Panzerwaffen

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  1. Access to different powers is one potential reason. Huntsmen will have access to Build-Up, Surveillance and Cloaking Device from the Bane pools. Number one reason though? No crab arms. Some folks like 'em, some don't. I fall into the latter camp myself.

    ETA: Huntsman will generally have significantly better single-target damage as well.
  2. Panzerwaffen

    Longer Buffs

    Quote:
    Originally Posted by Zaion View Post
    My concern is with not having to sit there and cycle buffs through 7-20 targets constantly throughout every mission.
    If you're trying to buff 20 different targets on a team, the issue isn't with the buffs themselves, it's how you're using them.
  3. Kinetic Melee has the same base accuracy as any other set: 75%, with Concentrated Strike being 90%. I suggest you open up Combat Attributes (under Powers) and monitor your last hit chance to see what kind of accuracy you're actually having.
  4. Quote:
    Originally Posted by Umbral View Post
    The regen rate limit is 2000/2500/3000% depending on AT (support at the bottom, brutes/tanks in the mid-range, and scrappers/stalkers at top) while the recovery cap is substantially less (800/650/500%, iirc, with the same order as before).
    Yep. I had the regen numbers on my brain..
  5. Panzerwaffen

    Some ideas I had

    Quote:
    Originally Posted by kojirodensetsu View Post
    How to fix Stamina
    No power from the power pools should be mandatory as they're just options to choose from. On the majority of toons Stamina is required. I think the base recov rate of players should be increased somewhat and the recov increase from the stamina be decreased somewhat, but stamina should be given a secondary end drain resist buff. This does a couple things. It turns Stamina from a "must have" to a "it'd be nice to have" power. Also the end drain resistance makes the power actually seem like a power as opposed to just giving you more endurance. Currently how endurance works as well as the next suggestion have always been a thorn in the side when making toons.
    Sounds good to me, as long as the total recovery stays the same.

    Quote:
    If everyone should have a travel power, why make it use a skill slot?
    Quite simply put, travel powers is something all toons should have. So it should be a free power. I suggest making a small arc like the cape and aura missions that unlock a free travel power of your choice. It can be any one of the 4. When respecing you can change your choice. Also to balance things out so that getting multiple travel power isn't as easy now, in the travel power pools the travel power should be shifted to the 4th (final) slot so that you need 3 points in it to get it. The 4th power should become the 3rd power. You might say "what about group teleport and fly it wouldn't make sense to get group fly before fly." Well nobody really ever uses those powers. In fact a lot of people get mad when you use them. Just replace them with a different power.
    What makes you think "everyone should have a travel power"? I have a number of characters with no travel power at all, and so do many other players. Conversely, I also have a number of characters who have two travel powers, usually SS & SJ. What would be the purpose behind making it harder for players to have multiple travel powers? It's not a balance issue, and taking options away from players is never a good idea.

    Quote:
    Selling things should be easy
    If I remember (been awhile since I played) when you put up an item you're charged 5% and when you sell it you're charged 5%. All the fee should come after you've sold the item. It should cost 0 money to put it up. Having an initial fee discourages players from taking down their item to put it back up at a lower price. Having the initial fee encourages a "let's wait a bit longer and see" approach. As said earlier.. selling things should be easy.
    The whole point of the initial fee IS to discourage players from pulling and re-listing items freely. Otherwise, a player could reverse bid creep and place an item for a high price, then creep down until they got a sale and avoid any risk of listing an item too cheaply.

    Quote:
    Now that the markets are merged, quality of life can ensue.
    I think this suggestion might get some hate because admittedly this does not make sense conceptually. However I think the quality of life benefit from it outweighs that. Anyways my suggestions is to make money you earn go to your ACCOUNT instead of your CHARACTER. What I mean is that all your money on your account would pool together and all your characters would have access to all your money. If this ever happened (which I doubt but hey who knows) they'd have to get rid of the money cap though (the money cap is lame anyways since people can just siphon money to different toons). The reason this is beneficial is so you never have to log off and get on another toon then mail yourself money then log off then get back on your toon. Imo anything that forces you to switch toons then switch back is a bad thing. If you want to play the particular character you're on you should never have to log off it.
    Well, you already brought up the influence cap, and that's really the stumbling block here. From my understanding, the 2 billion cap is more of a technical limitation than simply a developer decision. It might not be an easy thing to change.
  6. Quote:
    Originally Posted by Quinch View Post
    The recovery cap is what, 300%?
    No. I'm not sure off the top of my head, but it's something like 2000%-3000%.
  7. Yes, she definitely heals to full after taking enough damage. I never noticed the 75% 50% 25% points, but that's because Blaster Build-Up + Havoc Punch on a -1 LT usually knocks her all the way down to 25% with one hit...

    Have to try this with a Stalker now and see what happens if she gets one-shotted.
  8. Quote:
    Originally Posted by Void_Huntress View Post
    If rest is freely available, it's going to get used freely, and that's going to skew the way people play, and it's going to change the between-fight figures dramatically.

    It would further enable pathological builds, such as focusing on damage, accuracy and recharge without any endurance reduction or mitigation to speak of. We already have people running around doing this. Now we want to reward them for it?

    Put another way: Free endurance available for just brief moments of delay is like getting free damage.
    Let's see... Rest 3 slotted for end mod is over 800% recovery. It boggles my mind that people don't think something like that being available on demand wouldn't be a balance issue or change player's behaviors.
  9. Quote:
    Originally Posted by Quinch View Post
    The flaw in your reasoning is that you're using a reward vs. time equation, rather than reward vs. effort.
    Except reward/time seems to be the metric the devs use as well.
  10. Quote:
    Originally Posted by IanTheM1 View Post
    What was that you said about hyperbole? I will once again state that, while I could be wrong, I'm pretty sure the only person that seems to keep trotting out this "rest every mob" thing is you.
    Umm.. I'm pretty sure that statement of mine that you quoted doesn't say anything about "rest every mob". Let me double check. Nope. Doesn't mention it.

    ETA: In all seriousness, when I said "always waiting around for Rest to recharge", I meant in the general sense, not the literal. As in it happening quite a bit, which is certainly what several people have been saying in this thread, and in previous ones on the same subject.
  11. Quote:
    Originally Posted by Memphis_Bill View Post
    Can you really say that having Rest more available would be incredibly game breaking? Since I do believe I've pointed out that, yes, those ARE available, but having another reliable option would be nice for some, especially given rest's drawbacks. (Hell, I'm not even saying *I* would use it more.)
    No, I don't think it would be "incredibly game breaking". I just don't think it is necessary, and I am not a fan of making unneeded changes to game mechanics when there are many other existing options. It often comes across as players wanting to change the game, rather than take any action on their own part to overcome the perceived issue.

    As I said above, between all the existing options in the game, there is no reason at all for a player to be always waiting around for Rest to recharge. The only reason that would ever be the case, is if they choose not to use the tools available to them.

    Unfortunately, much of this comes down to perception and our own individual experiences in the game. I've got two accounts close to filled with characters. I usually don't PL my toons, and I play solo alot. So I've been through that lower level range plenty of times. I simply cannot believe, based on my own experience, that Rest not being recharged can be remotely close to the problem that some people claim it is. I don't run into that when I play solo, and I don't see it when I'm teamed with others either, except for those players that bring it upon themselves by leaving Sprint and Ninja Run on all the time or things of that nature.

    I can only think of one character I ever found myself wanting to use Rest more than it was available. That was an Electric Armor Brute, and it was in the early 20's before I could get Energize which isn't available until 28 for Brutes. But I see that more as a problem with ELA for Brutes not having its self-heal until such a late level, and has nothing to do with Rest itself.

    In the end, if it ever does get changed to always available, I'm certainly not going to be up in arms over it. There's a lot worse changes that could be made to the game.
  12. Since there seems to be some interest already out there for this, here's the Official Protector All-VEAT STF™ sign-up thread!

    With a week of lead time, that should give anyone interested plenty of time to shift their VEAT's alignments if necessary.
  13. Quote:
    Originally Posted by SkarmoryThePG View Post
    Let me present you what I encountered so far in this mission, set to +0x2. Out of the ten spawns I saw at all, the last seven were:

    +1 Tarantula Queen and Crab Spider Slicer
    +1 Night Widow and Arachnos Drone
    +1 Night Widow and Blood Widow
    +1 Night Widow and Crab Spider Slicer
    +1 Toxic Tarantula and Crab Spider Slicer
    +1 Night Widow and Arachnos Drone
    +1 Arachnobot Disruptor and Crab Spider Slicer

    Seriously people, fix the damn bosses spawning in way too small teams and the too big spawns at +1 already!
    Working as intended. Can't handle your increased difficulty settings? Turn them back down.

    Don't like bosses spawning? Turn them off.

    Problem solved.
  14. Quote:
    Originally Posted by Khiva View Post
    Some of the people arguing against this have already said themselves they rarely if ever run into the issue of having to go AFK after a fight because Rest is down, so this change doesn't affect them. From what I gather, most of them are willing to screw over the people that do deal with this issue to prevent some ridiculous situation in which they have to deal with a bad player somehow created by this.
    Why ascribe negative motivations to the people who feel this change is unneeded? Why do we have to be out to "screw over" other players?

    Obviously I can only speak for myself, but I'm pretty confident that no one else here wants to "screw over" anybody. Making changes just for the heck of it without considering potential consequences or the necessity of making the change in the first place seems like a poor practice to me.

    All I've really seen in this thread is a lot of hyperbole that doesn't match my experiences in-game. People claiming they need to use Rest after every fight, people claiming they go AFK waiting for Rest to recharge, etc.

    There are already a number of ways to deal with endurance issues at low levels without having to use Rest as a crutch.
    • Slot powers for endurance reduction.
    • Use inspirations.
    • Temp Power: Recovery Serum.
    • Drop a recharge reduction TO or DO in Rest.
    Can you seriously say that between all of those things, a player can't manage their endurance at low levels?
  15. Quote:
    Originally Posted by Samuel_Tow View Post
    Here's the thing - right now, if I have a self-resurrection power like, say, Rise of the Phoenix and I've slotted it, it is more advantageous for me to DIE towards the end of the fight, resurrect and be at almost full health and endurance, than it is for me to keep on fighting and win, but then have to rest when Rest isn't available. Any time it is more advantageous to me to take my hands off the keyboard and die instead of fighting on, something is wrong with the system. Something that you really ought to be able to see, Arcana, and that baffles me.
    If you're at a level that you have a self-rez available, and you're still relying on Rest to keep your endurance or health up, then you're doing something seriously wrong. Your entire statement there, Sam, consists of nothing but hyperbole in an attempt to bolster your argument. Just like most of the other claims people make that they have to use rest after every single fight, and they're "always" waiting around for rest to recharge.

    Heck, just now, just before starting this post, I finished an entire mayhem mission on a lvl 18 EM/WP stalker. Guess how many times I used rest? Zero. Zip. Nada. Didn't need it. No Stamina or Quick Recovery. Finished every side mission, fought every ambush & every spawn I came across.

    There are options for dealing with endurance & HP management that already exist in the game. Having an always available rest is completely unnecessary. One consequence of having Rest on a recharge timer, is that it gives players some incentive to learn to use the already existing tools to manage their endurance.
  16. Quote:
    Originally Posted by Miladys_Knight View Post
    A-Merits will get the market supply back to about where it was right before they decided to put merits in. It's going to get us very close to the ~20 minutes = 1 pool C hey day we had when Quick Katie and Quick Virgil were still the best way to go.

    I can't say that that is a bad thing for the game.
    With 1 HV merit for 5 random pool C/D rolls, and being able to earn that merit in about 90 minutes (or less) of playtime, it'll definitely put us back in Katie territory. I'm worried we'll still have a lack of mid-level recipes though..
  17. Rule of 5

    Quote:
    While a character can slot the same (full or partial) set multiple times in different powers, he cannot benefit from more than five copies of each named set bonus of the exact same attribute and amount. This is a stronger restriction than simply being limiting to five copies of each set. It means that if two different sets give the same size bonus to the same thing, the character can't get more than 5x that bonus even if he uses a mix of sets.
  18. Quote:
    Originally Posted by M_I_Abrahms View Post
    Well, I guess there's not that much interest after all. Well, there's another idea, but nowhere near as grandiose...anyone thinking of an all VEAT STF?
    Funny you should mention that.. I was thinking about trying to put one together for next weekend.
  19. Quote:
    Originally Posted by War_Admiral View Post
    Could be what you're farming too...

    *shrugs*

    If you're having trouble with just 1-2 bosses in a mob, then you're prolly not using char enough. :P
    I won't say I have trouble, just that I'll occasionally faceplant due to a couple lucky hits in a row getting by the softcap. It's rare, but it happens. Usually when there are 3-4 bosses agro'd at once. Whereas with my Fire/Rad, those bosses just sit there sucking on Choking Cloud while I pound them into the ground with Seismic Smash.
  20. Quote:
    Originally Posted by War_Admiral View Post
    You should be able to farm entire +8 mobs of 50 bosses if he's soft capped. Its a matter of keeping them stunned/held till they die. Which is why fissure is so epic.

    Put the +rech and Chance for ToHit debuff procs in there and stomp away.
    Must be a playstyle thing then. Or maybe I really AM a bad fire/kin player...
  21. Quote:
    Originally Posted by War_Admiral View Post
    Its gonna be WAY more end heavy, so it better be on cruise control. Especially if you're running choking cloud and hotfeet with all the res/def toggles.
    I'll give you that. It takes a much more expensive build for sure to keep the end burn under control.

    Quote:
    Soft-capped Fire/Kins arnt squishy. If you see them dying, they're being played by bad players.
    I've got a soft-capped Fire/Kin. I'm not a bad player. It's still way more squishy than my Fire/Rad, especially when bosses are in the mix.
  22. Quote:
    Originally Posted by Chriffer View Post
    Why were the new Merits created to decrease Task Force Recipe prices and increase Purple prices?
    A) Intention
    B) Oversight
    C) Ignorance

    Feel free to disprove/support this post with more comprehensive comparisons or with more up-to-date #s at a later time.
    Of course, it couldn't possibly have anything to do with people playing the new 1-20 Praetoria zones instead of running their 50's or farming, could it? Nah. That'd make too much sense.
  23. Quote:
    Originally Posted by Hott_Head View Post
    short answer: yes it is the imps
    Shorter (and more correct) answer: No, it's not.

    Quote:
    Originally Posted by Local_Man View Post
    Actually, Containment + Hot Feet + Fulcrum Shift is a huge part of the damage. It is AoE damage, so the foes are all taking damage together.
    Local_Man has it right. Fulcrum Shifted Hot Feet, along with APP attacks such as Fissure or Fireball provide the damage. When I'm running my F/K I generally forget all about the Imps after the first summon and they end up dead. Doesn't make a noticeable amount of difference in damage output.

    I still prefer my Fire/Rad though. Fire/Kin is too squishy (and way too clicky) for my tastes. Fire/Rad is pretty much farming on cruise control, it's so easy.
  24. Latest run: Time from completion of first tip mission to 5th tip mission, 21 minutes. That includes zoning to a low level zone to obtain tips.

    So, 4 missions / 21 minutes = 5.25 minutes per mission.