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Posts
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Quote:Yes, I agree. I don't like that animation, but I wouldn't want them to remove that because I can certainly see that it is cool for the right flashy character. The ideal is if they could shorten it a bit and add an alternate animation the same shortened length without ruining the coolness of the current animation.While I have long been an advocate of shortening the animation time of ES, I would be very sad if they removed my ridiculous gun toss animation from PR.
I have no issue if they make alternate animations for any or all of the powers to support a more natural, realistic looking style, but I needs mah gun toss (especially when I time it right with leaping)!
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Quote:Well Plant is broken because of Seeds. It gets the top tier Mind power at level 8, a power meant to round out a set that doesn't get pets. This is a set that also gets its top pets. If they made a set that got Imps at level 8 and still got a full cadre of powers on top of that everyone would play that too.I agree. Darkness control is a solid set. However, I feel it's much better on a controller than a dom due to higher debuff numbers. The immobilizes also deal extra damage, though not as high as Fire or Plant's immobilizes, which benefits trollers more as well.
I think there is a distressing tendency for many to view control sets with only two tiers. It seems far too often if a set isn't performing at the level of Plant people want to relegate it to the garbage heap. -
I forgot one other thing; ammo dancing in a group to keep up the -Res from Piercing Rounds is really annoying. Make it work with all ammo.
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I agree that the non-crashing nuke is good but that's about all the set has to offer.
~ The set's two work horse AoEs are long animation DoTs which makes kiting difficult and exaggerates the effect of the alpha strike. It also gives the enemies more time to close range.
~ While the first two attacks are not bad with Incendiary, The third tier attack is particularly bad. It has both a glacial animation and a shorter range. The frustrating thing is that the animation has a long delay where you are not actually doing anything except standing there.
~ Redraw is present on all the gun sets and that's why they get crash-less nukes, but the fact that DP does a lot of its effects up close makes it particularly bad on this set. The play style of Archery and AR allow for a satisfying ranged strategy that lets you minimize redraw. The in your face style of DP, from the PBAoE nuke to the long damage over time nature of its AoEs that allows the spawn to close makes the set want to mix in melee and control attacks from the secondary as part of your chain and that exaggerates redraw.
~ The nuke is PBAoE so it roots it the middle of the spawn while you use it. While its good, this means you have to be more resilience to use it in large spawns without dying because you'll take melee damage. This largely negates the strategy of soft capping ranged defense.
The set doesn't need much, it just needs one advantage to make it fun when your nuke is down. If I was going to fix the set, I'd drastically reduce the animation on the third tier single target attack, or to Piercing Rounds. Actually, if they removed the stupid "throw my guns in the air" portion of Piercing Rounds entirely so it was fast enough to have good single target DPS with the "bonus" of being able to hit an extra enemy or two in a line I think I would really love set. Conceptually I like lining up that attack; I just skip it because of the animation. -
I disagree with posters saying Darkness Control is not good; I am enjoying it and find it to be very effective. To use it effectively you need to be good at lining up cones though. It's probably one of the better sets if you don't include the broken-ness that is Seeds of Confusion.
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Quote:I believe you do a Dragon's Tail spin animation when you get the Wheel of Fortune power from Mystic Fortune. Kind of like how you howl when you get the Moon.PM sent.
Basically though I've been playing my staff a lot lately cause it's fun and I noticed it all the time when the staff is out dragons tail when hit with mystic fortune, no staff no dragons tail also no mystic fortune animation just the graphics effect plays. The only other toon I've been playing also is my ill/dark and he never plays any animation when hit with mystic fortune just the graphics go off. It's a female avatar that is my staff fighter if that matters I have no idea. It's on the live servers. -
One other thought; yeah I have the fiery wings too and love the concept of a flying fire character, but Flight is terrible for /Fire.
First, Hover costs a more endurance than Combat Jumping if you are stacking defense. You want to build towards a position where you can drop Consume.
Second, you'll want Combat Jumping's Immobilization protection. You don't want to waste a whole cycle of Burn because some Galaxy dropped a Immobilization effect on you as you are closing.
Third, you can't drop Burn while hovering so you end up losing valuable defense. -
I'll set aside the fact that this particular combination is, IMO, much better on the Brute and assume you would rather play scrappers, which is cool. You post enough on the forums to know what you are probably getting into and the pros and cons of each. Just keep in mind that setting aside the ability to keep foes in Burn, the 90% cap for Fire resistance is really nice. Okay that's out of my system.
I know it sounds weird, but I don't think chasing recharge is the way to go in this build. Your main attack chain will be interrupted by repeated use of Burn, and the only other thing recharge gets you is more use of your heal which eats your DPS.
Instead I would focus on building for S/L defense, then for E/N defense. You are very resistant to Fire already, which only leaves a hole for Cold which is fortunately somewhat uncommon. I would figure out an attack chain where you can drop one of the lower level attacks entirely for slots and go for 45 S/L, 32 E/N and decent resists.
With the addition of the Scrapper set you can get an extra 5% S/L which really helps. -
Quote:I agree with this.It's a nice set, good damage, great animations, and good AoE. It isn't an outlier set nor is it an under performing set.
One thing I am finding as an advantage to the set that can't really be quantified is that my "Parry/Divine Avalanche" ability is an AoE cone like Shadow Maul. The cone is also more generous than Shadow Maul. Coming from Dark Melee to a set where the basic cone attack is easier to line up and gives a big defense bonus is awesome. Being able to follow that up with a PBAoE attack and a second cone is really nice. For Katana hitting Divine Avalanche is a small DPS hit and feels like it. For Staff hitting my defense skill and seeing lots of orange numbers fly up over 4-5 enemies doesn't feel like I am pausing my attack output for defense.
Though I am not saying Dark Melee needs a buff; it has its own nice advantages as well. -
~ Masks with geometry, with a variety of face patterns. Both a smooth porcelain looking mask, and a metal looking one like Doctor Doom, but changed to avoid copyright issues. They should have all the face options.
(An oni mask would be cool too.)
All these masks would need to be allowed under hoods. Right now I can't use the oni mempo with a hood.
~ Sleeveless trench coats that allow all arm options. Basically for coats you have a separate sleeveless category so all large gloves and arm pieces can be used. Trench coats, however, bundle sleeveless options under one category and that category doesn't allow all the arm pieces because of clipping issues if you have sleeves. Either just allow all the options, ignoring clipping and let players decide what looks good, or have a category for sleeveless trenchcoats like jackets gets.
~ At least one energy staff with glowing ends.
~ You know the magic pack collared cape? I want a version without the large collar. Keep the mantle part that covers the shoulders. Have a small collar and a no collar version.
~ A few suits of magical/arcane/ancient armor.
~ More suits of tech armor with glowing bits. I can't get enough of those.
~ A full head motorcycle helmet.
~ More glowing patterns that overlay the character like the victorian aura, but with different patterns. Make them also have glowing eyes. In fact, add the option for glowing eyes to victorian. -
Just so I understand how this works...
Is it like the Ouroboros portal, in that the vehicle is summoned to me and the group has to be near me to click on it?
Or is it like a mission transporter for all members of the group, even if the group is scattered in various zones? -
PvP was bad before, but i13 made it worse.
The hardest thing to design around in PvP is to make a working engagement system in a game with pure melee and pure missile builds. The most successful PvP environments tend to simply avoid this entirely by either being focused on ranged (like FPS) or have a engagement model where melee and missile duke it out point blank. Some games have a sophisticated engagement system but it requires constant tweaking to get just right. Mess up even a little and ranged can kite melee indefinitely. If you have any percentage of kiting possible then melee has to have higher burst to compensate for the kiting down time, and when that happens if melee can stay on ranged too long then its unbalanced the other way.
The answer to all of this was supposed to be speed suppression but that didn't work and made PvP less fun. Everything was changed in i13 to slow you down so melee can actually engage missile and it's not trivial to escape and make PvP pointless. The problem with this is that one of the fun things with superhero PvP is the speed of the fights, and this went completely against that. Until CoH can solve the engagement problem and still make PvP feel fast it will have issues.
The second big problem is that crowd control makes PvP unfun, and no game has more crowd control than CoH. That was another problem they had to solve. This fixed this to make everyone vulnerable to CC.
The interesting thing is that I feel that CoH at it core actually comes closer to solving these problems than i13. Melee has a hard time closing on ranged, but ranged is vulnerable to CC. Since the basic game play roots the player each time they attack there is a built in mechanism to prevent kiting.
Making everyone slow and everyone vulnerable was the wrong direction to go IMO. I would have rather seen every melee set get a ranged root and let the management of anti-CC tools (Break Frees basically) be the decision point for ranged characters to deal with it.
At least I used to have fun grinding mobs in RV until stalkers invariably jumped me and tried to two shot me and I would try to fight them. Yes Energy Stalkers were broken and unfun, but at least I got good drops from the mobs and an occasional good fight when others tried to gank me.
Now I can't even do that because my mez protection doesn't work anymore.
I know it would be a hard pill for the devs to swallow but I'd reverse i13 and go back to fix PvP point by point without massively screwing with the game's base systems. -
Wait, why are we saying Street Fighting is too good? It's almost exactly balanced with my Martial Arts. Maybe a touch better AoE at the cost of the rogue combo point system, which I consider a disad.
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I have to side with Reppu here. Primary and Secondary balance has always been a goal of the scrapper forums. Getting the devs to change under-performing sets is difficult at best and has, in the past, required a certain level of forum and player momentum to get going. It will probably be much harder now since the focus of the teams will probably be on new sets for sale.
If we are discussing set balance, and a set is under-performing, then it should get fixed. If people have numerical or design information to contribute about the performance then that's cool. But coming to the thread and declaring that the set looks cool so attempts at balance should be ignore are just derailing the thread. -
Quote:I don't even know what to say to this. The system you are proposing would be ridiculously time intensive in any graphical client-server environment I have ever worked on.Then you need new whips. All the tools exist in game:
1)Take Atlas Park/Cap au Diable/Nova Praetoris maps and use them as backgrounds;
2)Seed your characters in a kind of visual turnstile, the tech exists in the costume creator with the left/right arrows;
3)Use a zoom tool to approach/decrease distance to characters.
So...yeah, probably a few weeks tops and I'm sure the programmers have SOME free time... -
Quote:OMG. Setting up an entirely new 3D screen with multiple avatars that map to each of your characters, where none of those characters are loaded yet because you haven't entered the server? And dynamically modifying the layout to deal with the people who have 30 alts on one server? Do you have any idea how *long* that would take to implement. Soooooo much time. Ugh. I can't even imagine scoping that out.This could be solved by changing the character select screen so that instead of pages of names, all your characters are displayed in the form of a costume contest under the statue of atlas and you select the one you want to play by clicking on it there. I'm not a programmer but I think this would be trivial to implement.
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Two points:
~ There is a sweet spot between being exposed to a set on test and slowly losing interest in it as time goes on. I think the time to release staff exceeded that time for me. I was *really* excited for it, but now my enthusiasm has waned. That's probably something you'll want to get metrics on. Everyone probably has a different time scale before interest wanes, but my instinct tells me that the time to release staff after the players were exposed to it probably hurt excitement over the set.
~ I would suggest having a schedule where you release new market items every *two* weeks instead of the current schedule of once per week. I understand the desire to have a consistent schedule, but now that I have a handle on the speed at which you develop new items I think the weekly schedule and the frustrations of weak releases is actually hurting the excitement on release day more than the weekly schedule is helping. -
New power pools are much cooler to me then new primary and secondary sets because instead of having to start an alt I now get to re-evaluate builds on my many characters. That's much more exciting to me. Well except for Staff and some kind of Gun Justice two pistol set.
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Quote:With it's increased crit chance a chain using EC + CAK is only 4 DPS behind MA's highest attack chain, with much less recharge. If you have a secondary that doesn't require recharge you can do a lot of good things concentrating on other bonuses, probably enough to make up the DPS loss. In addition, having a chain with EC let's you use EC before Dragon's Tail and having the increased crit chance on all Dragon's Tail targets is pretty good and probably does more for the build (since that is MA's only AoE) then a DPS loss of 4.M
EC is sweet and both of it's animations (punching and kicking) look great, but has a long animation that hurts its overall DPS (I still love it and use it though).
I posted my DPS times with and without pets using my Eagle's Claw attack chain in the Pylon thread and they were very competitive. At least I thought so.
Also, while DT is MA's only AoE, don't underestimate the effectiveness of spamming Dragon's Tail for AoE in a build with good recharge. -
Because I have to be invisible to leverage all my defense. I was looking over the revamped set thinking "This looks good, why haven't I played it?" Then in the game I found (again, since that's what turned me off the set previously) that you can't suppress the stealth FX like you can now for Dark Armor.
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How are people getting enough End Recovery to skip Body Mastery? Alpha?
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We are in a brave new world where issues releases and store releases get mashed together. I'm not surprised that the distinction between the two is blurred in some marketing.
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From the current i22 email, in the Word on the Street section.
"I can't wait for staff fighting. It's a ton of fun on beta."
They taunt us.