-
Posts
3840 -
Joined
-
I would find out what kind of character the person wants to play, then pick something of medium difficulty from there.
My younger brother wanted to play something Mage-y, so I set him up as a Earth/Fire Dominator, for example.
A decent and easy to understand support option would be something like Traps or Cold on a Corruptor. Use your powers when they are available, and shoot stuff the rest of the time. They really don't need to understand how or why these sets affect AVs, only that they "should use certain powers when they fight them."
Willpower is definitely way up there for easy to understand. So, actually, is Fiery Aura. Right about the period they might start dying a bit, Rise of the Phoenix shows up to remove that penalty more or less completely, and "heal myself when I need to, hurt enemies with Burn and fire aura" is IMO very easy to understand. -
I paired it with Dark Miasma on a Corruptor and liked it a lot.
The two cones fit well together... Psi Blast's cone is really big. Stare >> Psi Scream >> Tornado is a fairly effective combo. I added the Psi APP so I could sleep the group before starting the assault. -
Quote:What they DON'T do is buy cybernetic hearts and fill themselves with 13 of them, or lace their arms with ammunition, or wear 15 pairs of gauntlets, or-
I agree that the flavor text on enhancements is really bad. To the extent that I acknowledge it, I just add a "trained with" or "enhanced in accordance with the principles of." So you trained yourself with a grenade as practice, or studied a cyberheart and implemented what you learned, or whatever. -
What Energy Melee actually IMO shows is that DPA and DPS aren't as objective as people tend to make them out to be. Just having low animation times is an advantage in itself. The longer an animation gets, the more its damage and other effects would need to increase above standard DPA to justify it, because once the animation starts you're locked into that action longer--no using inspirations, no moving, no activating a heal or emergency power. Once you cross about a 3 second threshold a power needs to hit REALLY hard or else have other major advantages.
-
Count me among the people who think if a feature is delayed one day because of this I'll be more annoyed than having to occasionally read a typo. Way, way down the scale of importance for me.
In any case, some of these "errors" are direct quotes from a speaker. They are errors only in the sense that the speaker got it wrong. If the occasional Paragonian incorrectly uses terms like "myself" then that's a big shoulder shrug for me.
Unrelated aside: this reminds me of the time my co-worker tried to tell a guest at a party that color blindness was an inherited trait, and she ended up saying "Did you know color blindness is sexually transmitted?" Wrong, yes, but that's what she said.
PS this is also most definitely a topic where "standard code rant" applies. I don't know how CoX implements its text string lookup system. But just running it through a spell checker is unlikely to be as easy as it sounds, and it is highly likely at least some errors happen during cut-paste operations or after text scripts are moved into the xml/txt files with lookup codes, where it is much more difficult to scan and read them straight through and some characters are replaced with symbols. Depending on how CoX sets this up, changing values in the files themselves can be easy or hard. It is my assumption that at the very least color codes have to be embedded directly into the text lookup file. Those lookup files then have to be somehow deployed--to either the server or to the player's computer, depending on how the game is set up (power text, for example, probably resides player/client-side). -
Quote:Would increasing the Tanker damage cap make them heavy hitters? No, but it would allow them to be. It would give them the same chance to get the most offensively and defensively from buffing as Brutes do, and in the future, if better damage mechanics or buffs came along, they'd be able to use them. Raising the cap is the least disruptive to the status-quo and the least work intensive thing that I can think of the goes towards improving Tankers in a way that makes them truer to their comic counterparts.
All damage in this game is relative. Tankers DO hit incredibly hard. They can punch a truck and make it explode. Just because they do less damage than some archetypes has no bearing on whether they hit hard at all. It just means Fireballs are that big or Stalker blows are that precise.
One particularly noticeable, lacking realism element of this game is that attacks either completely hit or completely miss. If you assume some attacks don't do this, and damage delivered is based on the average of all hits (to the head, chest, legs, arms, etc) then current AT damage values make perfect sense. "Damage" does not have to literally mean the same thing as "direct force of impact blow to blow." -
This is a hard question for me to answer directly. I'm not sure how much I'm "working against" the game as redefining segments of it. My characters often have silly names and concepts, based on the following assumptions:
1) To my audience (other players) I am usually just a figure running by in the background.
2) Given a sufficient population of super-powered people, some of them probably would be weird/cheesy/self-consciously pun-y.
3) It's possible for a scenario played mainly for comedy to still have some moments of seriousness or gravity.
My opinion and treatment of each individual character varies. For example, of the characters in my sig, Joan of Arkansas stands out for being more "weighty" than many of the others. For me she is like a personification of a heavy moment in an otherwise lighthearted screenplay. Specifically, I think of her like the song "Suddenly Seymour" from Little Shop of Horrors; a ridiculous situation that still possibly communicates real emotion and pathos. Other characters are played much less seriously, or even as background-t0-the-background characters.
In any case, I don't read mission text really ever. Missions where you have to make a decision or talk to some person I just click through without reading what is going on. I read lots of novels and such but I find the story element mostly irrelevant to this particular game. -
What's sort of funny is that more people object to "alright" than "okay," which is a much more ridiculous and recent spelling of a term that that was odd to start with.
In other news, I've decided to start writing every sentence starting with a sentential adverb just to mock prescriptivists who continue to believe starting a sentence with the word "hopefully" is less correct than starting it with "really," "of course," or "clearly", like the Gettysburg address just happened last weekend. -
Both, but...
...I am greedy and would like auras attached to projectiles too. Arrows that streak fire, lightning bolts that emit psi waves, etc. I'm not sure how well it would work but it would be most lovely. -
I did Spines/Ice and colored the spines white like icicles. The splash is still green but the effect still more or less works.
I'm unsure how much I actually like the character at this point. I don't have the Stalker proc so maybe that changes things. -
Quote:The problem with Scrapperlock is that non-Scrappers act like Scrappers have the free will to avoid it or something, "Read your chat!! We were going to stop here and buff up, you moron!!!" Yeah, who's the moron there?
So, I propose this as the unique Scrapper inherent: Scrapperlock.
With Scrapperlock, when 80% of a spawn is defeated, the Scrapper's chat window is removed from the GUI and the Scrapper is teleported to the next nearest full spawn generating a 30 foot AoE taunt. Let the Emp Defender finish off those bosses, that's what they're there for.
Oh, and a version of Scapperlock should be ported to Brutes, Tankers, Stalkers, Blasters, and all Epic ATs.
5) Yes?
Only agreed to if after defeat the Tanker version automatically Team-chats "nice heals." -
Quote:Right, a lesson in perspective from the side who thinks Stalkers haven't become absurd? If people thought Scrappers were powerful before but now Stalkers do better, just do some simple arithmetic. What happens when Stalkers get Titan Weapons? What happens when Stalkers get Fire Melee? Fiery Aura?
The same thing that happens when any powerset goes to Stalkers: several powers are replaced, resulting in a set that is similar to but not identical to the set that was proliferated. Placate, Hide, and Assassin's Strike are not free. That is what several folks seem to be glossing over. You don't get these powers in addition to what a Scrapper is getting, you get them in their place. And any armor you get gets the lowest values of any armored set in the game.
Generally speaking, I'd much rather have whatever Placate replaced than Placate. Assassin's Strike is good but you have to give up an AoE power to get it. You get no damage auras at all from your armors, essentially meaning some combos give up two AoEs.
If Scrappers really need a "special" inherent, you can change the text on "Critical" to "Eviscerate" or something and get the same effect. The only AT that shares the same mechanic can't do achieve it with the same set of powers. And Scrapper Critical is hardly something to sneeze at. -
Quote:That's actually false. Both debuffs and damage can saturate. Ask any debuffer what happens when damage exceeds a certain critical level: they end up deploying debuffs on corpses. And while damage doesn't saturate in the same way, it quickly reaches a diminishing returns area due to the discrete nature of damage. You cannot decrease the time to defeat a spawn by a fraction of one attack.
If teams were defeating spawns in one attack, and the AoE they used to do it recharged instantly and was ready for the next group, this would be on point.
Anyway, the reason I greatly dislike playing Tankers is that they are an AT pushed heavily toward a team utility that in turn (atleast I feel) is pressured to leave the team if too many Tankers show up, because they stack poorly. I would MUCH rather have multiple Brutes. Or really anything but multiple Tankers (even Stalkers). Even the Tanker's force multiplying Bruise ability doesn't stack on the same single target.
Quote:Moreover, while damage is always useful, its also something everyone actually always has. It is *far* more likely for a team to lack enough aggro control to function effectively than to lack enough damage to function effectively. -
Quote:Being effective really isn't an issue with Stalkers these days, though. Stalkers are considerably more effective regardless of what I do, so any difference is academic. It's the difference between much better and a lot better. Either way, it's still better. It's just irritatingly hard to use, is my beef. Balance is fine, generous even, but the whole system is very user-hostile, so to speak. It's the Eagle's Claw critical all over again - a bonus that's very nice to have, but is implemented in such an ugly way it's a chore to use.
I'm not sure that it's hard to use, but certainly feels accidental. I can't figure out why it would be balanced that way--it's actually people who "game" the system and calculate exact attack chains who potentially come out way ahead. While that's sort of true of most attacks in general, in this particular case I'm not sure what balance point having attack powers whose combined animation time is evenly divisible by the Recharge time of Assassin Strike is supposed to be striking. -
Quote:It's true. I am grasping at straws. But here we have an AT that is mechanically fine, but literally has nothing unique. It's entire inherent is but a bullet point of the Stalker inherent. Everybody else asks for unnecessary things for their favorite AT.
Why can't Scrappers have a minor utility added to the AT? I don't really care what. Just something that other ATs don't have.
They have chance to Critical at random with superior AoE capability. We could give it a name, say, "Overdrive," only have that message pop up on a crit scored with AoEs Stalkers don't get, and you'd have your unique. Thing is, you have the same thing right now without the name change.
IMO the problem is you are being too literal with the term "unique". Stalkers can technically score criticals, but can't do it with the same kind of attack structure.
I personally think the Tanker inherent (and AT) is in worse shape than Scrappers, in that it has an "inherent" but what it adds up to doesn't set it far apart from the ATs closest competitor for what the AT gives up. -
Quote:By granting them features they were not originally intended to have, and putting them into conflict with other archetypes instead?
Right now we have two force multipler archetypes hero side, and two non-multiplier archetypes, and one solo-optimized archetype. If Tankers become direct team force multipliers by design fiat, then I'm going to demand that the only other non-solo optimized blue side archetype also become one. And furthermore, because tankers already have a strong team role, the remaining archetype should get demonstrably higher force multiplication.
I'm sure the defender and controllers will want to jump in after that, to ensure their actual stated buff/debuff roles are preserved during that process, and I'm sure every villain archetype will not want to be left behind on an almost faction-wide buff.
This is the definition of a slippery-slope argument. :P
Tankers do have a team role. They are, IMO, not that great at it relative to Brutes. So to make them have a better team role, you make explicit what was already implicit (that they add survivability). You are leaping to the conclusion that such a buff makes them equivalent to Defenders and Controllers when I said no such thing. Like any other buff, numbers would have to be sensible. -
Quote:That implies that the problem with tankers is that they are not force multipliers, or lack team utility.
It implies that Tankers relative to Brutes need a buff, and constant tug-of-war between the two ATs is happening because they are too directly comparable. The goal for me is to buff Tankers in a way that moves them away from the same railroad track of defense-to-damage comparison they've been hitched to for years. Force multiplication is the standard benefit of low damage ATs.
Quote:But how do you justify saying that tankers, with their aggro control tools, lack team utility while blasters and scrappers, without even that team role, don't have the same or worse problem? -
I've said elsewhere that the fix I would pursue for Tankers is to make them explicit force multipliers instead of implicit: make having them around has direct value for the team or league like having a Defender or maybe a VEAT does. Making them personally more survivable, better able to take aggro from ATs who don't the protection (Brutes), or adding damage IMO keeps them on the same train track they've been on forever and share with Brutes. The 2 ATs are too directly comparable and I think the best fix is to push one into being desirable for the same reason other lower damage ATs, like Defenders, often are.
Ideally, I'd like the force multiplication to be linked somehow to the Tanker's armor set. A few that provide AoE +Special would be very cool to me (i.e. as a Tanker you actually make your Defenders and Controllers shield and heal you and the team better!) Whatever is selected should stack with multiple Tankers like any other set would--the lack of stackability in general is my biggest beef with Tankers overall.
As for Scrappers: I don't see any need to change the AT. -
Quote:Yeah, I've got a lowbie Stalker that has revealed some very nice things about Assassin's Focus:
1) The attack in and of itself is one of the stronger attacks, even without any Focus whatsoever.
2) The attack can be used in combat because it has no interrupt while un-hidden. <3 <3 <3
3) The critical either applies or it doesn't; you don't need 3 stacks to get the full damage. You only need 3 for a guaranteed crit.
Assassin Strike is very good, but not as good as two Assassin Strikes.
I agree with Sam that the current configuration creates a situation where a very rigid set of attack chains are likely to develop, much more precise and finicky than what we've seen in other sets or ATs, even those specializing in "combos." I strongly expect some optimal chains to require pausing mid-stream to make sure everything is lined up perfectly. I don't think that's intended.
Energy Transfer >> Total Focus costs you about 6 seconds. Somewhere in there you have to get another attack in and at least start the AS animation. Long animating powers in general are likely to cause issues (although really you are just looking for three high powered attacks you can make as easily divisible by the Recharge time of AS as possible, with no fractions/remainders--like I said, very finicky). -
It's definitely a finicky mechanic, and I wondered when I played it if it was working the way it was actually envisioned. I originally interpretted it as "make any attack chain with at least three attacks, get a for-sure critical when you use AS," but the way it works is actually much more meta-gamey (to me). One particular risk if you have too many powers with unusual animation times it can result in several stacks collapsing at once. I do personally think that it should be possible to have more than 3 stacks and those extra stacks just do nothing special (since you can't go over 100% chance to crit).
Especially annoying: getting hit with +Recharge (from say, a Kinetics teammate) can actually reduce your damage because it messes up the exact timing needed to score critical hits, or at least makes it more difficult to time. -
The main disappointment of the Alphas to me is the ultra-specific nature of some of the buffed attributes. In particular, the various mezzes (Stun, Confuse, Hold, etc) and some of the debuffs (in particular -Defense and +ToHit).
I would prefer that they be regrouped with the mezzes sorted into a single category like they are with IOs: Mezz Duration, period.
In Vigor's case, Confuse, Sleep, and Fear duration are a total dice roll in terms of which sets will have them. I can see possibly singling Hold duration away from the other mezzes since it's a standard mezz across Control types, [EDIT: and maybe the same for Immobilize], but the rest are at best haphazardly distributed, and that tends to create situations like my Mind Controller getting zero mezz lift from any mezzes at all from Spiritual, but my Fire Dominator getting a 45% Stun boost for no particular reason from the same Alpha. My feeling is that an Alpha should either give a Mezz boost to all Mezzes or none at all. Singling them out individually rewards some very specific combinations and shortchanges others. -
Yes.
If your cell phone has a Notes feature, I recommend saving them there wherever you are. This goes for any kind of writing idea, game related or not. Write it down.
Another option, if your phone can't store notes, is to send a text message to yourself. -
The dog is too opaque for me. Had it been mostly translucent or done sort of like the revamped Shivans with hollow chest cavity but solid legs, teeth, and tail bits, it would have looked really nice. It's not just the "it's a dog" thing that bothers me about it, its that it looks so much like a recolored version of the German Shephard pet power with a cloud on it.
-
Blasters also get this power, and since its combine with Hot Feet which also makes enemies run, I'm not sure if enemies are running from me or not. Regardless, they rarely make it far...
-
Oh that's what I didn't understand then--chance to stack, not guaranteed. Is there it shows up on the buff bar to show how many you have?