Not_BC

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  1. Not_BC

    Buffers rejoice!

    Quote:
    Originally Posted by Robert_B View Post
    I'm with New Dawn on this one, I think that Emp should have gotten a boost as well, and yes, I would take a reduction in Fort to make it a group buff, I still think it would be more useful to teams getting everyone at once even if it's a "lesser" buff. Yes, Emp could use a boost, while it's value to a small team is undeniable, on larger groups, it's value drops, and later on Debuffs > Buffs so...
    So, just to jump in again ...

    Yes, emps are BEASTS on small teams. And, on the flip side, I'd argue that bubblers are comparatively weak on small teams, but shine brightest on large teams. And, FWIW, there is a type of balance in that -- the devs are content to have certain sets do better than others in some situations. When the devs re-balance things, they tend to do it in situations where some sets are (nearly) always better than others and some sets are (nearly) always worse than others. To me, that does NOT describe the situation with defender primaries.

    Your statement that "Debuffs > Buffs" is wrong, mostly because it's FAR too general. Adds? AVs? Large spawns? Small spawns? KB-heavy teams? Solo? Small teams? Large teams? Raids?

    (De)buff sets have /never/ had an exhaustive balance pass, while almost every other class of powers has had a balance pass. This strongly suggests that the devs are largely happy with how (de)buff sets compare against each other. No one has ever publicly done an analysis of intra-set (de)buff performance (we've had some e-peen waggers say they have, but they've never, as it were, shown us the money), so it's most likely the devs haven't either; instead, they seem to be relying on data-mining to gauge performance, numbers that the players have no access to.

    FWIW, the simplest buff to Empathy is to set the RAs to 30' (currently, IIRC, 25') and call it a day.
  2. Quote:
    Originally Posted by Golden Girl View Post
    Actually, it's very hard to grief the Lambda Trial, unless there are multiple griefers.
    I've had a couple Lambdas fail immediately after the cut scene.

    But only when some people go dancing with Marauder.
  3. Not_BC

    Buffers rejoice!

    Quote:
    Originally Posted by teflonshugenja View Post
    If Kineticists being able to offer meaningful partial mez protection to their team is all it takes to send FF to the trash heap...

    You know what, I'm not even going to finish that thought. It's too ridiculous.
    Technically, it's more complete mez protection than FF offers since it covers everything Dispersion Bubble covers, as well as KB and Repel. With 50% more magnitude.

    As for the trash heap? Again, not my words. Maybe je-saist's, but not mine.

    My words, for the record, amount to "increasingly marginalized".
  4. Not_BC

    Buffers rejoice!

    wow.

    Have you ever managed to misread what I wrote.

    Quote:
    Originally Posted by je_saist View Post
    Have you ever got this backward.

    let me get this straight.

    The ability to buff all your team-mates, and pets with your mastermind, with a 4 minute, non-degrading, constant Defense buff, that also offers toxic-resistance and end-drain resistance..

    Doing all of that... with two clicks...

    is somehow making the set... less... let me repeat so I understand it... LESS... desirable to play?
    No where, I repeat, no where did I say that 2-click buffing a team would make FF less desirable to play. I challenge you to find that quote.

    What I did say is that changing other ST buffs, specifically mentioning ID, to being AoEs would continue the long process of eroding FF's niche of providing AoE mez protection and damage mitigation. I singled out ID because, as it stands, it's impractical to keep on more than a couple people.

    Quote:
    ... Are you even playing City of Heroes?

    I get the impression you aren't logging into the same game I'm logging into.
    Yup, since about day 1 or 2 with my other account, Burning Chick. Hundreds of hours spent playing a FF defender, also. And probably close to 2k playing (de)buffers of various stripes.


    Quote:
    Last time I checked all of those incarnate-buffs players "Claim" to be killing Force Field with only can be gotten at level 50.
    Again, you're deliberately misreading me. And, again, I challenge you to find the quote where I say "Incarnate buffs are killing FF." What I did say is that they are, along with a handful of other changes to the game, marginalizing FF. But "marginalizing" is a whole different word than "killing".

    Quote:
    If you are playing Force Field as a secondary you can get both shields by level 10... meaning that as a Force Field, you can do all of that buffing... you know... for ALL THE CONTENT IN THE GAME.
    And your point? All sets with shields and, IIRC, mez protection buffs get them early.

    Quote:
    No matter how you cut it, for 95% of the game, Force Field, Sonic, and now Kinetics, are the ONLY sets that can give an anti-mez AOE...
    Traps? Sorry, how long have YOU been playing for?

    Quote:
    And last time I checked, Increase Density's timing wasn't changing... meaning it's still going to run out.. meaning Force Field and Sonic are STILL the only constant anti-mez aoe affects available.
    Again, Traps?

    FWIW, ID is on a one minute timer with a 3 second recharge. Making it perma and, unless the devs have changed the mechanics of ST mez protection buffs, STACKABLE.

    So, yeah.

    I've actually thought this one through, and it wasn't a knee-jerk reaction on my part.
  5. Not_BC

    Buffers rejoice!

    Quote:
    Originally Posted by New Dawn View Post
    I know no one should feel like they have to take a certain epic for definite but you can powerboost FF and everyone will love you for it.
    I don't think most people would even notice.

    It's not uncommon for my dom with all of CJ's +def to cruise to 40% def in trials, with gusts up to the hard cap as people tap Barrier. Adding more def past 45 / 54 isn't doing much.

    No, the increased prevalence of of damage mitigation and mez protection have eroded FF's niche to the point where there's little performance reason to bring a bubbler along versus bringing, well, almost any other buffer that can bring some combination of mitigation / mez protection and a handful of other goodies. You can't even trot out the old argument that having a passive primary like FF leaves lots of time to blast versus a clickie set like kin.
  6. Not_BC

    Buffers rejoice!

    To me, this change, while welcome in general, represents a couple more nails in FF's coffin in particular.

    FF's peculiar niche is damage mitigation and AoE mez protection, with a side of direct damage (but, of course, defenders already have a secondary for that). FF's ability to mitigate damage with distance is, at best, problematic, and, at worst, counter-productive (Det. Field is an oddity -- it was a throwaway power added late in beta to replace a third +def ST buff).

    What we've been seeing for years is an increase in the number of +def / +res buffs (Sonic, Thermal, Cold, Traps), a system that makes it easy (bordering on trivial) for melee toons to soft-cap defense (Inventions), an increase in AoE mez protection (Traps, Sonic), Barrier, and now ID becomes AoE.

    FF's niche of providing protection + mez protection has been eroded, nearly into irrelevance.

    Something's gotta give, and Repulsion Bomb, simply, doesn't make FF stand out from the increasingly crowded field of buffers.
  7. Quote:
    Originally Posted by Golden Girl View Post
    I think one of the problems with the LFG tool is that it's an alien way of teaming for CoH players - for 7 years we've been used to the idea that all non-solo tasks are done by one person forming a team by invites, so it was only natural that a lot of players were going to treat Leagues in the same way.
    For a very short while on Freem (less than a day), people actually were using LFG to form trials. But, within a day, it was faster to get a league going in Pocket D. It wasn't that people were unwilling to use LFG, it was that /b in a co-op zone proved to be a much, much better tool for running successful trials.

    Lest we forget, we weren't always able to invite people by clicking on their names in chat -- clearly, CoH players are willing to use new tools when they prove superior to existing tools.

    FWIW, I think that having a participation metric for trials evolved out of a need to have the server police open missions for obvious leeches. If the primary tool for joining trials were LFG, having a participation metric would be a big deal since you have no way of knowing if you're teaming with a known leech or not. Since the players have by and large ditched LFG, the need for a participation metric is lessened because we have tools available for policing ourselves.
  8. Quote:
    Originally Posted by Liquid View Post
    Meanwhile, the LFG tool is content on demand because you click it and it (eventually, though I think they expected more people to use it, which would make it much faster) puts you into a trial, with no other effort on your part.
    I think you're right; I don't think the devs anticipated that the primary way for people to join trials would be /broadcast in co-op zones. That's a pretty solid indicator of how poor the tool is for joining content.

    I hope the devs pull a rabbit out of a hat and improve LFG to the point where it's a viable option for putting together teams and leagues compared to /b.

    Edit: and that an improved LFG is good enough to win back users already soured on it.
  9. I found this bit interesting:
    Quote:
    Some of the "content-on-demand" niche has already been filled by the Team-Up Teleporter, which he goes on to mention was the biggest element holding Issue 20 from release simply because the team kept wanting to add new functionality to it for grouping.
    Seriously? I was expecting far more from the LFG tool, things that are, IME, pretty standard for most A-list MMOs -- it's missing what are, IME, some pretty basic options: form group; join group; start with X members; open to all; open to coalition; open to SG.

    The management tools once a league has started, however, are good.

    But as a tool for getting groups together? *shivers* It's awful.
  10. Quote:
    Originally Posted by Obitus View Post
    Reactive Rains delivered more damage than Judgement does. Rains can have a cycle time three to four times faster than Judgement's unmodifiable 90-second cooldown. Judgement and Reactive were introduced at the same time..
    RoF on my high recharge fire dom has an average recharge time of 18 seconds in HeroStats, faster if I'm Johnny on the Spot and I remember to hit Hasten.

    FWIW, the sheer face-melting ability of having a near-perma rain + all the DoT of a fire / fire / fire build? Jebus. I've seen entire teams have lower DPS.

    With regard to one target rains ...

    That's really, really freaking weird to me. I didn't even know an AoE patch could be set to fire an effect on one target.

    Edit:

    Totally unintentional first post after a red name!

    Thanks for the clarification.
  11. I'll do a better timing later this evening, but my fire / fire / fire can clear the goody fire ambush in a shade under 85 seconds, coming close to ticket capping. I like the tight room better than the Cyborg map since it's easier to tag more mobs.

    IME, it's simply a question of being able to layer as much DoT on as many targets as possible.
  12. Quote:
    Originally Posted by DoctorWhat View Post
    Seeker Drones is slotted to get the set bonuses.

    As for the Fighting Pool it is a toon based off Duke Nukem, being tough is a necessity.
    Fair 'nuff.

    But, IIRC, Seeker Drones will make stuff hit less often and for less damage than Tough and Weave.
  13. For completeness, here's my defender's build -- as a starting point, she just soloed the first two Praetorian AVs and can drop a Rikti Pylon in less than 2 minutes.

    Code:
    |MxDz;1286;705;1410;HEX;|
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    |75D69CCAAA53339656CA4E65C5719FAE95AAD57263DB0080502BBA3C73616DCDA650|
    |3DDEF69D2A55D69D557BB6543BB73C83C51A81B9CA8653732A0DBBF5A77B716B6BD3|
    |9E774AD57265DDE4C552D57156FD2D3FD6A96F94AB16AF4F94D7371A9818385E2DAF|
    |48DD052CEBD4B663D8CC20FE6E58D0B42E78A901F483CAE1A2086A5027B80E2B8638|
    |F77D440CC073D512B960079F69D8770F9104F77D2EEB7E801802F32167BFC06C4DB2|
    |B53C57336D46774130C1F08D336E6243BA64EBFD3A95F125B993FD09418A111C60DC|
    |B2A8716EBFEB13EA8310FC8C0843B8C8D5C25F183DD47E5E5084DB2832446444B0B3|
    |18C44CC428C4BC8CB885C840DC8F1881840F310C3DA8F0B048F390280B895FB8E883|
    |3B58CD2BD5BCE7311085E46F457D274BB88A43728E5B48C9BB9B8862B5E6E4AD319E|
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    |3E14F23C8A6BB8B04561CB7076B19709F14C04E438132E68DB1F3498EE74643B1DC5|
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    |A3D1060A67F9DAFF6C07746D87EB1753ACF81F7F01D2FB9EFF|
  14. I suck at the whole looking at builds 'n' IOs thing, but I do have lots of experience with traps.

    A couple things: Caltrops + reactive is OMG insane -- the proc has a chance to go off with each damage tick as far as I can tell. With some decent recharge, you can have 3 out at a time.

    Seeker drones is NOT a good damage power -- slot it for ToHit debuff (THD sets often have nice bonuses, FWIW), keeping in mind -ToHit stacks with +def.

    I'm not a fan of the mines, but YMMV.

    I'd rather have the full leadersip suite than the fighting pool, but, again, YMMV.

    No experience with AR, so I'm completely out of my league there.

    Good luck!
  15. Quote:
    Originally Posted by Chase_Arcanum View Post
    The few elements (that I know of) that make CoH2 seem likely are:

    -repeated statements that Paragon studios remains exclusively focused on the City of Heroes franchise.
    -several job listings seeking positions for developing a "next-generation" mmo.
    - at least one (now former) developer there that had a 'working on a directx11 next-generation mmo' activity in his linkedin profile for almost 6 months before he left.
    Cryptic billed CoV as a standalone game (making CO the studio's third MMO); everyone else saw it as an expansion. CoV was an old engine with new content tacked on to it.

    Maybe Paragon is going back to its roots and will release a new engine designed to run old content. As others have pointed out, they've hired, seemingly, everyone needed for a game except writers.

    Lord knows the game needs a tuneup under the hood if the devs continue to move towards raid content. Heck, the game needs new character models (c'mon, it's 2011 -- mittens?), non bi-ped critters, bases need a reboot, there've been hints for years about cross-server teaming, and, well, you get the idea. At a certain point, it's probably more efficient to start from scratch with a new engine than to continue working on the current one.

    So ... maybe CoH 2 is more like CoH 2.0.
  16. Quote:
    Originally Posted by Hottieforhire View Post
    I figured I should ask this here instead of starting a whole new thread. I have the T3 reactive 75% fire damage proc on my SS/Fire/Mu. He farms really fast now(I've never taken numbers), but I was wondering if anyone has taken the arctic pool for ice storm. It seems like it might do more damage now than EF and BL but I'm not sure. Any thoughts on this?
    My fire tanker has Ice Storm, my SS / Fire has Mu. When Ice Storm is up, it's very, very nice. But the Mu powers recharge much faster.

    My gut feeling is that Ice Storm would probably outpace Mu on high recharge builds, [edit]or at least be competitive because the fast DoT ensures that mobs are tagged with the max possible number of procs.
  17. Maybe I'm missing something ...

    But wouldn't Interface +Hotfeet + Mud Pots =
  18. Quote:
    Originally Posted by Chase_Arcanum View Post
    No, I put the flaw squarely on the players involved, not the devs. Trials and Raids are supposed to be about learning the best tactic. Some people have just become fixated on a "working" tactic that isn't necessarily the best, and they're ignoring the problem it causes. The problem is that the people seeing the "zerg" as an absoute failure in tactics aren't the people that actually need to change tactics. Those that don't experience the pain don't see a need to change.

    If anything, I just blame the devs just for not penalizing the zerg behavior enough. Lose x seconds for each death during that phase and maybe some of the aggro managers will start frigging thinking about doing their job (yes, this is a bad idea, but I'm venting- the tanks would just blame the squishies for their deaths).
    On the other hand, the vast majority of the PvE game IS a mindless zerg where the right answer to any given situation is most likely "more AoE". To say "Trials and raids are supposed to be about learning the best tactic" is a little twee considering that trials and raids represent less than 1% of the PvE experience.

    The game was designed as a fast-paced zerg from the outset, and the devs have, if anyting, dumbed down the tactics needed for any given situation almost from release (I could discuss this at length, but it'd be a monumental threadjack). To expect the playerbase to do a 180 and embrace a different style of play when the old one, by your own admission, works is ... interesting.

    What I'm saying is that slapping a timer on something forces the mindset of "gotta' get it done fast" on most players, and that instinct, aided and abetted by the very design of the PvE experience from 1-50, works against the marginally superior style of: perhaps we should ponder the relevance of, perchance, a different tactic whereby we use all our allotted time to the mutual benefit of all particpants; to whit we move spawn by spawn as a team and send as many miscreants off to their unjust rewards as possible.

    Scrapperlock has a very, very strong hold on this game.

    Edit for an additional thought: teamwork could be encouraged if goody boxes and their attendant spawns became progressively tougher, either with distance from the door or with the remaining boxes and their attendant spawns being buffed as the other boxes get defeated.
  19. Quote:
    Originally Posted by Rigel_Kent View Post
    I'm not a fan of Tactics except as a stepping stone to Vengeance (on autofire). By level 35, your teammates should have fixed any tohit problems on their own.
    Tactics is golden in BAF since it protects against Confuse.
  20. Quote:
    Originally Posted by Silver Gale View Post
    Getting a common does not mean "you didn't participate enough to get a Rare".

    Getting a common means "you participated enough to get a component, and the RNG gave you a common".
    I think this gets the heart of at least one problem with the rewards: because participation is required to get a non-thread reward, it is, IME, pretty logical for players to assume that, to get better rewards, you have to participate more.

    Quote:
    Originally Posted by Chase_Arcanum View Post
    Lambda IS a big squishie nightmare, but not because of the devs- because of the fire drill idiocy that's infected players there.
    Actually, yes, the devs implemented a nasty design flaw in Lambda -- they put the "gather temps" phase on a timer. That encourages players to zerg -- it's just in the nature of the gaming beast. If you have 5 minutes to complete a task, completing it in 3 is better than completing in 5. When players see see the numbers tick down, they assume "GOGOGO!".

    The devs, I believe, failed to consider player psychology in their design of these two aspects of the trials.