LostHalo

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  1. Quote:
    Originally Posted by UberGuy View Post
    All I need to see to know that the "casual" player is sub optimal is to look at the majority of the TF median rate rewards. The exception? The RSF. My interpretation of the reason? The sample set of people who play and/or complete the RSF is composed of more hardcore players.
    Heh. What's the current minutes per merit approximation, something like 3 minutes to each merit? Yeah, if my group's average times were the norm...

    As for the RSF being more normalized towards faster play? Put simply, villains just don't have as much content to run. Granted, it also doesn't help that villain content was made second for the most part, so it tends to be on the less "busywork" side of things. As in, they have 5-10 missions as opposed to having 15 missions of which 5 tend to be defeat all clones of one another (with laughably little content to justify it usually). They are also more poorly made in regards to their challenge levels, making them rather brutal on ill-prepared teams or just outright boring for being so easy.

    Stupidly enough, this then results in villains effectively getting punished in regards to rewards because the old hero stuff is poorly made.

    TL;DR: Devs do hate villains!


    I'm going to be amused by what will happen to Positron's reward in the next "balancing" because of the +5 levels making the TF that much easier. Of course, god forbid they apply an ounce of logic to what individual recipes cost and balance those but hey.
  2. LostHalo

    Need new tank

    Quote:
    Originally Posted by Ironblade View Post
    I started a thread about this when planning a shield tanker. The consensus was that Mace is *SLIGHTLY* (very slightly) better. Given that it wasn't a big difference, I ended up going with Axe due to concept and costume reasons (Ironblade uses an edged weapon - broadsword; and I think the axes look cooler than the maces).
    It's the difference in size on the AoEs. War Mace's attacks are all larger (except for Whirling * in both sets being equal sized...and WM having more damage amusingly enough) and even though the cones are marginally weaker on Mace, they're easier to maximize against a group. You wouldn't think that extra foot of radius makes such a difference but it really seems to.
  3. You need approximately 93 DPS to counteract an AV's regen. After that, they have somewhere in the area of 28,000 hp and it's just a matter of your, and your toon's, endurance (Tanks generally have the benefit of mostly ignoring the survival requirement other ATs suffer).

    I believe the best DPS for Tanks tends to sit around 160 for a Shield/DM and even that still means the fight will take 7 or more minutes.
  4. Why would you want to make it harder to group things up and use your AoEs?

    There's a reason I use smaller toons for melee.
  5. Quote:
    Originally Posted by New Dawn View Post
    A Scrapper can be used in place of a Tanker.
    Except your average Scrapper player fails miserably at providing the grouping function of a Tank that at least understands what they're doing. The only Scrappers that do pull it off are ones that have actually played good Tanks or builds with nonstandard playstyles like Spines/DA as opposed to "Lol, my Clawlz/SR can do it! Wait, why is everything ignoring me now?"

    I will put it this way though:

    If I have the choice of a Tank or a Scrapper and I already have a Tank, the second Tank better know exactly what they're doing or they're a waste of space (it's called leapfrog or hopscotch). A Scrapper can almost always be relied upon for at least hitting stuff. Although some have failed at doing even that.
  6. Quote:
    Originally Posted by Airhammer View Post
    Liquefy sucks... A Rad Radiation infection is just as good and they get it at tier 1...
    Except it isn't and it doesn't have the other benefits of control with it.

    Quote:
    Placing your sonic debuff for the mob on a tank or scrapper SUCKS and its STUPID.. The freaking TRICK ARROW can use a AoE sonic debuff anytime they please however the MASTER of Sound character cannot..
    Hell no to both options you're implying.
    I hate playing Radiation because I have to go through the painfully long toggles for every mob and when you're on teams that don't suck, everything is dead by the time you finish the animation. Oh joy! I never get to do anything because I'm in animation lock!
    And the factor that's making me think of rerolling my TA? Animation lock for the debuffs (and Acid Arrow being a stupidly small AoE) keeps you held in place long after everything is dead. Passive debuffs are fantastic.

    That said, being able to cast it on yourself would be great.
  7. LostHalo

    Need new tank

    Shield/Mace would be my pick. Shield is extremely strong, particularly for Tanks and allows for some great damage buffing. Mace is fantastic for AoE, granted, on a Tank, it'll be awhile before you get the better AoEs and what-not (as opposed to Combustion at like level 4 on an Ice/Fire). And if you take things like Grant Cover, you also work as a fancy support buff for teammates. It's fairly entertaining and has a gratifying *crunch* factor in the powers.

    As for Elec/DM... Eh... I don't really have any positive or negative opinions for it since I haven't tried ELA on a Tank but due to my experiences on a Scrapper and Brute, I'll pass.

    In before the suggestion of Inv/SS because it's "iconic".
  8. Quote:
    Originally Posted by Linea_Alba View Post
    PS: I know someone that was working on a multi-billion Solo LRSF build. As far as I know, it just barely failed to work out. After that near miss, I'm certain a duo multi-billion build could succeed.
    I'm fairly confident any sufficiently powerful and clever PermaDom could probably pull it off. Probably would require a sleep however.
  9. Quote:
    Originally Posted by New Dawn View Post
    Evidence of time and dates? I know of two players who (one must of been an Ill/Rad) who got as far as LR but that's it.
    Soloing the STF? I'm kind of skeptical on that claim. And it isn't soloing it to be using a glitch like '-1 to level' incorrectly spawning the final AVs... I've personally been in a trio of the STF and haven't attempted a duo at all but soloing... I'm not buying that.
  10. Quote:
    Originally Posted by StratoNexus View Post
    (and alteration of emphasis)
    Except it wasn't. I overplay the whole "it's powerful!" then move immediately into saying "it's not anymore so than any other set!" It's that simple.

    Quote:
    No, I don't have dev datamining to back that up. Go ahead and ask me for it, someone always feels the need about here to ask for information they know I can't possibly provide.
    Damn straight.

    Quote:
    You must be saying, in general, teams without a Kin are just as effective as ones without. While they can be (and in some cases they could be more effective), most teams would benefit siginificantly more from one Kin.
    I say nothing of the sort. My argument is that Kinetics doesn't add an egregious amount of support more than any other set available. I also then add undertones of the set doing one thing and doing that one thing really well.

    Quote:
    I do not agree that obnoxious publicity is the real problem. Where there is smoke, there is fire; I think there is at least something smoldering with Kinetics.
    Curiously, a lot of the "farming" builds I see on the Controller boards always seem to follow Fire/Storm|Kinetics|Cold (rarely admittedly, but that may be its relative age at the moment)|Radiation (this must be a TF build or something)/Fire with the occasional Plant/*, though mostly for soloing lowbie TFs.

    Quote:
    So, it is wonky to go from 400% of controller damage to 800% of controller damage, but going from 200% blaster damage to 500% blaster damage is thumbs up! FS on a blaster is normal and well within bounds, containment on a controller is bad and a problem. Your disconnect boggles my mind.
    Because Blasters live within that cap. They have no means of stepping past it. Similarly, Scrappers and Stalkers both have that same cap of 500% which they can surpass and double to 1000% damage. On a proc. Controllers don't have a proc, it's part of their attack chain to double damage 99% of the time.

    Quote:
    Unless some non-controller AT gets containment that I do not know about, you are pretty clearly stating that Kinetics (which includes FS) is not a problem, except when combined with controllers.
    I don't really have an opinion regarding Containment but when people start raging out about Kinetics, and specifically Fire/Kins, I tend to note that they're ignoring the whole double damage aspect of what is going on.

    Quote:
    merely the supposition that awful Kins are the ones who feel Fulcrum Shift must be overpowered.
    Well, I was just basing my opinion of his ability based on his original "T9" suggestions above. It's fallacious to expand my observations of him to all examples but hey.

    And I honestly got bored of replying at this point. This thread has played out its amusement factor for the most part.

    Quote:
    Calling an issue a "dead horse" always implies conversation should cease. Maybe you need to better understand what the words you type mean and imply, instead of accusing others of being bad at comprehension. OTOH, its just a game forum and we are discussing one simple power that can be replaced / ignored anyway, so, I guess you can be unclear, caustic, and amusing all day long; I find it entertaining.
    My writing tends to be laden with landmines of subtleties and multiple layers of implied meanings. And this particular stuff is just rapidly fired out with little concern, so you're just getting a soft breeze of how my writing can be. It's also been a long-held belief of mine that you shouldn't explicitly write "down" to your readers, just letting your natural habits show through to build a strong conversational tone in even the most dry of papers. Granted, I also think writing "up" to your readers is just as silly (I'm looking at you, virtually every modern philosophy book in existence..."I got your point 300 pages ago, why have you not moved on?!").

    Of course, if you're a UniqueDragon, you might want to better yourself (or not, his utterings are still epic).

    Quote:
    Originally Posted by Mercuryflux View Post
    I'm going to attempt to bring this up without starting world war 3.
    I knew this thread had potential.
  11. Quote:
    Originally Posted by StratoNexus View Post
    I'll never understand why people think Fire/Kins have to run inside some sort of narrow band of content in order to be extremely potent. Fire/Kins are great. I hate teaming with a lot of them, because so many people have made one, that a lot of people play them badly (law of averages and all). But they work great in almost all content. Massively better than other sets? Well, Fulcrum Shift and Speed boost are very, very good and what they bring to any team, in almost every "band" of content is fabulous.
    You fail at reading comprehension. My point was that it gets an inordinate amount of publicity for performance in a narrow band of the game, which isn't really special since pretty much every set does well in that same band and outside of it, it doesn't fare any better or worse. It just has obnoxious publicity.

    Quote:
    Containment is not the issue, since every character I play that benefits from Fulcrum Shift (which is every character I play, since they all have powers that deal damage) has incredible killing power. You do not need containment to obliterate.
    Going from 400% damage to 800% guaranteed on virtually all possible targets isn't wonky? I like Catwhoorg's option, granted, the numbers he puts in just changes the definition of the damage dealt ("Well it's not out of line, it's still just 400% damage!").

    Quote:
    I always view this issue in the opposite light. If you think FS is only super-strong on controllers (and then only on some controllers), you must be an awful Kinetics.
    When did I say it was only "super-strong" for Controllers? Did I? No? Hey, I didn't!

    Quote:
    Melt Armor apparently would be grossly overpowered, since they changed it from a useful power on corruptors to a massive end cost EMOTE when they added it to APPs (although perhaps a low damage tanker gets more mileage out of it).
    Missing my point again. Good lord.
    I used Melt Armor to point out that it was a bad argument to suggest FS is overpowered because it wasn't on the list of APP choices. I didn't say the incarnation available was good or bad, just that it was there (and in contrast, a power like Gale isn't on the list of options either so it must be overpowered similarly--perhaps trade Gale with Heat Loss in my example?).

    Quote:
    I think its foolish to argue that FS is not over the top.
    Okay. It doesn't really reinforce your point but go for it.

    Quote:
    It is over the top.
    As opposed to what? What is this "line" that makes something overpowered? Do we have measured examples that makes Kinetics cause

    Quote:
    It is certainly worthy of discussion, in my opinion, and there is plenty of room for disagreement and discourse.
    According to the above you're apparently not interested in disagreement.

    Quote:
    Shouting it down and claiming it is a non-issue and that it is foolish to even discuss because it is perfectly and finely balanced as is doesn't seem reasonable. Neither is starting a nerf-herding thread with obfuscation.
    I haven't shouted it down as far as I can tell. I'm caustic in my presentation but I also haven't denied the possibility. I just haven't been offered any argumentation in the other direction beyond "BECAUSE". Perhaps you could enhance his argument? Of course, admittedly, saying it was in his "distorted opinions" is a tad hostile but it makes more of an impact than saying "Perhaps you're overhyping the supposed problem you're seeing?"
  12. Quote:
    Originally Posted by Mercuryflux View Post
    in my OP i said that this was not intended to be a nurf FS post, but in the end that is all that needs to be done.

    ever since the the Fire/Kin came to be the farming toon of choice after the dust settled from i5 this has been needed.
    Fire/Kins are good at a very narrow band of the game. Very good at that narrow band. They, however, get a lot of publicity from it because of just how good they are at that narrow band and how easily they can be made to demolish that narrow band. Outside of it...they're not any better or worse than other available sets. The dumbest aspect of that narrow band? Any set can destroy it as well. Fire/Kin just gets strong publicity.

    And secondly, it's not a problem of Kinetics, it's a problem of Containment.

    Quote:
    of all the things i that was counter pointed in my OP ( and all that was counter pointed was done so very well) one thing was not disputed :" its too late in the games run to nurf FS"
    i dont think it is, in fact the time may be right at the release of GR
    Every time someone starts calling for this nerf, they are either an awful Kinetics or they made the quintessential Fire/Kin and went after the narrow band of simplicity. Every time. This is anecdotal and insulting to say but it repeatedly holds true...particularly with the other most vocal guy in your camp.

    Quote:
    giving it a 300 sec recharge and a 90 sec duration would not destroy kinetics
    No, but it makes the set a bigger pain in the *** to play because now you can't just fire Fulcrum and move on, you've gotta sit there and spam Siphon Power over and over on each mob in-between uses. After that, Fulcrum does not keep you alive by itself when you dive in to use it. Heat Loss can do that. Liquefy can easily do that. EMP/Arrow can do that.

    After that, with Siphon Speed...you're changing the power just to spite the player. 300/(1+x) = 90, with x = 2.33. Subtract 1.00 for slotting, so 133% more is needed. Go look at the average farming build and tell me what their global recharge is before Siphon Speed. Now add Siphon Speed 3x over. Doing this would just to spite the player.

    Quote:
    and the idea that the set has nothing else going for it is just not true.
    one thing comes to mind - repel.
    this is a great mitigation tool and kins have the endurance tool to use it.
    just because most choose not to use it doesn't mean its not there.
    ... Seriously? Yeah, you keep giving me a better picture of why you make the claims and statements you do. As for why most don't use it... Kinetics has a habit of living within the mob it is fighting. Sending those targets away, particularly when there is a great need for said "buffs/heals" to succeed, tends to not work in your favor.

    After that, despite its name, Repel only has Knockback. Wanna know who gets screwed over in that regard? I'll let you guess. And what's fascinating about this is you say the self endurance recovery is sufficient to cover the cost. Have you used the power? I have. It's barely enough if you're swamped by more than 3-4 targets. And the power itself is worthless when you factor in latency and your own movement--they generally still get the melee hit in anyway.

    Quote:
    i do feel some of the tier 9s could use a touch up, not to the extreme that i suggested
    some don't feel that FS is overpowered at all. but i think if FS had always had a 300 sec timer and 90 sec duration and was included in the list i had above with proposed changes to 45 sec duration and a 60 sec recharge im pretty sure id get a few " do you know what this power does??" and "lol no" or better yet " do you know what controllers will do with this!?"
    Another irrelevant hypothetical and I already covered the stupidity of 300/90 ratio on Fulcrum when compared with Kinetics' capabilities and other sets.

    Quote:
    the real balance issue with Defenders is more likely in their damage output as a whole,
    but you dont want to step on blaster numbers. the inherent power is poor as well, and ive always though just giving them a flat out end cost reduction would be nice.
    Ooh, a segue into "defender damage sucks". Dead horse isn't dead enough. In regards to the inherent...there are better arguments out there. Search for them. They're pretty easy to find right now.

    Quickdraw!

    Quote:
    if they are ever gonna nurf FS do it at GR
    No.

    Quote:
    there is a reason master minds will never get kinetics-ever-
    Well yeah, SB, Transference, and IR would be largely meaningless to such MMs and the rest of the powers would result in a rather anemic support secondary for a large chunk of the game. And it's not like MMs are incapable of accessing Kinetics--it's called a team. They aren't even particularly impressive with capped damage. And the situation would be especially unimpressive when the set has effectively no means of keeping the pets alive long enough to utilize said damage (ID and healz0ring only goes so far...for the pets you send into melee). You have to remember a lot of the pets take more damage than you per hit and they even might be taking some damage from you for Bodyguard, compounding the situation.

    Quote:
    there is a reason FS is not in any epic power sets as a selection
    Yeah, Melt Armor would be so overpowered, it's a great thing that they don't put that power into ep...wait. They do. They just lower the effectiveness and it happens to be part of a theme. Fire. Water. Electricity. Wind. Heart. Perhaps Kinetics can be part of power mastery...but then, each epic seems to be limited at 5 powers as of yet. Perhaps it just hasn't come.

    But you know what? Gale isn't in any epics either. Hey everybody, nerf Gale, it's obviously overpowered because it's not in any epics!

    Quote:
    it is overpowered- that fact that someone said" you can get the same effect from two players using multiple powers that have -resistance much earlier in the game"
    You can get the same recharge bonus from Adrenaline Boost by using two Kinetics Defenders as early as level 12. And it gives basically infinite endurance as well. Nerf Adrenaline Boost. Dispersion Bubble gives more defense than two Maneuvers. Nerf Dispersion Bubble. Those powers both do more than two players ever could with equivalent powers in a single package, thus they're broken.

    Quote:
    (paraphrase)
    You don't use quotes for an entire paraphrase. English Composition fail.

    Quote:
    is really funny- so what? 8 rads together can near cap damage at 4th combined, but that has nothing to do with this( not to mention kin defenders can have sonic)
    Ah, so your analogies, anecdotes, claims, opinions, and examples are the only valid matters here. Anything not 100% directly completely pointed is invalid. Sorry, I forgot this was the Internet.

    Quote:
    this is one power from one toon that is always going, and can be stacked on itself . i do agree that some AT's don't benefit from FS as much from having their own damage buffs and low caps. but what of ones that don't?
    What ones don't? FS effectively doubles any properly-slotted character's damage. Some ATs have a damage cap of 400%. That is: 100% base + 100% enhancement. Fulcrum doubles that (and does just that). Some have a maximum of 500% with which they get other toys and amusements to work with (Buildup, Defiance 2.0, Criticals--although except for BU, this doesn't really add to the actual damage improvement) but even if you disregard those, the maximum it is doing is 2.5x damage. For Brutes with their cap of 850% damage, you're looking at an enhancement between 2 and 2.5x (assuming Fury).

    Quote:
    in my OP i nearly suggested " one fluffy is great , but 3 would be Sweet!!" but i couldn't stop laughing --------i guess in the end i'm just a damned dirty Nerf Herder
    I knew that right off the bat, hence why I answered your post in full seriousness. You're basically trying a "foot in the door" method, albeit very poorly.

    You make the same claims and whines that others have made before but never really substantiated. Dead horse is dead and in fact, dead horse never existed except in your own distorted opinions.
  13. Quote:
    Originally Posted by LordXenite View Post
    Paragon Studios will probably shut down the CoH/V servers before this idea will ever be implemented simply because CoH/V is modeled in such a way as to promote the creation of many characters by the players.

    Your idea, while sounding very cool and all, goes against the concept of encouraging players to create more characters and will eventually discourage character-creation to the point where players may end up with several Lv50 character which they will respec every so often so that they may explore the power-sets available to each AT.

    Exactly. This would just be bad business.

    MMOs, in general, are designed with time sinks in mind and giving people an instant skip over some of the more "painful" facets is a very, very bad thing because it results in burn outs which results in less accounts, resulting in less money. I'm kind of taking the worst case scenario for the track here but it's pretty accurate to what happens. Just try to play Diablo 2 offline with one of those character editors at hand (or Fallout 3/Oblivion/other with console cheats)--it's amazing how quickly your interest in the actual game will wither and die. That's fine for offline games with little relative maintenance but not quite so fine for online games with high degrees of required maintenance that depend on your continued support.
  14. Quote:
    Originally Posted by Mercuryflux View Post
    if you could play any defender you wanted, and at level 32 you could pick from any of the defender tier 9 powers would you pick something besides FS?
    Hideously irrelevant hypothetical. But... I'll take it on. I wouldn't. I wouldn't want to lose the option of the T9 because in each respective set, their T9 brings something special to the set (well, except maybe Traps but seriously, that's because Time Bomb has long since been known as a gimmicky power before Traps was made--but it's hardly unusable). I honestly tried to give an option but my thoughts always came down to "Well, if I had that, then I'd lose that set's T9 which would suck ***". Except maybe Storm but then, I was never all that much into the zappy fart cloud and I would take Heat Loss before anything else in that regard. And even then, if I did that, well, I may as well just roll Cold Domination since I'd be 9/10ths of the way there, so I guess no, I wouldn't trade for FS on other sets.

    Quote:
    and FS doesnt just double damage-- it doubles everyones damage---all the time on a 8 man team. so one toon can be credited for over half of the teams total damage-all the time
    just seems like a bit much
    Tar Patch buffs everyone's damage. Acid Arrow buffs everyone's damage every time. Assault buffs everyone's damage--even more all-the-time. Wtf is the point of this complaint? Sonic Attack buffs everyone's damage AND deals damage at the same time.

    Quote:
    i have 4 level 50 rads, none of them ever needed EMP- ever
    Oh? Well, that's lovely. I don't know what it has to with making the two best (instantaneous that it--V. Gases is in a class of its own) AoE holds in the game four times better than regular AoE holds (twice the duration, half the recharge, four times the effective area...).

    Quote:
    i have a level 50 sonic defender. Liquefy is just not that useful , most of the duration is wasted from being a patch power, and talk about a set with not alot going for it. no tohit debuffs here like dark or rad. and the resistance is for everyone but you. about one out of every 20 people i play with are happy to see a sonic. not to mention i leveled him when sonics gave everyone headaches- literaly
    Who are you playing with? Does your Sonic just use the large bubble and that's it? If you're getting complaints when you pull up a Sonic, you honestly need better teammates because they don't know what they're missing--or you're not giving them what the set has to offer. And on a Defender...if you enhance the -ToHit on Liquefy, you can reverse soft cap your team's defense. On a set that already halves incoming damage.

    The only complaint I have ever had with the set is the endurance costs of the powers but even then, they're easy to deal with.

    Quote:
    Originally Posted by Mercuryflux View Post
    well, interesting you ask about AE. its obvious you think im a farming newb in awe of FS and i just "dont get" the other tier 9s
    No, it's because you make sweeping generalizations about game balance and "despite" your 50s (which don't make for high degrees of experience), seem extremely disconnected from what your suggestions would mean to the rest of the game.

    And it's not you I'm mocking, it's this strange opinion you've cultivated in your 'experience'.

    Quote:
    im telling ya most of the defender tier 9s are not around often enough
    That wasn't your argument, your argument was that they needed copious amounts of buffing. Now solely for reduced recharge times...that's a different argument that others have played out, and I'll add, have been played out more eloquently than I could ever do the same so I won't try to butcher them here.

    Quote:
    i dont wanna just stop at recharge, i just wanna see them have more consistent contributing really. if that means reduced affects for more "play time" for the 9s id be ok with that too.
    So you want reduced recharge but are now okay with reduced effects?

    Quote:
    Originally Posted by Mercuryflux View Post
    im saying force bubble puts the bad guys out of your own attack range.maybe that was intended to keep then from reaching you with their ranged attacks,,but why??
    FB has a radius of 50'. I'm rather doubtful there are that many ranged attacks that are incapable of getting past that. They're there for sure, but it hardly breaks your character, if the actual effect you claim is anywhere near that bad.

    Quote:
    you already have the team near capped defence and on top of that you have pff.
    PFF and Force Bubble are entirely exclusive situations. One helps the team, the other does not (directly). After FB's relatively recent nerf, the ticks between repels are actually short enough that reduced size would damage the strength of the power.

    As for soft-capping defense on a Bubbler...that's a min-maxed build. The game isn't balanced around min-maxing (sort of), or at least it's the official position on the matter. If you're going to include min-maxing into the balance, you've gotta include it in your evaluations of other Tier 9s--which get significantly more powerful as their recharge goes down--more so than Fulcrum gets.

    Quote:
    if its to herd the bad guys in a corner for aoe fun, it would be easier to do so in buildings if it were a tad smaller
    Since you said you haven't played the set, I'll try to make it easy to get...but try doing the same herding you can do with Force Bubble with Hurricane. It's much more demanding of training and learning and is effectively what you're suggesting.

    Quote:
    what powers do a FFer have to justify making there tier so unspectacular?
    why not give them a FF type aoe hold instead , you would see more controller FFers for sure
    Controllers wouldn't choose FF for the hold--they would choose it for the invincible pets (teammates or otherwise) and their own strength (particularly the anti-mez, granted, the Psychic APP overrides this at extremely high levels of recharge but anyway). Force Bubble also acts as an excellent positioning tool for Controllers because of their immobilizes (or other movement-impairing mezzes). (This also falls under the Cottage Rule but I won't get into that.)

    In general, choosing sets based on their Tier 9s is where you're starting things off on the wrong foot. You should be choosing sets based on the merits that each particular set has to offer with the Tier 9 being the epic usage of that particular set's abilities. And epic doesn't mean it's the best, just that it's of special note for what it can do.
  15. Quote:
    Originally Posted by EvilGeko View Post
    I've never understood why all KB powers couldn't have the following:

    .67 KB, ignores buffs and enhancements;
    [X] KB
    Because then, no matter what, said KB power is guaranteed to at least KD the target, regardless of the resistance (purple patch or natural) of the target. Of course, outright protection supersedes that but anyway.

    As for why it wouldn't work... There doesn't exist "negative" enhancement and there doesn't exist "additive" magnitude. Domination simply acts as a flag that causes a power to use a second mez magnitude. Procs are like a secondary effect that is added on--you don't actually change the existing effect, there just is another one applied. And again, there doesn't exist active "subtractive" magnitude (reactive in protection but anyway).

    As for a possible workaround...have a proc with an instantaneous bonus of unresistable KB resistance that applies before any KD/KB is added and such that it wears off in 1 second or whatever the slowest example happens to be. But yeah...there's a lot more problems associated with that.



    And god forbid people learn to make use of KB rather than raging out about it and/or instantly respeccing when they can't handle it.
  16. Quote:
    Originally Posted by BrandX View Post
    I've never been on a 8 person PuG, that couldn't beat Romulus's regen in the first encounter. What's that like? Sounds kinda depressing. Where they not slotted up?
    It's not that I've personally experienced it but if you have global chat channels set up, you will see plenty of examples where people start complaining about how "hard" an encounter is...then you find out they're complaining about their full TF team failing against Romulus...and they're level 50.

    The best time to observe it is to wait for a new issue that releases a new task/strike force and read all the whining.
  17. That's sick and wrong.

    Of course, then I think about the 8 person PuGs that can't beat Romulus's regen in the first encounter...
  18. Quote:
    Range Enhancement caps closer to 40-50% So you're talking more like 450ft range cap.
    Unless if you have Boost Range for around 600'+ like on my AR/EM Blaster (641'). Granted, usage starts to get a little tricky at the most extreme levels.
  19. Quote:
    Originally Posted by Mercuryflux View Post
    Now , before this starts to look like a nurf FS thread id like to ask, why is it that kinetics get this power basicaly perma out of the box (with siphon speed in the the same set), and others that have grossly less going for them with 300 sec recharges?
    Because -all- that Fulcrum does is double the damage of a properly slotted character. That is basically its single function in regular play. Yes, it debuffs targets as well but that ends up being meaningless except against AVs or when soloing.

    Quote:
    that being said, if Fulcrum was set to 300 seconds it might still be the best power in the game
    It has a 45 second duration. Contrast with Heat Loss which has a 90 second duration and 300 second recharge. Are you really so sure to say which is better?

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    some ideas-
    Sonic - Liquefy reduce recharge to 90 secs add resistance debuff of 50%
    Liquefy has long been a source of contention so I'm not going to get into this except mentioning that -50% in a set that can (on a Defender) already reach -30% at all times and -60% with liberal Sonic Siphon spam? On top of that fact that it's already both a soft (KD) and hard control (short duration Hold) with copious amounts of debuffing for both self-protection and offense? I'd love it but I can tell you with a high...scratch that, regular recharge build, it'd be grossly, grossly overpowered.

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    Emp - reduce AB to 90 secs
    You think Green Machine needs anymore incentive to be obscene? Do you even recognize what this buff does?

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    Dark - Fluffy is fine, instead change Howling Twilight's recharge to 90sec and triple the damage , move it up some tiers if needed
    ... The damage? If you're using HT for damage, you're doing something horribly wrong. And tripling the damage would make it do what, at most 30 damage unslotted? Wtf is the point?

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    FF- reduce the size of force bubble( its my opinion that its just too big to be useful)
    And your opinion is wrong. I've seen PuGs use Force Bubble successfully.

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    Rad-EM pulse remove the end recovery component and reduce recharge to 120 secs
    Quote:
    TA- see above for EMP arrow
    Lol. No. Okay: 120 second recharge for a double length duration AoE Mag 3(+1) Hold that also has some pretty savage debuffing attached to it? Have you played a Controller with a Mag 3 AoE Hold? If you have, you'll know why this is pretty laughably unbalanced.

    Go check the numbers on Cinders, Glacier, or any of the rest. Go ahead, I'll wait.

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    Ice- Heat Loss, change recharge to 90 sec
    So, I know of at least one specific friend off-hand that has a toon with Heat Loss nearly permanent. 300 seconds down to 90. They would have Heat Loss up every fight. And they'd be able to stack the recovery buff 3 times over. Why would anyone play anything but Cold at this point? With a total of -60% resistance debuffing, awesome shields, a unique +HP buff, AoE Stealth... It's already insanely awesome and you want to make HL that powerful? ...

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    its the only set of these i have not played
    Are you sure? Looking at your suggestions above, you're either joking or woefully inconsiderate of what the term "balance" means.

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    anyway, how do you feel about the tier 9s? good the way they are, or like me , think they are mostly puny in comparison to Fulcrum shift?
    All the Tier 9 powers have their own special effects. Fulcrum has one specialty. And that is damage. That's it. On a properly-slotted character (which they would be by 32/38), the best it can do is double damage output. Any of the above sets with -RES debuffs up there can do that if paired with Sonic Attack and more. Long before 32/38. At this point, I've lost the patience to argue against your above claims further but...



    Explain, point by point, exactly why you think the other powers need such blatant breaking to "equal" Fulcrum? And what exact situation made you believe this to be true? And how much AE have you had in your diet?
  20. LostHalo

    Statesman TF

    With the Red Tower, at 90% smash/lethal, Energy Smash (uppercut) hits for something like 780 damage. At 70%, he'll hit somewhere around 2400 damage (as a note, Tanks with capped HP have 3212.7--which you're not going to even touch on an Electric by yourself). Channelgun and the rest of his attacks also hit fairly hard.

    And it's not that defense means nothing, it's just harder to get equivalent performance (I believe the bonus is +25% ToHit from the Blue Tower).
  21. FF has more specialized strengths than Cold. Similar to the above, Sonic is also more specialized in its strengths than Thermal is. Averaging out, Cold and Thermal will probably work out better for you. But for those times when Sonic and FF are ideal, nothing compares.

    As to which you would dump... I'd recommend picking a Blaster or Scrapper (or other similar toon--it's easy to level damage-oriented toons).
  22. LostHalo

    Statesman TF

    With heavy IO abuse:
    [ Stone <=> WP <=> Inv <=> Shield ] >= [ Electric <=> Dark <=> Ice <=> Fire ]

    Without IOs:
    [ Stone ] >= [ Invuln ] >= [ WP ] >= [ Shield <=> Ice <=> Electric <=> Fire ] >= [ Dark ]

    This is just a measurement of the ease with which it is to make the character survive the encounter. Dark gets hit particularly hard because its key survival features are heavily wrecked in this situation (light/hard mezzes, a heal with a tohit check...yeesh). As you move further to the left, the requirements get lighter to get the same performance.

    And do note, everything on there is always "=" to the objects on the right. You can get roughly the same performance out of every set but it can get harder and harder to pull it off. Shield sits in a special position because it can floor Recluse without any outside buffing with a very specialized build and a lot of quirky IO slotting. Without those IOs and build quirks however...it drops quite a bit due to the lack of a specialized secondary option.
  23. Quote:
    Originally Posted by hilker View Post
    Clear Mind: +0.865 PerceptionRadius for 90s [Non-resistable], RES(PerceptionRadius) +86.5% for 90s [Non-resistable]
    Too bad it can't cure the "healer's" blindness.
  24. Quote:
    Originally Posted by brophog02 View Post
    You're still assuming those habits were indeed formed in another game.
    Not quite. These are still covered under Category 1, under both Subsets A and B. They could indeed be veterans of only this game and formed the habits. They equally could also be people that don't know the ideal methods. (And before people jump on me, I already covered the "let them play as they want" under Category 2 and possibly 4, depending on the circumstance. There are degrees of "RP", it doesn't immediately peg from nothing to tentacle catgirl.)

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    If you're in this to "own" me, then you need to find something more productive to do.
    Nah. I just enjoy making the horrifyingly over-elaborated descriptions of extremely stupid topics. It lets my mind wind down from writing stuff that actually matters.
  25. Quote:
    Originally Posted by brophog02 View Post
    The reason I don't buy the idea that it is simply brought from other games is that it implies they are capable of learning a behavior from one game but not learning a new behavior from a similar game.
    Habits are far easier to form than they are to break.

    *And my wall of text owned you. I already covered this. :P