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Quote:Plus what is up with all the lethal damage shuriken stuff? That's terrible. Lethal is probably the most resisted damage type in game. Big disappointment in how they created the set for Doms.
Plant Control, Super Strength, and Titan Weapons are Smash/Lethal. We need to see the set to judge. -
Quote:Or you could do it the dirty hack way and have inherents give natural defense bonsues or penalties. The soft cap would still be in place but different ATs would require different amounts to reach it.
But the concept is kind of dumb in general, it would be balancing ATs around the high end.
Well, this basically already happens, but by-AT-by-powerset instead of just by-AT. In a way you could say that Weave does almost exactly this though. -
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If [URLs redacted] can all do it, then I think that Arbiter Hawk and Synapse can do it if they really want to.
Let's leave the makers of Always Online Auction House 3 out as as example company models we want to emulate. There isn't a company in recent memory that has a relationship that adversarial with their own playerbases. -
Quote:That is usually an entirely separate discussion, but the proper way to quantify that would be to measure the healing capabilities of the third party and add them to the survivability of the set you are evaluating.
Forgive my ignorance if this is a silly statement, but IMO it shouldn't matter what the outside source's healing capability is. We know that it refilled the character to full, so whether they are capable of healing 100HP or 1000 I don't think matters at that moment in time. You may not even have a guarantee that the heal will happen again, or it could be an unreliable splash heal, like from a Kinetics user.
The question I have is, when the external heal restores the target to full, does this mean the system has been "reset"? -
Maybe instead of focusing on the "fix" we should be thinking about the "future."
To me the "where do we go from here?" part is what is looming for City of Heroes. Specifically, I mean what does the game build on when Defense, Resistance, and other systems are pushed to their limits? That is the critical aspect of "balance" to me. I think that rephrased that way, it's easier to make a case for why some systems could use revisions.
While I don't think it means dredging up entire existing systems and replacing them, what it does mean to me is that perhaps some assumptions we make about how systems work as the character reaches the highest echelons of play would evolve. We've already seen a small bit of that in the incarnate content, and with scripted fights that undo many basic assumptions people make about gameplay. -
Question: What happens if, independent of the closed system each armor set represents, an external Heal is provided, filling the HP bar? Did survivability reset?
I don't often follow armor discussions, so I'm just curious. -
Quote:Accuracy doesn't work in a way that allows that to happen in the way you describe.
You could play some weird games with Elusivity though, but I don't think the devs want to go there.
I probably would look to make part of the change at the core combat mechanic level rather than an individual power level. Adjust ToHit (not Accuracy like I wrote) down in relation to total damage, with powers capable of doing less than 100-300ish HP base retaining their current ToHit and powers that do more trailing off. I'm just spitballing numbers though. The main idea would be to adjust the damage curve so that characters with modest defense started dodging heavy hits sooner than lighter hits. If my basic assumptions are right (they often aren't) this would blur the edge off of the soft cap. People currently at the cap wouldn't feel much of a change unless they got hit with -Defense or an enemy with a lot of +ToHit.
This would be a critter-only change, by the way.
I doubt it would happen and the numbers involved would need policing (by you, I hope) but outside of infinite code rant, it seems do-able from a mechanical sense without rewriting a bunch of powers. -
The only advantages I have found to Repulsion Field is that it is both autohit and doesn't cause movement suppression. It's not necessarily a bad power to toggle on and then immediately off if you might have hit a clickie.
If you do decide to leave the toggle on, the best way to use it is IMO not to stand in place but to run AT the enemy you need to kb. Enemy AI is generally not good enough to compensate for you charging at them, where as if they come to you a lot of times they'll hit you before being flung away. -
Quote:Its ironic that the best way I can see to adjust for the proliferation of defense bonuses in a way that makes defense sets more balanced in performance across higher end builds is to slowly escalate critter defense debuffing.
Praetorian tohit, by comparison, is the worst possible way to do that in the general case.
I agree with you.
(A second thing I would consider, instead of just buffing ToHit across the board, is making the Accuracy of individual powers vary more. If hard hitting powers had lower Accuracy and softer hitting powers had high Accuracy, I think it might smooth out the edges of the soft cap. But I haven't tested that idea with charts to see if it works like I think it would. The intent would be to make the jump from 40% defense to 45% not be as extreme because you already soft capped to a few attacks at 20% or 30% and so on.) -
I don't actually read the stories. In pretty much any game.
I feel like a lot of cut scenes, story pop ups, and so on are the game equivalent of telling rather than showing. It's sometimes effective, but too much of it just makes me want to close the screen as soon as possible. There is a rule in screen and novel writing that you should only have a scene when something is supposed to be happening.
I have joked in the past that "Talk to..." as a mission objective would be better suited to me if it said "Click on..."
Anyway, some people might interpret rejection of Story as a rejection of Setting or Atmosphere. For me those are totally separate things. Players are the story for me. I'm much more interested in what is going on with other people--what they're wearing, what they wrote in their bio, what powers they picked, whether they suck as teammates (kidding mostly). And I am interested in the atmosphere too. Just not in stories that happen in a vacuum--I have to unlearn what happened in them in order to communicate clearly with other players.
PS one thing that often stands out to me as missing in CoX is proper sound. Both sound effects and music. Occasional voice over can be effective too (just not the type that's like "Thank you for rescuing my cat. Let me read this book to you now.") It strikes me that for all of the citizens we save or imperil, we never hear them scream. Winning an iTrial also results in an awkward silence where I would a satisfying death scream or explosion, along with a change in music to reflect victory, would go a long way, IMO. -
Aren't you thankful?
[Except, for real.] -
The look popularized by Aladdin is IMO possibly safe. I can think of some possibly offensive things you could do with that costume, although I can think of probably worse things you can do with a few other parts.
Also want: a jacket/cape/trenchcoat with shoulders that sweep up in a villainous arc, like Jafar is wearing in the pic.
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Quote:Everything isn't a number. Its still two powers, doesn't matter how many sets can use it.
I'm not sure what you mean here but I think you missed part of my point. The set could be "lopsided" without necessarily being "overpowered" (my words) if it turns out that one specific build or combo (in this case possibly Illusion/Psi/Ice) is significantly better than all other options. I'm not quite convinced it is, but some of the arguments used to counter what I've said about the powers available to that combo could be the foundation for that argument.
Anyway, what I was mainly responding to was the statement that Dominators aren't competitive with Controllers because they lack debuffs. You have to pigeonhole yourself somewhat to get those debuffs, and there are many more possible objections to a possible powerset combo than just "it's overpowered" (quoting no one particular). You also do not necessarily have to have debuffs if you already have good DPS.
They are definitely going to have to walk on eggshells about the issue. For better or worse, Phantom Army is one of this game's signature powers and anything they do (including doing nothing) is going to probably attract criticism. FWIW, I'm okay with the power as an oddity but at the same time very, very glad this is the only video game I play with a power with those functions.
Also note that there is what we can call a stealth way to nerf the crap out of Phantom Army. It's actually already been partially done, with few people noticing. I'm being cryptic, but there are two specific changes to the game in the past few years that might as well have "we were trying to discretely nerf Phantom Army" painted on them, whether they were specifically thinking of it that way at the time or not. I suspect they were. -
Traps is not available to Controllers.
Quote:Rad has -1000% (-2000% if you use EMP)
Drain Psyche slotted with 2 Heal IOs yields -916.6% Regen. Slotted with an actual effort to raise it, the number in Mids I'm getting is -987%.
Quote:Rad also has -def and -res.
Quote:Whereas, only Drain Psyche, one power in one set, has any sort of compatibility with PA.
Quote:And that Sleet can't be perma without heavy IOs.
Quote:So in all of the Assault sets, there is one power that can situationally provide help to PA. If you take APPs into account you can bring that up to a whopping two.
Arguing otherwise is like saying "Illusion/Cold isn't that great because Illusion/Force Field is only so-so." -
Quote:As has been stated, Controllers can boost PA's damage indirectly through debuffing. Dom's wouldn't have the ability to do that. Seems like an even trade to me.
I'm actually not sure this is true. I don't have Mids in front of me, but I'm going to address the basic framework.
Controller debuff is limited to only some of the sets. Sets differ wildly in how much -Resist they provide, with a few providing none (Empathy, Force Field), and a few providing quite a bit (Cold). Kinetics is in the weird position of being a normally very damaging set that can't boost its pets.
The standard value for Controller -Resist is -22%. However, pets are exempt, so Controllers get -30% from Sleet and Freezing Rain. Time Manipulation has a special mechanic that allows -27% Resist on certain targets if you plan for it; this "special" mechanic doesn't actually lift Time's -Resist above Sleet, though.
All of this is important, because with any Dominator secondary you can access Sleet, which has the same -Resist values as the Controller (and Defender) versions, and only a 30 second duration to seperate them (Controller: 60s, Dominator: 90s). The Dominator version of Sleet is somewhat weaker than Controller Sleet because of the duration, but it's not clear to me that it is weaker than other Controller sources of -Resist, given that those powers mostly have lower values. There are a couple of exceptions but overall Sleet is extremely powerful on either AT.
Overall, in the -Resist arena, it is not a clear win for Controllers.
Now, -Regen. No question here. Drain Psyche is a -500% Regen debuff that is enhanceable. Controllers can't touch this. Moreover, because we just established that Controller debuffs come from their secondary, in order to even try they need a set that has both -Regen AND -Resist--they can't go halfies and pick up the second debuff from an APP.
Whether this is more or less of an advantage is hard to establish. On the one hand, it means you can pick from a couple of sets to see the big advantages. On the other hand, by my quick count only four Controller secondaries--Radiation, Cold, Dark Miasma, and Thermal--have both significant -Regen and -Resist, so if you want both you have to be selective there too. Some people may say that because only one Dominator combo yields significant debuffs that it's okay, although it may also mean the set is even more lopsided than on Controllers and pigeonholes you into a few very limited options.
Personally, I'd argue having damage values near-ish to a Blaster combined with an invincible army to tank for you should be enough though. Maybe somewhat more justified now that Blasters have crashless nukes... but again, only somewhat.
[NOTE: There is a sort of shell game that goes on with Cold Domination in particular every time this topic comes up that I hope to avoid this go-round. The up time of Cold Domination's -Resist and -Regen before IOs hovers at arounds 50-60%, due to the excessively long recharge of these powers. So, just a warning ahead of time, if someone is going to counter arguments about Dominator performance with an "IOs don't count" style of rebuttal, they also need to make them not count for Cold Domination. The same applies to other sets too, of course, but especially in Cold's case.] -
Sleet is the power that would probably cause the most gnashing of teeth.
Not that I think that should stop them.
Or if nothing else, Defender Sleet should use the correct -35% Resist pet that Defender Storm does. -
It's disappointing but not surprising to see how this conversation has morphed. Let's relegate the conspiracy theories back to the realm of fantasy, please. Bonfire (or Bio Armor, or anything else) did not get nerfed just because a group of jealous forum posters conspired to take away other people's fun.
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Quote:When I24 comes out Ice Slick + Invoke Panic may be better mitigation than Ice Slick + AA. Especially since Invoke Panic will cost far less end to use AND it benefits from Domination while AA does not.
I haven't followed the changes very closely, but isn't Invoke Panic only a 15ft radius? Plus it's still just Terrorize, so the enemy will still be taking swings at you when you actually attack them. I suppose it could be useful if you mostly limit yourself to single target, but I don't see it working for my personal play style.
The upshot of AA is that as long as you don't get mezzed, it has no cast time. It is also one of the only control powers that is essentially always available. I think it has some headaches that need to be worked out--particularly for non perma-dom builds and builds without mezz protection/incarnate procs/purple procs/endurance reduction--but overall that the power doesn't get enough credit for what it does do.
To put it another way, if someone were to stick Arctic Air in a Power Pool like Invoke Panic is, I have very a hard time believing most people would skip it. I actually suspect it would become a beeline power for power gaming melee characters in particular, for reasons partially discussed in this thread. -
Thanks for the analysis. Jack Frost actually has 25% defense to Psionic though, so I guess he's a bit more competitive than at first glance. Here are his stats, taken from City of Data:
+60% Res(Cold) for 10.25s
+10% Res(Fire) for 10.25s
+25% Smashing, Lethal, Energy, Negative, Psionic, AOE Defense for 10.25s
+35% Fire, Cold Defense for 10.25s
My Ice builds have been adding the two +5 defense pet IOs, and I take Manuevers, which all together add around +14 additional defense, which I suppose is a good strategy given how decent the base values are. I actually didn't realize jack had AoE defense until just a few minutes ago when I copied the data. -
Quote:Unfortunately, that just means it'll overshadow Ice's inherent control more.
I really don't agree with that. It's a nice supplement but Arctic Air + Ice Slick is still much better than just a PBAoE fear. Skipping Ice Slick for this power, like one person above did, is IMO probably not a strategy for most people.
Of course, you can combine them all together, which is probably the best option.
It almost sounds like popular opinion is Ice Control has less control than, say, a Blaster or maybe even a Dark Miasma Defender, which is IMO not really the reality. It is somewhat worse than other controls sets but I really don't think the is as bad as a lot of people say. -
Hmm, Empathy. I'd actually prefer not to mess with Fortitude too much. Here is where I might want to take the set:
Resurrect
Current: Rezz one ally within 15ft.
Revised: Rezz all allies within 30ft of the targeted ally.
Recovery Aura
Current: 500 second recharge, 90 second duration
Revised: 360 second recharge, 90 second duration (perm-able with IOs)
Clear Mind
Current: Mezz protection, single ally only.
Revised: Can be cast at enemies.- -87.5% Recharge for 20 seconds
- Mag 3 Confusion 8.94 seconds [scale 6] (Defender values).
Absorb Pain
Current: 65% heal to target, self damage, -Heal, -Regen
Revised: Not sure yet. Need to think this thru carefully. -
I use 2 main patterns for Ice Control on Dominators, depending on whether Destiny Barrier or Glacier is up:
(Arctic Air is running)
>> Super Speed in with Glacier OR Barrier at a distance and then run in
>> Frostbite (slotted for immob duration)
>> Fireball
>> Rain of Fire
>> Blaze
>> Ice Slick
(the -KB is about to wear off, so enemies start falling)
>> Fireball
>> etc
That basically keeps everything cemented in place while I DPS them down.
Sometimes I cast Ice Slick around a corner if I'm slightly worried.
I agree that the Fear in Arctic Air is often counter productive. It helps you survive a little but probably creates more problems than it solves. Frostbite helps with this a lot.
Hopefully I'm not figmenting too much in my hope that an Immobilize -KB adder or remover IO might be on the table for the future.
IMO at the very least Arctic Air should be modified to use a mezz duration table that does not penalize Dominators. The duration is based on the Fear table for some reason. This power should almost probably use the Ranged_Ones table so that the duration of a confusion pulse does not degrade.
Given the way Bonfire works now damage in Ice Slick is not out of the question. I just don't want to see a few modest tweaks that only help out a few non-key powers. Plant, Fire, and Illusion are really good because they pack most of their potential into just a few powers, not because every individual power is must have.
PS just speaking of my own taste, I personally hate World of Confusion. IMO if you're going to go Psi APP, the main reason is the Psi Defense in Indom Will, and mezz protection outside of Domination. The -Recharge in Psi Tornado is nice to have too because it stacks with AA and gets you out of having to use something like Shiver. Anyway, I've personally gotten a lot Confusion-use out of Fireball/Rain of Fire because they cast quickly/pulse and trigger the Cognitive incarnate proc. Rise of the Phoenix is pretty nice too and basically takes a lot of the guesswork out of it all, especially in the incarnate trials. -
Quote:Its an edge case, but I don't know why it would be an especially egregious problem since high defense buffing neutralizes those abilities to almost the same degree and are far more common than the PA.
True. High defense pets are relatively rare though. Until recently none of the Controller pets had any defense. Speaking of...
While I have your attention, can I ask a small favor?
Jack Frost now has 25% defense to most, 35% to Fire/Cold. The Earth pet has resistances that range from 40% (Smash) to 100% (Psi). Which do you think is more durable in most fights? What about after adding defense sets to Jack to get his defenses into the 40% range? There seems to be a lot of disagreement about whether Jack Frost is in the same class as Stoney. Are they generally pretty close now that Jack Frost has been buffed? -
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To put it another way, unless you're tanking a single AV the PA are not considered reliable control in the first place. Its just that that unreliability comes in a different way than with most controls.
I think it's possible to argue it a number of different ways. Phantom Army is a definite judgment call. Determining what it should be capable of is difficult because even if it was a control limited to a single target, there are limits, which is why a single target Hold is Mag 3 and not, say, Mag 30 so it could more easily control a AV. I have sometimes heard the argument that what really matter is reward rate, and big targets don't provide as many rewards, but I don't really agree with that POV personally, because I consider clearing a big target "reward" in itself, if this game is to be anything but a farm.
Quote:What would be an example of such an enemy, that doesn't involve bugged behavior or mechanics? Are you referring to things like critters with invincibility auras and PBAoE heals?
I'm referring to AVs like Ghost Widow who heal off anything in vicinity and other enemies to which PA is immune. Modern AVs don't tend to be as weighted in favor of PA but some of the older ones seemed almost created with it specifically in mind.