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Quote:Widow and Bane canidates are all psychics. The focus of their psi abilities is channeled either into future sense (windows/fortunata) or inwardly to reinforce the brainwashing (Bane spiders). They are naturally psychics. Their not mutants, they didn't get their psi powers from magic or science. The psi powers don't stem from technology.Now the one that sort of stumps me is, and I may be wrong, but Widows are considered natural too I think. Considering a Widow can become a Fortunata with Telekentic and Psychic attacks it seems more like they'd be Mutants like Sister Psyche on the Hero side. Night Widows have less of these powers but even they have attacks available that do PSI damage. My guess here is like the Warshades and Peacebringers hero side they wanted BOTH to have the same origin so the Soldier origin won out since obviously they have no mutant powers.
Or another way to put it is this. Is Superman a mutant, science, tech, magic, or natural hero? He's a Natural, because every member of his race has the same abilities. If he was the only one from his race that could have them, he might be a mutant. If he relied on tech to do what he does he'd be tech. But he does them innately. It took training to control his abilities, but he has them naturally.
The natural origin doesn't preclude having powers. It just means everything that you do is something you could do naturally. Winged flight might be a mutant power for a human, but if your an alien who's race has winged flight then it's natural for you. -
I DID solo Recluse. Mind you, he was an elite boss. That is still pretty rough though. When I fought Recluse on a claw/sr scrapper during an Ouro arc he managed to take out EVERY single member of the freedom phelanx and vindicators during the fight. And that was with him as an elite boss. I'd say beating him when the sucker dropped 16 sig heroes during the fight is pretty impressive. More so since I had to run back after the initial confrontation to fight him again. He killed me during the first try.
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Drops aren't better. In fact, the rewards are actually pretty meh I believe. No, the reason to make an AV/GM soloer build is the challenge. Same reason some scrappers make pylon soloing builds.
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Quote:Warning, I had tried a petless build on my mastermind. I had the vet attacks. I had the 3 personal attacks. I had patron pool attacks. And I was struggling with small groups of +0 enemies. I could handle one or two even level minions. Usually. Throw in an Lt and I was in trouble. If they were +1 to me, I was in trouble. I doubt I would have gotten the build to 50 leveling it as a petless MM.Nah.. I'm allowed to goof off.
Panties in a bunch ? You seem upset over the whole idea. No biggie just ignore the thread. Heck if I made the the whole thread as a scratch sheet for my ideas on the topic its just one thread in a myriad of others.
But on the chance, If the Team lead can't read PET-LESS MASTERMIND then it is, what it is. I just quit the team and continue on if it is such an issue with ANYONE on the team. I have 2 x 50 Masterminds, 1 DS/Pain MM at 37. 2 x 50 Kins, 50 Sonic Traps. 50 Crab. and a few others in 40s. All at defense cap. I can solo +2 +8 on cheap builds. I have a bunch more 50s on Hero side.
My point simply is try something off the cuff different then what I usually do and posting my thoughts on it. Maybe someone else will do one better.
Nonetheless no reason to post in anger. We don't know each other.
I was trying the build for character story reasons. And it was painful.
EDIT: You realize that pets in defensive stance will still attack right? -
Oh yes, because the devs haven't had to constantly tweek enemy AI and power timers due to problems. Such as enemies with both ranged and melee getting stuck in 'melee only' mode. Or enemies with no melee attacks charging into melee range.
Bots on the other hand all have brawl. and an incomplete attack chain. Especially before level 32. As such if they are close enough to an enemy and have no other powers recharged they run in to brawl. It's the same problem the thug arsonist and merc medic have.
Well, the arsonist seems to think he's Mike Tyson frequently. He's always trying to beat enemies down with fisticuffs. -
Quote:Try replacing this with ninja henchmen fighting Knives of Artimis. First mission against them here is how it went with the enemy:You think it's bad at level 6, just wait until the 30's and you start running around in all those Oranbega maps. One of the most comical sights in this game is a group of bots trying to follow their master across a bridge and shoving each other off the sides of said bridge. Which of course then aggros every single thing at the bottom of the chasm......
Genin #1 steps into a caltrop patch, then starts running down random hallways and back
Genin #2 steps into a caltrop patch and ALSO starts randomly running down hallways
Genin #3 runs into the caltrop patch, then keeps running out of it and back in
Jounin #1 sees the caltrops and starts riding the elevator up and down all day
Jounin #2 runs in (slow) circles within one caltrop patch
Oni stands in a caltrop patch going "Dur" and letting it kill him
NONE of them actually listen when I tell them to attack. Yeah, I won. But only due to bodyguard mode, and me having patron pool attacks (as well as vet attacks). And they would take turns who did each of those six actions. Every single fight they did that. -
Quote:If it changed after the difficulty changes fine. But I've experienced missions set to the original default difficulty with +2 and +3 enemies while on an eight man team. Then adding in going to invincible difficulty, it could get insane. Especially when the idiot team leader did that in the hollows.Sorry, agreed on the notoriety settings, I should have been more clear. I was mostly responding to Carnifax_NA's "They never did". Because they did. Before the notoriety system even existed there was no way to control spawn size, or difficulty besides team size/lvl makeup.
The system is completely different now, and if it is not working as expected, you should bug it.
It might have been changed. Outside of a single ITF on a level 50 scrapper, I've not teamed since the difficulty scale changes. I do know that when set to -1/x4(or higher)for personal difficulty, enemies tend to be my level or +1 to me. Which can be important since I want more enemies, but the ability to defeat them. -
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They do scale enemy level and spawn size by team size. Or at least they were as of 3 or 4 months ago. Unless they removed teams causing mission scaling when they changed the difficulty settings it should still be the same.
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In the same mission? No, they don't. Sort of. I'm level 16 and have my mission set to +0/x0. When I enter a mission, the mission's peramiters state every enemy will be the same level. So every enemy is level 16. If I form a 3 man team before starting the mission, the enemies are still level 16. If I were to form a eight man team first, we might enter and find level 18 enemies. Because the mission scaled for team size the enemies are a higher level. After that mission three party members leave. The next mission is also coded to have everything at the same level. We enter the mission, and now the enemies are level 17. In both missions there are more enemies too.
This is why an eight man team of level 50's running missions on invincible use to be able to encounter level 54 enemies in random missions. -
That's just it, I haven't seen this event your describing. I've seen getting identical amounts of xp/inf from let's say a level 36 rikti boss solo as I do from a level 36 rikti boss when on an eight man team.
What I have seen is that when teaming you tend to get more xp/inf then you would solo on the same difficulty. This is because the larger the team, the more enemies there are and the higher the enemy levels. For teams of 2 to 3 players, xp stays the same per defeat. But your defeating more enemies at a faster rate. From 4 players on up there's more enemies at higher levels. Thus more xp per defeat and per minute (assuming you can handle it).
By your math, once I add a second person to the team, each enemy should now be giving more xp. Correct? Then why aren't they doing so until the level of the enemy goes up? -
That's just it. Your math assumes just teaming multiplies the reward. That isn't what I've seen. What I've seen is this:
Solo: 10,000 inf per kill
Teamed : 10,000 inf per kill but we kill them faster, thus can defeat more enemies in the same period of time.
Let's say it takes me a minute to kill each boss and get 10k inf per kill. When I team I'm still getting 10k inf per kill, but now we might only be taking 30 seconds to kill each boss. Add a third person, and the boss still gives the same inf/kill. We now take it out in 15 seconds though. Add a fourth person, and now we're starting to fight 3 or 4 of these bosses, but the amount each gives stays the same.
No, wait it doesn't. The bosses are now a level higher due to team size. THAT increases how much they give. -
You know, that bit of math seems a tad suspect. I have never gotten more xp/inf from fighting a +4 mob while teamed then I did fighting the same +4 mob solo. Granted, I don't fight +4 mobs too often when solo, but it has happened. If a mob of level X were to give me 100 xp when fighting it solo, fighting the same mob at the same enemy level in a team still gives me 100 xp. The difference is that the team can handle higher level threats, and more of them. While I might be able to handle a +1/x4 mission on my own, forming a team can let me handle a +4/x8 mission. Or we could do that +1/x4 mission and run it faster then I could if soloing.
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Quote:haven't gotten a chance to pvp since the changes. But before I know if a controller could keep stacking holds on me before the first wore off... suppression never kicked in.Well except for the fact secondary effects generally only stick for 6-10 seconds, although I'd make this ones all no more than 6 personally (and I wouldn't make the secondary hold slottable). As for PvP I think you need to look up how holds (and hold suppression) works in PvP.
Quote:I've always liked the idea of a Blast set which does -dam as it's secondary personally. Although it could be OPed vs AVs (since they don't have any innate -Dam resistances from the PTOD). Kinetic Combat may fill that void though. -
Ok, so you want a 100% chance to fire mag 1 mez in every blast power. Right? I can see this *not* happening. Power Buildup for one would be beastly with this. You would have controllers complaining your stepping on their toes. Can you imagine defenders with this blast set? YIKES that would be nasty. The damage would also probably be really low. Why? To make up for the fact almost nothing would ever be able to attack you.
Then there's PvP. Oh man I can hear the whining already. A blaster capable of perma-holding any and everyone? Aint gonna happen. -
*checks*
Huh, wonder why when it happens to me I can't attack then? Oh, and electric blast really should have a higher chance for -recovery. At least 50% IMO. -
Quote:Already there, when the enemy is convulsing after a blast for a few seconds? That's a Sleep effect.I agree with you Dr.Mike.
Although I love electric blasts and even with the downsides, Short Circuit and draining is a reasonable effect as long as you plan for it. I have had three thoughts on how the Electric set could be improved.
1) Have a small chance for a "sleep" effect added to the blasts. Being random in nature would prevent Electric from being a mini-troller set, but add some mitigation during the time you are attempting to drain mobs. Also, by being a sleep, it loses alot of its potency on teams, which is where the endurance drain abilities are easier to leverage.
Quote:3) I would like to see the *chance* to stop endurance recovery be 100%, and on every attack. -
Quote:Exactly! If your playing a FPS you don't always use the same gun do you? No, because they all have different capabilities. Right now maybe you want to spray a ton of bullets. But that's not always the best tactic. Maybe you need to be able to deal a lot of damage with a few shots. Then you grab a shotgun instead of the machinegun. But maybe you need precision fire from a long distance. That's when you break out the sniper rifle. While for up close precision you use a pistol.Agreed, Ultimo_'s ideal game sounds, dare I say it, pretty unfun. I want variety, I want inequality - though not imbalance - I want things to be different. Why? Because it's interesting and fun. Which is partly why I love CoH so much: there are so many different possible characters and they all play differently.
And even within one type of weapon, there can be a wide range of capabilities. Do you want a machine pistol which can fire sixty bullets within a few seconds? Each bullet might do little damage, and you'll burn through ammo fast. Maybe a glock then? Nice solid damage, nine to thirteen shots, and decent accuracy. But if you have a .45 magnum you've got still more stopping power. Only six shots, but each bullet is more likely to put the other guy down.
What type of bullet is loaded? Is it dum dums that cause high damage to unarmored foes? Or maybe armor piercing rounds which do less damage, but cut through armor like a hot knife through butter. Is it an energy weapon? If so, what type of energy? Laser weapons might be easily countered by a highly reflective surface. A plasma ejector on the other hand would melt through that same surface. Microwave blasts would bounce off tinfoil, but would be extremely dangerous in Kevlar.
For melee combat, there's just as much variety. A great sword might do a lot of damage, but their big cumbersome. You may not always have room to use it. Long swords are a good alternative, but tend to require large sweeping moments as well. Maybe a saber then? Their lighter and allow more dexterous attacks. But do less damage then a larger sword. What about knives? Great for close quarters combat. Their fast, can do some pretty good damage rapidly. But their reach stinks on ice. Still, if you can get close enough, your knife will seriously mess someone up while they can't effectivly fight with their great sword.
Do you want a saber, or rapier? Maybe a small sword instead? All three are good fencing weapons, but with slightly different capabilities. Do you want a single edged blade, or double edged blade? Basket hilt or cross hilt? Or maybe no cross-guard. Do you want a pummel which can be used offensively, or just for decoration? How long is the blade? Is it steel, iron, or bronze? Full tang or half tang? Or do you want it to be an energy sword? Each of these qualities will affect how the weapon handles and what it can do.
And that's just weapons. Then we have powers. Are you super strong? Or maybe you channel disruptive energy through your fists. Is your skin diamond hard? Or maybe your superhumanly agile and can dodge bullets. Or do you millimeter thick fields of super high gravity an inch in front of you. Each of those would act differently. While having the diamond hard skin would let you take less damage, you still get hit. Being hyper agile would let you avoid being hit, but anything that does connect is gonna hurt. The gravity field would nicely protect you against a wide range of attacks, but you'd be unable to attack back. If you have a velocity redirection field you'd be kept safe from guns, but melee and energy attacks would still be a threat. And gas attacks would affect you no matter what.
But Ultimo's game wouldn't take any of that into account. -
Quote:By this definition... you could say that Focus and Shockwave are widgets. And erm... I'd almost consider the melee attacks in Spines to be widgets. I mean, they are so unlike the rest of the set. Damage aura? Check. Ranged aoe? check, sort of. Single target ranged? Check. Ranged imob? Check. The set only really has 3 melee attacks. And that's not many for a scrapper set. Even spine burst isn't exactly melee. It's got a 15 foot range after all.Okay, you know how most sets have a single power that's 'out of type'? Like how Ice Blast has a pair of single target holds? Those are widgets. They're not part of the core theme of the set, but they are great tools that the players really want to have access to. Shield Charge is a widget, too.
When you have a set that is made almost wholly of widgets, it's a widget set. Electric Blast has a lot of widgets. It's almost more widgets than normal blasts. -
Provided I'm awake, I can join in too. I'll have to make a villain on Justice server though. Only got one lowbie warshade, and a broadsword scrapper on that server.
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I have some good friends who live in Aussie. But yeah, I had to get a new SINISTER membership card last year. The original one wasn't laminated so suffered a bit of damage over time. Look for a renn show called D'Kahn's School of Villainy. A $5 donation gets you a normal SINISTER membership card. $10 or more gets you a laminated one.
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What server?
And I wasn't fibbing about being a card carrying member if SINISTER. Got a laminated SINISTER membership card in my wallet from Dkan's school of villainy. That's a traveling renn faire show.
EDIT: also, what would that be for central time? I'm in America, but am frequently up till all hours of the night. -
Just saw this thread. You know, I myself am a card carrying member of S.I.N.I.S.T.E.R. in good standing. Just paid my yearly dues last week.
*SINISTER stands for Society of Insidious, Nasty, Illicit, Scoundrels, Thieves, Evildoers, and Rogues -
Hey Rush, remember how much testing back in issue 4 people like Arcanaville did to prove that defense sets like Super Reflexes were underpreforming due to all the high strength def debuffs? And that was something that was a clear problem. Or how much testing it took to get the devs to relook at Trick Arrow after issue five hit?
If it took months to years of testing by players to submit enough evidence to the devs of real problems that could be quantified... How much testing would it take to convince them an opinion on weather or not endurance usage is too high across the board and unmanagable is worth acting upon?