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Posts
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Joined
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I think if all but 2 quit, and the 2nd person just logs out but stays in the TF, you'll be fine.
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I think the respec trial is reasonably hard, and I don't have a problem with it's current level of difficulty. I bet I have a 75% success rate myself (just a guess) but some of my characters do better than others there. My fire tanker never fails. It was up in the air for a couple of my blasters, and my scrapper had more problems than others. Bottom line though, I was able to win with every character I tried with, sooner or later.
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We know that epic power sets will have 13 powers each.
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16 primary and 16 secondary powers. -
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You bet I will!
But I bet you a quarter that's not what he was getting at!
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You're ON!
(rummages around for a half hour looking for a quarter....)
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Pretty much the only way discussing resistence as relevant to Regen is when talking about Tough. Tough lets Regen handle things a lot better than without. Which leads into a nerf discussion.
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But no offense he didn't even mention power pools anywhere in this thread. Furthermore he talks specifically about Regen, not the Fighting line or how power pools stack with other attacks. Everyone can benefit from the extra resistance from Tough, not just Regen. I just don't think they'd reduce the pittance of resistance that Regen gets naturally from one power. Rather I think that's a concern. That or MoG and I don't see how they could make things worse with it. -
Let's take a careful look at what States said
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2. After analysis, Scrappers CAN NOT reach the same levels of resistance as a Tank. Regeneration, though, is a small concern. Concern = small tweak. Don't worry Regen Scrappers!
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What's the topic? Resistance. Regen has practically no resistance, so I am sure he will maybe bump up the resistance of Resilience from 7.5% to 10% like other auto-powers. The only other power that offers resistance is MoG, and something tells me he won't make that power worse than it already is. -
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Nothing following any "tweak to regen" is a good thing. There is nothing wrong with regen - please leave it alone. We are still victims of the alpha strike like anyone else. Healing rate is what regen is all about. If you nerf that - we are have zilch. If people are complaining that we are too powerful, then maybe they need to look to getting their own AT boosted rather than beating down ours. Please leave regen alone Statesman.
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I'm sure after you get a little extra resistance (which is what the subject of that sentence is about) you'll thank him, right? -
Looks to me like he's talking about resistances, and as we all know, Regen has practically none. Maybe that might get changed.
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You know what would be a GOOD secondary effect for fire?
FEAR!
Have the little worms run around on fire for a bit, try to roll on the carpet some, instead of trying to attack you.
It's not knockback, less endurance, stun, etc. But something totally different.
I wouldn't mind fire being bumped down to the same damage levels as everything else in that case. If something had to be compromised.
I have an energy and fire blaster and at the same level the fire blaster can take an additional +1 set of mobs and defeat them with the same set of AoE attacks that the energy blaster does. If anything I see that as balanced, because at the same lvl fire will defeat villains that might still be alive if attacked by energy, and knocked down.
Anyhow, what do you think about fear as a secondary effect for fire? -
Yeah I was IN the Faultline for the FIRST time 2 nights ago - looking for badges.
I never collect badges, but a couple days ago I broke down and I decided my main would have as many as I could get to that point (lvl 32) just for kicks.
I've got, as I've probably stated too many times so far, 1300+ documentable hours playing the game, and I've been in Faultline probably least of all of them. And only for a couple hunt Vahz missions that required me to go there.
Anyhow, I went all over that zone, and I was extremely impressed by it. That zone got so much attention in terms of map design, I am just amazed by it. I think out of all the stock zones, that's the most interesting one, and the best designed zone.
And sadly, the least visited zone. Or close to it.
There has GOT to be some way of making that zone more travelled. It's just too cool to neglect.
Now mind you, it's probably the most dangerous zone for it's level, but if it was given some value to maybe the 20+ crowd, that would help. There would really be just terrain to deal with, not danger everywhere. -
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So yoiur saying blasters who can kill a +2 mob in 3 hits is okay. Even for superheroes somethign is wrong there.
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Superman. Joker. 1 hit!
Seriously though, it's nice to see so many replies from States here. I hope the change to regen is really an adjustment to MoG. -
I've done this probably a couple dozen times too, mostly with my pure fire tanker. He's gone from lvl 24-30 almost exclusively doing the respec trial. What's better, a bubble defender or controller also adds high defense to my already high resist powers of defense, making me untouchable all the time in every circumstance. I have a friend who logs his bubbler when my fire tanker is on and we help groups get their respec badges (or really nice XP) in the Terra Volta trial.
I've taken 4 others characters through it, too, 1-2 times each, but a fire tanker with provoke will breeze through that trial. -
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It's exactly like the first prestige powers like Rush for pre-orders: exactly like sprint, new visual effect. If anything it's a DISAdvantage because now you have one more power to slot out.
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I wouldn't go that far. You just replace Sprint with it. I don't know anyone who uses a Prestige power replacement for Sprint AND Sprint, for one thing. For another thing, I don't know anyone who's slotted anything into Sprint, much less any of the other Prestige powers.
And having 6-slotted Sprint on Test, it's not worth the slots, in my opinion. -
I generally recommend 4-5 players too, but with the right combination of players an 8 person respec TF can be blazed through.
The key is to have redundancy, plenty of protection, and plenty of damage dealing
The one 8 person TF I can remember that we did so well was a bubbler, healer, kinetics, tanker, scrapper and the rest blasters (including me). We had good defense from the bubbler, great heals from the defender, a kinetics controller that kept us buffed up. He was also an illusion controller with Hasten and had Phantom Army available often.
It was insanely easy. I was the only person to die all night there, and that was because I went insane with the AoE's too often and too early. I died twice in the first 10 minutes, in the first mission. After I adapted it was smooth sailing.
One other peice of advice. If you're a blaster, controller or defender, play a little conservatively when possible. Let the tankers and scrappers soak up the attention of the enemy. Alot of times it's a matter of just keeping the enemies from attacking the generator. Not defeating them as quickly as possible. -
As far as the Provoke on melee attacks for tankers, I think what would be better would be that one of their auras, like
a) Blazing Aura
b) Invincibility
c) Icicles
d) Mudpots
I think those should have the Provoke effect for those in range of it. INSTEAD of a PBAoE Taunt effect on all tanker attacks. What if you DON'T want to provoke everything?
What do you think? -
I like it because it gets me out of debt much quicker, and puts me back where I was before I got RSK'd. I can also do this with practically NO RISK to myself.
In a fight that is getting particularly bad? Click RSK off and nothing can touch you - plus you might save some lives in the process. -
Resistance, self heal and endurance regen are all cool things but I doubt more than 2 of those things come about.
Maybe a Dull Pain that, when activated, heals, but instead of providing a HP increase, slightly increases the rate of endurance gain for the duration of the buff. Say 1 minute with a cycle time of 2 minutes. That way you take a little bit of the edge off of running those toggles.
That would take care of an immediate health boost, and the stamina problems the power set suffers from.
Then have an auto power for increase resistance that you can take at higher levels (say the level you could take Lucky before) that will at least tone down some of the damage you do take. -
I like the idea of an endurance regen btw.
The reason why INV is for the most part better than SR is that it has both DEF and RES buffs, whereas SR only has DEF.
I hear talk about damage over time, that 90% DEF vs 90% RES (or so) is comparible over time with even con mobs.
The difference is that with high RES you can see the HP go down over time in progression.
With high DEF you instantly lose that HP, and it could immediately be too much and you are dead in one shot. -
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No - we're not done with Super Reflexes. It's still "on the list" of ongoing issues, but it's sort of on a back burner right now. ...I'll be returning to dear ole' SR. Promise.
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This is great news! I love what was done with the MA power set for Scrappers, btw. -
I like your arguement about inspirations etc. The only thing I disagree with is basically I think that Bruce Lee is tougher than your average Joe. What would knock him to the floor would knock alot of people out of action. I think a 10 or 20% resistance to damage is totally appropriate for the SR set. I'm not asking to cap out resistances or anything.
Let's face it, you could easily merge AoE and Ranged defenses together into Focused Senses - eliminating Lucky and Evasion entirely.
Ideally, I recommend in place of Lucky and Evasion, that an auto +Res to damage come about, and a Dull Pain type power. Every other Defensive power set for Scrappers has Resistance and a self heal. Two of them just not just a heal, but a +HP. I don't think SR would be ruined to have a little more loving in what is essentially an "all or nothing" power set. -
I think everyone here can agree high level martial artists have a higher threshold for pain than others do, so to me at least, a built in resistance to damage seems likely. Martial artists don't just know how to avoid damage, but to keep going despite being damaged. Real MA fighters ARE tough as nails so it seems sensible to add some sort of resistance into the Super Reflexes line. I think most people would agree that SR should go hand in hand with MA. IMRO.
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To all:
I don't think it's cheating, I think it's boring. A little powerlovin here and there I don't think anyone minds, but soaring through every level, rarely playing, doesn't seem very productive to me. There's more to this game than mere XP. Well, to most people.