Jabbrwock

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  1. Quote:
    Originally Posted by Monopole View Post
    the resistances are not impressive compared to any other set, with the exception of having capped fire resistance.
    Because the Toxic resistance is in Fiery Aura's excellent self-heal, Fire Tankers have excellent Toxic resistance = 60% with just SO's, if you're using Healing Flames on cooldown. I'm not absolutely sure, but I think that might be the highest of any Tanker primary.

    Note: the 60% is if you are building Healing Flames for healing only. If for some reason you slot Healing Flames for resistance (seriously. . . why?) you can cap Toxic resistance.
  2. Quote:
    Originally Posted by Dz131 View Post
    Also happens with Caltrops, which Tsoo love to spam.
    Caltrops seem to produce more of a "run around aimlessly (and slowly) for the next 5 minutes" effect rather than the "stand obliviously in fire until you melt" or "run with great speed to the far end of the level and stay there" behavior I see from fire.

    First rule of Masterminds is only you are allowed to play with fire. Target those stupid fire using enemies first.
  3. Quote:
    Originally Posted by JAXMAN View Post
    I wasn't trying to indicate that all heal powers should not increase Vigilance. Heal Other would be a teammate buff and should increase my concept of vigilance. Heal Aura, Accelerate Metabolism buff the entire team including the Defender. I personally don't think the defender should get an extra bonus for healing themselves.

    If primary and secondary powers can contribute to my idea of Vigilance, I think there needs to be some powers that don't, Aim for example.

    If the system was more complicated and checked how many players were healed and for how much if they were close to full health, than that would be better in my mind. I don't think a defender should be able to go into a mission solo and spam healing aura until Vigilance is built up then have an endurance discount for the whole mission, if they keep attacking.
    The thing is, those aura powers are team support powers. Yes, they help the caster too, but they are key elements of how the Defender supports his team.

    Removing Accelerate Metabolism or Recovery Aura from vigilance v2.0 won't make a big difference, they're on long cooldowns. Removing Radiant Aura and Healing Aura, however, just may. Now, an Empath has another tool available to provide what healing support his team needs. For a Radiation Defender, well, Radiant Aura is it. He can't choose another power, unless you seriously intend to suggest that a Rad should take Aid Other. That's it. And it's the bulk of the filler a Rad can use if his team needs more survival help than is provided by toggles + Lingering Radiation - the rest of the set is either long cooldowns or highly situational. So I object to the suggestion that a key element of the power set be excluded just because it might not be used for the benefit of the team. Blaster Defiance kicks in no matter how stupidlyt he Blaster chooses his target. Controllers get Containment even when they cast an AoE immobilize right over an AoE knockdown field. Scrappers get crits when they're nowhere near the rest of the team, or even not on a team at all. Why is it suddenly objectionable that Vigilance might work if the Defender is using it solo?

    Yeah, you can go on about how an inherent called Vigilance shouldn't work when you're not vigilantly watching anybody else. . . so what? Change the name, then. Or just accept that knowing that you're all alone and have to vigilantly watch all quarters yourself makes just as much sense.
  4. Quote:
    Originally Posted by Tabik View Post
    Hmm.. that's good to know. I was always under the impression it was a static value, but I suppose that makes sense.
    Well, if it has a damage type, it would almost have to have a resistance check. All damage types do is activate typed defense and typed resistance, and procs ignore defense since they don't go off if the slotted power doesn't hit, I'm pretty sure.
  5. Quote:
    Originally Posted by JAXMAN View Post
    They could make Vigilance reward the defender for actively protecting the team, that to me would be ideal. If they scaled the bonus similar to how fury works, the hardest working defenders would get the largest bonuses. I'd say attacks, teammate only buffs, and enemy debuffs would increase Vigilance. A power like Radiant Aura wouldn't. Maybe that would just encourage Defenders to spam their shields more.
    Why not? If your team needs healing and you have a heal power, using that heal power is being a better defender than wasting time shielding the guy who already got hit. If you want Vigilance v2.0 to be an actually good inherent, it should reward Defenders for doing what needs to be done, not reward them for refusing to use their heals and doing stupid other things instead of healing because heal powers have cooties.

    Defender primaries that have healing powers have them for a reason - because those healing powers are part of how those primaries are supposed to help their teammates. It is no less idiotic to try to systematically discriminate against them than for the ignorant imports from other games to try to systematically discriminate against everything else.
  6. Quote:
    Originally Posted by EnigmaBlack View Post
    Until then, as much as I love my first AT... Vigilance still sucks...
    I don't think even most of the folks who love Defenders as they stand would dispute that one. The hard part is finding a replacement that will benefit all of the Defender primaries, given that they are about the most diverse collection of power sets assembled under a single set type label. Some heal, some don't. Some buff, some don't. Some debuff, some don't. Some control, some don't. Some damage, some don't. It's so eclectic that it's hard to find a common theme for an inherent to buff. This is likely a common request is to instead just throw more damage at the problem - Defenders do have damaging blasts in their secondary, and if it's not their primary specialization, at least it's something consistently present in all of their secondaries. They may not need more damage, but it's something you can give them in their inherent that won't be amazingly complicated, completely useless, or hugely benefit some primaries over others.
  7. Quote:
    Originally Posted by DaveMebs View Post
    What makes tohit better than accuracy? I'm not much of a numbers guy
    Accuracy is multiplied by your base 75% chance to hit. To-hit is not.
  8. Quote:
    Originally Posted by Postagulous View Post
    I would exploit it so bad you'd be singing a different song within the week.
    No you wouldn't. It's already in the game, it just costs an extra $15 a month. If it were that exploitable, people would already be exploiting it.
  9. Having substantial, gameplay-altering character choices be permanent and made after character creation strikes me as a poor idea. If you want to be locked into a single play style, just make it two different archetypes and have done with it.

    I also don't think much of the suggestion to be forced into keeping the early basic powers. Again, this is removing one of the defining elements of a branching archetype. What you describe is just an epic power pool choice - you pick one, you can't get another. Sure, there will be more powers in the pool, and the choice is made earlier, but it's not a new branch of your character. The branching mechanism for VEATs dramatically changes the character, this would be punitive if you were forced to keep the early basic powers that might easily not work at all well with a dramatically changed post-branching character.

    I think branching earlier would be a good idea, though. The branching is a large part of what's cool about VEATs, getting to experience it earlier would help draw people in - although in my experience, lots of people already play VEATs, it's Kheldians I don't see very often. Still, that's a different thread.
  10. Quote:
    Originally Posted by Grey Pilgrim View Post
    Scrappers kill fast, with enough mitigation to survive while their DPS gets the job done. That's not really a generalist... their focus is melee DPS, and they are good there. They're just not a generalist. If you want to call them generalists, okay, but don't be surprised when you throw people off like me... generalist is usually used as I did. Both in how the word is defined and how it's used to discuss the powersets on the forums.
    Agreed. Scrappers are specialists. They are specialists in soloing, where they, as an archetype, are across the board excellent, by reason of having enough survivability combined with plenty of damage. Further, even looking at the basic functions of powers in teams, they are not generalists. In teams, you deal damage, you help others deal damage, you survive, and you help others survive. Scrappers only do two of these things to any reasonable extent. One they do moderately poorly, but they're not quite completely inept. And the last they lack entirely. That's not a generalist, it's a specialist in personal effectiveness, specifically in personal damage dealing and survival.

    Quote:
    Oh, and wanting a different unlocked AT doesn't make sense: the devs can NEVER satisfy everyone with an AT (some people love Defenders, I don't, etc.). VEATs are popular, but not everyone likes them. Does that mean the devs need to make another VEAT? No. It just means you go with one of the other many AT options, heroside or blueside. Just because an AT is unlocked at 50 doesn't mean it's going to suddenly be liked by everyone.
    Just because an AT cannot be liked by everybody doesn't mean the devs should simply stop caring who likes or dislikes them, either. I mean, you can't please everybody with a storyline, either, so the VEAT storyline is just fine, right? Of course not! There are a few folks who like it, and a lot of folks who just ignore it because they enjoy playing their VEAT characters, and another lot of folks who despise it and find that it turns them off on playing their VEAT characters entirely. That's not success. And neither is having an AT whose play style has pretty narrow appeal be the reward AT hero side. There is no easy fix for a bad storyline - it takes time and work to write a new story, and if you go back and rewrite the existing one, the veteran VEATs will be annoyed that they don't get to experience it. But fixing having the hero side EAT having narrow appeal is much easier - port over the existing SoA mechanics, reskin the mandatory uniforms, and (this is the hard part) write a new story for them. It won't fix everything, but it will fix more than not doing it would fix. Don't let the drive for perfection derail the need for improvement.
  11. If there's a single lesson to take from this thread, it's that the epic archetypes need a bit more variety. There are people who, for reasons that will remain a mystery to me most likely forever, really love Kheldians. But there are also plenty who hate them with every fiber of their beings. For a normal AT, that's just fine. Not everybody has to like every AT in the game. For the AT you unlock as a reward for hitting level 50, it's really inappropriate. Port in something more like the VEATs for heroes to use - PPD or Longbow or something - to broaden the appeal of these unlockable AT's, leaving fewer people feeling. . . cheated? Cheated is too strong a statement, I think, but it's the right flavor. Deeply disappointed, anyway. And send a few Warshades over to the villain side, too. I'm pretty sure before VEATs were unveiled, there was discussion of doing just that.

    That's my take on the subject, anyway.
  12. Quote:
    Originally Posted by Eiko-chan View Post
    Humans thrive on cooperation, not competition. And so does this game.
    Humans thrive on both in different situations.
  13. Jabbrwock

    @Anshar

    Quote:
    Originally Posted by Anshar Seraphim View Post

    DM - Dumps reds into my current pet target:
    inspexec_pet_target Enrage$$inspexec_pet_target Focused Rage$$inspexec_pet_target Righteous Rage

    For some reason when I try to just type a one-line macro into CoH/CoV it only saves what's been given BEFORE the first set of $$ in the macro.
    Sounds like you're missing some quotation marks.

    /Macro DM inspexec_pet_target Enrage$$inspexec_pet_target Focused Rage$$inspexec_pet_target Righteous Rage

    If you cut/paste this into your chat line, you'll get a macro that will just feed your pet an Enrage.

    /macro DM "inspexec_pet_target Enrage$$inspexec_pet_target Focused Rage$$inspexec_pet_target Righteous Rage"

    Cut/paste this into your chat line, and you should get a macro that does what you're intending. At least, I did when I tried it. My experience is far from exhaustive, though.
  14. I'd submit that the best choice would be a sliding scale, where all teammates healthy = bonus for secondary abilities, whether that might be a straight damage buff, a chance for extra damage, or an endurance discount. As teammate average health declines, the secondary bonus phases out to be replaced by the current endurance discount on the primary. It doesn't help all Defender primaries equally, but given that Defender primaries are the most eclectic group of power sets ever collected under a single designation, that's kind of inevitable.

    If the secondary boost works when solo, it would also at least partially address the issue of poor performance for many Defenders when unteamed. The current state of Defender secondaries was established when Blasters had lower base damage scale and when Blaster Defiance was, well, rather poor. The Blaster damage scale boost and Defiance 2.0 mean that Defenders can get a small damage boost without stepping on anybody's toes, IMHO.
  15. Quote:
    Originally Posted by Blue_Mourning View Post
    That's the problem that people don't seem to be seeing. yes, squishies are not as good solo, but scrappers are not as good on teams. If squishies are as good solo as they are on teams, wouldn't scrappers and to a lesser extent tankers be totally unwanted on teams? I mean on high performance teams they're already pretty unwanted.
    A secondary issue nobody seems to be interested in addressing is the degree to which squishies *ALREADY* trespass on melee territory late game, thanks to the huge number of defense IO set bonuses. Not only do these provide enormous damage mitigation, but they also provide a layer of avoidance against mezzes. The survivability difference between squishies and melees is already arguably too small at the extreme challenge/extreme power end of the spectrum. IO's dont provide nearly as many options for melees to infringe on squishie territory by gaining buff/debuff or control abilities they formerly lacked. This may be a significant balance argument against adding mez protection to squishies beyond what's already available - it's about the only thing left that melees get that squishies don't, that and a health bonus.
  16. Quote:
    Originally Posted by macskull View Post
    Given the structure of the PvE game and the roles of the ATs within that game, the most "useless" blueside ATs are Tankers and Defenders. Why? In the case of Defenders, a Controller is bringing more to the table in almost every situation, and in the case of Tankers, you don't need aggro control when everything's buffed to the gills and there's layered support to stop incoming damage on the squishies.
    This is an odd definition of useless you're using. Being worse at teaming than Controllers is like losing at arm-wrestling against the Incredible Hulk - it by no means you're bad, just that your opponent is insanely good. Defenders have a specialty that is extremely good in teams. That makes them very useful indeed. The only situations where I wouldn't prioritize adding Defenders to a team are 1) if the team doesn't have a tank and we're running content that actually needs a tank, which is quite rare. 2) When I can completely fill the team with Controllers.

    Being definitively ahead of 2 archetypes in team desirability, and situationally (and a very common situation it is) ahead of a third, is a long way from being "useless."
  17. Quote:
    Originally Posted by Bunker View Post
    it's all coming back

    played around last night and decided I am for sure going to subscribe again.

    spent a little while "playing" the market and managed to make half the mola to equip my defender with IO's ehhhh it was an experiment to see what I could learn about the market and invention system.

    BTW I hadn't run the mission in PI (for access to 35-50 SO's) on my Defender and i know I bought lvl 40 SO's somewhere else. I could have sworn there was another spot.

    One more question; when last I played you had to do a reactor mission to get respecs and I don't remeber what happened to your SO's... do you loose them all if/when you respec and why would you respec if you can have dual builds? (something else I learned yesterday )

    Thanks again guys, I'll be flaming again REAL soon!
    I know there are spots for high level SO enhancements that don't require the mission. Firebase Zulu and Rikti War Zone? Haven't played hero side at that level for a very long time.

    When you respec, you get to redistribute all your enhancements. You can also remove up to 10 of then (a full enhancement tray worth), and all enhancements you don't slot or put in your tray get sold automatically, and for more than you'd get selling them normally, IIRC.

    Respec is for fixing your build if a patch changes something critical, or just to try something new and different. Dual builds just let you be ready for two very different situations at a moment's notice, like having one farming build and another teaming build, since some powers that are awesome in one situation are worthless in the other.

    On the subject of respecs, the terra volta trial still gives you a respec, up to 3 times total I believe. You can also get a respec invention recipe. Plus, when a new issue is released, everybody usually (always?) gets a free respec.
  18. Quote:
    Originally Posted by Bunker View Post
    So I quit way back in 05 and came back this weekend t give my Fire/Fire tank a go and well... I remeber why I quit, the damn Burn nerf!!!

    Good news is I have 2 respecs (this was a typical Burn build for the time)

    I need a little help here, what should I be shooting for in a build. Please remember I've been gone 4 years so be gentle

    Thanks in advance.

    Oh, if I don't reply after Monday it cold be because I have no forum access
    In th e short term, aim to drop powers you can cover with reasonably obtainable IO enhancements. Notably, drop Acrobatics, as you can get Knockback protection IO's relatively easily.

    Burn is also skippable. it's good, but situational, and if you don't expect to run into the situation a whole lot, it won't do you much good. Temperature Protection may do you well, with its slow resistance - slow is your bane, given how nice Healing Flames is.

    In the medium term, focus on improving your strength with damage and recharge IO set bonuses and shoring up your weakness with defense IO set bonuses. While you probably won't get to the 45% defense softcap, you can build up a solid base to back up your Fiery Aura resistances, allowing a single small purple to turn you into an unstoppable human crematorium. This will take more than one week-end, though. Also of note, pool powers that grant defense - Combat Jumping, Weave, and Stealth - are very excellent bases both to hold good sets for the bonuses and as a small base of defense to build your defense set bonuses. They also hold the expensive but awesome Luck of the Gambler global recharge bonus IO.

    It's gonna take a lot of cash to put together a good Fire/Fire Tanker build, though. But that's why you keep coming back, there's always more missions to run, more recipes and salvage to drop, and more stuff to sell at Wentworth's for cash to buy what you need.
  19. Quote:
    Originally Posted by Frosticus View Post
    Na, I'm not talking about the expected reductions due to AT modifiers or the expected MM endurance penalty. Those aren't extra balancing factors levied against a set.

    If dark was ok it would have had the same heal as corrs, but just cost more end and heal the appropriate MM amount. The change to t-grasp extends beyond the expected measure.

    If you were going to apply above and beyond balancing you could cite Soothing aura and how it is regen for MM's as the pulse heal would be OP'd. So in that regard pain was hit in addition to inter AT values. Thermal wasn't though.

    Tarpatch is just a glaring example of poor implementation of pseudo-pets. The crappy job done on it and many others is a large source of dissension when looking between AT's that shouldn't exist.
    At the moment, Twilight's Grasp is weaker than inherently appropriate for a MM version of a Defender ability because Fluffy and Tar Patch are stronger than inherently appropriate for a MM version of a Defender ability. If/when Fluffy and Tar Patch get properly reduced, Twilight's Grasp will need to be restored to its proper radius. Until then, well, it's sloppy, but in the end the set works well enough. It's hard to make the argument that MM Dark Miasma is a weak set. I'd prefer things were neatened out. You'd prefer things were neatened out. I wouldn't be s hocked if the devs would prefer things were neatened out. But at the end of the day, rebalancing a set that, as a whole, is popular without being obviously overpowered has to be a low priority issue.

    Games are like politics and sausage. People who love any of them should be wary of watching them be made.
  20. Quote:
    Originally Posted by Mercuryflux View Post
    maybe i am just crazy, but don't you think the Tanker SC should do more then the scrapper version simply because its in the Tankers primary power set and should be better then a secondary set?,,... i mean who is supposed to be better with the shield?
    Tanks are tougher. Scrappers are better at doing damage. Tanks get better numbers survival numbers out of Shield Defense, Scrappers get damage numbers out of Shield Defense.

    And on the subject you mention in the next post - yes, if tanks get a set with Parry, it should provide 20% defense (not 30%) because Scrapper defense values are supposed to be 75% as good as Tanker values. Regardless of primary set vs. secondary set, Scrappers are better at damage, Tankers are better at survival.
  21. Quote:
    Originally Posted by Sharker_Quint View Post
    k i'll respond to your idea that melee needs less:

    NO THEY DON'T. unless while on a team, on your squishy, you want to be huggin the floor all the time. it is the job of the melee toons to keep the aggro off the squishies so they can do what they need to. take away even some mez protection and you would end up with the same situation as if melee had none at all. believe me when i say this would not improve the overall game experience.
    We've already seen that the devs want melees to rely on support classes for survival in teams, at least to an extent. That was in large part what the global defense nerf and ED were about. The problem with his proposal is not that it makes melees useless in teams, it's that support classes can't universally provide the needed mez protection, which would further marginalize some of the less popular buff/debuff sets.

    With the current state of buff/debuff sets, melees absolutely need high mez protection. I'm not too thrilled with melee characters getting to essentially remove mezzes from the game entirely while solo, when squishies have mez avoidance as, generally, the number 1 priority for any successful solo tactic, but the state of current power sets means that's the way its gotta be. It's not that making melees rely on external buffs to survive the kind of mezzes that fly around in big teams is a terrible idea, it's that it's an impractical idea.

    My stance: I'd like to see a bit of mez protection on squishies, but I'm not gonna get upset if I don't see it. I don't think it would break the game, but I don't think that its absence breaks the game either.
  22. Quote:
    Originally Posted by BlackBellatrix View Post
    One reason why having more Resistance in IOs is more dangerous than Defense that I'm not sure people have brought up is one thing. Debuffs.

    With defense, sure, you can avoid most of the defensive debuffs, but the threat of cascading defense failure is still very real.

    Whereas Resistance resists debuffs on its own, meaning that having an AT that isn't designed for having high resists might have a more detrimental effect on balance than defense currently does.

    I don't think it'd make it more overpowered than stacking defense IO bonuses but I still think it'd be a factor.
    This is a false comparison. Most defense debuffs have to hit to take effect, and defense defends against that. Of course they take full effect when they hit, that's what defense is all about, avoiding getting hit and providing no mitigation of anything that makes it through and hits anyway. Resistance is about taking the hit and reducing its effects. The two are equivalent in this way.

    Where defense gets boned is that defense debuffs are *EVERYWHERE*. You find them right from the beginning of the game and they never go away. Resistance debuffs are far less common. Also, autohit defense debuffs, while not ubiquitous, do exist in pve. I don't know of any unresistable resistance debuffs in pve, but if they exist, they are likewise less common than autohit defense debuffs, in my experience.
  23. Quote:
    Originally Posted by TerraScorcher View Post
    Whats the "Cottage Rule"?
    The cottage rule is that if Build Up today increases accuracy and damage, tomorrow it should not be changed to build up a cottage for you to live in.

    Or, more reasonably, that a power that serves a specific purpose today shouldn't be dramatically changed into something completely different in tomorrow's patches. It's the reason Clobber in War Mace is still a stun (now with tons of damage too), and Energize in Elec Armor still gives an endurance discount. It's also the reason Energize in Brute Elec Armor didn't get moved to an early spot in the power set the way it did in the Scrapper and Tanker versions - the cottage rule also forbids changing power order.

    It's a guideline, though, I'm sure the devs would violate it if they felt the need, just that the need would have to be pretty serious before they would do so. Since neither SR nor Ninjitsu is currently a broken set, I don't see it happening.

    Note, though, that it's still a very flexible rule. As long as whatever replaces Evasion still gives some AoE defense, merging Ranged and AoE defense into Focused Senses would probably still be Cottage Rule Compliant. At least, that's my take on the War Mace and Electric Armor changes.
  24. Quote:
    Originally Posted by New Dawn View Post
    I'd of expected Fort to be chucked about and CM used at times.
    I'd have expected the absence to at least be noticed. That's the real issue. An Empath who doesn't cast Fort is underperforming. When she *STILL* gets singled out for compliments, something is desperately wrong, not so much with her, as with her teammates who have such low expectations that just casting heals is enough to earn compliments.

    If the compliments had been team wide, "Nice teamwork," or "We really worked well together," or "We wtfpwnt these guys, they never had a chance," that's one thing. When you single out a single player for compliments, though, it should be because they are overperforming what you generally consider normal for their AT and power sets. If just casting heals through an entire TF is that, then yeah. . . your expectations are low.
  25. Quote:
    Originally Posted by Nihilii View Post
    SOs or IOs don't matter much when the imbalance already shows up while comparing base numbers.
    Meh, if it's OP on scrappers after being boosted to scrapper-appropriate damage, then it was already OP on tankers and brutes. Which is a case I'm not going to argue either way, SD seems awfully uber to me, compared to what my fire/fire tanker gets in the other "give up survivability, gain damage" armor set.