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Posts
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Yep, one was removed on test. Just went *poof*
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IMO Triage beacon should look similar to the (sky raiders) forcefield generator and follow you around for it's duration.
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Yep. Only other way to improve it would be to increase recharge dramatically ( IE less downtime between Triages ), but then you would have to limit the number of Triages out, or the regen would be Godly.
It's actually supporting bodyguard nicely. But I don't think that applies for let's say, a Traps Corruptor. Floating Triage would be completely in tune with the blaster turret upgrade. Because the static Triage does not serve man, robot, or other quasi-sentient entities, in a capacity suited for today's fast moving society.
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A SF is a high profile game activity. Needs fixing ASAP, or they need to disable it entirely. IMHO.
( This thread is almost 3 months old BTW. )
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The Triage got some uses at late levels, when properly juiced up.
In fast moving teams it will be next-to useless, since everyone move away from it. Recharge is bad for such a static power. And it's not going to save anyone that take lots of damage.
It's of use in conjunction with bodyguard and semi-stationary tough targets. Or stationary long fights.
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Mobs get lost in the Carnie office. Can't complete the SF without GM help, and it's happening all too often.
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You cant have 3 full sets as the chance for build up is a unique
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Got 2 full sets on my bane currently. That means there is two build up's slotted. Dunno if they do any good though. Haven't seen any action at all from them. But it's some nice defense.
To the OP: I highly recommend you download Mids' Hero Designer, and check out your build in that program.
Edit II: Or not. Could not get a change in values by min/maxing IO's.
Here is what the program suggested regardless of levels, with the aforementioned combination of powers:
Melee 12.1%
Ranged: 14.6%
AoE: 12.1%
All other: 4.6%
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You can socialise continuously in an MMO without ever teaming with people - some people like to solo while at the same time being able to chat to their friends (who may or may not also be soloing). I know tons of people who play like that - I do for about 10-20% of my online time.
Or don't chat channels count for your narrow definition of how MMOs should be played?
I suggest you look back at the root of the MMO genre - MUDs - before you answer, just to avoid looking silly.
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I have not told people how to play anything actually. The definition used, is as broad or as narrow as you want it to be.
It can be argued that if your soloing was done in SG mode, this would have a more tangible "multiplayer" effect than random chat.
How chat relate to game play is a matter of context. A team channel would technically be more close to actual game play, because of the need for the exchange of information directly associated with the game. But then you would not be solo.
Many of the old school multi user dungeons was somewhat less forgiving when it came to off-topic conversations, a distant similarity with enforced role playing servers in some MMORPGS. Apart from the fact you can get away with murder today, of course. And we have a distinct graphical representation of the game world now.
In older MMO's, like Ultima Online, we used external chat programs, because the in-game options was somewhat limited. It was mostly used in a capacity you would describe as "team chat" here. Although you could direct the chat out of game if you wanted.
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Edit 2: I think you have a fair point Gravitos, but I'd disagree, I think the focus of any MMO is choice. The choice to do this OR that. Multiplayer is but one of these choices. You'd have a hard time progressing without it, but for this game I'd hardly say teams are necessary, merely advantageous.
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Remove the wish for player interaction, and the MMO format is obsolete.
The reason for bringing this game online is so people can hook up and play *with* other people.
The day players no longer can get in contact with other players through activities such as teaming, there is no longer a need for online games of this type.
This is why teaming must be encouraged, because it makes no sense to create a multiplayer environment, without multiplayer features.
Choices? Choices comes in addition to the basic requirement of an online multiplayer game. The basic requirement is to support the multiplayer nature of the game, which is the fundamental reason for it to be made, in the first place.
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The focus of this game is interaction, including team play. And if you believe otherwise, you are sadly mistaken.
The ability to solo is supported. It is not the main purpose of this game. It is one of many options, all gathered under a greater banner.
The main purpose of this game, is to provide a Massively Multiplayer Online Role Playing Game experience.
Interaction is the meat and bones of this game. You can't disagree with this being a MMORPG. No more than you can disagree that you are a human.
I am not telling you what to do, I am telling you what this game is in nature. You can choose to treat it as a single player game if you so like, but the nature of the game does not change because of that.
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Blatantly obvious to whom?
Let me see... When I'm mishing, roughly 70% of it is solo. About 30% is in teams. This accounts for about 25% of my time in-game. The rest of it is spent socialising/RPing.
So, the main focus of the game for me is socialising/RP. Not teaming. I'm going to stand by MaX and agree that soloing might not be the main focus of the game for you, but that doesn't mean it isn't for everyone.
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You can believe whatever you like. But the nature of the beast cannot be argued. Socializing and RP'ing would presumably require other people. This is part of the multi player aspect of a MMO. Which is designed for interaction, not isolation.
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Everyone can enjoy a bit of time for themselves, I recognize that, and heck, I solo a lot myself. But it never was the main focus of this game.
[/ QUOTE ]For you
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I was not offering a personal view, as much as stating the blatantly obvious.
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If this game is about anything, it's about finding a team and having fun. It's not about sitting in one mission from 1-50, for any stupid reason. AKA static powerleveling for whatever idiotic reason. Or even better, getting a third party to do it for you.
Farming is indirectly encouraged as long as the game reward you for killing more stuff. Goes for recipe drops. Goes for a lot of badges. It's a flawed system. Strike Forces should have better reward options at the end, as they at least approach dynamic team based game play, which is the heart of this game.
The XP and debt looks to be tuned around soloing or something. No way you're getting a lot of arcs done these days. Soloing is not the primary goal of this game, because you can do that offline.
Everyone can enjoy a bit of time for themselves, I recognize that, and heck, I solo a lot myself. But it never was the main focus of this game.
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There is no VEAT vengeance.
[/ QUOTE ]Yeah there is.
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Yeah sorry. There is no VEAT vengeance for the soldier branch. It appears that the Fortunata/Night widows gets those. And they look identical, to the pool vengeance in mids. Which is a preliminary source of information, mind you.
( Don't play the widow branch, find the male counterparts disturbing. Shoot me. )
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Two final questions. As you can also take Leadership pools with the new epics on top of your regular AT versions, do they stack and are they equally strong as the AT powers when used by SoA's? Lastly, if the other powers are enhanced above the normal versions, does this also apply to the (already powerful) Vengeance and if so, by how much?
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You can take leadership toggles on top of everything. But the stamina drain will be considerable, and you have to drop some good "native" powers. There is many more powers than you can afford already, so it's not easy to make room for more.
The leadership pool is not weakened for the VEAT, so they will stack as expected. There is no VEAT vengeance.
Edit: Oops. Answered. Was a bit slow there.
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It's not gonna happen, and you know it.
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Maneuvers used to be much more powerful; it got squished as part of the GDN.
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I suppose the developers know this as well. And last time I checked, the previously nerfed maneuvers was a *pool power*, not an AT specific power.
It's possible to build non-VEAT teams that can do the same content just as fast, if not faster, than a VEAT team. When will these team setups be nerfed, because they stack certain buffs? It's meaningless to say something should be nerfed based on stacking, because then you would have to restrict how many identical Archetypes a team can have or something. This is an extreme setup, pure VEAT teams is a thing of the present, nothing lasts forever.
And besides, too many toggles such as these will be nicely capped. Defense is not only there for the team, it's for personal use too. It's not a pool power, taken as an additional resource. Not in this case.
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Still, 10% is a massive base figure for a Defence that can be further enhanced with slotting.
Compare it to the Leaadership pool equivalent which varies by AT but at its very best (ie. for Defenders) is 3.5% base.
Huuuuuuuuge difference.
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Cry me a river. Are you afraid Villains will get more critters with less healing badges involved? Go to your Defender forum and advocate a buff. ;-)
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Erm, what???
Someone asked why the SoA power is worth getting compared to the Leadership power, I gave them the best reason.
Where's this come from?
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Be careful where you stick the reply please. You can however disregard that, since you clearly addressed the OP directly. The emphasis on the huge difference was unfortunate in the wrong context. Sorry.
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Still, 10% is a massive base figure for a Defence that can be further enhanced with slotting.
Compare it to the Leaadership pool equivalent which varies by AT but at its very best (ie. for Defenders) is 3.5% base.
Huuuuuuuuge difference.
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Cry me a river. Are you afraid Villains will get more critters with less healing badges involved? Go to your Defender forum and advocate a buff. ;-)
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The SoA version... It's insanely powerful.
It gives 10% def at base, so four widows or spiders running it and you've more defence than an ice tank for the whole team. Don't skip it, until they get around to nerfing it.
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Nerfing individuals based on their team stacking is very foolish in a team based game. You can build teams with optimal and "insane" performance outside of Villain Epic Artchetypes. What about nerfing non-VEAT team setups that can tear through everything with ease?
It's not gonna happen, and you know it.
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The bane is somewhat squishy, and more than often needs to be close to the enemy. A very small boost to resist, so that people don't feel compelled to take tough and weave, which is madness with all the stuff you got to drop then, would not go amiss.
They nerfed placate, for PvP reasons as I understand it. Was there ever an adjustment to balance out the Bane in PvE at all, after this nerf? Having to take hasten and ultra costly IO's to bring placate back into shape, is also madness. :-)
Can live with a little madness. But twice is a costly price.
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The only ( somewhat ) reliable proc effect takes place when the trap is sprung. There is a chance for additional damage afterwards, but it's going to be sporadic and isolated. Additional damage will be highly unreliable.
The initial effect is most effective with the help of a purple proc from the set "Unbreakable Constraint". That leaves only 3 slots, and recharge must take priority. 2 recharges, and one hold/recharge hybrid IO from whatever hold set is available is perhaps a temporary solution. 3 additional purples should give about 90% recharge, and 60% hold, if you only take purples with recharge from the set "Unbreakable Constraint".
Is it worth it? Well, as it stands now it will seriously hurt minions from some enemy groups from time to time. Not all enemy groups, not all the time, but it's definitely doing some hurt on the average.
( With the aforementioned two psionic procs already installed. For a total of 3 procs.)
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PS Isnt the Auto Turret getting a fairly major buff anyway? That should compensate for Poison Gas Trap (which will remain a very robust power)
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Heroes get a solid boost, Villains get a big fat nerf.
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thing is, if they did nerf this to combat something like procs or whatever, its very hard to nerf a certain exploit without nerfing regular use as well. If they'd nerf procs, there'd be more whining from other powersets that use those procs as well. Doesnt mean i agree with them nerfing it. It just hard to nerf a certain small area of exploit without some collateral damage in the process. Just a shame traps became the victim now
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The truth about the purples finally appear. They are judged as if you had them from level 1, because their effects are so important to nerf, any power you get through levels 1-49 can be changed in an arbitrary way, just in order to affect their level 50 performance.
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In the end, this set is not incredibly overpowered, or good enough to deserve a nerf. Even if this nerf is a by-product of another nerf, which by itself would be tolerable.
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In my opinion its a very well balanced set as is.
I have to say, I fail to see why, if the power is now spamming 4 times less often, the chance for hold etc shouldn't be 4 times greater; which would directly preserve functionality.
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I fail to see why they don't find another way to nerf procs, and leave the Poison Trap as it once was. Or at the very least increase both Aoe Vomit and Hold to 4% per second.
This is unfortunately a game breaker for me. Not because the set is so gimped you can't play, but because they take away, and don't give back. All this because a Purple IO, which was part of a reward for being 50, pushed the Trap procs effect so much, they went back and nerfed it. A direct result of their purples, the ultimate reward.
When the ultimate reward directly or indirectly makes my basic powers more gimpy, even before purples, the game is over. And that's all there is to it. :-)
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Which largely demonstrates the "Incredible Stupidity of the Masses" rather than any weakness in /traps.
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Nothing operates in a vacuum, and traps do not fare well against hard boss type encounters (AV's/Heroes), unless you got some ultra-exceptional primary. The puke effect was probably the best damage mitigating effect against such encounters. Yes, the masses do tend to drift towards the perceived "better" options, and yes this create a lot of silly attitudes.
In the end, this set is not incredibly overpowered, or good enough to deserve a nerf. Even if this nerf is a by-product of another nerf, which by itself would be tolerable.
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Having finally had a chance to test this; the changes do seem to have minimal effect.
I am however noticing a few odd things - none of the mobs I tested on seemed to be throwing up anymore and a fair few seemed unnaffected by the -res, did not choke, but stood dead still not animating for 4 or 5 seconds before finally running away.
Has anyone else noticed this as it may be a animation bug?
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The puke effect is reduced from a chance of going off 4 times every second at 1%, to a chance of going off once every second at 1%. So they will puke much less than before. The so-called compensation is that instead of a 1% chance of getting a hold 4 times every sec, you now get a 2% chance of getting a hold every sec. Which still leaves the trap worse than before.
If this was done in order to make the procs less powerful, and they seem indeed to do only half the damage in the initial burst, then they also happened to reduce the potency of the Poison Trap in the process. And that is pretty much unforgivable in my book. You don't break a thing by fixing something else. Both puke and hold should have been upped to compensate this. Instead they take, but give little or nothing back.
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