Kenteko

Rookie
  • Posts

    72
  • Joined

  1. Quote:
    Originally Posted by Edana View Post
    Playing every AT as though it has a fury bar is a lot of fun.
    Wait, all ATs don't have a fury bar? What is this nonsense?!
  2. Something to realize is that it's easy to weight an example in favor of a brute, but there's a few intangibles to realize. For one, at least go saturated soul drain + fury and saturated soul drain on the scrapper alone, base values matter. For two, brutes still retain punchvoke, and their survivability in SD comes down to a literal 200 HP and change. This is not as big a gain as, say, invuln or willpower, where they can achieve a higher HP Cap, have mixed defenses, and regen matters more. A brute will be pulling more aggro and generally be in danger substantially more then the scrapper, despite their defenses being almost the same.

    Shield defense is one of the worst sets a brute could pick, as it IS worse to a scrapper in virtually every way. Scrappers have a higher base damage, lower damage caps (which AAO and SD help to achieve), and don't have punchvoke, which helps quite a bit when it comes to not dying. Having 200 more HP won't stop something that'll one shot a scrapper, save for some extreme circumstances. The other thing to realize is that brutes just have flat out better options as far as damage goes, so SD is kinda left in the dust.

    All things being equal, the gap between scrapper and brute SD are much, much smaller than they appear, which in turn heavily weighs it in the scrapper's favor. If both have near the same survivability and the brute outright pulls more hate by simple design, the scrapper wins in pretty much every way.
  3. The problem with Pain is that it is effectively a more "dangerous" version of both Empathy and Thermal without the perks of each. The unique things that Pain can do are mostly offset by the unique things that the other two sets can do or they're just plain bad in comparison.

    Empathy is by and far a complete buff set. Fortitude at the high end, assuming high recharge, is amazing considering that sources of +damage are rarer then seems (Musculature, Lore, Kin, self buff, assorted buffs); as well as the fact that it gives 15% defense and can be placed on several people. Adrenalin Boost is, for the most part, is an almost completely unique ability that is basically awesome to almost anyone you put it on.
    Thermal Shields speak for themselves as does Forge is nothing to sneeze at (50% damage on a defender). Melt Armor is Anguished Cry at range, and Heat Exhaustion is something neither set has. Meanwhile, Pain's two "unique" tools are an absolutely terrible toggle heal...thing... and Painbringer. Painbringer gives the same damage buff as Forge, has five times the cooldown, and is laughably bad for a T9.

    Worse yet, a few of the other pain abilities are literally cheap copies of Thermal/Empaths or just strange combinations. World of Pain is Thermal Shields + ghetto Fort (keep in mind, a high end thermal can forge everyone AND shield them). Conduit of Pain buffs the user, Power of the Phoenix makes the target immune for a few seconds. Plus that particular toggle that is just downright garbage on a corruptor becomes moderately passable on a mastermind, for everyone not the mastermind.

    What it comes down to is that Pain has an air of deception in terms of its end game use. Thermal and Empathy gain a very notable return for time invested (more forts/ABs/Forges) while all Pain abilities were intentionally designed to not stack from the same caster. It is by and far a "lip service" set, created as a way to shut people up back when the design philosophy was "Heroes will not get poison, villains will not get empathy." I'm more than a little bitter that controllers get poison and villain ATs are stuck with pain, by the way.

    Pain's biggest perk is that, out of the box, it's a decent set: an equal to empathy and thermal. Once sets are involved or any modifications past base, Pain gets effectively thrown off a cliff and even starts to grow worse compared to other, non "healer" sets.
  4. Quote:
    Originally Posted by rsclark View Post
    None of the DM attacks take advantage of the quirk of interface where it procs whenever damage is done. I'm guessing a double layer of caltrops could stack it pretty heavily not even counting what you get from other attacks.
    If I recall correctly, the original bug was that dots used to proc every time damage is done, but only from "toggle" powers that essentially reactivated attacks, rains, caltrops, damage auras, all that. I believe all of them were since normalized to the ten second toggle rule, though each of a MM's pets trigger the interface.
  5. I could be remembering wrong on the duration, but I do remember for a 100% proc rate, it's near impossible for a saturated, seamless DM attack chain (MG, SL, Gloom) to keep up more then like three, tops. This was tested on a pylon, but it's been a while and I need to test it again. IIRC, the fire dot also has a chance to "crit" adding additional ticks past the initial ones.

    And as Adeon mentioned, against trash packs the number is just too low and clunky to truly be worth as much. As far as I can remember, defender dark blast is in the 10% area (roughly) for 10 seconds, and can be enhanced further. Mind you, this is an offensive set specifically set up on the biggest debuff AT before enhancements. Dark Blast's protective measures are certainly nice, but they almost certainly pale against Dark Miasma and Purple Patch/Debuff Resist (which some mobs DO have) render this form of defense extremely unreliable. Assuming you don't just kill them in three attacks.

    Interface needs a complete reworking: Procs shouldn't be limited to damage. If they are, the number should be equalized with type being the primary difference. Even then, it'd be interesting to see two interfaces with an offensive proc, two with a defensive proc. For example: Reactive remains a damage proc, Paralytic now procs a 1 mag hold. Gravitic procs a Force Feedback type buff (self stacking, to a max, god knows it needs it) and Diamagnetic procs a minor self heal or end heal, potentially 1% of your HP (or a personal regen buff or the like). On top of this, all debuffs are unresistable and their duration (sans proc) are stabilized at 10 seconds.

    A change like the above would create a legitimate and appreciable difference between each, with some nice selection for everyone. Most importantly, interface becomes actually important, like the other Incarnate slots, and would probably go a long way to helping encounter design thus far. I'm almost certain that Lambda was originally designed with Reactive/Interface being unresistable in general (thus the 100% damage res on the master runs) and they just completely forgot to flip the switch one way or the other.
  6. Quote:
    Originally Posted by Xanatos View Post
    They really don't. All leaders need to do is form raids and help the newbies.

    You take yourself far too seriously if you think being a raid leader entails anything more than that.
    OMG AM IS TAKING DAMAGE! OMG AM IS AT 95% OMG WE'RE GONNA WIPE OMG HIT SIEGE HIT NS WHYARENTYOUHITTINGSIEGE PACIFYPACIFYPACIFYPACIFY NO YOU NOOBS STOP HITTING AM! OMG ACID AT 19 NOT 18. OMGOMG TWO ADDS TOO MUCH! CHOKE POINT DOORS! EVERYBODY MAMBO!

    Leaders are guides for a raid, like it or not they prevent what is essentially the above from happening. They set up rules, circumstances, and basically make sure everyone's on the same page as well as smacking down those that are either flagrant jerk offs or worse. Whenever I don't lead a raid, I come into it knowing that the person with the star is the one that I need to listen to, like it or not, unless I have majority control in terms of friends (at which point I'd lead). I hold myself accountable for my actions and I countermand the leader knowing full well that he or she can kick me if they see fit.

    I kick on a cutscene bomb in Lambda and only in Lambda (man, imagine all the kicks for a Mortimer SF cutscene bomb). I make it explicitly clear every single time that I will do so without remorse or hesitation. My first failed Lambda actually failed in this way. I've come to learn that Cutscene Marauder is actually different from the Marauder you fight (the ITF is the same way, if you had a long range teleport, it used to be that you could pull non Nictus Rommy and faceroll the last boss). Mind you, when/if I run with my friends, we also generally just pug a MoLambda because the entire trial is generally not that hard. Discipline and just being polite, respectful, and making it clear goes a long way in making people want to try.

    Recently had a situation where someone actively jumped into the cutscene after the warning: he even made it clear that he'd heard. He ended up aggroing Marauder and almost failed the mission before the Marauder despawned and the real one popped up. He immediately starting saying about how nothing happened, he was innocent, and he totally should be left in (a vote kick was initiated, normal kick didn't work). Gone and kept badgering in tells, not understanding to my friend. Gignored, moved on.

    You're welcome to believe that leaders are a figurehead and there's power to the people, but a good leader is a motivator, first and foremost. I've turned around and seen massive reversals of fortunes where myself and others stood up, took the raid by the balls, and just started making it clear what will be done and how it will be done and by gods, it got done. There's a reason people don't like to lead, and that comes down to the responsibility to control and help your raid when times are tough. Anyone with a passing knowledge of macros can recruit, leaders are few and far between.

    So feel free to continue on, Xanatos, and tell us how and why leaders are some sort of figurehead. They're usually the ones that come up with the strategies, then teach those below them and share it. We kick because we care about the league, not about the showboating (if you really want to get into it, wouldn't cutscene bombing be a form of self insertion slash fanfiction), so deal with it. Call us what you want, I mostly just call us responsible.
  7. The problem is two fold, as far as Gravitic and Diamagnetic face: The debuffs are both fully resistable and short lasting. Unless changes were done (which I believe were never mentioned on the patch notes), the debuffs last somewhere in the realm of 2-3 seconds, i.e. barely long enough to matter. If you're a fast attacking character or you simply throw out a sheer number of attacks (blaster/MM/etc), then you may actually get some value out of these two.

    Of course, the second problem is that Reactive and Paralytic are just THAT much better. -res and -damage are resisted through an entirely different manner then the rest of the debuffs (specifically, through resistance itself), meaning that while the other stuff faces 70% or more debuff resistance to be anything but negligible, you'll most likely be hitting full or close enough to each increment of Paralytic and Reactive that apply, nevermind the extremely awesome dot.

    Interface isn't balanced because, while the choices are interesting, it feels like it was designed by someone that didn't fully grasp the mechanics of the game. If they all got procs of some sort (probably damage), and then likewise had their debuffs unresistable, Interface would be in a really good place right now and, more importantly, doesn't step on any ATs toes. Until then, Diamagnetic and Gravitic provide a "hidden" value of nothing, while Reactive is basically a god among choices. After all, while debuffs and whatnot make you live longer, making the enemy live for even less time is the best defense.
  8. Because VEATs, HEATs, and anything even remotely directed to the lore must retain its integrity above all else regardless of any similar breaking in lore that had to be done in order to even make it possible to play them (widows, forts, banes).

    I.E. It's okay if the devs do it, but you cannot. Post said with a hint of bitterness and much sarcasm, take with as many grains of salt as you desire.
  9. Quote:
    Originally Posted by Dechs Kaison View Post
    Entropic Aura no. But the change to Repulse sure seems to break the cottage rule. A PBAoE knockback aura has been changed to a PBAoE Stun aura. Anyone who had taken the power (1st mistake) and slotted it for extra knockback (2nd mistake) can no longer do so.

    I mean, the core function as an AoE control aura hasn't really changed, but all the mechanics have.
    I completely forgot about Repulse, so thank you for bringing that up as well. As for Entropic Aura, Energy Aura used to be the only brute defensive secondary without a taunt aura (it was baked into Energy Drain), so you could technically exist and play without endangering yourself in that manner. Now, Entropic Aura can presumably be slotted taunt and Energy Aura as a whole has to deal with a constant taunt presence. The taunt factor may or may not have been removed from Energy Drain, which would likewise be changing the power's intent in that manner.
  10. Quote:
    Originally Posted by BrandX View Post
    His combo is Force Field/Fire Blast.

    Even on a Corruptor, he wouldn't be doing that solo for AVs without temp power usage, as FF has no -resist or -regen.

    With the Traps/ Dark/ Storm/ the Defender can be made more survivable, which if a factor in taking on those big targets solo.

    Really, you can't go wrong with either combo in terms of damage though.

    With Force Field, I'd just say roll Defender for the better Defense numbers.
    I was more under the implication that it was general play on teams and the like then much else. I should've clarified, but my comments were meant more to reinforce Strato's and just mention that Scourge's benefit comes from HP targets (and my preference of storm on a troller). My bad.
  11. Quote:
    Originally Posted by UnicyclePeon View Post
    What about pairing traps, storm and dark miasma with fire blast? Does the same logic apply or is there a strong reason to go the other way (corruptor) for those combos?
    As Strato said, corruptors excel in high HP combat, i.e. AVs, EBs, and GMs. If you plan on incarnating the character or task forcing alot, corruptor will arguably be the better pick outside of a genuine pure shield set, and sonic resonance and thermal even make that arguable.

    Also, I'd personally suggest controller for storm over either defender or corruptor. It meshes better and you can abuse No Knockback Immobs to make Tornado do some pretty respectable damage, on top of sitting in hurricane distance without sending things flying.
  12. Quote:
    Originally Posted by Rush_Bolt View Post
    Still gives +DEF and +RES


    Still summons X number of pets depending on which summon it is


    Still summons a pet

    Oh, and MoG was effing horrible. IH was Regen's godmode.
    And this right here is the eternal problem with the cottage rule, if you genuinely believe that old school MoG and new MoG were even remotely the same, you're just insane. Sure, they share similarities (they buff you), but the absolute intent was absolutely nothing alike. Old school troller pets were meant to be spammed, as they had a set life duration and could be summoned in multiples. Fluffy was rooted and functioned more like a timer then a persistent pet. Even Unyielding (which used to root you) could be argued as "the same" even though the design intent was radically different.

    I could turn this around and say change sonic resonance shields to buff 1% resist each and give 1000% HP regen and I'd get called insane, but the shields still buff resist! No cottage rule breaking, I'm just buffing something else more! Powers have been changed to ignore the cottage rule before, even recently (Entropic Shield being the big one atm), and the changes will continue as was shown by EA. It has not even been a strict, unchangeable law just more a soft guideline that sounds good to people.
  13. Coming from someone that has an FF Fender at cap, Force Field in the hands of Defenders are the unsung heroes of most teams. You can literally turn a bumbling collection of fools into a ridiculous collection of super powered world destroyers with just two buttons. The buff numbers are just that awesome, coupled with your own personal mez protection.

    Short of some sort of horrific numbers/power changes (every power becomes old school flares), just go defender and don't look back. The biggest loss would be not scourging on rain of fire, but it's not like this is Blizzard or RoA (which are both still great on a fender). Also, be ready for a small bit of disappointment when put up against a cold dom, but love the repulsion bomb and love the force bubble (and drink from the tears of the melee that will come to hate you, it is delicious).
  14. Quote:
    Originally Posted by William_Valence View Post
    You could easily improve stone without violating the cottage rule.

    The problem with stone is, that it provides immense survivibility with a moderate offensive penalty and a huge penalty to mobility while the rest of the set provides less survivibility with no practical difference in the mobility penalty.

    Because the mobility penalty is so steep, there's really no reason to use the standard armors. Minus Psi of course. It's just as tedious to use all armors +rooted as it is Granite +rooted.

    The fix wouldn't be a sweeping change to granite, it would be a movement of the mobility penalty from rooted, adding the same close to ground only effect from Electric's grounded to maintain pourpose, and adding the removed penalty to granite to maintain the same level of mobility penalty when in granite.

    A look at the endurance costs for the various toggles would be next to better represent the endurance to survivibility ratio.
    I'm not denying that there are other ways to fix Stone Armor, far from it, you could do quite a bit to make the rest of stone actually worthwhile. The problem comes back to IOs; more specifically that I've seen granites who explicitly build for speed and movement JUST to compensate for granite. Even if Rooted became a clone of Grounded (which it needs), it's perfectly possible to just run granite in all non Mineral situations because IOs can easily and absolutely be built for recharge and speed. Now, I'm not saying this is a good build or the best build, but Stone as a set overall has little, if no options, for a truly legitimate build besides "Compensate for Granite's penalties."

    Quite honestly, the set overall has issues all around, but changing granite even slightly (for example, would cause an extreme shift of balance simply because Stone Armor as it stands is designed for you to either be in a literal "Minerals with maybe other toggles" mode or "Granite" mode with zero in between. Doubly so with inventions, and I do realize I'm kinda moving the goal posts a little here, if "Out of Granite" can defense cap while maintaining good resists and zero penalties, there's never, ever a reason to go into Granite. Alternatively, if Granite's the ur mode to be in, with or without IOs, then the rest of the set becomes worthless. The entire set's philosophy is very, very dated and the only true parallel, as far as literally any sets go, is Dual Pistols; and even that is not a true parallel (different ammo for different types doesn't work out all that well).

    That's mostly the point people are trying to make: quite a large amount of much older sets are built around a design philosophy that we really don't follow or care about now. Force Field is virtually worthless in almost every way if you bring it up against Cold, much more so with the addition of incarnates and Clarion. This was made shockingly clear at the advent of Willpower which required a complete overhaul of Invuln's numbers, and again when Banes/Widows made Stalkers laughably worthless, soliciting a big remake/buff to the stalkers, which added the huge AoE CC to AS (which I'm kinda surprised has gone unmentioned).

    The cottage rule had a place years ago when sets had a legitimate place in the world and every set brought something genuinely and honestly different. The advent of inventions created a unique situation where certain formerly different sets became much more similar or one became blatantly stronger (such as Kat/BS), while newer sets coming out completely invalidated or aped pre-existing sets (cold, willpower, elec armor, energy aura, etc). It seems that, these days, the unique design lies in the mechanic tied to the set then the actual powers themselves.

    I mean, think about it: All the original defensive sets had completely unique god modes, despite a few of them sharing powers such as dull pain, or recon, or even just passives. Invuln had Unstoppable, Stone had Granite, SR had Elude, Regen had MoG (and IH), Ice had Hibernoob, Fire had RotP, and Dark had Soul Transfer. Even the pairs that were close (US and Evade, RotP and ST) had unique and noticeable differences that made them interesting and separate. Back then, we knew nothing about animation speed affecting powers, or how defenses could fully work in conjunction with each other, or little small details that are considered common knowledge today. The design philosophies for all these sets were completely and utterly different then how powers are designed now, and some of these sets (PBs, Dark Armor, FF and Stone Armor, I'm looking at you) would just never, ever be designed in this day and age.

    Thus, the cottage rule needs to vanish and these old sets need to be revived and legitimately brought up to date with newer, shinier sets. It gives more respect to the veterans that have stuck through years of playing, and it brings something that the game's been lacking for a while: balance. Heck, as a compromise, why couldn't we just expand the existing power sets we have and lock out choices per level? We already know we have the tech to do so: See also VEATs and FU/BU for Widows, so why not? Instead of going "NO, BLACK HOLE MUST STAY AND BE BALANCED AS SUCH, COTTAGES DEMAND IT!" (caps optional) why not turn around and go "Yea, Black Hole's outdated as hell/terrible, we could just insert another power that shows up at its level and give the players the option to choose one or the other, with both having the same function."

    Before, things were balanced around having SOs and damned if you could ever get anything as amazing as a HO without spending weeks climbing a mountain in a deadly blizzard to cheat to kill a boss because the devs didn't want it done that way. Nowadays, devs have to worry about defense caps, over buffing, damage caps, incoming damage, outgoing damage, and AT modifiers, nevermind animation times and god knows what else to really care about balancing something around an enhancement I'm almost certain half of the playerbase doesn't even know about. I mean, let's be honest here, how many people even know what a Hydra enhancement is? When LRSF, everyone started flipping out because "OMG, SHOES ARE GONNA BE THE BOMB!" Nowadays, if your build doesn't cost nine figures at minimum, you're just being a lazy slacker.

    Talk about the idea, not some outdated bunk rule that was designed for a game we barely even play any more. As players and paying customers, we can say as a community that some things are simply unbalanced or outdated (Energy Aura, Invuln, Poison, and Stalkers proved this). Or we can squabble endlessly about how things should never change and things are fine the way they are, etc.

    Man, I went long.

    Edit:
    Oh I want to add, more cottage change examples: MoG, Old school controller pets (man, I remember swarms of those buggers, good times), MoG, Fluffy, and MoG. Bonus points if you know what a SHOE is.
  15. Criteria: High recharge is mostly the number one goal of DBs. If you can get their ultimate combo in a seamless flow, your damage becomes ridiculous (I think it's Blinding Feint, Ablating Strike, Vengeful Strike, Sweeping, repeat). The problem is the required recharge is extremely high up and combos in general are pretty "meh" on top of One Thousand Cuts being pretty average to junk for a T9 (compared to the wonders of Foot Stomp, Midnight Grasp, LROD, etc). While you CAN use OTC for its knockup, the animation is way too long to make this any more than quaint, especially compared to LROD and Foot Stomp. This also means your secondary will be hinging towards defense/recharge (SR being the quintessential one)
    PVE: When you break the aforementioned recharge barrier, damage goes ridiculous as long as you can keep the chain up going pretty steadily on single targets. AOE becomes part of your chain, due to the nature of Sweeping Strikes and Attack Vitals, and Typhoon's Edge is alright as filler aoe if you need (Sweeping should be more than enough).
    PvP: Meh. No real source of spike damage, no real self healing, and nothing's gonna sit still long enough to let you stack blinding feints. Meh to weak all around.
    Farming: Because aoe is inherent in their rotation, they can make pretty decent farmers. The problem arises in their secondary, as it has to be recharge focused (SR or ELA, with ELA needing alot more due to a lack of defensive powers for LOTGS), they lose out to standard SS/FA or Shields. They can easily turn out above average if built right. FA is also right out, as it's got terrible synergy with DB and doesn't lend itself to any recharge (which DB needs in spades).
    Soloing AV's: As mentioned above, DB single target damage is quite respectable if not among the best, providing you get the recharge. Due to Ablating granting the achilles proc, on top of the near consistent Attack Vitals and Blinding Feint, DBs grind through AVs in good time. The problem comes back to survivability tools, of which they really have none (Vengeful won't knock up an AV). If you can survive an AV's constant attacks, whether through defense cap and insps or just being lucky, DB will -destroy- most single targets with enough recharge.

    DB Scrappers and Brutes are roughly about the same, with the edge somewhat leaning towards Scrappers due to their follow up clone and crits, as the animation of the attack cycle is actually quite fast. DBs are really a great meat grinder, but require more thought than most builds and both high recharge and defense cap to really shine. Avoid DB to the best of your ability for tanks and stalkers, as it's the worst set by and far for stalkers, and bruising really ruins the rhythm for tanks. Beyond that, choose whichever you like more, but likely scrappers if you want maximum optimization (you won't care about the lack of real survivability tools without a taunt aura and crits are very nice with BF).
  16. The biggest "problem" with tanks, if you can call it that, is that at the highest levels (fully buffed/IOed out/what have you), brutes (and scrappers, to a different extent) are generally going to be superior almost every time. Damage cap is higher (and damage is higher on average), both share the same defensive caps, and brutes are generally just as tough in situations that matter. Realistically speaking, most things that would kill a fire armor brute would likely kill a fire armor tank as well, short of SO situations where IOs and the like don't exist.

    Functionally, they're genuinely different at lower levels, with brutes having a blatant shift to damage and tanks to survivability. As you creep up to 50s, sets, IOs, and incarnates, brutes overwhelm tank defenses while often getting superior damage to boot. Since tanks are the best defense in the game, you can't really get better than that and their damage at end game content scales about the same as brutes to arguably worse.

    The last problem is that damage on a day to day level is extremely hard to measure, aside from rough guesses. In a given situation, you can use benchmark tests (like timing a TV farm, killing a pylon, etc) but in most team situations, it's simply impossible to factor in the other team on a near constant level. What if the tanker is in more often and gets more fulcrum shifts than the scrapper scrapperlocking on another target? What if one's aoes keep missing or just having bad luck in positioning? There is simply no given "DPS Meter" that lets us easily and constantly measure these situations, which prevent us from having a real benchmark in legitimate play outside of extremely focused and complicated tests (which again, still fail to account for chance and team mates).

    If you're going for damage, just pick what looks the most fun. You simply can't go wrong with fire regardless of spec, much like there's quite a bit of failsafes like SS and FA or SD. Generally, some ATs function better than others with the same sets (Dual Blades being a shining example, compare tank/stalker with Scrapper and look at the huge gulf between the two) and some sets are just plain bad for certain ATs. Your checklist should look as follows:

    Do I want to survive well? Pick Invuln, WP
    Survive/DPS? ELA, SR, DA
    Sheer DPS? Shield, FA
    Do I want AOE? ELM, BA, SS
    Do I want ST? DM, MA, WM, Claws
    Do I want a mix? BA, Kat

    And the list goes on. Choose appropriate AT, call it a day. It's as simple as that. (Some powersets above can be moved around, use with as many grain of salts as you wish)
  17. Honestly, the problem with the cottage rule as far as players are concerned is that what's good for one player is phenomenally terrible for the next. Balance is a gray area that has different definitions for every person, and the cottage rule only seeks to make it so that people can use it as a goto argument for any given situation. The ur example is obviously Black Hole and Dimension Shift, they should never change (or change so little) because the cottage rule dictates it be so. Yes, the powers are altogether questionable in use and yes they can be changed to maintain original purpose while becoming more useful, but the problems there aren't simply with the powers, but with their place in the set as a whole. Gravity is seen as a mediocre set, with dimension shift as a knock against it, while Black Hole arguably seems out of place with Dark Miasma.

    In lieu of this, I'd like to give an example of a power that I feel needs to have the cottage rule broken to allow a full length change for the good of the set. I will use the format provided earlier in the thread.


    Power: Granite Armor
    Set: Stone Armor
    AT(s) affected: Tankers, Brutes
    What is wrong with the power: Granite Armor as a whole invalidates the vast majority of the rest of the set. It is one of the true god mode powers that allows near invulnerability for most as long as it's on, but prevents active use of over half the set on top of weakening the user beyond little more then a taunt bot. Balance wise, this limits choice rather then promotes it: creating a situation where the only legitimate time to not use granite armor is when you need purple rocks (Minerals) or you would be otherwise fine without toggles in general. One could argue that you could keep it off when you simply wish to do damage, but Granite Armor in general doesn't have the true choice that virtually all other T9s have.
    Why an adjustment cannot fix it, so it needs replacing: Adjusting it to make it so that all toggles can run and supplement granite armor simply makes it a T9 toggle that removes any and all flavor it originally had, essentially destroying the original intent of Granite Armor (a mode you enter).
    What my fix would be: Make Granite Armor into a Dual Pistols Ammo clone, where you can shift what type of Stone you're currently focused on, creating choice and allowing the user to shift as need be. The types of rock would be "Crystal, Granite, Gems" and a visual appearance (toggleable by Null the Gull) would cover the user. The user would also be allowed to utilize all toggles in question.
    Granite Armor would then perform as follows:
    While in Perfect Crystal Form, Defense is increased dramatically and Damage is given a slight boost.
    While in Perfect Granite Form, Resistance is increased dramatically and Regen is given a slight boost.
    While in Perfect Gem Form, Resistance and Defense are increased equally and Recharge/Speed is given a slight boost and/or user becomes immune to Rooted's root.

    The problem in the aforementioned example is that many people like and appreciate Granite Armor BECAUSE it's a no effort god mode. While the above change could make it so that while in form, defenses are close to original Granite Armor, the change still promotes choice and utilizes the rest of the set at the same time, creating a much more interesting and unique power set, while retaining the uniqueness of Granite Armor as a T9. It's because of the cottage rule that the above example would never be considered (Nobody complains about Granite Armor, it's OP, etc etc), and while the devs can choose to ignore it at absolutely any time they want, players will often times actively try to squelch a change simply because of the cottage rule; regardless of its merits.

    Something to realize is that the devs have not and will never be bound by the cottage rule; if they felt like it, they could change every power set on a whim for no rhyme or reason. As it stands, the cottage rule is merely a belief that the player base has as a whole that persists and promotes a lack of change or even consideration of good ideas by many individuals, and that mindset needs to go away immediately.

    Energy Aura's dramatic change (adding a taunt aura which also gives scaling recharge) is a great step in the right direction, since Entropic Aura sure as heck didn't do that before, and now Energy Auras are FORCED to taunt as opposed to having it linked to Energy Drain. This is a big change and could easily and arguably be heralded as an example of the cottage rule being shattered once and for all, but people are stubborn creatures, and I imagine someone will find a way to justify it as still obeying the cottage rule.
  18. The ones who just skipped all those mobs just took the attacks. They still have aggro, walk by with them. My corruptor has never had a problem that a singular cage couldn't solve (sonic/sonic) or just using one of my CC attacks/ignoring the minion I picked up.
  19. Kenteko

    Nerf Rock

    Quote:
    Originally Posted by DJKyo View Post
    If I was your friend, I'd want to kick your butt, but I wouldn't be able to, because I'd be laughing too hard...
    I was so ecstatic when he went down, hours of struggle and effort, I was so glad that I was able to do it, I was cheering and the like. I didn't even notice it...

    Then he told me and I pretty much saw red. I had not seen him at all during the entirety of the Skyway fight, presumably he was sipping latte's in one of Skyway's nearby coffee shops the entire time. I didn't even see him at the end, nor did I see the rock that did the deed. After a few minutes, I pretty much started to laugh at the insanity of it all, and what exactly had happened.

    Doubt I'll be inviting him along on any more of these attempts.
  20. Quote:
    Originally Posted by Little_Whorn View Post
    I guess I see your point. I mean, if defenders and controllers traditionally get the weak end of the stick, the devs could either shore up their weaknesses (low dmg) or simply buff their strengths (support/control) to make them stand out in their own right. But then I realize, CoH's endgame is almost always about dmg and usually AoE dmg, whether weakening dmg resist or weakening regeneration. I suppose you're right. Easiest way to make defenders and controllers more relevant given the current content is to simply make them do relatively moar dmg rather than increasing the power of their primary abilities.
    And this is where power creep and buffing arms race comes into play. Controllers do immense damage as it is thanks to containment, and defenders do lots of stuff as well depending on their primary. Buffing both creates a situation where corruptors and dominators, nevermind masterminds, start to become extraneous.

    So what do you do then, buff those classes? Then, the previous classes become just as unnecessary (logically) or you get into the situation where the pure damage classes (blaster/scrapper) become utterly useless.

    We saw something very similar to this happening early in CoH's lifespan. Because of this situation, ED and the GDN came into play and despite what people want to believe, it was good for the health of the game. The problem is becoming one of the devs not learning from their past mistakes with the sheer power some of these incarnate slots produce, and CoH is too old to handle another ED/GDN situation, primarily because none of the original content has even seen a revamp.

    Honestly, unless the situation is rectified sooner rather than later, the power creep is starting to collapse the game from under itself. Worse yet, if the next batch of incarnate slots are terrible, the system as a whole will implode in the long run, as people will refuse to do it/time will be wasted creating stuff nobody uses.
  21. Quote:
    Originally Posted by Siolfir View Post
    10% means that he probably did have floored to-hit.

    From here you get the the accuracy modifiers for an AV (*1.50) and whatever level modifier applies (* 1.1 to * 1.4 based on level shift and incarnate shifts).

    5% (lowest to-hit) * 1.50 (AV modifier) * 1.3 (+3 modifier) = 9.75%; that assumes you have one level shift applied and the attack used doesn't have a high base accuracy. Without the level shift, it would be 10.5%, and with the level shift and both incarnate shifts applied it would be 8.25%.

    If it were something like Energy Transfer, which has a base 1.2 accuracy, you'd take those numbers and multiply by 1.2 for a final chance between 9.9% (all shifts) and 12.6% (no shifts).
    I had all the level shifts and it was around 10.6 (guesstimate), so if that's the case, the accuracy is starting to play a bigger and bigger factor every time.
  22. The AVs also have an elevated tohit chance beyond the 59% as far as I've seen. I know I've sat at 100% defense for an entire Marauder fight and one of his attacks (I think it was a punch) had a 10% chance to hit. I was S/L 100%, so it may have been a positional (which would be kinda ridiculous).
  23. Quote:
    Originally Posted by CrazyJerseyan View Post
    This is great info, but all I can say again is that I have not been mezzed while runnig a TFs since my last respec a cpl months ago. You have to factor in Cosmic Balance plussing up Status Protections on top of the resistances I have built I suppose if that is what your trying to do now.
    And here is where guesses and "experience" falls apart. For you to not be getting CCed, Cosmic Balance would have to be fueled by no less then three controllers/dominators (to effectively give you 3 hold/stun/etc protection). To your specific numbers, you have hold 2 passively, which means you run and are specced acrobatics, bringing that number up to one controller or dominator who needs to be in the group with you to make it so that one mez won't immediately CC you. Alternatively, you could have been grouping with a traps, a force field, or a sonic resonance that had their aura up, or one of the many support classes that tend to have this obsessive urge to throw their mez protect on people.

    In all seriousness, this now comes down to context. Most high end groups, with a few exceptions, have repeatable, reliable AoEs simply due to their design. Carnies and Malta are among the worst, with Flash and Stun Grenades (as well as tazers) being prevalent and common. Arachnos, PPD, Rikti, and Longbow likewise have reliable control in their bosses, albeit not as extremely "oh god pain" as Malta and Carnies. Some have very little to no control, Council, Cims, Column, generally those groups that are regarded as the garbage tier (excepting Cims).

    So here's where your analogy breaks down: If you're fighting things that have minimal CC, the odds of you getting CCed is zero because, well, they have no CC. If you're fighting the mid tier stuff, Arachnos/PPD/Rikti/Longbow, odds are that Wardens are chain CCing you to death or you're not pulling enough aggro on certain mobs (mentalists/mesmerists/queens) to be in remote danger of getting CCed. If you're not fighting Malta and Carnies and are somehow managing to not be chain CCed, then that means you definitely had someone with control breaking abilities on your team or you're lying.

    Alternatively, the fact that this entire thing hinges on you having a controller/dominator in your group, I could very readily just state the fact that you not being CCed is because your team members are doing their job (cause, y'know, they have hard aoe control) uninhibited. Unsurprisingly, the more controllers/dominators the team has, the less all squishies in general get CCed.

    So basically, I could say my (non existant) peacebringer didn't get CCed because I ran the ITF, the BSF, Khan TF, or even Apex/Tin Mage. The lack of controller on my team doesn't even remotely matter, since there's no hard CC anywhere to be seen in any of these places. Even then, if you're not taking the alpha strike, any half decent controller/tank/dominator will lock down the entire spawn, of which only one in almost any high end SF (LRSF) has consistent aoe mezzes (Longbow Warden), so yea.

    Math and logic is fun, isn't it? Also, I'm calling that you ran the ITF a couple of months ago, or even the BSF/Khan TF, both of which are control light/nonexistant.
  24. Quote:
    Originally Posted by CrazyJerseyan View Post
    I'm familiar with how it works since the changes in the the mechanics of the PvP system etc awhile ago and looking at that piece pretty intensely. Pretty sure that has to do with the IOs I added since I used to get mezzed non stop, hence the "basically" immune to mezs with IOs comment. Took some testing and respecs, but I don't see mezs much these days when solo and not at all when TFing.

    This would be the difference between actually playing a toon and testing out builds over time vs talking about hypothetical situations for pages.
    Thanks for the input.
    I should mention that you need ten THOUSAND percent reduction to lower mez duration to .99% of the original duration, explaining your hyperbole.

    Quote:
    Players have a hard status resistance cap of 10,001.01%, which translates to 0.99% mez duration in the Combat Attributes Window. Because player status resistance buffs do not generally exceed 216.25% (for example, Accelerate Metabolism), it is unlikely that the cap will ever be reached in normal gameplay.

    This was changed in Issue 13; previously, the cap was 100% resistance, resulting in 50% duration. The change was in part due to the change to status protection in PvP, necessitating a higher resistance cap.

    Note that the resistance cap for both Placate and Taunt remains at 100%, even after I13.
    Source: http://paragonwiki.com/wiki/Caps

    There is a monumental diminishing return because of the PVP change thus the need for the massive cap. Sitting at 80-300 (depending on buffs/IOs) basically means that you're still sitting at 20-40% effective duration reduction, give or take some %s, due to the fact that the game rounds decimals down as well as the massive diminishing returns.

    As a matter of fact, just looking in game I'm passively sitting at 81.10% hold resistance which translates to -19.86% duration. This is by absolutely no means even close to 50%, and diminishing returns exists for status resistances BECAUSE of PVP.

    So basically, status resistance is WORSE because of the PVP change that you pointed out, effectively meaning you need substantially higher amounts of mez reduction to even equalize what you had before. This is why status resist toggles were changed to direct resists in PVP (and alot of them) and why the cap was removed.
  25. Quote:
    Originally Posted by CrazyJerseyan View Post
    The self rez is just one of the tools the PB has, like I said...this is mine:

    without Cosmic Balance
    - 2100hps
    - built in phase
    - self heal recharged/19secs
    - T9 recharged/3mins
    - ally heal 400dmg
    - basically immune to mezs with IOs

    with Cosmic Balance
    - you can look up all the awesomeness CB adds to Khelds

    When your Blaster and Dom have those tools at their disposal and don't have to wait for an Ancillary Pool...then I agree with you 100%.
    First off, I want to clarify that I'm playing devil's advocate to some extent, but the big thing is that you're comparing an extremely high cost inf build (which you can only effectively have at level 50) and simply not realizing that while a PB grows additively, everyone else with some very few exceptions grows exponentially. Ancillary pools ARE important because by the time blasters/doms get them, your above dream build would also be complete. Oh, and other people have the option of ancillary pools, something your PB does not have.

    Realize that I -want- PBs to get buffed because right now, they simply have no scalability. Any uber build would have a large amount of the above, but simply build to their strengths. Being a hybrid is not a strength, and other classes (controllers, defenders, corruptors, crabs) do it better, cheaper, and produce much bigger results. Crabs can do all of the above, produce continually massive DPS, tank, AND give amazing support to the group -all at the same time- with a build of your monetary level. So let's go through a quick but itemized list.

    1) This one's misleading, Kheldian base HP is 1079. Most of your "passive" HP comes from a Dull Pain clone, Essence Boost. Basically, this means that you permanently have it up and simply use it off cooldown, while possessing roughly 400-600 HP from sets. Any blaster, stalker, or dominator with this amount of HP automatically self caps, while a scrapper/crab would pull your HP (WP/Invuln/Regen scrappers) just as easily while having better synergy. It also bears mentioning that blasters/dominators/controllers can and do have a dull pain clone, so most can spec to HP cap almost immediately out of the gate. You do have a point that you get 500 more HP then blasters/doms, but the difference widens even more here.

    2) I'm not even sure how this is a perk. Every single person has access to phase from an extremely beneficial pool for virtually everyone. 3 places to slot LotGs makes phase an extremely good filler power, on top of the fact that anyone who builds for it will walk away with phase. It's also a temp power that's pennies on the market, so I think you're kinda reaching here.

    3) Reform Essence is nice, as any Reconstruction clone is gonna be. I'm not even going to bother comparing it to a regen scrapper/ninjitsu stalker because the gaping differences between the survivability of a regen scrapper and a PB are leaps and bounds apart, so I'll use the real legitimate alternative: Aid Self. Now, I'll be the first to say that Reform Essence is better than Aid Self, they're barely comparable. However, the fact of the matter is that most multi billion inf builds will be self capped to some extent, meaning that aid self can be used with relative impunity and can (reliably) go off in the hands of someone built to maximize it. Generally, if you're under enough fire that you'll be killed while using aid self, Reform Essence would likely not save you whatsoever either. Aid self also recharges substantially faster, with the interruption/animation time being the chief drawbacks. As for using that while in Light Form, I'll get to that here in a minute.

    So to summarize: Reform Essence is certainly nice, but it pales in comparison to the tools in sets where it shows (Regeneration/Ninjitsu) and it only slightly pulls ahead in favor of aid self, a pool -everyone- gets. By the way, in case you're wondering, aid self gives substantially higher HPS compared to Reform Essence, but that's neither here nor there. Oh, and it gives a HUGE amount of stun resistance.

    4) T9 recharge in 3 minutes, do you mean your nova or Light Form? What the hey, I'll do both. Every single AT gets a god mode, sometimes two. All of them have the exact same cooldown (hibernate notwithstanding). If your build has Light Form recharge in three minutes, so does the blaster, dom, corruptor, etc that specs for it. The thing is that they have all of their other tools ON TOP OF the god mode. It also bears mentioning that if a Blaster goes for Force of Nature, they're getting PFF as well, so what benefit does Light Form have? It lasts one minute longer and gives status protection. Oh wait, it also crashes harder in comparison, so I guess it's a tradeoff. This isn't counting the near impenetrable hibernate (remember phase? Yea, this is a better version you can't get), PFF, or RotP options that most everyone else has compared to PBs.

    Enough about that, let's look at novas. Dawn Strike is a conglomeration of Atomic Blast and Nova, with less -defense and no hold (from Atomic Blast). Course, this is all well and good except for the fact that blasters do pretty much double the PBs damage with their nova. -TO START- Against level shifted content, odds are you gib most/all of the minions, hurt some of the LTs, and momentarily inconvenience the bosses. Blasters leave craters filled with the blood and tears of enemies they just exploded, and that's not even getting into the insanity of Rain of Arrows. So let's look at defenders and corruptors. Wait, defenders get a damage buff from being alone and produce massive amounts of support, so their nukes will likely have ridiculous debuffs (see: Atomic Blast, Dreadful Wail, or Psychic Blast). Corruptors have Scourge (Blizzard go crazy), do nearly the same damage as PBs and have dramatically better support. But hey, at least you get Build Up instead of Aim! As for Doms, the two main comparisons are Fissure and Psychic Shockwave. I'm not entirely sure that's fair for the PBs at all, so I'll leave it there. In all fairness, the biggest comparison is Solar Flare, which you use once and immediately cannot use it again because most stuff just got scattered. Moving on.

    5) Ah yes, Glowing Touch, the holy grail of Peacebringer versatility. I gotta be honest, this is one of my favorite PB abilities, and is a genuine perk over blasters and dominators simply because spot healing can be useful from time to time. Granted, this is 100% the one and only support a Peacebringer truly brings to a team. A single, small, heal that is eclipsed by almost every other support ability ever. The worst part is that Glowing Touch is Cauterize/Heal Other/Soothe with its range -absolutely destroyed- Glowing Touch's range sits -just above- aid other, heals for the same amount, and sucks down end like it's nobody's business. If we really want to bring support into the mix, though, you have to account for Surveillance from Blasters, unrivaled control from dominators, and corruptors/defenders/controllers merely existing.

    I'd like to have Glowing Touch, personally. Shame that it's the AT defining perk.

    6) I would definitely love to know what build you have that gives you insane recharge, 500+ HP, and 70%+ mez resistance that doesn't involve clarion and/or break frees, because that exact build would make every other squishy nigh unstoppable, so I'm calling hyperbolic shenanigans. If, instead, you mean you're running around in perma Light Form, I wonder why you didn't just state that in its ridiculousness, which is kinda as inane as saying Energy Aura is awesome because you can run around in Overload (Hint: It's not). So I really have no idea where this is coming from outside of hyperbole.

    You'll notice that throughout this post, I mentioned many different ancillary pools and their various uses, so how could I possibly justify blasters getting Force of Nature and Rise of the Phoenix at the same time? Well, quite frankly, they all have CHOICE in the matter to build as they see fit. Many blasters/doms choose Rise of the Phoenix AND INCLUDE IT in their attack chain as opposed to PFF, Hibernate, or Force of Nature (or any of them at all). Most soft cap easily and pull enough recharge to regularly liquefy alternating spawns, nevermind their secondary which can provide a large variety of tools depending on their options. We're not even bringing into the light some of the various blaster primaries that bring great options/damage compared to Peacebringers (sonic blasters being the obvious righteous beacon).

    Sure, you have all of those things as "perks" but at the end of the day, they're shamelessly bad copies of already existing abilities. Warshades get things like Dark Extraction, Orbiting Debt, Unchain Essence, Stygian Return, and Eclipse that are so effectively rare/unique, that they're almost all unique to the Warshade and their playstyle. Peacebringers singular unique ability is Photon Seekers, which Robotics and Traps both get at lower damage with a ridiculously faster cooldown and much, much better utility all around (-tohit, -damage + chance to stun vs chance to KB. Yea).

    Peacebringers -need- help, they bring absolutely nothing else to the table that anyone else doesn't do better, while everyone else retains a -much larger- choice selection. If you're going to use a billioned out Peacebringer as what's "Good" then you need to start talking about the archery characters that rain of arrows every spawn while being soft capped, the doms that are permanently locking down everything and breaking PotDs, the defenders and corruptors that produce peacebringer ruining damage (depending on the secondary) while providing amazing utility and virtually everything else as well. This isn't even getting into the absolute terror that warshades/crabs/widows/melee become when blinged out.

    The only real comparisons to Peacebringers are Energy Auras, Banes, and Stone Armors, simply because those sets have the same stunted growth that Peacebringers do (i.e. linear/minor growth vs quadratic/exponential growth). Absolutely every AT and combination can be viable, but some are just garbage in terms of what they bring on an equivalent comparison.