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The arena is fine for what it is, but I find praising it for making each team member "count" to be a headscratcher.
What it mainly made me do was notice how poorly some powersets and ATs fare compared to others, and how the diversity in this game leans heavily on having teams scale between up to 8 people. It's hard for me to ignore that my Blaster needed to to be fed 3 purples through every moment of the arena or be destroyed, or that Sonic Resonance provides extremely mediocre support when it is forced to be the only support option. There isn't a single slot on the team to burn, so I have "retired" these characters from running this event. The difference running this event with some group makeups differs in the extreme, and much more so than with 8 person content. I can't foist these characters on my teammates again.
It basically just underscores for me why there is so little build diversity in generic fantasy MMOs. So to get the procs, I just bring out characters who can deal with the specific mechanics, just like I'd bring out one very specific prescribed Holy Priest or Fire Mage or whatever character in another game. -
I am going to stand in contrast.
This game is much more fun for me with a range of 1-8 players. When it's forced to exactly four, it feels really constrained to me and like a very, very weak version of WoW. Being forced to only play with 4, versus having an option of how many to bring, plays against the strengths of this game in my opinion.
The recent trend of focusing on every group size except for 8-ish is one of my least favorite things about modern CoX. By that I mean trials, events like this one, and the extremely literal interpretation of "solo content" in Dark Astoria. At least Death from Blow is targeted at this game's traditional event team size. -
Quote:It's very, very strong. But I've been wondering how would one change it. The easiest (cheesiest) nerf is to simply not allow the power to accept Universal Damage sets anymore. But that's a noob GM move. However, nerfing the proc or the power doesn't make sense since neither is overpowered except in powers like Bonfire.
I'm stealing someone else's suggestion, but based on how this proc works, putting a Mag 1 unenhanceable knockback in Bonfire would theoretically fix the proc in this power, without radically changing the power.
Quote:I've been meaning to test it out in Volcanic Gasses and if it behaves like I think it will the devs might have to nerf the proc for VG as well : /. -
Quote:The way you describe Bonfire, sounds more like the spawn doing 'the wave' but at the same time
Sort of, yeah. Bonfire is just a pet with Repulsion Field + damage.
Another way to think of it is like if the pseudo pet were using an "activated" power like Fault or Repulsion Bomb over and over and over. The enemies all fall to the ground at the same time, just the like when they all get hit by the same AoE knock. -
City of Heroes is a fairly "low stakes" game. Some people describe it as "easy" but I think its more that the challenges that do exist are de-emphasized and largely optional.
I think the 8 person model for standard teaming has a lot to do with the demeanor of the game, actually. I noted in another thread with a similar topic that when allowed to have 8 people instead of 4, there is less reason to worry about one team member not performing well in a role or what sets or specific builds everyone has. So if you pick up, say, a Trick Arrow Defender or something, you don't as much feel like that slot is being wasted.
It's also easier to tolerate one person running late to the mission. Or one person disconnecting/quitting mid mission. -
Quote:Sorry, just had a thought and haven't logged into the game to watch someone else's Bonfire...
Does this mean that things flop around in unison? That is, when on Bonfire, everything slips up like a practiced choreographed action?
Yes, sort of. Have you ever been in a group where there are 3 or 4 Slicks or Quakes going on at once and the enemies just seem to "bounce" in place? It
It looks similar to that, except if a new enemy walks onto the patch, it hesitates very briefly and then falls.
It has occurred to me that I might be able to exploit this to find out the exact duration of the knockdown animation and the size of the vulnerability window. Unless someone happens to know already. I've asked a lot over the years but no one has coughed up numbers. -
Quote:Hah, I've been using that strategy with practically any movement hindering patches for a long time. It works pretty well with Snow Storm, Quicksand and the like so long as you don't leave ones self out of aggro range/out of LoS otherwise it triggers the AI's 'avoid' code and they start running the other way to escape the patch instead.
Interesting. I don't seem to have that issue with Ice Slick. The enemies are content to run across it even with Rain of Fire pouring down over it. I mainly mention the strategy because I often see people getting frustrated because they want to include the whole mob under the slick, when its properties (big slow and highish chance for knockdown) often work best just tagging a few enemies near the front.
It's a bit different on teams, of course. -
Quote:Would changing Earthquake/Ice Slick into 100% chance of their .67 mag KB be overpowered? I guess it would make mobs unable to fight back at all...still, I want my Crane Kick to ALWAYS knock foos into walls
I don't think the developers would go for it.But it's interesting to ponder because it puts Bonfire into perspective. To theorycraft for a second, I think Ice Slick and Earthquake would still be less powerful than Bonfire given the treatment you describe, assuming they still had shorter durations and longer recharges than that power. There's a small catch to this though.
We'll use Ice Slick in the example because it is the patch with the highest chance to knock an enemy. It currently knocks at a rate of 8% percent chance every 0.2 seconds--that's about the same as 10 times per 2 seconds, or 10 times as fast as Bonfire. If we were up that to 100% chance every 0.2 seconds it would seem to do more, at first glance.
The catch is that in terms of mitigation knockdown has a set animation time and a period during which the enemy is immune to another knock. Knocking at a rate of 10 times per 2 seconds is mostly meaningless if most of the re-knocks fire while the enemy is still on its butt. As long as the next knock is applied during the period when the enemy is disabled but vulnerable to the next knock, then its good enough for perma knockdown. Bonfire demonstrates that it can reapply at this rate. So, effectively, a 100% knock every 2 seconds is close to the same in power as a knock 10 times every 2 seconds.
Like I said there is a (possibly minor, possibly not) exception. At a rate of 10 ticks per second with 100% chance, any new enemy that enters the area would fall over almost immediately. With Bonfire, it could possibly take up to 2 seconds for the enemy to fall, depending on when the knock last pulse happened. Most of us have experienced this with Bonfire in the past with enemies who sometimes seem able to race across it before being knocked back.
The comment below refers to the current version of Ice Slick with the 8% chance to knock, not the theorized 100% version
Note that it is technically possible, but not likely, to get very slightly better performance out of the current Ice Slick. Than the buffed Bonfire. However,this is a very limited situation. I present only so we can see how patch powers typically work.
Here's the stipulation: if an enemy that wasn't on the slick previously moves onto it, there is a chance it will fall within 0.2 seconds. With Bonfire, it could taken up to 2 seconds for knock to to happen.
This isn't a full win for Ice Slick though. Note that any enemy that is vulnerable to knock absolutely WILL fall at the 2 second mark in Bonfire, while there is just slightly more than half that chance of that happening by the 2 second mark with Ice Slick. Track the average number of knocks for just 10 seconds, and Ice Slick is dismally behind Bonfire.
(Strategy note if you want something practical to take into the game: Everything described above is why, with the current version of Ice Slick, its ideal to wait about 2 seconds after casting from behind an obstacle to emerge and attack. On the first tick of Ice Slick, you knockdown about 8% of the mob. But as the power keeps ticking, it knocks more and more enemies down. It finally reaches a saturation point when the enemies have been under the effects of the power approximately for the duration of the knockdown animation. I use this to estimate that during its peak period Ice Slick will disable approximately 57% of a mob, although at specific moments that value will vary.
Bonfire achieves saturation of 100% immediately after it lands. Other than the fact that it casts and travels slower than Ice Slick, by the time enemies are aware of it they are caught.
Strategy note 2: if being really crafty, cast so the power only hits the guys at the front. They get slowed and have an escalating chance to fall. Everyone else runs in behind them, hits the patch, and end up stuck behind the people who fell in front of them. This works with the new Bonfire to an extent as well, and will cause some enemy groups to gather up very tightly as the unhindered baddies clump up against the ones you disabled.) -
I have always thought Energy Blast should be able to switch between knock and non-knock at will. Duel Pistols actually can do this, although its rarely really made note of. It was the only reason I could play Pistols over Energy.
It feels like a master of Energy Blasts should have the best control over whether enemies fall down or fly back. Like I pointed out in the Gravity beta with Propel, just getting hit with a big object doesn't necessarily mean you would "realistically fly backwards. We just tend to think that way because power animations always show blows to the mid section. In a realistic situation, getting hit in the legs or face would flip you over rather tha throw you back, and a blow to say the left hip would likely spin you around rather than throw you backward. -
An ideal "final state" for the procs for me would be if in Toggles and Toggle-likes they cancelled knockback completely but caused a 100% knockdown effect every 10 seconds. That's still extremely generous (putting a KD proc in Caltrops will proc every 10 seconds, 20% chance) without being way OPed. With its 45 second duration, Bonfire has 5 ticks. With the cast time of 3.07s that works out to be fairly similar to a very fastcasting minor control power.
To give another source of comparison, right now in terms of animation speed Bonfire is ticking faster per pulse than a single cast of Jolting Chain. A person who cast nothing but Jolting Chain back to back and was locked in that animation chain for 45 seconds would have fewer knockbacks than someone who cast Bonfire one time at a cost of 3 seconds. Even given the minor extra damage of Jolting Chain, that's way off. -
I read Mek Magic and thought:
McMagic!
"My magic is patented to deliver quantifiable sameness. I exist on over 5,000,000 planes, including at least 3,509 versions of Praetoria, and my signature freezer burn technique is a touchstone for every known civilized culture. Though everything else changes--a river on fire here, a zombie apocalypse there--my spells always deliver the same mediocre satisfaction."
I'm kidding. At least I hope so. -
Quote:...my fellow COH players have we forgot what our melee players are capable of? Should we not cherish this blessing that was bestowed on Fire Control?
I like you Todd and don't want to seem like I'm picking on you, but I am particularly un-fond of this argument.
My feeling is that a set that is individually rescued from the balance considerations of other sets pleases the crowd only in the extreme short term. Over time it does more harm to the AT and to the game than good.
If Controllers/Dominators are grossly out performed by melees like you suggest, they are far better off if most of their sets are reasonably close to each other in power. Allowing one or two to grossly outperform the others does a major disservice. It means the ATs themselves cannot be buffed, because the power differential is all over the place.
It should be understood that only about 1/3rd of the complaints about low powered sets probably require uptweaks. The second 1/3rd would disappear if overperformers had been kept in check in the first place. The final 1/3rd would be fixable if overperformers weren't locked into their overperformance, preventing the entire AT from being buffed because the best sets benefit most from it.
But if we're going to get mechanics like this, I propose a -Recharge to -Resist converter and maybe an IO that procs damage on the enemy each time your pet's AI causes it to suicide. -
For reference, here is the issue note on the change to Repel back in the day (issue 3) describing the effect applied to those powers. From the Powers section of the Patch notes [taken from ParagonWiki]:
Quote:It should be noted that the comment on preserving resistance normally works in the opposite sense with the way enemies are actually designed. It means things like Clockwork and Rikti Monkeys fly further because they are vulnerable to knockback. Very few enemies that are Resistant to knockback are not also Protected, at least if my hands on experience trying to game the system (and mostly failing) with Repulsion Field indicate anything, so even though in theory an enemy with 999% Kb resist would fall over rather than fly backward when hit by Repulsion Field, I've never actually seen it happen.Whirlwind, Repel, and Repulsion Field will KnockBack foes of all levels the same distance. That is, Repulsion Field will no longer lock higher level foes into permanent KnockDown. (This is a change to the level of a target and does not affect a targets resistance to or vulnerability to KnockBack).
[Sidenote: It's the developer's lucky day that Whirlwind doesn't happen to take damage IOs. Even with this flag, the IO might work and it would be hilariously obvoius how OP this ability is. Not any more OPed than Bonfire is, mind you, just more obvious because anyone could do it instead of just Fire Control characters and Blasters/Masterminds who take that APP.] -
Quote:So you are saying hold off until synapse makes a Statement?
Ok putting the fire dom back on ice.
Not necessarily, especially if you already have a character who can take advantage of this. Mainly, that would be Blasters or Masterminds, because they get Bonfire in their APPs. My Rad/Fire/Fire has Bonfire and I plan to abuse it for what its worth. I feel like I've done my duty to inform them here and in the beta.
I have no idea if they are going to do anything about it. I actually don't think very many people even know about the flag on Repel and Repulsion Field. I only found out about it when I got curious about whether I could disable +6s by standing on top of them with a Force Fielder, and found out that enemies always fly the same distance with that power. -
Both Repulsion Field (Force Field) and Repel (Kinetics) are flagged to ignore the purple patch specifically because of this issue. Because the animation time for knockdown is longer than the knockdown pulse rate (2 seconds) any enemy that gets too close is completely disabled and unable to react after it enters the patch.
In another thread I estimated the knockdown chance of Ice Slick as 57% every 2 seconds and Earthquake at 51%. Bonfire, at 100%, is clearly the best of them. Yet its recharge is 60 to their 90 and its duration is 45 to their 30.
I think IOs should make us more powerful. But in this case I think it goes way too far. IMO when an IO ends up creating a power that is so extreme the developers would never deliberately give us that ability (in fact, went to the trouble of specifically coding that effect out of similar powers) it needs to be reeled in.
It should be noted that Bonfire is a power available in APPs while Ice Slick, Earthquake and so on are not. It would actually be less overpowered to just give Masterminds both of these powers than to give them Bonfire under these conditions. By "both" I mean both of them together, in the same APP: Earthquake + Ice Slick on top of each other have less of a chance to lockout an enemy than Bonfire does. -
Creepers isn't a power available in APPs. Nor is Ice Slick or Earthquake, because they were presumably considered too iconic and powerful.
Heh. -
But Bonfire can...
Weird fact of the day: according to patch notes, long ago, RF and Repel (in Kinetics) were nerfed specifically to make them immune to the purple patch, in order to prevent the power from converting to knockdown. Both of those powersare specifically prevented from ever having knockdown, which Bonfire now has (and is IMO ridiculously overpowered with). But if that decision stands, at the very least Repel and Repulsion Field should be unflagged (and a few other powers, like Wormhole, IMO need an option to convert as well). -
This is a hard pick for me.
I would probably put Ice Control as the weakest of the control sets. However, my general feeling is that the worst of the control sets is probably about as good as an "average" Defender blast set, because just the basic control powers and modifiers are very good. This is the way I felt about Gravity prior to its buff as well. Both of those sets look bad next to massively overpowered sets like Plant and Fire, but to me they still seem better than fairly "average" sets like Defender Radiation Blast, and MUCH better than the weakest blast sets, like Electric. At least to me, if you have to be worst, being the worst control set is probably the best category to fail at.
Beyond that:
Psi Blast on Blasters. Bad enough that if a prolif is described as having been "Psi'ed" most people understand that to mean stripped of its worth. I consider this the single worst set in the game personally. It's especially pathetic because Corruptor and Defender Psi Blast are average sets to start with, and this set is essentially a nerfed version of that.
Sonic Resonance, Force Field, Poison, and Trick Arrow all ride around at about the same level of underpowered for me, each for somewhat different reasons.
Energy Melee for reasons probably stated in this thread. Bad enough that I can assume someone said something about it without having actually red the thread.
Electric Assault, if forced to pick a Dom set. In fact, probably Electric Assault before Ice Control, at least for me. Where at least ice Control (and Gravity) has some unique things to set it apart, Electric Assault mainly stands out as being the same as everything else but perfectly worse. -
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Quote:I wonder if this would make it worthwhile to run with Repel on a Kin.
EDIT: Nevermind.... I forgot it had to do damage. We need a generic kb to kd for this and Wormhole.
I talked about this in the Controller thread which you were part of, but Repel and Repulsion Fiekd in Force Field used to be capable of bouncing enemies in place if an enemy exceeded you in level. They were both specifically flagged by the developers as exceptions to the purple patch to prevent this from happening. This makes the situation with Bonfire becoming the premier knockdown patch (100% chance every 2 seconds as opposed to roughly 57% in Ice Slick and 51% in Earthquake as explained in that thread) really intriguing, if "did you test this?" is a synonym for "intriguing."
The IO's interaction with Bonfire frankly makes the long discussions and give-and-take in the recent Gravity feedback thread farcical. Like I said over in the Controller thread, the devs have a hard job and I respect them, but all the time spent balancing powersets seems realy pointless to me if they are just going to go "whatever" when creating IOs. -
Quote:Well, to clarify a bit, my stance is no to a nerf to Fire Control, particularly if it's spurred on by this enhancement. If I had my druthers this enhancement wouldn't be limited to this set (and subsequently the powers that take it) and certainly not unique. I'd like to see a generic knockback to knockdown enhancement. Ideally it would be its own category of IO, separate from knockback enhancement, so that it could be targeted at specific powers.
Also, I most definitely agree letting us convert knockback to knockdown in Wormhole isn't going to overpower Wormhole in any shape or form.
I understand and respect your point. By "nerf" I mainly mean removing this capaility from this power.
A very similar ability actually used to exist in two powers that are cousins of Bonfire: Repel (in Kinetics) and Repulsion Field (Force Field). These powers used to be affected by the purple patch so that if enemies were sufficiently high level above you, the power converted to knockdown and you could bounce them in place. This capability was intentionally edited out of the game by flagging these powers to always cause knockback because this was deemed too powerful.
Overall I agree with your contention that they are painting with too broad a brush. If Bonfire stays, there are several other powers that deserve such a massive and arbitrary increase in power. Overall, my feeling is that if something is so powerful they would never intentionally give it to us in a power, than achieving it just because "it's an IO" (my paraphrase) is not justifiable. Can you imagine if Repulsion Field caused knockdown? That's what Bonfire is, but with a bigger radius and damage. We're left with the impression that if only Repulsion Field caused a minor amount of damage (ie been better than it is), it would have benefitted from this change. For such a huge boost in power, I find that to be a frustrating outcome.
One weird thing about this proc is slotting it in Jolting Chain probably fixes it so low level enemies don't end up scattering.
But again, I think we all have to remember Bonfire on Controller's is the weakest case. It's on Masterminds and Blasters, who have no Containment needs or need to spam Fire Cages for damage, where this is likely extremely overpowered. My lone lvl 50 Blaster has Bonfire so I plan to find out. -
Quote:To be honest I like the Converted in Bonfire and I don't think they should change it one bit.
IMO if they are going to keep it they should at least put damage in Wormhole so that it can slot the set as well. Being stuck with knockback there while Fire Control, of all things, gets a huge buff just kind of makes me feel like we wasted our time commenting on Gravity. I'm not ungrateful for the work the developers do, but if this doesnt finally get the nerf bat to swing at Fire Control in earnest I'm not sure what it would take. From the beta they were pretty adamant about Wormhole being stuck with its knockback so I really dont know what to think of this. -
Quote:I would be more interested in drawbacks that were not really drawbacks.
That said, I do love the idea of an Earth TP as you describe, and with the right animation time it would still be a negative, so your idea is pretty cool.
It still a drawback, because you still have to stick to Teleport and can't just jump. The only difference versus the way it currently works is the dropping of a pool power. It's less of a drawback compared to now, for sure, but not a free ride. -
I just want to issue praise for a subtle element introduced in recent cut scenes. I've noticed that the player character is now included in some of the cut scenes. This happens both in the new SSA and in the Blockbuster event. It only seems to use one team member in each scene, but this small change in focus really helps me feel more immersed and like the cut scene is relevent to this specific character.
Thank you very much for this change. It's a subtle thing, but for me it gives the scenes much stronger impact. The plus for you is the more you include these sorts of elements, the more "social prestige" there is and incentive to really work on a cool costume.
Is there a possibility future trials might include group shots?As much as I love the shot below, I would it een more if we could see al 4 teammates in it, about to square off against the enemies.
Uploaded with ImageShack.us -
I would be more interested in Stone Armor if it kept the movement penalties but got a Teleport power built in. I'm fine with it needing a unique way to get around, I just feel the set should provide that rather than pushing you into a specific pool. It also gives an opportunity for a unique Teleport animation that mademore sense in the context of the set (probably diving into the ground or tunneling), maybe using that "crack in the earth" animation, and then popping up in a new location.