Kenteko

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  1. Quote:
    Originally Posted by Kractis_Sky View Post
    Entanglement always kind of disappointed me. I largely ignore it (I play melee types, it may threaten ranged more, IDK).
    Entanglement is part of the reason that unresisted damage is needed. The actual effect of it is something along the lines of -20% defense/resist/regen per person around, meaning that if you're around six people, all six of them get -100% defense/resist/regen (I'm not sure about the resist). The damage is meaningless and mostly meant to circumvent the one shot rule.

    The problem? Yea, turns out that 24 people with buffs, destinies (or just two ageless DDRs) make Entanglement so hilariously ineffective that it's not even a blip on most people's radar. Worse yet, if these debuffs were made unresistable, that would mean that AM is autohitting EVERYONE while doing unresistable/double damage, on top of having Rad Emission debuffs to boot. Sure, you can fix the problem by obeying the mechanic (because melee that have it will absolutely back off and stop attacking if they have something opposite the tank), but that just makes Keyes even more aggravating. Sucks to be melee that have to run out and not participate, silly participation system.

    Admittedly, if Entanglement was retained and made unresistable, disintegration would have to be removed to make AM not ridiculous. But the debuff on its own is fairly meaningless, simply because of the saturation of buffs (or just two Ageless DDRs) that exist.
  2. Kenteko

    Trials too easy?

    Quote:
    Originally Posted by Infernus_Hades View Post
    I find this is impossible.

    I was attacked, insulted and ridiculed because I said I had no desire to run one of these trials. I was told it is because I didn't like "hard" content.

    So you are saying a "trial" that takes less than 20 minutes is too easy?

    So you are saying the Keyes Trial the "hard one" that is being ignored by most players because you have to run the stupid trials 30 times is how it should be? Unfun - was the word I recall used often.
    Actually Keyes isn't too hard, it's arguably one of the harder trials to fail. The problem with Keyes is that it's LONG and TEDIOUS. Short of outright killing AM (why are you doing this?), the reactor sections are near impossible to fail, as AM will eventually run out of people to kill and will zip over to a terminal where someone is waiting and not fighting anything. Even then, you have something like a half hour to get your collective heads out of your rear to actually move him around, so it's not hard as much as it is annoying. The only point of failure comes in the final phase, which really only fails if the League has low damage or lets him regen fully every single time. Even a decently strong League can out and out ignore disintegrate and just blow 20% of his life off like nothing. If the last phase was extended in time by ten minutes, Keyes would be hands down the easiest trial in the game.

    But it'd still take 30-50 minutes of wading through annoying and stupid mechanics to complete. In the span of one Keyes, odds are you can get done with both a Lambda and a BAF (or three BAFs, if you relaunch immediately), get double to triple the astral merits, and obviously double to triple the salvage. I'm not sure about others, but if anything, it just makes Keyes seem to be designed by people that hate players.
  3. Quote:
    Originally Posted by B_Nix View Post
    I see the two problems the OP has with the second one being more important

    1) If you have capped defense how can something still be guaranteed to hit you

    2) Why is it a HP capped tank has more HP taken away than another AT that is less survivable.

    The 1st issue I'm ok with as an overwhelming attack is reasonable and fits thematically in a game, superhero lore, and reality. If every particle in a given area is hit it shouldn't be avoided. As mentioned the warnings make up for this.

    The second issue I somewhat agree with as it's a scenario where damage is scaled depending on how much you have, I mentioned earlier that removing the OHKO +1hp rule would fix this problem (originally I said it jokingly but I don't think it's a bad idea). What people would hate about the removal of the rule would be how much the devs thought the attack should do damage wise.

    If we take Nova Fist and change it to 2000 damage, anything without +hp dies and only a handful of ATs can build to survive it. Just as the OP sees no point to allow the game to "cheat" which as has been stated the rule for untyped damage has been in place since the beginning I see no point to allow a character at full health to not be one shotted, we can one shot them are we cheating?
    Honestly, the biggest problem I find with this is that it removes the "bite" from Nova Fist. Marauder on his own isn't that threatening outside of enrage, it's mostly because he's just a generic AV with an ability that makes you wake up. Letting it one shot everyone is the best situation. The biggest, and only problem in all honesty, lies in Keyes: simply because a tank/brute is required to move AM around, and they still have to weather the pulses with no regard to their significantly increased danger. Even then, ELA tanks and brutes are hilariously immune to AM, so the devs didn't really think that one through.

    The surprising part is that Apex hasn't been brought up in terms of untyped damage that screws squishies more then it does tanks. If I remember correctly, the blue columns do set damage, but do so quickly, meaning that squishies drop extremely fast while high HP tanks/brutes have a larger margin of error. It's pretty clear from most of the comments in this thread that the problem lies in Keyes, as people are prone to agree that if you stand in nova fist or a blue sword pulse, you pretty much deserve to die short of having a way to counteract it.

    As for the OP being on a personal crusade, I'm going to state that he has good intentions but hasn't actually played the game in earnest. Though I'd be more prone to agree that he wants to see things done his way and arguing is fruitless, I'm giving him the benefit of the doubt here. I just find it comical that there's been no mention of the history of unfair mechanics this game has had as well as markedly unfair groups or the like, or even recent TFs like Apex doom patches or Kitty's Got Claws (there's your typed ridiculous damage that will one shot a tank). So take it for what you will.
  4. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Cheating in a sense that they use autohit debuffs? That's hardly equivalent to indiscriminately taking an equal amount of health from all characters. Those defense debuffs are still going to scale appropriately because different sets/builds/etc have different starting defense.
    PPD have autohit, unresistable, aoe puke, are the hardest defense cascaders in the game, and have ridiculously high resists AND a self rez to boot. Vanguard minions have massive quantities of -res and -def, and if I remember correctly, have very high perception and may even have a tohit bonus. The -50 max end isn't exactly sunshine and cupcakes either.

    I also want to make a specific point of defense debuff scaling. If you don't have DDR or you're a resist based set, defense debuffs screw you as much or more simply because it's very possible to enter a situation where there is nothing you can do as a group systematically dismantles you, auto hits everything they do, and either detoggles you or just flat out outdamages you. I also want to make mention that the ONLY debuffs present in Arachnos come from Tarantula Mistresses (the LTs), Night Widow (smoke grenade, which is defeated by a little yellow) and Bane LTs and Bosses (Poisonous Ray). If you simply lack the capability to manage Arachnos or at least attack and kill the stuff that you know is a danger to you, I'm not sure where to take the conversation to.
    Quote:
    Originally Posted by TwoHeadedBoy
    Umm, no I didn't. My position on the topic from the start was that "special" incarnate damage was unfair and it negated the concept of survivability. Then, people said things along the lines of "it needs to work that way in order for it to provide a challenge" to which i responded that normal content is perfectly capable of providing a challenge to even the best builds without using these mechanics.
    Apples and oranges. Incarnate trials are built around groups, "challenging solo content" is built around, well, being solo. Every single group with the potential exception of PPD and Vanguard Blade are a hilarious walk in the park for even half a group, save for extreme situations like all 8 members being at aggro cap. It's even funnier when you realize that Nova Fist doesn't really offer a challenge at all, seeing as how Lambda was already duoed. If you're going to utilize a standard of challenge that already exists, you have to point to group content when comparing group content. Eden, Abandoned Sewers, LRSF, and STF are all challenging in their own right, but the only one that is outright challenging with zero gimmicks is LRSF. There's a reason for this, and it has nothing to do with debuffs.

    Quote:
    Originally Posted by TwoHeadedBoy
    It's not all dependent on luck, a lot of it is also based on strategy and proper timing. The reason why I brought up soloing is because people were saying things like "oh, some people are invincible anyways, there is no challenge in the game for them if these special Incarnate mechanics aren't used." I was simply using this point to illustrate that this is not the case at all.
    Strategy is "Shoot the dangerous thing, win the spawn." This is what makes Carnies hard, simply because the actual legitimate threat (Master Illusionists) go invulnerable, making it so you CANNOT shoot them down. With the advent of Incarnates, Judgements liquefy most minions, put LTs at close to death, and that's before getting into individual power sets. Proper timing is immaterial because the only thing you have to wait to lapse are debuffs, as nothing else (non trial) legitimately cares about timing unless you just want to make the most out of insps/godmodes.
    Quote:
    Originally Posted by TwoHeadedBoy
    Maybe I have a problem with both? This entire point you're trying to make is based 100% on perspective and you're trying to push it off like it's a standard. On my Warshade, I have more trouble with Arachnos than anything else. They stack so much mez it's even cut through my tier 4 Clarion. They have gotten my defenses down to the negative numbers and then sucked out all my endurance to boot... That combination is really what kills me. I've soloed +4x8 Longbow and Malta with quite a bit of difficulty, but Arachnos is a challenge I've yet to overcome. The Longbow don't seem to mess with my Endurance and Malta don't seem to mess with my defense to the same extent in both departments. Arachnos also seem to have the most devastating mez.
    Except the only incarnate trial that even bothers to cross with both is Keyes, as has been pointed out in better detail. Nova Fist is only a problem if you're playing on 56k, have 2 second reaction times, and were using Energy Transfer at the same time. Even then, the mechanics are only unfair because of the goal of the trial (tank AM and drag him to terminals) more then they are unfair because of AT. Assuming all ATs stand together and do nothing, squishies will all universally die first simply because the higher HP means that regeneration alone will save the tanks and the brutes. Despite this, there's dramatically more self heals within melee defensive sets then there are for squishies, which begs the question of how could this even be considered unfair for tanks? The answer is because they're in more danger and need the HP to not die to AM.

    Quote:
    Originally Posted by TwoHeadedBoy
    Got it, you don't think Arachnos are a good example of a challenging enemy group... But that does nothing to disprove my ultimate point that there is plenty of challenge in the game that doesn't use unfair super mechanics in order to screw everyone over "equally." I don't know why you're so hung up on not liking my example... At this point, it's just giving the impression that proving that Arachnos aren't challenging is the only leg you have left to stand on in your attempt to discredit my opinions.
    Except that you simply cannot find an enemy group that challenges A GROUP unless you look at the two unfair ones, or look at the two trials/two TF/SFs with unique mechanics. Despite this, a decent to well built group will most likely walk all over the groups/trials regardless, simply because stuff isn't difficult when you throw enough rads at it. If anything, you need to look at Lambda, Nova Fist in particular, and realize how that gimmick did NOT stop it from being two manned, which means that even WTIH the mechanic it's not challenging enough. I'm pretty convinced that the only thing stopping Keyes and BAF from being duoed is Disintegration and Sequesterian respectively, and the former isn't really that unfair (though it could use a method to counteract it, like a place to stand).
  5. Quote:
    Originally Posted by UberGuy View Post
    I don't want to disagree with your larger point, but at +4/x8, I don't find them this simple to deal with. At +4 LT rank and settings (which often puts them at a net of +3 for my level 50s), I can't both get to them and defeat them before they lay the debuff on me. It's autohit and it's always the first power they use. The problem then is that I am at around -30% defense (less if I have DDR) in the middle of all the other Arachnos making up that spawn. And that assumes that there is only one Tarantula Mistress in the spawn - something I frequently find untrue at x8 team sizes. Having two (or more rarely, three) in a spawn is extraordinarily painful.
    In all fairness, I qualify Arachnos in the "Tough but fair" category, along the lines of, say, Malta. They're rough sailing due to having varied and rare damage types (psychic, toxic, lethal, etc), but at the same time, only banes really put out noticeable damage and the rest are either a speed bump or a way to allow the banes to do more damage. Compare them to Longbow, which I put on the very high end of the "Tough but fair spectrum" which has tons of -regen (in the spec ops), diversity and support in the bosses, and LTs that ALWAYS appear and throw out three -20% res grenades. It's pretty much guaranteed to be their first action, and they make even the minions do dangerous damage.

    I'm not saying Arachnos is a walk in the park, far from it, but they present the same danger as the Malta Sapper: A clear target that diverts the real strength of the group away from it. In the case of Malta, it's the Gunslinger/stun spam and in the case of Arachnos it's the banes. Sure, both Tarantula Mistresses and Sappers suck, but they're just dirty, dirty enablers.
  6. Quote:
    Originally Posted by TwoHeadedBoy View Post
    First of all, you've done nothing so far but to further my point that there are many enemy groups in normal content who can pose a threat to players without cheating. Based on this quote, you only disagree with my using Arachnos as a prime example..

    However, I can entertain that. Arachnos not only debuff defense... They also stack layers of Mez (which can even break through t4 Clarion status Protection... Trust me I know) AND sap your endurance to boot. I'm assuming your "one debuff" is the defense debuff that they are capable of stacking enough on 54x8 to bring a softcapped character's defenses down to next-to-nothing.

    Let me rephrase, then: Do either of you believe that there are characters who can farm extremely challenging enemies such as Arachnos, Policebringers, and the others that you so graciously provided my point with and not feel challenged?

    These things were all brought up to prove the point I was trying to make: The game is completely capable of offering challenges to even the best built characters without breaking the player conceived concepts of survivability.
    Mez stacking on Arachnos is mostly negligible compared to basically any other group that has mezzes. Carnies and Malta do it better, and tend to offer equal to legitimate threat to Arachnos. Also, if I remember correctly, the debuff in question comes from Tarantula Mistresses, i.e. just hit them and move on with life.

    As for the remaining factions, I've never once said that enemy groups couldn't be challenging in this game utilizing "fair" means. The problem is that of the three I mentioned, two outright cheat (PPD and Vanguard Sword) and the Longbow is about the only group that basically hits every defensive hole at once. Technically speaking, the only two groups in this game that can present a legitimate challenge WITHOUT cheating are Rularuu and Longbow, and even that falls apart the second you go to a number higher than one. Nevermind that fighting x8 groups with an actual group of 8 is a hilarious steamroll no matter what group you fight.

    You lost track of the topic a long time ago, and now you're arguing a position that is completely and utterly different from your original one. +4/x8 is certainly capable of providing challenge BECAUSE you're one person fighting against stuff that may purple patch you and is balanced around seven more people. Of course you're gonna run into situations where you run into Carnies and three MIs dump out their armies while phased, and suddenly you're at -tohit cap, mezzed, and likely dead. This goes all the way back to untyped damage again, because save for chomping down BFs/Elusive Mind and hoping the Ageless DDR is enough, you're six levels of hosed if you luck bends you over.

    You're not making any points by arguing that +4/x8 is hard or can be hard, it's like saying water is wet. In these situations, people run those BECAUSE it offers them challenge (or a heightened reward), which is an option that they cannot access in other areas of the game, namely trials. Even then, the challenge vanishes like a fart in the wind the second virtually any other person is added, and it tends to get easier with more bodies.

    Intelligent mechanics are a balancing factor that creates new challenges that nobody really cared about before progress was linked to it. That's arguably why Eden and the Abandoned Sewer trial can still be challenging in today's game, and why people typically never, ever run them.

    Your problem isn't, and has never been, about untyped damage or "fake challenge," because if it was, you would've mentioned the obvious ones and not a middle of the road group as a standard. Your problem is with poorly used mechanics that add nothing to game and screw everyone (or certain people) specifically.

    By the way, I really want to drive home how much it shows what your concept of unfair is that you used Arachnos as an unfair group when things like MIs, Quartzes, Overseers, Puke Bombs, Vanguard Blade, and a wide variety of other stuff exists that literally bend over and sodomize certain builds. I'm not trying to be offensive here, but it's kinda evident in the grand scheme of things.
  7. Quote:
    Originally Posted by TwoHeadedBoy View Post
    :| If you can show me a single character that can farm 54x8 Arachnos like it's nothing, I will never disagree with you when you follow me around the forums and argue with me again.
    My DM/Inv brute can do it. It's not farm level "Turn mind off" like Nem/Demon/Ambush farm, but Arachnos are nowhere near the hardest level 54 group. PPD, Longbow, and Vanguard Sword are dramatically harder for different legitimate reasons. All Arachnos has is one debuff that can ruin a defense character and the spike of Banes.

    Heck, I'm more then certain that if I walked in with half a tray of purples and the other yellows, I can probably farm Arachnos too, though it'd be much slower due to being DM as opposed to SS or Fire.

    Edit: Realize that "Farm like it's nothing" is an extremely hard to meet qualifier, simply because it assumes no room for error. It's possible to die on any farm, even those you sleep walk, whether through veng stacking, a lucky streak, lag, or just plain inattention. I'm fairly certain that a very large portion of top end builds can farm Arachnos, Short of falling asleep as a Granite tank, most builds can have their day ruined on any given group just because the dice fell a certain way.
  8. It's in my opinion that every tank in the game that is actively doing their job against content that matters is almost certainly gonna be better off with the DDR from Ageless. It's a godsend on my DM/Inv brute, and does a wonderful job of stacking with my innate resists. I'll generally use it as a timer during one specific trial (Keyes) simply because it's meant to completely and utterly offset AM's debuffs. Beyond that, I use it off cooldown for the recharge and end fill, then let Cardiac take care of my end problems otherwise.

    That being said, my MA/FA scrapper rocks the Core version of Ageless because
    1) She's not built to tank
    2) Musculature is a bigger damage return than cardiac
    3) Ageless solves all her end problems
    4) RotP

    Either way, if you are intended to endanger yourself and expect debuffs, there's no reason not to use it.
  9. Something to keep in mind that quite a few people are forgetting is the inherent danger present in tanks and brutes (the toughest ATs) that are non existent to the other ATs. This is where the vast disparity lies, and is probably the number one problem with untyped damage.

    To start, I'm going to ignore Nova Fist for the most part. I sincerely consider it an idiot check, as it's near impossible to die to it unless you're overwhelmed by adds or you're asleep/get a stroke of really bad luck.

    First, for this example, I'll be using my DM/Invuln Brute and my Sonic/Sonic Corruptor as two ends of the spectrum. My brute has been IOed out to the gills, can tank STF Recluse and all 8 AVs under her own power, and is basically one of the prime examples of "zomg never dies" characters. My Sonic/Sonic is softcapped and has enough recharge to spam a shriek/shout chain, and runs enough toggles to get 2.2 end per second.

    Now, in all the trials, the more survivable of the two is, and always will be, the Corruptor. Even though my brute has siphon life, dull pain, HP cap, and is regularly at incarnate soft cap and with massive resists, she still experiences exponentially more attacks per second. This is not a problem in Lambda and BAF, as she can solo an entire Lambda wing without breaking a sweat, and only in BAF if she's tanking Siege and standing under a tower (untyped/auto hit scaling damage). In both of these trials, she's extremely tough, despite the fact that she's taking the brunt of the attacks. Meanwhile, my corruptor never gets attacked (probably weathers close to 20 attacks, including aoes, over the course of either trial including Lambda), still sits at soft cap, and is only ever in danger during the Nightstar pull or if I get bored and start attacking adds that get ignored. That being said, if/when she gets heat, I tend to have to mash inspirations or do something to not die, typically hovering out of range or running to something with a taunt aura. This is par the course for how the game has worked thus far, so no biggy.

    With these examples set up, I want to move to Keyes. In Keyes, the attack divide is still roughly the same, with my brute likely getting attacked by everything on the map (obvious hyperbole) while my corruptor only ever takes the pulses. Normally, my brute is the Keyes tank, on top of clearing Warworks and various other things and dealing with the pulses. My Sonic corruptor, on the other hand, just tags along to a random tank/brute or just goes out and cheaps the Warworks off (Shoot them once, hover around a corner, watch then jump off the reactor, laugh), then just applies the power cells and moves on, never in danger. In this given trial, my corruptor lives MUCH, MUCH longer then my brute, short of the brute being baby sat by an empath. Even then, it's all dependent on the streak breaker.

    See, this is what people keep forgetting: Tanks/Brutes are the ones that regularly throw themselves in danger to keep other people alive. When I'm sitting and tanking AM, I'm taking full on Rad debuffs, on top of fighting an AV that even at incarnate soft cap, has a disgustingly high chance to hit. Worse yet, I have to contend with his crippling cascade failure AND the pulse, which comes out to an unsatisfying experience. I've been hit for something like 3-4k damage (after debuffs) by AM through roughly 40-60% resists, which likewise destroyed my defense and forced me to demonic/pop purples. Even if I get hit with a piddling 1k damage hit by AM, if the pulse happens to trigger at the same time, I'm -hosed- without an empath that has cybernetic reflexes or sheer luck. Realize that I mention this while using the Ageless DDR buff, so I'm literally tanking AM through the use of three different timers (Unstoppable, Demonic, Ageless), greens/purples, AND Siphon Life. Meanwhile, my corruptor is skipping along in a field of rainbows and butterflies, putting in the absolute minimum effort and laughing at the very concept of the pulses. Heck, in a pinch, she can shoot AM to get his attention, fly over to someone in a taunt aura, then fly off and continue not caring. About the only reason I even bother firing rebirth is to help the poor schmuck who does have AM aggro, and even then something like half a tray of greens that I pass on is more then enough.

    The above is probably the largest example of badly done untyped damage in the game. There's no stating that tanks/brutes are able to get away with being hurt more because if they're doing their job, they will simply be in danger more often. I'm absolutely certain that my brute will never die if I just outright ignored AM, but the design of the trial REQUIRES that someone babysit AM no matter the cost. So when I get the choice between "Actively letting the trial fail" and "Being suicidal" I consider that a bad design in general. It really isn't that I'm expecting to die, more that I know that I'll run out of timers are some point, and the pulse is gonna hit me for most of my life. The funny part is that the damage increase from the pulse (1% more HP lost for every 2% he misses) IS resistable, meaning that most tanks/brutes/scrappers will likely not even notice it until AM is at 50% or lower, while the squishies will notice it almost immediately.

    The thing is, this is a pretty easy to solve problem that I'm more than certain the devs don't even acknowledge as a problem. Simply give AM a PBAoE bubble that makes everyone in it immune to the pulse ala the Nuclear Reactor shield (since he is presumably immune to his own reactors). This means the tank isn't unjustifiably punished for, y'know, doing his job, and people who fear the untyped damage can occasionally run in and shield themselves which would raise the comedy factor of Atomic Blast exponentially. It'd probably not take them that long, just drop in a recolored Force Bubble's graphics, and suddenly the popularity of Keyes will probably skyrocket along with the extra Emp.

    tl;dr Untyped damage is fine when it's avoidable and utilized as a way of encouraging movement (Apex/Nova Fist/Towers), but not when it punishes you for doing your job. Tanks/Brutes are in more danger, so pulses are dramatically worse for them.
  10. Thanks for the help, it's mostly a bit of a rough call. I can drop Incinerate completely and pick up Assault (and a PVP global in Hoarfrost), but I don't think even with 190 recharge I can make a blaze/fire blast/flares chain. I may be best off sticking to Incinerate in the chain, much as I hate the animation, and keeping the KC while just one slotting Flares.
  11. [QUOTE=Biospark;3821283
    But.... You spent alot of time mentioning some of your choices and I would bet any amount of money that a DM/Inv with hundreds of hours and billions of Influence spent will outperform my Emp/Electric with hundreds of hours and billions of Influence spent as far as what they can do solo. Even being played by the same player with the same level of build and solo-competance. Money, Time and Skill matter, but there ARE things that fall into the realm of the game's inherent constraints.

    I am not trying to start a fight, just that my observations have shown me that folks who mainly play "self-sufficient" ATs like Scrappers, Tankers and Brutes fail to realize that what they can do is not the same as other ATs. And its not ONLY about skill.[/QUOTE]

    In the hope of a fun conversation, I will agree about the discrepancy of self sufficient ATs vs non. The thing is, the EMP/Electric with an equal amount of tweaking or build may likely end up being a much better force multiplier to the team: Forting the entire group, potentially keeping two ABs up (or one AB permanent) on top of both auras and whatever other build/options they want. It's extremely hard to qualify the contribution that a fully forted group gives, on top of AB, but odds are in a team setting that it's as much/more as my brute.

    The real problem comes with the second half of that mix: Electric Blast. Let's be honest, it's pretty terrible all around. Melee groups have equally bad stinkers: Broad Sword, Pre fix Energy Aura, and a few other arguable ones depending on your goal or intent. The game as a whole is balanced around "Ability to solo" but doesn't generally care about balance beyond that. It's only when massive, world splitting differences show up (Willpower completely invalidated Invuln, Invuln was buffed. VEATs completely invalidated Stalker, Stalker was buffed, etc) that devs tend to bother to even bring stuff down from on high. Even then, it's more likely that they buff the terrible stuff then ever consider nerfing the overpowered stuff, which in turn creates power creep.

    This is why blasters feel like they're falling behind the curve, why some sets seem to be comically outperforming everything else, and why some people just feel like there's an oversaturation of tank magi: A power arms race. Why bother playing SR or EA when SD is likely gonna be better in every way? Why bother with Sonic Resonance or Force Field when Cold blows both out of the water? Concept and whatnot notwithstanding, it gets really, really aggravating when you play powerset X and someone else plays powerset X+Y.

    You want to fix tank magi and power creep, strive to fix the power sets. This has to include nerfs as well as buffs to bring things down to a good middle ground where everyone can contribute equally. It also requires tools such as DPS meters and whatnot to get true tests by people who enjoy doing so to create benchmarks for everyone, BEYOND pylon tests. Stuff like cold has no business dropping more -res then sonic, a set that specializes -res and nothing else, on top of the massive debuffs and buffs it provides. Scrappers fought tooth and nail to get brute damage and fury tweaked down slightly because at the high end, brutes were more survivable and did as much or more damage then scrappers. I find it hard to believe that blasters or stalkers (Being less survivable then scrappers) are going to cause scrappers to get the same treatment, or even buffed upwards.

    Most sets and ATs can and do excel beyond belief at their job with an equally tuned and insanely expensive build as a DM/Inv Brute. Those that can't (PBs, I'm looking at you as the poster child) need to get brought into line with the other sets and those at the top of the totem pole need to get brought down. My sonic/sonic runs something like 8 toggles at 2.25 end consumption (with a cardiac) or something insane along those lines while maintaining a seamless attack chain and keeping everyone buffed, entirely due to sets.

    Balance needs to be achieved. Until then, incarnate slots are only going to show the ridiculous discrepancy between powerful sets and the PBs and equivalent sets get left in the dust.
  12. Quote:
    Originally Posted by Chocolate_Bacon View Post
    Out of curiosity... you're going Ice Mastery for concept. Does that mean you're soft capped without it? If so, can I see your build?
    I'm soft capped with frozen armor, I took pretty much the entire pool sans Hibernate. I mostly said I was going for concept simply because it more means that I wasn't gonna pick any other pool.

    Here's a data build for the link, though it's not finalized (depends on the attack chain)

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |8C5E025D1BA291BD864699BDD6D226FBEFBE23578F902BE7B7DF53B787BF02B2804|
    |4424A8EBECCC69A9E926ED6F77CECCF9CF9999B3787BC6CFD89D734C084CEB8A699|
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  13. Quote:
    Originally Posted by Crysys View Post
    I went Fire epic and respecced out of Incinerate...that animation time was just too much to bear. I picked up Rain of Fire and Fireball from the epic instead. RoF isn't that much of an improvement when it comes to animation time, but the DoT effect is worth the animation time to me.
    I use the heck out of sleet and ice storm myself, I was most worried about single target. And yea, "Tag" the animation is something that bothers me beyond measure.
  14. I think it's inane to argue about the homogenization of CoH when the 800 pound gorilla is showing us how that is done in spades. At this point, while the power creep in CoH has gotten pretty high (and as Arcana mentions, we're still not at "Dumpster Puppy" levels), the uniqueness in builds, sets, and ATs is really approaching an all time high. There are quite a few outliers, but each AT brings something interesting and unique to the field with a few exceptions. Even the "Terrible" ATs (Stalkers/PBs) play differently to most other ATs in the game, with a few exceptions to the rule.

    Likewise, I think the claim of "It's too easy" is definitely in the eye of the beholder. My main, the brute in my signature, is purpled and slotted out so hard she shines from space. This is a brute that has several thousand hours of gameplay in, has existed pretty much as long as CoV has, and I've tried to do as much as I could with her build wise and challenge wise. She's DM/Invuln and is so kitted out, she's soloed a Sutter TF, can solo +4/x8 Rikti (and did so in a god awful Dr. Q), cleaves through Carnies, has T4 incarnate stuff, and I'm more then willing to bet that my VEAT friend and I can just flat out duo Lambda. She was built to be as ungodly durable as possible and I achieved that goal in giant flaming letters...through the use of years worth of build refining, inspiration use, timer use, and skill. The game is "easy" by most people's definition with her, but I'm also willing to bet that if I passed the controls off to a friend, they wouldn't be able to pull the feats off that I have done.

    By the same token, the three other 50s I've even bothered to start incarnating on are wildly different roles and are nowhere near that pimped out, but perfectly acceptable regardless. My MA/Fire scrapper always jumped into trial groups at +0 with NO enhancements slotted and walked away just fine because of insp usage (or RotP). She's soft capped and has dropped 3k crits during a BAF, but is still fully capable of pulling AVs and tanking Keyes (and regularly does both). Her build is bargain basement at best, with the KCs being the biggest cost, and she gets roflstomped in any x8 content that I can't kill with my alpha or deals fire damage (I don't even bother fighting carnies). My Sonic/Sonic corr runs a soft capped build that, to my memory, was cheap as heck and still pulls AVs and tanks them (again, momentarily with insps) because I'm sick and tired of all the scared tanks/brutes. She gets utterly stomped in anything x8, period. Finally, my freshly minted Elec/Fire dom runs x4 with bosses on, using basic enhancements, and does so with quite a bit of fun times, regardless of the challenge. She can't hit the broad side of a wall in trials (yet).

    The problem isn't overpowered builds, easy content, or the like, it's complacency and the handful of people in the high end simply dragging or flexing their power to help people on the low end move up. I saw a BAF fail yesterday because of too many prisoners escaping and the league that was chock full of melee was blaming the doms/controllers, despite both north and south chokepoints patched to hell and back; it was the LTs that got through. I've seen more "Wait until 18 minute" Lambda runs fail then succeed, mostly because people work and operate under the assumption that either EVERYONE is at the same level as them, or they're being carried by one of the "Shining Stars" of the uber class. It's gotten so bad that both my sonic/sonic corr AND my MA/Fire scrapper tanked and dragged Keyes around through ridiculous insp juggling and buffs while a GRANITE TANK sat within eye range hitting some Warworks. Because that tank didn't care, someone else always did it.

    Someone else's problem is a huge factor in this game, and was mentioned, it's the PEOPLE that bring difficulty (or lack thereof) to the game more then anything else. The game IS hard and CAN be challenging, but people are more than likely to shift the blame and pitch a fit if they're not immediately winning. Worse yet, because the good players are genuinely willing and able to pick up the slack (this is what makes them good players), self improvement is a trait that is near impossible to find in this game due to an absolute and complete lack of a metric to judge it on.

    I for one would love to see things like damage meters introduced into the game not for an elitist desire, but so people can look at the numbers and go "Wow, I did something wrong," nevermind the volumes of information we can get as far as set performance goes. It infuriates me to see fire blasters that literally just spam flares and fire blast, then complain about how hard the game is.

    Create your own difficulty and challenge, it's possible to do so regardless of your build and AT as long as you flex your creativity. It goes a long way.
  15. So I made an Elec/Fiery and I've mostly gotten a build together I'm happy with, but a question pops into my head: What's the highest attack chain for Fiery Assault? At the moment, I'm sitting at roughly 120 global recharge and softcap, so I'm none too shy about entering melee. Is the top chain something like Blaze -> Fire Blast -> Incinerate or is it best to do Flares -> Fire Blast -> Blaze? Incinerate and Fire Blast do roughly the same damage, and Flares itself doesn't do a whole lot, but incinerate is easily the worst animation speed of all four attacks. For the record, I'm going Ice Mastery for concept.
  16. Kenteko

    Elec Procs

    This was what I was curious about, thanks both of you!
  17. Kenteko

    Elec Procs

    So after looking a bit through the dom boards and whatnot, I'm curious about specific procs and how they work in Electric Control's powers:

    1) Presumably, a proc in Jolting Chain (Force Feedback/Devastation hold) only works on the first target and not the jumps, correct? The same question also applies to Synaptic Overload and Contagious Confusion.

    2) Conductive Aura and its procs: Do they apply to the user, the enemy, or both? If I drop a Performance Shifter chance for End in there, do I gain end periodically? What about an Energy Manipulator chance to stun?

    3) Static Field: How does the Chance for Placate and Chance to Heal work? One check every ten seconds per enemy?

    Thanks!
  18. As Flux has said, PBs are likely to be entering an arms race conflict if balancing continues as such. If the original mechanic is maintained and numbers keep getting tweaked, the X will become the best form and the other two will grow weak. Rebalancing happens and second verse same as the first. What needs to happen is that the forms need to be tuned, perhaps PB only, to allow PBs the flexibility that WSes receive.

    One big idea comes to mind: Change Ammo. Allowing forms to work in a Change Ammo capacity creates a nice situation where forms augment the base human form, perhaps with a damage buff, proc, or group proc, while preventing any one form from being the best. Realistically, this also means less attacks as human form attacks would be allowable to be used if a Change Ammo mechanic is implemented, meaning that this is pretty much a pipe dream.

    Likewise, it bears mentioning that any big form changes made to PB are almost certainly going to apply to WS whether they like it or not, potentially crippling the WS by extension. Utilizing the above example, a Change Ammo system would cause the WS to lose double Mire, mostly because there'd be no need for dwarf attacks.

    Ultimately, this is the time to talk about how to make PB forms work with the PB instead of against: as Flux pointed out Warshade forms are part of a large trinity of power, constant changing being the core of their gameplay. PBs pick a form and stick to it, and are often penalized slightly for changing (loss of powers) or shoved so hard into a role, they've practically lost any reason to bother doing much but one or two things (dwarf). It's very possible that this could easily be balanced without needing to incorporate massive number changes, as this is almost certainly a mechanics problem and little more.
  19. Something to keep in mind is that Mires and Eclipse are still perfectly valuable on a single target to the tune of the equivalent of one insp if Mire is double stacked or Eclipse is used alone (eclipse counts for half again if slotted).

    It's absolutely immature to think that Eclipse has an opportunity cost because you have to activate it before a fight. Warshades have this ability, it's called Shadow Cloak. While in Shadow Cloak, you are in a state called "Stealth" where enemies have a hard time seeing you. Short of some rare situations, it is perfectly viable to walk up to a group, Eclipse as an alpha strike, and enjoy the full benefits of capped resists before you even suffered one attack. At worst, you get hit by a Rikti drone (please don't tell me that rikti drones one shot you, they don't). If you are presumably chugging along with a full on fuzzy accompaniment and rocking orbiting debt, odds are you're already resist capped, so what opportunity cost?

    As for the Mires, let's do a little thought exercise with math. Scrapper Soul Drain, fully saturated, returns 140% damage buff: 50% from the first one, 90% from the remaining 9. This was due to the overall lack of desire to ever soul drain on a single target. As a point of comparison, brutes gain 112% damage buff from Soul Drain (40% first, 8% for the remaining 9). Warshades have two mires, a traditional Soul Drain clone without the "first target" perk and an extremely fast recharging one with a shorter duration in dwarf form. A fully saturated mire returns 112.5% damage increase, more then a brute on technicality but realistically the same. A double mire returns 225% damage buff, with Black Dwarf Mire being trivially easy to perma and a good aoe attack in the tank form on its own. Essentially, the fact that Warshades don't get an initial boost from the first one is a balancing factor simply because if we made both work like Soul Drain, you'd end up with 72% damage buff (36*2) on top of a whopping 225% damage buff assuming you had them saturated.

    Simply speaking, this means that Mires have -immense- strength when fully saturated and are so so to passable when on a single target. This is far from situational because there's absolutely no reason not to use both off cooldown when the enemies number past 3-4. Complaining it's situation is like complaining that Inferno is situational because it's garbage against single target (in other news, water is wet). Touch of Fear is a great example of a situational power: Something that has use in a limited situation, but otherwise doesn't really bring a whole lot to the table except for those times. Nebulous Form is a better example for a Warshade, NOT Eclipse and the Mires.
  20. It's because scrappers get two better survivability tools then brutes in their epics: Hibernate and Shadow Meld. I'm not entirely sure why Darkest Night has been heralded as some sort of holy grail of survivability when it has an obnoxiously long cast time, the tohit gets resisted into the dust, and the -damage isn't gonna be topping charts. Meanwhile, you have a complete invulnerability and a huge +defense that will compensate for any cascade failure you receive.

    You don't take soul mastery on a brute for Darkest Night, you take it for gloom and Dark Obliteration. Darkest Night is just a nice little cherry on top of an already great set. Hibernate and Shadow Meld are both substantially better survivability tools in the long run, so I'm not sure why they've been ignored.
  21. Looking at the inherent and the buffs it allows, I'm unsure if the inherent is the entire problem or not a problem at all. Pushing aside the issues of mez resistance and wonky power designs for the moment, it could be that a Kheldian's "out of the box" performance relying on teams is more of a good thing.

    To extrapolate, the two biggest problems I see in relation to Kheldians are "Soloability" and "High end contribution." While the former speaks for itself, the latter is something to expand upon. As is shown by the DPS with a "kitted out" Kheldian, Khelds don't really improve worth a hill of beans, nor do they bring anything major to the table assuming a fully stacked or even slightly balanced group. Assuming this as an optimal situation, it's kinda hard to put a Kheldian side by side with, say, a high end scrapper and not immediately feel that the scrapper is better in every way. I feel that nerfing the inherent or baking it into the power won't do anything here but solve the first problem without bothering to address the second. After all, dominators still use domination to augment their controlling and vigilance still helps the defenders end usage to allow each to have a given role.

    If I may say so, after looking at these numbers I'd be willing to say that Khelds' inherent really brings uniqueness to the class much like Fury does to a brute. Because of this, I think that changing the inherent to retain uniqueness while attempting to maintain the same numbers is the smartest move, in my mind. Likewise, I think that using the inherent as a base rewards Kheldians for taking both "paths" in IOs (recharge or softcap) and should be retained as best as possible.

    In light of that, I like the earlier mentioned idea to half the cosmic balance buff, bake it into the Kheld's powers, then make Cosmic Balance return to the team. This gives Khelds a semi unique role (jacks with support) and makes a good starting point to allow further analysis into the power. For example, PB forms could grant a certain buff to the team and the PB (Nova for damage, human for mez protect, lobster for resist) which stacks with Cosmic Balance. Warshades could be given a Gauntlet ability where attacks in a certain form likewise grant debuffs (Nova -res, Human -rech, Lobsters -damage). These are obviously starting points, but as I mentioned earlier, it's best to identify what Kheldians are right now and what they should be, then work design changes to reach that paradigm and remove the glass ceiling they have now.
  22. Quote:
    Originally Posted by SevereCalamity View Post
    I understand what you're saying, Kenteko. It is true that if an attack does enough damage to one shot either character, then it is the one with higher HP that is losing out. That being said I would hardly call it liability, more like wasted effort in that particular case.
    I specifically made the point for Incarnate trials, because outside that the only legitimate danger is a Cascade failure, but it's more just a small nit on my end. Should've dismissed it as such.
  23. Quote:
    Originally Posted by magikwand View Post
    Except that you said /sd for brutes is the worst set a brute can take...

    I won't comment on most of the hilarity of your post, as others have taken most of what you said and provided reasonable discourse.

    If you are making the argument that scrappers that have /sd don't generate crazy aggro, you must not be playing the same version of /sd for scrappers that I am. My /sd scrap pulls aggo off of brutes and tankers on a regular basis. Not saying that it is permanent aggro, but she generates enough aggro that she is regularly the center of attention on teams of all types.

    I think I can see why you don't like /sd for brutes. There is no math or logic to the reasoning, its just that you plain don't like it for brutes (as you clearly stated toward the end of your post). And you know what? That's fine. You don't have to like everything that's available for brutes or any other AT. I just hope you realize that your evaluation on how well brutes perform with /sd is flawed.
    For the record, I said one of, not the worst. Pre change EA is absolutely god awful for a brute (for almost anyone), and Granite is kinda just...yea. This isn't even counting the horror that came from pre change Fiery or Invuln. My reason for putting it at worst isn't entirely due to math, but simply due to the fact that there's just better options.

    As it stands, there's no reason TO take Shield on a brute that you couldn't otherwise apply the exact same logic to a Scrapper and Brute. Tankers have pretty much the same attack sets and gain as big/more of a benefit out of it, and the Scrapper argument was said above.
  24. Quote:
    Originally Posted by SevereCalamity View Post
    This is the funniest thing I read all day, and also the worst logic ever.

    2000 HP character gets hit by 1200 damage = 800 HP
    1800 HP character gets hit by 1200 damage = 600 HP

    If both get healed for the same amount, say 600 HP, then the bigger HP character would still have more health than the smaller one. Having max HP is in no way a liability. Just because it may take more healing to get to max HP on the higher HP character does not mean than it is less likely to survive the next hit.

    The reason that it's so funny is because it actually takes the same amount of healing to restore full HP either way.

    If either character gets hit with the same amount of damage, they would both still need the same amount healed back.

    If both characters were to get one shot, even if they both only got healed back up to 1800 HP, they would still both have 1800 HP. There is no liability here at all.
    Except you fail to realize that on the high end, most things do enough damage to easily break 2k. Ignoring things like Kitty's Got Claws, Vicki alone can crit for 1.8k-2k on an Invuln brute, nevermind the big guys (Siege/Nightstar/AM/Marauder). Tough isn't gonna save you from their damage types, and getting hit once is more than likely enough to floor your HP to 1.

    Admittedly, this gap is much more noticeable with a widow than a scrapper, but if you're rocking 2.5k HP and get one shot (something extremely viable in the current design philosophy the devs are big on), you're several levels more hosed then someone with 1.8k HP who ate the same. This is also why Regen can be seen as a very strong set on Scrappers if you pair it with something that soft caps them, since odds are they can just integrate/heal anything back up almost immediately.

    Again, high damage is a very large reality on the high end right now, it's just hard to notice due to most trials being a veritable steamrolling. This then brings up Siolfir's point where scrappers have better damage, tanks have better survivability, and brutes are just "Bad Fiery Aura."
  25. Quote:
    Originally Posted by magikwand View Post
    You had me until you dropped this baby. Just because sd for brutes isn't as offensive as sd for scrappers doesn't mean it is one of the worst sets available for brutes. It just means that it doesn't match the damage output of scrapper sd. I have a lvl 50 well built shield scrapper and a brute. I enjoy what each brings to the table, and I never feel inferior playing one over the other.
    I understand the numbers and I understand what's going on, but what I've been saying is that in most avenues, brutes simply have better choices offered to them. Packing, say, a FA or an ELA and soft capping those offers fairly high damage (in FA's case) while making better use of the higher resist cap on brutes.

    Believe it or not, short of possessing insane resists, having higher HP can become a liability in incarnate trials than not. If both targets get hit by an attack that would one shot either, the lower HP character has a much easier time getting back to full HP to immediately negate the next hit. This may seem like a bunk strategy, but works out more often than not if you're at the defense cap because the odds of someone hitting you consistently are slim to none. As for Darkest Night, if teams are moving slow enough to merit you using it, you as a shield are probably more concerned about tanking or are fighting an AV, wherein DN gets destroyed by Debuff Resist. Scrappers have a very useful alternative (Shadow Meld) that puts them to a soft cap easily, and also have access to Hibernate should they need or want it.

    The other big thing is that there are more defense buffers than resist buffers, something that lowers the worth of SD in the hands of a brute. Rocking Fiery Aura or Electric Aura tend to create a bigger win situation because resists allow you to soak more on top of easily being buffed to the defense cap from various sources.

    I'm not trying to say that Shield Defense is a bad set, far from it. The thing is that in the hands of a brute and in the hands of IOs, taking any other set and making it godly is much more cost effective and just flat out better in terms of survivability and in some cases, damage. Scrappers get a massive return from AAO compared to a brute (damage cap lower, higher base mods) as do tankers for the same reason, plus with just being insanely more survivable in comparison. Brutes straddle the middle of not having the amazing damage of a scrapper, nor the decent survivability of Shield (compared to a tanker) beyond a handful of numbers and abilities that are neither permanent nor all that reliable.

    I'm willing to admit that I plain don't like Brute Shield Defense, so my opinion is a bit biased, but I've never seen it as amazing beyond farming situations where most any farm sets gibs things simply because the farm is built for them. Take it as you will.