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Posts
1942 -
Joined
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Quote:The SOUND of Hasten (in addition to its Visual FX) is one of my pet peeves in this game.There's more than a few sound effects in the game that frustrate me because they're fine for what they do, they just get REAL nerve-wracking when they're on repeat so much.
QUOTED FOR EMPHASIS !!!
Demons are such {censored!} *NOISY* Pets! That (nigh) constant howling is enough of a Dealbreaker for me that until it changes, I will *NEVER* even consider rolling up a Demon Summoner, ever. -
Tunnel Rat, I really like the Rainbow Path Aura (as I mentioned to you in person at the Player Summit) ... I think it looks wonderful! But one thing that I don't particularly care about about with it is that that pathing aura "distance" is so ... short. I for one would like to see the option for the Rainbow Path Aura to have Short (ie. what we have now), Medium (ie. double what we have now) and Long (ie. triple what we have now) "durations" for the rainbow color FX so as to be able to make "rainbows" that aren't just a single (short) length of "bow" when jumping (or flying, or running) around.
Would this be something especially "difficult" to tweak, or are there some sort of Technical Limitations (like, Lag, for instance) which would prevent making longer duration FX on the Rainbow Path Aura possible/practical? -
You're forgetting that there are auto-hit powers that are essentially toggles (or pseudo-pets, with toggles) with activation times for their powers that are less than 1 second. In those circumstances, you have to "leave the area" to not be interrupted when using Aid Self. My "favorite" annoyance along these lines is Caltrops (thank you Knives of Artemis), although the PBAoE aura around CoT Death Mages also ranks up there. Any sort of "world shaking" target AoE Knockdown effect also interrupts, even if you have enough KB protection to not be knocked off your feet ... simply because the effect is auto-hit and your Defenses don't prevent you from being hit.
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Female Pets for Masterminds becomes a VIP *only* perk.
Subscriptions increase.
Profit.
There must be something wrong with the formulation. Why can't I see it? -
More of a Mastermind wrinkle than something that's all that useful for a Defender, but ...
On my Ninja/Time Mastermind, I prefer to begin engagements in Bodyguard mode, so I share any incoming damage with my Pets (which then causes them to aggro on the source of the damage). I'll usually open with either Time Crawl or my Origin Power ranged attack or Blackwand (veteran ranged attack power) to "attract attention" onto myself. The $Target (and "friends") then open up with their Alpha Strike on me, which gets shared/soaked up by my Ninjas because they're in Bodyguard Mode. The damage shared out to my Pets causes them to aggro onto the source that I "annoyed" to get their attention, and my Ninjas then "lash out" with their Ranged Alpha Strike, while still standing around me, before charging into melee range to keep attacking.
I kick off my Temporal Mending AFTER soaking the Alpha Strike of the $Target(s) ... because my Ninjas are still standing around me at that time, *and* it has the value of very nearly completely healing both all of them AND me at the time time of all the damage taken from the Alpha Strike of my $Target. Then my Ninjas all "run in" (like ADHD idiots) and I chase after them, to keep them in my Time's Juncture radius for To-hit Debuffing, all while they're all Healing/Regenerating AFTER having taken the Alpha Strike, which then tends to keep them all Nicely Green on HP in the Pet Window.
Now granted, this sort of scenario doesn't work exactly the same for a Defender (since you can't put other Players into Bodyguard Mode for yourself, and they don't exactly listen to "orders" from you like Mastermind Pets either) ... but there are some things which can be broadly similar. Using Temporal Mending to "retroactively soak an Alpha Strike" is something which a Defender ought to be VERY GOOD AT due to the higher buff values Defenders have versus Masterminds. You just need to be able to withstand the initial onslaught of the Foe Alpha Strike in order to "negate" its value after the fact (much like how Regeneration powersets work). It makes for a bit of a rollercoaster ride on the Green Bar, but it's really not all THAT much different from using Healing Aura with an Empath (ie. use AFTER the Alpha, not before, for an Empath).
Because of this, I usually don't *enter* combat with Temporal Mending already "up" on my character ... but it's almost always the SECOND power I use once combat begins (on my terms, at my choosing, when solo). -
Quote:During the Power Sets and Player Abilities Panel at the Player Summit, attended by Positron, Black Scorpion, Arbiter Hawk, Tunnel Rat, Synapse and Zwillinger (in a room so *small* we had to tell people to leave for fire code safety reasons ... and I enjoyed telling Black Pebble he had to leave when he came in late, which made ALL of the Red Names practically die laughing!) ... I brought upOne of the devs wanted to redo the Presence Pool but I forget which - it was in one of the coffee talks, where Synapse said something about wanting to rework Energy Melee.
TEH SUCK
that is the Presence Pool Fear Powers. I pointed out that "way back when" they'd been nerfed into the ground to the point where the ONLY way to make them viable was to (practically) 6-slot them, and even then you had to take Both Fear Powers and 6-slot them for a miserly marginal performance that just simply didn't stack up to other options with respect to Return On Investment. Essentially, you HAD TO spend and spend and spend and spend on the Fear Powers (plural) in order to get ANYTHING out of them, and that it was such a high hurdle that no one was meaningfully willing to make it for so little payoff.
I invited the assembled Devs to datamine how many characters actually even HAD the Presence Pool Fear Powers ... and Positron (loudly) interjected at that point with what essentially amounted to (and I'm paraphrasing, obviously, since it's been 6 weeks) a very mournful "been there, done that" to indicate that such research has already been done, and that the results of that datamining were ... not desirable ... on the issue of Presence Pool Fear Powers acceptance by the playerbase.
I then made the case that sticking the Presence Pool Fear Powers *after* the Taunts created an extra "layer" of unnecessary investment to be able to access them, which made them even less desirable, even before getting into the fact that they were really only meaningfully useful when double stacked (due to low Mag 2 values) and that their Accuracy, Recharge and Duration values (ie. the entire reason to even use the powers in the first place) had been NERFED SO HARD in the first place that they were practically useless "out of the box" and required ridiculous investment(s) in Slots to even turn them into a minimally usable tool.
I swear I *tried* not to WHINE about the situation ... but it was really hard not to given that the spreadsheet values and requirements for the Pool's Fear Powers were so incredibly NOT USEFUL.
Positron then spoke up a second time on the point that I was making ... and he did so in reference to my previous question (about reorganizing the combo requirements for Dual Blades for Stalkers so that they aren't dependent upon Assassin Strike and Placate for some of them, which basically renders those particular combos "moot" in the current game) that essentially involved what we know of as The Cottage Rule. So a bit more context becomes necessary for his answer.
My previous question about Dual Blades Combos for Stalkers was essentially, "don't change the ordering of the Powers in the Tiers ... just change the sequencing of the powers required for the Combos so as to avoid using Assassin Strike and Placate and Build Up" and would that be possible? Positron invoked the Cottage Rule for not wanting to reorganize the Powers on the Tiers, but then when I clarified that I was only talking about shifting around the attack power chaining (1-2-3) used in combat to actually DO the Combos, rather than shuffling Powers in their Tiers, there seemed to be some interest shown in that idea by Positron, Black Scorpion, Arbiter Hawk and Synapse (ie. The Powers People) and notes were taken (on the spot) as something they should look into.
My follow-up question about "Doing Something" with the Presence Pool's Fear Powers *immediately* invoked the Cottage Rule again ... but Positron said something VERY INTERESTING.
Positron said (and I'm paraphrasing from memory again, since this is 6 weeks later) that the Cottage Rule is far less stringent, and more likely to be "waived" for Power Pools (such as Presence, in this case) which are determined to be Underperforming and widely seen as "Gimped" by the playerbase as a whole, and especially when such negative views are deemed as reasoned and reasonable by the Devs.
What made this exchange all the more interesting is not only the context of the Before And After (as in, you really had to be there in order to appreciate everything being "said" during it), but also Positron's *tone* in how he said it ... which doesn't exactly come across all that well in plain text like this. The underlying subtext of Positron's *tone* in how he was saying that any changes to the Presence Pool and its Fear Powers was not only supportive of the points being made (that the Presence Pool Fear Powers were severely underpowered/gimped) but also of the broader notion that those Fear Powers were further structurally hampered by being "behind" a pair of Taunt Powers which you were required to take (one of) before "reaching" the Fear Powers. He was effectively "conceding" the point that these Pool Fear Powers were both "poorly placed" in the Presence Pool and "unfairly penalized" by a round of nerfs that happened (now) many years ago ... and he was quite supportive of the notion that "something should be done about that" and that that SOMETHING could very easily (as in, more easily than when dealing with a Primary or Secondary powerset) involve *breaking* the Cottage Rule in order to "make things better" than they have been for the Presence Pool. And it was the way he said it that made it sound like he (Positron) was rather in favor (privately, although he didn't come right out and state this at the time, or later, explicitly) of doing just that ... *breaking* the Cottage Rule so as to "liberate" the Presence Pool Fear Powers from the ghetto they've been in for so many years so as to make them relevant and useful again. I could tell, just by hearing him speak, that Positron very much appreciated that bit of Player Feedback at the Player Summit.
Now, to be *CLEAR* ... there was no commitment made at the time (or later on) to "do something" about the situation with the Presence Pool Fear Powers ... and honestly, I'd be surprised if they had, since Black Pebble was in the back of the room being all Frowny Faced and making sure no one said anything they shouldn't (which, to be fair, IS HIS JOB!). But with the *way* that Positron answered the question of "can anything be done for the Presence Pool Fear Powers?" I wouldn't be too surprised to learn that because of that bit of Feedback ... Live and In Person at the Player Summit ... that "doing something" about the Presence Pool gets put on the Development Schedule sometime this next year. Reading between the lines, I wouldn't be too surprised to learn (a year from now) that the Presence Pool is being broken up into Two Pools ... one for Fears and one for Taunts ... with each having a Ranged Single Target, a PBAoE, a Cone and a Target AoE power in them for Fear or Taunt. Or they might do something else entirely ... like combining the Taunt and Fear effects into all of the powers in the Presence Pool, such that they both Taunt AND Fear simultaneously.
My basic point is that I don't have any idea of exactly what the Powers Team *will do* about the Presence Pool ... but I get the idea that they're going to do SOMETHING about the situation, given the way that Positron very positively answered the question about the Pool.
Go Positron! -
Time passes ...
New discoveries ...
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Okay, the build below is very substantially the same as the original build in my OP. Only meaningful changes that have been made are lowering the IO Levels on some of the 28+ powers (to better comply with all-around Exemplar Friendly goals and understandings thereof), and swapping out the enhancement in the Web Envelope for a Hami-O so as to improve the Duration<2*(Animation+Recharge) equation for being able to self-stack the power.
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Click this DataLink to open the build!
Ku no Ichi: Level 50 Technology Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Time Manipulation
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Genin- (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
- (5) HamiO: Nucleolus Exposure (+2 Acc/Dam)
- (5) Blood Mandate - Accuracy/Damage/Endurance: Level 50
- (7) Endurance Reduction IO: Level 50
- (11) Edict of the Master - Defense Bonus: Level 15
- (48) Soulbound Allegiance - Chance for Build Up: Level 50
- (A) Accuracy IO: Level 50
- (A) Doctored Wounds - Heal/Endurance: Level 31
- (7) Doctored Wounds - Heal/Recharge: Level 31
- (9) Doctored Wounds - Heal/Endurance/Recharge: Level 31
- (9) Doctored Wounds - Heal: Level 31
- (11) Doctored Wounds - Recharge: Level 31
- (A) Dark Watcher's Despair - To Hit Debuff: Level 27
- (25) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 27
- (31) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 27
- (31) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 27
- (33) Dark Watcher's Despair - Chance for Recharge Slow: Level 21
- (A) Endurance Reduction IO: Level 50
- (A) Accuracy IO: Level 50
- (A) Doctored Wounds - Endurance/Recharge: Level 31
- (43) Doctored Wounds - Heal/Recharge: Level 31
- (43) Doctored Wounds - Heal/Endurance/Recharge: Level 31
- (43) Doctored Wounds - Heal: Level 31
- (45) Doctored Wounds - Recharge: Level 31
- (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
- (13) HamiO: Nucleolus Exposure (+2 Acc/Dam)
- (13) Blood Mandate - Accuracy/Damage/Endurance: Level 50
- (15) Endurance Reduction IO: Level 50
- (15) Achilles' Heel - Chance for Res Debuff: Level 10
- (19) Touch of Lady Grey - Chance for Negative Damage: Level 21
- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10
- (A) Curtail Speed - Endurance/Recharge/Slow: Level 30
- (17) Impeded Swiftness - Endurance/Recharge/Slow: Level 30
- (17) Tempered Readiness - Endurance/Recharge/Slow: Level 50
- (21) Pacing of the Turtle - Endurance/Recharge/Slow: Level 50
- (21) Basilisk's Gaze - Chance for Recharge Slow: Level 10
- (23) Lockdown - Chance for +2 Mag Hold: Level 30
- (A) Endurance Reduction IO: Level 50
- (19) Endurance Reduction IO: Level 50
- (A) Basilisk's Gaze - Accuracy/Hold: Level 27
- (37) Basilisk's Gaze - Accuracy/Recharge: Level 27
- (40) Basilisk's Gaze - Recharge/Hold: Level 27
- (42) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
- (42) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
- (42) Lockdown - Chance for +2 Mag Hold: Level 30
- (A) Jaunt - Endurance/Range: Level 50
- (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (25) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (A) Entropic Chaos - Accuracy/Damage: Level 27
- (48) Entropic Chaos - Damage/Endurance: Level 27
- (50) Entropic Chaos - Damage/Recharge: Level 27
- (50) Entropic Chaos - Damage/Endurance/Recharge: Level 27
- (50) Entropic Chaos - Chance of Heal Self: Level 20
- (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
- (27) HamiO: Endoplasm Exposure (+2 Acc/Mez)
- (27) HamiO: Peroxisome Exposure (+2 Dam/Mez)
- (29) Blood Mandate - Accuracy/Damage/Endurance: Level 50
- (29) Endurance Reduction IO: Level 50
- (31) Sovereign Right - Resistance Bonus: Level 25
- (A) Red Fortune - Defense/Recharge: Level 27
- (34) Red Fortune - Endurance/Recharge: Level 27
- (33) Red Fortune - Defense/Endurance/Recharge: Level 27
- (33) Red Fortune - Defense: Level 27
- (34) Red Fortune - Endurance: Level 27
- (34) Luck of the Gambler - Recharge Speed: Level 25
- (A) Red Fortune - Defense/Endurance: Level 27
- (45) Red Fortune - Defense/Recharge: Level 27
- (46) Red Fortune - Defense/Endurance/Recharge: Level 27
- (46) Red Fortune - Defense: Level 27
- (46) Red Fortune - Endurance: Level 27
- (48) Luck of the Gambler - Recharge Speed: Level 25
- (A) Endurance Reduction IO: Level 50
- (A) Shield Breaker - Defense Debuff: Level 27
- (36) Shield Breaker - Accuracy/Defense Debuff: Level 27
- (36) Shield Breaker - Accuracy/Recharge: Level 27
- (36) Shield Breaker - Defense Debuff/Endurance/Recharge: Level 27
- (37) Shield Breaker - Accuracy/Endurance/Recharge: Level 27
- (37) Achilles' Heel - Chance for Res Debuff: Level 10
- (A) Efficacy Adaptor - EndMod: Level 27
- (39) Efficacy Adaptor - EndMod/Recharge: Level 27
- (39) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 27
- (39) Miracle - Heal/Recharge: Level 31
- (40) Miracle - Heal/Endurance/Recharge: Level 31
- (40) Miracle - Heal: Level 31
- (A) HamiO: Endoplasm Exposure (+2 Acc/Mez)
- (A) Recharge Reduction IO: Level 50
- (45) Recharge Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 25
- (A) Endurance Reduction IO: Level 50
Level 0: Invader
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 50: Reactive Radial Flawless Interface
Level 50: Musculature Core Paragon
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Level 1: Brawl- (A) Accuracy IO: Level 50
- (A) Unbounded Leap - +Stealth: Level 50
Level 2: Rest- (A) Recharge Reduction IO: Level 50
- (A) Run Speed IO: Level 50
- (A) Jumping IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 30
- (3) Numina's Convalescence - Heal: Level 31
- (A) Endurance Modification IO: Level 50
- (3) Endurance Modification IO: Level 50
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Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 5% Defense
- 1.25% Defense(Fire)
- 1.25% Defense(Cold)
- 2.5% Defense(Energy)
- 2.5% Defense(Negative)
- 1.25% Defense(Ranged)
- 2.5% Defense(AoE)
- 2.25% Max End
- 11% Enhancement(Accuracy)
- 8% Enhancement(Heal)
- 61.25% Enhancement(RechargeTime)
- 36.14 HP (4.5%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 10.25%
- MezResist(Held) 7.5%
- MezResist(Immobilize) 11.9%
- MezResist(Sleep) 7.5%
- MezResist(Stun) 7.5%
- MezResist(Terrorized) 11.9%
- 11% (0.18 End/sec) Recovery
- 22% (0.74 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 15.04% Resistance(Fire)
- 15.04% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
Set Bonuses:
Edict of the Master
(Call Genin)- 5% Defense
(Temporal Mending)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Time's Juncture)- 12.05 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 5% Enhancement(RechargeTime)
- 2% DamageBuff(All)
(Temporal Selection)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Recall Friend)- Knockback (Mag -4), Knockup (Mag -4)
(Time Stop)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
- Status Resistance 5%
(Snap Shot)- 10% (0.33 HP/sec) Regeneration
- MezResist(Confused) 2.75%
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Oni)- 10% Resistance(All)
(Farsight)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Farsight)- 7.5% Enhancement(RechargeTime)
(Maneuvers)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Maneuvers)- 7.5% Enhancement(RechargeTime)
(Slowed Response)- 2.5% (0.04 End/sec) Recovery
- Status Resistance 2.5%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 11% Enhancement(Accuracy)
(Chrono Shift)- 9.04 HP (1.13%) HitPoints
- 1.5% (0.03 End/sec) Recovery
(Chrono Shift)- 2.5% (0.04 End/sec) Recovery
- 15.06 HP (1.88%) HitPoints
(Stealth)- 7.5% Enhancement(RechargeTime)
(Health)- 12% (0.4 HP/sec) Regeneration
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MA/SR Scrapper - Redlynne (the original, from Issue 2!) (Virtue)
KM/EA Stalker - Golden Blond (Virtue)
Ice/Ice Tanker - Shirayukihime (Virtue)
Tri-form Warshade - Ms Terry (Virtue)
Tri-form Peacebringer - Autumn Turning (Virtue)
Ninja/TA Mastermind - Ku no Ichi (Exalted, semi-retired)
Ninja/Time Mastermind - Ku no Ichi (Virtue)
Storm/Dual Pistols Defender - Sidhe Bang (Virtue)
Mind/Kin Controller - Ms Givings (Exalted, semi-retired)
Gravity/TA Controller - Topheavy Gs (Exalted, semi-retired)
Mind/Time Controller - Ms Givings (Virtue) -
This sounds like a good idea, to me.
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Leo, I'd counter that idea with two possibilities, neither of which is mutually exclusive or which would preclude other options.
1. All Bosses get a sliding scale Resistance to All Damage which is broadly similar to what Super Reflexes has through its Passive Defenses. Basically, the lower the Current HP, the higher the Resistance (up to a hardcap). This would privilege single target damage in the sense that single target damage tends to be harder hitting per target, per attack ... which would then mean that it would be better/easier to finish off a Boss (or, as you note, EB) with a large/heavy single target attack which takes them to zero HP, rather than using a rapid fire series of little attacks which whittle the Boss down to zero HP in relentless stages (with each successive attack becoming more and more heavily resisted). The "tech" for such an approach already exists (re: Super Reflexes) and implementation would merely require database editing and QA playtest proofing. Note that such a change would advantage "heavy hitter" types (such as Scrappers, Brutes, Blasters and Stalkers) to the detriment of lower damage throughput ATs (Defenders especially, but also Tankers and Dominators to some extent). This would be a bit of a wash for Controllers, because of how Containment works for them, while perversely improving the value of Scourge for Corruptors, by making extra damage "work" for them when the Scaling Resists start climbing in response to Damage Taken.
Something like this would operate in a manner broadly similar to how it is best to "finish" Freakshow quickly when their HP gets low, so they don't have time to activate Dull Pain ... or how it is best practice to quickly defeat (or control) a Crey Paragon Protector when their HP gets low to prevent them from successfully activating their MINUTES of Glory (or equivalent Tier 9 effect). This then creates a circumstance in which heavy hitting single target attacks, in general ... and Assassin Strike, in particular ... are "given" a useful, tactical, battlefield role which is currently not present.
2. All Bosses and EBs are given a "reactive/responsive" power effect that temporarily buffs up the Defense and Resistance of the Boss when they are hit with AoE Attack powers (Cone, PBAoE, AoE), which can be stacked up to 5 times. This basically "discourages" the use of AoE powers (but doesn't preclude their use) in the vicinity of Boss Foes, since it reduces the "effectiveness" of AoE attacks against Bosses (more Misses, better Resistances against All Damage). The problem with this approach is that it becomes far too easy to Grief other players on Teams (let alone self!) by using indiscriminate AoE in all situations ... and also unfairly penalizes powersets which are more AoE oriented (such as Titan Weapons).
I consider this sort of reactive self-buffing in response to (AoE) Damage Taken to be an inferior mechanic for achieving an end of buffing Boss+ survivability against all AoE Damage effects. -
Turndown Girl #1: I'm going to need to be a LOT more drunk before I can talk to THAT GUY!
Turndown Girl #2: You said it, Girlfriend! These cups need to be WAY bigger before even HE looks attractive ...
If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest. -
This is one of those "ever been to the iTunes store...?" kinds of questions with regards to user friendliness in layout.
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Another alternative is Salvage Racks inside an SG Base. So long as both characters are in the same SG, you can load up the Rack(s) with Candy Canes and withdraw from them on different characters quite quickly. This method completely sidesteps the email option (of course).
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It certainly *seemed* that way when I was talking to Arbiter Hawk in the hallway before the Player Summit. I invited him to come to the Kheldian Forum and explain his position and reasoning ... so it could be UNDERSTOOD and ACCEPTED ... but so far, he hasn't done that.
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What can I say? Shirayukihime inhales aggro like a wind tunnel ... making it very hard for anyone (particularly other Tankers) fighting alongside her to faceplant. Some people on the TF *did* actually manage to rack up some Debt, but they always did it by not being where I was.
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Quote:I comprehend perfectly fine that you are incapable of grasping the meaning, let alone purpose, behind what I say. You keep talking about PToD Suppression as if that were the be all/end all necessary to Stalker Buffing which would solve all their problems in perpetuity ... which is, of course, ridiculous on its face. First of all, *I'm* not even trying to pretend that PToD Suppression would "solve everything" and yet you keep trying to make out that it might be seen that way ... hence your (and I quote) just - not - even - close - to - enough (unquote) ... complete misinterpretation and understanding of what it being offered.Sure, I'll grant you, it'd be funny and interesting to keep stabbing an AV to let a Dom keep them mezzed. But it's just - not - even - close - to - enough. Comprende?
You keep looking at ONE IDEA and thinking that's the Whole Solution. It isn't, and you do yourself a disservice by misrepresenting what I say (and have said) the way that you do.
Quote:I know exactly what I want. I want encounters to be hard again.
Correction. You don't want to play THIS game ... you want to play a DIFFERENT game.
Quote:Just because you disagree does not mean you should willfully fail to comprehend my arguments. It's rude and it's bloody annoying.
/em speechless
Do you HONESTLY believe that?
I think your definition of the word "some" doesn't match what's either in the dictionary, or with the vocabulary used in a Production Schedule for a game as complex (and old) as City of Heroes now is.
Quote:Well... it sorta is. The devs would only implement some suggestions. If yours is implemented, then better ideas that add functionality for the entire game can be dismissed on grounds that stalkers already have functionality.
No comment.
Quote:Stalkers will always be broken. No amount of nifty new features will make them any better until the game itself is made to accommodate single target damage.
I don't have to explain anything. Some truths are self evident. -
Quote:It's always on. Just make sure you're within Level+3 of what you've slotted and you'll be fine (ie. slot a Level 10 IO if at all possible for this). Same rules apply to the Winter's Gift Slow Resistance IO.Good points... Are you familiar with how Blessing of the Zephyr KB Protection works? I've seen the symbol for it pop up when it's used in a "click" power, and then it disappears.
Does that mean you're only getting the KB protection for a short period of time when the power has been activated? Or is it "always on?" Or, is it bugged? -
Quote:Let me get this straight ... you're bemoaning a (and I quote) lack of a niche strategic role (unquote) ... and yet when one is offered which doesn't change the entire game, to your liking, you shoot it down? Even better yet ... when a niche role is offered, which doesn't preclude other options for other options in the rest of the game, you still can't resist shooting it down?It has nothing to do with whether we're the most played or not. It has everything to do with preserving our thematic and tactical appeal while attempting to carve out a niche strategic role. The former are in abundance at the moment. The latter is absent. That is our complaint.
I'm becoming more and more convinced that you, Angry_Citizen, don't know what you want ... let alone what you're asking FOR. All you know about is what you're opposed to, rather than what you're in favor of. Endless tirades of "Don't Want THAT!" are not constructive ... especially when you do not counter with concrete and defined proposals for what should be getting done instead.
You *say* you want a defined Strategic Role. I'm hard pressed to think of what kind of a Strategic Role *ANY* archetype can fulfill in the Solo Game ... which means that any kind of Strategic Role can only be relevant in Team and/or League Play. And if we're talking Strategic Role in Team Play, a disproportionate amount (although, admittedly, not all) of Team Play involves Task Forces and Strike Forces as well as Incarnate Trials in the Endgame. Most (but not all) TFs/SFs and iTrials involve AV/Hero battles at their conclusion in some form or fashion ... if not multiple such battles throughout their arcs ... and yet you are (dare I say, radically?) opposed to the notion of doing something as simple (and minor?) as giving Stalkers a way to offensively debuff/suppress the PToD on every AV/Hero as a way to actually give Stalkers at least one Strategic Role? Notice here that I'm not even trying to make a case for an ONLY proposition in this case, I'm merely trying to ADD and not SUBTRACT.
I could understand such a stance, on your part, if you believed that adopting such a suggestion were on the order of a "This or NOTHING!" proposition ... or if giving Stalkers the power to Suppress PToD on AVs/Heroes were some kind of either/or situation with another choice that precluded other options. Since that is clearly not the case ... one has to wonder ... if you even know what you want? And if you're not able to articulate clearly what it is that you want (aside from Big Picture Hand Waving Lacking In Specifics), I then have to ask the obvious question.
What ... pray tell ... are you contributing to this discussion, Angry_Citizen?
Because near as I can tell, your comments are hardly constructive to date ... -
Quote:As someone who has believed in the Path of NO GET HITSU!! since Issue 2 (on a MA/SR Scrapper no less!), I'm always looking to get to the 45% Defense softcap as reliably, and over the widest Level range, as possible. If you're going to be "staying out of melee" by hover blasting, you should be able to "get away with" 48% Ranged Defense most of the time, no problem. 41% Melee/AoE Defense isn't bad if you aren't planning to stay in Melee range all the time (ie. not playing as a Melee Bane).I made a soldier build I like very much (Darkest Night, Gloom and all the shenanigans I wanted like almost perma hasten and pets also close to perma with no purps) which has 48% ranged but the rest is in the 41% realm, do you think it's enough Redlynne? The plan is to hover blast. Thanks! I can leave Gloom unslotted if you think it's not worth it then I'd be able to cap melee at least.
Ultimately, it's not up to me to approve/disapprove of your choices. So long as they "work" for you, that's all that really matters. -
Quote:Shadow Recall is a great place for either a Blessing of the Zephyr KB Protection or a Winter's Gift Slow Resistance enhancement. The only places where you might meaningfully want the extra range on Shadow Recall are Independence Port and out in the Shadow Shard (and even then, the Range Enhancement isn't "enough" to eliminate the problem when traveling corner to corner.Shadow Step/Shadow Recall:
I'll usually just put ranges in both Shadow Step and Shadow Recall. If you do any TFs or missions in the Shadow Shard, you'll thank me for that IO choice over End Reduc later. However, endurance usage may be a problem for budget-constrained builds, so this choice is yours for what you need to use here.
For Shadow Step, I personally prefer a Jaunt End/Range IO instead of either all Range or all Endurance. -
Quote:According to Mids', Cloak doesn't suppress when attacked. I'd have to check in-game to see if that's true. According to City of Data, it's not true ... so this is probably an oversight/omission bug in Mids'.How much def does Cloak suppress btw? I thought it didn't like the Dark Armor and Energy Aura ones.