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Posts
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Quote:You wont have any less slots than you have nowMy builds take Swift, Health, and Stamina. I use 4 slots on Health and Stamina. With them as Slottable Inherants, I will still be using those 4 slots. That means I'll have 4 less slots to use on Primary, Secondary, Pool, and Ancillary Powers.
you'll just have 3 more powers to choose... none of which NEED to be slotted unless you choose to. Your build could stay exactly the same and you could say pick up the concealment pool powers as mules for more LotGs and call it a day. Picking up 22.5% recharge doesn't sound so bad does it? -
Quote:No it really isn't going to do that at all.Aye. If we don't get extra slots, it's going to make already tight builds tighter.
You current build will not get any tighter it will stay exactly the same.
Sure you may not have the slots to slot any of the NEW powers you pick up but that doesnt change how tight your CURRENT build is
What it DOES do is potentially open a wealth of options up for you -
Quote:If you read the other posts in this topic you'll see how much this changes for MANY people including myselfSo are we getting more slots so we can slot the three powers we're going to take instead of these? Because if not, then making them inherent really doesn't change anything.
Examples:
1) People who currently rely on ninja run (a paid for add on) to serve as a bootleg travel power cause their build is too tight to fit in a standard one can now take travel powers.
2) Many utility powers that are great without any additional slotting are often skipped because of tight build constraints (my ill/rad for example skips mutation and group invis currently) can now be taken
3) Power choices from 1-20 no longer have 3 choices omitted/put off till later due to fitness powers eating up 3 choices.
4) Not every build is slot starved. Many builds have some wiggle room with slots allowing for slotting additional powers if there was room for them... and now there will be! -
Quote:Castle stated we'd be getting these inherents at lvl 1 or 2 and they will be identical in function to the current fitness pool powers including being fully slottable.This is a very nice surprise, I'm liking it. Seems like people are assuming that we'll all get the Stamina inherent power at level one -- we may not get it until level 20. And Health at 14, and Swurdle at level 6. Just guessing...
I hope (and assume) we can slot it though! It would be... bad... if we could not.
-Buxley -
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I've never managed to do anything beyond like lvl 12 with a blaster... I just feel like I have only 1 powerset instead of 2 I guess...
The closest thing to a blaster that I've enjoyed has been a corruptor. -
Quote:Some of us appreciate a sizeable package to ponderNot if you're a guy with a sense of decency, GG.
One look at those shapely heroines in there spandex and suddenly you're violating indecent exposure laws, even wearing a cup will still create an unsettling bulge.
it reminds me of Xmas! it's always fun to open the package and play with whats inside! -
Quote:wow be sexist more!Er, that's not a real reason to leave it out. Just don't allow people to pick the female body type. Big deal.
Are you saying its ok if I have a cadre of male prostitutes?
oh wait I already do!
My thugs/poison MM is a mutant who uses his mutant physiology to exude pheromones to control young men to do his dirty work... and occasionally to play with
I'd like this option as well... being able to make my demons look more humanoid-like would be cool -
I'd say mastermind heat mastery needs rise of the phoenix to go away and and bonfire moved to its place with fire shield going where bonfire currently is
as it stands heat mastery is the only one of the mastermind APP's without a defensive shield power. -
I'd love to see alternate animations for pretty much everything variety is the spice of life as they say...
having all blast type powers having different points of origin like say eyes or chest instead of hands
spectral wounds as a beam instead of just a hand wave
since folk have asked for a "no claws" version of claw weapons so they could use monstrous hand/claws why not create alternate claw animations that are open handed rake style... it would give you a reason to add more clawed hand models too :P
Maybe even allow alternate animations that include a weapon draw for powersets that normall dont have weapons like say having powers emanate from a wand or staff for magic type characters... or the tricorder type device (that medicine pool uses) for tech types -
I'm glad this little topic of mine is still generating discussion.
Above someone mentioned just having everything on a vendor at a high price so that the market functions as a sort of discount center where you can get things cheaper than the vendor. I am not sure how I'd feel about that. On one hand it would make myself (and probably many other folk) happy cause you'd be able to kit out any toon you wanted and not be held back by supply and 2billion pricetags... on the other hand there's something to be said about having some things be less common than others. I can really say which I'd like better.
But I still think many quality of life/fun things like costume pieces/temp powers/respecs all being buyable at fixed prices is a good idea. Especially things like respecs and temp powers that people would frequently purchase thus removing a steady stream of inf from the playerbase. -
Up above someone mentioned that respecs currently sell around 100mil and thus remove around 10 mill already... well thats fine and dandy... but imagine how much more FREQUENTLY 10 mill would be removed from the system if you could fixed price buy them for 10 million? The 100 mill pricetag can put some buyers off... a 10 million on the other hand would be something more folk would be willing to spend... and with it being at that lower price people would buy it more frequently thus removing more inf over time than leaving them as rare drops that many buyers would decide not to purchase because of the high price and thus slowing the removal of inf.
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Quote:Ideally the way to remove inf from the system in more steady and larger increments would be to add more "fixed price" options IMO.I know you didn't ask me, but I think it does. Here's why.
I believe the price of items that are high-end has been spiraling up, which isn't really a game balance problem that I would care about if I were a Dev, but the price of middle-end items has been spiraling up as well, I think. Honestly, it's hard for me to remember what things used to cost but I don't think 10 million for a yellow Decimation or Miracle is traditional. Recipes cost under a million for things that, crafted, sell for 10 million. That's kind of out of whack.
People who own boats refer to money in "boat units" - everything to do with a boat costs some number of boat units of money. A boat unit is $1000. Anything that doesn't even cost a boat unit isn't really worth counting. It's starting to feel like the boat unit for builds is 10,000,000 influence.
Temp powers are a nice idea towards pulling money out of the game, and it's true that every time I want another medpack or recovery serum I spend a million inf and destroy 100K of that in market fees, but I don't really think it's going to make a difference. Two medpacks and four recovery serums (sera?) will probably last me to level 20. The other things I use are virtually free.
respecs, temp powers and costume pieces shouldnt be drops imo... they should be fixed price items that people pay for thus removing inf from the system regularly and in large amounts. -
My idea's motivation was mainly a way to start siphoning inf out of the system rather than just let it continue changing hands and accruing.
I'm not saying these fixed price items would have to cost billions or anything like that... depending on what they are the prices could vary... or scale with level or what not.
The idea though is that it can't just be some piddly thing that people would snub their noses at, so insanely expensive it isnt worth it to buy or so insanely cheap that any inf removed from the system is negligible.
I'm thinking price tags in the several hundred thousand to several million depending on what it is... like say for example... a scaling cost respec that is just a respec and not a recipe you can hand off to another toon... say at level 50 this respec costs a flat 10 million influence... to many folk that may not seem like a ton but it's still a sizable chunk of inf no longer circulating... if we had a decent sized selection of desirable things to buy at fixed prices it should create a steady flow of inf out of the system over time.
Maybe the selection could vary from time to time... maybe have limited stock items (though I'd advise such things be only usable by the purchasing account so someone couldnt just buy up all the stock and then try to resell at a mark up.)
Some creative thinking using fixed prices at the market could give us some much needed methods of siphoning inf out of the system. -
While reading the The "Zero"/"Black Hole" IO topic it occurs to me that a great way to get more influence out of the economy would be to add more fixed price options at the market.
And when i say more option I mean seriously desirable options. Like say respec recipes, temp powers, costume pieces or something completely new. Now I know some folk might get up in arms over such options but if you think about it... right now only the desirable items really remove significant amounts of inf from players, but that inf isnt getting taken out of circulation it is simply moving to another player.
Having expensive fixed price desirable things to buy would be an excellent way to start weening inf out of the system. This does a number of positive things for the game:
* Removes significant amounts on inf regularly from the system
* Provides things of value to players for that inf
* Less inf in the system can bring down some of those inflated price numbers (even if it all remains relative)
I'm not suggesting everything be available at a fixed price. But since we dont have any significant inf sinks in the game to take inf out of circulation putting some desirable things there would benefit the game as a whole. Respecs are probably a great thing to put there since its something many players would waste inf on repeatedly thus removing large chunks of inf from circulation regularly. New costume options are probably another good idea.
I know I often buy market teleporters simply to get to convenient locations in specific zones when I know my base porter's location isnt near where I want to be.
Just my little suggestion. -
I wish pain's customization had access to a "bright" option like many other powers do.
In fact if you look at pain's res power it IS bright! But if you customize it then it becomes dim and icky looking. -
Ok so going purely SO's
like you said 78% smashing and lethal.
capped energy still
43% negative
54% fire/cold/psi
15.2% defense against everything
Is that really that bad? (again I have very little experience with tankers)
Swapping the SO's for basic IOs that anyone can craft at a table ups everything by roughly 1%
Now swapping to cheaper non-rare IO sets you see a bigger shift:
79% smashing/lethal res
capped energy
44% neg
59% fire/cold
55% psi
32% melee def
20% ranged def
19% aoe def
28% smash/leth def
18% energy/neg def
15% psi def
17% fire/cold def
Now I see that even using the cheaper non-rare IO sets makes a big difference. But it does that for everyone to varying degrees does it not?
Is the SO'd el/el tank not adequate to handle an 8 man team's spawns? Maybe he can't handle invincible... maybe he can't solo the 8 man mish... but for a team of 8 (let's say at diffculty level 3) can he perform his function on SO's? Looking at the numbers it seems like he could given smart play. Now I can see how an invuln tank can have a potent advantage thanks to invincibility stacking with multiple mobs... but do other tanker primaries without that have issues or do they simply have alternatives to make up for that?
Maybe I am wrong though. Since my highest level tanker is only 21 I can't speak with the experience many of you have. But I like being educated so feel free to discuss more and make me understand tanking better! -
Maybe its just the uber IOs.. but from playing with Mid's I can make an elec/elec tanker with:
31% smashing/lethal defense (and 20-23% defense to pretty much everything else)
82% smashing/lethal resistance
90%(actually more but it exceeds the cap) energy resistance
46% negative resistance
63% fire/cold resistance
16% toxic resistance
61% psionic resistance
Now Tankers are most definitely NOT my strong point but I am curious as to how a tanker with this kind of potential qualifies as "squishy". The only real gap is toxic but the resistances and defense seem pretty comprehensive besides that 1 type.
Now I do understand if you're talking pure SO's that alot of bells and whistles get lost cause of the IOs but isnt every character much less when running on SO's alone?
I'm not trying to be argumentative... I just genuinely want to understand where you're coming from when you say it's squishy. -
I dunno I've toyed with an energy/pain corruptor built purely to solo. It only has like 4 powers from pain 6 from energy and a ton of pools but it manages to have perma world of pain
Couple that with the pool and patron shields with a dollop of IO set bonuses on top and you're talking resistances on the order of:
69.4% smashing/lethal
52.8% energy
20.2% negative
25.9% fire/cold
28.9% toxic
24.4% psionic
and some defense equal to:
16.9% melee
27.6% ranged
20.1% aoe
It's almost like being a bootleg invuln scrapper at range only you have psi resistance instead of status protection.
As a solo build it certainly seems impressive survivability wise. Obviously that build would be extremely poor for teaming though but thats what secondary specs are for no? -
Thanks for the info.
Given an earth/thermal/fire app controller... about how well do you think such a character could solo an AV using a buffed stoney to tank? Would it even be possible or would the lack of strong damage make it out of a reach? -
I have red the city of data info about Animate Stone but does anyone know what sort of limitations this pet (or any pet for that matter) have as far as resistance or damage caps?
Here's an example... if you had Animated Stone slotted with the 2 IO pet resistance enhancers and then buffed him with both of Thermal's shields... would his resistance to things cap out at 90% like a tanker? or is it lower? Can it reach 100%? (I doubt this very much)
I am just curious how durable stoney can be with the right enhancements and buffs. -
One thing i didn't see mentioned was rad's ability to compliment any controller primary through the recharge reduction granted by accel metab. Accel metab makes perma-ing hasten worlds easier. Accel metab is also a damage buff for you and your primary pet (excluding PA of course).
More recharge = those long cooldowns coming up faster which is nice for pretty much any controller primary. -
Well I'll be! Thanks for pointing that out!
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Today I went to go purchase the Regen/Recovery Numina IO recipe from the merit vendor and it wasn't listed... only 5 of the 6 recipes for the set were listed. Or does it simply not show recipes you may not have enough merits for? (I think i went with 240 when it costs 250)