-
Posts
1631 -
Joined
-
Quote:I'm not overstating anything. That is exactly what I see when looking at my combat attributes. My brutes used to run a 170%-180% damage bonus from Fury. Now, they run 130%-140%.My brutes used to hit 85% fury with rare spikes to 90%.
Now they hit 75% with rare spikes to 80%.
That's a 20% damage buff difference. Not 30% to 40%.
Another way of stating that is my damage buff from fury has on average been reduced by less than 12%.
Including enhancements, my overall damage buff has been reduced by less than 8%.
As I include other damage buffs, be it from buildups or setIO bonuses, the overall nerf gets smaller.
Was it a nerf? Absolutely. But let's not overstate how bad it was.
I realize the final net effect on damage is not as large, but it is noticeable, at least to me. -
Quote:You must not look at your actual numbers then.. Otherwise, you'd see that wonderful 30%-40% reduction in damage bonus from the 'new & improved' Fury.I was gone a couple months, (KNEE-DEEP in Starcraft 2, lol) and I came back rolled 4 new brutes and I love the new fury. SS was faster than ever, Stone got FUN, and 'Axe and 'Mace used to be a bit tough to build up, but now .. they get pissed fast and STAY pissed off. I really didn't notice a 'lacking' in damage. So yeah, I'd definitely call it 'New n Improved'.
-
Quote:Heck yeah! I just played around in Mids' for a bit and came up with a build that has:With that much recharge, having Shadow Meld up often would be amazing.
* 102.5% global recharge
* 1.1s downtime on Hasten
* 2.7s downtime on Energize.
* Shadow Meld up every 24.5 seconds.
* 430% regen w/ Energize.
* Capped Energy resist & almost 60% resist to S/L with Tough running.
And that's with no purples. Could pick up about another 10% recharge by swapping out some sets for purples.
I thought this was awesome, then I realized Scrappers get Shadow Meld too... -
I had someone quit a redside team I was leading a month or so ago, with the comment in team chat "Only noobs fight Carnies!", while we were steamrolling a Carnie paper mission.
-
-
I agree with this sentiment. Go big, or go home!
-
I disagree with this completely. Outside of PvP IO's and purples, there is no reason a player can't afford a decent IO build just by playing the game, and selling their unwanted items at the market. It's always been that way, and since the introduction of H/V merits, it's even easier for a 'casual' player to afford a good IO build, including the most expensive rares like the Numina & Miracle uniques.
-
Thanks kid, for putting this together for all of us!
-
Quote:I have a small question. Do you actually ever sell anything on the market yourself?that is if sellers were more willing to be altruistic instead of greedy...
As a seller, how can the purchase price of an item possibly be the result of my greed when I list an item for say 7.5 million and buyers purchase that item for 15 million? I didn't make them pay that price. That's the price the buyer offered. As a seller, I can't MAKE the buyer pay any particular amount.
People pay what they think something is worth, based on whatever their own individual criteria are. The fact that your criteria are different, doesn't mean there is anything unfair about the system. -
Quote:No, this is not the case in most circumstances. I've ran a number of all-Defender TF's, and while they are great fun and can steamroll everything in their path, adding even one blaster to the team amps up the damage output to incredible levels, when combined with all the -res and +dam the defenders provide. The speed difference between a team of 8 defenders and 7 defenders + 1 blaster is huge.If you are going to build teams that will take something to incredible you are in most cases better off adding another defender of some kind than either a defender or a blaster. In the case of amped to awesome by buffs the scrapper still wins out as that AT allows the team to divide up more than adding a blaster would.
A damage capped defender does barely more damage than a completely un-buffed blaster. Defender ranged damage scale is 0.65. Blaster is 1.125 for ranged damage. Defender damage bonus caps at 300% vs. 400% for blasters. -
Any possibility we can plan some MoLRSF runs in the near future? I'm sure I am not the only badger who has moved their hero redside since GR came out...
-
-
Quote:I don't think she does either. It all sounds good, and in perfect circumstances, it might work that way, but in actual practice it doesn't. I have a nicely IO'd Fire/Rad controller. Between Char, Cinders and Choking Cloud, I can nearly instantaneously hold an entire group of boss rank enemies. I can regularly solo on +2/x8 with that character.To be honest I don't think even Turbo really believes her statements about mezzes. I'm pretty sure she just feels cornered and is blindly defending herself at this point. I know I've felt that way on the boards before when I've been on the defensive. I'd like to give her an out, but she's making that really difficult.
None of that matters when facing large numbers of mez-heavy opponents like Malta or Carnies. One of them is going to get missed and fire off their status effect, or they are going to fire it off between the time they first agro and they get hit with a status effect themselves. I have to slow down, be more cautious, use more breakfrees, and turn down my normal difficulty to handle those types of enemies. -
Quote:Yet this is what the majority of PuG players that I encounter do. They are either teaming, or if running solo they are on default settings. It's easy to see another player's difficulty settings just by looking at the mission window.So you say. To the contrary overall AT performance should revolve around what an AT is able to achieve at any difficulty level. No one should have much difficulty with the default level with no bosses. Doing such missions all the way to 50 sounds like an inanely boring and lengthy process indeed.
There is such a wide performance gap between the low end and high end in this game, that any discussions of balance must be done based on default. The ability to handle higher difficulties will vary greatly depending on not just AT, but powersets within that AT, what powers are used, how those powers are slotted, what they are slotted with, etc.
And you completely skipped over my point about difficulty, which is that having bosses turned off does not necessarily equate to 0/0. +1/x6/no bosses is hardly default difficulty level, nor is it boring or slow.
Quote:Sorry, this just doesn't hold water with me. The developers promoted the game early on for being solo friendly and casual friendly. It was one of the main reasons I applied for and gained access to the US Beta way back when. The developers blessed Controllers with the bestest inherent by freaking far to help them with their soloing difficulties. Later they changed the Blaster inherent to help us solo, and finally changed the Defender inherent to help them solo at a better pace.
Even though Blasters are generally the first to faceplant on teams, I prefer the unpredictability that sometimes comes with multiple unknown factors. However, finding a proper team isn't all that easy on the EU servers at least and often I'm forced to solo hours on end.
Do you honestly still think solo play has no bearing on balance?
A Blaster also performs differently depending on whether he is solo or teamed. Solo, there is more need to be cautious and worry about survivability. Teamed, when he has to worry less about assuring his own survivability, he is more free to contribute damage.
Quote:I see this argument too often to continue to let it remain unopposed. First off, not all Blasters have access to Aim and Build Up or indeed either of the two. Secondly, it's not feasible to wait for BU/Aim to recharge every spawn. In practical gameplay, the realistic option is to alternate the powers each new spawn (if you have access). Furthermore, let me remind you that Ring of Fire is a slow DoT.
And to further address the solo issue, when a player creates a character, they are presented with choices. Those choices have consequences. Some combinations of Blaster powersets will provide much more mitigation solo, some will provide less. Try an Ice/Electric blaster with 4 hold powers, and see just how much mitigation is possible through control.
In the end, these kind of debates are ultimately pointless. They are all based on our own perceptions, experiences, abilities and biases. Some players eagerly look at challenges from a tactical problem solving perspective, some get frustrated that they can't mindlessly mash buttons and 'win'. I know what I am capable of when playing a blaster. I know what the regular group of players I team with is capable of when playing blasters. That carries vastly more weight with me than what a minority of posters in this thread claim. -
Just picked up my nuke set, so rogue Panzer is all ready to go!
-
Quote:See my previous point about difficulty setting and bosses.Not to put to fine a point on it, the first post is just wrong on any thing but a fire/elec in melee range you can't kill a boss in the time aim and build up are active its just not doable, if you have more than one you are done.
Most squishy AT's are going to have trouble dealing with two boss rank mezzers at one time when solo, so to suggest this is a blaster problem is just silly.
Controller runs in on 2 Gunslinger bosses. Fires off AOE hold power, then ST hold. Locks down Gunslinger #1. By the time the ST hold finishes animating, Gunslinger #2 has the controller perma-held with his cheating ice bullet. Result: A quick case of eating the floor for the controller. And that's provided the controller actually gets to fire off the AOE and ST hold. 50% of the time, the first Gunslinger would be able to get off his status effect before the controller could activate a second power and the controller would be eating floor that much sooner. -
Quote:Well, the default setting is 0/0/no bosses, so any discussion of overall AT performance should revolve around this to begin with. Otherwise, we can all pick and choose settings that make our own position look stronger and our opponent's position weaker. Further, since difficulty settings came out, I see the vast majority of players I team with still set on 0/0. That means they have never once adjusted their difficulty at all, since once it gets changed it will show 0/x1 from then on at the lowest setting. So, I'm going to suggest that base difficulty is, in fact, the normal setting that most players use.That assumes Blasters will have to play at a much lower difficulty level than basically any other AT. Which melee AT with selfrespect only solo +0/+0?
No bosses does not automatically equal 0/0 though, so don't assume the blaster has to play on a lower difficulty setting than anyone else. I usually run +1/x4 or x6/no bosses when I'm solo on my AR/EM blaster. That setting would have my EM/WP stalker faceplanting like mad, yet the stalker's +2/x2/bosses would be more difficult for my blaster than his normal setting.
Most smart players know that some types of enemies are going to be problematic, and they're going to adjust their difficulty settings when going up against them solo. So to say a blaster running against Malta or Carnies having bosses turned off is somehow weak isn't even remotely true. Heck, my purpled out fire/rad controller that normally runs at +1 or +2/x8 with bosses, turns it down when facing Malta or Carnies.
And finally, what difficulty setting a solo player can run on with a certain AT has little bearing on inter-AT balance, as this is a team-based game. Some AT's shine in the solo role, other AT's shine on teams. Blasters do well in both settings. -
I'd add a magic flying pony that flies around dropping purple recipes, rare salvage & rainbow gumdrops on all the poor casual players...
-
-
Quote:No, not really. Technically you can, but you'll be bidding against the other 300 or so other players all bidding for the same item that shows up only every couple of days. So, you'd most likely be waiting for months for your 2 billion bid to fill.Opening at 2 bil?
I could get it on the AH for that... I'll pass as well.
kthxbye.
There's no reason to knock the OP for selling this item the way he is. He's not being greedy. The going rate for these is simply that high.
Although, in all fairness, he should have posted this in the Market Forum. Would have gotten a lot better response that way. -
I'll be there with a full nuke load...
ETA: I'll be on my main, AR/EM blaster. -
Quote:Agreed. This makes no sense, and I think restricting legitimate temp powers from certain tasks is setting a bad precedent. If there is a problem with a temp power, adjust the power. Don't say "you can use this power, but not on this content..or this one here...nope, not that one either."I don't get this change at all. It seems unprecedented even.
Why Warburg nukes? Why not Vanguard HVAS? Or Shivans, or Longbow Mechs, or heck, Sands of Mu?
Also, why are Warburg nukes allowed on an ITF or STF or LRSF of Faathim or hey, Sister Psyche?
This is most perplexing and I would appreciate some justification from the staff. -
-
-
Quote:This is a point that cannot be driven home strongly enough.There are several misnomers here that I find annoying however. Blasters CAN attack when mezzed. Defiance allows ANY blaster to attack with their first two attacks from their primary and the first attack from their secondary when mezzed. That means at least TWO attacks and something THREE depending on secondary for your blaster even when mezzed... The corruptor and the defender CANNOT do this..
During a little 'friendly' discussion here on the forum some months back where a few people claimed it was "impossible" to play blasters against enemies with status effects, I made a custom AE mission with Malta, and every single enemy group was set up to include a boss Gunslinger, which is well known as an enemy that can completely status-lock a squishy.
I ran through a bunch of times with my main, an AR/EM blaster, with bosses enabled, to prove that blasters could handle even boss-level mezzers through use of their own control powers. Worked pretty well, although I had a couple faceplants when Beanbag or Power Thrust missed.
After that, I turned bosses off, which set every Gunslinger boss to LT rank, but still with all their nice mezzing effects available. I ran it again, repeatedly, with a Fire/EM blaster this time. I didn't try and control anything. I simply ran up to every Gunslinger and burned him down. They'd hold my blaster with that nice ice bullet of theirs, and thanks to defiance, I'd just keep firing away. No tactics. No pulling. No control. Just running up right in their face and mashing attacks. Worked every time, 100%. I suffered exactly zero defeats running that mission over & over again with that 'tactic'.
Defiance is an amazingly powerful tool, and doesn't even really require much in the way of tactics to take full advantage of it.