Jade_Dragon

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  1. Quote:
    Originally Posted by Smiling_Joe View Post
    Keep in mind those are single target numbers. When faced with a group, the nova's damage potential far exceeds that of the human form.

    EDIT - it's more a testament to the power of Incandescent Strike and Radiant Strike than it is a condemnation of Nova's damage.
    I agree totally. My PB is built around melee damage in human form, and ranged damage in Nova form. It's the best of both worlds.

    And your comment about human form being the best for AVs, that's quite applicable as that was what I was doing yesterday. I pretty much used Nova for clearing out the spawn around the AV, Human for dealing the damage to him, and Dwarf for surviving his mezzes and AoEs.

    I will add that any talk about changing Light Form needing to be carried over to Unstoppable and other Tier 9s should keep in mind that Unstoppable is not unusable 2/3 of the time, and does not prevent the AT using it from using 2/3 of his powers while it is running. While it SEEMS like a direct comparison between Kheldian powers and other AT powers should be straightforward, in fact it is not.

    Just as a for example, it's been discussed either giving the three shield powers a toggle that will turn them all on at once, or allowing the shields to automatically be turned on by a toggle that would be added to turn off Forms. This suggestion led immediately to the observation that the other ATs will likely complain that THEY can't get a toggle to turn on all of their defenses at once. However, the Kheldian introduces a new element that the other ATs don't have to deal with, which is that changing forms turns off all of their toggles. Giving them a mechanism to counter this would not be unfair to the other ATs, as the other ATs don't have to deal with this limitation.

    If Light Form carried over into the other forms, or granted some other type of advantage (such as, high defense in Nova form, but a large damage and recharge boost in Dwarf form) that would balance out some of the discrepancies.
  2. I'll just add that while my Warshade primarily sticks to range while in human form, I was playing my Peacebringer yesterday. Level 23, while the rest of the team was 49 and going up against AVs. Definately a situation where holds and other nasty effects are being thrown around in melee.

    I was OWNING. Seriously. I honestly didn't think about it, I would simply shapeshift constantly, popping out of Dwarf only long enough to fire off a Incandescent Strike, or to drop back and shift to Nova for an AoE. It was the very definition of "Dancing Kheldian". 90% of the time I would have several seconds of freedom before I got held, then would jump back to Dwarf and wait for it to wear off.

    It probably helped that there was a Controller on my team, but that only gave me 1.0 mez resistance, not enough to prevent mez altogether. And we were taking on mez heavy AVs.

    Heck, even the knockback wasn't a problem, as I'd just shift to Nova, blast, then shift and leap back in.
  3. Yes, ED applies to Invention Sets. The whole point behind ED was to ALLOW Invention Sets. If it did not, Set Bonuses would be insignificant by comparison, and everyone would Frankenslot. (Probably two Acc/Dam IOs and then 4 Dam IOs)

    Yes, the buffs are scaled down when other aspects are present. But those aspects do NOT total to 100%. Two dual aspect IOs are the equivalent of 2.5 single aspect IOs, and two triple aspect IOs are the equivalent of 3 IOs. So you're getting like 8.5 slots worth of bonuses in 6 slots.

    Plus, IOs scale past level 25, to become much better than standard IOs. You should be getting 20% for the Def buff with SOs, and you're getting 25% with the single aspect IO, and 16% with each of the dual aspect IOs. That's the equivalent of 3 Def SOs right there, or close enough to it, in the same number of slots. Using level 50 SOs (as I assume you are) has given you 10.1% for free. That's effectively what's being cancelled by ED.

    You'll notice that most IO sets take into account ED, offering no more than the equivalent of 3 slots for one aspect. But they don't usually account for level scaling. So you have the equivalent of 2.75 slots there. If all your IOs were at level 25, they wouldn't be hitting the cap. (Your bonus would be 54%)
  4. Sniper Rifle and Trip Mine. And Time Bomb. Oh, Ghod, and Time Bomb...
  5. Jade_Dragon

    Animal pack ?

    Quote:
    Originally Posted by Erin Go Braugh View Post
    Giving the Animal Pack (new content) as a loyalty reward would be better than giving old content since most veterans already have the Vanguard uniforms.
    It would also be inconsistent, since none of the Booster Packs so far have been loyalty rewards.

    And I do NOT have the Vanguard uniforms. I've never wanted them on any of my characters that are currently over 35. As I said above, the only character I want it for, isn't yet 35. And my being a Veteran does not in any way change that I have to wait for 35.
  6. Jade_Dragon

    Scourge what?

    Yeah, I like the description that Scourge is the power that you use to kick foes while they're down. Sort of like how Domination is the power that lets you "play" with your victims for a while before killing them. Definately a villainous concept.

    In practice, IMHO Scourge supports the Corruptor's main role in a team, which is to watch his teammates' backs and pick off stragglers. If a Corruptor concentrates solely on foes that are already half defeated, he can multiply his damage considerably. I think it's also telling that the Corruptor is the perfect counterpart to the Stalker. The Stalker can take out a huge chuck of a foes' HP with his first blow, and then the Corruptor can take down the foe while he's weakened.

    In general, Scourge is said to only add about 7-21% to a Corruptor's overall damage. But if used intelligently, like that, it can help the Corruptor deal much more damage, and save him Endurance while providing a use for very low damage attacks. And again, Scourging an AoE on a spawn of foes that are nearly finished off can definately improve your damage.
  7. Quote:
    Originally Posted by Lothic View Post
    I think the theory behind getting 60 merits as a Vigilante or Rogue is that it makes up for NOT getting an alignment merit (which is technically worth 50 merits and 20 million INF if you bought one).
    Yep, and IIRC you don't get an Alignment Merit the first time you affirm your Hero or Villain alignment, you just get 50 merits.

    So small reward for affirming alignment for the first time, big reward for reaffirming it.
  8. I like that the video addresses what Beast Run looks like with the Monstrous legs. Much better, I think. I had already tested it out for myself, and liked it, it doesn't look as much like the character is running on his hands and knees. But now everyone can see that.

    Probably with shortened legs it looks even better.
  9. Jade_Dragon

    Animal pack ?

    Quote:
    Originally Posted by Roderick View Post
    And if my character concept calls for one of the pieces at character creation? Too bad, come back when you're 35.
    Yeah, I've got a character for whom a Talsorian Sword (or whatever they're calling it these days) would be perfect.

    No, not a lightsaber. Geez.

    Still, I'm definately looking forward to Beast Run too, for much the same reason.
  10. Quote:
    Originally Posted by Stone Daemon View Post
    To me, it means that you're essentially normal, but you're not necessarily restricted to just using what's on hand. So, in the Malta Titan example, you could be, as one person said, tearing/damaging key components, even using special equipment to help defeat this one enemy.
    I must admit, I've always wanted to see a variation on Martial Arts where in addition to your basic punches and kicks, you did things like leap onto a foe, plant a grenade on him, and leap off. Martial Arts itself would then be for the SUPERHUMAN martial arts, like Iron Fist. Honestly, though, Ninjitsu plus Martial Arts kind of covers this, although you still have to use your imagination when going up against armored and robotic foes.
  11. Well, all I know is that I've wanted to create Element Dog since this game first came out, and even though he still can't STAND on all fours, now he can RUN on all fours. And he's not an anthropomorph, he's a DOG! (Or at least, a dog is his natural form, as a shape changer if he wants to take on an anthropomorphic form, he can)

    I don't really care if the Beast Run doesn't look natural, although I do agree with those who hope it looks better with the Monstrous legs.
  12. Quote:
    Originally Posted by Anti_Proton View Post
    This is what I was thinking. At first glance, it does seem like a retcon.
    The Well itself may be no more than a manifestation. Like Yggrasil. It may take different forms depending on its whims.

    Consider the symbolism of a well. It is a passage to a source that lies at its base.
  13. All Incarnate means is that you draw power from the gods. Wonder Woman drew power from the gods. Captain Marvel drew power from the gods. Yes, those two examples are powerful, but they aren't gods, and they are mortal. (Captain Marvel even says so, "World's Mightiest Mortal")

    I expect that there may be some players that balk at the idea of their "Superior Human" concepts using Incarnate powers. My own Batman homage, Bloodwolf, believes that "absolute power corrupts absolutely" and keeps an eye on the other superheroes expecting them to go bad. To accept such power himself, to fight such power, would to him be much like selling his soul to the devil. On the other hand, would he do that, faced with a threat that he couldn't defeat otherwise? It's a dilemma that is at the very heart of being a superhero. How far are you willing to go to save lives? How do you uphold your ideals when you are forced to either sacrifice one or the other?

    I will probably go with the folks who are saying that it is possible to use Incarnate energy to power technological devices or the like. So you're not using it directly, just retrofitting your weaponry.

    Ultimately, the choice is still yours to stop playing your character at 50 and start over with a new character. No one's forcing you to play the new content.
  14. Quote:
    Originally Posted by BugeyeJack View Post
    Yes, stalkers get a sniper attack 41+, as alluded to in the initial post... but one single sniper attack isn't worth a whole lot. I thought that having multiple sniper attacks might let a stalker set up a decent alpha attack chain, that could take the place of AS, before having to close to melee.
    Well, first of all, NO ONE has multiple sniper attacks. Blasters have one, Dominators have one, Defenders and Corruptors have one. Why should Stalkers have multiple sniper attacks, when they are designed to fight IN MELEE?

    Second, you can't MAKE an attack chain with sniper attacks. By definition, once you begin an attack chain, sniper attacks are useless. They are OPENING MOVES, so once you've used one, you've getten all the use out of them you're going to get.

    This is not to say sniper attacks can't be used in combat, they can be, and I use them all the time, on my characters with high Def or a hold. But the interrupt time means that any time you use a sniper attack, your DPS drops dramatically. Sniper attacks actually reduce sustained damage. (Which is why very few players ever take them. Even those who do take them would not give up the slots to take more than one)

    Quote:
    For instance, open with Body Shot on the sapper, Leg Shot on another minion, then Head Shot on an Lt before closing. Obviously they would have to have passable interrupt times for this to work.
    If they have "passable interrupt times" they aren't sniper attacks. You would have to reduce the cast time of a sniper attack to 2.75 seconds to have a comparable DPS to an ordinary attack. That's around a second of interrupt time, hardly enough to be noticable. Around two seconds, the same as an Assassin Strike would be more appropriate.

    And if you raise the damage of a sniper attack to 4.33, to match its (average) cast time, that would likely be overpowered, particularly when used by a Stalker from Hide. Currently, Dominator sniper attacks are 3.56, this is probably about the greatest they could be, and Doms are using their lower ranged scale for their damage, ending up with about the same damage as Blasters anyway. (For lower recharge time)

    It sounds like what you are saying is that you don't want sniper attacks, but ranged attacks the Stalker can use to apply control effects in PvE. A head shot to stun the foe, a kneecap to immobilize him, a hand to throw his aim off. You don't really need the interrupt time for that. But then, you do need more powers, and the Stalker already has a full Primary and Secondary. Unless you let him produce those effects with his regular attacks, like the Demoralize on AS.
  15. Quote:
    Originally Posted by Dirges View Post
    Hopefully soon, especially since hide suppresses offensive toggles.
    I've got to admit the next Proliferation I want to see for Stalkers is Ice Armor. I think it would be cool to see a Stalker fade out of sight, and be replaced by a transparent ice statue. That then kills you.

    The Ice Sword could even be used for the Assassin Strike for the melee, or even just an ice spike.
  16. Quote:
    Originally Posted by xhris View Post
    1) removing [Stealth]'s speed debuff and
    2) allowing it to stack with Shadow Fall/Steamy Mist/Arctic Fog/etc.
    would make Concealment a much more attractive pool.
    The problem with making Stealth more powerful is that would greatly reduce the usefulness of Cloaking Device, Energy Cloak, and even Cloak of Darkness. (CoD has Immobilize protection and +Perception as well as stealth, but those are minor advantages if you remove the stealth)

    To me the advantage of Stealth is that you have the Defense, which the IO doesn't give you, which stacks with any other Defense you may have, and you can stack the stealth with a Stealth IO itself. Anyone can get full invisilbity with Stealth + Super Speed, and it doesn't even cost you 80 million.

    The disadvantage of Stealth is the speed debuff, which let's face it, is negligible. You can counter it by taking Quickness. You can almost counter it by three slotting Swift. It you take Super Speed or any speed boosting power, that will pretty much make it eliminate it.

    The Stealth IO, BTW, is only 30 feet, while Stealth and other related powers are 35 feet. While this may seem unimportant, this means that while the average minion will see a Stealthed foe at 10 feet away, the Stealth IO'd foe will be seen at 15 feet away. So between 10 and 15 feet from an enemy, the Stealth power will not be seen when the IO will. For Lts this will be between 15 and 20 feet away, and for Bosses between 20 and 25 feet away. And again, stacking them both will hide you from ALL THREE, right up to melee.
  17. Jade_Dragon

    Stalker AoE

    Quote:
    Originally Posted by Leo_G View Post
    You say one takes time while the other cleans house which shows obvious bias. What does this say about my Stalkers that clean house? Or my Scrappers that take time? Because there is such a thing as a Stalker with AoEs and a Scrapper without much of it.
    I have to agree. I can understand that some players have an experience where a Stalker does not kill foes solo as fast as a Scrapper. But in my experience, my MA Stalker goes through individual spawns faster than my MA Scrapper. My Scrapper may catch up in going through the whole mission, I'd say that's about the same, but there's just something to be said for knowing that my first two attacks are going to drop two foes. My Scrapper just can't say that.

    And I don't see the feeling of vulnerability or being overwhelmed, either. Yes, I am aware that I have 10% less time to finish off my foes, but it's never felt like as much of an immediate threat as before, when the HP was lower. (and the damage) I'm cautious with my Scrapper, as well, he's not a Tanker, and the Inv Scrapper that I do have set up as a tank seems to be more risky and "seat of the pants" than either of them.

    It's just a matter of using Placate and Criticals well, and being secure enough in the AT to get in there and scrap. Of course if you believe that you can't do that, you're probably going to find that you can't. The Stalker is an AT that leaves little room for error, which is why it's so important to be aware of your environment. But when it works, it works well.
  18. I think this is basically what the Epic Pools are for, at least for those ATs that don't get defenses from their Primary or Secondary. And really, that's one thing Tough has to be balanced around. ANYONE can take it, even a Tanker, and if you stack additional non-physical protection on top of the Tanker's normal protection, you can start to get into overpowered territory.

    This is one reason why, a long time in the past, I suggested replacing a power in the Blaster Secondaries with a ranged Defense. In addition to the Def, which I believed would be a big help to Blasters in the high levels (this was prior to Epics) it could also add a small resistance to the element of the Manipulation Set. It had already struck me, the inconsistency of a superhero being able to throw around fire, or whatever elemental power, and yet still being vulnerable to that element. This would solve that, and be an option, so the player could skip it if he still wanted to be vulnerable to "his power".

    The Epics kind of made that moot, as they provide protection both at range and in melee, and probably in greater amounts than my original suggestion. You have to wait until 41 or later to get it, yes, but the option is available. And if it opened up earlier, it would have to not be as powerful. I suspect a lot of people pick up Tough early on, and then respec out of it when an Epic alternative opens up. I know I do.

    That being said, I've said it might be a nice idea to replace the old Fitness Pool with a new Pool of passives. (Since Fitness was the only Pool with Auto/passive powers) I suggested one might be a Melee Defense, and another a Ranged Defense, both of a fairly small amount since they're passive. Another possibility, I suppose, could be to divide it up into four elemental options, Fire, Ice, Energy and Negative Energy. Of course with the tiering system of the Pools you would have to get one of the first two before you opened up the next, but perhaps it could be Fire/Ice for the first, Energy/Negative for the second, then the third and fourth could be Toxic and Psi, with the protection being Res and not Def. Or even just different powers entirely.
  19. My suggestion would be:

    1) Don't necessarily allow Rogues into Hero SGs, but let them visit the team Leader's base just like any member of the team. Vice versa for Vigilantes.

    2) Add a portal linking the hero Oroborous to the villain one, and let Rogues and Vigilantes use it. It would take an extra step for the Rogue to "zone" from villain Oroborous to hero, so he can use the hero portals, but would gain the ability to team with heroes doing Flashbacks.

    Honestly, I'm pretty sure the whole reason the tram and ferry systems opened up was specifically to address this issue. So it's not that big of a problem. It's still a hassle getting to Peregrine Island, but I don't have any problem getting around the rest of the zones as fast as my teammates. Most of them are using the trams too, as they're usually faster than the base now.

    I'll add that I personally think that the O-portal letting you choose where to go instead of just dropping you back where you came from was a mistake. It's obviously too late to do anything about it now, though. But travel has been easier between zones since probably even before Oroborous came along, so it's more an example of "feature creep" than anything bad.
  20. I realize this has been 5 pages, and I may have missed someone else saying the same thing, but I will simply repeat what I said when the Inherent Fitness change was announced in the first place.

    Switch the boost from Hurdle with the boost from Sprint. They're both Inherent, having them both on will give you exactly the same jump speed. Hurdle will be manageable, just like Swift is.

    Now, I'm sure this entirely reasonable suggestion will be ignored, just like it was last time. But at least I've said it. Again.
  21. Quote:
    Originally Posted by DMystic View Post
    Dev actions have excluded Empathy. It's how Pain Domination came about. which I mentioned when talking about empathy.
    Well, by that logic Pain Domination isn't being Proliferated either, even though both Corruptors and Masterminds already have it. But again, there is a big difference between a Power Set being excluded from Proliferation to SPECIFIC Archetypes, and being excluded from ALL Archetypes but one.

    I actually still disagree with the devs' logic in creating Pain Domination, and it's even more questionable now that we can have Defenders and Controllers who have side switched to the Villain side. However, my point still stands that BOTH Defenders and Controllers have access to Empathy, and have shared it since before Proliferation even came about.

    If you want to argue that only villains should have Ninjitsu, fine, but I don't think it fits Brutes conceptually as well as it fits Scrappers. I also would rather not create a counterpart to Ninjitsu, as was done with Empathy, if it is only to be given to one AT, or Ninjitsu left with one AT.
  22. My Illusion/Rad Controller Genie Gold I customized her powers to be a bright golden color. It worked very well to unite all her powers and make them all look like manifestations of light. Her power is supposed to be control over air (as a genie) but even the smoky/cloud powers fit the theme as glowing clouds of a dull orange.

    As an example, this is her Radiant Aura:



    I also made my Electric/Fire Blaster's Fire Sword a bright purplish color, and called it a "plasma sword". Also, I have an Earth/Cold Controller that I made match theme by selecting the Crystals graphics for the Primary, and making them the same dull tan as his Secondary. His ice shields look like rock crystals, almost the same as the crystals of his Primary, and his "storm" powers are clouds of sand. (No pictures of either, unfortunately)
  23. Quote:
    Originally Posted by DMystic View Post
    Empathy and Ice Armor have also been excluded.
    I don't believe anyone has ever said that Empathy or Ice Armor are excluded from Proliferation. They have not been Proliferated to specific Archetypes, yes, but NOT from Proliferation in general.

    Empathy pretty much can't be Proliferated because there are no more applicable Hero Archetypes left that DON'T have it. And two Archetypes do have it, so it is not unique to either. Ice Armor could easily be Proliferated to Stalkers or Scrappers, and I have never seen any redname post that says they will not be.

    If you are looking for the Power Sets that are still, currently, unique to one AT, they are Ninjitsu, Ice Melee/Armor, Illusion Control, and Poison. Any one of those could find their way to at least one other AT, although in the case of Illusion Control, there has been some talk of converting it to a Mastermind Primary. Note that in order to include any other sets, you have to introduce additional criteria, like limiting it to only blue side or red side ATs, or trying to include Power Set types that no other AT shares.
  24. Quote:
    Originally Posted by Leo_G View Post
    As for the elitist remark, it was in regard to the /SR/Weapon + Aid Self build. It's not that far off from /Nin except for the rough edges (pool choices, extra 2 powers, interruptible heal, etc.). You want a /Nin scrapper, you can make it, kind of...if all you're looking for is a gadget using scrap, so not seeing the need besides people knowing it's good on Stalkers so figure it's good on Scrappers...
    All right, I bowed out of this thread some time ago, and I don't really feel like keeping this going, but I do want to contradict this. I mean, I can't speak for anyone but myself, and I certainly am not going to claim that min/maxers don't feel they want Ninjitsu for Scrappers because it's going to be better than anything else. However, I personally don't want Ninjitsu for Scrappers for that reason, and I believe that's not even going to prove to be true, anyway.

    My reasoning is more basic. The whole idea of Proliferation is that all ATs will eventually gain access to the Power Sets that they are capable of using. Mastermind Summon, Blaster Manipulation and Dominator Assault sets, of course, won't be Proliferated, because no other ATs share them. That still hasn't stopped conceptual Proliferation, like Mental Manipulation and Earth Assault from coming to Blasters and Dominators anyway, but I technically don't regard that as Proliferation. The point is, except where there have been clear implementation problems with bringing a set to an AT, like Ice for Brutes, the Proliferation has happened.

    So my question then becomes, what makes Ninjitsu so special that it gets to be the ONLY Power Set that is exempt from Proliferation? As you say, "You're taking away the one thing that makes Stalkers unique". Well, what is the Power Set that makes Scrappers unique? What is the Power Set that makes Defenders unique? What, for that matter, is the one single Power Set that makes Blasters, Dominators or Masterminds unique? If those ATs are unique, they're unique for a set of Power Sets, not a single one.

    Ninjitsu is not SR. And there's no more reason to want Ninjitsu for Scrappers than to want Ice, Stone, Energy, Super Strength or Battle Axe or War Mace for them. And no less reason, either.
  25. Quote:
    Originally Posted by UberGuy View Post
    You're correct. Scrappers, Tankers and Brutes do all share a 0.5 ranged damage scale, but Stalkers have a 0.6.

    (In practice I guess this is moot, since nothing in these AT uses these scales any more, except as what I presume are bugs. For example, Scrapper Darkness Mastery cones are using the ranged damage scale, which makes them both pathetic and inconsistent with other epic cones not only in other Scrapper epics, but in use by other melee AT epics as well.)
    I honestly don't understand why the devs don't just adjust the ranged modifiers so they are, like 0.85 for Stalkers and 1.0 for Scrappers (with the same proportion for Brutes and Tankers) and switch the ranged attacks back to that modifier where they belong. It seems like a waste to create a category for a type of damage that is intended to penalize the AT, AND THEN NOT APPLY IT.

    The problem is that the 0.5 modifier is so low that when it is applied, it just becomes too much of a penalty, and thus is unusable. If the devs want meleers to do comparative damage with the ranged attacks they do get, then it seems to me the ranged and melee modifiers should just be the same. Problem solved.