Mind Forever Burning

Renowned
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  1. [ QUOTE ]
    Doms are broken. If the mean of the game is X and Dominators are X-1, then what you do is not nerf everyone to X-1. You add 1 to Dominators and then you're done.

    The game is fine for most ATs. Dominators are fine in Domination and weak outside of it.

    The game has a nice progression where you get stronger and are able to deal with bigger threats as you progress. This is exactly what Statesman said in I5. That by the high levels you should be able to handle +2 and +3 where a low level is handling +0 and +1s. In other words, a skilled player should be able to handle Invincible.

    Sure you can do that with Doms at high level. But it's so much more reasonable with other ATs.

    [/ QUOTE ]

    Agreed.

    As an aside, I've begun running my ice/ice dom with Empowerment Station buffs fueled by the salvage my high level toons have been ignoring. With top tier smash and lethal resistance, plus a recharge buff and a recovery buff, my Ice/Ice is pretty good (but not overpowered) outside Domination. I have decided that this is an acceptable tradeoff for me and I plan to keep using Empowerment Station buffs near-perma until I can't anymore.

    Given that the Empowerment Station buffs aren't of large magnitude, I feel that all that would be necessary would be some small tweaks to Dominators' base stats and they would likely be fine. It doesn't require a sledgehammer.

    - Protea
  2. [ QUOTE ]
    So is there any kind of consensus on the impact of the level change? Can Team SubOptimal now skip the pets and missiles? Has anyone run it with Team Optimal? Protea, you have any opinions on it yet? I haven't gotten to run it with the new levels, but I'm hoping the challenge is still very much there.

    Sentinel

    [/ QUOTE ]

    When we did our run last night, we already had nukes stocked, so we used them as normal. The FP dropped in about 30 seconds. Statesman was already at 1/2 health by the time I managed to cast Fulcrum Shift. One level makes a *huge* difference.

    I think Team Joe Average can now beat it pretty consistently without nukes but with shivans. Team Totally Gimp (no debuffs, no heals) probably still needs nukes, but even that might be up for debate.

    I am very much looking forward to never rescuing another Warburg tech.

    - Protea
  3. As another poster said, there is a bug in Granite that can make it appear as if it has dropped.

    If your /stone believed Granite to have dropped, he might have attempted to re-activate it (or activate Rock Armor since Granite "might still be recharging") which would, in fact, have dropped Granite.

    What happens next is brutally obvious...

    - Protea
  4. [ QUOTE ]
    Hi gang,

    I just wanted to comment that this isn't a scientific foray into poll making Cricket and I have been talking more about doing more regular Forum Polls and we put this one together to see how things would go over.

    Looks like it started up some good conversation. I'm sure we will be doing more polls in the future!

    [/ QUOTE ]

    I found I could not answer your poll.

    You really need two questions for each topic: 1) How important is X to you? 2) How much do you enjoy X as CoX currently implements it?

    Otherwise, I would find myself claiming not to enjoy things that are important to me, just because it's not quite done right yet and needs work, and vice versa.

    - Protea
  5. I got a good laugh just out of reading the idea!

    /signed
  6. [ QUOTE ]
    I like Teleport due to it's speed and PvP benefits. It takes a lot of getting used to, though.

    [/ QUOTE ]

    So, does "getting used to" include accepting that the red targeting reticle will stop you from teleporting every ten tries or so?

    Seriously, I've been asking about this problem for years now, and no one's been able to tell me whether it's a bug or "working as intended". Patch notes claimed to have fixed "the teleport bug" a few months ago, but apparently that referred to the no-reticle-tp-just-fails bug, because the red reticle problem is unchanged for me.

    - Protea
  7. [ QUOTE ]
    I've been looking at this off and on for a few months (since I7 was released) and haven't found any replicatable evidence for it. I have seen enough reports from enough disparate sources that I believe there is something funky happening, but so far, I've not been able to track it down.

    [/ QUOTE ]

    If you're really committed to fixing this bug, give us a way to log the endurance bar, the way we can currently log damage dealt and received. This could be activated via a command, analogous to how "/showfps 1" and "/netgraph 1" work. It would be a lot of data, because it would have to be timestamped and show recovery as well as drains, but it would give you what you need to debug the problem.

    Being a developer myself I know these things can be a real bear to pin down.

    - Kris
  8. [ QUOTE ]
    Q8: I've heard Luck inspirations are even more uber now.

    A8: You heard right. Because there is, in a sense, an effective limit on how much Defense will do anything at all (45%), two (small) lucks will automatically do as much as any amount of Defense you can stack on top of yourself by any other means. Two Lucks = Max Possible Defense, barring tohit buffs and Defense Debuffs.


    [/ QUOTE ]

    I have a quibble with this answer.

    First off, the text on the inspirations has always been misleading. The magnitude of defense buff has now been confirmed at around 11% (which jibes with my own experience). Four of these then give you around 45% protection, which is about the defense cap.

    What I believe the devs mean by the text is that a small luck gives you 25% damage mitigation - not defense buff. This is easier to for the lay-person to understand, but was confusing for the people doing math. The same numbers apply to yellow inspirations, so they balance (although the tohit rules are different, so the effects in PvE are different).

    So to answer the question, are lucks more uber, the answer is mostly yes (you can max your defenses with only four lucks, no matter what you fight) but also no (the max defense is not as much damage mitigation as it used to be, because higher level critters have more accuracy).

    Perhaps you've already addressed this - it's a long thread and I didn't comb the whole thing - but you might want to edit the original post.

    - Kris
  9. [ QUOTE ]
    Teleport fix should be in the next patch as well, as well as some code for memory leaks and other nastiness.

    [/ QUOTE ]

    Awesome, thanks Posi.

    [ QUOTE ]
    Dominators are getting a buff that should make them more desireable on LRSF in I8 as well.

    [/ QUOTE ]

    Again, awesome. I have no dominators but they are, in fact, actively discouraged from LRSF teams.

    I would like to add that stalkers are, as well, and MMs to a lesser extent. Even non-/stone brutes tend to take a back seat to corruptors. I think tactics are emerging that encourage the use of nuke temp powers from Warburg, and those are at least a leveling factor, but for a raw no-temp-power team you pretty much need two /stone brutes and six corruptors.

    Don't get me wrong, I applaud the LRSF. It's by far the hardest thing in the game, and I enjoy running it. But I'd like to see it become equally hard for all teams rather than gravy for the right team builds and literally impossible for many others.

    This is turning into an LRSF post when it didn't mean to be, but I'll finish by saying that I'd recommend populating the last map with side missions where you can get AT-specific temp powers to exploit hero-specific weaknesses. That would rock.

    [ QUOTE ]
    I had 2 PM's in my box, back to back. The first was "Stalkers are useless in PvP" and the next was "Stalkers are overpowered in PvP". The grass is always greener they say...

    [/ QUOTE ]

    Stalkers in pvp are one-trick ponies. If that one trick works they overwhelm. If not they are toast. I honestly don't think you devs can fix this without re-inventing stalkers entirely. C'est la vie.

    - Kris
  10. [ QUOTE ]
    I'd prefer if you just fixed the trams

    [/ QUOTE ]

    Bump.