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Quote:My mind has clearly tried to blank out those evil, evil days. I can only say the main reason I played my Peacebringer solo through that is that I did not know the game any better to realize most ATs didn't have to deal with so much. Still, I soloed Quantums and Voids solo back then... inspirations and striking first have always been your friend.Don't forget it wasn't just a damage deficit, we were 30% resistance in the hole too!
Thats right, enemies did 30% more damage to us if we were alone back in the day. The toggle shields allowed us to break even.
Quote:That anyone ever thought this was a great idea and playerbase would approve of is just...mind boggling
When you look at how thing were set up under Cryptic under the start (and any MMO they begin), you can always marvel at the brilliance of some of their design... and also be absolutely stunned at how bad some of it was.
I might be misquoting her on this, but I think Arcanaville referred to that old design approach as "throwing something at the wall and seeing if it sticks." It really does seem that random. -
Adding Jump Kick for the extra lols.
Spring Attack is some pretty nice aggro control at the start of a fight. Can reduce the alpha, and make sure the whole mob knows you are there. Not sure I can fit it in on all my tanks, but I'm trying to figure out some ways to do so. My Shield/SS will like the extra AOE, that's for sure. -
Dangit, this sounds quite cool and I'd like to join in, but... I can't play on Tuesday nights.
So beat up some stuff and win influence for The Grey Pilgrim. Or something.
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I left and came back to Victory after a year and a half hiatus. ... Though that was years ago, now.
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Now there is a frequent occurrence, at least when it comes to Voo.
Flux, I thought you liked people joining your Doomopolis? Did you really kick out MG?
Eternal Albert is ready to go for tonight, and he has a plan via Mid's. Most excellent... Grav/Time looks to be extremely powerful for buffing and controls (and I don't have to reapply shields all the time with it, either!). Managed to fit in Afterburner for him as well, just for fun (and a slot for a LotG +recharge). -
Quote:Curses... I could see that helping with my Fire/Fire Dom, as his long activation AOE mezzes usually miss someone in a mob, and then they all get signaled and get a shot off before the mez finally lands. But I don't think he has a power slot to send to Spring Attack, and certainly not the slots (until they get us another three, anyway).I sure do like it on my Warshade.
1. Spring Attack. Everything is knocked down.
2. Eclipse & Sunless Mire. I'm now resistance capped and damage bonused.
3. Beatdown.
4. I eat the corpses.
The knockdown keeps off the aggro in that short time between getting into the mob and hitting Eclipse. -
Quote:MP, I think Im more concerned about getting all of the incarnate stuff. It seemed confusing at first, but I think Im slowly getting the hang of it.
Grey Pilgrim (my Fire/Fire Tanker) is my main, and he only has a Very Rare for his alpha and two of the new incarnate powers. He's debating getting another Rare for his Destiny, as Clarion and Rebirth are nice for two of the trials, and he has a Barrier. And that's just one character!
Try it out with characters you like, but there's no need to rush. I've heard a lot of players say they're sick of trials, so don't get to that point. Pace yourself, and the trials are pretty fun then. -
Sheesh, lot of negativity in this thread (and I like Charleston Chews as well).
Afterburner is a cheap place to put a LotG, and it's a nice travel boost. Someone said the rocket board is better? How so? The rocket board has to be purchased, AND it detoggles everything, which Afterburner does not. Basically, it's a quick boost when you're traveling long distances, which is nice. If you don't need it, oh well. There are a lot of pool powers that fall into the same category, and Afterburner has more use to more characters than other pool powers.
Burnout, eh, might have too much drawback to it, but they didn't want another Hasten issue. It's nice if you want it as well.
Spring Attack is a pool power Shield Charge (ie, a weaker version). You either like that idea or you don't. I like Shield Charge enough that I'm going to try and fit this power in when I can't. Most characters won't be able to, but so what. Acrobatics is useful for characters without mez protection, too, but I can't make it so they all fit in that power, either.
And fun is relative. I find the idea of Afterburner to be great fun. My victorian age time-rider, Eternal Albert (who is more than a little nutty after many time experiences and losing the love of his life in the mid-19th century) is going to be laughing uproariously when he clicks on that power to burn his way across Independence Port or some other zone.
So meh to the haters. The new powers have their uses, are thematic, and can be fun. Roll with it or don't, they still fit those descriptions.
I'm sure arguments can be made for slight tweaks to these powers (like the recharge on Spring Attack), but outside of small adjustments, they're good. -
Beam works pretty well with Fire, actually. Fire has some good AOE to pick things up there, and Hot Feet slows stuff up and adds on to your Disintegration ticks. Kind of nice, if you're wanting to try Fire out.
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MG, stop pigeonholing people. If they want to play something other than Beam or Time, more power to them. *rolls eyes*
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There were other things in the notes that apparently were too soon. So I'm guessing we will see these eventually. Not sure what is up with the Shard Rifle, though.
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Going to throw my own two cents on for keeping the ATs to separate forums. You identified what AT does what at character creation (a step I always skip), and that's good enough. What a Tank wants is different from a Brute, and what a Controller wants is different than a Dominator. The separation works and makes sense, because each AT does play different.
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I don't see any reason why we can't play a few missions and then do it. The new trial takes all of 20 minutes, so it's not like anyone would be locked out for long, if at all.
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Quote:Dude... when Kheldians first came on the scene, they received a damage DEBUFF when they were soloing AND Quantums did unresistable, special damage to them. That's in addition to all the stuff I can honestly argue for improving with Kheldians AFTER these changes in I21 and I11.The other thing about the original PB design is that it was balanced *before* Enhancement Diversification.
Once that came in, Kheldians were disproportionately weakened.
They weren't balanced when they came on the scene in the slightest, ED or no ED. I love Kheldians, but I will be honest about how they have been designed in the weirdest way possible (around their good points). Hopefully Arbiter Hawk keeps working on them and gets them to where they would need to be. I would love to be able to not argue for changes with them anymore, kind of like I don't have to for Fiery Aura anymore (even if Fiery Aura's lack of KB protection still sticks in my craw).
For my two cents on the new changes, I think Joe is on the right track as well... we're rather survivable, but I'm not sure that this makes up for our other shortcomings. I'd almost take less resistance if it meant I could do other stuff better, but I don't know that we have to go there. VEATs are ridiculously survivable and do good damage AND buff themselves and their team. -
Quote:I would agree. And I would also say the devs were reluctant to boost damage further with the changes that have now gone live, as they wanted to see how they go (that's the clearest indication I have received from Arbiter Hawk on this point).I consider Buildup -> Inner Light a damage buff. You used to get =80% for 10s. Now it's +100% for 10s, then +30% for 20 more secs.
So we can keep bringing together good ideas (maybe in different directions, a buffing direction, or something else, etc.), and we'll see where they go with it. We know further animation changes are planned, so hopefully good arguments will convince them to go further with other improvements.
I will say this for the changes after running my Peacebringer through the 10 hero alignment missions and a few more Incarnate trials. He is much better and more fun to play, and feels more viable in human form. Frankly, I enjoyed him less while soloing before, and now that feels like a good option for him now.
That said, Solar Flare and Pulsar are certainly still too weak. Making the improvements we have suggested time and again for these (KD instead of KB, guaranteed Mag 3) are in no way unbalancing, but actually make these powers and Peacebringers more balanced. I.e., in line with other ATs and powersets. I'm not going to let go on these changes at all, and the DPS numbers still make me think a little something more is needed. -
You know... regardless of how Going Rogue was set up to be (and I would like to still have access to Incarnate stuff since I have bought CoH, CoV, Architect Edition, and Going Rogue), it would be madness to think I could still get access to it for free. This game is still being developed and maintained, and that needs to be paid for somehow. Letting the newest stuff be accessed for free would be folly on the part of the devs if they want the game to keep going forward, which is something they and I want.
The fact that I can let my account slip at times and still play much of this game which I enjoy so much is a huge boost. I should also note that the monthly points are another bonus that we did not have before, either. I have purchased things with my monthly sub that I could not get on my monthly sub before. I would agree with most that some of the prices on the market are over high, but we still get more than we used to. -
Quote:That's why I keep asking for alternate weapon animations. Frankly, I think they needed it over all the ranged attacks, just because the projectile variations of all the ranged attacks make for the real difference among those animations (I do notice the casting motion some, but not nearly as much as I note the attack animations on melee characters).Not only in performance, but Mace and Axe don't even get their own animations!
Broad Sword, Axe, and War Hammer all used to be the same set, too, which makes for even bigger similarities. Some variation among them all would be really helpful. I can't play Axe or Broad Sword since I have a commonly played Mace Tanker... their animations seem too much of the same to me. Same with Banes. -
MP is teh Haxx0rz for surely, dude!
I'm going to be more demanding in what people bring next time I guess, up to a certain point, just until I know the mezzes are covered.
Darn this Trial, anyway. It's go me thinking about picking up Tactics on a few characters, when I normally don't feel like I have room to fit that power in. -
+1 for the Pistachio! Happy Birthday!
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Quote:Well, you could say it's a small amount of content, but it is where much of the new content is going, and where this guy is going to be playing a lot. I'll adjust as I need to, though. Shields/SS is good enough to make that fun.I've run lots of trials on my Ice Tanker, who's got less DEF than your Shield tanker will, even if just from the typed/positional difference. She sits at 45% or so to Smash/Lethal and Energy/NE and hasn't had too many issues on BAF or Lambda. Every once in a while the RNG gets her, but for the most part she's been solid.
For a lot of the trials you're getting buffs on top of what you're providing. With Fitness becoming inherent more people are taking Leadership. VEATS do a lot of stuff with Leadership type powers. The AoE change for things like FF makes buffs easier. And of course a lot of people have their Destiny slot filled with Barrier. I've run BAF/Lambda where I've been at the HARD CAP of defense for a period of time, much less the soft cap.
Overall, I feel that with the most likely available buffs, and with the extremely small amount of content that incarnate cap is relevent to, you're much better off aiming for 45% and then moving to some other stat that will also help you in ALL content, not just those few incarnate missions. Regen, HP, Res, whatever. -
Woot! Toril and Medieval Power are in!
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I think all the mags of the various mezzes on the Underground are too high for any one powerset to handle alone, which I guess is appropos for content requiring a large league. *grumbles slightly still*
Thanks for the thoughts, Ice Knight. I noticed you were trying to stay on the other side of the War Walker from the team, and that did seem to keep most out of range of those targeted AOEs. Speed also helps... I think my second failed run just got worse and worse as time wore on, partially because people didn't get back from the hospital fast, but also because the two War Walkers hit us with more and more attacks.
Same thing for the Avatar. Our team beat him a little too fast last night for that one badge, but I'm not sure any of our initial buffs from Clarion had enough time to drop, from what I could tell. Or if they did, we did get him in the second application... I was never confused once we buffed up, that's all I know.
I picked up a bunch of break frees last night, which helped as well. Made sure to use them before fighting the Olympian Guard out in front of the League, or when the Walkers were annoying. -
Quote:You could always start a new thread to announce the new start, silly. We can go back to using this one, but I think most people that weren't in the past version of Isos do not read this one.This feels... strange
Corruptor: Beam / Rad
Corruptor: Beam / Time
Anyway, I'll add to the list:
Corruptor: Beam / Rad
Corruptor: Beam / Time
Controller: Grav / Time -
Quote:The way Arbiter Hawk stated it, he wanted to keep the KB in the power at this point to make sure Peacebringers are not too strong. Since the current KB does have an impact on the damage a Peacebringer can do, I did take that as reluctance to give them a damage buff. People have also frequently suggested adjusting the Kheldian damage mods again, or the caps, and/or adjusting those while lowering the boosts from Cosmic Balance.I'm aware of that, but that's not quite the same thing. That was not a case of the devs considering a damage buff, and being tentative about whether it would be too high. That was the devs not willing at that time to overturn a design decision made by the original Peacebringer designers to combine AoE attacks with knockback scatter as a counterbalance.
It would be no different if you asked the devs to make Rage perma and have no crash and they said they thought that would generate too much damage out of the box: that doesn't signal being tentative about damage, that's a very specific case being analyzed.
I guess I'm just interpreting it differently than you. Your Rage example to me seems to be tentative about damage, as they're holding the power back for damage reasons, or at least for providing too much damage benefit without enough of a drawback.
Quote:Well I for one could see how Hawk would be concerned about giving warshades to much damage. I mean with the perma eclipse thing and the various other benefits the AT gets....
Oh wait you said PB. Yeah those PB are top of the list for game breakers
Solar Flare is a PB only power, which was referenced in the Arbiter Hawk statement. I still can't fathom who keeping it KB is seen as an okay thing, or the only thing holding back Peacebringers from being overpowered. I don't quite think Arbiter Hawk meant it that way (his attitude seems to be wait and see at this point), but it did read that way.
Quote:Imagine how good AR would be if it did knock down instead of knockback?
E.g., M80 + Full Auto cuts down on return fire without lowering your damage; Energy's two AOE powers right after the other does the same thing. I'd actually argue that the KB in those two sets makes them much more survivable than other sets with different (or no) mitigation, all without weakening them too much.
Anyway, sorry to sidetrack things so much. I did realize that in an earlier post I didn't really say why I prefer non-crashing nukes. I'll do that here to help keep on track.
For me, I don't think I'll care if nukes have their damage improved and still have a crash. The crash will still slow me down drastically, making that burst less helpful than if it had done less damage and not crashed. It's much the same with defensive Tier 9 powers. I use the ones without a crash (or a huge one, anyway, like One With the Shield), and find those with one (or such a huge one that your health and endurance are floored) not to be all that helpful. I avoid using them.