EvilRyu

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  1. Quote:
    Originally Posted by Steel_Shaman View Post
    Test_Rat, what server do you play on?
    I have never, in nearly 6 years of play, seen anyone make any comments like you describe. Threatening to quit a team over what AT's got invited? Openly insulting the AT choice of a team mate? I'm not questioning that you did experience these things, but it seems completely foreign to me. That's just not the CoH community I'm accustomed to interacting with.

    As for Stalkers, I rather like having them around. I know that with a competent stalker that One Big Bad Nasty in the spawn isn't going to live very long. Since Big Bad Nasty's often have rather annoying powers, this makes me happy. As others have said, I don't think anything needs to change with Stalkers. They're fine as they are. I am, however, still waiting on that RL Patch that is supposed to be fixing many people's brains. Sadly it has never arrived.
    I can somewhat simpathize with the OP but that was for stalkers before the buff. It was always lol stalkers anytime I tried to join a TF. Post buff thats changed alot but I think with the mix of things happening with GR we could get regulated back to lol stalkers again due to scrappers.
  2. I see stalkers needing 1 minor tweak to make them more worth it on teams. While the buff they got awhile back was good it had one thing that just doesnt make sense. The team crit buff is based on the stalkers proximity to his her teammates. The main benefit happens if you are in a melee heavy team. If you have a melee heavy team why invite a stalker to begin with, this sort of makes the buff pointless on a range heavy team. What needs to happen is make the team crit buff have a range of what the old sidekick range used to be. So on a full team a stalker is always at maximum benefit of the buff so long as they dont try to run away from the group, which is the other problem stalkers have. So by keeping them with the group they do more damage and do more for the team. If this small tweak cant work then we can always just add back in the scaling damage AS thingie we had for AVs. Boy was that fun.
  3. EvilRyu

    Cold/Psi

    I have had some luck with this tactic on bosses on the whole -recharge thing but keep in mind critters are programed to flee if they have no usuable powers at their disposal. So this opens up a new problem, them running away. As if we dont have enough of that going on already. What I suggest is doing cold/ice or doing */cold with a controller set that has an immobilize, this keeps that running issue to a minimum or non-existent. This strategy works wonders on bosses for low damage ATs since they will be at the recharge cap well before you get them half way dead.
  4. Quote:
    Originally Posted by William_Valence View Post
    Wait, you mean like a weak secondary effect thats balanced as a strong secondary effect?



    I have no idea, ask some of the other people who posed here, because they seemed kinda pissy after Arcanaville suggested that this was one of the big issues that needed changing, and a good metric to determine the level that the changes needed to be. So I think they must have some use for it.



    Right, so 60% of your tohit (calculated after the enemy defense is taken out) is better than essentially +7.5 tohit? I can't remember, doesn't it stack too, and for the same duration as the -tohit from Dark Melee?



    I'd say it's there to give broadsword/katana players a better chance to hit an enemy that has defense, than other powersets would have.



    I got nothing on this one, someone else might, but I will say that it doesn't look like anything is lost for the added secondary effects. They might be weaker, but they are balanced as weaker effects.



    It's not like there was someone earlier that was saying that a developer could make MA secondary effects immensely more usefull, condidering the strength of Dark's secondaries.



    Aww man, too bad nobody suggested making the secondary effects stronger and more usefull as a way to fix MA.
    For my playstyle I would rather the effects get removed and the damage not be balanced around them because for the most part I dont use them in combat because its either neglible (defense debuffs), pointless(CaK immobilize with slow), or doesnt really work (end drain). This is why overall we need a total powers revamp on all melee sets so devs can look at the fluff and see its not needed or if they have to keep it not penalize the damage because of it or boost it to levels where the fluff actually makes a difference like DM.
  5. Quote:
    Originally Posted by Neofusion View Post
    Is it required/needed?
    What for? As a mastermind you shouldnt be getting hit anyways. The only time critters even look at me is if I some how screw up and all the pets die, which is very unlikely to happen in the first place. In sense its like a pain mastermind taking the medicine pool when its clearly not needed.
  6. Quote:
    Originally Posted by Cinder_Flux View Post
    I like our comic book look. I could go for fingers though.
    Fingers were the other thing I was thinking about. After playing aion for a while I logged into CoX for a bit and was like where the hell are my fingers? This doesnt look right.
  7. I was wondering if we will get better or upgraded looks to the faces and other body parts. In games like Aion you can make characters that look almost like real people in terms of facial features and such. In CoX the faces are some what generic and you cant get the realism you see in real life. Maybe I just suck at the costume creator but I have yet to see or create a character that has a face that looks any where closed to detailed as you can on Aion.
  8. Quote:
    Originally Posted by Donna_ View Post
    Oh i understand that pve is more important due to the numbers, pve is the game to start with and pvp is an extra.

    But there is a tweak to be made to the analogy...

    Ice cream company makes vanilla ice cream.
    95% of their customers want them to add banana to it.
    5% though hate banana and want it to stay as it is.
    Are the 95% selfish?

    If there is already, strawberry, chocolate, mango, mint, caramel, blueberry and raspberry riple...

    then yes, it is selfish to change vanilla to bananna.



    See my point?

    I cant believe you even brought up pvp, considering how dead it is in this game after all the changes that have happened. Seriously they have got the tools now to make adjustments for pvp and pve seperate so most if not all your concerns shouldnt an issue anymore. Hell I am just glad they are not screwing up the pve side anymore due to pvp nerfs.
  9. Quote:
    Originally Posted by Leo_G View Post
    Not useless fluff. The secondary effects are essential to flavor the sets' concepts and can be used to good effect if a strategy is formulated with those effects in mind. Ice feels more 'icy' when it slows and freezes the enemy, fire feels more 'fiery' when it catches foes on fire, dark feels more 'darky' when the foe has shadows swirling around their heads and unable to hit you.

    While I don't take Cobra Strike on my MA scrapper either, that's more related to not having much to stack with it (really, only EC) and not because 'melee ATs are only concerned with damage'. Being able to hold or stun a foe can be an essential strategy in certain circumstances (those -ToHits and slow toggles can really slow you down) for *any* AT.
    Its useless fluff. Whats the point of stuns that have really short durations when you could have just killed the target had your damage not be pre-nerfed to compensate for the fluff stuns. Whats the point of an immobilize attack that slows? Any target thats going to be doing any kind of running is going to be bosses anyways because everything else is killed in 2 hits and the immobilize isnt strong enough for bosses anyways. Whats the point of defense debuffs on sword attacks when you already got 2 SOs worth of accuracy. You cant say its to help the early levels because we have the beginners luck thing in place till level 20. End drain on elec trick attacks are kind of pointless unless you have -recovery to keep the target at zero, we dont get any abilities like shortcuit that does this for any significant amount of time to make use of the end drain. The only one thats not totally useless fluff is what DM gets in terms of debuffing on tohit because its stackable for significant amounts and the fear being a ghetto hold. So unless all of the secondary effects get brought up to the same level of usefulness as dark melee I see them as fluff that we pay for in damage, recharge or endurance cost.
  10. While the rag doll effect is fun I think the devs could some how reach a compromise on knockback as a whole in every powerset that they dont think changing it would be exploitable. How about adding thru power customization we can effect how powers actually work. For instance if I could create an energy blaster that I could change all of his knockback to knockdown or even knockup without having to fly over them would be an awsome change. While knockback does have its uses its extremely rare to meet a player that doesnt totally **** it up on a team. I have yet to see at most 5 players do this in all my time in cox. Any other time they scatter stuff to the four winds which usually results in them being kicked from the team 30 seconds later for messing up the aoes.
  11. Quote:
    Originally Posted by William_Valence View Post
    No, ugh, just no.

    MA needs to be MA. MA is Ice melee with less control and more damage. What I mean is, MA is a control focused melee set that leans more tward the damage side of the scale. Thats where changes should be made. Look at Bill z's results are in thread, MA is high and in the middle for single target damage. If you made the control effects more useful, and increased the radius of Dragons tail to 10', and maybe made one of the powers a mini-cone, MA would be center of the field for all aspects. The jack of all trades set that it should have been.



    Right, this works wonders for The Mission Architect "fixes" or imagine BoTZ changes monthly but to any enhancement for any reason and sometimes even powers.

    Want to find out what it's like playing a game where you have no idea if a power will be the same next month? Play Guild wars. The only reason you won't rip your hair out is that it takes no time or effort to unlock the stuff that gets changed. Just a "10k run to LA" or just a power pack from the store if you PvP and don't want to wait the 5 RA fights it takes to unlock stuff.

    Want to find out what it's like playing a game with no cottage house rule and it takes time to unlock stuff? Play SWG. There are less people on a planet in that game than stand around Cap's BM.
    Your completely missing the point here, no one here plays a scrapper strictly for control. We play the sets for damage otherwise we would play the control ATs thats why I think the controls could be removed or not counted when the powerset is balanced. Essentially what we have now is that we are paying a tax on useless fluff that isnt going to matter in the big scheme of things. I never took cobra strike on any scrapper or stalker, in general control effects on non-control AT tend to be useless. Why waste time on power like cobra strike to stun a minion when I could just out right kill said minion with one of the more powerful attacks. Death is the ultimate form of control in my opinion. Thats why the damage needs to be upped by alot.

    As for as what I meant about the cottege rule thing, there are some stuff thats way past obvious that needs to be fixed but they dare not touch it, cuz they dont want to tick off the 3 people total in game on all servers that have these suck *** powers. I dont think the devs would be stupid enough to change out the powersets every issue or even 1 once a year, its just those crazy out of place powers that you know are ******* up the powerset that need fixing that have to be changed. Cobra Strike, Dimension shift, Sonic Resonance tier 9 power, temperature protection are just a few examples. And lets not get me started on the retardedness of some power pools like team teleport. Thats really all I am saying and why I am all for the wholesale destruction of the cottage rule as it would be better for the game in the long run.
  12. Quote:
    Originally Posted by Umbral View Post
    Completely broken. You want to make every attack in the entire set as powerful as the most powerful attacks in the set are right now? This is also completely ignoring the fact that the set would have terrible performance without massive amounts of recharge because you're making every single attack have a minimum base recharge of 6 seconds. Thunder Kick may be a bad attack at the top tier of play, but it's the attack you use when you're leveling because it recharges quickly so that you can actually saturate your attack string.

    By providing every attack in the set with a flat 15% chance to crit, you're also making the entire set even more powerful than you would be by increasing the base damage (which would already threaten to break the set further). You would be providing turning the new "weakest" attacks in the set (Crane Kick, CAK, and Cobra Strike) with a DPA of 76.3. The weakest attacks would be given the DPAs of the best attacks in a number of other sets. Even worse, you're making the secondary effects of every attack in the entire set stronger than the comparative secondary effects in every other set: CAK is providing more immobilization than MG, Dragon's Tail would provide the secondary effects of both Whirling Hands and it's own secondary effect simultaneously, the chances on Cobra Strike and Crane Kick are better than the secondary effects of their comparative powers, and, to top it all off, you're giving every attack in the set the additional secondary effect of "more critting" (yes, a higher crit chance is the "given" secondary effect of Storm Kick).

    You would generate a horribly broken powerset by instituting those changes: better secondary effects, more damage, and no real weakness. Those would never get through even the most preliminary forms of balance analysis.

    If you want some simple numbers to demonstrate this, try this theoretical attack string: Storm>Thunder>Cobra>Storm>Thunder>CAK. You would only need SOs in order to run it (Storm and Thunder require 60% +rech while Cobra and CAK require 80%). You would be able to achieve a base DPS (no enhancements, no procs) of 89.5 with a 55% chance to keep a boss perma-stunned, 100% chance to keep him immobilized (stun + immob = held), and knocked on the ground roughly 10% of the time. That's 60% mitigation while doing as much damage as possible. For comparison's sake, MG>Smite>Siphon>Smite achieves only 75 base DPS while requiring 235% +rech and maintaining only 40% mitigation (roughly 20% -tohit) and Inc>GFS>Cremate achieves only 83.1 DPS while maintaining no mitigation.

    An SO attack string with that build would be able of solidly outperforming the top tier attack strings of the two best ST performing in the game across all points of comparison. No, I'm sorry, that's just not gonna happen.
    And you know even with all the stuff the poster you responded to said I still dont think it would good enough to get people to gravitate towards martial arts. The problem overall with this game is this, because so many of the powersets are different we have huge performance gaps and in many cases grand canyon sized gaps. The other issue is you cant make the sets exactly the same in functionality because the game would be too bland.

    Here is how I would have designed CoX. All melee ATs would have access to all the melee sets. While we still would have AT mods for some things the performance with the mods in place would give similar performance regardless of AT. Meaning no defenders/corrupters with piss poor damage, controllers would have gotten pets at level 12 and I would do away with containment but have the pet to grow in power as they level. Stalkers would do the most melee damage in single target and have the best version of build up tied with blasters. Blasters would be doing way more damage than they do now, for the squishieness they have they need more damage, defiance is nice and all but you typically dont live long enough to dish out the damage unless you use holds, stuns or a tank, therefore their damage would like this with aim+build up and tier 9 nuke regardless of which one it is (may need to rebalance the timers), everything dies up to +4 levels of the blaster. Basically for giving up all your endurance everything lower than an elite boss has to die. Thats really the only way to make those kinds of powers fair. Call it overpowered all you want but consider the total risk to the blaster if he misses? Thats instant death for him. Overall my goal would be to make performance so similar that the only reason to choose one powerset over another in the same AT is because of concept reasons not because one set has the easiest leveling curve.

    What I have hated about this game since day 1 our levels of powers have been constantly decreasing all because the devs refuse to make the game harder by changing the AI or critter abilities. They have forgotten this is a super hero game, at some point I want to feel you know...super? Currently only 1 of characters still feels this way and its my WP tanker. He is spec in such a way that really the only thing that can kill him is ghost widows take you for a ride attack. What I want to see is more challenge but still keeping the super feeling on other things. Thats where the balance needs to happen not with the player abilities.
  13. Quote:
    Originally Posted by Umbral View Post
    Well, the problem with EC is that it simply takes too long to deal less damage than comparable tier 9s. If you want some object comparisons, EC takes 2.772 seconds to deal 164 damage (59.2 DPA). Headsplitter takes 2.508 seconds to deal 187.1 damage (74.6 DPA), Midnight Grasp takes 2.244 seconds to deal 189.9 damage (84.6 DPA), Greater Fire Sword takes 2.508 seconds to deal 194.43 damage (77.5 DPA), and Golden Dragonfly takes 1.98 seconds to deal 164 damage (82.8 DPA). EC takes nearly a full second longer than Golden Dragonfly to deal the exact same amount of damage. That has always stuck in my craw.

    The solution, as I see it, is to simply reduce the animation time on EC. Shave off half of a second by skipping some frames (especially during the "I'm hovering in midair, getting ready to kick you!" phase), and you'll bring the DPA from 59.2 to 73.1 (164/2.244). It would still be the "worst damage" of the tier 9s within its group, but it gets a pass on that by having a ridiculously awesome tier 2 power.

    Another suggestion to round it out might be to provide some degree of AoE damage to it a la Thunder Strike (~50 damage, 8' radius). The explanation could be you hit them so hard, the wind itself damages their nearby allies. It wouldn't make the powerset better in ST situations (which is being addressed by reducing the animation time) but it would provide some much needed AoE performance for the set (since it lacks the ridiculous utility that DM has).



    You're assuming that something should be given up? It's a known quantity that EC and MA as a whole are poor performers. They don't need to "give anything up" to get a boost to performance. If they had to sacrifice something to get a buff (which rarely if ever happens when you can demonstrate that a powerset is underperforming like MA has regularly shown to), it wouldn't be a buff.
    I agree nothing needs to be given up. But I dont see that happening while Castle is still the powers guy. There are so many powersets in the game that have powers (*shakes fists* at dimension shift) that need to be looked at for not being up to par. I dont see what he is scared of with this, MA should be hitting just as hard if not harder than EM does but with faster recharge. All this set used to have was its flashy animations but when those were taken away in issue 2 we received Partial Arts instead. Back then I loved the animations so I can see the trade off of looking cool for the sake of damage, but even still its not like they could have not just really upped the damage of the powers if it had to follow some kind of damage, endurance and recharge formula to keep it balanced. I think one thing in this game that definately needs to go is the Cottage Rule, that damn cottage needs to be burned into the ground and have a penthouse built in the spot where it used to be.
  14. EvilRyu

    Infridgidate...

    One thing I would love to see for this set as well as thermals (do defenders even get thermals yet?) is for the single target debuffs to either be auto-hit in pve and/or recharge alot faster. Outside of an av battle I just dont see much of the use. Its like they intentionally made those 2 powers weaker just because of pvp. Now that there can be different pvp values than pve why not change it? Originally I had played up a cold defender but looking at how much recharge in a build I would have to slot for with IOs this just wasnt worth the inf to do. If the powers had like a 10 second recharge or something this would be totally different.
  15. Lets just say there might be a huge shift in what some folks say are the least played sets in the not so distant future. Just let that marinate for a moment.
  16. EvilRyu

    Infridgidate...

    Quote:
    Originally Posted by Rigel_Kent View Post
    Even without stackability and autohit, I find Aim + Infrigidate a wonderful way of saying ****YOU to MoG'ing Paragon Protectors if Sleet's debuffs glitched and disappeared. That's my own little twisted pleasure, though. You may find you derive a different one. Or you may find that an occasional twisted pleasure isn't worth spending a power choice on a less-than-functional power. It's up to you.
    I never thought about it this way. I might just make a cold defender just for this very reason. I wonder whats the most you can debuff if you fully slot this power with defense debuffs?
  17. Quote:
    Originally Posted by peterpeter View Post
    Indeed. We'll get complaints that pooling your inf is ebil because each character should stand on their own two feet for RP reasons. If you don't like the market, you don't like the market. That will never change.
    That would be Venture saying that easily. Which is crazy since you can just as easily RP it the other way by saying you are calling in a favor from one of your alts for something thus the transfer of inf.
  18. Quote:
    Originally Posted by Nethergoat View Post
    So, amidst all the (justifiable) excitement about the upcoming market merger one fairly major related change has mostly skimmed along under the radar.

    No longer is inf bound to this or that character or faction, it is now part of an account-wide pool....or multi-account wide, for those who indulge in such things.

    For us in-the-know types, this is more a QOL change than anything as players have always found ways around silly systemic limitations on their inf.

    But I wonder if the impact on our old friend the "casual gamer" won't be more profound than anticipated. One popular complaint over the years has been "I like to play my alts too much, so I can't make a fortune". Now, what was once 16 individual cups of inf is one gallon.

    Another popular accusation is that "sugar daddies" funding other characters is an underhanded practice. Well, there are no more sugar daddies. Your entire account shares the same inf pool....it's positively Socialist!

    I'm wondering if, once all this sinks in, a new generation of 'casual gamers' will be less hostile and conspiracy minded about the market. Any thoughts?
    Its still not going to help them. Until you reach lvl 50 your earning potential just isnt really there unless you get some crazy rare drops. The odds of that happening is that much worse if you dont stay on an alt long enough for said drop to occur. So while if they could combine funds now they could afford a few things but if they end up having to deal with it when everyone else can combine funds its going to push stuff that much further out of their price range. Had they not made merits bind on acquire they would have some chance but now they have zero chance at getting something.
  19. I am gonna go with its extremely easy to solo with this set now especially after the dominator damage changes. Going thru missions without ever getting touched is so nice and it gets easier as you level when your control durations increase. While there are some control resisted critters on redside I hope that with GR I am able to move my mind doms to the other side and hardly have to deal with that crap again. My biggest love of the set is mezmerize, this power stops bosses and avs in their tracks, its excellent for de-toggling Tsoo sorcerers and other critters with toggle debuffs. I get more out of this power than I do confuse. What makes it even better is when you pair it with a set that has power boost. Essentially the critter will never wake up if you use it with domination. I was wondering has anyone ever used the mez accolade, domination and power boost all at the same time? Like what is the max duration a mez can be?
  20. Quote:
    Originally Posted by Airhammer View Post
    I am planning to bring my dominators to rogue status so I can play them hero side as well as villian side. Many people I have talked to seem to know little about Doms. Doms are apparently one of the least played and I think misunderstoof AT's.

    What are your thoughts on ths ??
    Had we not gotten that damage increase a few issues back I think doms would have been in trouble, at least the non-perma doms. Because blueside is so much easier we wont have to worry about PToD until the 40s and thats only in a few arcs, where as in the 40s redside its like every other mission. I think doms as well as stalkers will do extremely well with the changes.
  21. Quote:
    Originally Posted by __3D__ View Post
    IN this Vid, Chris Bruce AKA BaBs sez:

    "If you are a new player, it's the best time to join."

    My question: What are we doing to get NEW players INTO the game?

    No boxes on the shelves, no ads in magazines, no posters in the windows.

    Are conventions and articles on MMO websites enuf?

    This 6 year vet sez NO
    I agree here, its time for them to finally put some heavy advertisment into this game to make it catch more players. We need a trailer during the movie previews or before the movie previews. Commercials on tv would do wonders for this game.
  22. I completely forgot about this, I will have to buy pet recipes now to cover all the masterminds and doms I will be making for GR. I see these and the good control type recipes going for alot more after the merger.
  23. Not to be mean but this could have been written alot better. For the most part it repeats itself over and over only slightly changing the words up. I can understand its meant to make Tyrant look good but there is only so many times you can say it on a page before you stop reading it.
  24. Quote:
    Originally Posted by PerfectStorm View Post
    I just want to know: Where is Evil Ryu?


    I am right here. I saw the announcement yesterday. I am happy about this change overall as it means more people will buy going rogue now. More people means fewer possible ghost town servers and more possible expansions like GR in the future.
  25. Why not just do like every other MMO does and finally give us account based storage that we been asking for since day 1? This would totally eliminate this problem to begin with.