Oedipus_Tex

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  1. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Oed. your post leads me to believe that you are very biased towards Ice. You've referenced your experience with it, and you seem to be naturally fond of it based on your previous posts. This makes me think that you don't think Ice Control sucks- And congratulations on that feat. I'm sure it took a grand amount of doublethink and personal attachment in order to arrive at that conclusion.

    I think Ice Control is somewhat less powerful than other control sets, but playable. It could use some buffs. The reason I play it is because you can't find anything like it in other games. I've sent enough electronic enemies to their deaths in 20 years of RP gaming that my standard is "what holds my interest."

    I think you commenting on it and taunting other players about it when you have never actually played it is silly, and your constant antagonizing of other players borders on a personality disorder. I'm not sure how you think you come across, but to me, at least, your tone is inappropriate and I think its probably best if you and I just stay away from each other.
  2. Quote:
    Originally Posted by DarkSideLeague View Post
    Because it meant that Elec armor and Fire Armor would be taking 50% more damage than before. Because those sets COULD hit the resistance cap for their respective damage types.

    I know what it meant, and it was and is perfectly fair. You're looking at as "taking 50% more damage." But the flipside of that is also true, if the numbers are too high, some Brutes have twice as much survivability from Resistance as they should (mainly in farms, but you are the one claiming its a 50% survivability drop).

    The numbers involved are exactly why it deserves the nerf. A cap of 85% is still second best in the game. But people want a nerf that's not really a nerf. Why should Brutes have many times the survivabillity cap of the Scrappers and Stalkers? When you word it in an incendiary way like you did above, Scrappers and Stalkers are less than half as surivivable as a Brute. All it's showing is that a Brute is overpowered.

    Whether they actually nerf them or not I don't care, but as a mere credibility issue it bugs me personally that so many people will rag on the devs for not buffing sets X Y and Z but nerfs are just out of the question, even when they are richly deserved.
  3. Quote:
    Originally Posted by Aura_Familia View Post
    However, doing only that and not making any other changes to Tanks other than a damage cap increase, and calling it a day, wouldn't solve anything for the Tank players who perceive that tanks have issues.

    I agree with you.

    I don't think the fix is simple. Overall in it's current state I don't think this game has much room for either Tankers or Defenders. They overlap too much with other ATs without defining themselves.

    But I still think Brutes need to take the Resistance cap hit. If Scrappers and Stalkers can make do with the same Resistance as a Blaster or Controller, Brutes do not need the same resistance cap as a Tanker.
  4. Quote:
    Originally Posted by Tyger42 View Post
    Part of your "fix" requires nerfing another AT? Not only no, but HELL EFFING NO! And who the hell are you to say where Brutes are "supposed to be"?

    I'm sorry, but you have no ground to stand on here. If you're going to post and post and post about how Tankers are useless because Brutes are so great, you can't come back now and act suprised that nerfing Brutes might be in order.

    There is a culture in this game that thinks that we should never nerf anything, and the blunt truth is that it causes more long term problems than it fixes. For example, we can't let Dark Control be as good as Plant Control because Plant Control is overpowered, but people bug out if we mention nerfing Plant. It's untenable and with the introduction of pay-for powersets now likely to start affecting the bottom line.

    And Brutes, frankly, need the nerf. They should have had their Resistance cap lowered back when, but the usual suspects went ballistic.
  5. Quote:
    Originally Posted by Arcanaville View Post
    Afraid basically increases the priority of the critter's AI to run. It does not force the critter to attempt to run when running is impossible, and when its impossible the critter then selects another action to perform.

    Its possible to see the weird inverse to this in the AE: if you make a critter with no attacks and then taunt it, in a short period of time it will run away, even if you do not otherwise attack it. That's because taunting makes the critter want to attack, and when *that* is impossible it does the next thing on its TODO list, which is to high-tail it even though its under no real threat. It runs because it has nothing better to do.

    Interesting. Is that specific to Taunt? Last time I created enemies with no attacks in the AE, they all gathered around my character at the closest range possible and just stood there. I used it to experiment with Jolting Chain early on. But they may have changed that.
  6. Quote:
    Originally Posted by Edana View Post
    I might be wrong. Now I'm thinking about it levitate and knockout blow are both knockup not down. I am sure I've had no end of things finish going through their get up animation while airborne.
    What I always thought was happening there was that the animation started playing and was halfway done when they went flying. When that happens with knockback, the kb still applies but the animation plays.

    For example, if you ever get knocked back while using a particularly long animation it's possible for the animation to keep playing but you get pushed backward. You may also seem to land on your feet, but you still can't do anything for a while. What I always thought was happening is that animation priority kept your character in his or her "attack" animation but all of the penalties of a KB were actually applied, just not shown visually.

    Other weird situation: sometimes if you knockback something that is about to teleport, it will play the teleport animation anyway but still fly backward from its starting location.

    With Lift and Levitate specifically, I believe you can't knock the enemy back or up again while it is still traveling upward, but once the knock up ends and it starts to fall you can hit them and they will go up or back from midair.
  7. Quote:
    Originally Posted by Edana View Post
    Bonfire only pulses every 2 seconds not 0.2. Since targets can't be knocked down after starting their get-up animation this can leave a significant, and often synchronised, period during which the targeted mob is free to act.

    Also, this is hardly the first time an IO has dramatically changed the usability of a power. The Theft of Essence proc in Dark Regen is probably the most obvious example, but several of the ATO sets have similar effects. An FF, Cold or Sonic Defender turning a mediocre attack into a fairly reliable healing aura is set changing. The global chance for heal in the second Kheldian set and the Blaster +Mez protection IO change the viability of entire ATs. In context turning Bonfire into a semi-reliable soft control doesn't seem outside the new paradigm.

    You're right about the 2 second pulse. I had read it as 0.2 (same as Ice Slick). So, my mistake there. Although I do think Masterminds with such a reliable mezz is a big mistake. Fire Controllers need to cage things, Masterminds don't. This isn't a big win for Controllers, its a big win for things that don't need Containment damage. It's better than nothing for Fire Controllers, but Ice Slick with a 50% longer duration + damage in an APP for Blasters and Masterminds.


    Quote:
    Since targets can't be knocked down after starting their get-up animation...
    Are you sure about this? You can definitely chain knock with the existing Bonfire if you throw it in a corner. Maybe the ragdoll is keeping them down longer and allowing it. However I have witnessed the existing Bonfire chain knockdown enemies before (the old Praetorian robots had -kb resistance so they'd just bounce in it).

    I haven't gone back into the game to check, but it always seemed to me you couldn't knock an enemy while it is currently in a knock state. Once they stabilize, from what I think I've seen, they are knockable again. I watched Ice Slick carefully for a while and what I thought I saw was enemies only being knocked down once they completed the initial falling animation. They land flat on their back, then their legs fling back into the air and they fall again without fully standing. But, I will have to have a closer look to remind myself.
  8. Quote:
    Originally Posted by Arcanaville View Post
    I am seeing a teleport-based attack set. I could see such a power for MA in general, but I didn't think it was as appropriate for a blaster manipulation set. But its an obvious base attack in a teleport-melee set.

    A powerset with seven or eight teleporting attacks might actually be too much; constantly teleporting doesn't seem as interesting as optionally teleporting. So perhaps a teleport-attack power pool set makes sense one day. That way you could add teleport attacking to any other set's repertoire.

    I am thinking it would be nice in MA because if Crane Kick sends them backwards, you can rush them again. Plus have the ability to tab>click and rush to the next enemy.

    About a teleport power pool attack... well I assume you know why we can't really talk about that.

    Speaking of your Spring Escape idea, one of the powers I wanted for a Controller set was a warp power that teleports the caster and applies a mezz in both locations.
  9. Quote:
    Originally Posted by Tater Todd View Post
    Well maybe it might...there's been rumors of Ice Control being looked at...but again just rumors. I wouldn't mind if this made Bonfire KD only AS LONG as they promise to look at Ice Control. My biggest complaint would be how this would make Ice Control Look undesirable. I wish I could test this out for you guys but I can't get a team on beta to save my life.

    Bonfire is autohit and has 100% chance to knockback 5 times per seconds. The closest competitor (Ice Slick) is over ten times less likely to cause knockdown. And the power is aailable to Blasters and Masterminds. The proc is either going to be nerfed or doesn't automatically convert existing kb to kd in the way we think.

    There is precedent for this. Repel and Repulsion Field both have a flag that locks their knockback mag and make it impossible to convert to knockdown no matter what resistance the enemy has, specifically to prevent a power with 100% autohit knockback to just pulse endlessly.
  10. I didn't read most of the thread, but my general take on it is that after several years gone, your claim to a name is null and void. If it's still there when you come back or it, you're just lucky, not entitled. I doubt if some names on games I left last year are still available.

    Whether they decide to purge names or not, the idea that anyone "owns" a name after being gone for half a decade doesn't float for me.

    EDIT: I just glanced through the thread out of curiousity. I'm dissapointed to say the least about accusations of paying players "stealing." How ridiculous. If I ever quit this game and am gone for 3+ years you can revert my name roster out of respect for the game's current players.
  11. No way are they going to let Bonfire convert knockback directly to knockdown over the long term, if thats how the IO works. That's crossing an extreme even for this game. I doubt that will even make it out of beta without a nerf if thats how it works right now (I haven't been able to test it yet). I would expect at best to elinate knockback and get knockdown every 10 seconds.

    For the record, Earthquake and Ice Slick have durations of 30 seconds, and a 8% and 7% chance to knockdown every 1/5th of a second. Bonfire would last 45 seconds and have a 100% chance to knockdown every 1/5th of a second. Bonfire is also a power in a Blaster and Mastermind APP. Not in a million years is that going to fly.
  12. Since I'm in a dork mood, here are the etymologies of a few of the Tolkien-esque and D&D words that are often disputed (all come from the Online Etymology Dictionary):

    ORC
    "ogre, devouring monster," O.E. orcþyrs, orcneas (pl.), perhaps from a Romanic source akin to ogre, and ult. from L. Orcus "Hell," a word of unknown origin. Revived by J.R.R. Tolkien (1892-1973) as the name of a brutal race in Middle Earth.


    HOBBIT
    1937, coined in the fantasy tales of J.R.R. Tolkien (1892-1973)... The word also turns up in a very long list of folkloric supernatural creatures in the writings of Michael Aislabie Denham (d.1859), printed in volume 2 of "The Denham Tracts" [ed. James Hardy, London: Folklore Society, 1895], a compilation of Denham's scattered publications. Denham was an early folklorist who concentrated on Northumberland, Durham, Westmoreland, Cumberland, the Isle of Man, and Scotland.... It is curious that the name occurs nowhere else in folklore, and there is no evidence that Tolkien ever saw this. The word also was recorded from 1835 as "a term generally used in Wales to express a quantity made up of four Welsh pecks." Hobbitry attested from 1947.


    DWARF
    O.E. dweorh, dweorg (W.Saxon), duerg (Mercian), "very short human being," from P.Gmc. *dweraz (cf. O.Fris. dwerch, O.S. dwerg, O.H.G. twerg, Ger. Zwerg, O.N. dvergr), perhaps from PIE *dhwergwhos "something tiny," but with no established cognates outside Germanic. The mythological sense is 1770, from German (it seems never to have developed independently in English). ... O.E. plural dweorgas became M.E. dwarrows, later leveled down to dwarfs. The use of dwarves for the legendary race was popularized by J.R.R. Tolkien


    COBWEB
    early 14c., coppewebbe; the first element is O.E. -coppe, in atorcoppe "spider," lit. "poison-head" (see attercop). Spelling with -b- is from 16c., perhaps from cob. Cob as a stand-alone for "a spider" was an old word nearly dead even in dialects when J.R.R. Tolkien used it in "The Hobbit" (1937).


    HALFLING
    "one not fully grown," 1794, from half + -ling.


    LICH
    lich (n.) also litch, lych, "body, corpse," southern England dialectal survival of O.E. lic "body, dead body, corpse," cognate with O.Fris. lik, Du. lijk, O.H.G. lih, Ger. leiche "dead body," O.N. lik, Dan. lig, Goth. leik, from P.Gmc. *likow. Cf. litch-gate "roofed gate to a churchyard under which a bier is placed to await the coming of the clergyman."


    BUGBEAR
    1580s, a sort of demon in the form of a bear that eats small children, also "object of dread" (whether real or not), from bug (n.) + bear (n.).


    Semi-related sidenote: the first name "Wendy" was popularized by J.M. Barrie, author of Peter Pan. The name existed but was very rare before then, at least according to this Straight Dope author.
  13. I may be signing my own /generic slip, but it turned out Oedipus Tex was a copyrighted name (it's the name of a choral work by PDQ Bach, but I was too much of a Philistine to know about that until several months after I selected the name). I've been lucky so far I guess.

    [Backstory: The reason I ended up called 'Oedipus Tex' is actually because on my first week or so in game, I decided that I would center my character around the Texas hat costume piece. In college I was briefly the photo editor of the yearbook, responsible for caption writing, so my way of coming up with captions was to start with a word - "Tex" in this case - and go through the alphabet replacing one letter. That led to 'Lex, Mex, Nex, Pex (Pecs?), Qex, Rex," and ultimately the character and forum ID. I am actually not from Texas--I am from Louisiana--but I never identified with my Martie Gras, Frat Tuesday, or Jazz Funeral characters quite as much. FWIW the "Turban Legend" character from my sig was going to be called "Bourbon Legend" but I doubted I could make a read-able costume.]
  14. Quote:
    Originally Posted by Johnny_Butane View Post
    I don't care what you think damage is or isn't supposed to be modeling. I know what the Tanker having low damage means to me. It's translates to "you are inept at arresting and defeating bad guys".



    .

    Then you must also lose a lot of sleep over the fact that Archery can do as much damage as Assault Rifle.
  15. Quote:
    Originally Posted by Johnny_Butane View Post
    Yes it is, and the example I used, of the plodding knight in heavy plate, is EXACTLY the justification the majority of the games use for their 'tanks' having poor offense.

    You honestly disappoint me by bring up this argument again. I like some of your other posts, but when you get on this track it's very hard for me to take your posts seriously. Whatever goals you have in mind for changes, to me at least it seems that this track has hurt you more than helped.

    Anyway, let's try this again: Damage is not the same thing as strength. It is a measure of how hard and how well you hit something. That is the justification for powers like Backstab, Sneak Attack, Critical Hit, and all of the other various abilities that allow that extra damage. People can define the "how well" part as physical accuracy, the ability to punch through armor, divine luck, or any number of things. It really doesn't require a detailed explanation as to exactly why it works, because the claim is actually less ludicrous than that every single attack is a perfect ly solid hit or a complete miss, which is what you keep trying to claim by proxy of equating strength with damage.

    I am in favor of buffing Tankers mainly because I don't feel they stack well with each other. Buffing their damage is IMO just continuing the game of musical chairs with Brutes and unlikely to solve anything. I personally feel the solution to the Brute/Tanker (and /Scrapper/Stalker) balance equation is to make them no longer directly comparable. IMO the issue is otherwise never going to be resolved, with as many different powersets as we have in this game.
  16. I would like to see MA for Blasters get a single target, fast-ish recharging attack that teleports you to the enemy. We have seen Shield Charge and Leap Attack, this is the single target cousin. 16-ish second base recharge.

    Before you ask, yes I am envisioning a Super Speedster melee based melee set off this as well.
  17. I just realized what this thread is. It's an episode of Real Houswives of Paragon City.

    The only way to lose is to be forgettable.

    I'll have another martini.
  18. Quote:
    Originally Posted by doomrider View Post
    having only 2 damage types softcapped and 3% off of one position is, albeit decent for a good chunk of the content in this game, you'll be ripped apart by more exotic dmg types while having to use twice the inspiration use to get you softcapped to only 1 other type and 1 position. 32.5 to all positions is capable on many builds and is more inspiration efficient to hit the softcap to all incoming damage outside of those annoying psionic specific attacks that don't have a ranged component.

    I think 32.5% to 3 positions is a fine build decision for what it is. But it will also get shredded by enemies with significant +ToHit in absence of additional mitigation. You can see from my post aboethat I am capable of building characters with this trait. Yet I choose not to, because like other build decisions it has tradeoffs that IMO make it not always worth it.

    Unrelated to post above:

    Malta and Carnies are only moderately concerning enemy groups after IOs, at least for me, so using them as a benchmark I dont find compelling. If we're going to talk about characters "tanking" and "controlling" things, we need to talk about Devouring Earth, Nemesis, and the incarnate enemies. 32.5% defense is not a single purple IO away from soft capping against those enemies. Why aren't we talking about them? Nemesis after all have Mag 3 Confusion protection, so any strategy that supposes World of Confusion will keep the build safe is already in question.

    As far as what can be accomplished when you also hand build the mission in the AE, I consider that at least 50% a feature of the AE itself rather than the build. It may generate real rewards, but on the scale of "accomplishments" I rank it fairly low.
  19. I really, really miss the old Lightning Storm. It had an epic feel the new one just doesn't equal.

    What I wish it had was a 15ft PBAoE damage power that used Thunderclap's animation and sound. I looove the Thunderclap sound effect, I think it is my favorite in the game.
  20. Quote:
    Originally Posted by Dz131 View Post
    I don't get it, how is it almost capped at all? Are you counting Afterburner?

    The build is set up so it caps with one purple. It's not a bad move overall, but it's idiosyncratic.

    I do give him props for building a powerful build that has Fly and Afterburner. That's got to be some kind of achievement. Lack of invisibility is a major detractor in incarnate content though.

    Regardless, a single purple would not save this build from Devouring Earth. Devouring Earth give my Ice/Fire Dominator fits, and he has much better mitigation than this Blaster (Arctic Air is basically a much bigger version of World of Confusion that also doesn't mostly suck).
  21. Speaking of things I noticed when creating the build above, THB, I must say I was weirded out to discover that just to finish sort-of-but-not-really capping Melee defense, you bypassed the Chance to Hold proc in your immobilize.

    PS if we were really talking abut power gaming, we need to allow EBs too. Untie my hands.
  22. Actually what I'm wondering is what happens when that build runs into something that can hit it. So far we've listed Malta and Carnies. I want to see Knives of Vengeance, Devouring Earth, incarnate level of IDF, and anything else with above average ToHit. I have a pretty good idea how it is likely to perform and it's not pretty.


    Anyway, ignoring Plant Doms for just a moment, I built a Dominator using what I think many probably believe is the "worst" primary, Ice Control. While it doesn't match THBs damage, I'm not convinced its leagues "worse" than his build either. I built it using the promoted schema (three defenses soft cappable with a purple, with supporting resistance) but added a self rezz. This character definitely does less damage but I would be very surprised if it couldn't also take down AVs and farm at some level.

    Note that with Destiny Barrier the Jack Frost pet is effectively soft capped for normal content and adds his own DPS to single target fights. Also note that I was haphazard about selecting my single target damage powers and there is probably a better configuration anyway. I wouldn't play this build (or THBs) except as some kind of farmer. Actual defense values are btter than what is apparent in Mids because Destiny Barrier pushes them upward. Drain Psyche could be made to recharge faster, but ~2 seconds aren't enough to really bother me.

    Point not being that Ice Control is super powerful. Point being several claims made by THB are ridiculous ("can take an alpha," "can offer control," etc. Why the hedging language when everything else is about being the "best"? Because the build is not the best at them or even all that good at it.)


    Villain Plan by Mids' Villain Designer 1.956
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    ouija broad: Level 50 Magic Dominator
    Primary Power Set: Ice Control
    Secondary Power Set: Psionic Assault
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery
    Villain Profile:
    Level 1: Block of Ice -- SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SAotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SAotDominator-EndRdx/Rchg(3), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5), SAotDominator-Rchg/+Dmg%(7)
    Level 1: Psionic Dart -- Dmg-I(A)
    Level 2: Frostbite -- GravAnch-Hold%(A)
    Level 4: Mind Probe -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
    Level 6: Arctic Air -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(13), CoPers-Conf(13), CoPers-Acc/Rchg(15), CoPers-Conf/EndRdx(15), CoPers-Conf%(17)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(19)
    Level 12: Ice Slick -- RechRdx-I(A)
    Level 14: Boxing -- Acc-I(A)
    Level 16: Telekinetic Thrust -- T'Death-Acc/Dmg(A), T'Death-Dam%(19), T'Death-Dmg/EndRdx(21), T'Death-Dmg/Rchg(21), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23)
    Level 18: Tough -- GA-3defTpProc(A), GA-ResDam(25), ResDam-I(46)
    Level 20: Drain Psyche -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(25), Panac-Heal/Rchg(27)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(31), GSFC-Build%(31)
    Level 26: Glacier -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(33), UbrkCons-Hold(33)
    Level 28: Subdue -- Apoc-Dmg/Rchg(A), Apoc-Dmg(34), Apoc-Dam%(34), Apoc-Acc/Dmg/Rchg(34), Apoc-Dmg/EndRdx(36)
    Level 30: Super Speed -- Zephyr-ResKB(A)
    Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(37), C'Arms-+Def(Pets)(37), EdctM'r-PetDef(37)
    Level 35: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(40)
    Level 38: Psychic Shockwave -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(40), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Dmg/EndRdx(42), Sciroc-Dam%(42)
    Level 41: Rain of Fire -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(43), Ragnrk-Dmg/EndRdx(43), Ragnrk-Knock%(43)
    Level 44: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam(46), S'fstPrt-ResDam/Def+(46)
    Level 47: Rise of the Phoenix -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(48), RzDz-Acc/EndRdx(48), RzDz-Stun/Rng(48), RzDz-Acc/Stun/Rchg(50), RzDz-Immob%(50)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Empty(A)
    Level 4: Health -- Mrcl-Rcvry+(A)
    Level 4: Hurdle -- Empty(A)
    Level 4: Stamina -- P'Shift-End%(A)
    Level 50: Agility Core Paragon
    Level 50: Cognitive Core Flawless Interface
    ------------

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  23. In my perfect world where combat mechanics are easier to alter, Defenders would be the only AT who could achieve 100% chance to hit (instead of 95%). They would basically bypass the 95% hard cap and be able to have 100% reliable bounce-heals, debuffs, attacks, and whatever else. They would still do less damage, but be the most reliable about predicting outcomes.

    With that achieved, I'd than bump their single target hold or stun powers in the blast sets from Mag 3 to Mag 3.5, and make sure Fire Blast acquires one. They would not have the AoE potential of either Controllers or Dominators but they would have reliability to single shot hold most bosses, assuming they have the accuracy for it.



    Now for the change I'm actually willing to push for for real:



    I do think self-buffing really should be allowed (for all ATs with these sets). Masterminds can already basically do it. I would consider making it so with two catches:
    • You receive 50% of the base value of the power (unmodified by enhancement, Power Boost, etc).
    • You only receive effects that you can slot for. You therefor do not get +Recharge, +Damage, +Exotic, or Mezz Protection, but you can get +Regen, +Recovery, +Resist, +Defense, +ToHit, or healing.
    On Defenders this would basically put Force Field, Cold Domination, and Empathy at getting a 7.5% shield, and Thermal and Sonic getting an extra 10% Resistance. Empathy also picks up an additional 250% Regen and 400% Recovery when it uses AB, but no Recharge boost. Thermal and Empathy picks up some +ToHit, but no +Damage. Time Manipulation gets a small +Regen boost. There are a few other small boosts here and there, but the shield sets ad Empathy come out best.
  24. Well I am somewhat guilty of falling into THB's trap. He seems like a likable enough guy, just some of his views are kind of odd. I think his Blaster build is actually quite good, I just wish he would present it with a little more humility and be more forthcoming about its faults.

    The fact is, every time he posts a build, I feel like I'm looking at the cover of Cosmo. His posts seem to say Isn't this the hottest woman you've ever seen? and I want to write, Actually that's the lead singer from the Black Eyed Peas after Photoshop.

    Not to nitpick too hard, but I remind you that the person who is claiming this build offers significant control also recently posted a Controller build that lacked its single target hold. I could have let that go for anyone else, but in this case it's too relevant to the discussion to ignore.


    Quote:
    Originally Posted by Reppu View Post
    ...
    I don't want to verify specific claims about Plant Dominators, but one additional item for the list: the Plant Dom gets Drain Psyche and Destiny: Barrier, because it doesn't have to rely on Destiny: Clarion for mezz protection.
  25. I have a bit ofa rambling reply.

    My feeling is that when people call City of Heroes "easy" that they are referring to meeting the literal objectives and not the much more dificult and complicated meta-game. The literal objectives of City of Heroes simply requires you to make the "Mission Complete" screen come up a lot. The meta-game is much more complicated, and I will even go on record as calling it possibly somewhat hard.

    Meta-games are hard to define, but one possible example of part of one might be measuring yourself by how often you feel you are sent to the hospital in iTrials relative to expectations. I personally have a threshold of about three visits; if I end up there that often, I start feeling like I'm failing to do well, whether the iTrial ends in "success" or not. It's because of this sort of meta-game that you will see players make comments like "I don't feel like I'm doing much," or "I died a lot and it was frustrating," which in this game are much more common marks of failure than "I can't win a mission."

    There are a subset of MMO designers who a few years back stopped referring to their games as "games" and started referring to them as "places." In that view, City of Heroes is a place where games happen, but is not in itself a "game." The game part comes when the players show up and interact with the environment. A very reductionist view might simply boil this down to a measurement of xp/time or the length of pylon kills, but IMO most players innately recognize many kinds of games going on.

    Just to speak of my preferences in particular, my requirement for defining whether something is playable or not for me has less to do with its "power" and more to do with level of interest. Over the past two decades I have sent probably billions of electronic enemies to their deaths. The real question for me now is are there ways to make that interesting? If each character is a game of its own, then worrying too much about which ones are more powerful than others isn't really necessary; after all, I don't worry that Mario has less hitpoints than Sonic and lower DPS than Ryu, because they are all different games and even different meta-games.

    That said, you will still see me comment about some powersets being underpowered or overpowered. Mostly this has to do with my view of gameplay experience: the worst thing a powerset can do is be an exact copy of something else but inferior, or worse, a set that manages to be both overpowered and uninteresting or even painful to play. The old Kinetics set, prior to team-wide buffs, crossed this threshold for me, for example.

    Anyway, in the specific vein of AVs, I consider them not very well balanced. -Regen is too important. I'm glad its not my job to balance that stuff. My general feeling is that AV -Regen should be only partially debuffable instead of allowing you to floor it completely, but I'm not motivated enough to push for that sort of change, given the other agendas on my plate.