Grey Pilgrim

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  1. Eh, it's like complaining about the few times you missed just after you used an Insight or hit Build Up. You remember those, but not the other times you miss as much.

    Windfall increases odds, but it doesn't guarantee it. Random is random. You had better luck with purple drops without windfall than I have in the past 6 months (I've had one drop). It is what it is.
  2. Quote:
    Originally Posted by DarkCurrent View Post
    This was all brought up in Beta. And the dev response was too bad, so sad. Would take too much art time to make it anything other than the wolf.

    Combined with Beast Mastery getting leaked at the same time, this unique power fell short of what people wanted or expected.
    It's an aesthetic thing, and as always, some people like the choice and others don't. I find the wolf to be awesome, as do most I have played with since I22 released (and I have heard more than a few comments on how great the set plays and looks).

    I really do understand the sound issues, though the wolves aren't as noisy as demons, thankfully. I notice the wolf less when it's farther away. Still, the devs should know players don't like repetitive noises (they dulled toggle sounds, for crying out loud) and hopefully they'll tweak this.
  3. Quote:
    Originally Posted by Snowzone View Post
    I really wasn't expecting it to have a radius of 15ft. Usually splash effects tend to be 5ft. I'm not complaining though! This should make the power quite competitive with the Assault sets.
    It was meant to help with its control (overall , so I'm glad they kept it. This will help a lot on BAF for my Grav/Time... I wasn't able to get the AOE immobilize into the build, so it will give me more things to slow down minions with than just my AOE hold and ancillary AOE attack (chance of KB). It will help other places too, for that matter. Keen on seeing these changes go live.
  4. Quote:
    Originally Posted by Redlynne View Post
    Maybe because the same issues have existed for almost the entire run of the game (Issues 3-22 now) and have never been adequately addressed ... like ... EVER??

    As far as Pulsar goes, I'd love to see it get completely remade into a Human Only Passive power which applies/enables a +1.25 Mag Stun for 7 seconds to all your Human Form attack powers (think Incarnate Interface Slot style modifier). You make it a Passive power so there isn't anything (else!) to retoggle by switching back into Human Form from Nova or Dwarf. Give Inner Light a modifier equal to +Damage% that increases Stun Duration. Need to Stun something? Just keep hitting it once you have Pulsar.
    It's certainly an interesting approach to it, but I don't know that it's really even merited. If Pulsar did Mag 3, it'd be good enough (even with the long animation time). To change a power so drastically, it has to be really not working well as is (the whole cottage rule thing). The power isn't bad in concept, it's just too weak for what it is.

    I like the thinking, though. Arcanaville is kind of suggesting something similar for Blaster ST attacks to help out their survivability, which I find really interesting. I think the concept works better for a whole AT (and the idea is different forms of mitigation based on the powerset), rather than a mez power that just needs a little oomph.

    Quote:
    Originally Posted by New Dawn View Post
    Johnny Butane has had the same issue with Tankers that he's been going on about for a long long time, they've never been adequately addressed as far as he is concerned. At some point certain things never change and that must indeed mean a no.

    I fought some Disorient resisting groups today. If that's all I saw, then I'd think the power is poo. I can imagine someone getting Pulsar and getting that kind of result and respecing it out asap but that's not all I see. Also got my PB a farm mish that my WS can get, this'll be interesting as I wonder what times to complete map will be.
    Of course, comparing to JB only flies if the two things are analagous, which they aren't. I would say JB is overly grumpy and negative about the state of tanks, though he's not always wrong. I can understand being annoyed about Brutes getting fury instead of tankers, as it is a fun concept that was originally "planned" there (or whatever passes for planning with Jack Emmert). His argument that Tankers are supposed to hit harder actually relates to the change made with Bruising, which is a great concept and a good help for Tankers against hard targets, which really were their weaker points soloing.

    That was a digression, though, , because like I said, the two cases aren't similar. I've got plenty more solid reasons for my arguments than some gut feeling of what Tankers should be. Can you even argue for why Pulsar merits a Mag 2? You keep talking in other directions that never have anything to do with what is said (who said anything about getting rid of Warshades? Stay on point or I'll start saying you're pulling straw men and other logical fallacies on purpose). A guaranteed Mag 3 in Pulsar is no threat to the superior mezzing capabilities of Warshades... they have more than the cone that Pulsar is roughly analagous to. Pulsar at mag 3 for sure would just make them semi on par with what Warshades can do, and make the power more worthwhile.

    I'll leave it at that, since you haven't really argue anything in response than "No, I can do this stuff with my Peacebringer!" No one is arguing Peacebringers can't play the game. People are arguing that there are powers in need of help, however. Stop confusing the two.

    I'm not trying to be snarky, but this is something you consistently do in any discussion, New Dawn.

    Diggaroo, I would say we are supposed to switch between forms however we like and to meet whatever situation we are facing. That's the whole point of a formshifting class. The toggle issue comes from some of CoH's mechanics more than anything... most other games with form-shifters don't have toggles, but take on new inherent abilities by default and don't have to toggle anything (like Dwarf and Nova currently do).

    I don't know if toggle suppression is something they think is needed and the issue is the time involved to fix it, or if they don't even think it's merited. I've never heard a dev comment on it, so it would be good to hear.
  5. I dunno. Work a bit on getting my StJ Brute up from level 48 (maybe to 50... going to run the Maria Jenkins missions for sure with him), and then seeing what I can send my Dark/Elec Dom a little farther. He's already leveled ridiculously fast, but I wouldn't mind getting him a few more fast levels. He's been quite fun, so far.
  6. Quote:
    Originally Posted by Arcanaville View Post
    Actually, the programmers and content developers are almost never directly in charge of pricing.
    No, Golden Girl has used a winky, therefore the logic is flawless. Obey the winky, thou heathen spawn!
  7. Quote:
    Originally Posted by Electric-Knight View Post
    Just don't confuse those who swear that Blasters are worthless with those who do have intelligent points to raise for some improvements.

    I do hate it when I see people telling new players not to play Blasters though. I started this game playing blasters and I am very happy for it. I think a lot of people start by playing on easy mode with certain melee ATs and can never seem to get over the learning curve of playing a Blaster (mainly because they don't want to, as you pointed out).

    PEW PEW!!
    You, sir, are a wonderful individual and I agree with these points entirely (though my first character was a Tank, second a Scrapper, and my 3rd to 50 was a Blaster... so you can go from melee to Blaster and have fun. Scrappers can sometimes feel boring to me, actually, hehe. Not that I don't enjoy them as well). May this wisdom spread.
  8. I'm a little confused by what you are describing and how this is unique to Electric. You should be able to maintain some defiance from mob to mob, and your AOE attacks are generally best used at the start of the fight. It doesn't matter what Blaster set I've played, that's almost always the case, unless there is some troublesome mob that you would be better off mezzing before using your AOEs (but for a lot of sets, an AOE KB attack can do just as well). So I'm not seeing the big handicap you are describing for Short Circuit. Heck, you could leap into range of the mobs with that, activate it and hop at the same time, and be out of melee range if you want. Or you could stay there (which works fine for my E^3 Blaster).

    It is nice to use your melee attacks if you have them, but the ST blasts for tier 1 and 2 are not weaker than other, comparable ST tier 1 and 2 blasts.

    Guess I don't get the negatives you are supposedly highlighting in that post. Electric certainly does have a more melee centered approach if you want to leverage it well, but I'm not seeing how it doesn't somehow benefit from Defiance.
  9. Quote:
    Originally Posted by Arcanaville View Post
    1. The effect I'm describing would work mezzed or not mezzed. So if you want to reduce the amount of mez that affects you shoot the mezzers. Preferably first. This is in fact superior to a mez-breaking solution because mez-breakers presume you get mezzed in the first place before they have any benefit. Counter-mez (and counter-debuff) can theoretically be used to prevent mez, and it adds an element of skill to that effectiveness.

    2. The key to balancing this is duration. Controller and Defender debuffs and control have long durations: it lets them hit targets with control or debuffs, and then go do something else for a while, or in combination with the fact that they also have AoEs with these effects, hit many different targets with those effects. Short duration effects essentially only affect the target with you're actually shooting at the target. Stop shooting at that target and they would then be quickly free to act. How *many* critical threats you could neutralize with this effect would then come down to skill, and build. Which is exactly what you want it to come down to anyway.

    3. If it reduces the time spent mezzed, specifically by giving better options to prevent mez offensively and breaking chain mez when the situations encourages it, it'll improve performance. But as to this point specifically, the current version of the idea also includes a small damage increase in the form of boosting single target damage when splash targets don't exist. Separate from that, I would want to improve sniper attacks and better normalize tier 3 single target blasts, both of which would nominally improve offense and therefore overall performance.
    The idea would be actual control or soft control, rather than mez resistance, correct? I'm seeing that bandied around in this thread, but from what I remember in similar Kheldian threads, your resistance, even if it's 100%, only would let you resist have of the mez power's duration. So mez resistance isn't a good thing to go for. Hopefully I'm remembering that right. I do like the idea of some kind of proactive mitigation, as it fits well with the AT and could mesh okay with what Defiance can already do.
  10. Wow. I love Peacebringers, but this is wearing rose-colored glasses. To such an extent that I'm having a hard time following your logic. Damage in human form attacks seem on par with Tankers, but that's okay to you? What's Dwarf form? The Peacebringer uber tank form? Human form had better be a different approach than tanking, or Dwarf is really up a creek. If the different forms don't have different capabilities and viabilities, we might as well just get rid of them.

    I'd love to like Pulsar. I've had it on my PB ever since I made one, and I still have it well slotted on both of of his builds. Listening to you talk about it, you'd think it was the best thing ever, which it certainly can sound like when looked at in a vacuum. A moped can sound like the best form of transportation ever (it's better than walking or running!) if you leave motorcycles, cars, trucks, or even planes, etc. out of the equation.

    Pulsar pales in comparison to anything Warshades can do with mez and at best comes out as a wash with their toggle stun. VEATs? Forget about it. The melee ATs frequently get KD in attacks that can do MORE than Pulsar can.

    You noted that you can lock down minions with Pulsar, but in all honesty, you're better off using other powers at the start of the fight. It's a long animation, and even though I hate the KB in Solar Flare, it's better at the start and more likely to affect the entire mob. Egads, what a statement. But you can follow up on the minions well enough after that, and really, with all your resists, the only minions that are a major issue are Sappers. You can use pulsar then if you want, but your ST melee attacks will take them out far better.

    I seem to be reiterating the same ideas in Blaster and Peacebringer threads. Both groups are not broken and do well enough in game. But it doesn't pay to put on rose colored glasses and pretend that there aren't issues with certain powers and capabilities of the two, particularly in comparison to what other, comparable sets can do.

    The issue isn't that Peacebringers get along "okay" enough to play the game solo and on teams (which I agree with). The issue is that they're not doing well enough or standing out as they should, i.e. they're not balanced as they need to be.
  11. Grey Pilgrim

    Bwahaha....

    Same old, same old.
  12. Grey Pilgrim

    Blaster ATO proc

    Quote:
    Originally Posted by Dz131 View Post
    it got nerfed in aoe powers. I put mine in blaze which is close to guarenteed proc on the 5 ppm version
    How was it "nerfed?" To be weakened or nerfed, the power had to be Live in some other shape or form that was stronger. Arbiter Hawk's posts make it pretty clear that they built it to proc differently depending on the power it is in, whether it has higher or lower recharge, how many targets it hits, etc. It has a lower chance to proc with AOEs so it's not procing on everything you hit.

    You can either put it in AOE powers to give it a chance to smack a couple mobs or at least one in a group, or in an ST attack where you know what it will be hitting.
  13. Quote:
    Originally Posted by Spiritchaser View Post
    For the record the devs are aware that this is a bug.

    fix schedule? no clue at all.

    and honestly? if they decided it was *relatively* low priority then I couldn't blame them too much.
    Really? You're a bit too nice, and I tend to push Minnesota nice to the extreme!

    It's a new feature of I22 and a big reward for vets, as well as purchasable by players. The devs showed a willingness to make sure the Scrapper proc was working as needed (look up Synapse's posts). If it isn't something that is fixed soon, that's an issue. Sure, it'd be tossed on the other things that could use attention, but that's not an argument in favor of letting it sit.
  14. I prefer the change from human to one of the other forms, as there should be an animation. Just suddenly nothing is not as interesting as it could be. The only advantage is that it's instant, and if they could do a fast animation that preserved some of the current look of changing from human to a form, I'd prefer it a lot more.

    As for why/how it looks weird, I don't know. It seems like you could take out much of the "flexing" phase and just using the burst portion, and it'd look fine. But I don't really have the tools to break it down (like some did for Executioner's Shot with Dual Pistols). I'm willing to accept that some work is needed. What I'm less willing to accept is that I22 did not have the change, many many months after I21.
  15. Quote:
    Originally Posted by Doomguide View Post
    Yes but is that unfair ... his play style doesn't match the power set he chose?

    On the other hand (and perhaps in his corner of the debate) Short Circuit is the only power out of 9 powers in the set that requires being in melee range, but much of the secondary effect of end drain, if one wishes to leverage it, pretty much requires the use of Short Circuit to be effective (or choosing a specific secondary which again largely requires melee to leverage end drain). I can't recall any secondary effect that is so dependent on 1 power in the set to be effectively leveraged. Is this dependency on SC do to the 1) short durations of the end drain effects, 2) the small? amounts or 3) their random nature? Or all 3?

    Edit: Or perhaps I should say his play style doesn't match if he wishes to leverage the secondary effect, in this case end drain.
    The answer to that is if any set doesn't match your playstyle, don't play it, or adapt to it. Design of any kind, if it's going to have any character worthy of recognition (and use), must have a focus, must have a style. Not every AT or powerset is going to appeal to everyone. I love Tanks, but I can't stand Stone. I love Blasters, but I can't stand Ice. You can play well enough with both sets, but I just don't care for their style. That's not a slam on them, that's just the way it is.

    Electric does require a little more focus on that end drain ability to make it work, but that is a characteristic of the set, keep in mind (and really, you should be paying attention to how to leverage a set's abilities). You do need more than just Short Circuit going to end drain well, and plenty of sets have defining powers. Archery is more than just Rain of Arrows, but you sure remember that set and it's an important one that really makes the set work. You could say the same for many sets out there.
  16. The sounds are probably a little like Demons for MMs. I really hate playing with people that have that set as it's rather loud and constant, and I find their dismiss animation to be freaky and obnoxious.

    Still, I like the shadow wolf look. Nightmarish for a lot of people, and there are a lot of myths that use wolves in a dark sense... Fenris, etc.
  17. Quote:
    Originally Posted by Fireheart View Post
    That's actually his point, Pilgrim. He's playing his Electric as a Blaster, not a de-buffer and staying at range. So, no jumping into the middle of the fight to deploy SC or PS. His Blaster powers are 'penalized' for the End-drain, which is only significant if he changes his playstyle to match and takes his 'glass canon' into the furball.

    Even then, in order to be 'effective', he would have to go in First and accept the Alpha... Granted, he could work closely with a trusted Tanker, but I've never seen a TF (that I wasn't duoing) where that was practical - too much chaos. Better to be a hover-blaster and accept the handicap.

    Be Well!
    Fireheart
    How much are the powers penalized, and is that actually the case? The tier 1 and 2 blasts don't seem penalized, looking CoD really quick. Ball Lightning is a little weaker than some, so you could maybe argue that it pays for the end drain it does there. Thunderous Blast is a "weaker" crashing nuke, so that fits the theme people are stating in the thread, though I haven't had issues dropping mobs with it when I have used it (beyond Nova and other crashing nukes). It has the same issues other crashing nukes have, yes, but I don't know that it's really beyond the pale.

    I dunno, I guess I don't see THAT much merit to the "it's weaker due to end drain" argument. I would say its biggest issue is ST damage, but there are things the set does to compensate for it, too. If snipes are changed like Arcana kind of suggested in the archetype forum (make it a decent ST power in combat like the recent change to Stalker AS), that could be fixed, too. Of course, we don't know if that'll happen.

    In the ITF example cited above, I haven't ever felt like I wasn't adding much on the ITFs I've been on. My E^3 helps with big mobs, and he's also able to put the hurt on all the EBs and AVs in there. It's not just perception, either, which is always a variable thing... you're not doing hugely worse than any other blast set would be (again, looking at the numbers above).

    So if you want to argue for this, I guess just make a good case for which powers need help, why, and justify it well if you want the change. And do it while keeping the end drain schtick viable. Even if some don't use it (and it is useful in common PVE fights, unlike some have said here in this thread), it is a fun characteristic that people use, and use to their benefit.
  18. Quote:
    Originally Posted by Redlynne View Post
    Talked about that last time with him and got the "KB rather than KD is needed to prevent overpowering" response ... which I tried to get him to explain so I could appreciate his point of view instead of just merely believing it was "wrong" from the get go. Didn't get very far.
    I just don't get what he could possibly be seeing. Solar Flare does damage on par with a lot of Tanker AOEs. Tankers. Not Scrappers. Human form is not equivalent to tankers: Dwarf is. What justification is there to say the power tips the balances too much when it matches up with a weaker damage class? I know Arbiter Hawk often says you have to look at the whole set, and I certainly agree. But there isn't anything in the Peacebringer human form damage potential that puts them past tankers, let alone in the ballpark with Scrappers.

    You know what is also insane and I have only recently discovered? For their ancillaries, Brutes and Controllers both have access to Energy Torrent. It does KD and not KB. Arbiter Hawk's recent changes to Propel are going to have it doing AOE KD (revised from KB after player input). What more do Peacebringer players really have to do to show that KB in Solar Flare (not even their ranged attacks) is not beneficial? The devs can see it for other powersets and ATs... I am just at a loss for how to know what they are thinking.

    I would love two things. A solid justification of what he is seeing that makes Peacebringers so strong offensively that removal of KB from a staple power of theirs would make them TOO strong. I would also love to hear what kind of role he sees human form Peacebringers as having. Are they closest to Scrappers? Dominators? Either class outdamages them, even with removing KB from Solar Flare.

    The onus is on players to show this to the devs, rather than just say "it sucks, fix it!" But we HAVE shown that. We've compared powers and powersets and ATs, and Smiling Joe did a good numeric analysis. There is nothing in any of that data to show that Peacebringers are in a position to threaten Warshades, Dominators, or Scrappers in human form, and considerable evidence to show that they are substantially weaker (not to mention many comparable powers get KD instead of KB).

    I do not understand what he sees as the role for human form, or what analysis he is possibly using to make his worries about the KB to KD debate viable.

    He's supposedly got some idea he's working on to give people KB options, but that hasn't stopped other powers and their KB considerations. If the idea flies, it should work for any powers that have KB with them. In the meantime, don't make people wait for a much needed performance boost because something might be in the works for far down the line. This isn't like the possible changes to Snipes and Nukes that are in the future. It's something that can happen now.

    Quote:
    Talked about this one too, and laid out how the fact you have nothing to stack Pulsar's stun with on a Peacebringer makes it especially anemic (particularly in relation to Warshades and their potential for Stun stacking). Right now, I'd take an automatic +1 Mag Stun while Inner Light's buff is active, and keep the random 50% chance for a +1 Mag Stun (that we've always known) to go along with it. Basically, if there was just a single data line addition of adding +1 Mag Stun (for the same duration as the Base Stun duration) when buffed by Inner Light, that would basically "Solve" the problem with Pulsar being so completely lackluster (Minions only, Lieutenants MAYBE) with absolutely nothing to stack it with, and having a Duration/Recharge ratio which combined with a slow animation time of being so far behind Inky Aspect in terms of Uptime that it is not even funny.
    Peacebringers basically have very little VIABLE AOE mez options currently. Their KB puts enemies out of range of their best attacks, and they are better off using an attack than Pulsar. They can defeat minions well enough (or hold a troublesome well enough) that it's not worth using on just them when the lts. and bosses will still be roaming.

    Warshades have far more options. Dominators certainly do. Even melee sets for Tanks, Brutes, and Scrappers do, as their KD or other mez opportunities synergize with what they can do. The strongest comments I got from him in a PM on this was concern about Pulsar stacking with IS, which is what he thought I was suggesting. I don't know that even that would be overpowering, but just making Pulsar worth it is needed.

    Again, I don't know what use he thinks Pulsar has, or what kind of analysis he is using that shows the improvement would be overpowering. Peacebringers can't do the mez or soft control that other sets take for granted.

    Quote:
    Considering that the Form Shifts, if redone from scratch, would essentially only need *TWO* animations (for Nova and Dwarf) designed to allow recolorization of the textures and FX (so you can get Bright and Dark) ... even if those colors are "baked into" animations like they used to be in days of yore ... it really wouldn't be THAT MUCH WORK in relation to (re)designing an entire powerset (which needs 9 animations, or if using Momentum Mechanics, 18!). The QoL upgrade from just making new animations for Nova and Dwarf form shifting
    would be absolutely staggering!
    I don't know what they are planning. He just said that he would like to shorten how long the formshifts take, but that doing so requires animator work (it looks weird if they just speed it up). It's on Tunnel Rat's list of things to do, last I heard (August of last year or so), but nothing else. A LOT of animation work has been done since then. A lot. I'm not saying Kheldians deserve priority over everything else, but they at least deserve a spot at the table for this change over the past six months. We can hold off on more over-priced items like a frisbee throw (I like the power, but sheesh, a powerset should have some kind of priority).

    Anyway, sorry to talk at you, but I had a moment to get the ideas out there again and thought I would try to state them. Might help. *shrugs*
  19. Quote:
    Originally Posted by Redlynne View Post
    Well, I've got my plane tickets and hotel room and badge ticket for the next Player Summit ... so I'm sure we'll be "having words" again on this topic (if I can corner him again).
    Sounds good. Best thing to do is to keep highlighting player concerns and the DATA for them (not the emotion). There are very good reasons for why Solar Flare would be better to change to KD, why Pulsar needs to be a guaranteed Mag 3 stun, and why time needs to be found for a lowered animation time to the Kheldian formshift.

    There are other things that are still wonky, but I keep going to those because they're so easy to show (or were stated as being wanted to be done but haven't yet). They're also the ones I feel like I can explain the best. I'll leave form viability to people like Smoking Joe, etc., that can explain that side of things better.
  20. My tester in beta was SR/Staff. The defense buff cone works nicely with the defense there, and would work well with Resist sets you are building around positional defense (which has worked well for me on my melee characters that have Fire or Electric Armor).

    Tough is a good power to add onto SR, so the ATO proc would help there to move up those resists. You should be able to cap SR easily enough via the positional defense to work on your psi defense as well (maybe Psi resists as well... haven't played enough in Mids with SR to see how well it would work).
  21. Quote:
    Originally Posted by Spiritchaser View Post
    Out of curiosity, has anyone actually bugged this, or alternatively PM'd synapse et. al.?
    I'd like to know this as well. Make sure to bug it and send them a PM with your data. I'm sometimes amazed at how bugs go unheard of by the people that should be hearing about them.
  22. Quote:
    Originally Posted by Blue_Centurion View Post
    Its very possible Aracanaville, because I have done it. Keep in mind I mostly game on steamrolling ITFs, and I only like playing fire support for big teams. My main strategy is to use find effective ways to use build up and ball attack, with plinking on ST to fill in time. The combats are almost as confusing as I trials. trying to find good targets center mass mobs is most of the work I do. I just did a manti last night, so was exemplared, fought bosses, did not notice drain helping me at all. Maybe it was, but things died pretty fast, thankfully. I do not recall seeing anyones blue bars debuffed enough to be significant, and i watch all targets that I am ST on. Old Brute habit.
    What kind of powers are you using? If you're just using Ball Lightning and your ST attacks, the end drain is going to take a long while. You need to use Short Circuit, etc., to make a big hit on their end bars, and then Ball Lightning and the ST attacks are enough to keep 'em down or most of the way down.

    Sorry if you knew that already, but it wasn't quite clear if you were using more powers or not. Still, using Short Circuit and Power Sink let my E^3 Blaster drain everyone in a regular mob in a few seconds from the level 35 on (and he was able to do it fairly well with just Short Circuit and his other powers). He even end drained a War Walker EB he was soloing on an Apex. He does have the Interface proc that end drains, which helped with that, but it still stands in my experience that end drain helps with most mobs.
  23. I certainly approve of the devs not wanting to go too far and being conservative, as being overly radical or uncautious has led to bad things in the past (over-nerfing of Burn still being my most hated example). Still... that quote from Arbiter Hawk is just what he said in the I21 beta forums, and we were flabbergasted as to how KB to KD with Solar Flare was going to change things that radically at the time... and I still am. The changes had been in beta for quite a bit of time before that, and it was pretty clear to players that while Peacebringers had been improved, they weren't really farming machines.

    I guess you can kind of argue that he didn't say that "KB in Solar Flare keeps Peacebringers from being overpowered," as some people have quoted him, but it wasn't far from the truth, and his reasons for keeping the KB were to keep from improving Peacebringers too much. Again, I don't know anyone reasonably arguing that the I21 changes were too far.

    He's also correct in saying that many players do not like change, but I also recall some players complaining when Mace went to KD and Clobber had its stun time lowered (in return for a LARGE amount of ST damage that actually put the set on par with other melee sets). The set's performance was improved by the change, even if the aesthetic oomph was a little weaker (something I really can appreciate... but this game isn't designed like X-Men Legends or something else where KB doesn't weaken your performance).

    Players being change averse doesn't mean you avoid making changes, it means you make sure those changes are warranted and needed when you make them. Solar Flare not being KB is warranted and needed. It doesn't give any benefit to a Peacebringer player, and I'll point to all the melee sets that lost their KB to anyone that argues different.

    I dunno. Arbiter Hawk has always seemed nice and polite to me, but he seems particularly averse to removing KB from powers where it would help to do so (same thing happened with Wormhole for the Grav changes). This while Synapse has posts saying he knows how players don't always like KB so they try to avoid it with new sets... I just don't understand how the two philosophies are jiving, to be honest.

    And thinking Arbiter Hawk is a nice guy and liking most of his design decisions doesn't mean you can't disagree with some of 'em.
  24. Grey Pilgrim

    Argh / Yay

    Well, if it bugs you that much, you could always roll something with a new powerset later. Trying to think how often before Freedom we even got multiple new powersets in an issue. Powerset proliferation had multiples technically, yes, but new powersets? Usually it was just Willpower or Shield or something.

    I'll take multiple powersets an issue, even if they are released throughout the issue. Oh, and I doubt everyone had the same idea. Character concept and the power pairing changes things up, and I don't think balance really comes into play much with DFB. Pretty straightforward content there, run through and beat stuff up.
  25. Grey Pilgrim

    Argh / Yay

    I've tried getting some Keyes going, but I never get enough interest. I actually like that one a fair amount after its revamp. I think I get my TPN and MoM fix enough when you run it, MP, that I never think of running either otherwise. UGT... I just don't like. Too long, and I don't like Devouring Earth.

    I definitely would not run Diabolique with someone that did not have all three level shifts. The AV's and their health was going down not very fast in comparison to AVs in Lambda and BAF, and that was with mostly +2 and +3 people. So I guess you are right that there is a good challenge there.

    I got the brotherly love badge awarded on GP as well, so support is doing good work there!