Oedipus_Tex

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  1. Quote:
    Originally Posted by Tater Todd View Post
    Well there's been rumors of them fixing Ice Control for some time now...but sadly it's only rumors and just posts of them saying that they want to fix it *sigh*.

    I only picked on Ice Slick because it is the "best" of the patch powers in terms of knockdown. The relative power of each of them is like this:

    Code:
                      Knock /2 sec Recharge Duration
    Ice Slick         56%              90        30
    Earthquake      51%              90       30
    Bonfire           100%             60       45

    This is based on Ice Slick and Earthquake ticking 5 times per second, with 8% and 7% chances of knock. This is also relatively the same as throwing balance completely out the window. But, they were warned. Maybe I can exploit this on a Mastermind before they fix it. MMs have a longer recharge on Bonfire than Controllers but thats unlikely to matter. Some people probablywon't see the issue, but this kind of makes discussions about balancing powers like Jolting Chain and the battle to get 5 target knockdown in Propel very silly in comparison. The knockdown in Bonfire triggers slightly faster than Jolting Chain can animate one time.

    Note that if my calculations are right, Bonfire is better than putting two Ice Slicks or Earthquakes on top of each other.

    This is assuming it actually works. I hope to know shortly.

    PS I didn't post numbers for Liquefy or Oil Slick Arrow because that's just too depressing.
  2. The ideal place for that proc is Bonfire on a Blaster or Mastermind. You don't need Containment or lose out on the -kb by spamming cages. The relative imbalance of this relative to Ice Slick is intriguing though. My Blasters will have a significantly more reliable knockdown patch than my Ice Control characters.
  3. One thing to keep in mind about the snipe proposal is that ToHit is a contested stat. Some enemies can debuff it, which moves the needle on the value you need to maintain. I haven't really kept tabs on which enemies have -ToHit powers, but at least a few do. I'm not really making an argument about this point, its just something to remember.
  4. Quote:
    Originally Posted by Leo_G View Post
    I see great potential in such a build. All you'd need is any yellow inspiration and you have fast cast. Actually, I had planned to do just that for my corr, set her up so that 1 yellow is ask it takes and literally pop them like aim...that lasts substantially longer.

    I'm thinking of some combo of archery on blaster to accomplish similar.

    Just to clarify, are you saying you'd take Tactics and then underslot it so that you can eat Yellows and get the effect part time? I guess that's a solution of sorts but I can't see it being very popular. IMO if you're going to take Tactics you might as well slot it.

    Small yellows by themselves only grant +7.5% according to Paragon Wiki so unless I've missed something changing there Tactics is still required unless you plan to only eat Large Yellows or stack the smaller ones. It apears to take 3 small yellows to unlock on its own. If you slot Kismet without Tactics, I think it still takes 3, because you end up with 7.5 + 7.5 + 6 = 21. Ouch.

    [ADDENDUM: I wonder if there is a threshold where if you were tight on slots it would make more sense to perma the snipe but underslot it for damage, and instead use three reds to make up for it. Since the reds up the damage of all powers it would be curious to see.]


    [ADDENDUM2: Just thought about super inspirations. While I'm not cynical enough to assume the power is designed this way to push players to use the cash shop, it wouldn't surprise me if some people are. IMO that's an argument against, not for, some of what I have said about putting the value out of reach. I think if it were in reach via more methods it might be fine. We may need to look out for strategies that ladder off of Tactics + super inspiration unlocking the ability.]
  5. Quote:
    Originally Posted by Leo_G View Post
    Why can't Defenders and Corruptors benefit greatly from a change like this?

    Indeed, why not? But this is a question for someone who said they shouldn't.

    Like I've said a few times, I don't have any opinion on whether they should or shouldn't have the ability. My opinion is only about the gymnastics of hitting this specific number in a build that unlocks that ability, and missing it by 0.02% not unlocking it. This is not a debate abut Blasters versus Corruptors. Its partially a debate about the specific build a Corruptor (or Defender) has to commit to obtain the ability reliably, including the fact that Psy, Dark, and Assault Rifle don't even have an Aim type power to make the ability work.
  6. IMO one of the more balanced way to approach it would be to have the animation time of the power reduce based on the Interupt time, with Aim and Build Up providing a reduction to Interupt. Our current system doesn't seem capable of adjustable cast times for the same animation, though, which is why we have this sort of awkward switch off with two completely seperate animations with no gulf in between them (made more awkward IMO that its possible to hit the target value with some easy but cookie cutter slotting).

    Ultimately, what doesn't really concern me is how much actual total possible damage the sets end up kicking out after the change is done. I have personally never bothered to create an "attack chain" for a character, or bother to calculate cast times down to the Arcana time. I will pick up the T4s for the same reason I always picked up (most )T3s: even without a chain or a huge amount of min maxing their value is obvious.

    I kind of feel the attention paid to chains is Blaster and Scrapper-think anyway. On a Defender, especially, I don't care that much about "chains" because I'm throwing other powers between the supposed chain. There is value just in having a very fast casting, very damaging power that you can toss between buff and debuff powers. Because of this if it came down to it I'd consider skipping some set's T3s or T2s in favor of Tactics and the hardhitting, fast casting huge range T4, although I doubt I'll actually run into this situation. A few sets lack T3s completely and are there already though.
  7. Quote:
    Originally Posted by Nethergoat View Post
    IMO it's very strange to characterize my position as saying "the buff isn't that big" since that isn't my position and that's not what I've said.

    At this point I'm convinced you're not even sure what you've said. You just seem to be adopting a position that is as oppositional and contrarian as possible.
  8. Quote:
    Originally Posted by Nethergoat View Post
    Which is why the carrying on over how EVERYBODY now has to drop everything and roll a /dev so they can leverage this UNBELIEVABLE SOURCE OF DAMAGE is a load of hooey- for instance this change doesn't make /dev MUST HAVE, it just makes it not suck.
    I'm not sure who "everybody" is here, or where you're picking up imagery like folks "tearing out their hair."

    I'm personally talking about the circumstances of specific builds and not rolling up a new character out of some expectation of being the "best" in the game at something. I don't care about being the "best." I do care about making decisions within the context of specific powersets that make sense based on what options are available. The basis of the concept of strategy is that build decisions are intelligible.


    Quote:
    Originally Posted by Nethergoat View Post
    It's a definite buff. I expect it to be great on my legacy AR/Dev (and boy does he deserve it after years of wallowing around at the bottom of the rankings).
    Emphasis mine.

    IMO this is a very strange thing to say after saying the buff isn't that big. Tactics on a Corruptor and Targeting Drone on a Blaster are practically the same power for the purposes of achieving the T4 blast. One power can't be highly desirable and the other not, unless that one extra power pick in Manuevers or Assault or running out of pools makes that much of a difference. If that's the argument you want to make, I'd accept it as your opinion.

    But I have no way of resolving your comment above with Corruptor and Defender builds for Assault Rifle other than to say that if Target Drone greatly benefits Blasters, Tactics greatly benefits Defenders and Corruptors. I'm not talking about rolling up an AR character just to take advantage of this because it's especially leet, I'm talking about taking advantage of it because it's the best option available when playing that set on those ATs. These are two distinct concepts. You've blurred them many times in your posts and it doesn't do service to the argument.


    Quote:
    ...'Casual' players will be stoked to get an 'Orange Ring' every once in a while and won't care one whit that they haven't maximized their potential single target DPS-..

    The image of the majority of players, casual or not, running around with a Snipe that they've bothered to take and slot for damage but don't care about using regularly or notice that it doesn't always work the same breaks suspension of disbelief for me. An argument about how bad you can possibly make a build has no bearing on what the structure should be for the average or the top. It's why, despite your contention that single target damage matters less, pretty much no one advocates that you shouldn't slot damage enhancers in the powers, which achieves exactly the same goal.

    The snipe isn't a free power. It has to be picked and costs slots. If you've bothered to take it and put any slots into at all, it stands to reason that you should finish the deal.

    Essentially, what you are characterizing as the kvetching of extreme min/maxers is exactly the opposite. It's concern that it is 1) possible to access T4 blasts on a Corruptor or Defender, 2) desirable in many cases and 3) the path to it takes away from the elegance of an IO system with options and build choices rather than adds to it. I don't particularly care if, in the end, they decide to make it no longer possible to achieve with Tactics on Corruptors and Defenders, because for me this is not an argument about level of power or AoE vs single target or any other sidebar raised in this thread. It's an argument about a puzzle with a solution that is both obvious and disappointing.
  9. Quote:
    Originally Posted by TyrantMikey View Post
    Seriously, how does anyone play on a laptop? Those keyboards are so small! I feel like I'm trying to cram my fingers into the area the size of a pill bottle to type.

    I both often use a laptop and play using the thumb pad instead of a mouse.
  10. I argue both are important.

    AoE opens the door to scoring drops and single target to downing gatekeepers. Both activities produce "rewards."

    I can't say I've ever failed a Task Force or trial because of a lack of AoE damage. AoE may be efficient for some types of tasks but it has its place in others. When City of Heroes throws a gatekeeper on you (especially on a timer) there is a very good chance its mostly a single target DPS challenge.
  11. Quote:
    Originally Posted by Arcanaville View Post
    Drain Psyche is a high risk high reward power. But it is so high risk and so high reward that it places itself outside the norm of the game's design: far outside the ability for the average player to even begin to leverage. And that means on the one hand its far too powerful for min/maxers, and on the other hand far too risky for lower skill players.

    That doesn't "balance out." Some powers have constant stable performance regardless of who uses them. Some reward skill. That's fine, to a point. Drain Psyche steps over that point, straps on a jetpack, and shoots off into the sky.

    That's separate from the fact it does certain things the devs as a rule don't allow generally allow in a standard power, including enhanceable regen debuff, and literally smashing into the caps for regen and recovery.

    Excellent explanation.
  12. Quote:
    Originally Posted by plainguy View Post
    A smart player will pick up both and slot them accordingly.

    This is the part we agree on.

    The debate we're having (or at least I and a few other people are having) is about that threshold between where "smart player" stops and "expert player" or perhaps in this case "build gymnast" begins. [EDIT: To clarify, this might have been better worded as "smart player" versus "min/maxer."] Not slotting for damage at all is a "choice" but not one many people would be willing to make. Clearly there are some build choices that are definably sub-par from the perspective of game balance, unless someone is going to argue that the developers balance the game around a player with all travel powers and no slotting at all. You can argue the irrelevance of anything, but if a T4 is irrelevant I'd like to establish why that is if T3, T2 and T1 blasts are not.

    In my view, when the only blockade to slotting a T4 blast is Tactics and a Kismet, passing it up is self defeating. Particularly in the case of the actual two setsI will be IOing, Dark and Psy Corruptor/Defender Blasts, that don't have another option.

    I don't particularly have a dog in the race on whether or not I deserve access to such a blast. I can just assure you that if the power is worth taking (ie was worth the time to recode) and is within my grasp via a magic number, I'm going to hit that number, but not be particularly impressed with the puzzle that has been presented. Some people think putting Tactics in the path of T4is enough to stop people from chasing it, but it's really not that different to me than if the T3 power in Leadership was a high powered T4 blast that you needed 2 prereqs to get. It's a puzzle with an obvious solution like "put damage enhancements in powers," just with a slightly more convoluted path.

    There are good puzzles and not so good puzzles and what some of us have said is in the case the puzzle has a somewhat obvious solution that is simultaneously slightly irritating. Hence, comparisons to Stamina.
  13. Quote:
    Originally Posted by Nethergoat View Post
    For an AoE focuesed character, single target damage IS largely irrelevant.

    Then there shouldn't be an objection to just giving the benefit all of the time or none of the time, because it isn't very good. In fact, "irrelevant." Which raises the question of why even spend any time coding it, and not just leave snipes alone. The argument of irrelevance is self-immolating. It has to matter someone or there would be no reason to change it, or defend change as vigorously as you have here.
  14. Here's a link to a recipe for perma T4 with Farsight on a Corruptor assuming a target of 22%. I didn't want to post the whole build.

    http://www.cohplanner.com/mids/downl...430400A3BBFA62

    Or x3 Membrane Exposure, x2 ToHit Buff, x1 Kismet. The power isn't quite perma set up that way on its own but Hasten and Chrono Shift easily carry it there. Of course, as mentioned, for Time, I usually look to Power Boost anyway, especially if I were building for this.

    The downside is missing a LotG there (most likely) so you would probably realistically put Kismet is another power, like Hover or Combat Jumping.


    (Completely unrelated, if the understanding that Energy Manip can get this effect perma'd via Power Boosted Tactics is correct, I am entertained to think of Moonbeam as a T4; coupled with Boost Range, it has a range of ~280 feet wihout range slotting and a recharge of 12, probably reducible to around 4.5-5 or so with a good build).
  15. Quote:
    Originally Posted by Local_Man View Post
    I have Mind/Storm at 50, a Mind/FF at 45 and a Mind/Energy Dom at 50 . . . I prefer the Dominator.

    How to fix/improve Mind Control? First, shorten the Recharge on Mass Confusion to make it comparable to Synaptic Overload. I think this is the number one complaint about Mind Control.

    Second, the next biggest complaint is a lack of Containment. So change Teke to a cone Stun power -- kind of a mental overload. That would give it Containment. OR turn Mass Hypnosis into some kind of pulsing sleep, similar to Static Field.

    It is OK if it is lower damage, as long as it has superior control.

    I agree with most of this. Especially changing the recharge on Mass Confusion.

    I would consider allowing Confusion to count for Containment (it does for the psuedo-Containment in Hybrid incarnate).

    That would leave Mind without an immobilize for the damage but a very competitive power in Mass Confusion.

    Mind Control on Dominators is good but at least in my personal opinion not substantially better than other Dominator sets. It still takes a relative eternity for powers to recharge and Terrorize without Immobilize often makes enemies run off. In incarnate content specifically, I often found myself facing mobs with no AoE ready for them and forced to use Terrify, which allows them to counter with an attack and has no debuff (compare with Dark, which has both a -ToHit buff and does not allow a counter).

    It should be noted that I am a particular fan of Mass Hypnosis though... on Corruptors in their Psi APP.
  16. Quote:
    Originally Posted by Kyriani View Post
    For a more positive suggestion... The devs could simply have Defiance provide a passive +5% hit buff. That alone makes it so Tactics + Kismet will hit the 22% plateau and it's a Blaster exclusive buff giving them some sort of parity compared to the other AT's that have higher base numbers or more support powers to hit the 22% mark. It's also a small but nice buff to Blasters of all shapes and sizes.

    The devs could do the same for domination (have it give 5% to hit) if they don't want to outright provide fast-snipe during its duration.

    At that point you might as well just make the snipe become a T4 blast for everyone regardless of ToHit. Which I would be fine with. I'd also be fine with the reverse, just putting the numbers outside of reach with Tactics so no one gets it perma. Whatever they want to do.

    But setting it up so a T4 blast is locked behind hitting a magic number that isn't particularly hard to hit means most everyone is going to distort their builds just enough to hit it. That's not choice except in the sense that you have the choice of whether to build intelligently.

    There is a new statement that just entered this thread recently that suggests maybe it won't be that bad because the power won't hit that hard, which really just kind of raises the question: if it doesn't hit that hard why would anyone take the Snipe at all, especially if it was intended that you only get that not very good damage boost only part of the time? So we have to believe that the snipe does some level of damage over and above what the set is currently capable of, and skipping that in favor of something else is functionally not very different than skipping a key power in any other set. You certainly can skip your T3 in the current system, but doing so is silly except for making arguments that everything is ultimately a "choice" and no power is "required."
  17. Quote:
    Originally Posted by Eldagore View Post
    I did not mean it as yelling lol. I just wanted it to stand out some to those that skim threads. I suppose italics would have sufficed.

    Also, lol at "yelling" through typing. Even after all this time with the internet and the abundance of texts, tweets, I-facebookspace posts etc, it is still an underlying issue that body language and intonation are mostly lost through typed communication.

    Understood and point taken.
  18. Quote:
    Originally Posted by BrainBrillo View Post
    This is overall damage from rotation, yes?

    OK, now reduce that somewhat due to aim giving fast snipe some of the time, and likewise Build Up.

    Still, a 15-30% boost for Blaster and 20-40% for the others seems a little steep.

    If it goes live as is, I'll just continue my trend of avoiding Blasters and treat the snipe like a new T4 Blast for Corruptors.

    I mean, my Dark and Psy Corruptors don't even have Aim as a choice, so it's not like there is another option. And since neither set really has a T3 blast to speak of, getting what is essentially a T4 is mana from heaven, and minor build gymnastics are as close to a requirement as you can get. I assume both blasts will even have a range of range of 175 ft. But I guess to some people, that's "optional." I guess it is, in the sense that you have the "option" of spending money to make an extremely sub-par build that doesn't take advantage of what's on offer, but like I said earlier, it's impossible to counter the argument that something is balanced because some people make self-defeating build decisions.
  19. Quote:
    Originally Posted by Nethergoat View Post
    Yet somehow all the non-melee ATs got along for years without the invention system.

    Weird, since according to you that "isn't viable".

    I can see how you might think that is what I was saying, but it's not related to my point.

    Unviable for me is having the power available but not taking it. Before KB IOs were available, it couldn't be unviable because you had no option to take them. Now that they are available, not taking them in a build is just self-defeating. And one kind of argument that's impossible for me (or anyone) to win is one against an infinitely self-defeating player; he or she can invalidate any power evaluation or build choice. (I'm not say you are K fall intothat category, just in the abstract.)
  20. Quote:
    Originally Posted by Kyriani View Post
    You are NOT at any time obligated to take your snipe.

    You are also not, at any time, "required" to take your T3 Blast. You were not, at any time, "required" to take Stamina. You are not, at any time "required" to slot knockback protection IOs.

    But not doing so is not really viable based on what the set offers. You cannot compare how the set is now to how it will be and say (paraphrasing) "Well you were fine with your damage then, you should be fine with it now." That is not how powerset buffs work. People are going to actually use these powers.

    In the end, you have the "option" to skip a power that does significant additional damage, which is hardly an option at all. The argument that is always possible for someone to build in a way that is self-defeating does nothing for the disagreement over the path to performance being tortured.
  21. Quote:
    Originally Posted by Kyriani View Post
    Targeting Drone has nothing to do with Tactics IMO. One power is in a secondary, affects only the user, is much cheaper to run and does stuff Tactics doesn't do. The other power is a pool power ANY character can take, some AT's get more out of it than others, it affects the team, and costs much more to run.

    Actually Tactics costs 0.39 endurance/sec versus 0.31 in Targeting Drone. The difference isn't very extreme.


    Quote:
    What other AT's get out of the snipe change isn't really relevant to what Blasters get because the change is a change to snipes not blasters.
    A change to snipes is relevant to everyone affected. This isn't me griping that Defenders and Corruptors get something Blasters don't (at least, not only that). It's also about how this will affect my Corruptors and Defenders. I will need to take Tactics now for the same reason I used to need to take Stamina. It's not "optional" except in a very limited sense.

    All of this is why if the change is great for Targeting Drone, it's also great for Tactics. If the change is not that great, then Devices isn't that great and neither is the change to snipes itself, which makes me question why we even need this hurdle to acquire fast sniping. If it doesn't have that much impact, why require hitting magic numbers to use it?

    Ultimately, I don't care if in the end they decide to either move the 22% mark out of Corruptor reach, or just make it so everyone always gets fast-snipe no matter their to-hit, because the ending level of power is not my actual concern. My issue is that a 22% requirement for fast-snipe creates build incentives that are, for lack of a better term, "perverse." The system just does not work for me. It doesn't make making builds more interesting or add justifiable complexity. It's just a target number that is very easy to hit and in most cases self-defeating not to chase.
  22. Quote:
    Originally Posted by Local_Man View Post
    Well, I think you have SUBSTANTIALLY undervalued Illusion. I think you value AoE a little too high. Illusion's AoE ends up being 5 pets, one of which has an AoE attack. You also don't recognize the survivability of Illusion and how that contributes to overall damage. When PA are drawing the attention of the foes, Illusion is free to attack rather than casting controls, debuffs or heals. Even Phantasm's survival is boosted by its Decoy, letting it stay at range.

    You are also ranking sets based upon the set's ability to use procs and handle large groups in the end game. That's certainly a valid consideration, and if that's the criteria you want to use, then your rankings are not too off (other than Illusion).

    I would say that leveling up, Mind is one of the better sets for damage in low levels. Only Mind and Gravity have a decent "attack chain" in low levels. But as the builds mature, Mind gets left behind on Damage while it gets better AoE controls. While other sets pick up one or more pets, Mind ends up with 4 1/2 AoE control powers. (I consider Telekinesis less than a full AoE control power -- it technically is a cone hold, but with a cap of only 5 and very situational use, I think it is fair to consider it a half.) I ranked Mind higher in my list because I took into account the time spent leveling up, but if you are only looking at performance at Level 50/Incarnate levels, ranking Mind last may be valid.

    I agree with most of your criticisms and also agree that different ranking systems are likely to produce different results. Illusion does do pretty good damage. I do think the AoE immobilizes do scary levels of damage as well, which played into my estimates.

    Ever since Dark Control, Mind has been a bust for me. If you remember my arguments from a while back, I used to say with Mind you're basically trading away Immob to gain Fear... I now feel that was a valid statement before Dark Control and incarnate procs that compete with sleep. Hypnosis getting canceled by the incarnate damage procs just really eliminated the set for me as a contender. It's a bit less drastic as you level up, but AoE blasts come earlier now and with no good source of Containment Mind feels really far behind.
  23. Quote:
    Originally Posted by Another_Fan View Post
    Horrendously bad options are horrendously bad options and really aren't worth consideration in the context of improving blast sets.

    Kyriani usually has some pretty valid points in these discussions and I think that's the case here as well. I disagree with her (him?) on this topic but I at least see her POV, even if I don't agree with it.
  24. Quote:
    Originally Posted by Kyriani View Post
    The change brings options no matter which way you look at it.

    With all due respect, something here just doesn't add up for me.

    Blaster Devices granting perma-fast Snipe is being promoted as a big advantage. But Tactics gives the same advantage to a Corruptor or Defender. It's practically the same power, except Tactics affects the whole team.

    So is this change big or is it not? If it's a big advantage to Devices it's a big advantage to Tactics. If it's not, it's not.
  25. Quote:
    Originally Posted by Adeon Hawkwood View Post
    The same goes for AR. There are two issues that I have with this argument. First if the combo was viable before FastSnipe it's still viable after FastSnipe even if it can't FastSnipe. Yes it's a buff but I don't really see it as essential.

    If it's not that essential or effective then why...
    1) ...is it being advertised as a major buff for Devices? Is it really effective or is it not? Because if it is really effective for Devices, it is really effective for Tactics. There is no 2 ways to argue with that.
    2) ...do we need a "magic number" at all? If it's not that great, why set it up this way?

    In the end I would be just as happy with no buff to Corruptors or moving the target value so it's not achievable with Tactics as I would with just having the Snipe always be instant regardless of your ToHit value. I don't particularly care which way they go with it as long as it's not set up like this.


    EDIT: I want to add that I have no particular beef with you Adeon, or anyone else in this thread. In fact, I enjoy reading your posts. Even though we disagree on this particular issue, I hope I can retain some of your respect. I really like some of your ideas for Defenders and Corruptors.