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Posts
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Quote:This game has several problems that differentiate it from other MMOs. First, the targeting geometry for most attacks is far too large. Second, the target caps are still too high relative to the tier in which they are recieved. Third, the recharge on AoE attacks is too low across the board and there is no cross-skill cooldown for AoEs.Just out of curiosity, and this will likely sound very *head-desk* to you, but what in particular is broken about AoEs?
Is it the fact that AoEs are balanced so low (ie: hitting ~3 enemies) when they average hit more?
Is it the fact AI is dumb enough to stay all clumped up?
Is it the fact so many things in the game can be AoEed?
Is it the fact there is rarely any reason not to AoE?
The reason I ask is many games I've played have featured the same qualities. In DAoC (Dark Age of Camelot) one of the quickest ways to kill spawns was with caster PBAoEs. Herd up some mobs, blow them away with AoEs. (It became the power-leveling way of choice, in fact.)
WoW is also very AoE friendly, atm. Herd up a bunch of mobs, then blow them away at once. (Heck, right now some classes use aoe abilities in single target fights because they're so good.) Even back in vanilla, Frost Mages used to aoe farm for xp/gold.
What is so unique about CoH AoE mechanics that make is so ludicrously broken in comparison to other games?
A skill like Rain of Fire is many other MMOs would have more than a 1 minute cooldown, and would often lock out other AoE skills for an extended period once it was clicked. This doesn't happen in CoH, and players can throw a chain of RoF-Fireball-Fire Breath in 6 seconds and pretty much decimate a spawn.
Could the developers implement positional resistance to somehow address this? Player's skills wouldn't have to be directly nerfed, but the enemies could certainly be tougher. Maybe bosses could be given an aura that grants hypothetical AoE resistance or defense, which would make nuking minions and Lt.s a bit tougher than it currently is as long as they have a leader. -
That toon looks better than most models in proper fantasy MMOs. Awesome.
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I want War Mace the most. Clobber and Crowd Control at Scrapper values, with Against All Odds fueling their damage? Yes please.
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Well, I can at least hope that Fire Armor will get some type of attention after this debate. My Shield Brute and Scrapper always felt silly overpowered with Shield Charge (particularly the Scrapper), so I expected this to come (a while ago).
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Why did it take this long to figure out that Shield Charge on a Scrapper doing 740 points of damage to a 20' radius every 45 seconds, with just SOs, was not WAI? What about 800 points of damage every 25 seconds while having 95% mitigation to 99% of all attacks?
A lot of us posted about things being whacked out, but I salute you Frosticus for finally bringing the numbers and a logical debate (Fire Armor) to the table. How many threads existed since Shields was introduced merely complaining about LR versus SC and the varying damage radius discrepancy? This is pretty silly. -
For melee characters, I generally run a purple build in slot one, and a Smashing/Lethal soft capped build in slot 2. For ranged characters, I also run a purple build in slot 1, and a build with hover and soft-capped ranged defense in slot 2. I will often have one or two purple sets in the second slot if it makes sense.
Two fully purpled builds, maximizing recharge and accuracy and recovery, is a bit redundant no matter how I look at it. My Fortunata/Widow is the only build that runs two fully purpled builds, but that's because she's effectively two very different characters. -
Well, I'm glad the optimized the system for those with PII processors and dial ups. I never had an issue with excessive AH loading, but apparently those that did no longer face this problem. I think all seven of these players are quite happy.
Otherwise, add me to the list of players VERY unimpressed with the new market interface.
I initially believed that it was just my unfamiliarity that made the new format feel cumbersome. I now have to manually search for any given item to receive relevant data, and even this takes much longer than it used to due to removal of the old auto-complete and auto-search. Tabbing through data windows doesn't work. I have no idea how slots are aligned because bought and bidding stacks are separated. The list just goes on...
Several SG mates won't even touch the market now and would rather delete or hoard than participate in the economy. They now only use the market as a last resort. -
Quote:Soft capping to all three positions is different from soft capping to ranged and using hover, or soft capping to just Smashing/Lethal, which is what melee toons shoot for.And that right there is why I dislike how difficult it is to get DR.
As it stands, just about anyone can use IOs to become an SR scrapper. (Minus the DDR.)
Why can't folks use IOs in the same way to become an Inv scrapper?
There is also something to be said about soft capping without having to nerf your build. Builds that soft cap Smashing/Lethal or Ranged/AoE are making some form of sacrifice that is always overlooked. Super Reflexes doesn't have to do this.
That said, I feel that no build should be able to soft cap 100% of the time. There should be a cap at 40% or 42.5% that can only be exceeded through tier 9s (Elude, Kuji, Overload) or purple pills. Super Reflexes is already broken as is, and so is soft capping for other builds. -
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Quote:I totally agree with this thought process.1) Tohit buff is lowered
2) The damage buff operates at a lower value for pool powers
3) The damage buff is averaged out with the crash (no crash, lower dmg buff). (This would likely result in stacking being eliminated.)
What would this accomplish? It would create a click power that provides a damage buff that is basically the same as other sets... unfortunately, it would be quite bland.
I always thought Rage would've made more sense if it was strong, but either not perma or the penalties would be enough so that you may not want to perma it. An offensive 'god mode,' if you will. In this case, it would mean tweaking the set such that the lower tiers aren't as lack luster as they are now so you didn't feel like you needed Rage to be competetive, but it would provide a lot of oomf when something needs to die.
That would make the set progress through the levels smoother and be more flavorful, imo. As always, there is a catch: it would involve changing more numbers, which has a higher chance of using a 'wrong' number, and there is a higher chance people won't like it.
Here's the deal. SS has shorter recharge times, and thus lower corresponding Damage Scales on its attacks. Rage basically compensates for this by granting near-perma-buildup, effectively increasing the lower Damage Scale of its attacks through a single massive buff that is active 12/13ths of the time. This buff isn't an issue when isolated to the set, but does some silly things with APPs/PPPs, Pool Powers, Damage Auras, and Shield Charge. Rage indiscriminately over-buffs the effective DS of these attacks just as well as it compensates for the lower Damage Scales built into the set.
The ToHit buff is an issue as well. The only thing it can be compared to is Targeting Drone, which only grants ToHit. This value should most certainly be lowered. Then there is the issue of stacking, which does have a harsh penalty but becomes broken when Temp Powers and Vet Powers still do full damage while having up to 62% ToHit buff. Stacking also overclocks APPs and PPPs to an extreme level.
So how does one account for Rage operating well within the set, but becoming broken when external abilities are considered? We'd first need to alter the performance of some of its skills.
- Jab: Increase recharge from 2 to 3 seconds. Increase damage scale from 0.68 to 0.84. Endurance increases as well.
- Punch: Increase recharge from 4 to 6 seconds. Increase damage scale from 1 to 1.32. Endurance increases as well.
- Haymaker: Stays the same.
- Hurl: Increase recharge from 8 to 10 seconds. Increase damage scale from 1.64 to 1.96. Endurance increases as well.
- KO Blow: Recharge is reduced to 20 seconds.
- Foot Stomp: Stays the same.
This would bring Super Strength closer to the progression of other sets in Damage Scales, but would also necessitate a change to Rage. Rage would need to have its damage decreased, but would also need to have its crash lightened. I would change the dynamic of this skill completely, while trying to retain the "feel" of Rage. The numbers below are listed at Tanker/Brute values.
- 1: Rage would grant 120 seconds of a 35% damage buff tagged so that the effect does not stack from the same caster. It would also grant 120 second of 5% ToHit buff tagged so that the effect dos not stack from the same caster.
- 2: Rage would also grant 10 seconds of 25% enhanced damage and 20 seconds of 10% enhanced damage, as well as 10 seconds of 10% ToHit Buff and 20 seconds of 5% ToHit Buff.
The end result is that Rage would grant 10 seconds of 70% enhanced damage and 20% ToHit, followed by 10 seconds of 45% enhanced damage and 10% ToHit, and lastly having 100 Seconds of 35% enhanced damage and 5% ToHit.
Rage WOULD be able to stack in this situation. Stacking it would layer the buffs on a shorter timer but would not stack the buffs that are on a 120 second duration. This would allow builds that run high recharge to effectively click Rage before it has expired to function as a mini-build up, or allow them to increase their ToHit Buff to cut through enemy defenses and debuffs.
The crash would be lessened as well. Endurance should be brought down to about 45% of what it currently is, and the -damage component would also be layered as -9881% enhanced damage for 3 seconds, and -118% enhanced damage for 10 seconds. This would grant 3 second of -9999% enhanced damage followed by 7 seconds of -118% damage (causing you to do no nearly no damage for 3 seconds and roughly 50% damage for 7 seconds with stacked rage). There would be no other penalties to Rage.
These changes would allow SS sets with high global recharge to increase their effectiveness by stacking Rage. A Perma-double stack of Rage would still have less of a penalty than a single stack of Rage does currently, but it would also offer less total benefit. The increased DS to Jab, Punch and Hurl, as well as the 5 second reduction to KO Blow, would make up the lost performance in Rage. I also feel that SS should not be penalized for pursuing global recharge, and by layering its buffs like this one can actually encourage stacking Rage when extra ToHit or damage is needed without overpowering the set. (I think.) -
My DM/ELA Tanks the LGTF without Power Surge, and you probably will be able to as well for the most part. Siphon Life offers significant survivability, but the knock down and stacking -endurance from Electric should fill in a bit.
Power Surge is much better on Brutes than it is on Scrappers because of the 90% resist cap that we have. The durability gap between having 75% and 90% resistance is huge. I socket it with 5 parts of Unbreakable Constraint, but 4 parts of Basilisk's Gaze grant some nice bonuses as well. -
Quote:For Brutes and Tanks. Blinding Feint and Follow Up have half the ToHit buff of Rage at 10%, but are given just 30% +damage. A triple stack of these skills offers just 10% more damage than a single stack of Rage, which is 80% +damage.Problem is Rage has 100% uptime, sans 10 seconds. No other Buildup-like power is up that often except Followup, which has something like a 5% downtime due to missing 5% of the time, and it's numbers are only half of what Rage's numbers are.
Rage isn't really a problem when isolated to the SS set. It is a problem with PPPs and APPs; it is a problem with Vet/Temp powers; it is a problem with damage auras and Shield Charge; and I have a feeling that it will skew abilities from the upcoming Incarnate system as well. -
Quote:They are stronger because of the 20% to 31% ToHit buff. Vet Powers and Temp Powers aren't used in the high levels because of their awful accuracy. SS doesn't have this issue thanks to Rage, but can also use them during the crash, fully benefiting from ToHit buffs to provide significant damage despite the -9999% damage penalty.Actually vet powers ignore damage buffs; use them with double stacked rage or during the crash, they'll do exactly the same damage.
Vet Powers are significantly better on SS toons. -
Quote:I completely agree with this. Another issue with Rage is the ToHit buff. Having access to a permanent 20% to 31% ToHit buff makes Super Strength significantly superior to other sets when fighting higher level opponents. Foot Stomp is so good not only for its huge radius, but also because it's running 95% hit chances far more often than other sets are able to, and this buff extends to APPs/PPPs, Pool Powers, damage auras, and Temp Powers/Vet Powers (both of which happen to break the -9999% damage crash, and are more often ignored for their accuracy deficiencies than lack of damage).
1) Rage doesn't just boost some of SS's deficient powers "up to par," it also boosts the strength of all attacks. So damage auras, pool powers, epics, temp powers, and vet powers are all stronger on SS than they would be on any other character. This means powerful attacks (such as Fireball) would be boosted as well.
2) Footstomp is too good. I have Footstomp, and I love it, but it is too good compared to other sets. It deals too much damage for the recharge / radius that it has. It is balanced as a 10ft radius, but actually has a 15ft. (Compare it to Frozen Aura, which has the same damage/rech and only a 10ft radius.) This is exasperbated by Rage, which makes it that much better. There is a reason a lot of people say SS is a great AoE set even though it only has one.
3) It scales very well. Since the bottom teirs are so lack luster and the upper tiers are so good, adding recharge to maximize powers like KO Blow and Haymaker while squeezing out Jab has a tremendous impact. It also means that there is room to add in better powers (like Gloom).
To sum up:
* SS wasn't designed around Rage. If it's balanced with it and underpowered without, it's a coincidence.
* Rage has farther reaching consequences than just bringing it up to par.
SS doesn't have baked-in deficiencies that Rage mollifies. An 8 second recharge attack still does 1.64 DS, just like every other set in the game. Hurl is an exact clone of Hurl Boulder, and if SS were indeed designed around Rage then Hurl's value should be lower without Rage active but higher while buffed. It's not penalized, and neither are the set's other attacks.
As pointed out earlier, the only adjustment that any power has is a 25 second recharge in KO Blow. KO Blow used to do paltry damage, less than jab in fact, and was given extreme damage shortly after the release of City of Heroes. This recharge penalty was seen as a trade off for receiving an extreme attack at 18 rather than 38-- a full 20 levels sooner than most other sets for Tankers. There's also a chance that Rage played a role in having 5 additional seconds of recharge. -
Did you drop the damage from 80% to 74% to represent the loss in damage from the current 10 seconds of -9999% in Rage's crash? If so, I suspect that this number would need to be a bit larger than 6% enhanced damage. The rage crash affects total damage output over a 130 second window, 10 second of which are effectively 0.
The crash represents a 7.7% reduction in damage output over those 130 seconds.
Assuming the use of Single Origins, which is what most balance is based on, Rage and enhancements are accumulating 175% enhanced damage. This value would need to drop by 13% enhanced damage to roughly equal the damage-over-time penalty of a Rage crash. You're theoretically looking at 67% enhanced damage on Rage.
However, I have a feeling that Rage will always have a crash of some type, if only for design purposes. -
Quote:Well, they aren't that pricey considering how long it would take you to get one through a random drop. Most prices are set by the earning power of a level 50. It's within reason to earn 75 million at level 50 over the span of ten hours, and that's without farming or investing your time optimally.25 mil for a karma knockback
50 mil for a steath (running) ?????
am I to assume getting I/O's involves farming drops and merits>? Too expensive to buy with influence?
Here's the key: things might be expensive to buy, but you also make a ton through selling. Move your items on the market, maybe even start playing the market, and these prices will feel like chump change. Until then, save up for the -Knock Back IO, which can be a game changer.
And as others have said-- the 35 Million is probably a buy-it-now price. Look at all level ranges; find a range that is moving for 6-10 million; place several bids on multiple ranges and wait. -
Dominators in general receive huge benefits through IOs. Perma-domination grants full mez protection, effectively unlimited endurance, and double mag with augmented mez duration. Any Dominator with high IO recharge bonuses is markedly superior to Dominators without IOs.
My personal favorite build is a Mind/Fire/Soul. You get excellent AoE damage, 300+ single target DPS that can be sustained indefinitely with the endurance boost from Domination, and the most potent control suite in the game. The amount of raw control and damage that this build can put out is astounding. -
Quote:The Dominator AT is one of the best in the game, and plays quite differently from any other AT. They have the most potent control capability, powerful melee attacks, powerful ranged attacks, and solid AoE attacks. I find them great fun to play due to their vast array of capabilities, and they excel in every one of them.Empathy/Dark Defender
Spines/Regeneration Scrapper
Dual Pistols/Ice Manipulation Blaster
Plant Control/Radiation Emission Controller
Invulnerability/Axe Tank
Natural Peacebringer
Electric Melee/Shield Defense Brute
Ninjas/Dark Mastermind
Character concept can range from a witch (mind/Fire-- my main Dominator), to a futuristic cyborg able to manipulate gravity (Gravity/Energy or Grav/Electricity). -
Thanks so much for the info guys!
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Hey guys, I asked this question in the IOs forum, but I don't think those viewers understood what I was asking.
My Mind/Fire Dom is planning to lead a MoRSF attempt but I have the Fortunata Hypnosis chance for placate proc slotted in Mass Hypnosis. Does this proc draw agro or alert non slept opponents of my presence when it fires like other procs do?
This would only be an issue against the Freedom Phallanx as far as I know, where that clump of AVs would have some members not slept and possibly alerted to my presence through the proc. I'd rather not find out by ruining a Master run. -
Hey guys, my Mind/Fire Dom is planning to lead a MoRSF attempt but I realized that I have the Fortunata Hypnosis chance for placate proc slotted in Mass Hypnosis. Does this proc draw agro when it fires like other procs?
Many thanks for the specific IO knowledge guys. -
I stock my base with 10 of each tier 3 (41-50) rare salvage and 30 Access Bypasses. I also have one rack with 5 each of the more expensive tier 2 rare salvage.
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Invuln is arguably the post powerful defense set in the game, certainly top three at the very least.
You can achieve massive HP, solid resistance, and extreme defense values with the help of IOs and enemies feeding invincibility. An Invuln character with Unstoppable, Dull Pain, and soft-capped defense to SM/L/En/Neg through Invincibility/IOs/Pools is nearly invincible. Invuln also recieves good DDR as well as moderate slow and endurance resistance. It's hole to Psi damage is really the only weakness, and even then DP fills that gap quite well.
With the amount of typed-defense available through IOs, Invuln can be made to be superior to WP IMO. Having 50% DDR is a HUGE difference between Invuln and WP builds that try to cap SM/L defense, and many Invulns exceed 45% defense to Sm/L/En/Neg when more than one enemy fuels Invincibility; this functions like ablative protection against defense debuffs. -
I actually really like that suggestion. Hail of Bullets with 4 seconds of 15% to 20% defense to all and 95% DDR would be awesome. Whatever the total length of animation is, that should be the duration of the defense buff.
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The 90% resist cap also makes a huge difference in Power Surge.