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Posts
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Quote:So, and correct me if I'm wrong here since im a simple cubicle monkey and not a neuro-physiologist or whatever, but there are people out there who cannot enjoy something if there is a possibility of loss? So if it's only enjoyable if it's easy then how does anything in that kind of person's life have any worth? God, I feel sorry for them. Seriously. No sarcasm there. Just pity. One of the most enjoyable things I run into this game are intense situations like the STF or Apex TF. Where it isnt a foregone conclusion how the fight will turn out. I mostly run a perma PA ill/rad with a very respectable build and the vast majority of game content doesnt challenge me. I really enjoy running up on GW or LR with the knowledge that I very well may get my can handed to me. That it would make someone unhappy or ruin their game experience to possibly lose that single encounter when they steamroll 99% of the game content just doesnt make sense to me. But you said our brains work differently. I can accept that. And be grateful.
I highlighted a portion of your statement to draw attention to the main place we differ. Part of my issue with the STF and "challenge" in general is that these challenges feel built to deal with overpowered characters like the Ill/Rad you mentioned. I feel like if you want more challenge, it's already ready available in the dozens of combos that aren't among the best at minimizing the game's challenges. The reason the game feels so easy to you is the design of AVs severely penalizes some characters and greatly rewards others.
I do happen to like the Apex Task Force, but that's because it breaks the rules a little bit and lets a few different sets shine. IMO if they want to introduce more "challenge" they should find some way for AVs to get around the cheesiness of Illusion Control as a whole. -
Quote:Some of them, yes. Not all, by far, but as with anything that expresses preferences and philosophies, some are going to be extroverted, some introverted, and some neither. That one particular song happens to be written from a clear view-point of an extrovert. An introvert isn't going to be inspired by the song the same way an extrovert is, because our brains work differently.
We literally* do not get the same rushes that extroverts do. Our brains don't give us the same charge from excitement and thrill that yours do. We're different. You really need to get used to it.
*I actually mean literally here, not in the hyperbolic, metaphoric way people like to use literally.
I don't know whether I'm an introvert or extrovert, but I think that song sucks. That's ok because there are plenty of songs I don't care for that seem to be popular with other people. My personal dislike of it is probably less connected to brain chemistry than individual taste in music. Altho in my case it also has something to do with this comment on YouTube: "This was in a Mary Kate and Ashley movie, Holiday in the sun"
Now, all of this said, I don't consider myself much of an "extrovert" even tho I am someone who likes to team most of the time. I don't have personal discussions with my teammates, or keep them on a friends list for future reference. I don't belong to any super groups, or regularly interact with anyone in particular. I just tend to pick up and go with whoever is around.
I said previously that I am not a fan of AV mechanics. The STF, to me, is a "brick wall" style challenge that is more annoying than challenging. It's the sort of thing I'm fine with when it's some remote activity we don't have to deal with too often, but when it's recentered as a "must do to further advance" piece, does not stand up well. I am hoping something in Issue 20 addresses this. In particular, the final fight against Recluse is a showcase of how incredibly broken unlimited inspirations are. When potions/inspirations no longer "assist" the fight but instead "define" it, you've got a broken system. Broken systems can be fine--but not as center pieces. -
Quote:The mooing of the cows.....I think it may be the sound of the original cows in the game. Yes, in Issue 1, there were cows. Mostly, they were in Perez. They had big googly eyes and all they did was 'MOOOOOOOOO' if you attacked them. They were taken out of the game by issue 2 or 3. Wish now I'd taken screenies so people wouldn't think I was making this up. I am sure there are other 7-year vets out there who remember them.
I would love for this to be true just so I could see what a cow looks like when it gets knocked back. -
Quote:My question. Are they doing this to grief, or just exiting a mission and throwing up the portal to his PI, which is where you go on the second mission of the STF.
Definitely griefing. This was happening on Virtue too, with the person recasting the portal each time it expired. Sometimes there was also more than one portal.
EDIT: BTW my ideal fix for this is for the Ouro portal to load a transport screen identical to the one when you actually get inside Ouro, with one of the options being Ouro itself. That way you could warp directly to whatever zone instead of having to go to Ouro, then warp to the next zone. I always wonder whether the game servers take a hit from us zoning around like that, but regardless it would save us a loading screen. -
This thread has been around the world and back, but I might as well put in my 2 cents.
My concerns have less to do with forced teaming and more with pressure being put on game systems that IMO really do not handle it well. Up to this point this game has basically been pretty easy, which has allowed a greater variety in powersets to proliferate, because ultimately it doesn't really matter which one is "best."
Crunching the existing powersets up against these particular late game encounters reveals massive imbalances in archetypes and powersets that IMO this game is not prepared to handle. My hope is that this is what Issue 20 attempts to address, although how it might do so I'm not sure.
Foremost of the broken mechanics are fights with archvillains. How these mechanics have been in play for so long is a mystery to me. Why does every Archvillain have Regeneration armor? Why do they have over 85% + 52% immunity to most debuffs but no immunity at all to a few specific ones? These problems imbalance AV fights to such a degree that the only way to keep powersets balanced is to not have AV fights be the end-all of the game. But what is happening is we are being pushed into these battles and told this is the "ultimate" encounter we should prepare for.
In short, it's not going to work long term if the emphasis is not just on teaming, but only teaming with the handful of archetypes and builds who are best able to beat the unbalanced mechanics found in late game actitivies.
Anyway rather than freak out, I'm waiting to see with I20 brings. -
Quote:Sheesh I was doing that at lvl 4....its not hard to find a good LoS corner aoe root....aoe root....aoe root ....yea just gets boring after awhile.
Whoah no wonder you're not liking the combo. You're casting a power that does like base 10 damage (20 contained) at level 50. -
I'm sorry you're frustrated. I get to that point sometimes with games. I think this game is well designed in most respects.
I'm willing to defend a number of components of this game, but AV fights are not one of them. They are terrible, and in need of a complete rewrite. To me this goes over and above the Ghost Widow-specific fight. If I could go through end game content and never face another AV I'd be more than content. Packs of Elite Bosses though I tend to find fun. -
Good suggestion overall.
I don't know how it fits into the overall balance, but I would love to see an armor set that loses a portion of its self heal strength but turns it into 1/2 strength AoE heal, 15ft radius (same as Grant Cover). Rad Armor is a natural choice for this given Radiant Aura, but not necessarily as presented here. -
I just joined an STF with 6 melee actually. I will see how it goes. (Once the Ouro portals disappear from on top of the mission entrance... um hello /ban?)
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But.. but.. but.. I guess its cool listening to the 5th STF request debuffs.
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Quote:They stealth fixed Arctic Fog sometime after GR but before the most recent patch. You now get typed and positional defense like steamy mist
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I noticed when I started a new controller and verified on my defender.
Yep, looks like you're right. It shows up for my Mind/Cold troller now. Now if they would just "discover" the "bug" that is FF not having DDR... -
Quote:This is probably where my perspective differs.
I've got a pile of alts in their 20s and 30s, each one with the potential for greatness. There are a lot of ways to make great toons in this game- Dark Miasma, Storm, Traps, Kin, Rad, to say nothing of my baby Dom or Crab. Some of these guys are going the be awesome!
Buying more slots wouldn't even help, it'll take me years to get my current alts to 50, and now there's the extra grind of incarate stuff they'll need to do.
It all comes down to fun,and I guess that's different for everyone. If I'm going to play a toon it better be GREAT, because there are lots of lowbie alts competing for my playtime, and a zillion character concepts competing for that slot.
I find the inclusion of Storm interesting. Storm and Force Field to me are about even. Storm is a little less redundant at high levels but I don't feel like I could take a team of "7 anybodies" and run radios at +3 and come out without a scratch. Storm can solo some stuff FF would struggle with, but FF isn't a set I'd want to solo with a lot anyway (although my Elec/FF Controller, my second FF character, has turned out to be very capable of that).
In any case one definite solo advantage of FF relative to many other sets is that they can shield PPP pets. My Elec/FF's eventual strategy will revolve around that. My FF/Ice Defender I play less often, less because he sucks but because concept (him being the Pinball Blizzard) makes me feel compelled to take FF's knockback powers, which I think are not very useful. -
Quote:I'm supporting the team, I run maneuvers and tactics and assault and keep FFG summoned. I'm also spamming debuffs and holds and AOE damage.
Look, my first 50 was a bubbler. I wasted an enormous amount of time getting to 50, safely but sloooooowly. When my trapper hit mid-30s I realized that the bubbler had been eclipsed in every way. Well, except knockback powers.
If you've got a mature bubbler you enjoy playing that's great but why anyone would suggest someone roll a new one is beyond me.
I have a 50 Force Field Defender. It was the cleanest ride to 50 of any character I've played; Controller, Defender, whatever. I played "radio team taskmaster" and just recruited 7 people to run around in front of me. With only 1 Scrapper exception, every one of my characters over 40 is a support set. Cold is great, Traps is great, Force Field is ok. It's not the darling of the ITF or STF so people think it sucks. Their call. I have so many support characters that I truly no longer care which one of them is the best, because all of them outshine each other in various circumstances. -
Quote:Uhm.
WHAT?!?!?
Not to call you mistaken or anything BUT...
Please peruse the build below and tell me the problems with it (other than price, even then, most of the sets used to build it are dirt cheap).
Pretty sure s/he meant for teammates. Both Traps and FF give excellent foundations for ridiculous personal defense potential. I have to admit it does kind of chap my hide that Traps has better personal defense at less endurance cost than the set that specialises in such things, but so it goes. Maybe one day FF will get the defense debuff resistance it deserves. -
Quote:Yeah, this. I think Cold can get the closest, actually. The only difference is that you get half the def on your pbaoe, which means you'll probably around 7.5-8% behind FF. Well, you also lose the status res from Dispersion Bubble, and you gain stealth and debuffs and blah blah.
Correct, but with a few clarifications. Cold and FF for various reasons have been compared over the years but aren't really directly comparable. FFs team shields are only half the story. In the same way that "heals suck" on the boards "ff sucks" has kind of take root over time.
[What follows is not necessarily related to the above quoted post.]
IMO Force Field is properly looked at as a version of Super Reflexes that you happen to be able to share with teammates. The major difference, aside from not getting defense debuff protection, is you that you can put people at SR levels of reflex with minimal power investment. It takes 4 powers to cap people's defenses to everything but Psi, and you can do it from level 22 on.
Now, there is a whole lobby of players who essentially think FF is terrible because 1) IOs exist and 2) Cold exists. It turns out though that the FF player him/herself can IO to the highest echelons of tank-magedom. Traps gets a slight lead here, but Traps is also not SR for the team, but something else altogether. Cold Domination meanwhile is not nearly in the same class as (on a Defender) it will always lack mezz protection, and lacks baseline elemental defense.
[EDIT: Actually I may be wrong about Cold lacking baseline elemental defense. Mids and the game detail text say it's there, RedTomax says it isn't. I'm almost positive that on Controllers, at least, it's not actually there despite the game text, not sure about Defenders.]
I am not saying FF is perfect or that Cold or Traps suck, but that comparing them side by side is sort of pointless. There is good reason that Castle hesitated to buff FF. I do think it needs a nudge, but anything more than a slight increase could very well send the set into overdrive.
Meanwhile for anyone who wishes to leverage FF on a Defender in a traditional support role, I recommend FF/Sonic. For single target, an individual /Sonic Defender has more stackable -Resistance than any of the primary sets brings on its own. I have no doubt people will continue to reject FF based simply on primary powerset, but no one said player decisions had to make sense. You will still have to be content with not being the perfect min/max pick for very late game activities. -
Quote:If a squishy player is running around with absolutely zero defence of their own, I sure as heck don't feel bad that I can't softcap them with my trapper's FFG. I'm not their mommy, people need to take some responsibility for their own hide. Eat purples for tough fights or spend the whole mish admiring the floor for all I care.
Now there's a quality I look for in a support character. -
Have fun. You might be surprised by your effectiveness. I pulled my Elec/FF tonight and ran around for a bit. Turned out he's actually level 39. Did some tip missions at -1x3, and with "just" 26 defense ATM didn't get below half health despite fighting Nemesis, who have confusion protection. I can't wait to see what better slotting brings. Not to mention decent attack powers.
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Quote:The pet defense and resistance IO's grant the caster an aura (40 feet as I recall) that buffs their pets. When you slot them you'll notice the little defense and resistance upward triangles on your pets. This includes even the veteran reward buff pets, which survive a surprisingly long time when their defense is buffed. I personally prefer the blue wisp with its buff to defense and endurance.
So any pet the caster summons gets the buff? And you can slot both +Defense IOs for a total +10% buff? If so, any lvl 50 /FF troller can more or less soft cap his or her pet(s) as long as they stay within the big bubble, even without Power Boost or alphas.
+17.67% (Basic Shield)
+12.06% (D Bubble)
+04.18% (Manuevers)
+10.00% (IOs)
=43.00% Defense
Very close to capped. And capped by the defense alpha. -
Make that Corruptor a Fire/Psi Dominator and this discussion gets interesting.
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Stealth should at least be as good at, well, stealth, as Super Speed is. It should stack with Steamy Mist/Arctic Fog and should also lose the speed penalty.
I don't know how to fix Invisibility. I have it on one character precisely because it does suppress attacks (so he can leave auras running without aggroing). Only thing I can say is make the endurance cost more in line with other powers. -
Sorry, took me a little while to work my way to it.
Overall, not a bad build, although I feel like you could capitalize a bit more on Force Field's +Defense.
Personally, I would consider dropping:
- Air Superiority
- Fly (use a Jet Pack unless this is concept)
- Assault
- Vengeance
- Tactics (mostly due to overall endurance costs altho this one IOs well)
Replace with:
- Super Speed - for the invisibility with a Stealth IO
- Boxing
- Tough
- Weave
- Combat Jumping (this one is option, but is basically endurance-free extra defense--can swap with Hover for flavor if you wish)
I would aim to at least cap Ranged Defense as a starting point. D Bubble + Weave + 3% Def IO + Manuevers = about 29.5% defense to everything to start out. That means to cap any category for yourself you only need to find an additional 15% defense--fairly simple to do.
Here is a partly built sample of how I have built Mind/FF on the boards in the past. Note that as with most builds, you could make this better by spending a lot of money on purple damage sets. In Terrify in particular it would result in only needing 5 slots instead of 6. I would definitely keep the knockdown proc there though because I have found it quite awesome for knocking enemies down to prevent them from retaliating or running like they normally can from unprocced Terrify.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Force Field
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Levitate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Personal Force Field -- LkGmblr-Rchg+(A)
Level 2: Deflection Shield -- LkGmblr-Rchg+(A), HO:Enzym(3), DefBuff-I(39)
Level 4: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(17), HO:Perox(34), Dmg-I(43)
Level 6: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(13), CoPers-Conf%(13)
Level 8: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Acc/Rchg(15), FtnHyp-Sleep/EndRdx(37), FtnHyp-Plct%(39)
Level 10: Mesmerize -- Dmg-I(A), Thundr-Acc/Dmg(37)
Level 12: Insulation Shield -- LkGmblr-Rchg+(A), HO:Enzym(40), DefBuff-I(40)
Level 14: Boxing -- Acc-I(A)
Level 16: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(29), TtmC'tng-ResDam/EndRdx(39)
Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(34)
Level 20: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(23), RedFtn-EndRdx(27)
Level 22: Weave -- HO:Enzym(A), HO:Enzym(27)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Ragnrk-Knock%(31), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Dam%(33)
Level 28: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(29)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), HO:Enzym(31), HO:Enzym(37)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(40), Mlais-Acc/EndRdx(42), Mlais-Conf/Rng(42), Mlais-Acc/Conf/Rchg(42), RechRdx-I(43)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(36), HO:Enzym(36), Ksmt-ToHit+(36)
Level 38: Repulsion Field -- EndRdx-I(A)
Level 41: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(48)
Level 44: Energy Torrent -- Posi-Dam%(A), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), FrcFbk-Rechg%(50)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(50)
Level 49: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(48), P'Shift-End%(48)
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Quote:FF/Ice/Dark
/LockThread
A defenders blizzard has the same base damage as a blaster.
Let me just say this... Run in mob, shake their hands with soul drain, ice storm, blizzard, hit a blue, dark consumption. If you do it fast enough you wont lose any toggles and will have full endurance. I do it all the time on my FF/Ice/Dark, best defender I ever made.
There isn't anything specific to Force Field that makes this work. Blizzard is just a good power. Several of the other blast sets also have things to recommend. (I wouldn't bother to say that but I have an adverse reaction to attempts to prematurely end a thread, joking or not.) -
Really anything could work here.
Plant/Kin is very very strong.
I'm a bit weird in that I kind of like Ice / Kin as a support character. It's sort of Fire/Kins low(ish) damage cousin. It's not a farmer or major damage dealer--although contained, Fulcrum Shifted AoE blasts are going to hit hard no matter who casts them. What I like about Ice though is that it tends to calm your secondary down. After Ice Slick and possibly Shiver, you just need to stand in the general area where enemies are and can pretty much do your thing. Especially if your wife is a /Shield or Tank/Brute who can keep aggro off you. Kinetics also both solves Ice's endurance needs and lets you heal back what damage does get through.