered yet again. Sigh...why cant they just leave perfection alone? You simply cant redo perfection it never works.
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Umm...no, just hell no. Freedom and Virtue are not the best of servers to begin with. I feel sorry for anyone who starts a toon there. My experience there has been nothing but kill stealers, incompetent players, and hardcore role players who intentionally gimp their builds as part of their role play. As soon as we get SG transfers I will be moving all my toons off that server.
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I would say go EM/WP on a brute or EM/Shields on a brute. Reason being is that the stalker version gets partial crit on TF and no crit on ET. While the stalker might have higher base damage you can easily leverage fury and the shield aura to make it more deadly. Honestly I was hoping scrappers get it eventually but my fear is that they will neuter it like the stalker version and take away the crits.
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This and the small glimmer of hope that things will change for the better eventually. Every 2 to 3 years with this game something that really irks my nerves gets fixed so eventually at 10 years there might not be much left to fix is what I am hoping.
On the vet rewards issue another ncsoft title had the rewards too but that was not enough for me to stay subbed due to bad management of that game. If CoH was ever that bad I would have cancelled years ago. At least I feel like I can make a bit of impact on the message boards in terms of helping the game become better with our feedback. Other games are not like this. -
I wouldnt say resistant to Assassin's strike but more so smashing/lethal damage. Playing past level 40 is generally "lol smashing/lethal damage" anyways so that gets worse when your -4 to the avs and such. My issue on trials really isnt that but more so not having enough aoe to take out targets outside of the judgement powers.
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Quote:You have not been playing with alot of people then. I have seen many players over my time in City asked not to use knockback. Hell I have even asked some not to use it or be kicked. I think you just need to play outside of your circle of normal friends or teammates and you will see why we ask this of players.Now THAT'S bitter.
Never happened, not once. No team kicks, no team wipes, nada due to KB. Knowing how to use it is part of the fun.
Using KB does not equal bad player, no matter how much some posters might think it does.
If you don't enjoy KB, IMO, your loss. You have, I hope, people you like to team with just as I do though, so we can both enjoy the game.
The difference is I am not advocating for a change to fundamental mechanic in the game as some players do, I accept that some players like some things I don't but I expect the same courtesy.
IME, the only place that KB is ever discouraged is on these message boards anyway. I have not once on any team in City, ever, had a player say anything about anyone's KB, mine or another players. Some people seem to think that means they are just 1-staring the KB user and then quitting for another reason after a mission. So what? Obviously some players will mesh for any number of reasons where others will not.
As always, it's great to see the hyperbole and bitter angst over KB though.
I know it's never going to be removed, so no matter what, I get to continue to enjoy it. -
Rag doll physics changes that happened a while back mean you can no longer chain rag doll knockback to use to survive. In addition to that mastermind pets are hard coded to sometimes show mercy to foes that are getting up instead of just out right killing the npc. Those two things definately make it help the mobs more so than it helps the players. Just let it be knocked down and all will be good in the world.
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Now a days its easier to avoid due to IOs and the incarnate powers but I know back in the day knockback used to be a death sentence for certain builds. This was back in the day when we were real heroes and we could herd the entire map into 1 trash can and have a single blaster nuke them all. If someone decide to energy torrent all your herd before you dumpster dived almost all your defense was gone so the whole map could open fire from range and insta kill you.
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Thats just 2 heals, which easily get used up, your still naked when integration and instant healing shut off due to the goo. I still say its worse for a regen.
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Not when my survivability is proportional to how many mobs are in proximity. Knockback is really bad for invul and wp, which is why it needs to be knockdown or not used at all in a team setting.Too few players actually know how to use it correctly.
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Not on a team it does, the way I see it if I am tanking and you knock something back I am tanking then you just bought it. I will not be taunting that back to me or chasing after it. All knockback does is put you in more danger on teams. Too few people know how to correctly use knockback powers without screwing stuff up.
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Thats bullcrap and you know it. There are still several threads about it being sub-par compared to all the other sets. Its the one defender primary that can not single handedly defend an 8 man team because it has no real way outside of an insanely long recharge power to stop or mitigate damage. If it had a heal or a tohit buff that was worth a damn things might be different. Right now it just takes entirely too long to put all those debuffs it does get out when you compare it to the other powersets.
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Quote:I do not see why instant healing cant be a toggle again. WP already gets close to this level of regenation so long as your fighting huge groups. Again you can not count incarnate abilities and IO to deternmine is something is overpowered or not. Hell there are builds where people soft cap blasters but you do not see them screaming as being the most overpowered thing. I say return IH to a toggle so thats one less thing to manage I dont care even if it has cloak of fears endurance cost just make it a toggle again.With today's IO's and incarnate possibilities I think making IH a toggle would be way too much, seems like it would just be far too overpowered. I will agree that Regen needs Integration to pick up a taunt aura but besides that I think it will compete just fine in survivability with all the other sets (note I said compete, not be better or worse than any other set).
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Quote:I been to several hami raids and as far as I know inside the goo no heals work so doesnt that put regen to even more of a disadvantage?Ever been to a Hami Raid?
Where there is unresistable damage, Regen is king. Period.
Regen has no 'holes' in their defenses, either. Psi damage, toxic damage... it's all the same to Regen. The Psychic Clockwork King is no bit scarier than any other AV.
Can other defense sets do better in other situations? Sure. Is Regen always the first man out... hardly. -
As far as I know its just the peacebringers and warshades which are just like the Tokra and Goauld from the stargate tv series respectively. I am not sure about the hydras and such. Those seem more like some weird experiment brought to another world that just went horribly wrong. As for as rikti despite being just like the borg from star trek, they are nothing more than the possible next stage of human evolution just artifically kicked started.
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I have a ninja/thermal mastermind too. While shields do help some its not enough. Instead of the pets being outright 1 shotted they can survive 2 to 3 hits with shields. Still not enough compared to what the ranged bots get. To me ninja need inherrent resists and and almost double defense since they have the most risk out of all the pets since they do not get a heal or buff.
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Quote:I have always said pvp would hurt this game alot due to them not being able to divorce the two when it first came out. The change in distance on psi blast really hurt the set to me in pve. Yeah true enough you have boost range and such but in instance missions how would this be over powered? To even be able to leverage this in pve you would have to have a map where it was outdoors with nothing blocking line of sight. Thats only a handful of maps. If using it from the air its not like mobs do not already out range us even with boost range.As a general rule, tweaking individual powers is a bad idea when there are broader imbalances to address. Better to step back and deal with the big picture first.
For instance, the sudden appearance of non-stacking, non-autohit, single-target debuffs that started appearing after PvP was introduced. The idea doesn't work for Weaken and Envenom; it doesn't work for Sonic Siphon or Infrigidate, either. These powers all have recharge time constraints, and should therefore all stack. Stacking doesn't make Siphon Power or blast debuffs overpowering (or even particularly popular), not in PvE, not in PvP either -- any PvP balance fears about stacking debuffs are unfounded.
For another instance, powers that have the same name but, confusingly, do different things because one version of the power had to be nerfed for whatever reason. The fears leading to these nerfs never pan out -- if it's balanced for one AT, it's balanced for everyone else, see Psi Blast for blasters. Poison Trap doesn't make Traps overpowering (well, at least not more overpowering than other high performing buff/debuff sets), and it'll be fine for Poison too.
In sum, there's a more systemic problem in buff/debuff power design, a problem likely arising from unfounded PvP balance fears. Fix this problem system-wide, and this may just fix Poison without having to fine-tune or change powers. -
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I recently had a chance to do the new villain sf. But I did this SF on a rogue. What I want to know is if I become a full hero do I have to give the flames of prometheus back and lose the power?
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Its funny you say that because ever since issue 5 I have never seen a regen as the last man standing. If anything they have been the first to hit the pavement. I get that you do want to say the game is balanced around IOs but I do not think we should be judging whether this powerset needs help or not based on some extreme IO builds thats what I am saying. Not everyone is going to have the time or money to build for that. Personally I dispise the regen due to the clicky nature of it. Its like playing an empath but for yourself, and lets not forget the horrible effect of re-draw. I will be still testing the set despite all of this but I do not think regen is going to work for brutes unless there are some changes from the scrapper version.
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Quote:You can stack build up, I do it all the time on my stalker. The real numbers thingie says 160% damage when I do this. You only have a very short period of time to do it in though.You can't stack Build Up twice but there are times you can score two Build Ups (using Concentrated Strike after placate gives you a chance to score two Critical). It just refreshes Build Up recharge twice... as far as I can tell.
Concentrated Strike only recharges the timer. It doesn't give you a buff directly. You still need to click Build Up so scoring two criticals doesn't mean you get two BUs. -
Quote:This is how I see things. I always look at how a melee toon will do with an 8 man spawn solo. True enough you have teammates, but you can not always depend on them for buffs(see hardcore role-players who intentionally gimp their builds on virtue server), new players who do not know which power to pick and not always having the right inspirations. I look at how I can do with SOs and no help because the only person you can truely depend on is yourself. If I can do it fine then it works, true enough there will be special cases like certain cheating mobs but the 8 man test is what I use to see how survivable the set really is.The thing to remember is that regeneration (the mechanic, not the set) works by a % of max HP. Brutes have more HP, so regen will be more survivable on a Brute than Scrapper.
Considering you'll (presumably) be in an 8 person team for such, yes. Team buffs, other players taking aggro, mez etc. And if you're not in a full team, what're you doing trying to solo x8 without IOs? A regen's worst enemy is spike damage, which can be stopped by a well timed Dull Pain, popping oranges/purples beforehand, or teaming with a Controller/Dominator/Corruptor/Defender/Tank/Another Brute (sharing aggro). That's not even touching MoG before you run in, which can be up for every other group.
I've seen vanilla WP Scrappers and Brutes be downed just as fast as a Regen because of overwhelming spike damage, and in those cases, at least the Regen had inbuilt panic buttons to try and survive it, and half the time they do, which isn't to say that WP doesn't, just it has as much of a chance by itself on SOs.
I'm looking forward to Regen Brutes, going to pair it with Titan Weapons when that comes out and throw in 50-100m for some quick +recharge/hp, a nice casual character living on the edge.