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1-40 will be very slow. Fire Control doesnt hit its stride until the pets. Thermal's enemy affecting powers dont show up until very late either.
Dominators typically do use the AoE Firecages though. They just have other attacks too.
Fire/Fire Dom would do extremely well most likely. Consume for endurance recovery at lvl 20 really helps. -
I'm trying to remember which powers the Concealment pool Stealth power is mutually exclusive with. Specifically wondering about Combat Jumping and Super Speed.
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Quote:That's why I kinda suggesting just making an AT pool of a dozen or so powers where, as a Defender, you can yank out a 'signature move' (relative for Defenders) like Fire Sword or Crane Kick (some other Defenders might grab Shadow Maul or Clobber). You'd only be able to pick that one move but you don't *need* a whole set of powers that are all lynchpinned together by theme.
I have no problem with more APPs. However, I want to clarify that when I said across the board signature powers was "dangerous," what I was referring to is what might be called the "Hasten Problem."
Hasten is themed to look like you have lit your hands on fire. Costume is one of the most important things to me. However, I will never, ever, skip Hasten on some characters. I will stand there and look ridiculous with my Ice themed character's hands burning orange, because skipping it is build suicide (or at least generally unproductive) for a Controller or Dominator.
Unless the powers you are describing all do virtually the same thing, then "theme" is actually at greater risk from implementing this sort of system without extreme care. Because the moment one of the "signature" powers stands above the rest, everyone will go with that power, and a bunch of people will be upset that their Fire/Fire Blaster now has to have a war mace throwing power in order to be competitive with other players.
That is why I said this sort of system requires an entirely new game. It is not that it is technically hard to code a new spell or power, but that the repurcussions of doing so are very large.
In the past I've suggested that the developers sell us new APPs, as long as they are well thought out and reasonably balanced (ie better balanced than the last proliferation, which somehow resulted in Dominators having Sleet). -
A few years ago I wrote a very long post about -Recharge, focusing mainly on AoE. The tables of values are no longer available I don't think but it may have some useful info.
http://boards.cityofheroes.com/showthread.php?t=218111 -
My characters not only sometimes age, sometimes they age backwards. They've also been known to change race depending on what looks good with their costume colors though, so I'm not a good benchmark.
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Quote:Except, Blasters can get Holds and Immobs and Sleeps now, and it doesn't put out Controllers of the same level. They can also get basic shields like Temporary Invulnerability and Fire Shield. They can even get a few debuffs.
And Scrappers can get both Nemesis Staff and Blackwand at level 1, and guess what? The world didn't end!
If we go with Rangle's suggested approach of creating more epic pools, we can give players more flavors to choose from of the kinds of powers they can already get, and maybe see about making some of the less potent/disruptive ones available earlier than level 35.
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Well, this is what Kick and Punch and several other Pool powers are. Watered down versions of existing attacks. They are also pretty much universally skipped, because in order to make them less powerful than the version the "real" AT gets you end up with a power that just isn't that great.
So, yes, it is technically fairly easy to create a Sonic Blast that does half as much damage as regular Sonic Blast. Whether you would still want it afterward is a very different question, and the reason I said you would probably not want it after you saw it.
I am fine with more APPs and even APPs that open at earlier level (though I would MUCH prefer the level 26, 32, 35, and 38 powers be lowered from their current levels to 22, 24, 30, and 32). -
FWIW don't worry too much about rare auction house salvage. Run a few AE arcs to get some tickets. You can buy almost any piece of salvage you need no matter how rare. The less rare stuff is usually fairly affordable.
(Technically, you're doing it at a loss, because buying salvage means NOT spending on random rolls. But if you are like me and really dont like playing the market its very easy to do).
Mids will create a shopping list for you. If you see any piece you need like 8 of you just load up on 8 and ignore the AH entirely on that, because you have 10 Essence of the Incarnates or whatever. And if you end up with too many its easily sold. -
Not sure if it helps, but a while back I wrote a draft of a guide for Controllers ("The Texas Handbook to Slotting Your Controller") that I never finished. The unfinished draft is here:
http://pastehtml.com/view/b7pokm6ab.html
Note that it was written before Time Manipulation was released so the advice about S/L defense with S/L resistance not being a Texas troller is outdated. Other changes to the game would probably have me edit some sections, particularly regarding how to think about defense, soft caps, and target numbers. I wasn't thinking much about Doms either at the time or I might have added something about Hoarfrost being basically +Resistance of a kind.
EDIT: PS, I did say this was a draft right?So when it says "Slash defense" instead of "Smash" take it with a grain of salt. If I ever have time to revise the guide that sort of thing will be fixed.
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This is interesting. It is also IMO extremely dangerous. I think it is something that would pretty much require an entirely new game in order to implement. Hold on to the idea, because its not bad, but it would be very difficult to implement and I think by the time you saw the final product you may no longer want it.
FWIW the challenge of balancing powersets is much less about figuring out if players are able to overcome specific aspects of the game as it is about figuring what would motivate them to actually play various choices.
Anyway, I will throw it out there that even though I understand why it wasn't done at the time, in retrospect its IMO extremely unfortunate that Corruptors were not made Assault/Support instead of Blast/Support to limit direct overlap with Defenders. Direct overlap wherein one character type completely and directly overshadows another is IMO problematic, and that sort of thing would happen a LOT in a system like what you're suggesting (e.g. "Why play a Controller, when I get almost the same thing with better values if I start with a Blaster and take these app powers..." And so on.)
Long story short, more than likely you would end up with a combination of some extremely overpowered "must play" choices, some mediocre stuff, and abandonment of huge portions of available choice. Adding more choices, paradoxically, sometimes results in fewer valid ones. -
Quote:What's sad is that a bunch of us players who come at this issue with varying experience and insights can come to a consensus on how to tweak a set in a couple weeks. Meanwhile the devs take years (if ever) to make an adjustment and it typically ignores the problem (see gravity tweaks).
Of course we can, because if our ideas blow up in our faces and turn out to suck, we don't get blamed for it.
Not to mention, this is a two way street. When players of this game complain about developers not proactively tweaking sets, they're talking about buffs. They don't mean nerfs. And the honest truth is that you can only buff for so long before it becomes apparent that a nerf would have achieved the same affect faster and more honestly. When players start demanding balance more than they demand buffs to this or that I'll more willingly support large scale changes. But that isn't the culture of this game and IMO just buffing stuff left and right creates major issues (in fact, its exactly what caused the Earth pet to be head and shoulders better than Ice's). -
Fire and Earth Melee are also mildly weapon-ish sets, at least some of the time.
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Quote:The best way to fix Ice Slick is to just tweak Ice Slick by itself. How to do that, I am not sure of, however.
Agreed. This is why I suggested splitting the knockdown in Ice.
Vs minions, lts, and bosses, make it unresistable. They have a chance to fall no matter what cages someone puts on them, and even if they have inherent kd protection (since having your feet slip out from under you is somewhat different than being physically blown over by force).
Vs everything else, it works as normal.
The more we talk about -Range in Shiver the more excited I get for the possibilities that would enable. The synergy with Ice is really quite amazing, really, and extremely unique. Not only could enemies want to get up close to you, they also (due to speed debuffs) struggle to do so. It could be really great, and handles what would otherwise potentially be a nasty conflict between Shiver's cone and AAs PBAoE eloquently. -
No you wouldn't. Once again I think you are oversimplifying by treating Ice Control as Earth Control with Stalagmites removed.
EDIT: But I'd still be opposed to just giving Ice Control a Flashfire clone. -
Quote:I think one great ways to see how Ice Control performs is to try to defeat a mob of council that are -1/+4 OR -1/+6 with a level 20-40 toon by just using Ice Slick and AA and your Dominator Secondary (preferably one without soft control but it's not necessary). With no procs or IO's or Sleet or whatever. I bet to most people this would be pretty challenging to do solo... now take that experience and apply it to serious mobs like Malta, Nemesis and KOA. I think without out reliable back-up soft control and having Ice slick being perma the control of the set can fall apart VERY quickly.
This is kind of thing I'd have to pass to an Arcanaville type. I have no idea what threshold at what level range against what enemies is considered acceptable performance. I do know that my Ice Dominator did very little dying (less even than my Ice and Earth Controllers) as he headed toward 50, and from level 40 he was able to powerlevel himself in the AE using ambush spawns. Admittedly, Arctic Air was a lot better at this when enemies still self rezzed.
I do know that my IOed Ice Controller does stuff like Positron TF with no problems, but he still has a few set bonuses from purples. Same with Sutter, Numina, etc. I am considering an Ice/Dark Dominator in the next issue due to what I consider great compatability between these sets in the next issue, and don't anticipate major problems that are especially out of alignment with what I've experienced with Plant, Earth, etc, but will keep my eye out for them. My Plant/Psi Dominator actually died a TON leveling up, mainly due to occasionally wiffing on Seeds of Confusion. Maybe I'm just spoiled by the assumption that anything I aggro will struggle to run up to me. -
Quote:However, what I would really love to see, either in addition to or instead of the above, would be a change to glacier where its base duration of hold and its recharge were improved to match that of flashfire, stalagmites, etc. It would give ice a nice unique feel in having a bread and butter pbaoe hold.
I would love this.
FWIW I think Glacier is one of the best mezzes in the game, for a reason that's rarely cited: high visibility. The other holds/stuns/etc often leave me wondering whats affected and what isn't, where Glacier makes it very clear, even through the huge amount of visual noise this game throws at you. -
Quote:I assume you are talking about the AoE sleep and another power, but I'm not sure which. Shiver? Please read my comments earlier in the thread about these powers.Eh, it still doesn't address the issue about the set having two practically useless powers.
Quote:I don't think you guys are looking at this set by it's self OR fully comparing it with other control sets.
Anyway, I'm not sure what you mean by 'examining the set by itself.' No set is ever by itself. The power of the set is defined entirely by its relationship to the game world. You hint at this with your statement that Ice Control is better on Controllers than Dominators (a statement I would debate if I had the energy. We'll leave at, any AT with the potential for perma mezz protection and a Mag 6 hold is far from my definition of weak).
For frame of reference, I posted a video of my Ice/Fire incarnate character running around Rikti War Zone. While he's not drop dead amazing, he isn't bad either. I'm sure someone will say that IOs and incarnate powers fix "anything" and it's therefor irrelevant, but that's a subject for another debate, and one in which I would highly disagree (again, see Devices and Energy Melee for examples of sets in much worse shape). One specific thing to look at is how spread out the enemies in each individual group are. A mezz from range would likely not hit the entire spawn.
(Video will be live once it finishes uploading. The first few groups are low level Rikti, and it gradually progresses upward. The black screen at the end is where my video driver crashed :P).
http://youtu.be/rHHiBCFPDOU
EDIT: If some people who feel the set is very poor could post some videos of trying to use the set and failing significantly I'd be interested in seeing them. I have some pretty good ideas about where Ice's holes are, but the level of frustration expressed by some people doesn't match my experience, especially post-mezz protection. Earlier in the thread I identified getting mezzed as Ice's chief worry based on my experiences around levels 30-40. I've certainly tasted the floor at the hands of Ice Control but whether that happens more often with Ice than the other sets is something I think could be highly debated. I've played every set but Gravity to 40 or higher several times, and while Ice has its issues I've never found it as limiting as some posts suggest. That may be because I always team, but I always team with Earth and Electric too due to their initial low damage (on Controllers) and while there are differences, I still do not feel Ice is so far behind as to be worthless.
EDIT2: After watching the video myself, it does make me wish Shiver had a -Range debuff. You can see, I think, that generally the biggest threat to me is anything that gets outside AA. If I could make enemies run toward me more often I'd be a lot better off. Knockdown working with Immobilize would help a lot too (you can see I use the immob very often, specifically to keep enemies positioned. The slow is useful not because its a primary goal but because it means anything temporarily able to move is less able to catch me, usually while another power animates). -
Quote:[EDIT: edits to tone and clarity]For the folks supporting ice control as a strong set, I'd like to suggest one comparison:
Imagine Earth Control without Stalagmites and having some ranged -spd cone called Dust Storm instead. Now you'd have ice control.
Would you play it knowing your opener is now Earthquake from range or charge in and hit Salt Crystals?
I have characters with both sets, and respectfully disagree with this comparison. IMO some positive points not touched on are Glacier, the fact that Ice Slick's -RunSpeed keeps enemies in the area better than Earthquake considering animation time (EQ + Quicksand takes much longer to cast), and how Arctic Air fits in overall. My Ice characters do not even have Shiver, so the idea of Earth with Shiver being the same as Ice Control is not representative of how I personally use the set.
Also, Salt Crystals < Glacier.
One specific place Ice is fairly competitive, for example, is cast time relative to control effort. On a team with decent buffs and/or with IOs, where alpha strikes matter less, it is entirely possible to pour almost all of your time into damage powers and let the control happen on its own. Earth has to set up Volcanic Gasses + Quicksand to match around what AA does just by the character showing up, then continually recast these powers throughout the fight (with VG not being perma without IOs). AA is one of the only control powers that is almost always available, irrespective of recharge. Getting hit with massive -Recharge or -ToHit debuffs does nothing to curb AAs effectiveness. There is also never a moment where the player has to refrain from using the power toward the end of a fight or risk not having it recharged for the next group, which is, IMO, a significant and often overlooked advantage.
You can see elsewhere in the thread where I give my criticisms of Ice, but IMO Ice is not a Devices or Energy Melee. -
I had a friend in exactly the same situation, playing the same game, who came here as a freebie and I ended up recommending the same powerset. Fire/Dark is a great starter set.
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C. This is a piece that is very likely going to find its way into many un-tech-y costumes.
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I voted B, because of the fin.
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I voted C but really would prefer C's gloves and boots and B's glowing body. The rings around the gloves and boots aren't possible to recreate elsewhere; there are already a lot of sets that look close to B's accessories.
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Quote:I have not seen the actual model, but technically a dire wolf was an actual prehistoric animal. Why it's in a set with modern animals is another concern perhaps, but an entirely seperate issue from it being a fantasy creature.
Well, the prehistoric animal was also not the size of a grizzly bear. And again, people are animals so "technically" a caveman "should" fit.
The word "dire" as a catch-all intensifier for, for lack of a better term, "magically feral" animals, is a fantasy trope used in D&D and other fantasy games for abnormally large and ferocious animals. In those games, like in this one, the "dire" wolf shares almost nothing in common with the actual historical animal, which was only about 5ft in size and at its heaviest might have weighed around 200 pounds. An average lion weighs between 300 to 500 pounds fully grown. The females are somewhat smaller, but not half the size of a wolf. -
I have zero ideas on PVP. Everything I'm about to say is applicable to PVE only.
I also have very little direct experience with Poison. I have a level 18 or so Illusion/Poison character so I don't have a lot to work with there.
I'm much more familiar with Ice Control, having played it to 50 twice on Controllers and once on a Dominator (who is now essentially my "main" incarnate raider).
Without being able to see a build it's impossible to suggest anything specific. However, in general I would be leaning toward the following:
Alpha -- Cardiac. This helps enormously in curbing endurance costs, extends range, and provides some extra damage resistance if you have Tough and a resistance armor.
Judgment -- Hard to say but probably Ionic. The Darkness one is also really great if you don't mind the PBAoE aspect. Just probably not a cone.
Interface -- Probably Cognitive for the extra confusion blanket.
Destiny -- I've tried 3 on my Ice/Fire Dominator. Of those, Barrier turned out to the best on him by far. This is based on two assumptions: 1) your endurance is under control enough that you can skip Ageless, and 2) you have mezz protection from the Psi pool (IMO usually a better source of mezz protection than Clarion, because then you can devote your Destiny to something else). Poison has no significant endurance recovery powers and from what I can see is endurance heavy, so YMMV here.
FWIW at one time my Ice/Fire Dom was set up differently: Spiritual Alpha, Ageless Interface. Swapping it around to Cardiac/Barrier greatly improved his capabilities. I'm not sure whether all Ice characters could get away with it, because being perma dom he gets an endo refill every 90 seconds, plus has Consume for more recovery. But on that particular character I can now easily fight lvl 54 Rikti with very little fear. A Controller probably wouldn't have the damage for that, but it should be able to do it in about as much, if not more, safety. -
Quote:Originally Posted by Agent WhiteAnd as for the rest of the thread, wolves, lions, wolves only looks odd if you don't take any of the other critters involved in the other attack powers into account.
Well, that's your opinion.
The Dire Wolf might as well be a caveman as far I'm concerned, because, you know "people are animals." I think I will be calling it the "Oni Wolf" because it's that far out of place to me.
I agree that it should have been a bear. Or rhino. Or anything but a gigantic fantasy realm wolf. -
Quote:I agree Ice Control has some synergy problems within the set.
One thing that always comes up in mind when I watch the mobs "slip" up and down in Ice Slick is that "DOESN'T THEIR BUTTS HURT?". LOL I mean seriously!!! Falling down continuously hurts your back/hip/butt so much that you should be seeing "smashing" damage!
I would like Ice Slick's knockdown to be unresistable but only work on up to boss level. I feel that would be a fair tradeoff. I do feel Ice Slick should be the "premier" knockdown patch in terms of its knock capability. The idea of immobilizes preventing enemies from falling over is kind of weird to me anyway because if they are on the ground when immoblized they can stand up.
Another possibility would be to have Ice Slick have a custom knockdown animation with a longer animation time than the standard slip and fall. Slip, fall, take a moment to regain footing before being able to stand again. Again because I feel that of the various slick powers Ice Slick is the one with the most cards invested in knockdown.
As for Shiver, which was brought up by other posters, like I wrote in the other thread, I would set the duration to 45 seconds and leave it at that.
There are a lot of things that could be done with the sleep power, but one possible idea I have for it is to have it contain multiple sleep ticks (similar to how Fire Control damage does multiple ticks, not necessarily like Electrics). Basically instead of one pulse you get 4 or 5, one every few seconds. Unlike Electric's sleep patch, this effect would stay "on" the enemy and be able to sleep them even if they run away or something after being initially hit.