-
Posts
512 -
Joined
-
How bout no travel suppression for melee?
-
I run a spine/wp stalker. To a degree, I think there is a 'warm body effect' going on, especially if you are a 50.
However, being that I am a spines, I find that I do contribute pretty good AoE damage to a team. 'Pretty good', but not enough in my opinion. I still find that I am lagging behind some brutes. Now for an AT that has about half the survivability of a brute, I think I should be doing more damage than a brute. I think they should increase the team crit rate, and/or crit dam. -
What about infamy???
The XP changes (the possible penalty) should apply directly to inf. If not, then XP farms will meta-morph to inf farms. Previously, you could do both which I think contributes to inflation. In fact, why give inf at all for AE missions or non dev choice ones? -
-
Quote:Well, sure. Anything is farmable, but you could tweak the drop rate and the streakbreaker code number to give an overall combined rate that is desirable by the devs. In other words, you could decrease the drop rate, but add the streakbreaker to compensate.Farmable, sorry but wont ever happen. Your heart is in the right place tho.
At least with a streakbreaker, I know my crappy luck will eventually be circumvented. -
Wow, Energy was behind in almost every aspect. Glad to see some normalization there.
Hmm, the knockback powers got a good buff.
Question, how does this affect pvp numbers? -
Quote:I'm down with suppression while hidden. Seems like it would be an easy change.Heh. funny, the last thing I'd call problematic to a /DA stalker is its heal...the resists are on the low side, it's dark regeneration that makes it so survivable. With good slotting, that's pretty much a full health bar VERY often with just two foes.
Here I was thinking that this thread would be about the two obvious issues with stalker /DA: the two toggles that by functioning fully negate the stalker inherent, but which also supply /DA with most of its survivability: cloak of fear and oppressive gloom. If only they could suppress with hide, or loose their long animation? (the latter so the toggle/detoggle didn't eat up fight time) Ah, well... -
Yeah but it is totally useless in PVP. I guess I should have mentioned that the primary reason for this change is for PVP. However, side by side, your trading the possibility of hitting more (actually, hitting more than two is superfluous) with a ranged single that is 1/3 cheaper on endurance.
-
I don't think fossilize or stalagmites accepts -def IOs.
-
PB does affect defense but not scorp shield. To calculate the true def while pb'd, uncheck scorp shield and click pb. Add in the def numbers from scorp shield without pb.
-
I like this idea. I want to expand on it a bit further.
1. Dueling in city limits spawns police at max difficulty (similar to rikti raids) after 30s. Siren's wail, etc etc. Basically, a Boss, 2 lts., maybe 8 mins. They are aggro'd to the duelers. They are also unaffected by anybody else. You get no drops, xp or inf from defeating the police.
2. If the duelers are defeated they go to jail (similar to mayhem mishes). So, we need a jail in the zones.
3. If the duelers defeat the police, they have averted arrest for the time being or at least another 30s of time if they are still within city limits.
4. Dueling is not permitted in close proximity of trainers, AE building, arbiters, contacts etc. -
Since /elec is getting a little revamp (although across the board it seems). I hope that the dev team will look at the other res based set (mostly) /DA as it applies to stalkers.
After looking over the set, the one thing that stands out to me as a weakness is the requirement to be in close range for the heal. I think the game play of the set and the stalkerish feel will be much improved if they made Dark Regen (for stalkers only) a ranged single target heal. Of course the heal is reduced because of the loss of the AoE ability, but the range increase should make up for that.
As far as balance, I think the items to address is endurance cost (too high now), and range. I think an endurance cost of about 20.8 would be acceptable. This is twice as much as recon (wp). Of course, the endurance cost is leveraged against the recharge. DR is half as much as recon.
As far as range goes, I think 60 is optimal and makes it similar to Life drain from Dark. Although much less damage.
I'm sure there is more to it than this, but the basic premise is turning DR into a single target ranged heal instead of the PBAoE heal that it is now.
What y'all think? -
Yo,
So, been having fun with my spine/wp in RV of late. In general, I find /wp pretty good, even when faced with multiple opponents. However, if I am knocked up/down/back, against a large team of heroes, I am generally as good as dead.
/wp does have knockback pro and res, but (I guess) it is getting suppressed when held or maybe there is a really high knockback mag attack. Nonetheless, the question is, how much mag in knockback IOs do I need? -
Quote:Sure, they farm tickets. But that gets you uncommon or rare salvage or RANDOM reward rolls. This does not create a shortage at the BM for common stuff. It's the gobs of inf generated during these farm sessions.Okay, here's my example. You have a recipe you want to craft. You need, I don't know, a Circuit Board. Common salvage, which you used to be able to get off the market for like 100 inf. Now you're lucky to get it for anything less than 10,000 most of the time. You can get it a lot cheaper, for less than 100 tickets, by rolling common salvage. But you need tickets for that.
Like I said, yes, it is optional, and so are IOs, but you shouldn't be shoved into doing one just because you want to do the other.
I just don't think the rationale for replacing drops with tickets makes any sense anymore. People are farming tickets anyway, why not just give them regular drops? (Of course I understand why this would not be popular, people don't want their munnies taken away from them, poor babies.) -
Allow for negative endurance.
Of course, there would be a penalty like -regen based on the amount of -endurance, or -def, -res whatever. Maybe a mandatory visit to the hospital if -50% endurance is reached (similar to being defeated with xp penalty and such). -
Quote:Isn't /TA coming to corruptors?Good point and great examples. In this case, maybe 75 and 50 would not work. Maybe something more drastic. Yes, it would put a lot of work on play testers if implemented to search out the Uber builds, BUT there would be a lot of new undiscovered country there if they don't publish the final numbers.
Edit: Hmm wrong post quoted, should have been the one above. -
Quote:That's exactly why I used a brute for the example.
50% of Quickness is still a 10% global recharge bonus and a 10% (enhanceable) speed bonus.
75% of Granite Armor is 11.25% defense to all except Psi and 28.125% resistance to all but Psi, both enhanceable to 16.8% and around 43% respectively with creative slotting.
Focused Senses and Evasion (which can't be blocked from running because it would be this hybrid's taunt aura) would be 6.95% each. Enhancable to just over 10%
If you add in set bonuses and pool powers that would allow you to have a softcapped Granite brute with a 10% global recharge bonus (which can also be added to through set bonuses). I have seen characters with zero defense powers built to softcap, so it IS possible.
On the primary side: SS would be the dominant set so it would get 75% and Fire Melee would get 50%
Perma Rage would still be possible with enough set bonuses. At 75% effectiveness it is STILL a 15% to-hit buff and a 60% damage buff. Fire Melee's 50% debuff is eliminated by Rage, while actually still getting a 10% damage buff. SS will still get a 35% damage buff with Rage active. Add in Fury and your combat effectiveness doesn't drop that much.
Build Up at 50% effectiveness will still be a 10% to-hit buff and a 40% damage buff.
End result: Even with your reduced effectiveness factored in, this would still be an overpowered character.
You state that it's purpose is not to make an uber-build. I believe you on that....
....but look what happened with AE. It's purpose was to allow players to write their own stories and missions, and look at how it is being used.
Your intentions seem good, but you can't ignore the proven fact that, if you hand people something with this much potential to be abused, it WILL be.
That's just ONE example that I came up with after thinking about it for a few minutes, I'm sure if this were implemented people would come up with combos that are even more broken than this.
Good point and great examples. In this case, maybe 75 and 50 would not work. Maybe something more drastic. Yes, it would put a lot of work on play testers if implemented to search out the Uber builds, BUT there would be a lot of new undiscovered country there if they don't publish the final numbers. -
Sounds impressive. However, I did mention that secondary effects would have reduced strength. When I said that, I guess I was thinking in terms of secondary effects to damage powers. It should also apply directly to buffs. Sorry not being very explicit.
So, since stone is the dominant power, its buffs would be at 75% strength while SR would be at 50% strength. That should take care of any 'overpowerdness' hybridization brings in (hopefully).
The percentages could be wrong or not optimized depending on the set. In fact, each set could self penalize uniquely if hybridized. However, I want to state that the purpose is not to make an overall UBER build. It is to add more variety and uniqueness to CoX. -
Quote:Its not really about picking and choosing. There are two aspects to what I proposed. 1. thematically combing two sets together. 2. Experimenting with different the combinations of the sets.If you want to play a game that allows you to pick and choose your individual powers I suggest you try CO. Your account will be waiting for you when you return.
Maybe the nuance of the rule that I explained doesn't make it very clear how the power choices play out. In one of the sets chosen, you can only have every other power. The blanks are filled in from the other set.
You might say, 'Why not allow any choice of powers?'. Well, that's not very fun. Sure, at first you would pick all the 'dream' powers and it would be fun, for a while. The next time you want to make a new toon with similar performance (maybe I would do this), you would pick the same powers or have very little variation.
This happens in D&D. If you make a wizard over and over you usually pick magic missile, fireball etc. etc. You can pick other spells, but that would gimp your character.
Every power set has good powers and bad powers. Actually 'bad' is not a good word to describe, maybe 'situational' is better. At any rate, you could argue that a set is balanced within itself with 'good' and situational powers.
By imposing the rule that every other power is chosen from a set. Your making the individual think and choose what would be an optimal combination for what that individual wants to do. Think of the number of new permutations there will be.
In my example from the previous post, let's start with Ice or Dark for primaries and Cold or Sonic for secondaries. So far that's 4 combinations of primaries and secondaries without hybridization. With hybridization, it's 16. Now imagine all sets within an AT. For example, Corruptors have 8 primaries and 9 secondaries for a total of 72 permutations (wow that's a lot), with hybridization, we now get 288.
Probably too many, but it would be fun to experiment with all those permutations in PVE/PVP. -
So I searched around on this idea of hybrid power sets. These are either primaries or secondaries that are made up of more than one set. I thought I had posted this before, but maybe I dreamed it. At any rate, there is already an old thread.
I wanted to start a new thread since my idea is a bit different and also to reintroduce the idea.
Basically, daddy was an ice corruptor and momma was a dark corruptor (primaries in this example). The new set would be the combination of the two.
So similar to the example posted in the other thread, you would get to choose powers from either ice or dark primaries. However, here is where it is different. I suggest that you have a dominant and recessive aspect to the choices. How that is manifested is simply in that the you can never choose two consecutive powers from the same set.
Since there are only 9 powers available, one set will have one more choice than the other and be the dominant set.
However, you can't have something for nothing. The hybrids shouldn't really be as powerful as a 'pure' set. So, dominant secondary effects should be at 75% of the pure levels, and recessive secondary effects would be at around 50%. Now this limitation may not be necessary since the reduced ability to stack effects is inherently there in that the power selection is almost half of the pure set. For example, the to hit debuff from dark would be at 75% strength if the dark set was dominant, half strength if recessive.
I think this suggestion opens a lot of gaming possibilities. Especially for us old timers. Also, it would work really well with the upcoming power customization in that colored powers from hybrided sets can be changed to match. -
Quote:Yeah but do you need a heal, regen and 60% end redux all at once every 35-40s (at around 120% global recharge and about 95% recharge from enhancements)?A power that gives 100% regen for 30 seconds on a 120 recharge isn't great.
A power that gives 60% end reduction for 30 seconds on a 120 recharge isn't great.
A power that gives a 25% heal on a 120 recharge isn't great.
A power that does all three at the same time IS great.
Don't get me wrong, I think this is definitely better. But I think they could have dropped the heal and just boosted regen more. -
Just modified my mid's and compared with a /wp. One thing I noticed in the comparison is the power Grounded. I think it should be able to have knockback IOs slotted for knockback protection much the same as acrobatics.
-
I am curious too. Would Benumb increase my hold time on a pvp opponent?