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Now, Viv. No being silly. You've known of our grumpy and cantankerous for quite some time, and they're obviously just having fun with this thread too. If nothing else, they like that their comments are being posted. As I said, post way... show those fuddy duddies what for!
And yes, Victory would be less fun if you did not post here or play there online. So don't let me hear this nonsense about you leaving again, or I just might get angry!
Please?
*added*
Here's another funny one... probably from Ham. "I reject this thread. __________________ Currently listening to Frank Black's Teenager of the Year" It's gray rep as well... do you get that when someone with rep turned off rates you? *goes to see who this Frank Black is* -
Quote:*looks at Arcana suspiciously* Are you SURE you don't work for NCSoft? Because statements like these are at the level of what a developer should do when they are looking at their game, not a player. Heh.To be honest, I had two completely separate independent chances to catch this issue myself, and now that I look carefully the reason I missed both times is because I was familiar with the power already and assumed the Brute version was representative of every version. In other words, had Brutes not come first in alphabetical order I would have caught this in October. Going to have to make a mental note never to make that mistake again.
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Quote:It's a pity there isn't an option for the heroes, either. How come villainside gets all the dynamic content? Devs must hate heroes!That's exactly why I felt I should correct the poster, since they each contain a very similar situation, but in the villain one you get a choice and in the hero one you don't.
Actually, I was kind of wondering if there was a way to get to your double sooner and save him in the heroside arc. I was a little uncertain which way he was, and when I got to the room he was in it blew up and I zoned out before I had a chance to reach him. I didn't know if that was the default when you reach him like that, or if I needed to be faster. Guess there's no option, there. -
Quote:Really? That's funny... not sure why they joked like that when handing out negative rep, but whatever. This thread certainly did need more cowbell!Pardon me for intuding in your server thread but the title caught me eye. So far the funnest comment i have gotten was a neg rep that said needs more cowbell. I hought that was so funny.
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Not anymore. I kind of hate that they did that, too. Sure, there are negative nancies out there (see my earlier post), but I found the comments to be fun and amusing for the most part. Hence this thread.
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And while we're on it, Fiery Aura is a fun set for tanking. I will be the first to admit it's not the toughest (it's not supposed to be), but it is an active set with Healing Flames and looks quite cool. Read my guide if you don't believe me! *points at sig for his shameless plug*
That's kind of the cool thing about tank sets, though... I think they can all tank well now, and bring different options to the table. This is a good thing for everyone: you don't just have to run Invuln or Stone if you want to be the toughest tank. -
Quote:We're probably also running into some definition issues. "Tankmage" is usually used to show something is broken and unbalanced, with nothing to challenge it at all... part of me would quibble if a Hibernate cycle or bubble equates to Tankmagery, as you were challenged by something enough that you needed to "hide" for a bit. To my mind, a Tankmage flattens opposition and receives none in return.This answers your question for me.
Basically, Tankmage equates to something like the Paladin from WoW. Oh, look, I might die; Invincible Bubble. Wait and heal. Go hit stuff. Oh, I might die. Lolbubble. Rinse, repeat.
At least thats the way I understand it. Giving a Blaster Hibernate on a 30 second recharge cycle and as part of their primary/secondary would be tankmaging.
But yeah... Paladins. Not sure if they're still that way, but there was an annoying one that kept trying to gank my Troll mage when he was resting. I'd beat him to where he had to bubble constantly, then run off like the cowardly backstabber he was. I'm not sure they are like that anymore, since the one time I played WoW more recently my own Paladin couldn't do the same so much. -
Quote:I leveled a Shield Tank well before the buff. It was awesome then and I devastated a mob by leaping in with Shield Charge and following up with Foot Stomp. It's crazy sick now. However, as others like me have pointed out, even if it gets reduced to reasonable levels, it is STILL GOING TO BE POWERFUL. Just not broken powerful.Well, if they are going to Nerf Shield Charge please Fix Oil Slick Arrow...I mean c'mon...it's embarrassing.
I better level a shield before the Nerf so I can at least get a taste of the good stuff.
So level up a Shield character whenever you want. It's a fun set and works well all the way around.
I know you're bringing up Oil Slick just because, but it doesn't apply. There are many things Castle is doing, and he does have to prioritize. Hopefully Fiery Aura and Oil Slick are up there on his list, at least. -
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Someone on Victory certainly hates commenting on rep at all and negative repped me in the OP. *rolls eyes* Go soak your head, fuddy duddy: and you're welcome! You're now part of the thread on amusing thread comments!
And as usual, tunnel snakes rule, apparently. Heh. -
Now, this isn't a thread complaining about rep or whining about it in some way, shape, or form. Instead, it is to laugh about certain goofy comments you have received.
Now, I have received some downright hilarious comments, even with negative rep. I have only received negative rep in my guide to tanking (there's an encouragement if I ever saw one)... one of which says "Tanking is pointless, and therefore so is this guide." So someone actually went to the guide section (or my link) and clicked on a guide to something they don't care about, only to deliver negative rep about it! Hilarious! My only reply can be "So's your face!"
Positive rep tends to bring out randomness in people. I've had comments noting they just needed to spread around the love so they can uprep their friend (why even note it, then?), and some even "NA." If you don't have a comment, you don't need it for positive rep... I find this vastly amusing as well.
I'm sure there are some even better ones out there. What have you received that is humorous? -
Tankmage usually implies you don't have any weak points and nothing can touch you, though. While a Blaster at the def cap is fairly strong, hard targets are still a trouble for them, especially if they're a boss or EB with a Tier 9. Even worse if they have def debuff (I'm looking at you, Silver Mantis! I hates you!).
SoAs are in the same boat, and might be worse off, depending on their power setup (as I mentioned before, they'll have a harder time if they're AOE focused). -
Quote:This is why people are getting frustrated with you. You completely ignore things that are being told to you. Let me recap what I said before. Fiery Aura wasn't nerfed into the state it was now. Burn was pretty much the only power in the set that was overly good, whereas other parts of the set made no sense at the start of the game (and still don't). Putting most of the mez protection into Burn was silly, and adjusted when the devs wisely moved those mez protection powers into toggles (so Fiery Aura wasn't the only set that suffered from this).If there is some magical balance equation in play, how did FA get nerfed into the state it is in now, where nobody seems to think it's 'balanced' with it's competitors? Same thing with EM. The answer is that there is no perfect balance equation, and that guesswork, feel and opinion play a big part in the attempt to create some semblance of balance, hence the constant adjustments to powers and sets.
Also, other parts of the set have been improved over time, Healing Flames being the most notable one.
The other points of Fiery Aura that hold it back beside Burn (Consume's long recharge, lack of -kb and -immobilize, Fiery Aura's odd buffing capabilities) still exist from its original design. Yes, Fiery Embrace used to last even longer, but its not being as helpful to non-Fiery Melee users still existed. In a nutshell, it didn't benefit from the work of the current design team. Castle's ability is seen all over Shields and Willpower, as they are overall well-designed, balanced, and don't suffer from powers that no one would want to take (or make people wonder why they don't balance with other powers, like I do with Consume and Burn).
And that's my point. There is a balancing design behind the game with the current devs. I only wish all the sets had benefited from the same kind of setup at the start of the game. To bring it back around to Fiery Aura, it hasn't received any nerfs in years... it's just been slowly improving over the years, and I hope now Castle can finally put it where it needs to/should be. -
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I don't know Corruptors that much, but Blasters can solo quite well. I solo them at almost the same levels as my Tanks and Scrappers, and they do so at quite speedy levels... I would hazard to guess they level faster soloing, but it might be more equal than I think.
People are ignoring the benefits of range in some of this discussion. Scrappers are great soloers (and I like them), but if you're going for absolute speed and min-maxing, ranged damage is the best option. You can engage mobs more quickly and hit more targets, as well as avoiding many nasty up close powers.
Luckily, the game doesn't call for that. Most ATs and powerset combinations can team together successfully, as well as soloing (though a change in strategy or slightly lower difficulty setting might be needed). -
Quote:Thank goodness it isn't JUST a matter of opinion. Castle and co. do have balancing points: it comes out in the game and in their posts. Sure, there are higher performers, but most of the ATs and powersets work quite well with each other. If you're honestly thinking it's just a matter of opinion, that speaks largely to many of the problems you are having.What you, or even castle, considers 'overpowered' is a matter of opinion. People were of the opinion that FA was overpowered, and the devs came in with their magical balancing bat and now FA is.. underpowered. And they did the same thing to EM. Hence my lack of confidence in their balancing abilities. I agree this game could use less broken powers, and power sets even, but from what I've seen the broken powers and sets are more often the result of excessive nerfs.
Fiery Aura had a lot of issues from the start, and has been adjusted positively a lot over the years. It no longer has to get its mez protection from Burn (other than Immobilize, but Combat Jumping makes a lot more sense here), Healing Flames has been buffed, and Temperature Protection is actually choosable now. I would agree that the overpowered quality of Burn made many people forget the other issues in the set, though, and that Burn was overly nerfed.
However, I think Shields as a set works quite well and has none of the issues that Fiery Aura did or currently has. When arguing for improvements to Fiery Aura (Consume's recharge, Fiery Embrace, the state of Burn, KB and immobilize protection), it's quite fair to point out that the newer sets like Willpower and Shields have none of those issues and discrepancies. Seriously, Fiery Aura still shows that it's an opening powerset in the game and that it had an overpowered attack that was nerfed.
The changes to Invuln a few issues back pretty much rounded out its issues (though I do wonder if it could use a little Regen somewhere), but Fiery Aura still needs it. It is not in the same boat as Shields, however. -
That sounds like it is not set up correctly to me, but maybe someone that knows better can say that is working as intended.
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*snerk* Too funny.
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Posi is on record as saying that allowing us 10 enhancements saved (not slotted or sold) on respec is a gift. So not so much that it's a negative thing, but a balancing point. I do think they perceive that the respec system is too clunky, though, as Castle was passing that on to the other devs. However, we won't see any changes to the system for a long while (like a year from when he posted at least).
I kind of wish they had thought of doing that sooner, but oh well. At least it sounds like something is being adjusted.
However, the better response to it is to ask why a person would shelve there Shields Scrapper because of this. The intended numbers Castle cited earlier in the thread are QUITE good, and he also thinks AAO is fine as is. There is no reason to think Shields is not worth playing even if these changes go through.
I know there is the whole emotional "I don't like being nerfed" feeling, but we've been over that road already. Shields is a good set now, and still will be/would be at those numbers cited. -
Sure, post away, more info is more helpful for all.
I've already deviated from the above build and picked up Frost Breath at 4 or 6... I wanted the AOE on the teams I seem to be rolling with. I think it was a good choice. I'm loving the slows already... you can just see the mobs slowing down even further when Snow Storm is on them, then you hit them with Frost Breath. It's fun to see the effect you have. -
Quote:Elude is not the only part of the equation, however. Ice Tankers can get to the def cap as well, can pick up higher resists, and have higher HP as well. Access to Dull Pain and Hibernate make it even better.Difference being def debuffs which are far too prevalent among AVs (Silver mantis, Captain Mako,Scirocco and Aeon's Clones). Elude being tier 9 gives excellent resistance to it combine with other SR powers i believe you have close to 100% resis to def debuff.
SR pretty much only has Elude to turn to if it starts hitting the fan... Heal Self can only do so much (and if you're at the point where you need it, you may not be able to fire it off). Sure, SR is quite resilient, but it can quickly turn around if you get hit (and it does happen, even at the def cap). Not as much of an issue for an Ice Tank.
And yes, well-played and built Scrappers can survive a lot- but I would still want a well-played tanker for picking up aggro. -
Quote:Teaching can and does have its rough points, but there are good things, too. I have students occasionally interview me for a class assignment, and they usually ask why I'm a teacher. And I can honestly say I don't feel like many other jobs let me affect the world as much as I can as a teacher. It's not for everyone, but I really do enjoy doing it.Yowch... Now thats a tough gig I'd never want to have to play ><
And ha, I had somebody comment on that same post (via rep), incredulously exclaiming over how I said I'm like Castle. I only said I figure he reacts to criticism the same way I do, from what I have seen. Werner said he'd just ignore it, but Castle obviously isn't always able to, nor am I. I would guess it's because he cares, but that is obviously a guess. Ugh.
Another point about SD and SOs to point out is that a Shield Tanker can almost get to the soft cap with SOs and the right power selections (you might even be able to get there and I'm just forgetting a power selection). 42.7% without even using an inspiration. So I doubt the devs are going to up the defense levels on Shields at all, they do want us to work a bit to get to the cap. Not sure how much the devs can separate the numbers for a set between ATs... I forget how the mechanics of that work right now (brain haze from grading).
You could possible argue for a bit more resists to the set, but I doubt it would even get that. Even if Shield Charge gets reduced to what Castle posted earlier (which is what... still the levels it was at for Scrappers and Tankers when it came into the game), SC and AAO are still great offensive options, and they need to be offset somewhere. -
It's been around longer than I17, and there have been other threads about it (I would also imagine it's been bugged before, too). I know I have posted about it in other threads. It's a bit awkward looking, too, so it would be better for it to work right as well.
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They also have lower hp and do better in teams. So they do stack really well, but they do still have weak points. Also, depending on the combination, they may do better with large amounts of weak targets, rather than a hard target (like and EB or boss).
Khelds don't really have Kryptonite anymore, either. Even back in the day, a Kheld could handle their special enemies just fine if they approached them right (and arguably, there among the better ATs to handle cysts up close, too). -
I enjoyed them, though the CoT in those still stink.
My proud team of five were ambushed by three Ruin mages and I don't know how many ghosts when we entered City Hall. That bit had me wishing for Rise of the Phoenix, it did.
Still, the story lines make more sense or come out better, and it is much more atmospheric with all those map changes. It really does work pretty well (and there is a lot of good streamlining so you don't have to run all over, either).