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Posts
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I guess there is no measurable way of determining how often you should Taunt except to do so when your mob faces away from you and attacks someone else, I guess. Hmm.
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Could we get a better description of how Taunt works, exactly? I see things like Inherent Taunt values and Taunt modifiers, and weight. Does this weight decay over time? Are there durations of Taunt effects. How does one ensure that they have an enemy permenantly taunted so that other teammates don't get killed because the Tanker/Brute/Scrapper couldn't hold the mob's attention?
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You know, if Taunt _is_ going to be needed for AV/GM tanking - can't we at least see an improvement to the power itself? Perhaps speed it up some? It's like 2 or more second long and it roots you. That's what gives us a lot of grief. Standing there, doing nothing.
Furthermore, how long does Taunt's effect really last on an AV? I can understand weaving it in on an attack chain, but how often would that have to be?
Let's be honest, the Devs probably aren't going to change this. So what can we do to adapt to this? -
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Funny, up until ED everyone said it was bar-none the best blaster secondary out there. Suddenly after ED everyone's saying it wasn't that great before... Funny how revisionist history tends to happen on things like this...
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Well there is a difference between revisionism and just plain forgetfulness. And once SG was fixed Devices lost it's superior status. But that was around I2. When I5 rolled around a year later, Dev had long been supplanted by other sets.
Most of us agree Energy Manipulation is the cat's pajamas with stellar single target attacks and Conserve Power. -
I hope the change to Wonky Gunny Thing, I mean, Auto Turret, is not teleportable by TP Foe, but is still teleportable by Recall Friend. In the very least, at leasth the caster should be able to move it around. It's not like it lasts for ever and is a perma-pet.
Solo, I still think Blasters are a little safer than Dom's, mainly because of the reliable burst damage, but on teams, Dominators can stack with each other really well and I think have a better overall synergy than Blasters, since many are inherently status protected at any time, and their damage is fairly comparable to Blasters. But mainly once they stack all those AoE status effects, and mixing single target ones between their attacks, I think it can get silly from what I've seen. Furthermore, some of them specialize in locking down AV's, something a full team of Blasters can't really do.
Regardless, Blasters are _immensely_ more popular than Dominators. So inherents aren't everything. -
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12) The AoE for Taunt, the power, is 15
Fifteen feet? Radius or diameter? With the actual Taunt target as the epicenter?
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Just passing through and I didn't see this question answered. I believe what he means is the Taunt target is in the center of the AoE, which extends 7.5 feet in any direction, for a diameter of 15 feet. So the radius is 7.5 feet. -
You know, I wondered where this thread came from. We have somone necro posting and I noticed most of them. But didn't catch this one. Sorry.
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Too busy on Test to read the whole thing, but one comment stuck out to me.
"And it was easier to be social in EQ."
I don't see how that is possible. I played EQ. I don't see anything there that somehow lends it to more easily "be social" than any other MMO. Either you're social, or you're not. This is not a game issue.
I played EQ for 1.5 years. And DAOC for several months. There's nothing inherently more "social" about them.
Anyhow, I'm a social person and I typically chat with whoever I group with, or fight against. And I have ample opportunities for both in this game. I play this game for the experience, not the XP, but without others in this game, I wouldn't play it. -
8 Mind/Emps.... Mmmmmm. That would be amazing to watch.
Everyone triple-forted for capped defense, high damage and accuracy, super regen and recovery across the board, though practically no enemy would ever harm the team since they'd all be fighting each other amidst stacked Confusion.
It'd be an invincible team that probably wouldn't even need the defense. And done right they could probably lock down an AV even with triangles up. -
Well it's more than that. It's whether or not the additions really are "must haves." For example badges, except for the ones that directly result in accolades that improve statistics like max health or stamina, don't do anything special so aren't really must haves. And with the amount of effort needed to get the good accolades, the benefits aren't relatively significant, and many people just never feel they are required to get them all on all of their characters.
There are few must-haves in this game, and those are mostly power pool powers, something everyone can have access to.
I don't object to adding new stuff to the game. I just know there are some who are worried about loot or skills being so important it creates a rift between those who do want them and those who don't. -
I will say this. Boomtown looks like it's going under construction. So you'd think it is the one that is going to look rebuilt in I8.
Faultline looks like construction has stopped for awhile. I don't see any _constructive_ change to Faultline in the near future..... -
One thing. In beta Babbage used to spawn in Faultline, and I believe that zone was more popular than Boomtown (as I recall - it's been awhile). When CoH was released Babbage was moved to Boomtown.
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You know what, based on his comments, I think Faultline's War Wall on the dam will be removed, and we'll get to play in that zone along the whole area. The dam will just be a structure in the middle of the zone.
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I agree with your point that just because someone comes in and makes a claim, does not mean everyone else has to disprove it. It works both ways, regardless of the claim.
Doms do not suck
Doms do suck
Disprove either of those claims.
Here is my opinion, for what it's worth:
The damage that Dominators do is good against all mobs. The controls are good against all but AV's/EB's with triangles.
Doms need a self-damage/tohit buff (ala Aim or Soul Drain) across all Assault sets, and the "triangle" mez protection on AV's/EB's needs to be looked at again in order to put control powers and sets alongside the other powers and sets. -
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My concern with the whole "Jekyll and Hyde" thing is this. Essentially, this means the team carries you while you build Domination, and then you can repay the favor by carrying the team when you click Domination. OK, sounds like it makes sense on paper.
Only, you don't really have the power to carry the team through anything with Domination that they can't carry themselves through already.
No question, when Domination clicked, you are THE MAN. Even moreso after these changes. But, given the limitations on Domination, what good does being THE MAN have for the team? That's an honest question, not a rhetorical one. I must be missing something. But I don't get what benefit a "Jekyll and Hyde" AT delivers to a team?
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Well we offer control and damage. With Domination it's impressive control and damage. No question. Without Domination, we offer a bit better control, but subpar damage.
I don't think we're that useful outside of Domination.
BTW I do want to agree with some of the others that Dominators are not crappy outside of Domination. I don't think it's accurate to say that. I just feel that our good controls and subpar damage makes us not very appealing to groups. -
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Wow. The way you put it, domination has the recharge of an accolade, or maybe an Elude or Overload type of power?
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No, that's the way you are interpreting it. I am saying that the duration of the non-Domination time we are substandard and that I'd like more improvement there. Too much of a difference between the peak and the valley is my issue.
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It recharges in 200 seconds - faster with hasten - and it is recharging while you have it in use!
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You're not telling me anything I don't know. -
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We've got a nice tweak to the Domination ability coming down the pipe (it will crank up your Mez resistance while it is active), and are currently data-mining PvP to see what effect our last set of tweaks to the AT have had.
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My problem with this is that you are basically making Domination more uber, but apparently doing nothing for us in the non-Domination time. We'll be in the same position as before. Depressed when Domination expires. You say it yourself that you are "disappointed at hearing the sound effect of it wearing off" and this condition WILL NOT CHANGE by making Domination better.
Status protection we can all get behind. But we need a better non-Domination experience here. Are there _any_ positive changes coming down the pike for us when not using Domination? Even getting status protection under the influence of Domination isn't making me want to play my Dominators again - if my non-Domination experience hasn't improved. Because I am just plodding through the game when I am waiting for it to come back up.
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The only weakness I see Dominators as having is a lack of ability to deal damage like the other AT's. Only one Dominator combo really can bring it, and that's fire/fire.
There is another issue regarding Dominators, and it's indirectly related to it's control abilities. And that's many EB's and most AV's with special status protection that's extremely high.
The reason I say this is indirectly a problem for Dominators is because everyone with control abilities is affected by this problem. And I think the solution is for the developers to rework that special status protection system. The default protection level offered by "purple triangles" (whatever that power is called) is just too high. It should be lowered to a level that can give Dominators a real shot in missions with them.
Any AT with contol powers should have a shot at least. But Dominators more-so since that's their biggest role as an AT. -
I am one of those that also thinks Lucks used to be more effective. Pop one and it was a dramatic increase in safety. Maybe this was a change that occured around the time of the global defense changes?
I actually like the values for the inspirations now, though I agree with Arcana that Lucks and Insights should have the same percentages.
A number of us have suggested similar changes in the past. Buff resistance inspirations, nerf tohit and defense inspirations since they are so powerful compared to defense sets. And that seems to have been the idea for a lot of us since Sturdies came about. Or that's when I really started noticing those comments and chimed in agreement.
That said, I am glad we know about this now, and I hope the Devs fix the text descriptions soon enough, so that the rest of the players have the chance to see what the real values are. -
Just going to point out some observations of mine:
I've actually combined using in-game FSAA and control panel FSAA and it was weird how the two worked. It's like they both worked but the way the pixels were smoothed looked different. As if the slight depixeling (or whatever it's called) was depixeled and it looked almost like software rendering.
I realize I'm not wording that right, but at least in my experience you should either let the ATI control panel handle FSAA or let the game, not do both. It just doesn't look right, at least to me.
I don't notice a problem at all with the shadows, not a performance decrease.
That said, I really do prefer Bloom at Regular at 100% - there are some objects that really look better with it enabled.
BTW my system is a A64 3000+ 2GB RAM 256MB ATI 1900GTO and I have playable framerates at 1280x1024. I don't use FSAA right now, but when I do use it, I use the in-game FSAA.
I do have a bug where the enhancement menu won't allow me to target the enhancements. The mouse pointer gets shifted about an inch to the right when it hovers over where they should be. It's a little vexing, for sure. -
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1. Don't use MoG.
2. Use Reconstruction, a fast charging heal power.
3. Get Drunk.
4. Profit.
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5. Use Instant Healing, which more resembles a power called Moment of Glory.... -
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Let me be the first to say that that statement is utter nonsense. Castle is quite possibly one of the most helpful and reachable developers the player base has at Cryptic. He's no more interested in "advocating" for stalkers as he is for any other AT. It just so happens that the squeakiest wheel usually gets the grease, and in this game right now, the AT causing the loudest noise is the Stalker AT. It has nothing to do with your implied bias.
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I don't think that quite came out as intended, but I'll say this, the three most complaining AT's (the way I see it at least) are Dominators, Blasters and Defenders. I think the Defenders don't have much to gripe about. Blasters have more to complain about, but it's not nearly as bad as it's made out to be, and Dominators have it worse than any AT, and that's why they are the least played non-Epic AT in the game.
No offense to Stalkers or to other sets that have beefs (many legitimate) but I think Dominators need more help than any other AT.
Brutes are just amazing, and I hope the Fury issues get worked out. But all I know is that I'm having more fun with this Brute I am playing than any other CoV AT's I've tried yet. I look at us as needing the least amount of help as an AT. -
At this early stage in the game I'm against Patron sets being locked in once you choose them, too.
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There really ARE a lot, aren't there, BlackAmaranth?
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LOL
"show evidence of substantial (meaning more than one instance) player suggested content in the game. I'll be glad to be proven wrong. It will give me hope that the Devs listen to us Players."
You know, sometimes I like examples like this. -
I like melee attacks, but I think there are just some powers in practically every secondary that should get a second look. Heck, there are powers in most primaries that also need a look, but I think secondaries are the biggest problem.