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Posts
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Joined
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I'm sure there were people who weren't, or at least not enough to get involved in the discussion. They would have all moved on by now. There would be no reason for them to be on the forums, so it's a pretty pointless question.
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Meh. Honestly, a little underwhelmed at the moment, but I'll see what else they may have in addition to this.
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The "Fortune Teller" mission given in Steel Canyon by one of either Haley Philips, Hugo Redding or Dr. Trevor Seaborn. It gives a badge necessary to get the Atlas Medallion Accolade, which gives you +5 End.
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I'm going to say "no" by virtue of the fact that all ATs can get them. If you add something to one, it closes the gap. Adding it to all only raises the ceiling. The relative difference still exists.
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Give him a mop and a bucket, shove him into the Abandoned Sewer System, and tell him not to come out until it's sparkling.
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Quote:The point is that Blasters shouldn't have to cripple their ability for different builds just to make up for one single shortcoming out of many. It's like telling someone who is making 35K a year that they can afford a Lamborghini if they forgo all other luxuries, eat Mac and Cheese every meal, and live in a shack. and thus, affording the car isn't that big a deal. Having to do all these extra things in the first place makes it a big deal. None of the other ATs have to give up so many options in order to achieve that. They have the survivability and mitigation already, as well as close to Blaster (in some cases more with things like Perma-Rage) damage thanks to various increases over time, and they don't have to use up a half dozen power slots and make specific Incarnate builds to do it.Not at all. I think you are missing the point that all of those options for mez resistance start as early as level 10 for IOs. Acrobatics opens up at level 20 for those that are FTP, which is right about the time that mez really starts to become an issue.
Read my posts. I've never said that the AT is fine. I've never said it doesn't need to be looked at. What I have said is that any existing problems are magnified by the fact that so many are choosing not to take advantage of the options that are available because those options don't fit what most consider to be the optimized builds. Just look at the build suggestions on these forums. How many of them include Acrobatics? With a quick look I had to go 2 pages deep before I found somebody that took Acro in their initial build, and they were immediately told it was a waste and not to take it. I'm sorry, but the blame for mez issues cannot be laid entirely at the Devs feet. Players have the tools to help, they simply refuse to use them.
What if I suggested that Tanker damage be dropped to .4, since they are supposed to be the damage-takers, not the damage-doers, and then suggested that the players just buy IO sets that give dam bonuses to make up for it? By filling all their slots with Devastation, Obliteration, Red Fortune, et al, they might get close to the level of everyone else. Just at the cost of doing anything other than boosting damage. It's basically the same as the solution you're presenting with Blaster mez. Tie up everything with regards to power customization just to make up for one major weakness. -
Quote:True enough. If, however, an AT is going to be designed around the concept of doing the most damage, then, by definition, they are going to destroy enemies quicker than other ATs and thus level quicker. The big question is how much faster. In creating an AT that is supposed to do that, the devs put themselves into that situation in the first place, as opposed to having all ATs do roughly the same damage and AT specialization come in different forms of mitigation (defense, resistance, crowd control, etc) and other secondary effects and abilities.Since that would mean average blaster players would be leveling two or three times faster than average anything else, that would be wrong, in the sense that the devs would not allow such a circumstance to occur detectably, period.
Again. Just musing. -
This is more of a rhetorical comment, but, frankly, I don't see much wrong with boosting Blasters' damage to the point where they can wipe entire groups of mobs in a couple shots. If Tankers, the "I'm best at taking damage" AT, can wade into large groups of high level mobs and almost ignore their attacks while taking them out, then is it really more ludicrous or unbalancing for Blasters, the (supposedly) "I'm best at doing damage" AT to be able to handle a similar group through damage?
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Another idea I'll toss out there. I don't know if it's been suggested before. What if Defiance had a Status Resistance element added to it, so that the resistance increased, and the amount of time you spend mezzed dropped, as your Defiance goes up? Blasters with their Health at full would get little extra resistance, but those whose Health is very low would get almost 100% Resistance and spend very little time mezzed. That would also tie into the "defiance" aspect of the ability.
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I think that mez is way overused in the game. Reduce the number of mobs who have and use it would do a lot to fix the Blaster issue without having to add mez protection to the AT.
No minion should have mez powers. The biggest example of this is the Sapper. Not only is it a minion with mez ability that also drains end, so Defiance is useless, but at some point they, along with the Rikti Comm Officers, got a surreptitious boost to their health that made them able to survive a Built Up Snipe (before IO set bonuses, Musculature, et al). They became a Minion/LT, because the devs couldn't handle the idea of them not surviving long enough to use their special power. These kinds of boosts against type are the sign of a GM that has begun an adversarial relationship with their players, which isn't healthy, especially when the players are paying to play the game. Mooks should be mooks, doing nothing but damage in support of the more powerful mobs. Some other powers or effects are acceptable, but not absolute " turn the player off" powers, like mezzes.
Lts who "simply must" have a mez should have a mez that needs to stack at least twice to affect any player. I don't know if this is possible with the game mechanics, but it should reflect that Lts might have more powers than just damage, but still leave them below players.
Bosses can still have mezzes, but I would implore the devs to look at the ones that do and ask themselves if the boss in question really needs it as part of the concept or if it was given the mez just to fill out its powerset. -
Quote:I don't feel that Blasters should have to make such sacrifices just to get the same survivability that the other ATs do in the same situations. I IO'd one of my Blasters is to get as much Mez resistance as I can and I feel that it was a waste of time to do so. Getting held for 5 to 10 secs instead of 15 to 20 secs isn't much of a consolation if the mobs kill you in 5 to 8 secs while you're mezzed. It has helped, but I don't think it was worth the inf costs involved and giving up other possible bonuses. In fact, I reslotted some of them with other sets and am having a slightly better time because of it.See, this is exactly what I'm talking about though. People don't want to take the mez resistance that is available because they don't think it's worth it, then complain that there isn't enough available.
Acrobatics cuts hold time in half. That's pretty huge. Add in the mez resistance available through IOs and Incarnates and mez should never be an issue. It's simply a matter of using the tools that are available. You might have to make sacrifices to get it, and you might not have a strictly min/max build, but it is there. I see this as the problem. People want the defense capped builds, but they don't want to accept the sacrifices necessary to get it. It's just easier to ask the Devs to fix the problem for them. -
I would argue against the view that the Blaster's range is anything like an advantage over melee ATs, and certainly doesn't make up for the lack of defenses. Pretty much every enemy in the game has a ranged attack, from guns, to crossbows, to buzzsaw shuriken, to a thrown rock. I think I can count on one shop-teacher's hand the number of mobs that don't have one, even if it's not as strong as their melee attacks. Also, the range of their attacks in invariably longer than a Blaster's, even the Snipe. The 100% defense vs range is only valid if there are mobs that only have melee attacks and are not capable of getting to you fast enough. Trying to kite is dangerous as it could lead you into another group, and using Hover basically requires all Blasters to use a power slot for something, regardless of concept or build desires. A power set like Energy can use KB to keep them away, and Ice can slow them, but not all sets have movement mitigation available.
The only advantage I see of range is that aggroing a group from a distance might mitigate some of their alpha response, but not that much and only if it's melee-heavy mobs and not ranged ones. Do it to Trolls and it helps against the non-boulder throwers. Do it to Nemesis with their gas grenade rifles and they'll mass gas you to death just as easily as if you were two feet from them. In short, I feel that the difference between ranged and melee is almost negligible in most respects. -
Quote:Ok, I can see what you're talking about. As I said, I knew there'd probably be issues, but I'm not much of a cruncher, so I thought I'd at least put it out there and see what the more mathematically-skilled made of it. I forgot about Sonic, as well, until after I posted. I was just trying to think of a way to boost the effectiveness of Blaster damage without necessarily just increasing it. Not that I'm against MOAR damage, either.The devs have said in the past that unresistable damage in PvE is not really on the table because it breaks a lot of things. The problem is that it has a small benefit against normal critters, but against critters specifically designed to be very highly resistant the benefit increases dramatically. There are special ways around that, but they themselves have complications.
To give you a hint of the problem, suppose you made 10% of blaster damage unresistable. Against a critter with no resistances that would do nothing. Against a critter with 20% resistances you'd do more damage: 90% of your damage would be resisted by 20%, and you'd end up doing 72% of your damage, and then on top of that 10% would be unresisted, giving you a total of 82% damage vs 80% if your damage was all resistable. A tiny increase.
But against a critter with 90% resistances, you'd now be dealing 90% of your damage against that resistance, dealing a total of 9% damage, and another 10% unresisted for a total of 19% of your original damage. You'd now be doing more than twice the damage you would have been doing if all your damage was resistable. That's a huge buff against a target that was *intended* to be hard to bring down. And when you start getting to things like Marauder in the Lambda itrial, things get even messier.
Another quirk to unresistable damage: if your damage ignores resistances, that also means that part of your damage will not *benefit* from resistance debuffs either. There's no real way to make damage unresistable, and yet also benefit from resistance debuffs. So in some situations, unresistable damage can actually sometimes be a penalty on blaster damage. Sonic blasters would be particularly problematic. -
I'm late to the thread (frankly surprised at myself for not joining sooner), but wanted to add my 2 bits.
First, some personal notes (skip if you wish):
I love my Energy Blaster, but stopped playing him for the most part due to seeing him outstripped in effectiveness by others ATs. As much as I laugh when my WM/Inv Brute wades into a dozen mobs without thought and wipes them in secs while taking negligible damage, I weep for my blaster at not being close to doing the same. And then there's the perma-rage SS/Inv tanker in my blaster's SG who can walk into a huge group and practically one-shot the lot of them. I'm terrible at crunching numbers, but from my own experience, the anecdotal evidence is overhwleming. Again, just my own personal experiences. I've played a few Blasters over the years, and I like to think that I'm as tactical and effective with what I'm given as anyone else, but the tactics are a chore, not a challenge. Tactics with my Ice Dom is a challenge and enjoyable for me, but I'm doing it to be more effective and efficient, not just to survive.
Anyway... personal rant over.
This is an extreme suggestion, but just to take things in a different direction, what if, instead of increasing damage, Blaster damage was made unresistable, or at least partially so? This would effectively increase damage without raising caps. If you wanted to add a team benefit, then have the -res be partially effective for the rest of the team. A top-level Incarnate, IO'd, etc team wouldn't really need it, but in the mid to later levels, it would be quite a boon to most teams.
Granted, this would reduce the novelty and usefulness of different damage types among the sets, since not all mobs have the same resists vs all damage, but there are still many variations in power types (AOE, Drains, Holds) and secondary effects to keep them separate and different from one another.
This is just a thought and I'm sure that there are a number of things that I haven't considered, but I wanted to toss something new out there that I haven't seen so far. -
It finally happened. Mot ate the game. Or at least Virtue and Exalted, which are the ones I tried to get on.
Motserved? -
Abyss- for being a poser, not even living up to her end of the assignment, and still taking half of the money without my being able to even do anything about it.
Mender Tesseract- for being an arrogant "See You Next Tuesday" and PMS incarnate. In fact, I'm just going to call her Mender PMS from now on. -
Quote:On my SOA (no Bane or Crab, just straight Soldier) with both Assaults and set bonuses, I was able to get 62% Dam bonus. With my En/En Blaster I was able to get 24% with sets, but I think that other sets might have more potential for IO sets with Dam bonuses.Just out of curiosity, has anyone ever tried to focus on +dmg bonuses? How much can you get? Is it worth it better than recharge?
Added 2/3: My DP/EM Blaster, with Leadership: Assault, has 44% Dam bonus with IOs. -
Blah blah.... SPOILERS.... blah blah
I had a decent time as a Hero, but not as a Villain.
The combat was the most enjoyable for me, of any of the Sig Arcs. Both my En/En Blaster and VEAT SOA were challenged, although my SOA had a LOT of problems with Wade. It might be that his new powers gave him too high resistance vs Lethal and it made my SOA's guns useless. Fortunately, he was Incarnate, so, after rezzing, I brought out the Lore pets and evened the playing field.
As a Hero, even though I was always 45 steps behind Wade, the combats with the NPC villains made me feel powerful. I don't care if they were made easy to stroke player egos. After all the deus ex crap of the iTrials, its nice to feel that you stand a chance against someone solo again.
As a Villain, it was a disappointment. I really couldn't figure out why I was running around chasing after things. And the end was the kicker. I don't care what the story is, if the player is supposed to be the focus, then when the biggest hero goes down, then I should be the one to do it. They did a fine job earlier in the SSA about the villain player working with Wade. Was it really so hard to do the same thing here and have the player pull the switch, even if Wade gets the power? Then, he could have called the Aspect to kill you as a backstab maneuver.
As for seeing States in IP and Trident, I think that people need to take a valium. Continuity in MMOs is always sketchy at best, because everyone does the same mishs/quests, regardless if whether someone else has done it already, and COH is no exception. For example, if I already defeated Ubelmann and he's dying in prison, why do I hear other players talking about going after him? Every major NPC defeat during arcs has this problem, and there are some that die or are removed completely somehow. I don't see how the "States still in IP" situation is any different. -
Firstly, if I'm playing my villain and its not me that gets the kill, I'm calling BS on the players being the focus of the game.
Secondly, can I have his Incarnate Salvage, and will it jump me right to Omega? -
I am having a hard time getting on the VIP server as well. I can sign in, but when I click on the VIP Server on the list, I get booted back to the log-in screen.
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It would only be to powers that take Range Enhancers. The Alphas are basically enhancers that affect all powers across the sets which use the stat being boosted, and take the appropriate enhancer.
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I also have an "all natural" character, a DB/SR scrapper. He had Sprint and all Fitness powers 4-slotted. With Ninja Run before the Sprint buff, he did 69 mph running. Now he does just over 76 mph. Insane.
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I also do not like the new UI. It's clunky and laggy as heck. Stuff I bid for often disappears as soon as I put the bid up. Sometimes it comes back, sometimes it seems to not. I don't know if the bid went through or not. Many times I end up putting another up risking that I'll buy 2 of something that I only wanted 1 of.
GET RID OF THE AUTOCOMPLETE. I never use all caps, but this has me at my wits end. On a similar note, I'd like to be able to use Backspace to clear the search field when I click the field and the last entry is highlighted, like in the old UI. While I can type in the new search term, sometimes I don't have a specific term and just want to search the tree for groups of recipes or enhancers, like Defense Sets. Trying to simply empty the field after a term has been used is like pulling teeth.
I also agree with others that the vertical lists for bids are horrible. The horizontal slider was far superior and user-friendly. even if I expand certain windows in it, it won't keep for the next session. I have to keep expanding them again.
It's also so bland looking. I compare it to the old and new forums on the COX website. The old one was colorful and had visual personality. It looked like a comic book-themed UI. The new one is monochrome and clinical-looking. It has the personality of my microwave's keypad. Actually, my microwave's keypad has more color than the new UI. The colors didn't just add flavor. It made it easier to see what was going on.
It's a case of functionality being added at the cost of usability, and there were even some functions that were lost. I might accept the new UI if it retained the old visual style and horizontal slot views, but there is still the clunkiness issue. -
Name: Arachnos Youth Corp.
Currently Recruiting: We are a relatively new VG that is currently looking for new members with teen villains characters.
RP Level: We are a Med-RP group. RP is encouraged, but not manditory, at all times.
PvP Level: Not currently PvP-focused. However, once we get larger, we will be forming a rivalry with the teen hero SG, The Youth League, which would include PvP and base raids.
Theme/Concept: The Arachnos Youth Corp. is a group of young villains whose purpose is to train and acquire power so that they will be in a position to become the new elite of Arachnos and the Rogue Isles once the old guard has aged and become weak.
Activity: Currently low. As of this posting, we have less than a dozen members, of varying activity. Most members are EST, operating in the 6:00pm to 10:00pm timeframe.
Requirements for Membership: Character must be from 14 to 19 in age (or at least apparent age, for you immortals). We would like characters to log in at least once a week to show that they are active and provide Prestige.
Leadership: Iron Venom, Diamond Jill
In-Game Contact(s): @nytemare (Iron Venom)
Out-of-Game Contact(s): PM LordDynamo on the forums for contact
URL: (no website yet)
Coalition(s): We have a small Coalition, made up of alliances with another youth-oriented VG and an older VG of adult villains.
Other Details: We have a small base with basic storage, but are coalitioned with an older VG, whose base is available for teleportation needs until ours gets larger. All members should be in SG mode as much as possible. Older members (and their alts) can help with Infamy, if necessary. -
It wasn't bad, but I would have liked to have seen a bio on Odysseus. I was rather disappointed when I clicked the Top Secret folder and the testimonials popped up instead of a leader bio.