Madadh

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  1. Quote:
    Originally Posted by Kitsune9tails View Post
    If we were/are going to put together an actual proposal for the Devs, I'd like to suggest that any solution change at least 3 powers. That way, any balancing doesn't 'miss' everyone who chose to skip that particular power.
    I think that's a very smart idea.
  2. Quote:
    Originally Posted by UberGuy View Post
    Christmas on a stick, no. Stop suggesting things that make the set worse.
    I like how you assume from the little bit I suggested that it would make the set worse. Depending on the recharge, duration, and the +damage values, it could be a drastically OP improvement. IE: if it had a base duration of 4 hours, was stackable, had a base, unenhanceable recharge time of 1 minute and a damage bonus of +500% it's pretty hard to argue that the unenhanceable recharge automatically makes it worse. So therefore, we're just left with finding the area where such an unenhanceable recharge BU would be an improvement, yet not an overdone improvement.

    Granted, it still may not be the best solution, and it may not be your preferred solution, but that doesn't equate to it being automatically a performance degradation just because you don't personally prefer it.
  3. Madadh

    Holloween Events

    Quote:
    Originally Posted by Necrotech_Master View Post
    i could see the reasoning for this though, due to how the event worked it was extremely tough to do on a team size smaller than 8 unless you were seriously packing the debuffs

    i think it will overall be easier to get together though due to being in the queue so you could prepare for it easier instead of having to kill a bunch of GMs to spawn a present
    So, since it was tough to do, therefore it should be changed to easy to do, but hard to even get into on a lot of servers? Can't say as I'd agree with that reasoning.

    I *liked* trying to do this with teams of 3-5. I really liked succeeding with such odds. But I loved being able to try solo if it pleased me, or as a duo, even if it was an utter wipeout. I'm definitely not thrilled to hear about the new format for it.
  4. Madadh

    SSA questions

    Quote:
    Originally Posted by Ironblade View Post
    True. I think people fixate on the A-Merit and think of it as *THE* reward. To be fair, though, the rest of the rewards suck, aside from the 4x merits.
    The incarnate rewards aren't bad, for the time investment. Especially since there are few (if any) ways to get threads and Astrals solo. The problem is, unlike Hero or Villain merits, the number of threads or Astrals needed to do anything significant with is huge. And since there are no other ways outside of the iTrials, and timer is so long, and the iTrials reward/time scale is a lot larger, these rewards seem meager. If the incarnate rewards each were repeatable, infinitely, or even say, 5 times each week, then these rewards would be a significant and viable alternate to the iTrials for those who prefer to solo, or, due to the hours of play perhaps, can't reliably find iTrials. The iTrials would still be more efficient but allowing more repeating for these two reward choices would make them a lot more appealing.

    Hmm. Now that I think about it, maybe I vaguely recall that the threads are a repeatable reward option. I'm almost positive the Astrals are not, but maybe threads are. I'll have to check into this unless someone else knows for sure...

    If the threads are repeatable, being able to solo and pick up 60 threads in about an hour isn't horrible..
  5. Quote:
    Originally Posted by Sailboat View Post
    Note that resistance-based characters typically have poor defense debuff resistance (DDR), and can be stripped of that defense fairly quickly by some kinds of enemies. Most defense-based powersets have significant DDR and can minimize or even shrug off defense debuffs. So at the high end of durability, resistance-based powersets with a lot of defense investment are (typically) tougher than defense-based powersets unless defense debuffs are involved, in which case the pendulum swings the other way.

    Enough enemies have defense debuffs to make this a significant factor, but it's not a dominant factor.
    Too true! I completely forgot to mention that factor, so I'm very glad you did, as it's quite significant.
  6. Never mind. My search skills rose to the challenge. If anyone else was interested....

    http://boards.cityofheroes.com/showt...ight=Incarnate
  7. I've heard quite a bit of discussion in vague terms about the new incarnate powers, but I get the impression that some information has been released on them..

    I guess I've missed it, and my search skills seem off, so if someone can repost or link that info, I'd appreciate it.

    Is it just the Alpha slot that's getting the new powers? If so, I've found those, but don't see any others.
  8. Quote:
    Originally Posted by ryancowboy6 View Post
    Thanks for the good info... It just seems like u can build good defense on any toon even the ones that are resistance based.. why not have your cake and eat it too..

    You can, but to get capped to everything, or even just the biggies is a lot more expensive, both in terms of inf/time/assortedmerits and in terms of power slots that have to be dedicated to the goal, or powers that have to be slotted with X, or Y power only need 2 slots, but I'm six slotting it for set bonuses that I can't pick up elsewhere. Sure, you end up with as much def or close to as much def as the def based set, but the def based set just throws a few things at def, picks up tough, and he's about done with defense and resistance. Everything else can go toward regen, +HP, Recharge, +Dmg, or utility powers.

    If you want absolute toughness, resistance based sets, then layer on a lot of defense. Defense based sets will not get as tough at the ultra high end, but get capped a lot easier, and if you have a ton of money afterward, can be made ridiculous in other ways.

    Both ways have their merits, and their supporters and detractors.

    Some people even like both, depending on their mood. Having a kitted out Resistance alt with def to boot, and a kitted out def based alt, now that's having your cake and eating it, too.
  9. Madadh

    Antec Game Cases

    Quote:
    Originally Posted by Deathbeforedisco View Post
    You guys know when/if those City of heroes game cases go for sale? I have been checking the Antec Website, but have not seen those for sale,yet.

    You guys find anything about that?
    I've noticed that myself. I wasn't specifically looking for CoX cases, but have been considering a power supply, and thus have been watching Antec's web site, and have been slightly surprised to not see those cases ever mentioned.

    So, sadly, I don't have any answers, but can tell you that it doesn't seem likely that you missed them somehow.
  10. Madadh

    Originality

    Quote:
    Originally Posted by Frost Warden View Post
    (Something SciFi is notorious for doing; killing off shows. And yes, I refuse to spell it the other way.)
    There is another way to spell SciFi???
  11. Madadh

    Sex change?

    Quote:
    Originally Posted by AngryRedHerring View Post
    Still the most fun I've had with the Super Tailor.

    http://img.photobucket.com/albums/07.../BigDummie.gif
    That's awesome, and a perfect advertisement for the super tailor.
  12. Some sets are resistance based, some are defense based. With very careful slotting, it's possible to pick up a lot of defense, but not so much with resistance. So, if you have a resistance based set (like elec) you can end up with a lot of resistance, and defense. If you have a defense based it, it's easier to get a lot of defense, but you'll never get really high resistance numbers.

    So, if you want maxed layered protectional values, resistance sets are the way to go, but since most people for most things consider defense the more important of the 2 values, defense lets you get those values high more easily, and then focus elsewhere.

    So, to answer your final question, resistance is very important, but most people consider defense to be the numbers to really shoot for. (Although it might also be that defense is the only number most people really *can* chase for in any meaning amount.)
  13. 4 seems fine for most squishies. The extra slots I could spend trying to mitigate those oh so rare higher mag KB would be better spent (in my opinion) trying to mitigate damage.. Like by boosting my def (which inadvertently also protects my from KB) or boosting my Res, or my mez resist, or my HP total, or my regen, etc, etc.. You get the point.
  14. Quote:
    Originally Posted by GibsonMcCoy View Post
    We're not talking about a computer game though, we're talking about tabletop roleplaying games.

    And there are over a hundred varieties of each class from just D&D alone: Fighters, Rangers, Paladins, Rogues, Bards, Clerics, Druids, Monks, Barbarians, Wizards and Sorcerers.

    And don't get me started on multi-classing.

    In my current World of Darkness game, some of the characters being played by my group are, a florist, an exotic dancer, a paranoid conspiracy theorist/ blogger, an art gallery owner, a weapons designer, and a telepath.

    Computer games, even ones as great as City will never be able to get as in-depth as a good GM and a group of friends can in a tabletop game.

    This may be wrong only in as much as it may not state the case strongly enough. The varieties available in tabletop games are limitless.
  15. Quote:
    Originally Posted by Dogahn View Post
    Thanks for the information guys.
    First I want to say that it was not my intention to try and replicate a Monk or Ranger. I'm really looking to capture the playstyle... essence so to speak. Take your D20 Monk, Flurry of Blows, Evasion, good saves and resistance to ill effects.

    If you want that sort of fell, and effect, but not necessarily that theme, it sounds like what you're looking for here for this sort of feel is Energy Aura. You can play this as a Scrapper, Brute, or Stalker. The key reason I suggest this is Entropic Aura. It's slows the attacks of all the enemies near you, and increase your attack speed (well, recharge) for each enemy close to you. More enemies= more recharge. It's a fun mechanic. It's defense based, meaning it's all about evasion. It's got a stealth power built it. A self heal with some extra utility, and a drain effect from your enemies that not robs their end to replenish yours, but also boosts your defenses the more people you drain.
  16. Quote:
    Originally Posted by Pitch Black View Post
    Well, I guess wind and ice/cold will be okay too as primaries / secondaries, considering the very nature of storm, but that's pretty much it.
    And really it should be one of the main powerset to be one those 4 choices.

    Sonic / Mental for instance would not be related to storm, cause it's more sound / psychic stuff, even with the mu mastery PPP.

    But yeah, let's go for ice/cold wind as well ! I'm gonna do some more searching with those.

    Sounds like a fun start to an SG... Which server? I might even want to join in the fun.
  17. Quote:
    Originally Posted by Draeth Darkstar View Post
    Realistically, a single Electric Controller can completely floor the endurance of everything in a mile radius within a very short window of time anyway. The rest of the electric sets being thrown into the mix is just overkill. I would not take Electric Blast to further beat a dead horse for this reason.
    True, but there is no reason to be only tackling only one group at a time with that sort of mitigation available. And as awesome as an Elec troller is, they can't be on two ends of the map at the same time..

    But, your point is valid. But keeping a concept group together is on occasion going to run the risk of over-capping an effect. Outside of the concept team scenario, the Elec Blaster does bring some nice sapping skills to a team (assuming that the role isn't already filled). I was mostly pointing out that what it loses in DPS, it does gain in mitigation quite nicely. Is it a totally fair trade-off? Probably not, in my opinion, but others may value the safety higher, and the DPS lower, so for them the set may be perfect.
  18. Quote:
    Originally Posted by Hopeling View Post
    No, there are quite a lot of enemies with lethal resist, but less/no smashing resist. Malta Titans, for example, have 50% lethal resist but only 30% smashing according to Paragonwiki. Rikti Drones seem to actually be vulnerable to smashing, but not lethal (never taken a power analyzer to this one but I always get unusually large hits on them with my SS/ brute), and Carnies are vulnerable to lethal but not smashing. Robots in general seem to resist lethal far more heavily than smashing.

    Edit: If the NPC is getting resistance from a version of a player power, like Temp Invulnerability, then it will give equal parts smashing and lethal resist of course, but their base resistances are quite another matter.

    Ah, thank you very much. I'd not taken power analyzers to lots of things, obviously. If most or even a big minority of NPCs have big gaps in their smashing v lethal, then these suggestions make a lot of sense.

    Thanks for taking the time to point that out.

    And thanks to EvilG, too, who answered moments after Hopeling, and gave another helpful link.
  19. Quote:
    Originally Posted by Vauluur View Post
    The problem is that new animations require help from the art department. And, not that everyone else isn't busy, but the art department has always been swamped when new updates were coming. Seeing as they are probably working on a hundred things we don't even know about yet, it's important for the Broadsword change to be "quick and dirty". Otherwise, it probably won't be implemented.
    "Otherwise it probably won't be implemented," soon, I think you mean.

    And there really is no guarantee that any fix we suggest is going to get implemented at all, let alone soon, so asking for fixes to everything that BS needs fixed isn't unreasonable. Heck, it's not like the devs can't figure out how to just drop any potential new animations from the slate or save them for later if they decide they do want the mechanical fixes sooner.
  20. Quote:
    Originally Posted by Gospel_NA View Post
    Poor forgotten tankers. I forgot to even mention them :x
    Well, it's not like they have Broadsword currently...
  21. Quote:
    Originally Posted by Werner View Post
    If the recharge is similar to Soul Drain, then extreme recharge builds would have near perma Build Up, and outdo Katana's DPS in addition to beating it at burst damage. But if you raise the recharge even further to prevent that, now the other 99% of players are waiting a really, really long time for their burst damage. It's also fixable with DPA adjustments, of course, but now you're less dominant in that first ten second burst. It could probably be balanced out, though.

    I'm not entirely opposed, but I'd personally prefer to do more damage more often, just for a shorter period of time, instead of chasing a perma Build Up build. It also probably makes it easier to balance against Katana if they have the same duration and recharge, even if their effects are different.
    Any new BU like power could always be made to be unaffected by recharge, like WPs T9. Then it could start with a low-ish recharge time, but be impossible to perma.
  22. Quote:
    Originally Posted by ClawsandEffect View Post
    I like this idea.

    Broadswords are big and heavy, it would make perfect thematic sense for it to deal some smashing damage as well.

    I see a lot of talk about adding some smashing damage being better than just adding damage. Or adjusting it so that the current damage is now partially smashing, partially lethal. Is this a real mechanical change? Doesn't almost every single thing int eh game have the exact same numbers for smashing defense and resistance as they do for Lethal defense and resistance. Other than Broadsword and Katana Parry, I can't think of any other way to end up with a different numbers for smashing and lethal. If it's reasonable to assume most enemies are designed somewhat similarly, than adding weird splits between smashing and lethal would have almost zero actual game effect. And if broadswords performance really does need an adjustment, then it strikes me that this can't be a real solution.
  23. I basically want to second everything Obitus said. His analysis of BS/Invuls attack chains was very nice, and I especially liked and agreed with the commentary about +4/x8. I wish I'd said it that eloquently.

    I also want to point out a tiny portion of his post that may be easy to overlook. The Aid Self comment. I absolutely not an Aid Self fan myself. Especially on Invul. There is almost always going to be a better use for the 2 slots that will improve the build enough that you won't need a self heal that often. Aid Self feels sorta like training wheels. Sure, it's a sense of security, perhaps, but a barrier to real high end performance.. Especially since you have to spend 2 power picks for it (I might change my opinion if if they ever adjust the medicine pool to be more like the travel pools).
  24. Quote:
    Originally Posted by Captain_Karate View Post
    Whoa. It doesn't need a dead ally to work? I had no idea, which is why I shrugged it off kinda lightly. :-(

    But...I now have my T3 musculature, T3 cardiac, T3 reactive, T3 clarion, T4 Lore, and T2 Judgement.

    With Cardiac, no matter how much I attack, I never have endurance issues. It's like a solid wall of blue most times. Switching to Musculature, my endurance goes down(kinda faster than I like) but only with hover, and cloak of darkness on. If I turn those off, it's just like it is with cardiac. But either way, she is kicking butt. She can solo on 0x8, and I just recently solo'd a rikti pylon, and an AV(Chimera)!!!

    I'm going to have to rethink this build though, knowing that howling twilight does not need a dead ally to work. Thanks for all the input everyone!
    Awesome. Glad to hear it's working out so well for you.

    Gratz on the pylon and AV accomplishment. Well done!

    I suspected that you may have assumed the need for a corpse. I'll admit I did, way back when I first looked at this powerset when I started. Thankfully, it doesn't work like that. Fire this puppy off every time it recharges and love the huge autohit AoE stun and the huge regen debuff.

    Cheers
  25. Quote:
    Originally Posted by Shadey_NA View Post
    That might be a Doh moment on my behalf. The duration states 30 seconds, but the mousover on the -res gives 5.25 seconds. That's probably a pulse thing. Thx for that.
    Ah, yes. You're right. I think that's exactly what happened.

    I will get more feedback to ya, but got sucked in to some actual playtime when I fired up my TA for comparison.