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Posts
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Quote:I... don't think I would put a Blaster's single target hold or even a tier 1 attack on par with form-shifting for Kheldians. NO other AT gets this, it's as unique as pets for Controllers, Doms, or Masterminds. Players of those ATs would be annoyed if their pet powers weren't working as well as they should, and rightly so. Same thing here for Kheldians.Eh, my blaster has a single target immobilize that isn't even in his tray- I think it might be used for a set mule. I probably used it and got use out of it leveling up, and I think the forms are the same kind of thing. Same thing with a lot of level one ST attacks, you take 'em while you need 'em, and spec out once you can build for a better attack chain without 'em. That doesn't mean they don't have a purpose, it just means that the purpose gets outgrown in some cases.
I'm perfectly fine with it to be viable to human form only, but I want there to be reason to run in any of the forms. Anything less is bad design and fails of the potential that the original design has.
Quote:No one really sees it as overpowered, but for a dev it's much quicker to simply tweet an inflamatory excuse than to actually rewrite the code of a power ingame
Pulsar - Mag 2 changed to Mag 3
Solar Flare - Knockback changed to Knockdown
Incandescent Strike - Hold changed to Stun
White Dwarf - Add another Single Target attack, form-shifting cast time reduced to 1 sec
Bright Nova - Add another Single Target attack, form-shifting cast time reduced to 1 sec
Shields - Toggles changed to passives
Cosmic Balance - Also gives Mag 4 mez protection when soloing, loses 1 mag for each player in the team
- Peacebringer problems solved.
Form-shifting is waiting on animation team time... hopefully that will happen with I22. If not... there will be an irate thread from me on the subject. That's something that needs to happen.
I like the idea of the Cosmic Balance change, and it's been suggested before. Makes both Kheldians more viable while solo, but still dependent on teammates more when teaming for the mez free aspect. I would like to see more of a benefit from Controllers and Doms on the team, though. Mag 2 for each would be more helpful, since everyone has Mag 1 protection to start. -
Pretty much the only thing I can think of Tanks needing is more of a reason to have two (or more) tanks on a team. And really, it's helpful to have more than one Tank on a Trial with multiple teams and mobs going (I'm always thankful for more than one Tank when I'm on a trial with a non-Tank character). Still on a solo team, it's not always optimal to get another. It'd be nice if Bruising could stack or partially stack from more than one other character, which could help slightly with this. Even then, the biggest issue is players trying to min max far more than they need to.
About the only other thing I could think of that would be helpful for game balance is different defense caps for ATs, but Castle came out and said that this should have been done back in I7, but it was "too late now" (he said that a little over a year or so ago). The implication with that is the defense cap had been 45% for everyone for too long and the upset would probably be too much to remove that, or so I took it.
Castle may not be here anymore, but I highly doubt Synapse and co., would have a different opinion on this. I can see all the gnashing of teeth that would occur, even if the change was accompanied by new 50+ mobs not having higher accuracy than other mobs (and that's the other reason they really should have made the change... I don't think the higher accuracy would be around if it weren't for the def cap issue).
I suppose another thing would be for the devs to stop breaking out unresistable damage. It's okay for small, unique things like the "patch of doom" in the Apex TF, but most of the trials feature this too prominently. It'd be nice if the Trial design at least acknowledged that some ATs are meant to have some kind of resistance. Heck, even if it were part resistance, I'd be much more happy about those design mechanics. It's too much like mez in this game, where it either affects you or it doesn't. Rather than trying to get around the design of the rest of the game, it'd be nice if the devs let the players keep designing around what their powers can do. If we can resist or defend too much, that's more of an issue than doing this "unresistable/undodgeable" stuff.
*added*
Johnny, while I enjoy Brutes and Scrappers, they're not as survivable as Tankers. I have an Invuln Tanker and Scrapper, both at the def cap, and the Scrapper can get in over his head far more easily than the Tanker can. You're rather apt to make the disparity smaller than it is. Not to mention all the "you hardly see tanks" comments, which you have been writing for years and have never been true, anecdotally or statistically. -
Quote:Ummm, if any developer said that it was okay for a power to go by the wayside, I'd say that's a bad approach to developing. Yes, not every power needs to be completely equal, but there should be compelling reasons to take any power. A lot of people advocate dropping Initial Strike from Street Justice if you have the recharge, etc., but there's plenty good reason for many people to have it. It's not out of whack with other tier 1 attacks.The forms still have an invaluable purpose on the 1-50 level up journey. Many power sets abandon powers as they level up higher and invest more into their builds- Peacebringer forms are just an example of that.
The Peacebringer forms should have good reason to be chosen from 1-50 and above. The numbers don't seem to bear that out being the case anymore, which isn't a good thing. And really, all our suggestions for making forms be balanced aren't anything different than have been suggested for a long time.
Quote:I might be taking this out of context, but as far as I have read on the boards and experienced personally, Fiery Aura is an extremely powerful set. As a point of reference, there is an SS/Fire brute on the board who duoed the Lambda Sector trial with an Ill/Cold Controller, Soloed a Master of ITF, and can even solo Giant Monsters without Lore Pets.
It's definitely an offensive set- I'd hardly put it in the "needs improvement" pile, whereas Kheldians frankly belong there, at least to some extent.
And... I have a guide to Fiery Aura and Fiery Melee in my sig. I clearly like the set a bit.
New Dawn... I don't think I've ever seen anyone try to defend Pulsar before. I tried to argue for it before, but that was before I looked at any other mez powers in the game. There are very few Mag 2 mez powers anymore, and they are all rightly derided.
Pulsar is supposed to be a Peacebringer mez power, and it is far weaker than equivalent PbOE mezzes in other control sets, and moreover, their Warshade cousins. Even if Pulsar gets to be a guaranteed Mag 3, Peacebringers are still not going to be able to control as much as Warshades. They're just going to have a decent control power, like they should. It's just flat out not worth using.
Solar Flare, forget about it. You can do some damage with it and I use it, but it's still far weaker than it should be. It's been compared to death already. -
Quote:Glad you're not a dev. "Eh, let's just radically change this AT because I don't like part of it. Forget those people that use or like those parts."I'd remove the form simply because I don't like them. I would either remove them and add another utility power or just take them out completely and add something else to Kheldians. In the end with the recent changes there isn't anything wrong with either of them so I can't see the devs doing much else to them power-wise.
I'm happy that we can have people focus on just one form, but I would hate to see the option to focus on the other forms removed. That's part of the problem with the current state of Peacebringers, as two of the forms don't match up with what Human can get you.
Kheldians are and should be formshifters: any proposed changes should take that into account. -
Quote:Ummm, what exactly are you reading or thinking that people are saying "Peacebringers need to be just like Warshades?" Peacebringers have easily demonstrable powers that need help/fixing (and certainly not because they need to be like Warshades. Just because powers like Pulsar and Solar Flare are not working well), and there are still issues to formshifting for Kheldians as a whole that needs work.The last round of changes really did it for me.
Warshades might be able to do one thing but Peacebringers do another. Determining what's of more useful is down to the task at hand.
If I was Arbiter Hawk I wouldn't be sweating it. No need to turn PB's into WS's as there is nothing major to change. A warshade might be able to do certain things better but comparatively all of it relies on a tohit check.
Are Peacebringers doing better? Sure. Are they and even Kheldians as solid as they should be? No. Sure, the devs could be sitting on the things they need tweaked, like Stalkers, but the better development philosophy would be to get things just right. I'd really rather they got things right without such huge gaps. Castle adjusted Fiery Aura a bit in I11, even though the further changes he made many issues later were still there after the I11 fix. Kheldians still have issues after their I11 and I21 fixes, and I'd rather not wait until I31 for them to finally get fixed, like Fiery Aura is.
Quote:Well suppression isn't important for Peacebringers as they stand now because there's no point in even having forms at level 50. Warshades however are missing out by not being able to use them due to the issue of toggles dropping and long animations. (edit: To be clear, by "have," I meant "use.") -
Not a good time for me, but it sounds like a fun idea. I should run another all Kheldian ITF or Apex soon. Did that a few years ago and it was a blast.
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We going to go for this tomorrow (the 26th)? Just curious. I'll be around and should hopefully be able to join in.
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Put me down for wanting to hear more from Arbiter Hawk. I just want to know what is being thought about, at least.
Quote:The way I read it, I was wondering what was in any way revelatory to what Redlynne said, compared to what I PM'd Arbiter Hawk this summer and we posted in the beta thread. But you do want to be careful of misinterpreting too much, and it does sound like that potential reading is a bit too far for what happened.So he didn't have anything to actually SAY about kheldians?
Nothing concrete?
Nothing in the pipeline?
You just rehashed (Again) all our vast and varied discussions on the forums to get him "up to speed"?
Also, it's good to remember that things are long term in a development cycle, and we players only hear about them right before they're going to happen. We at least have evidence that the devs are listening and doing more than recently.
Quote:I'm sure a lot of the issue is that he probably doesn't have the "clearance" to reveal anything of that sort- The focus lately has obviously been on adding new stuff, with fixing old stuff getting put on the back-burner.
The Peacebringer buffs were totally awesome, and Kheldians definitely need more work... I think they got the message. The argument that they never pay any attention to our favorite AT's isn't really valid anymore since we just got so much work done.
I think we need to have some give and take, in a sense. Sure we still need some changes made, but approaching the situation with hostility and a sense of entitlement is not the way to encourage anyone to talk to us.
However, I'm not going to stop noting that more needs to be done, and that the devs shouldn't put Kheldians on the backburner again. Kheldian players have more than enough evidence to point to that this is a danger. The changes in I11 were nice, but not enough... and it was a long stretch before anything else happened.
I'm hoping that the silence means something else is in the works, especially given some other hints we received over the summer. The longer range changes often get a "we'd like to." But I don't want to over-read that.
Quote:Are you saying that Peacebringers still need major help? Because while I personally might not find the changes all that suitable for me, I don't really agree with that assessment.
To what Arcanaville post are you referring?
That's a fair amount of stuff that I would say is easy to argue as needed, at least to get them where they need to be. Quantitatively, they're much closer to where they need to be after the changes. Qualitatively, there's a fair distance to go.
I did chat to Arcana briefly this summer in a PM, and she did say she might try to get around to playing with the Peacebringer changes and see what more is needed. Not sure if that ever happened, but it's nice to see that other post that says more is needed.I know she's not a dev, but it doesn't hurt to have her looking at things.
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The idea is slightly similar to what the stances sound like for Dual Pistols or even the little bit we can figure out about the Staff Weapon set that they are working on.
I dunno. I'm not really in favor of the "toggle" idea, as I actually do like the idea of forms. There's some tactical consideration to it and makes for a quite unique playstyle. I am, however, more than in favor of getting the forms to work better and to not turn off human form toggles (maybe just ignore them, etc.). I know we can't quite point to other games, but I do think form type characters work better in other MMOs.
We should be able to move smoothly and easily from one to the next form: the drawbacks are from being locked into that particular form. There's nothing wrong with that, as long as it isn't a huge pain to switch forms, which it certainly can be right now. -
You do realize that you have now validated his plopping the turrets there, right? Sheesh, MG, you are such a noob!
Going to be around tonight, but I assume most others will not, so I'll just run with other characters. If others are going to be around and need to catch up to the group, let me know, and maybe we can do something. I'd be for a Synapse or something... Albert still needs that TF for his TF Commander badges. -
Quote:This is quite true... DA revamp makes more sense for the level 30 range, which is actually in great need of new content. Not sure why they are going for 50 with this. As you point out, the Shadow Shard would make much more sense for this.The Devs ADDED a zone called Cimerora; they did not convert Skyway into it. They ADDED Crotoa; they did not convert Kings Row. Many folks want additional 50+ content. If new 50+ content was the goal, why does it have to be Astoria? When I first got the game, and carefully printed out the maps, I assumed that the Shadow Shard, so far away and dangerous-looking, would be where the highest-level content and missions would take place. Wrong. It sits empty as Boomtown. Why not make it the highest-level content area?
Quote:I suppose that everyone will have problems with the Official Lore, and I have simply concluded I do not want to participate in the whole Well of Furies business, which has effectively announced that everyone owes their power to the sentient, insane, seize-control-of-you Well. Supposedly, our backstories were open to whatever lore we wanted to develop, well, sorry, your powers, regardless of what you say, are from the Mystical Thong of Richard Simmons that you must wear on your head. Don't like it? Too bad, that is the official explanation. And now it is coming to Dark Astoria!
Quote:I never envisioned DA as a "main zone," but rather something more akin to Croatoa and Striga: atmospheric zones with additional content you can play if you enjoy the atmosphere. Those zones have a flavor and in-zone arcs, which is what I had hoped was coming one day to DA. -
Hoping that making the look an option is on the way "soonish" (as in the next issue or two), along with the shortened form change. Rather than the "soon" the devs use, which means it could happen sometime in the next two years.
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Quote:Yeah... I don't think SR has anything that merits that reduction in performance like WP does. That's pretty much WP's big weakness, and SR has plenty of weaknesses already. I'll probably make a SR Tank when the Staff powerset goes live, but I'm not going to trust him to be as tough as my other Tankers. Frankly, I'd put Fiery Aura and Shields over SR in toughness, and those are "weaker" tank sets.I would hope so, but I'm reminded that we thought much the same when WP came out and we noticed it's taunt aura... or more to the point lack of same.
Still, I'll bug it in game next time I'm on that character and hope for a fix to it.
Quote:This is a subject people rarely look at for survivability. If 2 characters have capped defenses to the same damage types/positions, and no other form of survivability other than HP differences (smaller here since SR has no +hp powers), then kill speed on your part means more survivability because they have less time to put you down. -
Quote:I want to like Resilience, and even use it, but I just can't. They at least upped the resist numbers for it, but the secondary bonuses are just too "meh" for me to want it. That end reduc in Cardiac allows more safety for a lot of characters because of lower end issues, and even an extra toggle that can up performance even more. All of that makes Resilience look bad to me.I planned on going Cardiac on all my DA Tanks, but now I'm going Resilient for just that much more resistance.
I do know how much more toughness a few more percentage points of resistance will get my tanks and characters not already at the resist cap (I remember the fun of having Cardiac boost those on my Fire/Fire Tank), but I do question if those few more percentages are worth it. -
Quote:I enjoyed Mace from an early level, and that was before it got buffed back in I11.Got to level 23.
No heal, non-persistent status resistance, and really slow attacks with no aoe
I don't think I can stand it long enough to actually get AOE with the war mace, and without it and the slow attacks the shield damage bonus is just a waste. I'm not tough and do very little damage.
Anyone enjoying a shield/war mace? And at what level did it become fun?
A few things stood out to me in your post. "Non-persistent status resistance," for one... you shouldn't be non-persistent anymore at 23. I think I threw in a couple of extra slots (or just one), and at SO levels, you should be near perma with just 2 recharge enhancements in there. If it really bugs you earlier than that, 3 DOs will nearly get you to the same place.
As for "really slow attacks," the feel of Mace is to have slow, powerful attacks, like you are swinging about a hefty mace, versus other sets like Dual Blades and Street Justice that have lighter, quicker attacks. If you're used to the latter feel, War Mace will "feel" slow. For performance, though, it's not slow and does quite good damage. I know feel sometimes trumps the actual numbers, but do keep that in mind as well.
While it does take awhile to get into its AOE attacks, War Mace is spectacular for AOE, and I know Shield is a common pairing with War Mace for many. The wait for the AOE is a little long, I know, but you should be enjoying your good ST damage you have from early on. War Mace is kind of the inverse of Fire Melee. Fire gets a lot of AOE early, with its best ST damage later, and War Mace gets lots of good ST damage early. Enjoy the bit you get early and be excited for the rest. Crowd Control and Shatter are awesomely fun powers for War Mace.
As for the "not tough" and "lack of a heal" parts, it is nice to eventually pick up Aid Self for Shield (and Tough), but it is a robust set before that. Most defense based sets take a little to really get going, as you want to slot all your defense powers well, and I'm guessing at 23 you're not at the cap for many of those yet. Your stuns and KU from Mace should help with that as well.
That being said, I played my Shield/SS Tanker through a weekly SG, where I was tanking for them from level 2. Certain mobs with +to hit buffs were annoying, but he tanked quite well. One With the Shield and good slotting helped with those tougher mobs as well.
Quote:Just a suggestion, if you were willing, but you could have taken Spring Attack. It could've filled some of your AoE void, but it would've only been good for about once per mob at best.
But I hope getting your PBAoE at 28 will appease you. You'll definitely like the damage more.
Just my two cents. -
Quote:Hmmm. Did you lapse for awhile and restart on the 28th? If so... that's flat out wrong and contradicts what we have been told (and what I was told). We should be getting the Paragon Points at the start of our bill date, or slowly getting close to it as the system does... something. According to community mod posts.I know what you're saying about how confusing support has been about this in the past, however this time there was nothing ambiguous about their statement. They specifically acknowledged that I had received my first disbursement of points on Sep 13th, that I got the next on Oct 12th, and then stated that I would get the points for the Oct 28th period on Nov 28th. Plus, taking into account the fact that the start of the pay period has already passed by more than a couple of weeks, and it becomes obvious that they have no intention of giving out these points before the end of the month, if at all.
Probably should move this to the actual discussion forum and get more talk going there. This is kind of a significant issue that they don't seem to be... doing much about anymore. -
I'm 33 now as well. I was super close and wanted to finish my "defeat 30 Crey" for another costume slot, and I leveled doing that. Not that I'm complaining, Singularity wanted some more slots!
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Quote:I'm not seeing the disaster. Billing date is a date customer support and customers can easily find, and moreover, means players are getting their rewards for the full month they are playing. As noted by many others, they want their rewards for the whole time they are a paying customer, which makes sense.I want to take billing completely out of the equation. It serves no purpose being in the equation. It would mean that everyone (NCsoft, Paragon Studios, Customer Support, Community Team, and Players) knows when the perks are awarded. If they aren't awarded something can be done in a blanket fashion to correct the issue. Tying the perks to any billing cycle is a recipe for disaster.
The 1st makes no real benefit as you are describing. Yes, you can maybe get a mountain of protests if something goes wrong on the first, but it's no more clear that something is wrong over the bill date method. And as for protests, it's pretty clear that the system is not working and they need to do more about it already.
*added*
Blackbird, the first response I got from support made it sound like I shouldn't get my points until the end of the pay period, but when I inquired why it was not at the start like it should be, they clarified that I was supposed to get those at the start, but the reward token comes later currently. -
Quote:For the first line, yes, yes there is a difference. You're not thinking about how the billing works for your 1st of the month idea (or maybe I'm just misreading you). If you activate towards the first part of the month, then you have to wait for most of the month just to get your points. I did finally get my points for November earlier on today... and while I find that exasperating (it's still 5 days after my bill date), that's a whole heck of a lot better than waiting 25 days to get my points for the month. Keep in mind that my bill date is on the 6th.There is no difference between getting the perks on the first of every month and getting them every month on your billing day.
And that is exactly why I'm saying the first day of the month would be best. You don't know. I don't know. However I do know that the character transfer token is working.
If you're meaning something else with your "on the 1st idea," sorry if I'm misunderstanding that.
For the rest, I guess I'm not willing to settle. The should be able to get this stuff to line up properly on the bill date, and if they're not working on the issue, that is a problem. I don't know what the issue is, but they should be working on it. -
Quote:Well, whether it's the only thing working reliably or not, I do not want to wait most of the month I paid for to get Paragon Points or a reward token. If I had to wait until the 1st of December for November's stuff (since my bill date is on the 6th, and I assume they're not going to let me get my points ahead of time), I'm not really liking the 1st idea.The thing is that it doesn't matter if your billing date is the first of the month or the last day of the month. You will still be paying for a month. The first of the month is an easily recognized break point. So much so that even Paragon Studios is giving out the server transfer on the first login after the beginning of the month. The server transfer token is the only consistently working VIP perk that everyone has received. Even the year tokens have been botched up.
All three should be given at the same time, and bill date is the best way of doing it. We can see it on our accounts, and it makes sense for the rewards system. I'm not even sure why there is such a tech issue with it, as NCSoft certainly has no issue with ending or starting your account EXACTLY 30 days, 60 days, etc., after you started it.
I know, because I often have to let my account lapse for a couple days or weeks, then restart it. The account always lapses at the same time I started it up, which is in the evening (when I play the game, and therefore restart the account). If they can be so precise with that, there is no reason the tech can't work for the rewards. I personally figure it's just not enough resources being allocated to the problem. -
Quote:Ironically, I had a support person say I should get my points on "or around" the 6th, as that is when my bill date is. But then they mentioned that I got my points on the 14th, as if to validate what they just said about the 6th... but 8 days later is not "on or around" a certain date. That's over a week!I got mine yesterday. Still not sure when I'm supposed to be getting them on a regular basis.
I don't really care if they give us all our points on the 1st of the month, though... I just want to get them on the bill date. Then we know what to look for, and frankly, that makes sense. Depending on when your bill date is, the 1st could be far, far after then, which is not all that helpful for a rewards program in a game where you pay for game time. -
Quote:I do get your frustration... the rewards would make so much more sense at the start of the time you paid for, so I really hope a fix is going to be sooner than "soon."I was typing my responce when the post above mine was posted. So I didnt get to read it before my post.
Speaking of which, Paragon Points are still fubared. At least for me, anyway. I had to let my account lapse for a few days, and started it up on October 6th. It took until well after (the 14th) to get the points, which was well after community mods said it should have come in (the 10th).
And here I am on the 9th, still without the November points. I'm going to be depressed and assume it will take until the 14th again, since that's when my account seems to like to be awarded. It's still annoying that it doesn't happen right on the billing date, and it's annoying that I still don't have Street Justice to play just because I'm waiting for my account to be awarded the points it should have received days ago.
Please, keep working on this. Make it work right. -
Electric Blast is a good set, and it's really more fun if you build for the sapper playstyle. You don't have to, but it seems a shame, when it's most of the way there on its own already. I love my E^3 Blaster... he has three holds to nail things in place, drains things to inability, and has solid AOE and ST damage.
Don't believe anyone that says any blast set is too weak. They're just all different. The main thing to worry about is if you LIKE the difference. I've played almost all of them, and each has its own strengths and weaknesses. My liking of their style is the thing that really matters.
Oh, and the nuke is great fun. The foes writhe for awhile and collapse, hehe. I do wish they'd make all nukes crashless at some point, but I do like the look of it. -
Cheaters aside, I think 29 is good for the target. Most are at 29 and a few are just behind that.
Voo just can't stop! And to think I turned off xp on Eternal Albert when I ran a Posi with him the other week. -
Seekers have always had too much recharge for the damage they do. But they are a nice burst of AOE damage if used right. Take them and use them, they are worth it, even if you could argue for improving them further than they were recently.