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Quote:With those, they actually run in a somewhat smart way... they move back a distance and then use their ranged attacks on you. Not really that dumb, if you think about it. I think that behavior makes sense... it's just that players experience it on top of regular mobs running willy-nilly, which makes it seem part of the same annoying behavior.Cabal witches are explicitly one of the enemies with a high chance to run since I know they and Longbow Eagles have a power called Positioning that will randomly apply a mag 50 Fear to themselves for a short period of time. Pretty sure any sniper style enemy that's not officially of Sniper rank has this though it's much more noticeable with fliers.
Quote:Well that explains why my Level 50 tank scatters Hellion and Skull mobs in Perez when I one punch one of the minions.
Quote:I would have to say above all critters the number who runs away the most is the AV Diabolique. For the most part she just isnt beatable unless you trap her in the geometry of the map or you use an immobilize on her just so she cant run away. If you gonna fix it, at least start there with this AV. -
I like TA, but Luminara described the issue well... I think that would cover it well and cover some of the mass control issues as well.
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Quote:Most people like SoW and OWtS because they don't have a crash. You can't increase the recharge, but other Tier 9s like Unstoppable can't be made perma, either. The recharge is purposely put too high to do so. And with the non-crash ones, you can still increase the defense or resistance they offer... so you CAN modify those powers as you see fit, just not the recharge.I guess I don't like it for the reason I don't like powers like Strength of Will and One With the Shield. The whole game is built on the ability for players to modify and customize their powers. That idea is burned into my brain after years of playing. Having powers where common aspects you're used to modifying are hard-coded and unenhanceable just doesn't jive well, despite the fact that they are "balanced" around it.
HoB is just different. It still hits a lot of stuff and does a lot of aoe damage... haven't noticed too much issue with it. -
Quote:What, they couldn't see the huge flight of arrows from Fistful of Arrows? Or the big explosion from Explosive Arrow? Or the splash of fire from Blazing Arrow? Or the massive patch of arrows sprouting around and in all their enemies from all your powers, but especially Rain of Arrows? Must be blind!Actually, I stopped playing my archer, despite it being a great Primary, because I was so bored with the limited animation and effects. It didn't help that the sound effects for it are so subtle, either.
Don't get me wrong, I think Archery is great as-is, but just not for me. (I did get annoyed on some bigger teams when other players would ask me if I was participating in the combat because they couldn't tell I was shooting my arrows with all of the other effects going on.)
Personally, I love the "thwip, thwip, thwip," of the set. Might be for everyone, though.
Quote:This.... oh wait I read that wrong. Strike that, reverse it, continue please.
(fixed)
Piercing Rounds is kind of goofy, but it's pretty cool, too. But I also liked the more straightforward animations for the three attacks in the Masterminds Thugs set. -
Quote:But we can guess that they were animating it before that trailer came out! We had dibs!I think the description is borked. As it stands on live, Burst always reminds me of the Consular Jedi's entrance in the "Hope" cinematic trailer for SWTOR. Big ground strike.
It does remind me of it as well... actually part of what made me think I should give the set a go, as it looked interesting. I'm glad I did, as it's fun so far. -
Would it break a boss/EB/AV to make them so they don't run from you? And still give up their aggro at some point? Because it's kind of lame when you're fighting this big bad guy and he runs from you. No matter how much you're beating on him, it's still lame.
I dunno, if there were something more to the AI to make this running cool, I'd be all for it. As is, it just kind of happens: and sometimes when mobs are at full health and there isn't anything to justify it. -
Note that some people may avoid Ice because of its look or how it plays, same for Fiery Aura. Same for any set. Some people like Willpower and play it, and it's hardly an unbalanced set. You can have powers without characteristics, pros, or cons, but then they'd all be the same and boring.
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Quote:Yeah, I've made that mistake before. Formed an ITF "for the money" one 2XP weekend to get more XP, influence, and drops, advertised it that way, then had someone complain that we were going too slow by pretty much wiping every map. Which I had advertised and noted at the start of the ITF, too. Oy. We reminded them of the setup, but they quit very fast after we beat Rommy and did not say anything like goodbye.You are assuming they had actually read and comprehended what you typed beyond just seeing the word Tarikoss.
I can understand wanting to read the dialogue, too, but... even with Praetoria and it's good amount of dialogue and info from your contact between missions, it shouldn't take two minutes to read through it. I know I can speed read a bit since I read a lot, but still... I might be confused why it was taking two minutes as well. -
And really, just know how the power works and build accordingly if you want it to stack on other types of defense you have. Go for positional defense in your build, grab Weave and CJ instead, etc.
And even if you went for S/L defense in your build, you should have Melee defense also coming along with that, which HoB can stack with, even if it doesn't work with the Patron Powers, etc. -
Well, carp. Didn't see this yesterday and it doesn't look like my Stalker can get in on it now. My Ice/Storm Dom is still in the 20s so that's all I could really add to a redside run.
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Destroyers have what... three mobs that can and will knock you back all the time? They put my teeth on edge solo, but with some spawns last night it was just annoying. KB'd, get back up. KB'd again immediately. Finally have some protection against it on Odinn, at least, though he still needs to get an IO for those times Grounded is being funky and thinks he's not on the ground.
The new Ghouls weren't that bad for us, just annoying with all those heals going off... we didn't have quite enough damage to drop a lot of them at once. And yeah... that arc we were working on makes you really want to ream Praetor Berry a new one, that's for sure. -
I could maybe agree with upping the duration, as it does seem way off from the others. Too much, perhaps?
But I don't think it really even needs it. As it is, the only thing WP has going against it is aggro generation. It's solid against any type of damage, even if it doesn't like alpha strikes (and even then, its defense and resists can be upped well enough just with SOs and pool powers that it's not an issue). Maybe it could be better documented (can't recall RttC noting its weaker taunt), but that's about it.
In my experience bring a WP/DB to 50, it was fine as long as I kept the lower duration in mind. So I grabbed Taunt sooner than I usually do on my Tanks, used it often, and kept track of where the baddies were. Worked out fine for me, and I never had people wondering why I wasn't taking aggro (because most of them all were on me). -
Quote:KB is really annoying in Praetoria. Seems like a lot more of the mobs in the lower levels do it than in CoH or CoV.Trudging through KM/FA right now, at level 12 and just slotted level 15 IOs because why not? Waiting desperately to hit 24 so I can finally slot the 27 Steadfast: Resist Knockback I had laying about on another toon as KB is frustrating as hell. When I get up in levels though: Burn seems like a really good combination with Power Siphon and the new Fiery Embrace seems REALLY good with it (as the additional fire damage is in fact affected by +Dam from PS). /FA is not for the faint of heart, though, as you'll either have to change your build to account for KB or flop down some serious dough to get an IO to solve it. It's also notoriously squishy late-game, but absorbing alpha courtesy of Shadow Meld should help things once I get up in that level range, until then I'll just have to keep popping Purples to survive alphas.
My Elec Brute is dreaming of 16 and a Karma KB IO to help him out. My blaster too.
Oy... and my Kin Scrapper is DA. There's another recipe I have to scrounge up, and fast. Darn Destroyers like playing ping pong with my guys, it seems like. -
Quote:Debuffs do affect aggro. I can't recall the formula (really should save it somewhere), but I'm sure Aett or one of the other more knowledgeable types around here can fill it in for us. So, I don't remember how much it helps, but it does help on top of damage, etc.I am not sure how or if the damage debuff affects aggro. Enemies sure don't seem to like my Kin when I hit Fulcrum Shift. If the damage debuff adds to the tanker's threat level, this set may be more useful for holding aggro, which would be a good thing considering the focus of this guide.
It is also noteworthy that this set has a 17' gauntlet radius in Concentrated Strike and a 13' gauntlet radius in the range attack Focused Burst.
Huh, interesting about the ranges. I think many attacks do have different gauntlet radii (think usually harder hitting attacks are bigger), and that it might be helpful if you're really worried about aggro. Though thinking about what next attack to use can be issue enough if you're just attacking around, trying to defeat something, or maintain aggro. Not sure I want to get gauntlet auras into the mix. -
I could see shorting Assassin's Strike by a little bit, as it is rather difficult to get off on a team and not feel like you're being too slow (I usually fire off a regular attack for a guaranteed crit, unless I'm getting in there before the rest of the team or it seems like the debuffs from AS would help).
But increasing the damage? They kind of already played with that by using a percentage or whatever (forget how it worked) when tweaking the Stalker AT, and it was seen as a bit much against some mobs and not enough against others. I would think having a shorter AS activation would make more sense to help Stalkers a burst AT. Not sure if they really need it, but it'd help more on teams. -
Quote:I wish I could point to a post with this, but I'd almost swear this is in the description of how tips work somewhere, or in a dev post. I got it from somewhere, and I don't think it was just Zombie Man's guide (and a lot of that was copying official stuff, I think).I wonder if grays dropping Tips is working-as-intended, or if it is something that is going to be changed soon...
Hippeh, you might be right about the +20 thing, as you can't run them until 20 anyway. Not sure. I find it more advantageous to have it drop in my regular missions anyway, but it's not like there's a dearth of grays you could get in the 20-50 range. -
Quote:He was also kind of responding to the HP increase thing I was talking about. And we were talking about increasing the cap, not the base (I think they're probably okay since their increase a few issues back... I actually didn't have a high level Stalker there and hate to think how easy it was for him to lose HP then... now I have enough time to pop a heal or react when my defenses don't save me at least).I'm fine with my stalker now. Anything I suggested is more of a "I wouldn't mind" type of deal.
Mind you, I probably won't make as many Stalkers as I will scrappers (as I'll make more scrappers), and in fact will likely only have the one Stalker (unless I decide to make that Ninjitsu one).
Anyway, the reason I mention the cap is that other Stalker players have mentioned it in those forums, and I agree. If you pick up WP or Regen for a secondary, you might as well not bother with health bonuses from IO sets (if you get the accolades as well). Stalkers should all benefit from getting +hp to a certain point, and I don't think giving an appropriate nudge upward to the cap would be out of line.
I think they do pretty good ST damage, too. Though that extra chance to crit from surrounding teammates should probably get bigger... 30 feet is pretty small in game terms... I've noticed a lot of powers like that are pretty cramped, even though it usually behooves ranged players to be more than 30 feet back from their opponents. -
For what it's worth, Dual Pistols is more a middle of the road set, doing decent ST and AOE damage. There's some good debate over whether it gives up a little too much for Swap Ammo, but it's still pretty solid. I'm actually wishing it had a bit more of a knockback chance from its regular rounds, but maybe that's because I'm spoiled by the Energy/Energy Blaster I've been running lately.
I started up one in Praetoria (finally, I have access!), and I'm enjoying it as well. Went with Energy on mine to have good melee to fall back on, and Boost Range to help out with the couple cones it has. -
And the real true answer is whichever you find more fun (or they might be equal there!). Both sets have their pros and cons, as well different looks and approaches. Go with whatever seems fun to you.
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I... probably could do a Virgil. Wouldn't mind getting in on a CoP, either, but not sure if my SG's base has access, though (seems kind of silly to have that requirement, doesn't it?).
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Quote:You keep suggesting that FA needs detriments, like those of us against the KB hole think it should have no detriments. It's supposed to be a more offensive set, so it should reflect that for sure (which is why the new changes were merited, as it was not really doing the offense it was supposed to). It is most certainly less survivable than other sets as well, which is its detriment (not the KB hole... that is added on top of it). It doesn't have a +HP function, defense to stack on, and while its resists are nice, they only do so much.Ultimately, style and thematic reasons are the basis for many decisions. The entire blaster AT exists in that realm. If FA is falling below other sets in the dev performance metrics/data mining, I do not and will not ever believe the KB hole is a big reason why.
It is perfectly OK that FA has detriments. All sets should and I think they all do. They do not have to be perfectly equal in all hands. They do not have to be equally liked by all potential players. They certainly do not have to all have only the same set of detriments. I like FA as it was two weeks ago and I still like it now. I would probably like it even if they made it completely immune to all KB that ever could be done in the game, but I would mourn the loss of an interesting flaw.
Even if you took away the KB hole, FA would still have balance and "detriments." The KB hole is going over and above those detriments, making the set even weaker. And again, nothing about the set warrants having a KB hole on top of those weaknesses.
And I'm glad you like Fiery Aura. I like it too. I've been playing it since I joined the game in its first month (and this was before learning that Burn was all that and a bag of chips... I've never found the idea of dumpster burning to be all that fun). This has everything to do with balancing the set, however.
I'm not even touching your interesting flaw comment. Most people despise being knocked back in this game, and the way it's set up, being knocked back is certainly a weakness: especially for a melee AT. Fiery Aura would be perfectly interesting and have its own style if it had the KB hole filled.
Go ahead and like it if you want, but the majority of people don't like being knocked back. You're a bit beyond the pale on that one. -
I think numerical balance is important, but people do seem to forget this aspect of the game. Each of the melee ATs feels different and plays different (I'm even adjusting my Tanker style of playing with the new Bruising effect on the Tier 1 power). Some people are going to like one style more than another. With me, I usually avoided Brutes before as I just don't like being a villain. I like the new moral choice stuff, but villainside was not as enjoyable for me. I also don't seem to like Defenders, whereas some people just love theirs. To each their own, and that does affect what people will play to some extent.
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3-4 seems to be it for most sets (including your Nova style attack). I know it's a little crazy, but I actually dropped Flamethrower on my AR Blaster, as I needed more ST damage from time to time when soloing (I grabbed the Snipe... just to start things off well against a hard target or drop an annoying Sapper). Between M80, Buckshot, and Full Auto, that was more than enough for me. After that point, I needed to focus on ST damage to drop the boss, etc.