PhroX

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  1. While I disagree with the OPs reasoning - AT mods are a good thing - I definately agree with him that Corruptor's /Traps needs a buff. With the old poison trap, the set was roughly balanced overall. Much like /Psi Dominators, it was a bunch of weak powers being compensated for by one overpowered one. Unlike /Psi, when /Traps' overpowered power got nerfed, the rest didn't get buffed
  2. It's long gone now, but my vote goes to the pre-nerf Posion Trap. When procced out, it'd render an entire spawn unable to act and kill most of them. And it crippled their regen (only noticable on AV/GMs really). And it worked on all ranks of enemy. I hate to admit it, but the nerf was completely justified.
  3. I used to do similar things with my Fire/Trap Corruptor. With the pre-nerf poison trap, stealth, soft-capped S/L/E defense, the AoE capabilities of Fire and Aid Self for the little damage that occasionally got through, I could wipe out full 8 man spawns without breaking a sweat. Annoyingly, PT's recharge was too long, so I'd wipe out a spawn, go and help the team for a bit while it recharged, then run off and solo another one.

    Then they nerfed Poison Trap, which removed much of my suvivabilty and damage
  4. Benn playing My Fire/Traps corruptor again recently, and I've a few thoughts on improvements for the /Traps powerset:

    Web Grenade: Make it a small AE (say, 10' radius)

    Triage Beacon: Increase the regen by 50-75%, and either make it mobile (like FFG) or give it duration 30 sec, recharge 60 sec, so it'll be up most every fight when slotted.

    Poison Trap: Either put the time between the chance to hold ticks back to it's original level, or increase the chance of it happening. AFAIK, this was nerfed back in the overpowered proc bomb days, because the devs thought that was why it was broken. It wasn't, but when they found the real reason, it was never reverted. These days, PT is really only useful for the -regen on tough opponents.

    Time Bomb: Make it like the Omega Manuever. Still wouldn't be great, but at least it'd have some use. Ideally it'd be ripped out an replaced with something that actually helps protect the group - you've got enough offense in Trip Mine - but I can't see this happening

    Just remembered another thing. Take the damn fear effect off of acid mortar.
  5. I would say they're evil. Not because they create conflict, but because they revel in it. If they did it reluctantly, if they limited the suffering inflicted on others to the bare minimum, then you could argue that they aren't evil (as I agree with that quote from Martin). However, they don't. They love it.
  6. When reviewing actual story arcs (as opposed to farms or challenges), I go roughly like this:

    No stars: Never given one out, but I would for offensive content. Or maybe an arc with 5 kill all missions in Oranabega.

    One star: Badly designed. No thought or effort put into telling a good story and/or making it fun to play. Pretty much irredeemable.

    Two stars: Flawed. There's some worthwhile stuff in there, but overall it doesn't work. This can be down to bad writing, poor editing, or not thinking about the playability of the arc. Most of these could be turned into 3 or even 4 star arcs if the author was prepared to sit down and work with it.

    Three stars: Solid. It does what it's trying to do without being exceptional. The kinda of thing I enjoy playing, but once it's done, I don't think about any more. The majority of arcs would fall into this category. Three stars doesn't necesarily mean that the arc could be improved and needs more work - I've played plenty of arcs (and dev content for that matter) which do all they set out to do, but would only get this grade, as the story they're telling is nothing exceptional.

    Four stars: Very good. Must be well written, with a good concept behind it, and must also be fun to play. No overpowered foes, no non-sensically strong allies, no glaring spelling or grammar errors, no significant plot holes, believable characters and so on. All they're lacking is that spark of true brilliance.

    Five stars: Exceptional. Reserved for the best of the best. Not only must the story telling and gameplay be of high quality, but it must be interesting too. A straightforward "Azuria has lost a magic item, help her find it" arc is almost never going to get this, no matter how well made it is, as it's too routine.

    Incidentally, the majority of offical content would get 3-4 stars. There's probably only half-a-dozen I'd give 5 to.
  7. Quote:
    Originally Posted by Blueraven View Post
    I suggest the Devs Balance the defence powers for tankers.
    Check out all the build the "Power Gamers" are talking about and you'll see certain armor types NEVER talked about.

    Even if your not a power gamer and don't slot purples or even IO Sets. No one that plans on tanking the higher end (40-50) and have done any amount of research at all would consider Dark Armor, Ice Armor,Fire Armor etc. no one would would want to sacrifice a DPS slot on their team for a second or third healer.
    The last word in this quote pretty much sums up the tone of the whole post. Ignorance. There's no such thing as a healer in this game, there are defenders/controllers. And, in a team setting, most defenders and controllers would probably be doing more damage than a so called DPS class (indirectly through Buffs/Debuffs) anyway, so even if those tanks did need another defender, you're hardly losing out.

    However, they don't need another defender. If the players know what they're doing, then they can tank anything in the game. I've been in plenty of groups where we've had a Stone or Inv tank, had them leave, replaced them with a Dark, or Ice or Fire, and done far better. Now, it might be true that it's easier to be good on Stone, but that doesn't mean for an instant that the others are bad.

    Fire is also a good source of damage, particularly when partnered with /Fire - a F/F/Pyre Tank is an awesome AE damage dealer.

    Quote:
    And what's with all the melee attacks in the blasters secondary?
    Blasters are the Wizards of other MMO's and in other MMO's I dont see too many getting into melee as a desired effect. All be it, at low levels it sometimes comes in handy and perhaps getting 1 melee attack might be good for IO sets or whatever but 4-5 attacks? They are very useful if ya intend to get all your debt badges by lvl 30.
    No, blasters aren't wizards. They're blasters. And blasters can take melee attacks. If they're causing you to get debt, then you need a better tank, or just learn to play better in general. And it's not like you need to take them - if you only want ranged attacks, only take ranged attacks.
  8. One of the problems with making a defender inherent is there's such a variety of abilities and playstyles within defenders. Whereas one blaster or scrapper plays and performs it's role in a pretty similar manner to the next, a Empath is nothing like a Storm, and a FFer is nothing like a Rad. So you have to create an inherent which is beneficial to all defenders.

    A "break free" effect would be good for, say, an Empath or Rad, but it would be of little use to a Sonic or FF - they have mez protection to start with, and on top of that, most of their protection will still be running even with them mezzed.

    An ability which, through one method or other, gets stronger as fights go on (I'll include Vigilance in this) is of limited use to those defenders who do most of their defending before or at the start of the fight - FF and Sonic pre-buff, TA opens the fight with most of it's debuffs, etc.
  9. Quote:
    Originally Posted by Coin_ View Post
    For your discussion, I have a specific reason for playing *mostly* female characters.....it's much easier to make a good looking cossie for the female characters. for me at least

    Can't seem to get the hang of making male cossies, they always look stupid ot me, I think I've made, maybe 3 decent looking toons!
    Same here. Despite being male, I have very few (and no high level) male characters, simply cos I have real trouble coming up with a look I'm happy with for blokes. On the other hand, it's easy to throw something skimpy on a hot chick...
  10. My scrapper's a healer - she's got 6 powers that restore health, plus a rez.
  11. Quote:
    Originally Posted by _Starbird_ View Post
    what's a stun in your world ? ^^
    Control, with a bit of debuff on the side.
  12. Stone/WP Brute or vice-versa on a tank. Awesomely cool amounts of screen shaking, and the end to keep it going
  13. IMO, if it reduces something, it's a debuff, if it stops something, it's a control
  14. PhroX

    Smilies!

    New ones are awful

    Well, the angry one's not bad, but the others suck

    See? The tongue one is dire.
  15. Union mainly. Defiant was actually my original server, and I only started on Union when I ran out of slots, but I've come to enjoy the characters on the latter more.

    None on the other two cos I don't speak foreign
  16. My favourite newb moment, well, lets just say it involved the old MoG and Psychic Clockwork...
  17. Ah, that makes sense. So, if it's a temporary RES boost, do something else until it wears off, but if it's a permanent high RES, then the debuffs are as good as always
  18. That's a confusing title, but it's all I can think of. Anyway, I've seen some people saying that resistance debuffs aren't so good against foes with high resistance - say, some AVs - as the resistance resists the debuff.

    Now, while I am aware of this effect - resisting res debuffs - I was always under the impression that, in practice, it has no effect on the strength of the debuff. I'll throw out some numbers to explain my thinking:

    Quote:
    I do 100 damage. Target A had 0% resistance, Target B has 50%. So, with no debuffs:
    A takes 100 damage
    B takes 50 damage

    Now, I apply a 50% res. debuff.
    A has no resistance to the debuff, so his res is reduced to -50% (0-50). Hence, he takes 150 damage, i.e a 50% increase from the original (150 vs 100).

    B has 50% resistance, so the debuff is halved to 25%. Therefore, his resistance is reduced to 25% (50-25), hence he takes 75 damage, i.e. a 50% increase from the original (75 vs 50).
    So, by this reasoning, a res debuff will increase damage by it's percentage, regardless of what resistance the target has. Even if the foe has 99% resistance, if you put a 50% res debuff on them, you're still going to be increasing your damage by 50% (and hence it's worth using). Is this right? Have I missed something? Or are the people saying res debuffs aren't good against high res just wrong?
  19. To be honest, even if corruptors and controllers are better than defenders, I can't see the latter being obsolete. Why? Player perception. If your average player is looking for a support character to keep his team alive, he'll go for a defender first, whether or not a 'troller or corr could do as good a job. It's like the whole "healer" issue. People will still think they need defenders, even if they don't.
  20. 1-12 - Drops
    12-22 - DOs
    22-late 40s - Either common IOs or Frankenslotting
    late 40s - start looking at set bonuses
  21. Basically, the only difference between KD and KB is the magnitude. IIRC, less than 1, it's KD, above 1, it's KB. Having more than one Ice Patch (or other KD patch), pushes the magnitude above 1 (same, as, say stacking holds on a boss), hence it becomes knockback instead.
  22. PhroX

    Vigilance

    Quote:
    Originally Posted by Biospark View Post
    Additionally, Blasters have the ability to use certain abilities while under status effects. I think it would be much more thematic for Defenders to have some ability of this type. Perhaps we could only use our 1st Primary power while under status. This is more wishfull thinking on my part, and may be too powerful, but hey ! I can hope.
    The problem with that is that, unlike Blasters, Defender Tier 1 powers are anything but standardised. For example, a Dark would be able to use Twilight Grasp, while a Stormy gets Gale....
  23. PhroX

    Vigilance

    Quote:
    Originally Posted by Rodion View Post
    Defenders currently get their inherent benefit by failing to do their job. If you're doing well, you will never see any benefit whatosever from your good performance because your team will lose no hit points. In essence, defenders are punished for doing their job well.
    More than anything, this is my problem with it. Even if it's effects were quadrupled, I'd still hate it, because the entire concept behind it is contrary to what a defender is supposed to do. It rewards defenders for not doing their job.
  24. Quote:
    Originally Posted by Amberyl View Post
    As a player of both a kinetics defender and a /kin controller, I'm often surprised by how often players yell for SB when they've already got it. I'm a pretty diligent buffer, so I will SB mid-fight if necessary; people seem to notice the run speed between fights, as opposed to the buff icon and recharge when it's available during the fight.
    I don't so much notice having it mid fight, but I definately notice when it wears off. Everything suddenly takes so much longer to recharge, particularly early on, when you have less other sources of +rech.