Miyoko

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  1. [ QUOTE ]
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    And I still want to know why Invincibility 6-slotted gives more defense then every power we own, also 6-slotted for defense.

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    This is because of the same reason that an empath can render the entire force field set moot with fortitude - because these developers have a highly skewed sense of 'balance'.

    It's not okay for one power in your own set to render the others moot (like old-style Unstoppable), but it's okay for someone's singular power in another set to render your entire set obsolete. I just wish Statesman could explain that one.

    I for one am not seeing how issue 5 is at all balanced.

    [/ QUOTE ] I can explain that one. 6 slotted for defence fortitude can only be kept on 3 teamates maximum, and that's with hasten. Slot fortitude with 6 recharges, and now it's less than FF, and I don't think it can be kept on 7 people still (at least, not without extreme micromanagement.) FF can be kept on an entire team. It also provides protection against toxic, something fortitude lacks any protection against. Sometimes, the compairison for powers has to be looked at a little deeper than numbers... Don't get me wrong though, I think FF needs a very large boost, either in numbers, or getting powers that do more than +def (and that're useful.) People need to stop singling powers out like this though, saying X completely whomps Y. My Stormies hurricane drops enemy %tohits to the base 5%, and that's affecting anyone in my team, including the user. Fortitude can't be kept on the casting empath, and FF only gets a small self defence boost from Dispersion bubble. The last thing we need are -more- nerfs.

    One thing that really irks me, however -- Statesman said, a while back, that he was looking at Super Reflexes because he thought the set was to weak... I kinda figured Ice Armor was also up there for things he wanted to look at, seeing as it's much like SR... here we are, issue 5 -- SR gets nothing looked at but made weaker, and Ice Armor kinda-sorta gets looked at, but also made weaker. I hope Statesman doesn't go back on his word about looking at SR (and hopefully, isn't done looking at Ice)... :\
  2. Why not make burn light enemies on fire, so when they run out of the patch, they'll take some DoT... I don't think this would make it overpowered, and it makes sense... Who can stand in the middle of a fire, and walk out without some part of their body on fire afterwards?
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    Is it me or does sonic do way to much damage.

    Maybe it's different in the higher lvls.

    Voltaic Shock.

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    Y'know, I was thinking about this too. My friend and I were testing a archery/dev blaster and a sonic/sonic defender on test, and the defenders very first attack power (which is minor damage if I recall correctly) was doing as much as the blasters aimed shot (which is moderate damage). This seems a little strange to me, as defenders are supposed to do 66% the damage of blasters, and yet, he was doing just as much damage as my blaster with a minor damage attack.
  4. Wow, July needs some love in terms of events. o. o Poor July
  5. Miyoko

    Call for Models

    This is (Oni) Miyoko on Champion. It's one character, but on two slots -- ie. There's an empathy/radiation version (Miyoko) and a peacebringer version (Oni Miyoko). The bio ties them togeather.

    Linkage
  6. [ QUOTE ]
    Well, if it were auto-hit, and everyone who's standing near me when I start using the power gets the benefit of the heal, then, yes, it'd be unfair. However, it's very easy - and common - for people to run away during the three-second cast, which means I've just spent three seconds spending endurance and not accomplishing anything. Never mind, of course, the number of times that I've been defeated in the middle of the animation because I can't stop to do something else, like get away.

    Of all the things one might point to in Dark Miasma as overpowered, Twilight Grasp is close to the bottom of my list. There's no need to reflexively insist that every aspect of the set is overpowered.

    [/ QUOTE ] I never said every aspect of the set is overpowered. Most of them I think are fine as well, I'm just speaking about a few things I witnessed recently which have been a cause for concern for me, and I'm merely pointing a few things out. Even though your teamates may move while you're trying to cast it, the AoE around yourself isn't the only place where there's going to be the healing AoE. With DS's a little spread out, that area of a heal can -massive-.
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    Transfusion has a one-second activation time, has an accuracy bonus, and costs 7.5 endurance. Twilight Grasp has a three-second activation time (reduced from its former four-second activation), has no accuracy bonus, and costs 15 endurance. It's my experience that it's easier to get a heal on someone with Transfusion because you can hit the villain closest to the characters who need healing and the heal will go off very quickly. With Twilight Grasp, as I mentioned before, if someone runs out of your radius (it happens to me all the time, with experienced players who know how Twilight Grasp works) they don't get healed. Further, if I need to heal the tanker (something that does happen), I have to get very close to melee range with a lot of dangerous evil. My darkest night is handy, and does mitigate a lot of damage, but I have been defeated trying to heal tankers before and probably will be again. So. no, it's not necessarily easier to pull off the heal. Having played both Kinetics and Dark, I'd say both have drawbacks.

    [/ QUOTE ] As I said before, it's much easier to move yourself around as opposed to an enemy. While using my kinetic defender, I've found that whenever a squishy needs a heal, there's no enemy within sufficient range for the heal to reach it. The AoE range isn't huge. However, I'm sure the AoE range is the same as heal other/transfusion as it is on twilight grasp. The range may not be huge, but it's not small enough that you have to put yourself in a "death-zone" when casting it on a tanker or scrapper. I've thrown off healing auras close enough to a meleeist to reach them, yet far enough for me to be snagged in any crossfire. Not only that, I only have the defence boost of maneuvers to keep me safe from any AoE that does manage to reach me. Also, an accuracy SO and a tohit buff, such as tactics, can jackup the tohit % of both transfusion and twilight grasp high enough that the small accuracy bonus on transfusion is pretty much moot.

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    On the other hand, Kinetics can instantly refill an entire team's endurance bars and use the final power to put everyone at the damage cap. I can summon some pets who spam random heals, holds, and immobilizes. While they're helpful, I don't think it's fair to ask that the set's basic heal be nerfed because of the set's final power. You're approaching this as if everything else is equal, and everything else is not.

    [/ QUOTE ] A pet who spams holds, heals and immobolizes is far more usefull than you make it sound. The array of powers may not seem huge, especially when compaired to fulcrum shift and transferance, but don't forget pets do all of that independantly. They can throw those out a hell of a lot faster than I can go through a chain of attacks with my kinetic defender. I'm not saying that TG should be nerfed down to the same healing power as healing aura or something of the like, but I think it should be looked into at least.

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    If only this were completely true. Like I said, I often have blasters running away from me as soon as I run next to them and start casting. When the animation ends, they're either defeated or far away and resting when they could have easily refilled a significant portion of their health bar just by not moving. The same problem with transfusion seems to apply here, at least in my experience.

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    I'm sorry for coming off as if it's an easy task to pull this off, as I didn't mean to, but even so, it's easier to get into a position where you can heal them, be it perhaps after they stop moving or something. Blasters can have some lengthy animation times too. *Looks at AR blasters*

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    I don't think it's fair to call TG overpowered because the fluffies use it.

    [/ QUOTE ] For the dark defender, perhaps not, but for the fluffies... Well, it does add an unfair advantage. Multiple healing aura strength heals can be pulled off very closely togeather, while also debuffing an enemy. For a single dark defender, the arguement of the 3 second cast time I think is viable, but you can easily have 3 DSs out, it doesn't really matter, because the other DS's can easily be throwing out other powers while one of them takes the 3 seconds to heal.

    Kali, it might be wiser for us to cary this on ingame as opposed to here on the boards. Judging from the lengths of our post, and the other discussion we had that one night, it'll end up being a long debate :P. Might as well talk to eachother ingame and get some general ideas going there so we can avoid any redundant posts here
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    So Twilight Grasp is good for blasters, defenders, and controllers while Transfusion is good for Tankers, Scrappers, and Dwarfs. That defender you teamed up chose to slot for heal instead of accuracy debuff which is what I slotted for. I still don't see what you mean it's easier to get a heal off with TG than Transfusion since they both require accuracy. Not to mention, TG has a longer animation than Transfusion if i'm not mistaken.

    [/ QUOTE ] Like I said before, it's much easier to position yourself for a heal than it is to position an enemy. It's far easier to run up to tankers/scrappers and cast twilight grasp than it is to get controllers, defenders or blasters to run up to an enemy to cast transfusion. When blasters are getting hurt, they tend to run, rather than rush forward into more danger in hopes for a heal.

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    I see your point now, thanks for clearing that up. I think your on the money that Twilight Grasp is better than Transfusion when slotted for heals. I think it's a little humorous that you think TG shouldn't heal as much especially when it's not really that gamebreaking to make it easier to heal. But like I said, I don't use it for a heal, but as a -acc and -dam debuff

    [/ QUOTE ] No problem. Sorry I wasn't more clear on it before
  8. [ QUOTE ]

    So Twilight Grasp is good for blasters, defenders, and controllers while Transfusion is good for Tankers, Scrappers, and Dwarfs. That defender you teamed up chose to slot for heal instead of accuracy debuff which is what I slotted for. I still don't see what you mean it's easier to get a heal off with TG than Transfusion since they both require accuracy. Not to mention, TG has a longer animation than Transfusion if i'm not mistaken.

    [/ QUOTE ] Like I said before, it's much easier to position yourself for a heal than it is to position an enemy. It's far easier to run up to tankers/scrappers and cast twilight grasp than it is to get controllers, defenders or blasters to run up to an enemy to cast transfusion. When blasters are getting hurt, they tend to run, rather than rush forward into more danger in hopes for a heal.
  9. [ QUOTE ]
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    Edit to add: I've also been in situations where a controller's healers are just plain superior to mine. I play a Dark Miasma defender, and the heals in question were kinetics. I know that Twilight Grasp has a pretty substantial heal and that Transfusion isn't far off from it. I'm not saying that there should never be an occasion when a Controller can outheal a defender, but it does seem that controller secondaries are very close to defender primaries in capability.

    [/ QUOTE ] I think that transfusion, even a controllers tranfusion, should heal signifficantly more than a dark defenders. To be honest, I think a dark defenders heal should be weakened signifficantly. Why? Not only is it very powerful right now, and easier to use than transfusion, but dark servants ALSO cast it. A dark defender casts it, gets a good 500+ heal, then two or more dark servants cast it, huzzah, two or more +200 heals! Don't you think this is even a -little- unfair?

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    I don't really see your point, why should Transfusion heal for more than Twilight Grasp other than "I think it should".

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    As of right now, transfusion and twilight grasp heal for the same ammount (at least, I've heard. If not, they're damned close.) Seems fair at a glance, but twilight grasp is far easier to use to heal your team than transfusion. To heal with transfusion, allies have to be near the target, which for blasters and other ranged characters, is exactly where they don't want to be. To use twilight grasp, you need A target, but it doesn't have to be near allies, as the heal eminates from you as opposed to the enemy. It's far easier to position yourself for a good heal as opposed to positioning your enemies.

    Secondly, not only is it easier to pull off the heal, but dark servants ALSO pull off the heal, meaning that there is a high chance to heal multiple times, as many times as you have pets out. It may be a weaker heal, but it is by no means pathetic. I teamed with a Lv40 dark defender last night who's heal was doing near 700points, while her pets did about 250 each. See where I'm coming from yet?
  10. [ QUOTE ]

    Edit to add: I've also been in situations where a controller's healers are just plain superior to mine. I play a Dark Miasma defender, and the heals in question were kinetics. I know that Twilight Grasp has a pretty substantial heal and that Transfusion isn't far off from it. I'm not saying that there should never be an occasion when a Controller can outheal a defender, but it does seem that controller secondaries are very close to defender primaries in capability.

    [/ QUOTE ] I think that transfusion, even a controllers tranfusion, should heal signifficantly more than a dark defenders. To be honest, I think a dark defenders heal should be weakened signifficantly. Why? Not only is it very powerful right now, and easier to use than transfusion, but dark servants ALSO cast it. A dark defender casts it, gets a good 500+ heal, then two or more dark servants cast it, huzzah, two or more +200 heals! Don't you think this is even a -little- unfair?
  11. Miyoko

    Boss Changes

    I am happy to see the one-shot issue is being looked into. I'm all for tougher bosses, but the ammount of strategy you can set up for having a one/two shot mistake range is just to low, especially for super heroes. I also feel it limits effective duo combinations.

    Sure, I'll side with making bosses something to fear, something you have to pay attention to when you fight (although, I dislike the entire boss/monster/AV system in this game... But I'm not going to get into that. Something different all togeather), but I do NOT support random, common one-hit-kills. Lets not make this into a super-hero themed counter-strike, ne?
  12. [ QUOTE ]
    I suspect that if the developers reduce boss difficulty they will raise it for minions and lieutenants to balance things out.


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    The way I see it, I'd -=MUCH=- rather play with ALL enemy groups buffed instead of just one. Just jacking up the bosses is the WORST thing they could of done. As it stands now for many of us, we can either
    1) Take a mission on hard boiled. We fight white-con minions, and yellow Lts. which are just crap XP later on, only so we can fight a boss we stand a chance against, OR
    2) Take on higher level minions and Lts. which is great XP while not overly challanging, but there is some there, only to arrive at a boss we haven't the slightest hope in hell of beating.
    At least if they buffed both, we could fight white cons and get the XP we once did for orange/purples...

    Either way, boosting enemies is just a bad idea. It closes the range of levels in which friends can play togeather. If people want a challanging enemy, go fight something over +4 your level. It's sad, because all we needed was the mission slider, and mission difficulty would of been taken care of right then and there.

    ... Now that I think about it, a certain quote saying comes to mind... "Its called having your cake, and eating it too." The way I see it, as of right now, we can either have the cake, or the permission to eat it, but not both.

    Something just popped into my head. Would this be a problem if we could get our EPPs earlier? I don't think it wouldn for my defender, cause I could get a resistance toggle. Maybe then it wouldn't be a deathwish to stay closer than 50ft away from my teamates.
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    Yay Pozzi!

    ...I still think you'd kick Master Chief's [censored].

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    Of course he could! Master Chief "needs a weapon" :P.

    (That'll make sense if the commercial for Halo 2 is the same in the US as it is Canada.)
  14. Miyoko

    More answers....

    Statesman,

    Have you payed any attention to the "let healers clear mind them self" topics, as few and far between as they may be? Is there anything planned for letting empathy defenders/controllers clear minding themselves or something like that?

    I couldn't think of how to ask that... o_x
  15. Hopefully it lasts all day... Id hate to have to wake up early to be a part of it, and i have classes 12-3:15... At least i have an excuse to stay home and play games! (hand is in a splint. ^^;
  16. (Wheee first post!)

    Super Group
    Name: The Inquisitors
    Colors: Dark(er) blue, White.
    Members: 11 (3 members have alts.)
    Emblem: Ornate 2

    We dont just let random people into the SG. Members have to be skilled, or at least have potentail (which is easy to tell if you've known them for a while!). No l33t/1337 speak, d00dspeak, whatever you want to call it. We really would rather not have our members replacing "you" with "u", "are" with "r". This is a SG for serious players, not a preschool... Strategizing and planning attacks out is encouraged.

    Er, just to add... We may be serious players, but we're pretty easy going...