Leo_G

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  1. Leo_G

    New melee set.

    Quote:
    Originally Posted by Umbral View Post
    Except that it could never kill anything! If it was so strong, why did they always have to use the Kamehameha to kill things afterwards?
    It always falls on the tier 1-3 attacks to do most of the killing, no?
  2. Damn...I'd actually be willing to buy a server transfer to make this.
  3. Quote:
    Originally Posted by Thirty-Seven View Post
    he was far more interested in the info he had learned about Manticore.
    Hopefully nothing to do with an enema-arrow >_<
  4. Quote:
    Originally Posted by Thirty-Seven View Post
    Perhaps it is because I spent like 15 years or so RPing a straight male in RL... I will never know for sure.
    Lol I hear ya. Try rping a gay male. I have more trouble with that than my straight characters
  5. Quote:
    Originally Posted by FunstuffofDoom View Post
    I...don't. I have no talent for writing someone who isn't in some way a reflection of myself. It's a bit of a problem for me, at times.
    Ditto. I just try to create characters who aren't too tough to write for. I have enough trouble as it is.

    Quote:
    Originally Posted by Paradigm_Shift View Post
    We exist as a form of communication for our characters, not the other way around. It's none of our business if the character in question has radically different views which rest on the extreme opposite end of the given spectrum of the issue at hand. It's not the narrator's place to question or judge said character for their views, since that can lead to bias in narration.

    The reason why the narrator would even relay FOR a character of a radical opposite mindset being that the story, the ideal and the thoughts created and expounded upon by that character interacting with other characters within an invented realm is a concept beyond good and evil, right or wrong, purity of perversion.
    Well take an example: A character who speak in scientific and technical terms. Since I myself have little knowledge in either, it would be difficult to write a character accurately with genuine emotion or believability.
  6. Leo_G

    Kinetic Melee!

    Quote:
    Originally Posted by Judas_Ace View Post
    Another set with long animations and "meh" secondary effects.
    LOL you don't even know what the secondary effects are!

    Hell, Castle already alluded to some sort of 'absorbing' ability or some such effect. At least admit you're jumping to conclusions >_>
  7. The other 3 tiers of the flight pool should have attacks you can only use while flying >_>
  8. Quote:
    Originally Posted by Deus_Otiosus View Post
    And goes afk for a snack.

    Fresh tacos.


    In Mexico...


    Tacos aren't even from Mexico

    Wait, that's nachos that I'm thinking of. Carry on
  9. Quote:
    Originally Posted by Silverado View Post
    Fun is a very subjective term, some of us have fun by playing sets that perform well. You've seen Statesman, Positron and Synapse ingame? have you seen what they can do? I don't want my toons to be second rollers compared to them, I want to be equal or greater, and I ain't accomplishing that with a weak set that looks pretty (and this philosophy isn't limited to the Tanker AT, applies to all).
    So 'balanced' it now called weak?
  10. Quote:
    Originally Posted by Shrowd View Post
    Okay, I'd like to voice the other side of this.

    You level 50s who are so "into" the game that you can't bring yourself to realize it's just a game should also realize that some of us actually use those mobs for XP. It frustrates me to see level 50s running around Atlas Park beating up mobs because they can't pass up a computer program's cry for help. I have to wonder, are they really trying to "save the day" or are they just trying to show off for the noobs?

    /rant
    Outside of xping, what else is there in the game? Building a strong concept and then abiding to that concept is a game in itself. For certain characters, no, he's not going to ignore a computer program's cry for help. Because to him, it's not a computer program (sometimes AE isn't even a computer program).

    That said, I don't slaughter all the enemies for the fun of it. Just the crooks harassing helpless citizens. There are still dozens of spawns of groups dealing drugs, vandalizing and what-not that I leave for the 'xpers'.

    PS: When has it *EVER* been hard to find mobs to take out on the streets!? Seriously?
  11. Leo_G

    Arcane Arts

    Yes, I want to hear more discussion about this too now! Maybe I'll post up a set of my own to keep the discussion going.
  12. Leo_G

    Animal Muzzles

    When you suggest 'muzzles' to add to faces, I instantly thought of Absolom




    And now, I want more pure animal heads *AND* muzzles to slap on human faces! /sign
  13. Quote:
    Originally Posted by dave_p View Post

    Otherwise, I'm w/Silverado as being decidedly underwhelmed atm.
    Well, if there is a meta-game involving the mechanic the set uses and it is *fun*, does it really matter if the set is TEH UBERZ or if it is simply balanced with a different aspect in mind?

    Personally, I'm less concerned with the numbers and more concerned with what concepts I can pull off with this.

    Also, I hope the 'taking damage' mechanic isn't exactly what the set's quirk is. Stalkers aren't meant to take damage, they're designed to minimalism the foes targeting them.
  14. Leo_G

    New melee set.

    OMG! I was quoted by a redname?

    But I was only partially joking. The term is correct but when I was practicing Tai Chi, my instructor always poked me to say name 'in chinese'
  15. Leo_G

    New melee set.

    Quote:
    Originally Posted by bAss_ackwards View Post
    Castle said:
    http://boards.cityofheroes.com/showt...21#post2731321

    Very technical description. Elegant, too.
    The proper term is Taiji-ish....because it's called Taiji >_>
  16. Leo_G

    Kinetic Melee!

    Quote:
    Originally Posted by Zortel View Post
    Colour it a different colour, psychic barrier field. The bookworm part comes from the fact he's a psychology student with a love of book.
    A psychic barrier field...that is completely vulnerable to psionics >_>

    I'll be making a WP/KM Tanker as that seems closer to my Kinetic Martial Artist than the previous Inv/SS but he needs long hair that reaches down his back. Bah, need animated hair now
  17. Lol well you'd have to add the other tier obviously!

    Tier 7 could be a shockwave AoE attack toggle that blasts everything around you when you land or take off
  18. It may be because I'm drunk right now but...

    Flight pool tier 9: Levitation (float on a chunk of ground. Fulfills all those 'need to be on the ground except for summoned intities' ^^)

    I'd take it on my Earth/Psy dom just because it involves loating rocks.
  19. Quote:
    Originally Posted by Zamuel View Post
    Assassin's Strike requires you to be grounded and stationary.
    Just stationary.
  20. From Earth Control, Stalagmites (the AoE stun) requires you to be on the ground to use.

    From Earth Assault, it's usually the ground strike attacks. I think Fissure, Tremor and Stone Spears might be the ones that require you to be grounded. Also, yes Hurl Boulder requires you to be on the ground.
  21. Quote:
    If a Tanker doesn't appeal to a team as it stands now, nothing you can do will make it appeal without making it horribly overpowered.
    Lol, I guess same can be said about my Stalkers

    I play them pretty aggressive too and know when to stop attacking to pinpoint a target to eliminate quickly (or before the combat occurs). And yet, apparently Stalkers don't warrant the team spot they take up on large teams and SFs. That's not me talking, that's all those min/maxers.

    But when they say that stuff, I can at least follow up with "Well, at least Stalkers can do X, and Y and Z. Let's see a Brute or Scrapper do that!"

    Can't really say that for Tankers. They aid a team, certainly, but when faced by the min/maxers, they got nothing to fall back on, it seems.

    Quote:
    Reading comprehension fail.
    That's not nice. I did read it and comprehend it. You're just taking that portion of what I said out of context. I was simply pointing out the situations that were told to me where Tankers do not excel.

    Quote:
    I'm not sure if you ever run outside of IOs, but I do and all of my SO slotted melee characters can run out of endurance. I could mitigate that somewhat by slotting more end redux, but then I'd be losing out on extra damage, accuracy, or recharge. If you already slot heavily for end redux the, guess what, you wouldn't have to as much because you're getting some of that for free!
    ...
    Now I am laughably sure that you never run with anything but IO'd characters. Either that, or your never run with anything but a Granite Tank or a WP Tank on -1 diff. Time matters hugely for Tankers. Sure, they can take hits, but their survivability curve in SOs isn't high enough to allow them to survive infinitely. If it were, then they wouldn't have soloing issues because it's of laughable difficulty, even when they grab 17 targets.
    Actually, my SD/DM only has lvl 30 generic IOs so he doesn't have to repurchase SOs (he actually uses lvl 35 rech ones in his mez res click because it kept expiring before it recharged for some reason and any lvl 35s in new slots because he can now ^^). The only IO from sets I have is the psi dmg proc in taunt.

    Maybe I'll get a demo rec of a mission. They aren't super fast missions but he rarely runs out of endurance and has no trouble surviving 2 spawns at a time. It's probably the combo of resists, +HP, defense and a heal.

    He does have trouble with Freakshow. They heal and rez which makes me fight them longer and their -END attacks start to drain me. That's when I have to lean on Dark consumption and blue pills.

    Quote:
    Actually, the primary problem that most people have with Vigilance is that it only contributes something whenever you're playing poorly, that the benefit is unreliable, and that it encourages bad play in order to capitalize on it. Those are the reasons that Defiance was changed. No other inherent is so counter to the role of the AT that uses it.

    The other problem with Vigilance is that it does nothing solo. Sure, you can capitalize on it while on teams, but it does nothing unless there is someone else to feed it. That's the specific reason why I was separating the two portions of the inherent fix that I would apply. Tankers need different things at different times.
    My point was, Vigilance provides a bigger buff than you're talking about, is often times more noticeable and yet still sux. But that's just talking about the END discount by itself. If it was accompanied by another addition, I'm sure it'd be great.

    Quote:
    I really have to wonder when you'll stop pulling arbitrary reasons out of your *** and realize that you have no clue what you're talking about. You don't even get half of your information correct, and you artificially apply your own playstyle or specific experience within specific sets without accounting for the capabilities of those specific sets in a global manner.

    Increasing range or target caps in the manner you described is not the solution. It assumes that Tankers will never run up against single hard targets or that Tankers should be the AoE gods of the game no matter what conditions their under. It is inelegant, inefficient, and largely ineffective. Just stop. Please.
    LOL fine. Just go the hell away Umbral. You telling me to shut up is just going to piss me off. See ya!
  22. Quote:
    Originally Posted by Sharker_Quint View Post
    i just don't think there really is much they can do to the inherent to make it both solo friendly and team friendly at the same time without something else suffering.
    That's what I fear. I may end up staying with my 1 Tanker as the reason I enjoy him is he solos decently and I've fallen in love with his costume and concept.

    It's rare for me that this will happen but I did want to try a DA/Mace but I may just toss that out...and I don't want to make a Brute. I don't care for Brutes at all >_> but I still have 3 of them between lvl 28 and 42.

    If I do try another Tanker, I fear that only a Shield/ will even come close to satisfactory and yet I play sets once and only once (unless I delete).
  23. Quote:
    Your idea isn't formulaic or consistent because you're attempting to apply different things to every single set. It's doing different things to different powers. You're not applying a 50% increase in range and a 50% increase in max number of targets to every power. You're cherry picking different powers to apply different aspects in different quantities for each set individually. That's not an inherent. That's attempting to rebalance a set.
    Actually, I haven't particularly specified anything with regards to altering the powers in a formulaic manner or otherwise. I simply put forth a suggestion.

    If you want, I can *try*. Such as, Cones get a 25% +range increase and +1 to number of foes affected. PBAoEs get no +range but get +5 foes affected.

    And don't bring up Energy Melee! I'm not the only person that thinks the set needs work and even adding a 33% endurance discount while solo won't really do anything to fix it

    Sets with only a PBAoE: Stone Melee, Super Strength, Energy Melee

    Sets with only a cone: ?

    Sets with a cone(s) and PBAoE(s): Dual Blades, Battle Axe, Dark Melee, Fire Melee, Ice Melee, War Mace

    Exceptions:
    -Buff Whirling Hands! Why? Well Why does Dom version have 10ft? And why does Dom version of Thorn Burst have 15ft?
    -Dark Consumption and Soul Drain. Because they're buff PBAoEs, instead of increasing the number of foes, just increase its range some.
    -Clobber. Because it's a mez attack so no +foes.

    Quote:
    The issue isn't that Tankers need help in all situations. Tankers only need help in 2 situations: when solo and when on a team with another Tanker present. Your "solution" attempts to make Tankers better in all situations just to address the problems of these 2 situations.
    Well, that's if you're dismissing the opinion that maybe Tankers need something to appeal more to teams, multi-tank teams and teams where survivability is not an issue.

    Quote:
    By this same logic, Granite Armor's penalty is pointless because 30% -dam and 65% -rech are incredibly easy to circumvent on a team.
    A penalty and a buff are not the same. That a set doesn't have endurance recovery is not a penalty. That a set has +endurance is a buff. There is a point where more endurance does nothing.

    Quote:
    If you can actually show something like numbers or play that demonstrate that it would be true, then go right ahead. I've already given my reasoning: it makes Tanker attacks as endurance efficient as Scrapper attacks. Can you legitimately claim with evidence that this wouldn't impact normal play or are you going to just doubting it arbitrarily?
    When do melees run out of endurance? Either in the face of debuffs (so you *should* be hurting on the blue bar) or on hard targets you wale on for a long time. For the most part, the second doesn't come up unless the target is meant to be fought with a team in tow.

    I'm not saying wouldn't impact normal play. I'm just saying it would only do so in a minimal, perhaps even non-perceivable, way. As often as people say Vigilance sux, it actually makes a *huge* impact that is easily noticeable when it occurs.

    Quote:
    I can see this coming in to play all the friggin' time. When you're soloing, you're not just using AoEs. You're also using single target attacks. You're also using your toggles. I would gauge consumption at about 4.6 end sec (4 end/sec for attacks with no end redux, .6 end/sec for toggles/survivability powers with 1 end redux). Assuming Stamina and SOs, you'll have 2.48 end/sec recovery for 2.12 end/sec of loss. You'd be able to manage roughly 45 seconds of attacking before running out of endurance. With the end redux added to the inherent, you'd be able to manage roughly 155 seconds before running out of endurance.

    Please tell me that that's not noticeable.
    The time it takes to defeat foes is rarely relevant as a Tanker can usually survive nearly indefinitely. For me, it's not about how long you can fight but how many foes you can take out in the time you do fight. That's why gathering 2 spawns together, IMO, is better because your AoEs will more often hit more foes and do more damage and defeat more enemies therefore costing you less endurance.

    A Tanker can extend that time he spends fighting by staggering his attacks. Using damage auras (because you can get them and Stalkers can't!) improves your endurance economy as well.
  24. PS: Someone said that with an improvement to the area of AoE attacks, Tankers would overshadow other melees. I think it was Umbral but I'm lazy and don't fee like rereading >_>

    Well, currently, Tankers are the most lackluster of the close ranged ATs especially when it comes to meleeing. They aren't bad, but they do nothing special.

    I've always dreamed that, for each melee AT with a similar powerset concepts, powersets would be custom tailored to the flavor of the AT. For example, Fire Melee. Brutes would get a 'brutish' FM, Scrappers would get a 'scrappy' FM, etc. etc. with one or more key powers added or replaced for that AT. Basically, it would give you a big reason to play Fire Melee 4 times because each AT had a couple of attacks the others didn't have.

    Well, now that proliferation shows that will never happen, giving each AT a sort of 'tactic' that flavors them apart would be somewhat close.

    -The Stalker currently smack guys really really hard so long as they pinpoint the weak area and brings everything down in a cool calculating manner.

    -Brutes attacks are like an avalanche starting out slow and then barreling out in an overwhelming but controlled torrent of pain.

    -Scrappers are like a gun that's always loaded and ready to fire at the flip of a switch and can shoot of a strong spread or a devastating piercing round depending what scrap/gun you're using.

    -If Tankers got an improvement to the area of their attacks, they'd be like a cannon; similarly dangerous as a gun but without the pinpoint accuracy that a Stalker or Scrapper has that can easily bring down a Goliath. But, if the enemy's formation is right, that cannon can blow a hole in the enemy to make short work of their large numbers.

    Anyway, I'd actually more like a change to the way Tankers *actually* fight. Anyone care to elaborate on that 'extra dmg on foes not attacking you' inherent? Would it be like double damage crit or something? How do you feel it ties in with the theme that Tankers are meant to play as?
  25. Quote:
    Originally Posted by Umbral View Post
    The only attacks that I know of that don't benefit from Containment are the few attacks in secondary effects. Other than those, the effect is absolutely consistent and doesn't require any special hand adjustment in order to be made effective.
    ...
    If you look at inherent powers for every single AT out there, the inherent powers are all designed to operate in a formulaic manner. The closest you get to "hand adjustment" is the higher chances for a few Critical Hit attacks.
    ...
    Inherents are formulaic mechanisms. They aren't tweaked on a set for set basis. Try looking for any inherent that doesn't apply a formulaic benefit in a predictable fashion to all applicable powers. You won't find one.
    There's also Fireball in the controller ancillary power pool that doesn't do double damage. There's non-critting Energy Transfer, I'm betting their are non-scourging damage powers like time bomb or oil slick (but I don't play Corrs so not sure), Domination having no effect on Arctic Air.

    The point I'm trying to make is not that inherents are *not* consistent but that, if need be, powers can be adjusted. Powers deemed too strong get a mild (or no) bonus from the inherent and powers deemed not so strong get the full benefit.


    Quote:
    If every set is going to be treated in a different manner, you might as well just ask for every Tanker to get whatever tweak you're asking for rather than attempting to dress it up as an inherent overhaul. Inherents either modify all powers in a specific listed fashion or they provide specific global benefits in a predictable(ish) manner.

    The entire point of the endurance reduction was that it only applied to situations in which the Tanker was on small teams or solo. If the base values were reduced then the entire point of that modification is kind of rendered null. At that point, you're simply stating that Tankers should have the same DPE as Scrappers in all situations rather than those in which they can't properly leverage higher survivability for faster experience gain.
    With the advent of adjusting mission difficulty, I'd say such a change only mildly helpful to some builds and in the same vein of alteration as I'm asking for (basically something that could be just altered as the base of the powers rather than an addition to the inherent). That a Tanker could leverage their survivability so no bonus, really makes no sense to me. On a team, you'd be using attacks less per foes anyway. So you're already receiving a diminished bonus on the attacks (because you're simply not taking advantage of it).

    Quote:
    In the same sense as applies here, you have to realize that those Tanker sets that already have the ability to regain endurance are still advantaged because they still have those abilities while on larger teams. While solo, they'll still be more endurance sustainable because the endurance reduction I proposed is not intended to completely negate endurance problems while solo. I chose that much end redux specifically because it would provide a noticeable increase in efficiency without allowing Tankers to completely ignore endurance while solo. It wouldn't be a case of "omg! solo! my blue bar is always full!" It's a case of "now I don't have to slot end redux in all of my attacks just to solo without having to rest after every group".
    Teams already potentially devalue +END powers. That the recovery bonus and +END powers are usually very potent practically makes those advantages redundant. Not saying that the inherent discount would make those sets redundant but it wouldn't have much of an impact in normal play. The only time I could see it coming into play is on EBs and AVs that you're soloing.