Infinitessa

Citizen
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  1. Quote:
    Originally Posted by EricHough View Post
    The really amusing thing is that all this furor and disagreement is really a moot point - I am fairly sure Null the Gull cannot do what the OP suggest. Think about it - all the things that Null currently turns off are buffs that affect the character, and its fairly simple to set flags on the character to ignore certain buffs (or parts of buffs). In order to disable KB in powers you would have to modify every single power with KB in it to look for a flag on the character and enable/disable KB based on that flag - kinda like the way stalker attacks all look for the hidden flag. If the powers had been designed that way from the start, it might have been possible, but modifying them after the fact is a HUGE amount of work and is certainly not worth the dev effort, regardless of what side of the argument you are on.

    Until it is stated that is the case I wouldn't necessarily assume it is true. But then again people assuming what is or is not possible, and what will or will not happen based on these supposed impossibilities seems to be a common trend in this thread.

    Look at it this way. If you ever slotted for +KB enhancements or God forbid +intangibility you would know that the magnitude goes up. So it is theoretically possible for Null the Gull to allow me to set my KB magnitude to 0.
  2. Quote:
    Originally Posted by McNum View Post
    Yes, because Explosive Blast would knock back some of the enemies, causing the retaliation to be staggered and delayed, allowing the teammates to get their attacks off before the enemies get a chance to fire back.

    Thus, tossing in Explosive Blast as an opener, while still not a good idea, is still a better option than Fireball. I'd suggest Energy Torrent, though. Easier to aim, and more reliable knockback. Or Power Burst on a Boss, but you need to get closer to do that, and by that time, the rest of the team should already have taken a shot.

    I also expected that reply.
    Even though my original post wasn't about damage, I can't help but point out an obvious fact which seems to be getting missed. Damage (from all sources) is also a form of damage mitigation, since a dead NPC is zero threat. So yes you could argue that scattering a group of enemies across the room is helping the team, but it is just as valid to argue (and has been for years) that if you had left them clumped up they would have died faster any ways.

    Quote:
    For all the Melee types, I'd pick their status protection. Not because it annoys me, but if they want to take my Force Bolt away, they lose their most precious power, too. Force Bolt is what keeps me alive when a rogue enemy decides that it'd much rather beat up the Forcefield Defender than the Brute. They get a trip back to Brute-land for that effort. I don't need to kill the enemy doing that, I just have to make sure that it lands somewhere unsafe. You know, actual aimed knockback. I'm not the type to rush into a spawn and knock them all who knows where, even if the secondary is Energy. I try to aim for the enemy between me and the Tanker, if we have one.

    This is not being fair, mind you, it's about me being as big a nuisance to them as they are to me. One might also call it "making a point", although that comes second. I'm just getting sick and tired of knockback being the Devil, when frankly, it's not. It's also not the tool for every problem, of course, but it's handy to have, and I miss it when I play a character who doesn't have any knockback. If I could have one power on all my characters, it'd be Force Bolt. No, the Nemesis Staff doesn't count, it recharges too slow.
    This is such a ridiculously convoluted argument I'm glad you acknowledged it wasn't made in the interest of being "fair".

    But I am still curious how in your mind an OPTION to suppress a secondary effect of a power is equivalent to being FORCED to do so? Are you worried that you will get kicked off of teams for not choosing to suppress knockback if this hypothetical change were to be implemented? I can't imagine that it would be any more often than how ever many times you are currently kicked off teams for using your knockback powers. For myself, years of on-and-off playing it's never happened to me but your mileage may vary.

    In the end I doubt that your opinion or mine will matter in the short term. The current model of CoH appears to be to keep throwing out new, shiny, better (whether they are powers, costumes, or content) not to revisit old issues. But if the developers do put in an option to suppress knockback with Null the Gull I'll be sure to remind them to also put an option to suppress status protection.
  3. As an aside, I don't see much validity in the argument "the powerset is designed around knockback as a disadvantage" crowd (note that I distinguish between this and the people who enjoy knockback for itself). The developers have come up with plenty of new powersets since the game first released. And aside from the aforementioned Peacbringers if memory serves correctly most avoid knockback entirely, or if they have it it's knockdown instead, or just one power.
  4. Not to cramp the OPs style, but I also think youre defining "natural" much too narrowly. It's a super-hero game, have a little fun and break the rules.
  5. Quote:
    Originally Posted by Brandhund View Post
    This has always been a wildly contested argument on both sides, I'm sorry to say. I think you made your request very clear and concise, and in my opinion presented it in a fashion that was totally reasonable.

    An option.

    I would personally like that option. I've played a duo chaos knockback pair with a friend before and it was a lot of fun. Because we chose as two people to do that and have that knockback. That said, I would love to play something like energy blast without the knockback. There are other powersets here and there that have a great power that also does a lot of knockback that I'm not a fan of when I play.

    An OPTION to have your knockback on or off would be great.

    And for the people who have concern that you'd be forced to turn knockback to team? Well, you have the option of joining all the other people who really do like knockback in the game.
    An option to play with people who like, or at least don't mind, knocbkack? Who would have thought it. Honestly I don't see OTHER people complaining as much about knockback any more. Perhaps things die so quickly nowadays with all the +levels and incarnate powers that they figure there's no point, perhaps because many people simply don't use the really big annoying KBs at all.

    Quote:

    They're definitely out there. The fact that we see such a big response on threads like this proves that there are a lot of people who do and do not like knockback. I can't understand how people who enjoy this game so much, and who are proponents of how they have the choice to play knockback sets are some of the same people who are getting extremely upset about the option to turn knockback on or off for your own characters.

    Also, dear City of Heroes staffers, I will pay you more of these newfangled points I've been buying for costumes and powers and boosters, for this option as well.
    I can just see Null the Gull being moved to a paid function on Paragon Market lol
  6. Wow I guess I should have expected that the thread would be totally derailed into a dps discussion.

    My original post was about Wormhole. How is knockback in Wormhole a balancing factor for it's damage, if Wormhole is supposed to be doing damage and I'm missing something all this time please enlighten me.

    As for the many posters arguing against choice in whether or not I should be able to suppress knockback in my powers or not, all I can do is point to the example of Speedboost.

    And also to all the nay-sayers firmly against my ridiculous suggestion, I specifically said that I'm aware that many playstyles enjoy or even depend on knockback. Hence an "option"!
  7. As a gravity controller one of my favorite powers is Wormhole. Flashy animation, huge activation time to make me feel like I'm charging up something special and forces me to be careful when I use it. On top of that the mechanics are awesome too, teleport my foes AND stun them? Yes please!

    The only real downside is the highly unpredictable knockback at the end. I'm familiar with many of the knockback tricks, flying and aiming down being the most common. But in spite of trying to figure out exactly where to position myself relative to my target, and where to position the exit portal relative to where I want them to end up, Wormhole remains hard to master.

    I realize that completely nullifying or re-working knockback isn't feasible as some players enjoy or even depend on it. But the introduction of our friendly extradimensional gull gives me hope for the future.
  8. Well I guess it was too much to hope for. But at least I have Nerve as my Alpha so that's affecting my barrier. Thanks!
  9. Was thinking specifically Destiny. Power Boosted Ageless? Barrier? Yes please =)
  10. Quote:
    Originally Posted by Pyrthas View Post
    I'm not disagreeing with the overall point, but I'm pretty convinced that my FF/Dark is nothing but a bad blaster with force bubble in BAFs, and just a bad blaster on everything but the split phase in Lambdas. Yeah, some enemies have higher tohit in the trials, but they just get overwhelmed by the numbers, and it never matters. I throw bubbles around during downtime, but once the fighting starts, I'm just blasting, because I'm confident that it contributes more than the def buffs ever would.

    I'm still more than a bad blaster on pug TFs, though.
    I'll admit that defenders have a bad rap for damage. I don't think anyone would ever pass up one of the pure damage ATs for a defender if they were looking to increase their group's damage output.

    But has it has been time after time in this thread, most people seem to get invited to groups based on other factors aside from their power sets.

    I guess bottom line is, your mileage may vary. But it sounds like both the OP and yourself have a chip on your shoulders because FF may no longer be the be all and end all of buffage, or /Dark is not the be all and end all of damage. If that's the case and you aren't happy then play one of your alts untill if and when you decide to go back.
  11. Quote:
    Originally Posted by Memphis_Bill View Post
    /this.

    Reason to invite someone:
    "Hey, we have a spot."

    Reason not to:
    "Ugh. Played with that guy before, he never listens, runs off on his own then starts complaining when he dies five miles from everyone else. He's no fun."

    Don't worry about anything else.
    Agreed with the above. I've been playing this game off and on since 2004. The biggest deterant I've ever seen to a group accepting a player is that player's attitude. On only one occaision in my entire career was the fact that my troller is /FF ever been an negative issue: "We already have alot of buffs, but we'll take you anyways."

    No other time has it ever been mentioned except for "Oooh bubbles! I love bubbles!"
  12. Infinitessa

    Elec/Elec Blast

    Personally I'm not that big a fan of Tesla Cage, the activation seems like it's too long. On an lt I'd rather just kill it faster and on anything higher you'd most likely need to stack holds anyways for it to stick.

    I have an elec/elec/elec that I basically go full out damage with (for pve obviously). Incredibly squishy but oh so fun.
  13. Quote:
    Originally Posted by Vanden View Post
    This is really just bad advice. Never, EVER slot for end reduction over damage in attacks. Slotting damage is universally better until you've hit the ED soft cap.

    Take, for example, a power that does 1 damage for 1 endurance. It has a Damage-to-Endurance ratio of 1. Enhanced to 100% for damage, it will do 2 damage for 1 endurance, for a Damage-to-Endurance ratio of 2. Similarly, enhancing it to 100% for endurance makes it take half a point of endurance, which also results in a Damage-to-Endurance ratio of 2. Now, both enhancement setups will defeat an enemy with 4 HP using 2 endurance, but the setup enhanced for damage will do it with only 2 applications. Do you see? Enhancing a power for damage increases its endurance efficiency just as much as enhancing it for endurance cost reduction, while also making the power stronger. That means you'll kill things faster with less endurance, increasing your xp gain and shortening your trip to the high levels.
    I'm no mathematician, but something doesn't seem right in your analogy, and yes I know its an 'ideal'.

    I'm sure most powers don't have a 1:1 endurance to damage ratio. In fact, AoEs (for example) or powers with secondary effects (stuns, holds etc) always tend to cost more than a "pure" damage ability.
  14. Not sure what you mean by a "real attack chain". As long as I have something to do between Taunts I'm happy, I already stated the damage output of my toon was of no prioirity to me except in terms of its ability to help my aggro.

    And obviously the defense bonus from Maneuveurs isn't gonna make you sit up and say "wow" from a solo perspectative. But as with all leadership powers, you take them for the benefit to the team not just yourself.
  15. Thanks for posting this topic, I was kinda stuck on my dark/dark brute but the tips here have given me something to think about.
  16. This game tries to do a fairly good job of balancing survivability vs damage. Not to sound mean, but every player wants to never die while one-shotting everything, right?

    Based on your stated preferences though, Spines and Fire Primary on Scrappers are generally high AoE. As for survivability, from what I've seen Shield Defense seems fairly strong at high levels, though an endurance hog (endurance being yet another thing to juggle).

    Honestly, the flavor of the month (well, actually flavor of the last 2+ years) toon seems to be Fire/Kinetics Controllers, but understanding why would probably take a bit of explanation for someone new to the game.
  17. Quote:
    Originally Posted by Shrewd View Post
    I completely agree with this statement. I too feel this is a HUGE and I mean HUGE playability issue. For COH, tankers are just the suck and i too have never managed to get into one long enough to move forward with one. I quit the game long ago before i could as well. I recently came back to see what improvements have happened, and am still utterly disappointed in low lvl tanks.... your damage is so unbeliebably low and your tanking is unbelieveably bad... = the suck.

    They should nearly be invunerable to damage from the start if their damage is going to suck that bad.... so they can focus on damage to make the experience more manageable...

    But if you want something that is not just manageable but actually fun to play... they need alot more of both. Otherwise what the hell is super about these super character except their super suck.
    I think you have a complete misconception of not only the tanker class, but game balance. Ask yourself this question: if a tanker could do awesome (or even good) damage AND have good survivability, right from level 1, what would be the point of playing any other class? Also, what would be to improve as you leveled up to 50?

    If tankers started out "invulnerable" while dealing massive damage and never running out of endurance right from Atlas Park, then this would be City of Tankers, not City of Heroes/Villains.

    Anyway, as others have said, two builds are the way to go, one for teaming/survivability, the other for solo/damage. It takes alot of knowledge, alot of expensive slotting, and very high levels, before you can get the kind of tank you seem to be dreaming of.
  18. Infinitessa

    Psi Tank

    Just out of curiosity, do you duo with another tank?

    I could see making a pure psi tank if you regularly partner with, say, an invul, hehe.
  19. Thanks for the replies, I appreciate it.

    I am having a blast making my tank as "pure tankage" as possible. Think Taunt is his only attack that is six-slotted. Think 4 total attack powers, INCLUDING Taunt and Boxing. Think almost every power in the primary set six-slotted.

    Yeah, *that* pure lol.

    I actually had a build at one point that picked up Provoke (6-slotted of course) from the Challenge Pool, just so I could see what it was like having two AoE taunts. And the fears in the set fit with his theme. But I eventually respeced it in favour of Leadership.
  20. I figure accuracy as well, I'm of the same mind. Accuracy is often the first slot in any attack wether it be damage control or whatever.

    Ok, maybe I could complicate my scenario a bit and say the second slot? lol or would it be accuracy again?
  21. So to all those who love min/maxing their characters, a question for you. I want to know is there an "ideal" enhancement for generating THREAT in an attack. I'm not talking damage, except as it is used to hold aggro. All I'm concerned about is maximizing my Tanker's ability to make bad guys hate me

    Choices are Accuracy, Damage, Recharge, and Taunt for slotting. Here's my scenario, simplified for the sake of discussion:

    1) We're talking a single target low damage attack without any fancy bells and whistles. Think "jab" or "energy barrage"
    2) Assume level 50 Tanker fighting level 50+ mobs
    3) Assume level 50 common IO (ie no set bonuses, no hamis, no accuracy/damage/recharge in one, etc)
    4) Assume only one slot in the power in question

    So any thoughts? Thanks in advance.