GhostMaster

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  1. Quote:
    Originally Posted by Werner View Post
    It wasn't THAT huge of a nerf, and he didn't say that he would nerf it. He just gave numbers for what he had originally intended the power to do vs. what it was actually doing, then ran off with a migraine. I'm personally expecting a nerf eventually. This will affect farming. How much remains to be seen.
    whoa back up. So he had numbers that he originally intended that ended up different then was actually implemented? how the heck does that work? Was this one of those powers invented 30 minutes before it was released live? If it wasn't what he wanted then why didn't he take it back to the programers back when it was in test for a month+?
    This sort of thing seems to happen frequently enough you'd think they would look at new powers about to be released very very carefully, to be sure it was what it should be.

    Of course they do! Anything else would be stupid. A new power has to look good or nobody will bother to make a build with it. The news will be, "subpar powerset". Nobody would seriously look at it. SC was the only real reason I tried it. If they make shield charge as weak as some of the other armor based powersets damage powers then might as well use one of the other better armors.
  2. Quote:
    Originally Posted by _Deth_ View Post
    yeah, it's in for a nerf, don't know the exact numbers, but Castle has said flat out that it is overperforming by a lot
    Well darn it was working and then it just changed itself to overperforming. I bet the devs wish powers they create would quit doing that.. Must be a gremlin running around in their code.
  3. Quote:
    Originally Posted by Borris_Black View Post
    This thread is all good and well but isn't SC in for a nerf dropping its Damage by half to three feet then to 1/5 for the remaining area. Wont this change the farming equation back in the favor or the other builds ?
    I hadn't heard that.. But it makes complete sense. It has to be nerfed because players liked it. Everything the devs dont like is overpowered. The devs dont like popular builds. Both my cousins quit playing because builds they spent a lot of time working on got nerfed one way or the other. The devs dont care because to them players quitting can be mitigated by figuring out clever ways to get more players to join.

    Castle is a prime example of a dishonest person. He lies a lot. When shields was about to be released live from test, I doubt he said, "Well shield charge is way overpowered but we are going to release it anyway so people can see how cool it is then we will cut its throat later"
    It works the way it was designed to and Castle knew how it worked then when they fully tested it.
    Personally this is the kind of thing that can really makes me unhappy with the game. The devs roam around nerfing peoples work of art till its subpar or average. With many excuses thrown in. I think reality is they want to force people to make new builds.

    I have vented, you may have been joking though history says you aren't. People may be inclined to flame. Don't bother. I wont be back to read it.

    The next thread should be, "What farming build is safest from being nerfed."
  4. Quote:
    Originally Posted by Chaos_String View Post
    Just to stop you here for a moment: in an SO build, the enhancement values you're specifying for Shield Charge leave no room for accuracy enhancement.

    Not that I disagree with your line of reasoning; I also think Shield Charge is more powerful than a damage aura. I'm just trying to keep it real.
    Bleh.. Im probably going to regret not reading the rest of the thread first BUT, why would I need SO acc slotted? I never use it without Buildup. Generally buildup provides enough tohit for what Im doing. 3 damage 3recharge in SC 3 recharge in hasten and 3 recharge in BU.
  5. Quote:
    Originally Posted by Shred_Monkey View Post
    Reading breifly through this thread I still stand by this statment. I've yet to meet a full built electric/shield scrapper who wasn't drooling over how powerful shield charge + Lighting rod actually is compared with anything else they'd ever played.

    Try this question:

    Has anyone out there built an elec/shield scrapper up completely and then said.. ."nah... my __/___ does better?"
    No it's more like "her plant kin does better!"
  6. Quote:
    Originally Posted by Windenergy21 View Post
    DO IT! you know you want to! Its worth it, besides, a simple elec/shield you can still farm yourself even if on only +1s its still worth it and you can build up your cash fast. Heck even duoing with a friend you'll be able to do a lot.
    Duo with an emp if you can or other buffer with a heal. Even at low levels once you get TS you can do pretty good on a small farm just the two of you.
    Soloing you just rely on converting stuff to purples to keep your defense up. only LB and DE can really mess you up but thats mostly higher levels.
  7. Quote:
    Originally Posted by Silas View Post
    t Aliana, That is exactly my point. If you're dragging stuff around to take advantage of the recharge times you are limited by the recharge times. You can be far faster around a map bound by a 5-7second recharge (FSC, Footstomp) than 2 26 second ones.

    That would give you much higher constant damage (more competetive with Footstomp/FSC) as well as not being huge overkill on the minions/lts. You're also much less restricted by the recharges, as you're only waiting about 13 seconds between nukes rather than the full 26. Killing a spawn every 15-20 seconds (nuke + clean-up) is much, much better than one spawn every 30.

    Edit: aaaand all this talking about it is making me want an elec/sd. Noooooo
    You mean two spawns every 30. Personally I have two EL/SD builds. One is a scrapper and the other is the equivalent tank. I dont use any maps with "perfect spawns" There is always a couple on the outskirts I have to talk into getting a bit cozy. It takes a few seconds to get their attention and by that time the bosses I dragged from the last spawn are already on me. Dragging leftover spawn to me is a very viable way to keep active and keep the xp per hour/minute high. TS works way better then most folks would think it does. I use it to soften up bosses especially if my two nukes are not up. (I dont have any +recharge slotted yet)
    However this debate over which is faster/better for farming is totally pointless if you dont have the numbers to back it up. Whatever happened to herostats? Doesn't it still work? Ultimately only damage per hour or minute is going to mean anything.
    Then all we have to consider is that some of us are more passive farmers who get a snack, answer the phone, check on the kids, get a drink of water. While others are more focused and intense not letting anything interrupt them. It doesnt take a genius to figure out who is going to have the most damage per second.

    Another point that should be clarified by people bragging how fast and easy something is , is to explain what they are actually farming at. +4 spawned for 8 is much different then +1 spawned for 8 or even +0 spawned for 8. Even con minions and lt's will be gone(mostly) in one LR. Based on my experiance that is the only way you are going to get away with one nuke per 8 man spawn. I usually run +1 or +2 spawned for 6 or 8. I will double nuke two groups spawned for 8 all the time. I am over my aggro limit and over the limit for what my first nuke can hit. By the second nuke and TS im down to bosses and a few lucky LT's.
    I haven't used herostats in a long time so not sure what my damage by time is but its decent compared to the other farms ive assisted on.
    Now if I could just run as fast on +4's as that plant/kin I ran with the other day id have it made.
  8. [ QUOTE ]
    i'm just wondering when exactly we're going to get this thing on live server. the fact that character transfer is going to me installed before that is mind boggling considering that most people assumed we'd never get server transfer.

    [/ QUOTE ]
    LOL.. you missed the point of character transfers.. Plaync stands to make alot of money! Real Money on that. BUT fixing COP, the spirit signal which doesnt attach to the altar, the fact that delilah in faultline gets stuck in the vator and never follows you like she is supposed to, the clear the base in faultline that almost always has the glowie in an inaccessible location, These dont make plaync money so they will likely not get fixed anytime soon. Anybody else get a bankmish in faultline that sends you to the arachnose base? hehehe. I call it the "protect the arachnose bank mish"
  9. First off the GM's are almost always polite but usually grossly understaffed. you will have no idea of even roughly when they will show up.
    Also the fact that the raid leader will get the badge is little comfort to the rest of the team that wont get the badge. The real long term solution is for the devs to fix the bugs and issues with the missions. I have had 2 now in the last few days where glowies were literaly on the wrong side of walls and doors so that the team could not get to them.. Thats an interesting one and Id like to know how that happens but its very inconvenient for the team that just spent an hour struggling through and invincible mish.