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Quote:The EULA was rendered null and void the second they stopped accepting payments and announced the game is closing down. Service discontinuation means any and all contracts dependent on that service are void.Guys, the EULA you agreed to when adding paragon points or setting up a game subscription clearly states that there are no cash refunds.
It sucks, but legally, I don't think you'd have a leg to stand on with NCSoft.
Disclaimer: IANAL, I just read EULAs compulsively.
As far as I am concerned, they STOLE money from anyone that bought points in the last month before the announcement, an announcement that NCsoft knew they were going to make ahead of time. I opened paypal disputes within days of hearing the news, because the service that I paid for no longer exists.
I did not pay for anything in the game in its current form when I reupped my sub a week before the announcement. I did not pay for anything in the game when I bought $100 worth of paragon points a week before the announcement.
I paid to keep the game alive, to show the developers that I appreciate their work, and to fund further development and the continued operation of City of Heroes. $130 total within the 14-day period before NCsoft dropped the bomb, and I will create an international incident before I allow that SLIMEBALL company to keep that money and use it for anything other than rehiring Paragon staff and allowing this game to keep going, and keep being the great game that it is.
Steam: Voldine =HKC= -
I was on an ITF on Virtue a few weeks back and some ******* Dark Miasma user was spamming Incandescence and Howling Twilight to res people. This effectively meant that a Stone and I were effectively soloing the TF because everyone else was sticking around him for his heals while Stone had turned on the teleport prompt after the first time.
Me? I was getting pulled away from Cyst mobs, and consequentially pulling those cyst mobs to the group whenever I was yanked away by this dipshit, resulting in me clearing those mobs slower than I would have otherwise because I had to travel back to the cyst. It got so bad I actually had to turn the teleprompt on to save my sanity.
Part of me wanted to rant and scream at the dark user that he wouldn't need to spam the teleport so much if he actually focused on proper debuffing because then people wouldn't be dying as much. -
Quote:I must really think differently from most people about this because I would never consider skipping a slow that comes early in a set, especially if it does decent damage as well as being able to slot an Achilles.Is whirlpool really that good? Because in all of my builds on Mids I have been skipping it. That and Steam spray.
Heck, toss in 5 parts of that new universal damage set including the (in this power) proc and the achilles proc and you have a whirlpool with a chance to reduce resistance AND knockdown while also imposing a -40% slow. If you're planning for purples, maybe the Ragnarok set with proc instead? There are quite a few ways to slot this, some better than others for Blasters. -
Quote:And you're BOTH forgetting that the bonus from Vigilance decreases on teams in proportion to team size, so you can knock that defender damage down a notch for every teammate they could have, right up to the point where it vanishes and becomes a complete non-factor. Blaster damage is NOT similarly altered.True, but using the actual Defender value of +50% damage from Aim reduces that back to 178.75%, dead even with the Blaster. Any Defiance at all would put the Blaster ahead again, even before considering the difference in base damage.
If we adjust for the difference in base damage (but still not counting Defiance), the Defender is doing 103% of Blaster base damage, while the Blaster is doing 178.75% of Blaster base damage, which is a gaping chasm of difference. And Defiance will only make that chasm wider.
Not everybody solos, after all, so there is no reason whatsoever to automatically assume soloing values in a damage comparison when one AT's damage is altered based on team size.
It's like comparing a defender to a kheldian without taking into consideration that not only does vigilance lose damage based on more teammates, but that the kheldian inherents outright change statistics on the character based on not only size but composition.
Forget apples and oranges, this is cherries and kumquats. -
Good for the fix to autohit 100% Knockdown, good for the devs for noting that this was a mistake fast and reacting in a reasonable way.
Even better for Fire/Dark controllers that can still leverage the overlap between Bonfire and Tar Patch for some slightly less effective stunts than before, but still very effective. -
Quote:You know, I have to agree. When it comes to this power they could just remove the tracers and it would look like ricochet trickshooting, and would be immediately more awesome for that than 'curving a bullet' is.That's certainly my feel on 2 Gun. Change the animations, and I'd love the set. The curving bullets do annoy me, but it was lame in 'Wanted' too. I just skip that power, though, and problem solved. It's the over the top animations on every power that prevent me from wanting to play the set more often, though, and is the real problem from my perspective.
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Normally, I do not reply before reading the entire thread so that I do not repeat something that has been stated earlier. I feel that I must in this case because I remember a data variable that many people seem to not know exists, or overlook it as an immutable value instead of a variable. This data point was brought to mind when people were discussing making tanks more able to control aggro than brutes as a point for establishing a bigger difference between melee archetypes.
This data variable can be seen in Mids, and varies from one AT to another as well as varying based upon certain powers that are in effect on the character.
Threat Level.
Very few powers directly modify this variable, but Invisibility is one of them as it applies -100% and is also the easiest to compare across various archetypes. Stealth and Hide do NOT alter this variable, nor does Cloaking Device. Controllers are the only AT to get a similar power via Superior Invisibility in Illusion.
The base Threat Level for Tankers and Brutes is 400%, meaning enemies see them both as equally threatening targets (assuming I am interpreting this correctly without being able to get a plain-speak version of the AI threat code, anyways) and they get an equal chance to draw the attention of all mobs. Scrapper base Threat Level is 300%, Stalker, Soldier, Widow, Warshade, Peacebringer, and Mastermind base is 200%. All unmentioned are 100%
Now, upthread there were people arguing over the feasibility of making tankers better at aggro management than Brutes. With one look at the Mids Advanced Totals window (Misc Buffs) I have found the simplest way to do this that could be imagined: Tankers are now 500% base threat level instead of 400%.
I have made Tankers 25% better than Brutes at aggro management with one variable being altered.
This concludes my thoughts on Tankers versus Brutes and their aggro management and redirection capabilities.
Now, I have an entirely imbalanced suggestion for the damage issue. Eliminate the tanker Damage Cap entirely, and instead institute diminishing returns on damage buffs applied to them so that in a team setting (not league) the maximum buff level attainable with an average team composition with buffs and debuffs as well as other damage AT's has them at 90% of the Brute damage cap under, say, double-stacked fulcrum shift with 16 targets from a Defender.
In a League setting, this could make a given tank more desirable than a given brute with otherwise identical builds and power picks because the tank can gain more benefit from multiple buffs than a Brute can....but only under outlier gameplay conditions found in Incarnate trials where they are sorely lacking in utility while keeping their basic group gameplay much the same, with a bit of a boost in basic functional capacity.
Now, obviously, this change would result in groups with 7 kinetics users and a single tank buffed to insane levels in practice rather than being a usable suggestion...but it is a conceptual alternative.
They CAN do it, they have the technology, it would just be horrifyingly unbalanced. -
Quote:Sounds kinda like my concept for Sanguine Splatter. Originally a Praetorian with only basic 'Super regeneration' to her name, she was then afflicted with a mutated form of Ebola. For a while she was forced to use robots while learning how to manipulate the virus in her blood to her advantage in combat, but now she's actually able to go all out and control her blood more directly...even to the point of afflicting a non-contagious version of her integrated Ebola infection on an enemy and then sucking them completely dry until only a husk remains.Water/Poison blood blaster for sure. Concept is the guy can manipulate his blood and drain the life and abilities of anyone he touches with his blood.
In other news, the effects animation for dehydrate sure is pretty when it's a nice nearly-opaque red. -
Quote:Wait...so you're saying that the mere fact that someone can skip from Atlas park to Dark Astoria in a few hours by being powerlevelled rather than actually playing the game means that balancing the journey from chargen to Alpha doesn't matter?Considering people already can get from 0-50 in 4 hours of an AE farm (using a 2xp booster), are we really worried about "other areas of the game" being broken by this proc?
In my use case, I run ITFs and itrials and maybe other TFs like STF or Reichsman, and it really isn't making that much of an impact. That's how I play at 50+. So yes, it wouldn't matter that much to me if it is reduced in power as it's not making a big impact on my play. But I am automatically against the "nerf it now" crowd. Precisely because you are not considering the cases where the proc is not "overpowered."
Just stick a target cap / to-hit check on the thing and be done.
It's your vehemence to nerf anything new and interesting into oblivion that I decry.
You, sir, are a ******* moron. Gameplay exists outside of the incarnate grind, and the journey is still more important than the destination for a decent portion of the playerbase.
The opinion that this one IO in this one power 'isn't all that useful at 50 and in itrials' has no bearing whatsoever on the balance issues brought on by this IO for the 50% of the game before 50 that it can be used in this one power to completely shut down an entire map's worth of entire enemy spawns so long as none of them have substantial kb protection.
There's an entire game that happens before 50 and Incarnate content. Just because you're too stupid to enjoy it doesn't mean that it doesn't matter.
******* bAEbies. -
I'll be making an alternate version of a Bots/Poison mastermind I already have as a Water/Poison corr. Sanguine Sanction learned how to be more forceful with her blood and less dependent on artificial support from outside sources.
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See, this is the kind of thing I'm talking about. I only have one Stone Armor character, but she's a level 50 Stone/fire that I parked after the hassle of dealing with just getting her on enough teams to get her basic Spiritual Alpha. I have been fiddling with builds ENDLESSLY in mids to try and figure out the best ways to build for effectiveness both in and out of granite, but with the current bug that always displays run speed at 1.4mph it's a little hard to know what's useful to counteract the immense slows.
I consider my experience with Stone armor from playing it more valuable than my time trying to fix it. In the end, though, Stone is a relic that needs some serious polish.
The only way it will GET that polish is if there are some nerfs that come with reexamining the set. THIS WAS TOLD TO ME DURING THE ISSUE 21 BETA. I have no reason to believe that this stance has changed yet. -
Quote:I agree, that suggestion was especially out of line considering the current version of Granite itself only gives +50% resists to all but psi, and the only capped resist without slotting granite for resist instead of defense is Toxic from earth's Embrace stacking with the native 50% in Granite, current AND proposed. With three SO's of resist and 3 SO's of Defense slotted in, granite alone has 31.2% defense and 78% resist to ALL types of damage except Psi. With Stone Skin, S/L is 88, with a single +resist SO slotted into Stone Skin, that's 90% resist and capped for S/L.I agree that 7 toggles in a set, and needing them all, is not totally a bad thing. Ok, maybe not 7..cause most other sets have 3-5? More if the case or dark armour..but you can argue those 2 'offensive' ones can be alternated.
Stone would have..Rock armour, Brimstone, Crystal, Minerals..and Granite. Added to mudpots and rooted. Actually..changed my mind..that is a LOT.
But again..tweak the powers. The first 4 could stand to have much lower end costs, since atm, their cost seems based on a 'normal' set, and the idea if you dont have granite, you run all 4 (or 3..i forget if Minerals is exclusive). Lower the cost assuming the building together idea suggested, with granite coming last and capping off the set.
I mean capping as in, finishing. Not capping res or anything. The values before granite should NOT be as high as someone said..70% res, 20% def. Thats an insane amount without a tier 9. Only Invul could get near it, all while only hitting 70% on s/l.
Maybe 50-60% res to most? Some defence.
Then you would have a set with 7 toggles, a passive, and a heal click. Which is pretty similar to others. SR is a very pick hungry set..you basically want all 9. Invul also (i guess tanks could skip a passive and Unstop)..likewise Regen..you want nearly everything.
As long as the powers are actually worth taking..
I also love the idea of an inbuilt teleport, movement. Thinking something like teh Glacius guy in Killer Instinct, who melds into the ground and moves. Could be a bit much work though.
Ironically, the +resist from an even-level SO in that default slot for Stone Skin is more powerful in it's +resist than a +5'd Steadfast Unique, which only reaches 89.63% S/L resist combined with Granite. It does, of course, add that 3% global defense.
I just want to restate this yet again: My proposed changes for this set would result in no net gain or loss to the survivability of the set IN GRANITE from what we currently have on Live. It would instead buff the other armors to Granite baseline in what they already do, bringing minerals down to a baseline of 20% before enhancements, and then Granite would drain the +defense to Psi from Minerals while leaving the magnitude 30 Confuse protection active, and 'use' that power from Minerals to fill in the holes for the other powers.
Do you have Rock Armor toggled on? Great, Granite gives a baseline +50% Smashing/Lethal resist if Rock armor is on. Do you have brimstone on? Granite fills in the missing +20% base defense to Fire/Cold. Is Crystal Armor detoggled? Granite doesn't bother filling in the 50% E/N resist since you haven't bothered defending. What are you facing, level 54 Hellions?
That's the thing that most people forget about Stone Armor because they never bother really learning it. Each armor is useful against distinct types of damage. If you aren't facing Fire/Cold damage, why do you even have Brimstone on?
Oh, and before anyone says that the idea above where a power has different effects based on whether or not another power is active is impossible? You're wrong. They found a way to do it for Bio armor. Standard Code Rant and all that, yeah, but something tells me it would be a good way to fix Stone by importing the same ideas. -
Quote:Stone Armor isn't going to be touched by the devs without getting some kind of nerf, likely severe ones. They said as much to me when I suggested a few fixes so that a Stone character could actually participate in a Seed of Hamidon event without just leeching off the seedlings at ground level.Stone Armor is like Spines. The reason it hasn't been touched in so long, is because any attempt to 're-balance' it, would necessitate a complete overhaul of the set. You can't just remove the movement and recharge penalty and say it's golden, after all. The OP idea of spreading the is interesting... except the part where it suggests running up to 7 toggles at once, JUST from the single set.
If this ever gets ported to Scrappers (or even Stalkers, though that seems unlikely at this point...) I expect this powerset to be changed to a point of being almost unrecognizable from its current form. But until then, it will remain one of the CoX Elephants in the Room.
Stone characters are like Daleks, easily thwarted by something as simple as a staircase, or a curb, or a 2-foot drop. Unlike Daleks, Stones can't just level the place to avoid dealing with it.
Humor finished, time for business here. I don't see 7 toggles as being too much, really. Build properly and they don't drain your endurance too fast, or even better, they drain slower than you recover. Push comes to shove, pack a few blues. Of course, this comes from the perspective of a player whose main is a Crab that runs 9 toggles at all times and has over 60% ranged Defense when solo, without even having Hybrid unlocked yet.
Building Stone so that the basic four armors can be run together with Rooted and Mud Pots is trivial. Pair it with elec melee for an almost cheating fix, but that applies to any other hungry set. Mitigation of endurance use is something that everyone has to deal with. Some sets and combinations have it easier than others.
The nerf is coming, one way or another. There will be a point where critical mass on this set is reached and the devs finally end up taking a look at it to make corrections to something they should have looked at a long time ago.
There should be reasonable suggestions out there for what they do rather than having them pull a regen on it when the time finally comes. -
Quote:Yes, WITH IO's and pool powerS. One of these is not a factor in game balance, and the other is an opportunity cost. Currently, a 'Granite Only' build takes at least Fighting for Weave so they can run another +defense power in granite to reach the softcap and stay there comfortably after set bonuses.It's worth noting that, with SOs, a tank can hit the defense soft cap to Psi with Minerals (and pool powers). So moving the other armors up to par with Minerals would let the set hit the defense soft cap to everything (except Toxic, which doesn't have a defense) on SOs alone. Much as I like the set, that seems like too much buff -- it would be better than Super Reflexes if you cut granite out of the set entirely and put nothing at all in its place. That wouldn't be fair to the other sets.
The game is balanced around the limitations of the free player experience, thus SO's. IO's are not available by Default for free players, and the developers have always stated that the MAIN game was ALWAYS balanced around the SO measuring point. What CAN be done with IO's is not a balance factor except to the IO bonuses, as was seen many issues ago when Blessing of the Zephyr was halved.
That being said, I did phrase the suggestion somewhat poorly due to typing it and proofreading for clarity after a long day. I meant an average of the raw numbers we currently have rather than a flat increase to only the lower numbers. This would put each lower-tier armor's baseline defense at 20% (what we see in Granite for unenhanced defense % already) and then fully enhancing those and stacking with just weave would put you just below the softcap.
Quote:Originally Posted by MeAs the game is (supposedly) balanced around numbers attainable with SO's, granite can obtain as high as 31.2% defense and 78% resist to the aforementioned types using the standard 3 SO's to yellow ED effect. Changing these to level 50 NON-set IO's, these numbers become 31.7% and 79.2%. This is not a great jump in effectiveness due to ED demolishing the value from the third generic IO of each type.
On paper, Stealth looks like it could be used to patch up that gap to the Softcap, but an unknown portion of the +defense vanishes when the Tanker is attacking, and keeping the power active while fighting is dangerous from a teaming perspective since mobs could potentially peel away.
Now, yes, that is only 6% away from the softcap in the proposed final totals WITH Weave, and assuming all FIVE armor toggles are running, as well as Mud Pots and Rooted. It's also the most important 6% when you look at survivability. Stone Armor WITH Granite and Weave in these proposed changes would have less raw +defense than SR, which is as it should be, SR is crazy with tanker modifiers and can hit 44.5% on SO's with just Combat Jumping outside of Elude AT LEVEL 22 when SO's are first available, 25 for AoE since that's the soonest you could squeeze that third slot into Lucky if you're filling every defense power before moving on to the next. An SR Tanker WITH Weave is just silly.
Now, everyone knows that when IO's are brought to the table balance tends to get WRECKED. Let's look at things while taking them into account. Stone Armor players are ALREADY able to build to cover up every issue they have in granite via IOs. This would remain true, except they'd only have +resist without the other armors and the Psi hole would still be there. With IO's and optimized builds, Earth's Embrace can be permanent EVEN IN GRANITE, nevermind before, so they can heal when needed and have extra health for the regen in Rooted to build off of.
And the reason I even advocate for any nerfs at all to granite while in general buffing the ACCEPTABILITY of the set is because the developers, Synapse specifically, don't want to LOOK at the set because of the balance monstrosity it currently is. Back in i21 beta, I was asking if they had put any thought whatsoever into making the Seed event accessible to Stone users, or making it so that the temporary +fly powers overpowered the -fly in Rooted so that a Stone Armor wouldn't be leeching the league for the badge if the league formed for the intended level of the zone.
The response I got at the time was basically "We don't talk about Stone. If we look at it too closely we would end up nerfing it."
So here's the nerf. Nerf the overperforming powers while buffing the others so they're WANTED. Most Stone users would be OKAY with this kind of nerf if it meant that the set was actually useful aside from five powers.
Stone armor is the ONLY set in the game that people take solely for the Tier 9 and then drop EVERYTHING else. It is the only set in the game that CAN do this and still be useful. This is not balanced, this is the developers sticking their fingers in their ears and closing their eyes, ignoring it so that the problem goes away because of the neglect that has been heaped on the powerset making it less and less attractive for people to bother glancing at.
This is an instance where the cottage rule both applies and does not apply. It applies because the proposed change involves altering how a power can be slotted. It does NOT apply because the changes are NEEDED for the powerset to get even a passing glance from the developers in the future.
Brimstone Armor would still be a toggle, would still be used for mitigation, and the only alteration would be the sets that can be thrown into it switching from +resist to +defense.
Granite Armor would still be a toggle, would still be that insane survivability power that Stone Armor is known for, it would just become less of a perfect god mode by itself and require the other powers in the set to attain current levels...and in fact would be a slight BUFF to the set to allow it to stack with even just Minerals.
Quote:I'd likely not touch Granite, it seems well balanced, a big penalty with a big upside, meant to be used situationally, but possible to build around full uptime if desired. I do want it to have a costume customizable version that still allows for at least a very small amount of the base character to peek through.
Granite's current 'situational' use is "Am I fighting Psi? No? Use Granite. Yes? Use Granite anyways, you might get smashed in the time it takes to retoggle your other armors."
The balancing factor would be in the overall increased endurance usage. Sure there are so many ways to mitigate it right now, but having Granite be a 7th toggle in addition to R/B/C/M, Mud Pots and Rooted would make it more of an 'oh ****' and less of a 'look at me, I suffered through Stone' power.
Stone can ALREADY be built for insane survivability without Granite, Granite in the current form just makes it so easy to do that nobody bothers to consider the other powers.
This is not good balance. Time for a change. -
Yes, this topic again, as I am sure I am not the first to propose such a thing.
First, I want to say that this is NOT a proposal to nerf Stone Armor as the king of defensive sets in the game for pure solid survivability, this is a proposal of balanced changes to a powerset that has some long-standing issues and design flaws.
Second, my thoughts come from the point of view of someone that actually LIKE the set as a concept, but feels the execution is awful.
Now for some raw, unenhanced Tanker numbers from Mids.
Granite Armor gives +20% defense to all types except Psi. No positions.
Granite Armor gives +50% resist to all damage types except Psi. (0%)
Granite Armor gives magnitude 21.63 protection against Holds, Stuns, Sleeps, and Immobilization effects, as well as mag 10 Knockback and Repel protection.
Granite Armor ALSO applies a -30% damage debuff and a -65% recharge debuff as well as slowing walk/run speed. My version of Mids currently shows 1.4 mph runspeed no matter what I do on all AT's with any powerset, so there's a bug somewhere.
As the game is (supposedly) balanced around numbers attainable with SO's, granite can obtain as high as 31.2% defense and 78% resist to the aforementioned types using the standard 3 SO's to yellow ED effect. Changing these to level 50 NON-set IO's, these numbers become 31.7% and 79.2%. This is not a great jump in effectiveness due to ED demolishing the value from the third generic IO of each type.
Rock Armor, unenhanced, gives 16% S/L defense, 25% at ED-yellow with SO's, and 25.4% with level 50 GIO's. Again, minimal gain from changing SO's to GIO's
Brimstone Armor, unenhanced, gives 25% F/C RESIST, 39% with SO's, and 39.6% with GIO's.
Crystal Armor is the same as Rock Armor, except for E/N.
Minerals, the much-overlooked power from this set, gives a respectable 25% Psi DEFENSE with NO enhancements. The enhanced numbers are the same as brimstone. Minerals ALSO provides Magnitude 30 Confuse protection, 86.5% Confuse Resistance for anything that manages to SURPASS said protection, and 60% Perception Debuff protection. Confuse protection is NOT provided anywhere else in Stone Armor, not even in Rooted.
Stone Skin, the passive mostly used as +3% Defense IO mule slots, gives a paltry 15.6% S/L resist at the ED cap with SO's. 10% base. It's a passive, this is forgivable.
Earth's Embrace: It's a Dull Pain clone with +toxic resist. +40% HP, 20% Toxic resist unenhanced. Slotted for health, resist, AND recharge to maximize uptime (No hasten, yet) this becomes: 53.3% +HP and 28% toxic resist with a recharge time of 218 seconds, far shy of permanent.
Rooted, the Mez Protection power, gives Magnitude 12.98 protection against Hold, Sleep, Stun, and Immobilization effects, and mag 10 against Knockback and Repel. It also provides PToD-level Knockback and repel resistance, 10000% and 1000% respectively. In addition to being the Mez Protection power for Stone, this power also provides a base +100% regeneration.
Mud Pots is your standard Taunt Aura. It deals fire damage, has a Mag 4 taunt and slows non-flying critters by 40%...oh, and it has an unenhanceable Mag 2 Immobilize according to Mids that lasts 2.25 seconds.
Now, as everybody knows, Stone Armor is a toggle-heavy set. It's one distinct difference from other defensive sets is that Granite Armor is itself a toggle. It's also the only toggle-heavy set where the tier-9 power renders all but one other armor completely redundant by itself AND precludes access to said armor by forcibly detoggling all other armor powers when turned on. In the base game, without IO's and Sets, this is not a huge issue.
Stone Armor is also a set that hinders MOBILITY in the extreme...to the point of tedium and frustration since teleport is the only viable travel power in Rooted/Granite/Both since both powers severely debuff move speeds, and essentially disable jumping entirely, as well as DETOGGLING if any travel power or defensive power that is part of a travel pool is activated.
As most people reading this are likely well aware, most players that bother playing Stone Armor to level 32/38 end up immediately respeccing and removing every other armor power from their build that they can. This is because granite provides more and better survivability fresh out of the box than all of the other powers in the set combined do, with the one exception being that it provides for a psionic hole that Minerals used to cover, and a Confuse hole that most players don't realize they even have until they get hit with a Psionic-based confuse effect. This combined with the fact that granite cannot currently be used in conjunction with the other toggle armors in the set makes even having the other armors in your build counter-productive.
My proposal for a Stone Armor revamp so that it retains current top-tier functionality in survivability as well as retaining certain thematic weaknesses is this:
Allow granite to stack with the other four armors by making it so that the other armors are NEEDED for Granite to have its current level of effect. I would accomplish this by first turning Brimstone Armor into a +defense power and bringing Rock and Crystal Armors up to par with Brimstone and Minerals in their base +defense. This would turn Granite into a +resist power that serves to BUFF the defense powers by offering extra protection beyond what they do without entirely eclipsing them by itself in the form of resistance as something beyond their raw defense. Granite would retain the lack of anything for Psi, so psi attacks that slip past Minerals would still hit for full damage.
Furthermore, to compensate for the nerf to Granite Armor as a standalone power, allow it and Rooted to function with Super Speed so that there is at least ONE viable alternative to teleportation as a travel power.
Beyond THAT, make Rooted function like Grounded and remove the -jump from it. Keep the -Jump in Granite. Rooted now has a downside, it only functions when you are on the ground, but it allows you to JUMP with some risk attached in that while jumping you have no Mez protection. This allows for a second viable travel power outside of Granite Armor; Super Jump. The only travel power that Stone users would be effectively locked out of is Flight, and that's okay. Being locked out of one without detoggling your protection is better than being locked out of all BUT one.
People who want to take only one main power from a set should be penalized for it, not rewarded. With this restructuring of the abilities in Stone Armor, you would reward the people that do not respec out of everything BUT Granite, without coming down overly hard on the people that do such, since granite would retain the powerful resists and rooted would still have regeneration. Furthermore it would open up more OPTIONS for players that want to try Stone Armor but dislike how the set performs before granite, and dislike the constraints of granite as well.
After all that, let's take a look at the cosmetic side of things, shall we?
FIX GRANITE ARMOR! Make it able to be customized. At the very LEAST allow it to work with PATH auras.
Return it to the ancient Golgothan appearance if you must, as long as we can customize it and make our characters look SOMEWHAT unique. City of Heroes is the game KNOWN for customization. Granite Armor is the ONLY power in the game that imposes a restriction on this freedom to create outside of the Epic/Ancilliary pools and EAT's. It needs to change. It has needed to change since issue 16. -
Quote:/traps has a number of things (poison trap, caltrops, acid mortar) that directly damage monsters, but they're not really pew-pew and are more on the debuff side as to why they're valuable.
Actually, in game terms, every power in /traps spawns a pet. It's cheating, but a 'Pets Only' mastermind is very effective...if they're a /traps. -
You know, the more I think about it, the more I come to the conclusion that Hybrid is the key to making non-granite Stone armor work properly, rather than having Stone be a set that is only taken for the tier 9.
I mean, outside of Granite, Stone armor has the best Psi defense in the standard game. People just throw that away because it doesn't work with Granite.
Time to investigate. -
Quote:I like knockback too, but my favorite flavor of ice cream is Cherry Garcia.I like KB and my favorite ice cream is mint chocolate chip. Are you saying that since you hate KB and you play characters with a lot of KB that you believe most people who hate KB play characters with lots of KB anyway, or are you saying most don't but you're an exception, or are you saying you believe that somewhere among the words I've typed I said that there exist no players that hate KB and play any character that has a lot of knockback, and you are attempting to provide a counter-example?
Damn, and here I thought that Arcanaville and I might have one more thing in common.
On-tangent: Knockback is a benefit when used intelligently, this is a FACT. Learning how to effectively manage knockback is part of normal gameplay for those that utilize it, this SHOULD BE a fact, but there are many stupid people out there. Fewer players use KB intelligently than otherwise, this is an opinion.
This handicap of an IO will make it easier for people incapable of learning effective KB use to play and be effective, this is a fact.
This buff of an IO will make it VASTLY easier to demonstrate how overpowered certain powers would be if they didn't knockback, but instead caused a very brief hold, which is mechanically similar to KD recovery time. -
Quote:I pick Incarnate powers to fit a theme or need for my characters. Most of them I have not yet actually worked up to the point where they need such. One of them is changing Alphas from Spiritual to another path once I finally get around to re-tweaking freaking Stone Armor.I didn't follow the beta. I didn't even know what Hybrid was supposed to be in the first place. The first I knew about the powers was when they went live.
And I think they're pretty crap.
They're weaker Destinies. Yeah, they're stronger than any pre-incarnate stuff...But we're over halfway through the Incarnate slots and thus far not much has proven to be impressive. I'm still waiting for the amazing power the devs were talking about, so far we've gotten things that could have been awesome if not for poor balancing. Really, who's going to pick Cryonic or Vorpal over "I nuke the world without aiming" Ion? Has anyone ever used Incandescence? And now this letdown.
My main character took Nerve, despite being a Crab and not really needing the accuracy bonus, for the +20% enhanced defense offered on the Radial side. She's sticking with Nerve despite it being suboptimal because, well, she's had it for so long it might as well have grafted itself to her buff bar. She also has Diamagnetic, LONGBOW, and Ageless. So, the only 'overpowered' thing she has from Incarnates currently is Ion Radial Final Judgement. Why? because Fire, Ice, and Void just didn't feel right. She's never in melee, and no other power she has uses fire or cold, so those two would have looked completely out of place. Ion, well, it's easier to justify a cyborg backpack shooting lightning.
I'm sure that I'll be taking powers that make sense for the characters that get them once I get up there, like Vorpal on my TW brute.
Quote:All of these were told in beta forums over and over again both in feedback thread and in thread that AH opened up to provide what hybrid will be. Despite all of the negative opinion about it all we could force to happen was adding a passive boost and at that point people gave up (including myself) and as a result hybrid got into live with its half-back.side.you.know.where state.
Quote:Yeah, but metrics don't work unless you care about them.
The developers knew how people feel about Hybrid. They simply were not willing/able to give them what they wanted.
The VIP betas are an over-glorified stress test. They don't bring us in at an early enough stage where it's viable to drastically rework something if it turns out we don't like it and do it right. If they don't get it right in the one pass, tough for us. I could almost hear the grumbling from the guys setting the schedule when they decided to attempt the initial changes to Hybrid because people weren't digging Assault, wanted more front loading in Melee and Control wasn't very controlling. After that, I could see why they said "aw **** it, we going live with this whether they like it or not."
To reiterate: The problem is not in our ability to give good feedback, nor is it in their ability to receive it. Nor is it in the data and metrics we provide, and it's probably not in how they interpret that.
Quote:I think part of the problem was that in it's initial form (IIRC) the bonus' weren't that great, so it didn't seem worth that endurance cost. If the bonus' started at they are now most people would probably have welcomed it.
The real reason it became a click though was because some builds would have been able to run it without a second thought which they felt was against their goal, but the people who mentioned that were given a lot of backup by those who didn't like the end cost (And I should state that initially I was one of those, but I expected it to be reduced and not completely changed!).
Hybrid is a funny power.
No, think about it for a second. Hybrid was never intended to provide a constant bonus. Testing brought to light the fact that there are builds that can MAKE the bonus constant in the initial state it had.
Revamp goes through, secondary phase testing starts, people are not satisfied.
Tertiary form comes out, and it both provides a constant bonus AND has spikes of extra utility.
The Hybrid slot power became a hybrid of intent and desire. Intent was for a power that can only be used sometimes and must be considered carefully, whereas player desire was for something that provides a constant benefit like Alphas, and t4 Destiny, and Interface procs.
Hybrid not only turns some builds into a hybrid, it is ITSELF a hybrid power.
What, nobody else finds that funny? I mean, it's not ironic except in the way that many people falsely define irony, but it's at least something to chuckle over.
Bah! I'll snag support on my crab and pop it during tough spots in a trial where her 50.3% AoE defense needs shoring up to 58.3%, or maybe I'll say fuckit and have her grab Melee despite not having a single melee power other than Brawl and Boxing so she can off-tank an AV or three. Or maybe I'll even toss out Combat jumping and save Support for when I NEED the softcap, and that way I can have more than 6 attack powers, even if one will be underslotted...I have Nerve to make up for missing accuracy afterall. Heck, I could junk Combat Jumping right now, actually. I'd still be [barely] above the softcap for normal content without it, and Support would provide nearly double the benefit of CJ at a decreased uptime percentage.
Hybrid has awesome potential for builds, you people just aren't seeing it because you're already minimaxed to the gills and unwilling to look at it from the perspective of someone who is actually unsatisfied with how their build has turned out in order to get to where they are currently. Yeah, it's a BAD idea to minmax based on Incarnate powers since you'll occasionally want to run lower-level content, but that just means more challenge. -
It's a fix in that it resolves the problem without requiring the character die. Unresponsive pets are useless, yes, but /releasepets is a 90% reliable method of regaining control of your minions...after resummoning and upgrading them.
Is it annoying? Yes, but it allows you to actually play the AT rather than come here to the boards and whine impotently about a problem the developers are aware of.
The reason it hasn't been fixed yet? It's hard to reproduce reliably since it happens at random! Bugs that are easy to reproduce can be fixed faster since the methods to force them to happen can be tested, bugs that strike at random are MUCH harder to fix because they are much harder to test. -
Quote:Speaking as a Nerve Radial user, I have to say that I mainly went that route because it allows me to have overcapped defenses. A free +20% enhancement in all my defense powers on a Crab, 2/3 of which ignores ED completely? Yes please! Now I can provide nearly +23% defense to everyone on the team via doubled Maneuvers. Anyone that was at the normal softcap is now over the Incarnate softcap.(I've never really seen the point in Focused Accuracy or the Alpha slot that gives accuracy bonuses. Anybody in his right mind should have slotted that well enough before ever getting those powers available!)
That's without going into the other benefits the Nerve tree offers that are secondary to the accuracy bonus, like basically being able to cap the boost from afterburner with only a single extra slot in it and Fly. -
Quote:Well said.Well, considering the launcher notifies you when there's a patch AND has a link on it that says, cryptically enough, "Patch Notes", I'd say ignorance of their existence would be the user's own fault...
Seriously, why do people NOT read patch notes when patches also close exploits, which are related to bugs, and which people might be using without even realizing it?
Not every exploit is an 'Instagib entire zone' type of thing. -
Q: How to survive being sidekicked to L50?
A: Make sure there's a buff-capable AT on the team before accepting the invite. -
No offense, but this build is all over the place and is WOEFULLY poor on basic IO bonus slotting.
Now, let me see what I can do here. You say that you're interested in tankability and team support with a desire to see big orange numbers, and you say you have a desire to be a low-ish-cost build...and yet you have severely underutilized the powers available to accomplish this.
700 million to a billion inf and 5-8 Alignment merits is all you're willing to spend? What about normal merits? Are you accounting for them in the alignment merits by rate of conversion?
Bah. Time to fiddle with what you have here, though your slotting is atrocious.
http://www.cohplanner.com/mids/downl...8DFE07268A2520
I kept most of your power selections, though I made improvements for the sake of synergy and common sense. With this build you are capped to ranged and can easily pop a purple to be capped to everything else.
Shatter Armor is rather...silly on a crab. You are an AoE death machine, leverage those AoE's. As such, I handed you another few AoE's and had to radically redesign your sub-par slotting.
There should be Incarnate data in this as well if you wish to see a decent plan for how you can softcap to all positions without Barrier. Arachnos Lore pets were given for chuckles since this build removes spiderlings. Ion and Reactive were no-brainers since you want Big Orange Numbers. Since there's an error in Mids right now that has killed the Destiny entries, assume Ageless Core for it in the submitted plan.
All in all, fights MAY take longer without the mini-spiders, but I find it unlikely since you have more direct-damage powers in this build.
My personal build is completely different, but Stygian Variolus is a complete monster that can practically solo one of the collection areas in a Lambda run.
http://www.cohplanner.com/mids/downl...90FF02267D08FD