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Quote:But you *could* resummon. You didn't have them stand there, non-controlled and force any new summon to fail.Masterminds these days. Back in MY day, we had to resummon and reupgrade our henchmen every single time we entered a mission. Had to pop back outside for something? Bam, they're all dead, and you have to call them up all over again. New mission? Resummon. Street sweeping? Resummon again. And we LIKED it!
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Quote:And then you cross the zone, enter the mission and have them do the same thing.I'm sorry, but really? Is it that difficult to resummon, or even just wait until after you reach your desired zone to summon your henchmen? It takes all of 30 seconds.
Yes, it is that difficult/annoying. *Especially* now when, on exit, I might be stepping into a zombie invasion and really, really would like to do so with bodyguard active while I load. -
Quote:Little side note, friend and I did some testing the other night.Futher corraboration.
Last night I played a level 40, SK'd to a level 50. ToT'd in Peregrine Island for over an hour, never got a costume drop (though I did get progression on my Clothes Horse bar).
I asked for the star, and we ToT'd, again in Peregrine Island, only this time at level 40. Got a costume to drop almost immediately.
It looks like if you're in the same 5-level range (20-25, 10-15, 45-50,) you'll get the drops even if SSK'd. If you're outside (15-25, 30-50, etc,) you won't. Though clothes horse/etc, will get the progression. -
Who makes the video card? Sometimes if you go to their website, they'll have a utility to watch temperature.
Alternately, there's a utility called GPU-Z you could use - http://www.techpowerup.com/gpuz/ -
Quote:For something to be a myth, it has to not exist/not happen.MemphisBill keyed me into what I'm arguing against. It's Defender drama. I truly didn't understand what you folks were talking about before he made that comment about healers. And while I've never understood healer drama either (I spent years arguing against the myth of the kicked non-healer), I understand enough now to know that I need to get out of the way!

I can state from personal experience that it has. -
And others are perfectly fine with it. If they tried making a set everyone was 100% happy with, we'd have - wait, let me figure this out, carry the 7... zero sets.
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Eh.
I agree with the banner event. There's not much interest in it *now,* and I think I've only seen interest in it twice during the year. (Honestly, something soloable would be nice, too - yeah, I can park some of my characters at *A* banner and stay there, but it doesn't accomplish anything.)
Disagree with the Rikti. I haven't seen that triggered much of late. And it's not a difficult event, or one you really need a team for. -
Not even bothering at this point. Are you going to argue, next, that Ice based powers need to be nerfed because they interfere with Brute fury generation? (They slow down enemy recharge, making them attack the brute less.) Or that controllers and dominators overall need to have a "no-hold" toggle option for the same reason?
You refuse to see knockback as anything but interference. Even with your "I'm not anti-KB" bit, sorry, but you are acting like it. *Poorly used* KB can be bad, yes, just like poorly-placed AOE immobs (say, on an ice patch.) KB in and of itself, no. And if *A* mob gets knocked out of your precious auras, I have not just made your tank as vulnerable as a -10 AFK squishy.
"What about fire blast?" Well, heavy AOEs, according to some, can strip aggro completely from a tank/brute. Sounds like it's interfering even more in that case. And if your argument is "That doesn't always happen," well, stop telling me my argument (which is quite bluntly the same thing) is "invalid" in some fashion.
I think Leo summed it up - and part of my arguing is from being put in a very similar position with Defenders (and Controllers) and being told to "heal" (or getting kicked when, say, my TA showed up, or I *dared* actually attack something.)
Quote:Originally Posted by Leo_GHonestly, if we got a toggle to suppress KB tomorrow, I wouldn't really care. It's not affecting my play because I won't bother using it. But the first incident where a Dark Melee/SD Brute or some such sees so much as 1 foe fly then requests I turn off my KB and I have to reply 'no'? Then yeah, it's affecting me. -
Quote:And I question the sanity of anyone who says the SOA have a better storyline for an Epic using the reasoning that it basically *doesn't exist.*I question the tactical skill of anyone who prefers Kheldians to SoA.
You just don't want to admit that that's heading down a very *bad* path. Everything I've mentioned has come up as "problems" with those powers, or they're just as relevant as they *are* knockback powers.Quote:You're hysterical. I offer a choice. You may choose to equate that with a nerf if you wish, but I shall not waste time countering an argument stated in false terms.
Or do you just want to nerf specific sets? Where's the fairness there?
Robots do knockback with their powers. I've sent enemies flying plenty of times.
Illusionists do knockback - and *can't* control it, past trying to position a pet 0 and people complain. Going to nerf them as well?
Force bolt does knockback. Same question. Is it on your nerf block?
Hurricane (right in there with Gale) does Repel, and *does* scatter mobs if not used properly... you know, like KB does, and immobs won't counter it. That sounds like it should be even higher up on your nerf list.
Yes, I am against nerfing powers for people who don't want to learn how to work with them. People have to learn how to use and direct knockback through targeting and direction, just like they have to learn not to use an AOE immob (generally) on Ice Slick, or put MM pets in bodyguard, or any of the numerous other little things anyone who pays the *slightest* attention should be able to pick up.
No, Knockdown is *not* as good of an option. It *is* a nerf. Knock something down, it's still right where you left it and getting back up to attack sooner. Knock*back* gives you extra time, and forces the enemy to attack from range or spend even more time getting back into melee (generally meaning you're safer from their more damaging attacks.)
Oh, and as for your other post:
No, it is not. *Improper use of KB,* yes. *KB without paying attention to what you're doing,* sure. But KB interferes? No. Believe it or not, Geko, you can knock enemies *into* tank/brute auras, placed damage patches, etc. I do it *all the time.* It's not difficult to figure out.Quote:That KB interferes with a large number of powers is a fact.
Your fact, in other words, isn't one.
Inv/Soul Drain/quills? Aim at the *near* side of the mob. Mob is KB'd to the other side of the tank/brute, at worst. No loss to you.Quote:But what if I need the extra to-hit that Invincibility and Soul Drain (I can't tell you how many times, this has happened to my brute) provides. Or the damage that Against All Odds or Soul Drain provides. What if the mob could have been dead (100% mitigation) if it weren't knocked out of my Lightning Rod or Shield Charge or Quills or Ice Storm, etc.
LR/SC? Are you opening or closing with it? Opening, wait for the tank/brute/scrapper to charge in. Pick target on near side. Start firing. Closing, who's to say MY damage *won't* kill them?
Ice storm - See first statement. Find mob trying to get out from near side of storm, fire so they're knocked back into it.
Wow, look at that, your very situations and... no loss on your part. Unless you'd like to complain that my Kheld's damage killed a mob you could have used Soul Drain on? Or that my killing that mob lowered your defenses? -
Quote:Great. So now we can get the people who can't get that defenders can do more than heal also telling anyone with Energy blast how to play.Not likely. What's more likely to happen is that once people can control KB, team leaders will feel much more empowered. Right now, if KB was causing problems, I wouldn't blame the player. It's not their fault. I don't expect people to waste the time learning how to control something that's supposed to be helping them. But after this, I can now ask them to remove the effect for the good of the team.
"Just stand there and heal! I don't care that you are Force Fields, you should heal! If I see you blast again, I'm kicking you! Heal!"
"Turn off your KB!"
No.
And removing the effect would NOT be for "the good of the team."
Besides, where do we stop this? Do we now nerf (as that's what it would be) Illusion as well? Robots MMs? How about removing the repel from Hurricane completely, as that can scatter mobs? Oh, and lower the mag on it on ice patch, as it can fling some mobs away (most notably Clockwork.) How about Force Bolt - it's not really a damage power, it's entire raison d'etre is to knock things back, and it would look damn silly to have this big bolt hit and just kind of "wiff" someone to the ground. (Don't forget to do it to everyone with the Nemesis Staff, too.) Psychic Thrust? Sorry, being a Tier1 secondary on my /MM blasters, I WANT that knocking things back, not down, so they're not in melee range if I'm held/immob'd.
Just how far down this path do you want to go? How many sets do you want to nerf so YOU don't have to "deal with" knockback? -
1. Stealth Strike - Hidden is a specific status provided by Stalker Hide/Placate and VEAT stealth. The powers in the concealment pool don't provide it.
2. Combat sense - Congrats. You've just made every mez in the game pointless, except, perhaps, Ghost Widow's.
Flight Mastery - eh. Can already cap flight speed without really working on it, but other than that, no real comments.
Stimpack - 50% health damage? People complain when I use the Poison or Mutation rez for the minor hold it does. First time someone dies from this debuff... oy.
Forced March - Another health penalty - all I can think is "And people complain about Speed Boost."
Mock - eh. I really don't think we need another taunt, TBH, less so single target. Wondering on your thinking on this.
Speed mastery - Not really for or against. I'm not sure you *can* apply the bonus specifically to another power. Possible, since targeting drone gives AR Snipe a damage bonus.
Jump mastery - soooo... Hurdle with +Def and Immob protection?
Superior teleport - Given all the *other* ways of doing this exact same thing, it seems like kind of a waste to put it in as a pool power. -
Quote:I just toured a few of the events over the last two days. There seems to be roughly as much interest in them as there is in getting dunked in dog vomit. *shrug*It is disgusting that even during Halloween, nobody cares about the Banner/Deadly Apocalypse event! How do we increase participation?
(In other words, about as much interest as there is during the *rest* of the year.) -
Quote:Just to corroborate -Trying again, Playing in a level appropriate zone dropped a costume for me.
45 controller, playing with a 50 defender. I'm SK'd, obviously.
Zero costumes in the tray.
Clothes Horse awarded.
Look later, the badge for 25 costumes has 18 showing - still no new ones (except for one I got when I left the team for a moment.)
Matches this.Quote:Originally Posted by Mr_Heat_StrokeI don't think it's tied to Praetoria because out of the 5 toons I tested, only one was from Praetoria. Looking at the responses, the issue seems to be tied to SSK. Whatever it is, I'm at least glad to see I wasn't the only one.
So, how about letting us purchase (or craft with this ton of halloween salvage) *a* costume, since the tip is dependant on having one? -
So I19 on the 8th, then?
(Yeah, everything else is just sort of "yeah, ok, get through this, where is it" ATM.) -
Quote:... I'm sorry, this was supposed to be under *normal* gameplay conditions?
Of course. The experiment would be as follows;
A mid-level AE mission, ran in test mode with invulnerability, with +4x8 spawns with full complement of stone meelee/assault rifle primaries and invulnerability powers to ensure a protracted engagement. One tanker and one blaster, one spawn at a time. "Loss" of aggro may be defined as a mob closing the distance between the blaster and the tank, with severity according to mob rank, though I am open to suggestions. Demorecorded for subsequent analysis, fifteen-minute timer. First pass is with a tauntless/provokeless tanker {you}, second run with taunt and provoke {me}. Possible additional run with me using only aggro toggle, taunt and provoke for comparison purposes.
I'm not referring to the "players = invulnerable" part, that's understandable as part of the test (not going for kill speed, etc.) if I'm on +4/+8 for some reason, I'm probably on a decent (4 person or more) team. Not a duo with mobs set for "maximum engagement time per spawn."
Are there some that run that way? Sure. Think that's BillZBubba's normal setting. I wouldn't call that "normal" gameplay, though, any more than I'd call the space shuttle "normal air traffic."
Could some folks do that? I'd throw, say, Dechs Dark/Fire tank, built for that sort of thing, at that challenge. (Not sure if he has taunt or not.)
That, to me, sounds more like a stacked deck. -
Quote:Personally, I'm expecting an "adjustment" to come soon to Willpower/Regen/possibly Empathy because of it. (Fast Healing/Quick Recovery/the AEs.)It is interesting Fitness is changing. It makes me wonder what new challenges are coming. Especially after going through Gold-side. Those extra powers are going to be more valuable.
Thanks.Quote:Now, what a lot of Blasters do see is that they throw out an AoE like Fireball (target cap of 16) at a group of enemies that the Tanker has engaged with either his own AoE or his aggro aura (target cap of 10), and see the other 6 look his way. That can happen. However, unless you had Taunted those exact 6 enemies before the Blaster threw the AoE, some of them would have looked at the Blaster anyways.
And that's why I'm hesitant to say "yes" to the challenge, especially with rather vaguely mentioned "normal" gameplay (as well as "loss" of aggro.) I may well hold aggro (the mobs turn, I get them back) where someone else sees me "lose" aggro at the same time. (Though I'd still like to know how my brute stripped aggro from the other - we weren't over the caps.)
(Edit: off to work...) -
Quote:I'll admit to a level of mistrust on accepting anything here. And of course the definition of "normal play." (Hell, I'd worry about "Hold aggro." Is it "lost" if they ever turn from me or only if I don't regain it quickly?)Actually, I would concede this point if I had your confirmation. You state that you are in possession of tanks which can effectively hold aggro without taunt. Would you agree to an experiment?
Define the experiment. Especially the "loss" of aggro given the statement above.
Similarly, do you have any argument with the statement I made re: my experience that my *non taunting* (and not slotted for taunt) brute stripped aggro from another, AOE-using, taunting brute?
Thus the AOE fear that was put in. And do you dispute that removing one makes the rest of the group easier? If I'm, say, running Cim walls with you and defeat the Legionnaire Surgeon (or perhaps Engineer,) is it not easier? If I take the Sapper out first, is that not easier? If I've redirected the aggro (via AS) and several other "troublemakers" are now either firing an alpha at *me*Quote:Even on a midsized team, there will be more than one "troublesome boss/lieutenant". On a large team, they will be one among a sea of other troublemakers.
or trembling in fear, is that not easier?
Play one to a significant level.Quote:No, but I have played with a few.
Yes. And I'll point you over to the Tanker forums. I agree it's a USEFUL tool to have, I make no argument about that, and I *prefer* having it - but I do not agree it's 100% necessary.Quote:Taunt is an autohit, zero-endurance AoE that overrides all current threat values with a hardcapped range debuff which forces the affected mobs into melee range where they can be more efficiently held by Gauntlet. Are you claiming that Taunt cannot be considered a key power in the tanker archetype?
As for what exactly it does - your description is incorrect. I'll see if I can find the discussion Castle had where he and GW actually learned what Taunt was doing.
I point at history and actions. But you refuse to take that. I don't speak for the devs any more than I speak for, say, the Aerospace industry when I point out design directions they've taken over time. I can point out trends and history and extrapolate from that without claiming to be a spokesperson. The trends (or assumptions as you choose to call them) I claim reveal intent through that history and/or consistent nature.Quote:"Who made that decision? The devs. And, chuckles, they *are* that important. They have set up powers at level one to ensure soloability and specific minimums for the AT or powerset."
"The devs have indicated the essential need of hide for the AT not just by placing it first in that Tier2 power, but by making it an END-cost-free toggle."
You make assumptions and attribute them to your assumptions of developers' intentions. Do you dispute that?
Again, *you* are assigning a claim of authority to me that I, myself, have not claimed. There are times I will make direct statements of Developer statements - such as holding more than 10 enhancements during a respec, the POV of full respecs, etc - but at those times, by contrast, I will clearly state "This is what the developers have said." Until that time, do not assume or imply I'm making a similar assertion. -
Quote:In this case, it's because that's going to be a huge change for quite a number of characters.Oh geez.
At least it's not as bad as the "I want Going Rogue NAO!" that we had to put up with for the past year and a half.
It never ceases to surprise me just how people can completely ignore everything in the game and spend all their time and energy waiting for something new.
Unfortunately, I'm already burned out on the zombie thing. And pre-burned-out on Winter and V-day, too. But I'm not arguing for changes for them this year *because* of GR, I19 and I20. Our dev team is quite properly involved in other things. -
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Quote:I'm not going to argue what you've "seen" or "haven't seen." I've played tanks enough - yes, including those without Taunt (the power) - to have seen things happen both ways. But you'll probably request redname confirmation on that as well. I'm not going to argue if you've seen a bunny in the clouds or not. I'm also not going to get into the necessarily vague definition of "normal play."I have yet to see a single tauntless tank which can prevent a blaster from pulling aggro off a tank via normal play.
Hell, I've had my tauntless SS/WP Brute (WP having what's considered one of the weakest Taunt auras of the sets) strip armor from a taunting, damage-aura-using Fire brute. Which is not what I wanted to have happen at the time, being a good ten levels lower than the person I was playing with.
It won't? Taking down a boss or a troublesome minion/LT ahead of time - or damaging them to the point where they die much quicer - won't? The fear AOE from a successful assassin's strike (which requires hide) has no effect?Quote:Are you arguing that a Stalker, while not hidden, cannot fight with expectation of survival? If so, how do you reconcile that claim with Stalkers' role in any sort of team play, where a single Assassin's Strike will not have a crucial effect on the battle?
Play one lately?
Yes, a stalker can fight *unhidden* and survive. I've done so. However, the Hide ability (and hidden state, more specifically) are a *key* part to the AT. Which is, of course, why you're "forced" to take it at level 1.
Do pay attention.
An authority *only you* are attempting to state I claim.Quote:No, but it is required for me to acknowledge authority you do not have nor speak for.
But, as mentioned in the prior statements, since you seem to insist on that as a burden of proof (as opposed to visible design and history,) well, I can see no further reason to continue this with you. -
Quote:The issue of having to take a power at all is irrelevant to the thread's argument about having to take a power....The secondary powerset already has lower effectiveness index as well as having a slower unlock rate. The issue of having to take a power at all is irrelevant to the argument presented.
A tank does not need to take taunt. The power is NOT pivotal to the archetype, as taunting itself is built in to the AT's other powers. Your premise there is flawed badly.Quote:I challenge you to demonstrate a significant difference between a tank, mastermind and stalker skipping taunt, pets and hide respectively in terms of their archetypal role. In each three scenarios, the power{s} not taken are pivotal to the archetype.
The Mastermind, at least, gets closer to the argument. Yes, they can skip pets, however they're still able to defend themselves, attack, and progress in the game from level 1 onward. They can leverage the debuffs to increase their survivability... part of which is designed into that first tier-2 power.
A Stalker not taking hide will, however, find themselves at a great disadvantage. Not only can they not start at Hidden status for an attack, but they become much more vulnerable - and the other part of their AT-defining power, Assassin Strike, a four-second interruptable single-target attack, becomes nearly impossible to use until well into the game when other defenses are in play... *assuming* you have a defensive set. That's a *big* sign pointing at Hide being deemed necessary. The devs have indicated the essential need of hide for the AT not just by placing it first in that Tier2 power, but by making it an END-cost-free toggle.
If all you'll take is a specific redname statement in this thread, then we're through, as nothing can be argued with you.Quote:They have, however, yet to appear in this thread and corroborate your statement, especially as countless previous decisions have since been reevaluated and adjusted. Until such time, I must admit difficulty in accepting you as their spokesman.
Dev design > player choice. I highly doubt they want unsoloable characters, given their choices (those made rather obvious by even a cursory look at what they've given us in the game.)Quote:Each archetype is designed to be soloable, despite varying effectiveness in doing so. That I agree with, in both factuality and desirability. What you are arguing for, however, is that every build must be soloable, regardless of a player's own choice of playstyle.
Oh, wait, you won't listen to anyone who (a) doesn't agree with you or (b) isn't a redname, that's right. -
Quote:It does, however, allow you to pull away and keep that third minion from attacking further, or getting into typically more damaging melee range. Incoming damage is thus reduced, survivability increased. It also provides an immobilize option for two sets (Illusion and Mind) distinctively *lacking* it, and sets up containment for all Control sets.'Some sort' of mitigation is not 'effective' mitigation. Entangling Arrow immobilizing one of three minions does not stop it from shooting at you and does not mitigate the damage from the other two minions.
Or, to take another example - Gale pushes back and knocks down enemies (min/lt) while doing damage (and preventing them, or most of them, from being able to do so for a period of time.) O2 boost does *absolutely nothing* for the player. Which is a better universal option? (not "do min/maxers like this more than that.")
Show a secondary where that's the option - where the first option is not also an attack. (Since you've just asked for gale)Quote:Give me a second attack, please,
See above - one that affects YOU,Quote:or a heal,
See above.Quote:or a shield.
See above.Quote:Give me a hold to actually stop the attacks of that minion.
[/quote]
Even Gale is more helpful than that.[/quote]
Which, strangely enough, is one of the powers being complained about. Which is it?
Which, entangling arrow or gale?Quote:That's a severe case.
And there are none.Quote:There should be no severe cases.
Incorrect. Should my controllers solo at the speed of my scrappers or tankers? Should my Emp/Rad? No. Should all the combos within an AT solo at the same speed? No. At that point, just get rid of ATs and powersets completely and make them all animation options - sounds like a damn boring game. Should they be *able* to solo? Yes. And they all can.Quote:When you can say, "This character, on it's own can solo very easily, but this one very difficultly", then there needs to be some sort of redress.
My Earth/FF solos much slower than my Fire/SS tank. I do not call my Earth/FF "broken," nor do I feel it needs any redress - any more than my Fire/SS needs to be nerfed to compensate. -
Quote:Even then you're not tauntless. You have brawl. Brawl will trigger gauntlet. Gauntlet applies the "taunted" status to an enemy. (Plus, of course, you *must* take an attack on both Tanker and Brute ATs, which will also trigger it.) You may not be *using* it, but you still have the ability to taunt.Sure you can. Make sure you never take any passive or toggle with a taunt aura and never attack anything. There ya go, tauntless tank.


Though you did see precisely what I was saying - and the devs will build tank sets with the assurance that, yes, you will be drawing aggro to you in some form (which Fury should be the obvious example of.)
Similarly, with the forced secondary Tier1, they know you're going to be able to defend yourself (or mitigate incoming damage in some way, even if it's killing faster - the Hidden status from Hide, or Sonic Resonance's -res from Sonic Siphon.) So they can go from a base set of assumptions.
(Flip side being "... which they couldn't do with the alpha, free-choice build.")
And *that* is my point behind arguing against making the tier1 secondary power non-optional. Yes, in some cases it makes little difference (Defenders - they're both ranged attacks,) in others a severe one. But it still gives a basis for saying "this character, on its own, can solo from level 1. It has offense and some sort of defense/mitigation." -
Quote:/this.I don't know about all y'all, but I'm really excited for I19 to hit the live servers.
The most made comment among myself and COH-playing friends recently is "I19 needs to be here now."
I've respecced a few characters, put off respecs on a few others, just for some of what I19's going to do - and with some exceptions, it's going to make me use dual builds less often. -
To expand on this (and watch assumptions roll in,) I'm going to make a statement here:
You cannot make a tauntless tank (or brute.)
Am I dictating a playstyle (or even judging one,) or stating an assumption the devs can make within the powersets/ATs because they designed it in? (Which does, of course, dictate certain things about playstyle.)
