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Quote:Yeah, that's exactly what I do if I'm ever caught playing kinetics on a team (only have a DP/Kin corr). When I play my FF/Eng defender (or more likely, my Sonic/Psi defender), designating time out to refresh my shields isn't a big deal for me as I learn to better allocate my time on those specific characters. It just takes an extra step of care so the buffs don't interfere with blasting.There's prioritizing and - believe it or not - completely skipping buffs (depending on what they are) on some people. The people who complain about "having such a chore rebuffing" typically paint it like you have to give *everyone* every single buff every single time it comes up and that there's no time to do anything else. And that's just not true.
Quote:And with what you said earlier in this particular reply, that makes me lean a bit more toward the duration stacking - with "DR" in. I would, however, want to see two things (with a repeated call for a third: )
1. A warning as you get close to the DR limit. Let's call it, using FF, 3 bubbles, 10 minutes. I'd think of it with a color change on the buff icons, or a ring or something letting you know just where along the duration line you are.
2. Applying (for instance) a fourth bubble behaves just like trying to apply a second Mystic Fortune to someone - "Invalid," the power isn't fired off, END is not used until there's a "duration space" available. (This actually covers one of *my* concerns of END use, which is more a player psychology issue.)
3. Being able to see *only* the buffs you're giving - so you're not trying to reapply on someone else's buffs. That's been asked for for years.
Of course, all this brings another issue (at least if 3 isn't handled) of the UI clutter the game's had growing - but that's a whole other subject.
Hopefully it wouldn't be obstructive. If it was small enough to ring around the buff icon in their display, or maybe a pie-section type brightening over the icon...
Anyway, yeah, as you think more on the idea, it starts getting more and more complex and difficult to implement. Hard enough stacking durations may not be supported by the game's system... -
I think nukes are okay but I could agree with some looking into snipes.
I like the cool looking snipes tho. And even though the Stalker snipes are worse, I like the option of ASing stuff at range.
Lol, it kinda synergizes with my Spines primary as I can use the slows and immobilize to plant a target in place for the firing squad (me).
Dunno what they could do to make the snipes better...point blank bonus if used within a specific range? (most likely infeasible, tho) Chance of placate? -
Quote:Then why was the damage of some attacks decreased yet their endurance and recharges increased (Flares and Combustion; Ice Sword Circle's damage was decreased and its endurance/recharge increased but could be due to the improvement to its radius. Power Push just had a plain damage increase without touching any other values)? Because it was a normalization of the assault sets to make their performance closer to each other. You *could* proceed to the conclusion that the normalization was set into play for the changes to domination but then you'd have to admit the level of difference between pre-change Energy Assault and Fiery Assault/Psi Assault/Elec Assault was satisfactory. I'm simply saying, even if the devs didn't change domination from what it was, the normalization would be needed. The way domination once was was simply a problem with how players wanted to build/play their doms. They didn't want ups and downs (as was apparent by the reactions to the dev's suggestions to change domination).Without removing the damage buff from Domination, the powers that *did* get damage boosts would not have. Nor would the damage scales overall have been adjusted. Some powers (such as Psychic Shockwave) would have been looked at anyway - actually, the entire Psy set would have been due to be looked at, from the experience of "The set sucks until 38, then it's a monster" that it used to have.
They wouldn't have done all they did and left that damage boost in Domination, short of a massive bout of self-inflicted head trauma.
Apparently, that issue with the playstyle was enough for a change that didn't come with a nerf. Doms now have a damage scale that simulates domination's former damage buff that is constant and doesn't go away.
Quote:"A" change perhaps could. Your change and the OP's proposals, however, don't lead me to believe that they would. Something you seem to refuse to believe.
Quote:Oh, and as for your "DR" answer - all that does is (a) put off rebuffing
Quote:and (b) exacerbate the problem for those that don't like the current buff mechanics, as now every 10 minutes they "have" to rebuff *even more,* burning *even more* END for less of a result (with your example numbers, 10 minutes at 3 stacked, versus 12 minutes applied currently, assuming they drop that way and don't require MORE buff "rounds" to get there - and with less END to attack/control immediately after a buffing "round.") Doesn't sound like an improvement.
Another scenario, if your team is *about* to get into a tough fight they *know* about and are discussing it, reapplying your buffs then or before the [censored!] hits the fan just means you'll have less to worry about during that time if you decided to preemptively extend recharge vs preemptively refresh mid-fight.
Other scenario, if you're dead-set on stacking 3 durations on everyone, you can spread this out during a mission. I.e. buff up everyone at the start (would take a good deal longer tho) and for the remainder of the mission, stagger the buffs so you only need to get 1 or 2 every other fight rather than everyone every few fights.
It's basically opening up the rebuff refresh window.
Quote:Given that the point of this is "Buffing less often," you end up buffing *even more often* instead, and if you want the team to wait for you, you slow everyone down as you apply these 3-4 times... increasing the mission length and possibly leading to *yet another* buffing round. And breaking it so pets can't get increased duration "breaks" that buffing cycle, as well as being unfair to Controllers and Masterminds (especially Masterminds, or have you forgotten them?)
Anyway, I don't think it'd be possible to make a suggestion that results in 'buffing less often', not upset balance *AND* preserve current playstyles, only because if a suggestion were put forth, you'd harp on another facet of the change damaging the status quo. Rather than seeing it like "well, I could do *that* or I can keep doing what I'm doing if I don't mind"...but I could see how it'd give yourself more busy work if you wanted it to.
And I didn't mean pets can't get increased duration, I meant pets can't *offer* increased durations. So a Protector Bot sitting there casting its shield isn't going to give the MM and all its pets long duration shields.
Quote:I'm sure you'll put this off as another attack, or "jumping down your throat," but all the ideas you and Jordan have put out there have problems that make them *less* than optimal compared to the status quo. -
Quote:Simple. Place restrictions as well as diminishing returns on stacking durations. Non-teammates can't boost duration, only refresh. Pets can only refresh. 2 deflection shields would last 6 min (base duration of the shields is 4 I believe). Further diminish to whatever wouldn't be ridiculous (is 10 mins too much for you? How about 8?).So, you want the ability to buff someone for upwards of 30+mins so you can change toons to something different and then keep switching back and forth when buffing is needed again? Yeah, NOT going to happpen. If you(both you and the generic you) don't like the way buffers play then don't play them.
Quote:With multiple statements like you've made, yes, I *do* question if you're reading this correctly, or if English isn't your first language. That isn't an insult. For instance, it isn't Samuel_Tow's, so if he seems to misunderstand something or phrase something oddly, I *know* that and will phrase it differently. There are some here who are dyslexic. They get cut some slack.
You're making weird statements, odd phrasing choices, and seem to be having issues with following what's being said. Therefore, yes, I *will* say that to bring up that you don't seem to be reading what's being said.
And no, "You're jumping down my throat" is not an insult. It does, however, imply I'm attacking you in some way, which I haven't been. You take quite a few things as attacks that aren't. Leading, again, to wondering if you're actually reading what's being read or if there's a language or cultural difference.
Quote:And those powers were brought down. Also, yes, damage was *generally* increased to change the "Jeckyl and Hyde" feeling of Domination being up or down. however, if you go back and read the patch notes, you'll see mulitple powers had recharge times and/or endurance cost INcreased to compensate. (I hardly think anyone will call Zapp overpowered, for instance, yet its recharge time and END cost were incrased.)
And Zapp's damage was also increased for the endurance cost and recharge increase. That's how the game works. Higher damage attacks cost more endurance and recharge slower. In fact, an equation is usually used to come about the value of each of those attributes in relation to each other. But the adjustment of those didn't really have anything to do with the 'give and take' mantra. The assault sets were simply being normalized (case in point, Fiery Assault and Psi Assault). And the change to domination to remove the damage buff, while in the same update, was not the cause for the normalization. Devs simply work whole issues together and Domination and Assault Sets happen to be lumped on the agenda of 'Revisit Dominators'.
Quote:It's things like that that make me ask if you've actually thought these through.
The constant insinuations that I'm not reading or lack comprehension just seem unneeded, especially when its in regard to just a one-shot proposal. No one put down numbers, AFAIK. You're so quick to dismiss the ideas with an exaggeration and a fallacy rather than simply pointing out the flaws.
Quote:You're asking for something for nothing. A change of this nature would just flat out not happen that way. You're saying that makes "no sense?" Really? Go back, read patch notes, and take into consideration WHY certain changes were made.
Quote:Perhaps you should look up what that means.
Quote:And yet you're saying "Don't take away my buffers." Which, given the status quo shows people willingly and happily PLAYING such characters, would not happen if no change were made. Making the changes suggested in this thread now presents the negatives brought up throughout the discussion. Do you *really* think that there'd suddenly be an *influx* of people wanting to play buffers, or that people would just ignore the nerf (which is what would be included for this change in ability) that gets applied to their characters?
Prior experience (see: EM characters getting shelved post-Energy Transfer change, PVP builds getting dropped, PVP based characters being rerolled/deleted after I13, just for a few references) tends to indicate there would be fewer buffers AFTERWARD, given commonsense expectations of what the devs would likely do to balance those changes, than there are now. Thus, the OP's changes or your changes would be the ones "taking away your buffers." (That, I can guarantee, as my *many* buffers would be shelved or moved to solo-only builds where I don't have to worry about it.)
How is that difficult to understand?
Change = nerf. Nerf = Less players. Presented evidence: EM change to Energy Transfer resulted in fewer players of the set. This idea leads to the same end.
Slippery Slope
Simply establish how these chain of events are linked logically and you may have an argument or at least a means to relook at the idea to revise it.
Quote:If the OP quit playing Kinetics, it would be under normal "try and liked/didn't like" circumstances, the same as has been true from the game's beginning. I've never said "Nobody who plays a buffer has ever quit because they didn't like/get the playstyle." Just like people try Blasters and don't like them, or play Stalkers and don't like them, or play Masterminds and don't like them, or don't like specific powersets after trying them. There's no great revelation that people quit playing some characters after some experience with them. Don't try to play that off like it's some new phenomenon, or even a semi-realistic counterpoint to what I said. Some people not liking it and quitting is *still* a part of the status quo. Making a change that nerfs characters and makes more people shelve them? That is NOT. -
Quote:Is 'you're jumping down my throat' an insult to you? Is that not what you're doing? If not, then just simply refrain from bringing other's ability to read into the conversation. Simple as that.Really... strange, as I'm not the one claiming anyone's "jumping down my throat."
Quote:And again I have to question your own comprehension - this time of what you wrote - or wonder if English is perhaps not your first language, as *my* doing any jumping would hardly be exercise for *you.* The statement makes no sense.
If I feel confronted, I'll go read a few other threads or do something else before coming back to comment. However, I don't feel confronted because I've been working not to. So you jumping at me on not understanding English or how to write and read is good exercise on managing that impulse. Understand?
Quote:There are *very* few times that one thing is given without another being rebalanced or taken away. Hide losing its END cost is a rarity in dev actions, for instance, and that was solely because that power is so *integral* to Stalkers, a cornerstone of the AT. Inherent fitness, in a way, is balanced by *not* giving in to requests for extra slots. When Dominators were buffed, some powers were brought *down* (and IIRC END cost was increased in general) as a point of balance.
Yes, it's possible that changes to the power would be made but I'm hard pressed to believe we'd be looking at reduced buff numbers for it. Maybe an increased endurance cost, but even as is, the buffs we're primarily talking about don't cost that much and would just be more reason to slot some endurance redux.
Quote:Unless, oh, I have *most of the history of the game's various power changes including the exceptions I talked about myself* to back up that point.
Quote:Apply a little common sense.
Quote:I'm "taking away your buffers?" What odd twist of pseudologic brought you to that conclusion? People play buffers now. People ENJOY playing buffers now. Maintaining the status quo, logically, would mean there would STILL be people playing and *enjoying* playing buffers. Making any of the changes mentioned here, with the issues brought up *against* them, WOULD reduce the number of buffers.
But what brought up the conclusion I made was your solutions: Use binds or don't play such characters.
Even if just the OP herself quit her Kinetics, it flies in the face of your status quo. -
Quote:Yeah, that coming from Sharker_Q...Leo, you seem to always come off confrontational and try to say that you are not.
But the only remotely confrontational comment I made involved a soap box and I've already said it was probably an incorrect gesture and putting words in other's mouths.
I've gone back through every post of mine (and most of the thread) and no, I really haven't been confrontational. Persistent? Yes. Honestly, why I've lapsed in my habit of responding to every little annoying tidbit, I do not know.
Quote:You know well that this is the way balance is preserved in game. If the devs change one aspect of a power, other aspects of the same power get changed to keep it in balance.
By the by, none of this was brought up or discussed when I suggested it. I would *like* to have a discussion on how this would impact the play of certain characters or how it'd upset game balance if it does...
Quote:As for this statement, I really think you need to go back and re-read the entire thread a few times before you speak again. While you are re-reading, pay close attention to the reasons why toggle buffs would not work and why they would not be welcome. In fact, re-read those more then a few times so it sinks in.
Quote:Well there's some pretty clearly defined problems with my suggestion, but the root issue I'm trying to solve is having to constantly re-buff people all mission long, one at a time. Any suggestions for fixing it besides what we have now?
An AOE buff would be a problem, because sometimes people don't want it.Quote:All I meant was that we'd have to apply it less often. The only suggestion I wanted to make (and no, I don't have all the answers) was to try and find a way to reduce the ammount of time people have to spend buffing. Similar to how they changed pet buffs for masterminds to affect all pets on a single cast.Quote:I'm not ready to conceed that there's no merit at all to this idea and that there's no way to work out a system that would reduce the re-buffing of teammates.
I don't believe that the only way it could be done is with the fairly dark picture you've painted. Clearly no one would want to doorsit and no one would want to have their endurance drained to hell. If certain buffs had the effects I mentioned, but not ALL of them, I doubt this would really be an issue.
What if buffers could choose ONE buff to operate under such conditions at a time?
That's just one idea and I'm sure there are others.).
Summary: I have read the thread. The OP's idea is unfinished (which they admitted) and most likely unfeasible (I won't say completely because absolutes will end up making me wrong). The situation that the OP and others have brought up could have some thought put into it to resolve it without upsetting game balance. However, there are others unwilling to put forth their mind power *unless* they get some other fix out of this.
And yes, this was actually said. I've pinpointed the post for you:
Quote:If you can come up with a way to do it that will minimize the negatives some of us have brought to your attention then thats great.
The only solution I can think of that would make the opposition happy would be the ability to blobk buffs like we can with Mystic Fortune, but that's a different suggestion.
I don't know how more cut and dry that could be laid out for you. -
Quote:So telling me I don't know how to read (repeatedly) isn't considered an insult in your parts? Because I know darn well I've been walking on eggshells this thread to not be confrontational (I don't know you well enough >_>). Any inclination of hostility is on your part. I'm only being persistent because it's an issue brought up by other players often enough to be noticeable.This is not "picking a fight." I'm counterarguing, and you're not reading or not comprehending.
So keep jumping down by throat. It's good exercise for me.
Quote:Especially if someone decides not to bother actually reading what's been said. Or just ignore it, as you did when I pointed out that your "stacking" duration - something that doesn't exist in game - would likely lead to a reduction in buff effectiveness, increased END cost, and/or some other adjustment to compensate.
Quote:Again, your lack of comprehension. That is not what was said. Nowhere was this referred to as a "waste of time" - except by you. It was said that (a) the implementation (at that point) sounded half finished and that (b) it would be like AE and PVP in that it did (and does) end up requiring more dev time. Nowhere in there was the phrase "waste of time" or anything similar used, nor was such an implication made.
But honestly, Bill, you can keep pushing people's buttons. I don't care. Reading back, the OP even *said* they don't care if the toggle solution doesn't work so hammer on that all you want. No one is married to it.
What I do care about is the general heart of the suggestion and the underlying issue brought up. No, I don't play many buffers (not that I don't like the style, I just like the style of my other characters more) but I love to play with buffers. If my buffers aren't having fun buffing me, I'd like to look into why. We know why the suggestions could not work, but how about telling us why they should not work? Because your solution is basically taking away my buffers. *No one* takes away *anyone's* buffers. -
Quote:"Leave it alone" is a viable stance. Now make it rather than trying to be a big **** and puffing out your chest.How about "Leave it alone?" Do you get that? That IS my solution.
Point out why this is a 'non-problem' or ways to alleviate the problem others have with short duration buffs (I already have mine...I just don't constantly SB/CM everyone, just when its needed). Already said how? Then you're just repeating yourself and wasting your time, really. But hounding how you hate an idea for a problem you don't think exist is beyond a waste of your time.
Quote:If I don't feel something needs a change, I'll say so. If I feel the proposed changes are *worse,* I'll say so. YOU don't get to tell me to say otherwise, sparky. The OP's job is to convince me, and all they've done is propose a system that would make gameplay, both mechanically and socially, WORSE in my opinion... and I play a LOT of buffers.
The rest really doesn't need to be responded to. If we're looking at an issue that could use a QoL patch to help while you're just hearing us as whining, there is little we'll get from this discussion.
Quote:Reading comprehension is a wonderful thing.
Forget reading comprehension. Apparently, you just don't read things so you have a reason to jump down people's throats. -
PS: Yes, I did read the exchange (although the one you're talking about is only regarding the MMORPG thing and *not* AE and PVP). The point is, if you're going to come in bumping a thread you think solves a non-problem, hopping on a soapbox to derail it with other 'stuff' doesn't make you right.
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No, what you're trying to do is railroad the suggestion into doing what you want it to do, which may be something completely different from what the OP is trying to look at.
There's a difference between bringing up an issue with an idea suggested and bringing up an issue so you can try and roll it into someone else's solution. There's not a problem with trying to solve multiple problems with one solution, but don't try shoveling it onto someone else's shoulders and point and yell as if they brought about this problem.
Quote:Point out the negatives in a suggestion has lead to MANY great things being refined, properly presented to the devs, and actually IMPLEMENTED in game. That's the whole point of this forum.
Why anyone thinks pointing out the drawbacks to a suggestion is in any way shape or form a bad thing, is beyond me.
Like the endurance issue of toggling a team with speed boost? Yeah, a 1-cost toggle that simply lets you add teammates to the buff pool (i.e. SB will only cost x to toggle on but you have to spend the endurance to cast it on each teammate) wouldn't be the horrible drain on resources like is being brought up...
Quote:Which is NOT difficult.
Please don't think that maintaining speed boost on 7 teammates is some arduous task.
It's not.
See? This is what I'm talking about. First, you have to decide what the problem *IS*. You can't even agree that maybe, just maybe, keeping several different buffs on a team is tedious. Fine. I can agree that that playstyle is not for everyone. But if we're trying to widen the gap between more manageable and tedious, someone arguing this as a non-problem pretty much makes the entire thread moot to them. Why even respond?
If you want to get on your soapbox and bring up sweeping arguments about AE, PVP and the general state of MMORPGs, that's you. Just don't think it actually gives you a solid argument to back your stance... -
Quote:But that isn't the problem being addressed by the OP. Looking through the thread that inspired this one, the complaint was "Stop nagging me about buffing you the second they expire" which links off into the OP's stance of "Short duration buffs can be a nuisance".No. Unwanted buffs can be applied deliberately or accidentally.
How that goes into "Keep your buffs away from me!" is beyond me. That's another issue.
Quote:Sure it is. Currently buffs wear off in a couple of minutes, and players are likely to tolerate an accidental buff. If the buff is persistant some players will be more likely to quit teams or kick the buffer rather than putting up with the frustration that the buff causes them.
Then there's that whole discriminating against certain powersets I mentioned earlier which currently goes on in the game.
What I'm saying is, players being non-compliant is *ANOTHER* issue, not this one. *THIS* issue seems to hinge on the question of "do short duration buffs interfere with other tasks or not?" Honestly, I'd simply say the Kinetic player shouldn't bother casting speed boost at all unless a teammate is moving remarkably slow (Granite tanker/brute or stuck in quicksand/caltrops, etc) or when the teammate's endurance is low. But what do I know? You're a kinetics, you're expected to keep speedboost on everyone that wants it all the time...which can often be all 7 teammates. -
Quote:Isn't unwanted buffs an entirely different issue? I can see how it relates to the issue at hand but it isn't introduced or exacerbated by trying to push for this QoL improvement.The only way I can see people going for this is if they add in a way for people to remove (or block) a buff. I know I'd quit teams if the kin got carried away with casting SB. I have hard enough times trying to explain to them now that I don't want SB even though it does have some good things in it. I'm just not a fan of bouncing off walls because someone else can't respect my request.
Quote:Because "collaborate" does not mean "everyone just agree, hold hands and sing Kumbaya."
Quote:Stacked duration:
- Currently, nothing in game does this. However, caster is tracked, as it prevents most buffs from being stacked - one FF defender can't re-bubble you and take you from zero to capped defense. It just resets duration.
- Allowing to *stack* duration would still, given prior dev stances and actions, likely result in the buffs being lowered, END cost being raised, cast time being lengthened or some other "balancing" penalty being applied. -
I suggest playing a few of your characters on teams and observing your teammates as you all play missions (look at their powers colors, examine their costumes, read their bios, ask them about their names, etc.). You're bound to run into a character concept that is 'neat' or inspires an idea for another character. The easiest characters to stick with are the ones with concepts you find interesting.
Currently playing my Spines/DA stalker again. He was a pain to play before IOs came out but I stuck with him and kept him in my stables. He's just silly fun to play now -
Quote:Similarities:So I'm trying to decide which AT to pick, but I'm having a hard time finding a thread that lists the difference or pros/cons between the two. I've heard that CS is different between the two, but havent found out why, specifically. I plan on having a KM/WP scrapper or a KM/Nin Stalker in case anyone is curious. I'd appreciate any input!
-Hmm, each AT has a chance to deal double damage with some of their attacks >_>
-The power Concentrated Strike, has a 20% chance or instantly recharging Power Siphon and Build up (however, Brute or Tankers do not get this)
Differences:
-Scrappers get Power Siphon, a self buff that boosts ToHit a little and makes all of your attacks (except your AoE ones) buff your damage if they connect. The effect lasts 20 seconds and each damage buff lasts 10sec from when you gain it (also applies an extra -dmg debuff if I'm not mistaken)
-Scrappers get a moderate damage narrow cone knockback attack (lots of players don't like it) called Repulsing Torrent.
-Scrappers get Confront
-Stalkers get Assassin's Strike instead of Repulsing Torrent.
-Stalkers get Build up instead of Power Siphon.
-Stalkers get Placate instead of Confront.
I'd say they're both worth a try playing. I don't have any experience with the Scrapper version (only have a KM Tanker and Stalker) but I'd say they each have their perks. A couple of quirks with the Stalker version: Assassin's Strike casts nearly a second faster than the other stalker sets, Build up seems to cast nearly a second slower though and Burst (the PBAoE attack) has a 100% chance of critical on all targets from hide instead of 50% chance for non-single target attacks like the other sets. -
I don't see the reason for all the arguing. You either agree or disagree there's an issue to be solved then try and collaborate what could be a solution. No, I don't think a toggle buff would work (however, separating the idea from in-game power mechanics and just imagining toggling up each teammate with Clear Mind...wouldn't be so bad). There just doesn't seem a way with respect to in-game powers. You can either toggle one target or toggle the effect to work around a target but one power produces one toggle...If you can come up with some more ideas to how it'd work, feel free...
But back to the drawing board: What's the issue again? Mechanically, there is no problem as it is quite possible to keep all these buffs up indefinitely. But I could see there being a QoL issue in that, casting the same buffs to maintain their moderate-short durations can be busy work.
So what about maybe something like stacking durations? Would it address any problems if you could say, triple cast Speed Boost on a teammate right at the start and adding the durations of each application (that'd end up lasting 6min instead of 2)? Yes, of course you'd still have a lot of casting of the power, but you can better designate your time if applying a buff added to its duration rather than refreshing its duration, i.e. if you can buff everyone at the start then catch 2 allies between each fight instead of stoping to refresh them all after the 3rd fight... -
Lol how long has this been going on? It may just be a holiday thing.
My internet usually doesn't ever go down or get wonky (could probably say it only happened 2 times in the past 8 months) but yesterday, my internet went down for a whole....2 hours! I reset the router and everything, but nothing worked so I just did other things for a while and checked back. I didn't want to call my ISP cause I knew they'd probably be understaffed on the holidays.
But just to add on, I'm having no issues with the forums. There's the occasional log out once a day and every time I turn on my PC but a-okay here. -
Quote:Depends what you consider balance is. The power costs no endurance and doesn't ever suppress. Why bother being concerned that it recharges at all? On the other hand, if you turn off Hide to reveal yourself for whatever reason (honestly, you have no business 'accidentally' turning it off. What happens when you 'accidentally' turn off your mez protection?) being situationally aware when you may need to hide again would be in your best interest.The thing is, other than being killed or accidentally turning the power off, there is no way for Hide to drop, so there's no reason for it to be balanced by recharge. The only thing this does is punish me if I push the wrong button.
What I'm saying is, how are we to know what the power is balanced by and who's to say it has no reason for such measures. While I wouldn't be against reducing the recharge on it, the change wouldn't really make a lick of difference and ultimately isn't even needed/wanted.
But this isn't about balance, it's about aesthetics. Aesthetically, reducing hide's recharge does little (I guess if I want to be seen, I could just cut it off and back on when I need it). Altering the look of Hide as an option (and other stealth powers) is where we should be pushing for. -
I think that's also a tradeoff of the various nukes. Mini-nukes seem to always take a while to get the full effect and all work via DoT. The ranged AoE ones tend to take a few seconds to animate but are instantaneous damage (Thunderous Blast is the only one I think). The ones fired from complete safety tend to be escapable (Blizzard and Rain of Arrows). The ones that put you in the most danger are pure instant (I think) or buff you so you're in a little less danger.
I wonder what other types of nukes there could be with different perks and downfalls to counter-balance it. A mini-nuke without an endurance crash fired from range for instant damage but causes self-damage? -
Quote:Well, for one, what attack could you use twice in the span of Placate + the attack? Can't be Eagle's Claw, or 1kcuts or Midnight Grasp or any of the good mid-tier attacks like Focus/Soaring Dragon/Crane Kick cause those have to animate and recharge before you use it again.I'm thinking that if I just want to deal double damage, I'll hit my opponent twice. Why placate them, then attack them once for the same damage as two attacks?
But I don't know how it plays out against AV's and such. Can you just keep placating an AV, then assassin strike them?
Also consider that placate cost 0 endurance. So you're getting the damage of that attack twice for half of what it's suppose to cost.
Lastly, using Placate with an AoE for 50% chance of critical after an AS is just plain effective. One trick I find I use is using AS *then* build up (for demoralize), placate (kind of helps that anything near me will most likely be feared thanks to Cloak of Fear and demoralize debuffs and fears more on top) and go to town with whatever AoEs I have.
Then there's the many other applications of Placate such as dying with an enemy nearby. Awake+Breakfree then placate the guy (since placate is free) and then hide (because hide is free).
Placate isn't like Taunt/Confront for the other melees. It's actually useful solo (well, that -range they get *is* pretty useful) and great for damage if used opportunistically.
Quote:This. I always take Placate and Build Up back to back one before the other and always in the 20s area when that bubble of no primary or secondary selection kicks in.
The late teens and early 20s is when I pick up attacks, armors and the like. I've only lvled 1 new stalker alt up from lvl 1 as of late (KM/EA stalker) and did this. I didn't even pick up my mez protection until 22 and even then, I rarely ran it unless the enemies were spamming mezzes (thank you non-suppressing toggles!). -
Okay, so we got 'natural alien/being' control sets, could probably use some 'gadget use' control sets but those other sets could be explained as coming from gadgets (like Elec Control) but what would a control set that doesn't come from a device be if the character was simply a human with no powers?
Any bright ideas? -
Quote:Funny how no one ever brings up Sonic Blast's Dreadful Wail...Higher damage nukes with long recharge times don't seem to fit with the theme of the game much these days. Especially when you're a solo player. I get much more mileage from Rain of Arrows, Full Auto and the Dual Pistol nukes than I ever do from Thunderous Blast, Blizzard or Nova.
Anyway, I think the main reason the sets you point to (Archery, Dual Pistols and Assault Rifle) get non-crashing mini-nukes that recharge faster is because the sets consist primarily or wholly of a highly resisted damage type.
The other sets, like psi blast, ice blast, fire blast, etc. have less resisted types of damage by comparison. Also, sets like Sonic Blast, Electric Blast and Dark Blast have particularly potent secondary effects that are also prevalent in their nukes while Archery and AR kind of don't have supreme secondary effect (more of a mix) and DP has watered down versions.
It's like there is a price one must pay to get a mini-nuke (or depending how you see it, perks you get for taking a crashing set). I wouldn't expect any more sets with mini-nukes unless it's a weapon blasting set or the set does primarily smashing or lethal damage.
Seriously, if the devs made a new set...like....toxic blast with great toxic damage mixed with fire damage. Would you expect a potent mini-non-crash-nuke on top of your -speed/-regen/holds secondary effect? Conversely, if a new toxic blast set *did* have a mini nuke, I'd expect it to do a mix of toxic and lethal damage with mainly just some -speed and immobilize thrown in... -
Quote:You're looking at it from the wrong angle.Also also, on a technical level, "new powersets" as a way of implementing this is a non-starter. You'd need to multiply the number of sets currently in the game by five, one for each origin. Not going to happen.
Just speaking generally, the devs could implement a blast set where the caster traces his hands in the air in some type of sign and the resulting attack has no traveling particle, just a kind of energy/slashing/bursting FX on the target(s). Slap on some type of theme that's unique and add secondary effects/mechanics that make sense and you've got a new set. It's just, by chance, the devs decided to call it 'Hex Blast' or some such and theme the secondary effect after the blasts being various magics.
Add in alternate animations with the character typing on a holo-display, hand sign ninjutsu or just squeezing their temples for some alternate origin themes (which should be easy since the blasts have no actual emanation point from the body and just body movement) and that about covers it. But that leaves the questions: Would people like it? Would this personify 'magic' for those yerning for such a set? Or would posters complain about it seeming origin specific? -
Quote:Hmmm, sounds pretty selfish to me. The devs are adding content to their game to make it more favorable to a wider group of players as well as adding variable mechanics for *everybody*. Even if you don't want some additions or don't like some changes doesn't change the fact that what your dollar *is* funding is other stuff you *do* want like upgraded graphics, costume pieces, new maps, more play modes, etc.Additionally, I don't think I should have to fund content I don't want in the game and I've been given no way show my support of content I do want to support beyond complaining loudly and causing a scene about what I don't like, which is what I'm doing and what I plan to continue doing unless I'm stopped not of my own free will. If you don't like it you can put me on ignore, urge the devs to get it together or leave yourself. Those three options suit me fine.
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It's like walking into a McDonalds to buy a McRib but thinking you should get a discount cause the secret sauce on their Big Mac isn't to your liking.
Or more relative, if the devs try to add some more to PvP, would you throw your arms up in a hissy fit just because it's not what you want?
Just because the devs are adding variable content doesn't mean they aren't adding more normal contacts, missions, TFs and GM/AV encounters for you. In the very same issue, did they not add more tip missions too?
How about getting off your duff and whining about forum-nazis telling you to 'lrn2ply' and start dropping some suggestions for regular missions/content? I can think of quite a few, like expanded tip missions, new/varied bank/safeguard missions and so on...Hell, it shouldn't be that hard since all you're looking for is the same old stuff that anyone can damn near duplicate for you in AE. -
Quote:Get the Origins Booster Pack and use the runes or tarot card auras.I was thinking today about this, and I thought, yes, we need a separate magic blast category for blasters.
For controllers, a magic set of control powers and so on.
We have the ATs, but nothing that is really magical in nature. No idea what these would look like, maybe it involves animations, that have hexes and so on is an alternative, but we definitely need something magical in nature.
You can set it so the auras only occur while you're actually casting the attacks. You can also use a plethora of other combat auras (or just plain auras) to simulate a magical effect.