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Posts
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Sypher, are you a native English speaker?
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Quote:I have played control sets. My list of 50s is in my signature for everyone to see for just this reason. There's a controller there, and there are controllers I've played without getting them to 50.You try playing most Controller sets, it's not quite fun, and until there's enough recharge, duration, and accuracy, you won't be able to lock down more than a few at a time for containment.
If they choose not to slot for damage, that's their choice, just like how it's the corruptor's choice not to slot for damage if they so choose. Controller durations are high enough at high levels that it's not necessary to slot for mez in the single target controls. If you want to slot for mez duration anyway, there are frankenslotting options available to you so you don't have to sacrifice damage to get it. Dam/mez hamidon enhancements are very cheap, so it's a false dichotomy. -
I have a lot of concerns about the new changes. I'll try to give the main ones.
Is there a simpler mechanic that can be used on snipes? There's no way I'll be able to explain to a new player why their snipe is sometimes fast and sometimes slow without having to first explain to them the game's underlying mechanics, including the distinction between accuracy and tohit.
I fear that the huge buff to specific powers in the secondaries is not only turning all the sets in to stone armor where most of the powers are useless except for one overpowered one, but also that this is going to make future balancing of the powers impossible without nerfing these extremely powerful ones. -
I saw it, Angelius. The idea's been mentioned by at least three people now.
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Controllers have a 0.55 ranged damage mod. This gets doubled to 1.1 with containment. They have the exact same strength on their support powers as corruptors do. Scourge would have to have a 100% to kick in at the half health mark in order to make the modifiers equal after inherents. Normally defenders and corruptors having an entire attack set while controllers having two attacks in their control set would make controllers be behind anyway, but it all goes out the window at high levels when controllers get access to powerful attacks in their ancillary pools.
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Base: 7%
3 slotted: 10.92%
6 gaussians or adjusted targeting: 11.03% -
I disagree with you there. Their damage is below controllers, which isn't appropriate.
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Quote:I can't go into great detail about it because the last giant post I made didn't get much of a response. Which is really frustrating because making a post about how something is wrong results in people pointing out situations in which my argument falls flat that don't actually exist because I can't cover everything in the span of a paragraph. Whereas if I make a large post about how I think it SHOULD be, including conceptual goals, mechanical methods, and even numbers, no one pays attention to it.Basically, I hear what you're saying but without some logic, theory or method behind it, falls behind what we're actually getting.
Not all secondaries have control, and not all secondaries have debuffs. That's the way it SHOULD be. Making every secondary's method of mitigation be large amounts of regeneration is homogenization. Fire is the only secondary with no form of mitigation other than hot feet and arguably burn. Every other set has powers that can be buffed into potent mitigation tools or can easily have a form of survivability attached to them without changing the concept of the power. Conserve power being turned into energize is a change that I support, for example. -
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There are many methods of increasing the desirability of specific secondary powers without attaching heals to them. If the sets in general were better, it wouldn't be necessary to give them one overpowered heal. Also, most of the people mentioning tight builds are doing so because the opportunity cost of building around the enhanced snipe isn't worth the benefit.
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I remember this too, but I just checked and it looks like it didn't happen.
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I would like that, but every other power in the sets can't be brought up to the bar set by these powers, and that means it would still be a situation where most of a set's use is in one power.
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Ah, I should be more clear. I meant the defiance should replace the to-hit, instead of being in addition to it. Sorry.
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Quote:Short answer? Small changes to a variety of powers in each set, with the ultimate goal of every power having value and with the set as a whole having a unique method of mitigation/supporting offense compared to other secondaries. The long answer is way too big to go in to without its own topic.I can understand where you're coming from, but... How else would you go about fixing the powersets without outright revamping what has existed all this time?
This definitely pops up in other archetypes as well. This is unavoidable in many situations, like mez protection in defense sets, but some sets manage to do it in a unique way, like how fiery aura's status protection is spread among its shields instead of being in one specific power. It's far from the greatest of evils, but I think it's one worth avoiding when possible, and I think it's possible here. Every secondary having a designated "this is your overpowered regen/absorption power" is what I consider to be bad design. I feel that the secondaries should specialize in control, or self healing, or debuffing, to give examples. -
You think so? It just makes sense to me to allow the longer animation time to be preferable under certain circumstances. Otherwise there's little point in making circumstantial versions.
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So I've decided that I have two big problems with the buff to secondaries. The first is that I feel this is just continuing the trend of "fixing" blasters by standardizing them and is leading to more homogenization. The second is that they've chosen to improve the secondaries by giving them one overpowered power. I was just talking to Diellan about it, and I think he put it best with "It's like deciding that every armor set should be like stone armor". The secondaries will still be full of a lot of useless powers and this is putting the design team in a corner because they won't be able to address that without doing something about the overpowered thing they did before. And you know how allergic the design team is to nerfing things.
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They're outliers. Saying that they're balanced when paired with a set that's an outlier in the opposite direction supports that.
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We don't know anything about sorcery, and if we do, then we aren't allowed to tell anyone about it since it means that we found out about it through means that violate the EULA.
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Quote:They could, and I'm hoping they do.Hrm... I wonder if they could make Defiance buffs work to mitigate or even outright replace the To-Hit requirement for Blasters...
zero defiance = long animation snipe with bonus damage/effect
greater than zero defiance = short animation snipe with standard damage
It's basically the stalker treatment. If you're in combat, you get the fast version, if you're using it to start a combat, you get the slow, powerful version. -
My biggest problem with inter-power synergy is that I consider all powers being equally skippable/important to be a big deal. My biggest problem with masterminds during the CoV beta was that the multiplicitive power of the summons and the upgrades meant that they were all must-have powers.
So your suggestion for a buff to shockwave is something I could get behind potentially, but I wouldn't like most of the examples I gave, since those are already powers that are useful and don't need more incentive. As for dual pistols, I think the most important thing it needs is encouragement to use specific ammo powers based on the situation. -
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Quote:Ahh, I THINK I understand now. But I might not. :PWell I'm not technically asking you *if* it were possible. I'm more attempting to invoke thought on the subject of other possibilities of what the function can accomplish and how it can be applied to new changes.
Quote:But if that were the case and the power-redirect function is that robust, what other possibilities could fall under it? Do you think checking a foe's status is possible? That is, if a foe is taunted, redirect to [insert alternate]? What about proximity? If a target is not within X ft, redirect to [insert effect]?
-use power 1 on target
-power 1 does its effect on the target, including placing the temp power 'power 2' on target
-power 2 is a pbaoe that affects players in the area. It does nothing in and of itself
-power 3 redirects to power 4 if you have power 2 on you.
In other words, if you use power 1 on the target beforehand, if the target is close enough to you, then power 3 redirects to a special animation or whatever. I have no idea what type of balance issue we could address with that, but it's there. I don't know of any powers that I think would benefit from that type of synergy.
Throwing bad ideas at a wall and seeing if anything sticks...
Inferno is changed to a self buff. It reverts to its usual nuke version if you have blazing aura (it's being renamed cauterizing aura, isn't it?) up and it is hitting an enemy.
If you are near an enemy that has been hit by smoke grenade, then time bomb and trip mine have their interrupts removed.
If you use it immediately after hitting an enemy with shocking grasp, power sink instead targets only that enemy but is much more powerful.
If you use it immediately after hitting an enemy with midnight grasp, dark consumption only hits that target but does significant damage.
The smoke grenade one has promise. The other ones missed the dart board by a large margin I think.