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Quote:I wonder how well SR will work on the ITF. My /SR scrapper is like tissue paper against cascading defense debuffs.
Let's all hope the next raid doesn't feature Devouring Earth with the same abilities the Earth-Prime versions have.
Although it will still be hilarious to goad newbie SR Tankers into taking an alpha from the prime version anyway. -
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I have no experience with Poison but I think Mind/Poison is going to emerge as a fairly popular combo. From what I can see nothing in Poison causes damage. The new Poison has two AoE holds to help deal with Containment issues. If the cast time of Poison Trap is still 5 seconds, you could sleep the group, run in and place the trap without any interference at all.
Poison also looks to be the only set that will have both AoE -Resistance and -Defense in a power that doesn't also hinder the mobs. The reason this is useful is for maximizing Confusion damage. I believe (but am not 100% sure) enemies have a base 50% chance to hit each other. A few sets do have these capabilities but they come alongside stuff that limits the damage output (e.g. knockdown and slow in Sleet, -Damage in Radiation, etc) -
As much as I like the idea of power proliferation, I have to admit the breakpoint of awesome for me was one specific thing: the possibility of customizable APPs. It might seem silly to some people, but recolorable powers have probably added more replay to this game for me than anything else (proliferation and new powersets being second).
NOTE: I don't believe we're getting this in I21. It was more just that the possibility was even discussed. -
I would like SR to eventually get a buff (on all ATs) that lets it reroll 1 attack that hits every so many seconds. Basically the reverse of the Streakbreaker. I think this would be more thematic than just raising HP or providing a heal. It is essentially a way of letting the set get past the softcap without just increasing the soft cap, but also works even if you don't soft cap.
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Quote:It's what they seem to NOT want to do with Stalkers that is the problem. There should be no question that among all melee ATs, Stalkers ought to be the kings of damage. Else why be the least survivable among them? But for various reasons, no one looks to Stalkers first for damage dealing. AoE is a big part for most of them, but they've also been very cagey about boosting melee damage output to rival Scrappers. A Stalker surrounded by enough teammates and whose Assassin Strike is not interrupted *might* beat a Scrapper against a single target... but it's iffy. And it really shouldn't be, because there's no question who is tougher to kill. None at all.
I agree with this comment 100%. I also think Stalkers were seriously hurt in PVE by the proliferation of invisibility via Super Speed + a stealth IO, which originally part of the justification for their weaknesses.
The reason I suggested adding -Regen and possibly also -Healing to Stalkers was specifically to make them as desirable as /Rads and /Colds are for dealing with a single hard target. I think killing a hard target is something this AT should be sought after for.
I also think it would be extremely interesting if Stalkers had an ability to temporarily disrupt Purple Triangles or deactivate/punch through godmode armors. For example, an ability that lowered the resistance cap or having their version of Build Up include a proc of unresistable damage. -
Quote:If this PBAOE toggle is on par with the existing power you put on your henchmen, then this could be quite powerful indeed. I've always thought my 2 /Poison MMs lived in 2 distinctly different states 1) Megadebuffer supreme when Noxious Gas was up or 2) Lamest, by far buff/debuff set in game when NG was not up. Unfortunately, the latter state was far more frequently the case. Even when NG was up you had to micromanage that one pet or be susceptible to his whims as to whom he wanted to engage and debuff.
Sure looks like potentially great news for Fire and Ice, with their pbaoe toggles.
I thought I was done with Poison, but depending on what they do with NG, I just may go back.
There are apparantly some other buffs to the Poison set. Something about portions of the existing single target powers having half-strength AoEs. -
Please tell me Martial Arts works with Stone Armor. I want to see that in action.
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I'm earmarking Dark Blast + Energy Manipulation as a popular combo.
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Confirmed for proliferation in next issue, with changes. Comments from Synapse:
Quote:So it looks like we have a new PBAoE toggle to pair with Fire, Ice, and Electric Control.This set has been requested for proliferation for a great while and we thought now would be a great time to release it. This set is very much like the Mastermind version, however Noxious Gas (a pet targeted AoE debuff power) was replaced by Venomous Gas. This new power is a PBAoE toggle that significantly weakens enemies in close proximity to the user.
Are you excited? Rerolling any pre-existing characters? -
Quote:That is *not* what I'm saying. I'm not saying "end-game=trials". I'm saying that end-game multi-team content is something that this game did not have. We have missions, crafting, PvP, Bases (granted, both of those need work, but they're are here) zone events, giant monsters, markets. We're *very thin* on what the trials represent, so they're patching that hole, so that the game has more to offer to people. And, from a very realistic stand-point, end-game trials/raids/whatever *are* something the avg MMO player expects.
Now, like I said, I fully expect there to be alternate Incarnate progression down the line a bit, as that's what the Devs do...they know the game, and their players and have a track record of listening to us (and honestly, anticipating). But for some reason people forget that.
Here is the rub on this. Very few people are particularly upset that trials were added to the game. I actually enjoy the trials on their own merits outside of the reward system. But I feel that basing an entire, unique reward structure on trials is a huge misstep.
Compare the trials to TFs. TFs exist in the background. You can do them if you want to; they are always there. But they are not a leveling structure in themselves. And we have certainly never had a situation where running the STF, ITF and Dr Q over and over was the path to a huge boost in power and told, "don't worry, we don't have the resources to release the whole system at once, but Khan, Apex and Tin Mage are coming soon!"
Some people are going to frame this as a "if you are a real fan, you'd power though the lack of content without complaints." Unfortunately, being bored is a healthy reason to stop playing a game. I did this exact thing to this game's competitors. And playing a game anyway isn't a sign of "maturity" as some people have put it, it's a sign of addiction. So I play other games here and there and work on personal projects and hope this one gets fixed. I use the word "fixed" because I don't consider this just a lack of content issue. It's broken because the whole system hinges on content that can't be delivered, when that never needed to be the case.
I do still like this game and respect its developers. This is not the same as agreeing with where this game is going or making a promise to continue sending it money. -
I happen to think comparing the tiny boost of TF commander to a crashless nuke, free procs in every power, pets that can solo a pylon, or perma-mezz protection in a 40ft radius is a stretch.
(Unrelated to quoted poster: I also think that if there is a choke point of continuous silliness in these discussions, its the assertion that the incarnate powers "only really matter" in incarnate content. A lot of time has been spent debating whether people "need" a power, which is missing the forest for the trees. The real question is whether people "benefit," and how much. In the case of the incarnate powers the answers are "yes" and a "whole, whole lot." In fact, more than any single proc, IO, or ability you can acquirre after level 50.)
In any case, none of the TFs required for TF commander are level 50. -
I propose a 7 year rule: if it's been 7 years and you haven't found a way to fix it, burn down the cottage and rebuild.
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Chance for -Recharge is generally pretty worthless.
The damage procs may or may not be worth it depending. Quicksand frequently needs no slots at all on a high end build so you might as well slot the proc in there.
In any case you are right about both assumptions--they fire on first cast and every 10 seconds after. -
I would personally not recommend skipping Thunderclap on a soloist Mind/Storm build. Knockback, rains, and damage interfere with sleep, which is your main source of AoE Containment. I would personally opt to start fights with Mass Hypnosis (later sometimes Mass Confusion), run up and Thunderclap, back off and cast Freezing Rain >> Terrify >> (and at higher levels) AoE blast. Doing that way gives you double damage on the minions on top of double resistance-debuff (because Containment damage goes up when enemies are debuffed). It is a really, really huge difference in damage and (in my mind) one of the biggest advantages /Storm has over other secondaries paired with Mind.
Also note a weird sort of exploit/synergy with Gale and Terrify. Terrify normally lets enemies fire back at you or run if they get hit by an attack. However if they are knocked down when the power hits they "lose" their chance to react. If you use Gale on Terrified enemies and blow enemies back into a wall, you can blast them while they are sprawled and get no response (they stand up cowering). This is also part of why, if you can afford it, a Chance for Knockdown proc in Terrify extends the utility of that power. -
Quote:That sounds like the argument for why there would be proliferation in i20, too. And i19. And, well, pretty much every issue that hasn't had "X" feature, there've been people saying "well they didn't say it wasn't coming!"
I'm not saying it wouldn't be nice, but it's not a realistic assumption.
I think the point was more that it is what the OP wants to see. Whether s/he gets it is another matter. -
Quote:I find the argument that Energy Blast should never lose its knockback lest it lose its entire secondary effect in the process. Are we saying the knockback in Energy Blast makes the set weaker and actually lowering it all down to 0.67 would make the set too strong? Because that's the only argument (aside from Standard Code Rant) that I can think of.
OK, and the bugging thing. Yes, if you choose to play an Energy Blaster who hasn't turned his knockback into knockdown, you may well run into people who insist you do so, I'd wager a bet that you'll run into just as many people RIGHT NOW who'll either kick you from the team for doing knockback, or otherwise ask you to not use Energy Torrent and Explosive Blast. Those who ***** about knockback will still ***** about knockback. Nothing gained, nothing lost on that front. But at least the actual Blaster player will be given a choice.
I'm all for this, if technically feasible, and not just for Energy Blast. I'd pay money to turn off the hideous knockback in powers like Bonfire and turn that into Knockdown ala Ice Patch. I'd also pay money to remove Repel effects, such as those of Hurricane. The more options we have, the better, I say. At least in this regard. That ship has already sailed with Null the Gull's introduction.
I don't typically say it will likely never happen... but it will likely never happen with Bonfire without major changes to that power. Bonfire is an autohit knockback. It is therefor 92% more likely to hit per pulse than the next highest chance, Ice Slick, which has just 8% per pulse. They'd have to drop the chance waaaaay down to keep Fire Control in line. The most likely number would be around 3% per pulse (which is what Liquefy has). But it would be a huge buff to a power that clearly would not have been put in a Blaster APP if it were known it would become a mainline control power. It is already extremely effective for that AT. -
Quote:Y'know, I think the funniest part of this is that this is probably the least grindy of any MMO I've ever played but people are still moaning about it. This game is EASY. Go play Phantasy Star Online and get a character to level 200 and get a Lavi's Blade or was it Cannon? I forget which is more rare. Basically those very rare items had such a tiny chance of dropping, you'd have a better chance at spitting into a windstorm and hoping to hit a fly on a mountain a mile away. Before anyone says "WELL THIS ISN'T X GAME", it's still an MMO, the drop rates are still reasonable. The only issue with grindiness at all is lack of options of what to currently grind. Three options, some more to come. How about instead of just constantly crying foul you come up with ideas and lay them out for the devs. The devs in this game are more community oriented than ANY I have ever seen.
The I don't want to team to earn my stuff is probably at best a joke to me, a bad one at that, you're playing an a massive multiplayer online game. I won't break out the dictionary to tell you what multiplayer means. You want the devs to cater to people who refuse to team on a multiplayer game? In almost any other community you'd be laughed out and told to qq.
In short, you're being unreasonable, demanding and childish. Hope to see you in game.
So your logic is what? This game sucks less than another game, so we have more room to introduce sucky features and get away with it?
PS never, ever break out a dictionary in an internet debate, unless the word you're looking up is "concede." -
I've put this out there before but this may bear repeating.
My version of Dimension Shift, assuming we're stuck with it:
The power is changed to emulate elements of Oil Slick Arrow. It summons an invincible, unmoveable psuedo-pet. This pet lasts 30 seconds. It has a 25ft radius aura of intangibility and immobilize. Anything that enters the area gets shifted.
To end the power early, kill or dismiss the pet.
This version is more useful for a few reasons. Firstly, the inability to dismiss the effect when desired is a serious issue that current tech can't solve. Secondly, Gravity is a set that specializes in knockback and teleports. Want something trapped in the sphere that currently isn't? Wormhole it or knock it inside.
EDIT: Another way to rescue Gravity, by the way, is to addd debuff effects to its power a la Electric, Earth and Ice Control. -Damage and -Range both being potentially thematic possibilities. Right now Gravity does have -Run Speed, so the basis for it being a "debuff-ish" set is somewhat established. It would just need a debuff that wasn't 99% redundant. -
IMO Assassin Strike should have -Regen and possibly also -Healing. I don't know if that violates the cottage rules but IMO it shouldn't. I have always felt that Stalkers should be a go-to archetype for taking down named single targets.
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It's funny that the incarnate reward for a successful Apex is the same as the boobie prize for leeching in a trial.
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Quote:Not at all. But the arguement of "Dual Pistols can turn off it's knockback so Energy Blast should beable to turn off it's KB" is a stupid comment.
DP doesn't turn off it's knockback. It has the option to switch it with another, many in fact, secondary effects. That's it's whole thing. Switching secondary effects.
Saying "let me turn off EB's KB" is one thing. Saying "DP can do it so let EB do it" you might as well say "DP can switch it's secondary effects, let me switch the secondary effect of any and all powers"
Yeah yeah yeah. If you don't like it, whatever, but calling it "stupid" is just so much posturing. Nice slippery slope there at the end too. If Energy Blast could toggle its knockback it would mean exactly that: Energy Blast could toggle its knockback. Things are the way they are until they aren't. The game didn't self destruct when other sets got changes and buffs, and it definetly does not mean every set has to change because one did. If they wanted to justify the set getting this ability all they'd have to say is "EB gets this now because the tech didn't exist when it was created." If they don't, whatever, but don't act like anyone who disagrees with your logic is an idiot.