Kreeyith

Recruit
  • Posts

    39
  • Joined

  1. Quote:
    Originally Posted by Substrate View Post
    Honestly I have to disagree with early game teaching healers to play as spam healers. Even on autocast you still have time to blast/debuff/buff or basicly make yourself more usefull. I,ve played emp and pain to many diffrent builds and never came to a point where I see heals only heals all the time to dp anything but reenforce other people bad playstyle. Sometimes the best thing the healer can do for a poorly playing gourp is let them die so they learn to deall with agro and dmg managment better.
    I don't like the idea of withholding support for a teammate because I don't like the way they play. I also find players are more likely to change their approach if I save their butts, THEN ask them to stop doing what got them in trouble. I know that when I was a new player I was much more likely to listen to a veteran's advice when presented that way.
  2. Quote:
    Originally Posted by TameDragon View Post
    Now i understand that people like it if your dealing damage etc but on some teams i have been on recently *sigh* i've maybe pulled off an attack or 3 during a whole mish all the rest of the time i've been CM'ing, Fort'ing etc the team to the hilt as well as healing here there and everywhere. If i'm in a really good team i can attack more but will still get the buffs out on the right people at the right time.

    Now i have teamed with some people who don't like how i play but as i say to most, would you rather i keep the team buffed and alive or trying to get a shot at the minions which are going down faster then you can say empath? If they want something sniped i do have the power for that and generally don't mind doing so if i'm the only one with a snipe.

    Yes sometimes the team faceplants, it could be one of those occasions where the team splits and i follow the tank, and i get called a bad healer cause i can't as of yet heal through walls, but most of the time we all have fun.

    Only thing i will say to the teams that takes on an empath is don't forget to remember empathy is a very hardwearing set to play, we have to know wth we're doing with buffs and if you run off and die don't blame us for not healing you through walls. And if you get a noobie emp, let them know when your mezzed so they can hit you with CM.

    Yes i know theres bad empaths out there but theres a lot of us who DO know wth they're doing, if we don't attack much its cause we're buffing you up so you can do more
    I think this touches on something that's been on my mind recently - namely, that part of why we get "pure" healers is that they are trained to play that way by the early levels. I see it in sewer teams, in the new GR content, and saw it back in the old version of the Hollows and my early days of hating the Tsoo missions in Skyway, Steel, and Talos. New players aggro multiple groups, split the team, and often don't understand aggro or AT roles; in many of these situations the best chance for team survival is heal spam, especially when you don't have access to the higher-tier powers. But even outside of those circumstances, normal spawns do enough damage that a newbie team will sometimes need someone who is approaching auto-cast Healing Aura to keep them alive.

    I would argue that reducing the attack rate of mobs in the 1-20 range and then buffing it in the 35-50 range would make the game more enjoyable AND lead to better player habits. If a player's health dropping becomes an event, not normal operating procedure, new healers will feel bored and much more likely to experiment with those attack powers they would otherwise neglect. Meanwhile, the late game would become more of a challenge and less monotonous. I liked the ways in which the devs made enemies more difficult in GR, I just think they used it in the wrong place. I love my DP's attacks but I don't get to use them nearly as much as I want to. Which is unfortunate, because I think it's important for new players to get to experiment with when to (for example) swap in Cryo or Toxic ammo, or when to snipe on /dark and when to use Tenebrous Tentacles. Although to be fair, the answer to that last one is "always, because it's so damn cool."
  3. I've been playing elec/elec thus far and enjoying it, but I think I'm going to switch over to elec/earth for the extra mitigation. I faceplant a fair bit in these early levels, even when I try to watch my aggro. Besides, stone attacks are just sexy.

    Could an elec/earth work without fitness? Obviously I'm getting more end back from my elec attacks than I would with earth, but I play on large teams and only have to stop when I'm dead. And that's with zero enhancements in Conductive Aura! I'd be willing to skip Mud Pots, as from what I hear the dom version isn't very good. Would that be doable, or would I develop a blue candy addiction?
  4. Thanks all, having these three different builds gives me a much better idea of what /WP is capable of. I hadn't even dreamed softcapping was possible for more than two damage types, which is why I originally asked for just S/L. Now I can see I have a lot more options, so I'll have to chew on that for a bit and rethink exactly where I want to take this character.
  5. I've recently rolled one of these, and so far it's been fun. Looking ahead, can they be softcapped for S/L defense? I've been messing around with Mids for a while but I couldn't come up with anything worthwhile. Also, do these sets have good synergy in the first place?
  6. Kreeyith

    Tank Farmer

    Quote:
    Originally Posted by DR_EVIL_NA View Post
    Main reason I use my tank over my ele/ele or spine/fire scraps, I hate runners. For some reason despite being the only one in the mob, and having damage auras, they love to run. I never have this issue with my tank, or if they do I just taunt for -75% range.
    This happens on my spines/fire scrapper so much that I'm thinking of starting a SD/fire tank to replace her. I've been told that mobs run less from tanks because of the stronger taunt aura, is this true? It's not horrible or anything - there's always Impale - but when I start getting multiple runners it starts to feel like herding cats.
  7. Very nice video! I've been playing a stone/stone for ages, but this looks like it might be more fun. If anyone could help though, I have a couple questions:

    1. Can you post your build? I'd like to see how to softcap energy defense.

    2. I'm thinking about DA/WM for the extra mitigation, but will I spend my career chasing after wandering stunned mobs? That could get old fast. I wouldn't mind rolling axe or fire either, but I've always wanted to try WM. DM is fine, but after 3 characters with that powerset I'm in the mood for something new.
  8. I like this idea a lot. I made a slew of villains right when CoV came out and leveled a bunch of them without doing the first couple mayhem missions. Could I spend hours on each toon begging for group invites? Yes. But I'd rather have some actual FUN. Please implement this ASAP devs - you already allow us to flashback everything else, going back for bank missions is no big deal!
  9. Why does everyone keep talking about "instant level 50s," "1-50 in a few hours" and the like? In the jelly bean and weenie farms - the ones which instigated this patch - it took hours to get into the early twenties. And that's assuming you didn't have a bunch of AFKers and everyone had enough powers to string together an attack chain. It was still fast leveling, but nowhere near the exaggerated claims I've heard in this thread. All AE has done is made PLing available to the masses instead of restricting it to those with the cash and/or connections to doorsit their way to 50 in PI. Which is funny to me, because in the current AE farm paradigm team members get kicked if they're not playing. Also, let me say that given the... idiosyncratic behavior of ally AI in this game, there is plenty of risk in counting on them to follow you and keep you buffed. Trust me, there's plenty death to be had in a jelly bean farm, especially if you add minions to the GM spawns...

    As someone who's been around since the dumpster + Burn combo, I have to say that this conflict doesn't seem any closer to ending now than it was when I started playing. Perhaps it would be better to assess why so many people want to PL in the first place? We can argue about it all we want on the forums, but at the end of the day the actions of the player base speak for themselves. For me personally, I'm another one of those players who levels many characters normally, and PLs others. Some builds are fun from level one, and others are late bloomers; it's just that I've been playing long enough that I don't get any enjoyment from slogging through a late bloomer, and if the means are available I'll gladly skip to the good part. For me this usually starts at level 22 (3-slotted Stamina + IOs), although I have on occasion PLed myself to the mid 30s for a particularly weak character.

    I also used to PL folks for free back before they started making AE farms where lowbies could PL themselves; it was often fun just to hang out and chat with folks, something that almost never happens on a regular team. Although to be fair sometimes people would get bored and start squabbling with each other, and then I'd get a headache and have to stop playing for a day or two. But I have to hand it to the devs, it was pure genius to improve the mission difficulty system so we didn't need lowbies to pad spawn sizes anymore. Yet here we are arguing about farms again, leading me to conclude that clever quality of life upgrades are not going to end this back-and-forth. The only solution I can think of is to somehow enrich the leveling process itself, so that even someone who wishes they could PL straight to 50 would say “No, no... if I were to suddenly hit 50, I'd miss out on X, and that would SUCK so badly!” But as long as the value of X is “a whole ton of warehouse missions” then we can expect PLing to continue.
  10. I agree, it makes sense for all scrapper secondaries to have a taunt aura effect of some kind. In fact it's really weird that some do and some don't. If anything that disparity will confuse less experienced players who might not understand the disparity in aggro between secondaries.
  11. Quote:
    Originally Posted by Heraclea View Post
    I think that three SO slotted Stamina ought to simply be inherent, added to base recovery.
    This, please this! Every time I roll an alt I dread leveling out of the starting zone because I know I'll be hurting. True, there are some choices that don't give me much trouble - archery, /regen, etc. - but for most new characters that tiny inspiration tray and a 3 minute cooldown on Rest just doesn't cut it.

    I'm not sure if the devs realize this, but a lot of the farming that happens in this game is to get to 22 for Stamina and IOs. There's been a ton of collateral damage over the years as the dev team has attacked farming, but I think a simpler solution would have been to make the early levels more engaging, not to mention easier. For a long time now the game has been backwards - regardless of player ability, endgame is less challenging than the early levels. If it were up to me, 1-20 would be a cakewalk, but 45-50 would be some scary **** the likes of which we've never seen. Ramp up the difficulty and the rewards, so much so that no one would want to run a boss farm except for bragging rights. Make it so that no one wants to race to 50, because they know that anything less than mastery of their character will bring untold horrors down upon them. Now that sounds like a party!
  12. Apologies if this is getting a bit off-topic, but for the folks who mentioned spines/fire scrappers... do you get a lot of runners? Because mine gets a ton, even when I don't use Burn, even when I'm not at the aggro cap. I've had mobs run halfway across a map and come back almost a minute later, and frankly it drives me crazy. So much so that I came over to the tanker board looking for farm build advice. :P I actually was thinking of a SD/fire tank (nice damage boost to all attacks), although I'm seeing mixed opinions in this thread. What makes fire/fire better?
  13. Quote:
    Originally Posted by Silverado View Post
    Yep, powers like AAO, RttC and Invincibility prevent scatter. Mobs never run away from my DM/SD
    Interesting. However I have to wonder how effective RttC is, especially since it has a -tohit debuff and the taunt effect is a little over a second. I was on my Spines/WP earlier since I was getting sick of chasing mobs on my spines/fire, and I swear I still had a few runners. It can be hard to tell though, I treat spawns like leaf piles - don't stop to think about what's in there, just jump right in!
  14. Quote:
    Originally Posted by _Pine_ View Post
    Everything runs from my Fire/SR =(

    Minnions, LTs, Bosses, EBs, AVs, Monsters and GMs.

    And I would think that Pylons and Hami would run if they could.
    Doesn't mob AI make them panic and run if they can't hit you? I thought I read that somewhere...

    If it's true that taunt auras negate the fleeing effect then you could always try a fire/SD since Against All Odds still has a taunt effect in the scrapper version. Or dip into the Presence Pool for Provoke I suppose. Do we actually know that taunt auras prevent runners though?
  15. Kreeyith

    Fix Burn

    The problem is that Burn was the weapon of choice for PLing and farming way back when. However this was back before the aggro limit of 17 and ED; those two nerfs alone turned Burn into a ghost of its former self, so I'm not sure why they messed with the damage, recharge, AND scatter effect. Lingering bitterness? (I kid, I kid!)

    Nowadays I run an SS/fire brute, allowing me to immobilize spawns with my patron power so they stay in the Burn patch and die like the good old days. But even with my IOs and Rage stacked up Burn really isn't all that impressive. In fact unless the mobs are packed up tight I tend not to use it, just because I hate chasing down stragglers (that 5% miss chance adds up over the course of an entire map). The question for me is always "will chasing after one or two panicked mobs take more time than waiting for Foot Stomp to come back?" Very often the answer seems to be yes.

    I wholeheartedly agree that Immobilize protection needs to be in a toggle, not in Burn. Fire is already a weak tanking set, and if a team tank gets immobilized at the wrong time it can cause real trouble. After all, the scatter effect makes it easier for the tank to lose aggro, but being stuck in one spot could do the same if mobs are out of melee/taunt range. SHOULD that happen? No, of course not. But I'm all for making fiery aura PuG-friendly!

    As far is Burn is concerned, I really like the knockback idea posted earlier. Make it do a respectable chunk of damage (perhaps 4 ticks of damage over time?) and give it a knockdown effect. Lose the fear and keep the recharge rate near where it is (it's still a longer cooldown than similar powers like Fault, Foot Stomp, and Frozen Aura). This way Burn will do less damage than it does now, but will make fire tanks a bit tougher via an offensive form of mitigation (knockdown + damage). And my brute will use it too!
  16. If this was implemented, perhaps in the same patch we could add the ability to fight mobs at -2 or -3? It's clear the player base deliberately out-levels difficult content, so why not let us set it manually?
  17. Perhaps being able to log out should be tied to combat status then? In a lot of MMOs you can't log out while in combat, so you have to finish your fight one way or the other before logging.

    At the very least it would be nice if the 30 seconds could be waived in places like the marketplace, stores, hospitals, etc.
  18. Dark is an end hog, which can impede AoE goodness. Spines/fire is great for farming fire mobs - I love mine - but for normal play I'd recommend Willpower or Invulnerability. Both sets will give you buffs that scale up when fighting larger groups of enemies, making them great for spines. They're also both tough and able to handle a variety of situations.

    Shield Defense is a fun set, and the scaling damage buff is incredible. But both my SD brute and scrapper feel squishy. I think they'll shine once I have them IOed out, but while leveling my eyes keep bulging whenever someone gets through my defenses and takes me from 100% to 20% HP.
  19. Spines/fire is decent for scrapper farming. I don't have a lot of cash, but I can solo an 8-man fire melee/fire assault LTs farm with this relatively cheap build. When farming I run my fire and damage toggles, Weave, and Focused Accuracy; when teaming I turn off Focused Accuracy and turn on Tough.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Lunge -- T'Death-Acc/Dmg(A), T'Death-Dmg/Rchg(25), T'Death-Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(33)
    Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-EndRdx/Rchg(15), Aegis-ResDam/EndRdx/Rchg(17)
    Level 2: Spine Burst -- Erad-Dmg(A), Erad-Acc/Rchg(3), Erad-Dmg/Rchg(3), Erad-Acc/Dmg/Rchg(5), Erad-Acc/Dmg/EndRdx/Rchg(5), Erad-%Dam(7)
    Level 4: Healing Flames -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(11), Numna-EndRdx/Rchg(11), Mrcl-EndRdx/Rchg(13), Mrcl-Heal(13), Mrcl-Heal/EndRdx(15)
    Level 6: Blazing Aura -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(7), Sciroc-Acc/Dmg(9), Sciroc-Dam%(9), Sciroc-Dmg/Rchg(17), EndRdx-I(37)
    Level 8: Combat Jumping -- EndRdx-I(A)
    Level 10: Temperature Protection -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(48)
    Level 12: Swift -- Run-I(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(43), Mrcl-Heal/Rchg(50)
    Level 18: Quills -- Sciroc-Dam%(A), Sciroc-Dmg/EndRdx(19), Sciroc-Acc/Dmg(19), Sciroc-Acc/Dmg/EndRdx(21), Sciroc-Dmg/Rchg(23), EndRdx-I(46)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(23), P'Shift-End%(46)
    Level 22: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(45), Aegis-EndRdx/Rchg(46)
    Level 24: Boxing -- Empty(A)
    Level 26: Ripper -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-%Dam(31)
    Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(37), Aegis-EndRdx/Rchg(40)
    Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), GftotA-Def/EndRdx(31), GftotA-Def(33), LkGmblr-EndRdx/Rchg(50)
    Level 32: Throw Spines -- Posi-Dam%(A), Posi-Dmg/EndRdx(33), Posi-Acc/Dmg(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34)
    Level 35: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(37)
    Level 38: Consume -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-EndMod(40), Efficacy-EndMod/EndRdx(40)
    Level 41: Focused Accuracy -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit(42), GSFC-Build%(43), EndRdx-I(43)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 47: Burn -- Sciroc-Dmg/Rchg(A), Sciroc-Acc/Dmg(48), Sciroc-Dmg/EndRdx(48), Sciroc-Acc/Dmg/EndRdx(50)
    Level 49: Fiery Embrace -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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  20. I love how so many people read "we need a break from nerfs" as "there shall only be buffing from now on." And then proceeded to belittle me because of their poor reading comprehension. Bravo!
  21. [ QUOTE ]
    which is silly because a good team on a 54 boss farm gets much better results. But you have to have a good team, players who know their rolls and how to use thier toons (oh and have ios etc..).

    it's not an exploit is is very very difficult and challenges a good player.

    [/ QUOTE ]

    This, this, this. I ran a 54 boss farm with a 22 invuln tank who was absolutely top-notch. He only had a couple vet badges and no IO sets, but he still held aggro like a champ, picking up strays and keeping a good pace for the team. Then tonight I tried running a similar mission with a 50 rock tank (IOed out the wazoo) who has been playing for two years yet still doesn't understand that herding up over 30 mobs puts them over the aggro cap.

    You cannot judge a player by the number of badges, subscription time, or any other metric save *possibly* power choices. But the only sure way to know is to team with them, although even then, what if they just were having a bad day? That's what we learn from statistics: that the experiences of one person are not enough data to reach an accurate conclusion. So everyone arguing that AE is doing this, that, or the other thing: you don't know. I don't know either - no player does - and without an independent analysis of their datamining we can't even be sure that the devs know. But I will say this: I've been playing this game for four years, and I don't see much difference between doing laps on the Steel Canyon map in AE and trudging through the same office/warehouse a dozen times in a night. If the players are actually fighting, there really isn't anything significant that separates the two. If the devs want to discourage farming then they need to rethink how their mission system works, because their straightforward missions - only one solution, no branching, reading mission text is unnecessary - has helped create the farming mentality. Well, that and the ridiculous cost of IO sets...
  22. Just throwing this out there: for farming, couldn't you fight fire-only mobs? You're at the fire resist cap, and even though you didn't build for it there's also almost 13% def against fire as well. Obviously teams tend to fight s/l mobs but you won't be taking as many hits in those situations.

    I have a spines/fire I'm currently leveling for exactly this purpose, but I have to admit she's still kind of squishy. I suppose a fire tank would be safer, although how does the damage compare?
  23. As someone who has played normally to 50 (multiple times) and been on both ends of the PL, I agree there should be a separate zone for farmers. I also think folks should have the common sense not to start a costume contest in an already laggy Atlas Park, but maybe that AP1 crash last night on Freedom has taught them a lesson... Ha, if only!

    People have been farming longer than most of you have been playing. For seasoned players it's the best way to experiment with builds and powersets; we've seen the content already, and frankly, we understand the AT mechanics at level one better than some people who hit 50 last week. That's the myth of the anti-farmer - that you'll learn something by leveling to 50, and that you can't know how to play otherwise. But a person will only learn if they want to, and even the worst player will stumble across the finish line eventually. Character level will never be what you want it to be - a measurement of player skill. We'd have to have some sort of testing system, where a new level was awarded only after successfully completing a difficult, AT-specific task. Either that or there would have to be a debt increase so high that a significantly bad player would never reach 50. Until that day you'll have to accept that players worse than you will be joining your team, just like I have to accept that there will always be angry, anti-fun jerks out there who want to ruin it for everyone else.
  24. Let's face it, no one likes getting nerfed. Some people like it when others get nerfed, but that always seems kind of jerky to me. Why not put all that datamining to good use instead? From now on, take a look at the ATs/power sets/etc. and buff the four least popular with every patch. Keep that up and I guarantee you'll have a level playing field.

    Why no more nerfs? Well at the very least we need a break from them, and it's because to this day people are still hung up on particular power sets. Back in the old days (pre-ED, pre-defense nerf, pre-invention system), I got kicked from hundreds of groups for being a dark defender instead of empathy. In fact I deleted the character not long after he hit 50 because I got sick of constant 'r u emp?' tells. Nowadays people want kins, kins, kins! My point is that while some specialization is unavoidable, it would be nice if people's reaction to getting a different powerset would be "eh, this is still doable" instead of silently mashing the team kick button. And I don't want to ruin the game for the kins, or whoever else's powerset is popular! The solution isn't to make it less fun for them, but to make it more fun for the rest of us.

    Also, I would argue that certain sets become popular because they fill holes in how characters currently work. Why do people want kins? Because of endurance issues, for one. Also because players are comfortable with faster play - quick recharge and more damage means you get through enemies faster. Think about it: if people are running a 54 AE boss mission with a kin - a powerset with NO rez and inconsistent healing - then clearly they're not afraid of dying. They're afraid of being bored. =P Perhaps we can tweak the existing power sets so that they're more popular across the board. And for anyone who says the powersets are already fully functional, I have two words for you on behalf of the dark miasma community: Black Hole. That's right, I went there!