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Posts
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Quote:Well, let's compare Blaster vs. Scrapper then.That's simply not true. Open MIDS and make the builds. Outline the attack chains. See how Blasters come up behind.
Fire Melee Scrapper DPA @50, unenhanced.
Scorch: 63
Fire Sword: 72
Cremate: 85
Breath of Fire: 37 (10 target max)
Fire Sword Circle: 41 (10 target max)
Incinerate: 94
Greater Fire Sword: 73
Fire/Electric Blaster DPA @50, unenhanced.
Flares: 63
Fire Blast: 51 (Ouch!)
Fire Ball: 75 (16 target max)
Fire Breath: 41 (10 target max)
Blaze: 170 ()
Charged Brawl: 131
Havoc Punch: 96
Shocking Grasp: 100
So, let's see.. Blaster has 4 single target attacks with more DPA than the single highest DPA attack the scrapper has. Blaze alone does twice as much damage as all but the highest DPA scrapper attack, Incinerate. Fireball has as much DPA by itself as both scrapper AOE attacks combined AND hits 60% more targets.
And on top of that, the Blaster has a damage buff from defiance, which adds a good 10%-20% to all those numbers, along with both Aim & Build-Up.
Yep, that is clearly falling 'behind' scrapper damage. -
Hit Enter, then up arrow to scroll through previous messages.
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Quote:Yes, Arachnos, Malta and Carnies are extremely rare enemy groups at high levels.End Drain resist requires foes with end drain to be relevant, and such foes are rarely encountered.
Well, in all fairness, I suppose they are rare for those players than pick & choose the easiest possible content and avoid anything that might be a challenge. -
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Quote:Which is exactly where Turbo's whole argument collapses. There is no such thing as 100% mitigation. In over two years of playing, and running everything from basic PuGs to Master TF runs to all-AT superteams to teams where every player was fully IO'd out with billion+ builds, I have almost never seen a team that doesn't benefit significantly from FF. The only exception I have ever seen is teams where everyone is already defense capped such as an all-VEAT team with stacked Maneuvers & Mind Link. I'm sure Turbo will see that as proof that FF is the 'worst' set again, but I can count the number of entirely softcapped teams I've seen in two years (without a bubbler being on the team) on one hand, and every one was an all-VEAT group.The problem is it's flawed logic that's based on your subjective opinion about the frequency of a particular event (teams already being 100% survivable).
I've run all-controller teams and even with all that control and mitigation, people still faceplanted with regularity. Of course, we were running on maximum difficulty at all times and often up against +5 enemies. A bubbler would have added significantly to the survivability of even a team like that.
And going to such great lengths to 'prove' that FF is subpar because having more than one of them on a team is redundant just demonstrates how obsessive she is about bashing FF. A spreadsheet? Seriously?
Saying more than one FF is redundant is sort of a "Well, duh." argument, which everyone already knows. It really only showcases the strength of the FF set. That one FF Defender can provide more survivability than ANYTHING ELSE IN THE ENTIRE GAME.
Would I be glad to see some buffs to FF? Sure. However, at this point, and keeping the cottage rule in mind, I'm not sure exactly what can be done to add offensive power to the set. And I would hate to see adding something like -res , -regen or +dmg to the set be balanced by a lowering of defense values. As it is, -res and -regen are so common, I'm not sure I even see a need for those to begin with.
The beauty of FF is that it allows a team to go all-offense, with almost no worry about mitigation at all. That's where I really don't see the huge need to add offensive buffs/debuffs to FF. FF provides offense already through other players. With the bubbler along, that Empath doesn't need to heal much at all. He can concentrate on buffing and blasting. That Rad doesn't need to waste time toggling on Radiation Infection. That Blaster doesn't need to worry about waiting for agro control before firing off everything she has. That Tank doesn't need to worry about controlling every bit of stray agro to keep the squishies safe. And that Scrapper doesn't need to..Well, that Scrapper is going to whatever crazy stuff he wants anyway, whether FF is along or not.
What FF does is allow the team to turn the knob up to 11 and have fun. Which in the end, is the most important point that seems to elude Turbo's grasp.
And finally, I also want to point out that I am far from an FF 'cultist' as Turbo seems to want to imply that all FF proponents must be. Across two accounts and something like 60 characters, I have one playable FF Defender. It generally only gets brought out for things like MoSTF runs or mothership raids, and usually upon request. It's not my main, I don't have any emotional investment in my support of FF. -
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Quote:Oil Slick Arrow that has a 3 minute recharge?Like I said to Westley it barely does more than the average non-pet defender aoe blast and has double the cast time and recharge time. That's 7 times less than OSA's damage, 3.5 times less than trip mine, and 5 times less than Time Bomb. That doesn't even come close to categorizing it as massive damage and it's damage is about the same as Sleet just without the damage multiplying feature.
Trip Mine that almost never gets used in fast moving teams?
Time Bomb???? The power that is universally panned as one of the most useless powers in the entire game?
Keep grasping at those straws, Turbo. -
Passing on this one. I've bought every other pack, many of them twice, including the wedding pack. There simply is nothing worth buying in this one, as far as I'm concerned.
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You could just skip the fire sword attacks, with the exception of Fire Sword Circle, and still have an awesome attack chain with just Scorch, Cremate and Incinerate. You really give up very little DPS at all by doing so. That's one of the things that is great about Fire Melee.
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Quote:And if that's not a case of the pot calling the kettle black, I don't know what is.It's a cult-following mentality where fans are unwilling to acknowledge any flaws in a set they are totally engrossed in, for they perceive that any slight made against the set is a slight made against them. The rebuttals tend to be overly exaggerated and usually not even responding to what was posted but how they perceived what was posted. A real world example of this behavior would be Scientology and its followers, and all the mudslinging that ensues when someone makes fun of their religion.
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And here we go with the exaggerated numbers again... *sigh*
Quote:Yep. Excels is right. FF is the king of defense. Cold doesn't come close.You're only looking at FF being able to get up to 45% def and saying it's somehow more reliable because it excels in that single category.
Quote:Where as every other set does a multitude of buff/debuffs to damage mitigate.
Quote:Case in point Cold brings 40% def
Ice Shield/Glacial Shield: 23.4% defense.
Arctic Fog: 7.8% defense.
Maneuvers: 5.5% defense.
23.4 + 7.8 + 5.5 = 36.7% defense. What happened to 40%?
You've been around plenty long enough to know that the closer you get to 45%, the more important each % of defense gets. Case in point, my fire/shield scrapper dropped about 2% under the cap to ranged & AOE with the BotZ nerf. Spawns that I used to be able to walk away from, make a sandwich & come back to find him still standing there doing fine, will faceplant him easily if I'm not paying close attention now. The difference between 36.7% and 45% is a HUGE amount of incoming damage. On top of that, FF provides Toxic resist, Psi defense, end drain protection & status protection, all holes in Cold's mitigation.
Quote:Explain to me how all that AoE damage mitigation is inferior to a 5% def difference and status protection FF offers. A 5% +def/-tohit difference that is easily covered by multitude of sets, including a defender's dark blast.
Explain this to me. No one shows up in Cold threads to bash the set and sing the praises of FF. Why do you feel the obsessive need to show up in every thread that mentions FF and do the same? It's almost like you feel threatened by FF or somehow insecure about Cold and have to constantly reassure yourself about it. It's quite silly.
Cold is a great set. I don't play it myself, but I'm more than happy to have one along (except for those ugly shields) on any team I'm on. I'm sure everyone here feels the same way too. No one is going out of their way to knock Cold, so don't you think it's past time to get over your little obsession with trying to 'prove' Cold is better? Seriously, playing 'my set is better than your set' is juvenile.
Quote:You're back to saying that FF is reliable, but Rad, Dark, Cold, Kin, and Storm are reliable in the same regard as for protecting the team from dying and they bring damage multiplying abilities.
Quote:You wouldn't see any significant difference in the team's survivability if you replaced your 1 FF with any of those sets.
Quote:The problem remains though that FF is the only support set that rapidly gets completely devalued as the amount of buffs/debuffs/controls/MMs/tankers/brutes increases in the team. -
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What you saw was probably just the graphics associated with the cage effect, which show when the power is used, even if the effect is resisted. I've got Detention Field slotted up with HO's on my FF Defender, and I know for a fact it won't work on the Nictus. If you look at the combat attributes of the Nictus using Surveillance or the Power Analyzer temp power, you'll see they have some crazy status effect resistance. I don't even think a perma-dom could overcome their protection with stacked status effects, except for sleep which they only have a normal mag 4 protection against.
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I feel I can only support this god mode, if it comes in the form of a sparkly rainbow pony, that craps out purple IO's & magic gumdrops as it flies overhead.
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Quote:No, it's not. Apples & oranges...Why not just make every loading screen take five times as long, since thats is basically the same thing.
Two can play at this game!
Why not remove any travel times from the game completely? We should all just be able to stand in one place and click to instantly enter the mission instance. And there should be a market interface there, and vendors for anything a player might want to buy, and crafting tables too! -
Well, there certainly is a benefit to moving quickly through missions, so therefore I would say there is, in fact, a penalty to moving slowly through missions as well. The faster a player can move through content, the greater their rate of reward gain, whether it be XP, inf, merits, drops, whatever.
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Quote:I even disagree with the 'lower end' argument. Since you mentioned frankenslotting, let's look at that.I didn't think about this. I suppose tweaked out high-end builds can surpass what people could do in the days before ED and GDN. However, someone who still plays with SOs or uses frankenslotting, or uses a mix of SOs and IOs, or even people who just use cheap set IOs for the enhancement values and not the set bonuses is significantly less powerful.
That's not exactly power creep. It's just widening the gap between the 'haves' and the 'have nots'.
Pre-ED a player could slot a power with 6 SO's. Assuming an attack power slotted with 6 +3 SO's, that'd be a total enhancement value of about 230% in that one power.
Frankenslotting with set IO's would give the same player a total enhancement value for that 6 slotted power of anywhere from 260% to over 350% depending on mixture of double, triple & quad aspect IO's used.
Granted, the pre-ED player with 1 ACC, 5 DMG is going to hit harder. He's also going to miss more, use more endurance per attack, and attack much slower. Overall, less effective.
In any event, I'm not sure comparing pre-ED and post-ED performance levels really has much relevance to the current concern of power creep that I mentioned. The game has changed. Game mechanics are different. We have new powersets, new AT's, new devs. The overall design 'philosophy' seems to be much different than what it was originally.
I'm certainly not suggesting that this change is going to "unbalance the game" as one poster mentioned, or anything of the sort. Heck, I'm not even opposed to the change. I'm looking forward to seeing what I can do with my characters with the build flexibility this is going to allow. I'm just concerned about the direction we seem to be moving in. Inherent fitness is not going to be any kind of tipping point for game balance, but I think it does move us further along that road.
At what point does the game become 'too easy'? I think that's a legitimate question to ask, when we have players that can solo Giant Monsters, solo AV's, or solo entire TF's that are designed around a team of 8 players. Heck, a player recently completed the RSF solo, which is arguably just about the hardest end-game content we have.
I recently convinced my sister, who is a vet of several other MMO's including the big one, to come over and check out CoH. I was explaining to her some of the differences about CoH's game mechanics and how the right buffs & debuffs could turn a team into a steamroller, how powerful individual characters could be, and how much fun I thought our game was. Her response? "Well that sounds dumb. What's the point in playing a multiplayer game that is that easy?" She played for a couple weeks, got bored and left. To some extent, I can see her point... -
Quote:1: The principles still pretty much remain the same, so the age of the guide isn't as important as you might think.Yes i have but i notice on most of the guides they are dated a few Issues back and was looking for someone more recent.
2: The last 4 guides in that thread were posted in the last 6 months, one within the last 30 days.
Heck, just a few threads down on the very first page of this forum is a thread titled Tips and Trick from a newby.
The information is right there if you want to use it. You have to put forth the effort to do so. We'll point you in the right direction, but no one is going to hold your hand along the way and tell you "Do this. OK, now do this. Then do this too." -
Quote:Yes.Do you really think characters are more powerful now than they were in the days before ED and the GDN?
Quote:Back when you could make hasten permanent on SOs?
Quote:And health and stamina provided 1.5 times the bonus they do now?
Health is about 75% regen fully slotted now. So, what would you get pre-ED? 100%? 150%? My fire/shield scrapper runs close to 400% regen with IO's.
Stamina is about 50% recovery. What'd that max out pre-ED? Think it can match current recovery rates with all the +recovery from sets? Nope.
Quote:And there was no cap on aggro or AoE abilities? I don't think we've even reached those levels yet, let alone surpassed them. -
Buy low. Sell high.
In all seriousness, the very first thread in this forum section is Market Guides & FAQs.
Have you looked at that? -
No. Venom Grenade causes damage.
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Only mixed feeling I have about the change, is concern over introducing yet more power creep into a game that already leans toward imbalance at the high end.
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Quote:This is the best way to handle these types of players. Add some player notes for them, one star them, and move on. That kind of behavior will only end up hurting them in the long run, especially on smaller servers where they can't blend into the crowd as easily.Hopefully you were able to one-star him (I know I did) and put him on ignore.
I know I have personally taken great satisfaction in seeing known problem players get booted when they show up for TF teams, due to player notes. -
Disadvantages to changing alignment:
If you change from Hero or Villain you will lost any H/V merits you have accumulated.
For Rogues and Vigilantes, several travel shortcuts are not available if they on the opposite faction side. Ouroboros & SG base portals will take Rogues to the Villain version of each, and Vigilantes to the Hero version of each.
On the plus side, there are also the alignment powers:
Quote:What are the Alignment Powers?Each time you shift morality or reinforce your morality and keep the same alignment for 7 days, you gain a special power. You can only have one of these powers at a time, and lose the previous one each time you shift morality:
- Call to Justice
Earned by: Doing the hero morality mission and keeping the same alignment for 7 days.
Description: You inspire your nearby allies to bring justice to your foes. Using this power will moderately increase the damage and to hit of yourself and all nearby allies. Recharge: Very Long
Effects:
+10% ToHit for 30 sec (AoE, 25 ft radius, Allies)
+40% Damage for 30 sec (AoE, 25 ft radius, Allies) - Fear Incarnate
Earned by: Doing the vigilante morality mission and keeping the same alignment for 7 days.
Description: You strike fear into the hearts of the guilty causing all nearby foes to tremble in fear for a short time. Fear Incarnate will only affect Minion and Underling class enemies. Affected foes will also have their To Hit chance reduced. Recharge: Very Long
Effects:
2.0 mag terrorize for 10 sec (AoE, 15 ft radius, 10 targets max)
-10% ToHit for 15 sec (AoE, 15 ft radius, 10 targets max) - Frenzy
Earned by: Doing the villain morality mission and keeping the same alignment for 7 days.
Description: You drive yourself into a blind rage to strike down your foes! Upon activating this power you will increase your recharge rate. All Hero Archetypes, Masterminds, Corruptors and Soldiers of Arachnos will receive a high damage increase, Dominators will have their Domination bar filled, Brutes will have their Rage bar filled and Stalkers will be put into a hidden state and receive a minor damage buff. Recharge: Very Long
Effects:
30% recharge buff on self for 20 seconds
60% increase to all damage for 20 seconds or Special (see description) - Duplicity
Earned by: Doing the Rogue morality mission and keeping the same alignment for 7 days.
Description: You trick nearby enemies causing weaker enemies like minions to become confused for a short time. Affected foes will also have their Damage output decreased. Recharge: Very Long
Effects:
2.00 mag confuse for 10 sec (AoE, 15 ft. radius, 10 targets max)
-10% damage for 15 sec (AoE, 15 ft radius, 10 targets max)
- Call to Justice