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Quote:Ummm, no. Not at all. Nice little bait and switch with the arguments as well.So when you say something is X/slot efficient and that is your criterion for saying it is overpowered you have effectively said, Accuracy, regeneration , recovery, recharge, hitpoints, damage etc are worthless and contribute nothing to power.
When people say that BotZ was slot efficient, they mean it took very few slots to get those bonuses. Overall, we only get so many slots, so if you can accomplish a goal for a power in fewer slots, you have more to place later and in other powers. That's what was great about BotZ (and still will be, after the change, just to a lesser extent). You can get a decent bonus for a defense build, with very little use of slots.
That is what people mean when they say it was slot efficient. It saves more slots to put in other powers and to make sure they are slotted well for damage, accuracy, etc., not to mention their set bonus goals for those powers.
And for all those sets you looked at, there are pros and cons to using them: you are giving up using other sets for those defense bonuses. Thunderstrike doesn't offer any recharge, regen, +hp, or health bonuses. If you slot Kinetic Combat, you had better slot it some more if you're going to use that power. KC hardly increases your accuracy, is short of the ED cap for damage by a fair amount, and could use more endurance reduc and recharge. The major drawback to Gaussian's is that you don't get that much recharge from the set, which you usually want in things like Build Up, etc.
In short, those sets do have balancing points, and their bonuses require more investment than BotZ does. That's the biggest reason for the change. -
Quote:Not many people at TT on Victory tonight but we had fun, Grey made me miss my Fire/Fire tank so I went and tanked Hami with it after TT. I didn't even died not once.
Good! Fire/Fire rawks!
Sorry I wasn't around for long. I enjoy the TT events, but they always start about halfway through my playtime on weeknights, so I only get an hour or so in. Not sure if I'll be able to make it next week or not, but hopefully.
Those late game AVs on all Tanker Teams are tough. I was on an all Tanker LGTF a few weeks ago, and the Honoree proved to be rather difficult: we had to break out a lot of pets to bring him down (he'd regen just enough while US was up that we couldn't drop him completely... until we got out enough pets, heh).
Though it probably would have been easier if everyone was in the 30+ range, too. -
I think BAB said these would be added as time was found. So the best you can get for GR is a maybe. I'm assuming I17 won't have any, as you would think they would tout that in its features/previews.
I do hope that the weapon sets do get looked at first whenever ones do get added, though. A big drawback for me in playing an Axe or Broadsword character on top of my Mace Tanker is that the animations are all so similar. Those are among the most repeated animations out there, I think, other than the Haymaker/Air Superiority one (though at least that can look fairly different for some of the animations that use it). -
Ah, welcome to my terror as a writing and English teacher, Des. The constant fear that you will make a spelling or grammatical mistake!
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Quote:Heh, I was just overly optimistic in how long Tarikoss takes. For some reason, I was thinking 30 minutes was entirely reasonable... which is obviously really fast for a Tarikoss.Gone faster? I dunno....less random aggroing from a couple of people may have helped
We did spend five minutes on Deathsurge, but that was plenty quick. I think I've mentioned before that the first Tarikoss run I was on was with a PUG... and it took us about 90 minutes to not be able to beat Bat'zul at the end (didn't have a full team, and some of my teammates were... not so good).
So yeah... 45 minutes is not so bad. The issue would be with what I was thinking, not what we did for time. -
Heh. Fun run, was nice picking up Death Surge in the middle, too. Need to get a bit more end recovery in to my VEAT... he gets worn down in a long fight and he doesn't even have all his toggle yet.
He is getting quite a bit more fun that higher he goes, though. Tarikoss was ridiculously easy with all the def and accuracy buffs floating around, that's for sure.
And MG, you are such a showoff. -
Small turnout, but it was fun. I had fun making people want to break out their Fire Tanks during Infernal's mission.
Sorry I couldn't stick around longer. Was too hopeful for how long Tarikoss would take and showed up late. Had fun while I was there, though! -
They also left it up for awhile. When things look like they're going to get a little bit too antagonistic, however, they do lock things up. Not sure how kindly they'll take to you posting this here, though. A lock is a lock after all.
Though who knows, we have Hammy back... they're letting a lot of things slide! -
Put me in as a maybe. If you all start on time, I can hopefully run it on my VEAT before the Tanker Tuesday event starts up.
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Also add in Victory Badges 2009. Victory Badges got full, so there is chatter in both of those, besides VF. Were you posting in those channels? I've noticed that sometimes people will be on those channels, but not necessarily talking. If you talk, ask questions, start a team, etc., people do respond (and sometimes via tells).
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Quote:Hmmmm, didn't see this earlier. I don't know that this is a fair characterization.I find it really unfortunate, and slightly amusing, that Castle is going to let time be the justification for letting something he considers to be imbalanced remain unfixed, especially in light of the I13 PvP changes where core mechanics that had existed for nine issues were completely redone.
PvP before the I13 changes was pretty niche for CoX, and there was an overall decision to revamp it (so not just Castle's). Nor did all of his ideas for it get put into play: the post I saw on the subject showed he had more changes proposed, and rather wished those had been put in place as well.
At any rate, that setup is quite different from changing how defense caps work in PvE. Castle would not be able to make that decision on his own, and his language on it suggests that changing it is somewhat akin to the cottage rule: the devs don't like changing long-standing systems and how they work dramatically. Unless there is something so broken with the system that it needs a major revamp (like PvP).
That suggests to me that while he is not perfectly happy with the results of the same def cap for all, he is going to work under those limitations. BotZ as it existed did not work well under those limitations. -
Hmmmm, thought this was the perfect thread to ask about Corrupters and Archery/TA. Oh well. I'll probably give it at try (though I hope GR gives us more slots... I'm out of them on Victory, my home server), as my biggest problem with the set on Defenders was its lack of damage. I'm hoping that Scourge will make that feel less painful.
I want to like buff/debuff toons, it's just difficult with how some of them are set up, though. -
Yeah, Posi has been pretty adamant on how allowing us to save 10 enhancements is more than he'd like to give, but it's a nice "allowance" of sorts. That's my way of phrasing it, of course, but I highly doubt they'd let us save more than 10 enhancements.
I'm okay with that part of it... I just wish that you could go back and forth with assigning slots easier (more like Mid's, but even that is a little tricky for moving slots around), or also if you just want to move a couple of slots around. I hate that it's a full respec just to fix up a couple slots (especially since it's hard for us to try out a power with the game as it is). -
Quote:...Not saying which of the two, but quoting me talking about Posi's blast and making it look like I'm talking about BotZ doesn't win you friends. Do you extract quotes from film reviews for the posters for a living ?
Dude, I think he was joking around in that post. My "annoyed" reply back was tongue in cheek as well. I was going to tell him that we all got his joke, but I guess not?
Anyway, Voo and for others interested, Sarrate started a discussion about revamping the respec system in the powers and archetypes forum. It's worth checking out. A lot of the issues stem from making it more user friendly and more helpful, but not exploitable by marketeers and storage hogs. -
Yo. Welcome back. I'd recommend checking out the updates listed on Paragon Wiki to see what all has been updated, changed, and added since you left. There'll be quite a bit, which is a good thing.
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Quote:I'm keen on I17 too, Ryxx. I'd love a few more story arcs to play through, and the ability to send influence and recipe between my characters better. I keep wanting to do that now, and have to remind myself that I can't yet, heh.I feel like I'm the last person who can't wait for i17. I mean, I want the things that are coming just like everyone else, but i17 could be the last update of all time and I would die happy.
That change will make it a lot easier for Grey Pilgrim to get his crafting badge. Now my characters can send him influence and recipes, and he'll craft it for him. He was able to do some of that before, but it was trickier when Grey Pilgrim doesn't have much cash from time to time. -
Quote:I pointed this out in Castle's thread, but all the angst is probably a strong sign to the devs that this needed to be done. You would think this change was on par with the changes to Energy Melee or ED, the way people are talking.I'm a little shocked seeing all this drama over a straightforward nerf of something that has been OP for a while. I know I don't play on the bleeding edge, but damn, people.
I'm glad they're taking a look at the respec system, though. That's the biggest problem with this change is that it is hard do make little tweaks to your character or adjust to changes in the game. Even if the change doesn't come for awhile, it's better than nothing happening (which is what sounds like was the setup before this whole snafu).
I do hope it is added encouragement for the devs to look at things more in beta or when something is recent. Things sitting around for a long time then getting changed leaves a bad taste in a lot of people's mouths. I've heard a few too many sarcastic people saying that Dual Pistols will no doubt be buffed in a couple years when the devs bother to look at it again.
I am excited about GR and I19, but I kind of want them to get here so the devs can pay attention to other parts of the game. Castle's attention has been elsewhere noticeably for the past year or so, for instance (before that, a lot of the ATs and powersets were getting looks and tweaks). -
Nice, I joke about negative rep, and that's what gets pulled out by Ryxx. Gee, thanks. All my great reasoning elsewhere, and that's the sum total that gets pulled out.
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Eh, who knows. I know universal enhancement slots have been bandied about as well. It does sound like a lot of thought and effort has been put into it, so I'm going to guess it will be varied, offer a fair amount of choice, and be difficult. Which sounds great to me.
Still, offering powers without enhancement slots seems a weird idea to me, given how much they've worked on it. Anyway, I hope you're not right. -
I threw out the "make the BotZ movement recipes, but not the -kb unique" idea as well. But someone pointed out that people could still keep all the BotZ enhancements slotted until they respeced, which the devs might not like. I'm sure that eventually all the people using multiple sets would want to respec their characters, but I suppose that would take awhile.
Personally, I think making it unique would have been less of a reduction. With the current proposed changes (they could still be changed, as I17 is in beta... though it sounds doubtful from Castle's posting), I can still keep four of them slotted in CJ and SJ on one of my Blasters, but they're still only going to give about 2.26% defense to ranged. Still useful, but I think I'd rather have it be unique.
Though who knows, maybe even unique was seen as too much. I'm not sure what the thought process was to get it to where it's at. -
Quote:From their phrasing, it sounds like any character will be able to do this. However, it won't be like levels 51-60. It'll be more like you are level 50 + however many incarnate levels you have.Can someone clear something up for me about the incarnates? The system, does it mean that we will be making new AT characters like VEAT, EATs, or we take an existing level 50, and level them through the incarnate levels, essentially like multi-classes in DnD? If so that means that we're raising the level cap, so to speak, without actually going beyond 50.
Castle did post somewhere else in the past month or so that there would be some hard choices involved with the incarnate system. I don't know if that means you would have to be entirely hero or villain (as opposed to being a vigilante or a rogue), if those incarnate levels would take a lot of time to do, or what.
So most of that was speculation... we just don't know much at this point. We'll probably have a clearer picture once Going Rogue goes to Open Beta, more once we play through the first incarnate level with GR, but it probably won't be 100% revealed until we know everything about I19. -
Haven't played much Street Fighter since the second game, but I was imagining energy punches or balls of light being thrown around, since that's kind of the look for a lot of the attacks in Street Fighter (also a lot of dashing around... thought they might have a slight Shield Charge look to some of them). They all feel pretty physical, too. The video shows a lot of hand-waving stuff that looks like Tai-Chi, followed by kinetics style effects, which were not as visceral as I was picturing.
Anyway, we didn't see too much, so I'll withhold judgment for now. Hard to appreciate it from one shaky cam video, heh. -
Hmmmm, the idea of the Kinetics melee sounded cool at first, but I don't know after seeing it in action. Lot of hand-waving and not as physical as I as imagining (I was imagining fists actually connecting with mobs). KD and KB is lots of fun, of course, so it might be more okay after I see it some more.
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I know they could, MG, but I'd like them to put both in at once.
I know, I'm asking for too much. I'm sure alternate animations for Dual Pistols would make some of the wild, wild west types out there, though.
But anyway, I'll be curious to see how that pans out. A TMNT style might be the best balance style, though. Good thinking, Voo.