Rush_Bolt

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  1. Quote:
    Originally Posted by Heraclea View Post
    I would definitely say that Scrappers are characters whose chief purpose is dealing damage. But, they cannot contribute at full potential to one of the more difficult archvillains faced on the task force. The encounter is specifically designed to create problems for melee characters. Most conventional scrapper builds are set up to do damage in melee range.

    I think it follows logically from this that just about any other damage dealing character would be preferable to have on a team than a scrapper for that fight. Claiming that the scrapper could use a bunch of inspirations or use a temp power ranged attack instead of his or her primary .... well, I think that makes my point for me, although it's apparently now established fact that I don't know what I am talking about.
    Radiation, Dark Miasma, Trick Arrow and Traps Defenders exist to debuff foes. Controllers exist to control foes.

    ALL AVs limit their full potential. And what do they do? They work around it. Why should Melee ATs not have to do so for one specific fight?


    Quote:
    I'm not entirely unaware of the problems that the Romans pose to a controller, or the problem that a loose War Wolf poses for a blaster. Then again, that's what Taunt is for.
    So it's perfectly fine to have squishies be dependent on Melee ATs, but Melee ATs should not be dependent on squishies?


    Quote:
    The challenge I like is to shepherd more delicate characters through the content and bring them out of the cave and into the sunlight safe and sound. The challenge I don't like is anything that does not allow me to take that role.
    [Snark] So you don't like anything that takes you out of the limelight? Anything that gives preference to other players is bad? [/Snark]

    Now, I know you didn't say that, but that's honestly how it kinda reads.
  2. Quote:
    Originally Posted by Fleeting Whisper View Post
    I've got Vengeance. That makes me a healer, right?
    Does in my book!

    /i Fleeting Whisper

  3. Quote:
    Originally Posted by JamMasterJMS View Post
    Maybe that will be 1 of the new powerset they said each AT was goin to get.
    The new power set for the ATs is as follows:
    Blasters - Dual Pistols
    Brutes - Kinetic Melee
    Controllers - Electric Control
    Corruptors - Dual Pistols
    Defenders - Dual Pistols
    Dominators - Electric Control
    Masterminds - Demon Summoning
    Scrappers - Kinetic Melee
    Stalkers - Kinetic Melee
    Tankers - Kinetic Melee

    Thus, all 10 base ATs will be getting a new power set.

    EDIT: Just saw I had put Electric Melee as the new Dom set. Gah. Must've been half asleep.
  4. Personally, I went with Mercs for my /Pain MM, but Bots is also a good choice.

    Both will mesh well with Pain's style: Ranged pets will stay close to you and in Suppress Pain's field and their inherent RES will stack up with World of Pain.

    Other than that, it's just personal preference. I took Mercs mostly because the clomp-clomp-clomp in Bots really annoyed me.
  5. Quote:
    Originally Posted by Perfect_Pain View Post
    Your lying... Right?
    My lying what?
  6. Speaking as a member of past closed betas, I have to say it really was a lot of fu-

    WAIT! NOT FUN! NOT FUN! I MEANT TO SAY "NOT!"

    You can't prove anything!

    *runs*
  7. Quote:
    Originally Posted by Heraclea View Post
    That was my understanding of what the tradeoff is supposed to be, myself. The problem arises when mobs are designed to discourage attacking them in melee, or deny melee ATs the self-protection they are supposed to have. More of this than already exists would be undesirable.
    Think on it like this: If those enemies can make it so that it even seems like your melee AT's self-protection powers are nonexistent, what is it like for the ATs that don't have those powers?


    The thing is, I personally believe a player should always stop every now and then to ask themselves, "Do I need to change my tactics?" Generally this question gets brought up after a team wipe or something, but whatever.

    But this entire thread has seemed like your assertion that, "Melee ATs should never have to change tactics." That since the question you should be asking yourself has often come up as "No," then it should always be "No."

    And I think that's probably the worst possible way to look at and work with any AT, be they melee or not.

    IMO, the more this game presents "Do I need to change my tactics?" situations, the better.
  8. Quote:
    Originally Posted by Heraclea View Post
    debuffs and buffs are extremely powerful
    Yes.


    Quote:
    ranged damage has significant advantages over melee damage
    Yes and no.
    Ranged damage has an advantage over melee damage because it is ranged.
    Melee damage has an advantage over ranged because it tends to:
    A) Be stronger, single-target-wise
    and
    B) Come paired with another powerset that gives self protection


    Quote:
    the more "challenging" enemies that have been put in the game so far strongly favor debuff or control, to the point that these things are required to succeed at them
    NO. I bolded the very, very, very, very relevant portions.

    You keep dealing in absolutes. Stop it. As it is, your premises kinda go on a nice little slope of Not Wrong to Wrong.
  9. Quote:
    Originally Posted by Adelie View Post
    I stand corrected after reading through the thread. It was in May 2009 that we were first told about Going Rogue? So like a YEAR AND A HALF ahead of release date the players were emailed to get them excited about it? Thats just nuts.
    If they stick to what their proposed launch date (July, 2010) is...

    14 months =/= 1.5 years
  10. Rush_Bolt

    Perception buffs

    Quote:
    Originally Posted by Zamuel View Post
    I know that Rikti drones ignore stealth but they actually buff the perception of their comrades? I know the drones themselves have normal perception range.
    No, they don't buff their allies' Perception.

    But with the way shared aggro works in this game, when one NPC sees and starts attacking, they put out an "I'm fighting!" call to their spawn. This causes everyone else to respond.
  11. Quote:
    Originally Posted by Carnifax_NA View Post
    Actually one drawback to this "release chunks early" approach is that we get gluts of whatever has just been released for 2-3 weeks (there are going to be sooooo many Demons running around whenever i17 comes out) rather than a more varied selection of new characters running about the newbie zones.
    You'll see gluts no matter when the new shiny comes out. Personally, I'd much rather have people get their "ZOMG new set must play!" cravings out of the way before Going Rogue hits.

    At least this means Praetoria won't be completely full of Pistoleers and Demons... just Kineticists and Electrics.
  12. I'll either reroll my Grav/Elec Dom or make him as an Elec/Elec Dom to bring blue-side.

    I'm also planning to roll a PB to take red.

    I don't know if I have any characters right now that I'd swap. Maybe my Elec/WP Stalker?
  13. Quote:
    Originally Posted by Electric-Knight View Post
    Just... might I suggest to other users to not have the additional wafer-thin mint, no matter how much the waiter suggests it...
    But eet iz onlee wah-fair theen.
  14. Quote:
    Originally Posted by Heraclea View Post
    I'm still wondering why these observations brought forth such a torrent of unpleasantness.
    Because your observations are faulty and do not reflect the actual in-game experience of many other players?


    Quote:
    I suspect that the Vanguard content was simply not meant to be played by melee ATs.
    I suspect you're just unwilling to change tactics. If I can solo the Vanguard content, with bosses, on a non-IOed, pre-Dwarf damage buff, Human/Dwarf biform Peacebringer, you can certainly solo it on any Tanker at the default difficulty.

    Are Vanguard intended to be mean to melees? YES.
    Are they "not meant to be played by melee ATs"? NO.
  15. Quote:
    Originally Posted by KnightOwl View Post
    Just wondering...

    What's the total price of the retail version of Going Rogue?

    Does the $29.95 pre-purchase amount represent the full price, or is there a further cost above that to have been considered to have purchased the retail version?
    The $29.99 Pre-Purchase amount is baseline Going Rogue. You will have access to all the GR stuff.

    Once GR goes Live, an add-on pack will be made available. It will contain a few costumes, emotes, and a bonus power. The price of this pack is unknown at present.

    Once GR goes Live, a collector's edition physical box will also be made available to retailers. This costs $39.99 and will include the baseline GR, all the add-on pack items and a month of game time.


    EDIT: This is why they made a point of calling it a "pre-purchase" instead of a "pre-order." If you bought the $29.99 item, you've bought GR. You don't need to buy anything else if you don't want to. At this point, you're just waiting for the Devs to put it all out the door.
  16. Quote:
    Originally Posted by Rubberlad View Post
    I was led to believe the Going Rogue would be a complete retail product ready for release in Spring 2010 and now its just setback after setback with compensation features to make up for the last minute delays (which is fine, and I'm pleased with the quality of the content being proposed - if and whenever it actually shows up).
    1: The Going Rogue info that was presented at Hero Con 2009 that you love to refer to listed GR's scheduled release as the second quarter of 2010. Tomorrow, April 1, is the first day of the second quarter of 2010. They are right on schedule.

    2: What setbacks? What delays?
  17. Quote:
    Originally Posted by Rubberlad View Post
    Paragon Wiki even credits Ultra Mode as being originally slated for Going Rogue before it was revised for I17 release...
    I like how you left off "but the developers stated early on that if they finished it early, they would release it early."


    Quote:
    And now I'm disappointed, and concerned and I'm asking a tough question because I need a better answer about what's happening here.
    Your tough question boils down to, "Why am I getting something I knew wasn't included, but paid for anyway, early?"

    The simple answer is, "The Devs' work on Ultra Mode went faster than expected and they want to give it to ALL of their paying customers as soon as possible."



    Quote:
    why is Going Rogue being pieced out over a 9 month period from preorders in March
    Because pre-purchasing only works with the "pre-" part.
    Also, because it's good buzz in the news outlets who are oft very quick to overlook the reigning king in favor of the new upstart.
    Also, because Marketing hates us.


    Quote:
    to end game content in 4th quarter 2010 or worse, 1st quarter 2011?
    A) This assumes there was no end game content in GR to begin with.
    B) This assumes inclusion of the Incarnate System was always intended.

    Would this be as much an issue if they had not included the first level of the Incarnate System in GR and instead saved it all for Issue 19?


    Quote:
    Now please, somebody, civilly answer the original question: what happened that caused Going Rogue to be doled out piece by piece?
    Dual Pistols and Demon Summoning got split off because it's good PR and generates buzz about an aging game. Since the sets were done and ready to go, they went out to the masses to also serve as a "pre-order perk" thus saving the Devs from having to make completely new pre-order perks.

    Ultra Mode got spun off because it's a new shiny that everyone's excited for and the Devs wanted to get it out ASAP. It wasn't integral to GR, so it went out early.


    Quote:
    Cause if it really is down making the company's bottom line look better, I'm outta here.
    May I help you pack? On a less snarky note, it is. What the company does will always be aimed at making the company's bottom line look better. That's why companies exist.
  18. Quote:
    Originally Posted by Heraclea View Post
    When you decide to put together a team, which would you rather have on it: characters that help more, or characters that don't help as much?
    Characters. Period.

    Let me elaborate a little. When I build my teams, I state the following in the relevant channels: "level XX team: X spaces"

    I don't ask for ATs. I don't ask for Powersets. I don't ask for anyone to even be in that level span (thank you SSK). I just ask that they join in and play.
  19. Quote:
    Originally Posted by Heraclea View Post
    Maybe, as soon as I get over being amazed at the ability of people to simultaneously
    • maintain that all characters are potentially equally helpful on all content and will always find a place on teams looking to run it, while
    • out of the other side of their mouths they acknowledge that at least one mission arc is designed to be deliberately hostile to some character classes.
    I just don't see this going both ways.
    The bolded word is the sticking point.

    You're saying "everyone's equal."
    We're saying "everyone can help."
    These are not the same.
  20. Quote:
    Originally Posted by LISAR View Post
    I'm seeing 2/09/10 as the date they said UM would be in I17...now when did prebuy start?
    3/02/2010, according to Niv's announcement.

    EDIT: Also, Ultra Mode's existence wasn't even mentioned in the 05/11/2009 Going Rogue promo email.
  21. Quote:
    Originally Posted by Heraclea View Post
    The Gaussian arc has six missions that pit you against Vanguard, so it takes a minimum of eighteen days to get through it. Without it, you cannot proceed to Dark Watcher. I've just treated Serpent Drummer as the end of RWZ.
    I seriously LOLed at this. I blame you for the funny looks I ended up getting.

    Oh wow. Great thread, Hera. Would read again.
  22. Quote:
    Originally Posted by Heraclea View Post
    A team of eight ice melee/fire armor tankers or mind/empathy controllers with only SO builds ought to be able to defeat Ghost Widow, in other words.
    8 Fire/Ice Tanks? No problem.
    Step 1: Make sure everyone has Maneuvers. Three-slotted, that gives everyone 28.4% DEF all. If everyone also has CJ (default slot with a DEF SO), that'll mean everyone has 31.4% DEF all.

    Step 2: Make sure everyone has an Immobilize from the APPs. I chose Chillblain just because.

    Step 3: Get some purple Insps for just in case. Yes, I said purple. I didn't say large, medium or small. Small's fine at just 12.5% DEF. That'll put you within spitting distance of the softcap which is more than enough considering you're backing it up with Fire's RES and healing.

    Step 4: Spam Immob, Burn, attacks and heals as necessary. Chew on the purples as needed. A full tray (20) is more than enough.

    Step 5: Break out the hotdogs. Win.


    For Mind/Emps? Even easier.
    Step 1: Maneuvers again. Notice a trend? 4.1% DEF each, so that's 32.8 DEF all.

    Step 2: Fortitude the two players next to your name. Three-slotted Fort is 17.6% DEF. It recharges in 30s and lasts 120. Keeping it up on two others is easy and nets everyone another 35.2% DEF. That's 68% DEF all in total.

    Step 3: Spam Confuse to approach.

    Step 4: Once GW is confused, move in and hit the player below with Adrenaline Boost. Start chain firing Regen and Recov Auras.

    Step 5: Spam Dominate and Levitate.

    Step 6: Win.
  23. Quote:
    Originally Posted by Heraclea View Post
    I don't want this game to start adding content for which "adequate preparation" means farming the inf to purchase large inspirations at the auction house, because that's what you need to come prepared.
    My experience in running many STFs, LRSFs, LGTFs, and ITFs are that "adequate preparation" is "show up."
    I have never had to stock up on Inspirations. A few teammates now and then have, but that consisted of going to a contact/Arena and grabbing what they have. If a few 50INF Insps will break your bank, you're doing something wrong.

    I have never had to farm INF to buy said Inspirations. Nobody I have teamed with has had to either as by the high-game, everyone is practically swimming in money.


    Quote:
    the task force is essentially telling you that you must farm first for preparation if you expect to run it in the way that your teammates will expect you to run it.
    Perhaps you should run it in the way you want to run it?


    Quote:
    Any game content for which Shivans or nukes are very helpful also causes problems.
    Tools that help but are not needed are problems? I don't follow. Please explain?


    Quote:
    I haven't farmed for Shivans or nukes much since i13
    Nor have I... since I never really needed them.


    Quote:
    Retoggling your several toggles with a minor offensive output like RttC or AAO is a nuisance even if you aren't simply left waiting to be killed.
    "Several toggles"? Several? Exactly how many "toggles with a minor offensive output" do you have on a single character? At most... A Spines/Dark would be 4? But you pull up Willpower and Shields as examples? When at most they have two?


    Quote:
    I don't want any situations where I'm expected to bring them.
    You're in luck. They don't exist. The STF and LRSF which are both touted as some of the most difficult tasks in the game don't require them. Unless the new Incarnate stuff is a magnitude in difficulty greater, it won't either.


    Quote:
    Most scrappers can't fight Ghost Widow: bringing one just means that one of your DPS characters has to be sidelined on an archvillain fight, which explains why melee characters are not in strong demand for the task force regardless of how good they are elsewhere.
    Or perhaps "most scrappers" are unwilling to compromise and take a backseat in one fight? Or that the demand for force multiplication is more prevalent thus giving the impression that scrappers are not wanted?


    Quote:
    Most controllers aren't allowed to use their pets on Ghost Widow, or for that matter on the first three rounds with Romulus.
    I and my teams must be doing it wrong then.


    Quote:
    If masterminds are allowed to run hero TFs, they won't be wanted here either.
    Min/Maxers will always do things they think necessary to achieve success, even if doing otherwise will still achieve success.

    All these things you say aren't done? Have been done, can be done, will be done. Will it be as easy as if you min/maxed your team? No, but that's the point of min/maxing it.


    Quote:
    This is already broken, broken, broken, and will become more obviously so come Going Rogue.
    No, it's not, not, not, not.


    Quote:
    People will figure out what the optimal team is to meet them, and if you don't meet the profile, you don't get to run on the character that you want to run. This is already becoming a problem with the Statesman Task Force.
    If you depend upon the min/maxers to run your teams, don't be surprised when they min/max it. Run your own.


    Quote:
    For a long time, there simply was no loot: all enhancement rewards were simply bought from vendors with the game's only currency.
    Enhancements didn't drop in Issue 0? Huh... funny.


    Quote:
    Loot and raiding endgames in other games are another kind of PvP. They are in fact the worst kind of PvP. This kind of PvP pits you against your teammates - against the people you are nominally teamed up with to beat the content. Judgments will be made about the value of your service to the organization, about your commitment. Disagreements fester. Office politics invades the game world.

    I can categorically say that I absolutely do not want any of this kind of crap in City of Heroes. My fear is that they will somehow break the game by adding "endgame", and that the same kind of politics and drama that drove me away from other games will be imported here.

    Please tell me it ain't so.
    I'm at a loss for words as I'm not sure what you're saying here.

    Are you saying you don't want something we're unlikely to get (the loot drops and various loot dispersion mechanics)? I just don't know.
  24. Quote:
    Originally Posted by LadyJudgement View Post
    Caltrops/Web Grenade: Ive seen most build use caltrops for slowing and/or fear-mitigation; but I've been considering web grenade for the Immob and Rech Slow, and the purple IO chance for hold eventually. Is there a definitive one way or the other on these two?
    Personally, I prefer picking up Web Grenade before Caltrops. In the early levels, plop Webnade on a shotgunner and you can just step back and have that foe be completely neutralized. 'Trops' longer recharge early on means it won't be used as often. Save it for post-SOs when you can drop its Rech to something better or respec into it later.


    Quote:
    Triage Beacon: Is there a lot of use for this in general/team play? Ive yet to try it slotted to the full 300% bonus but it seems most of the time while I like the idea of it ...it gets left behind and mostly unused due to teams moving fast or small groups. Is the regen noticible/decent at 300%?
    Not really. A decent team moving at anything approaching normal speed would be done and gone from Triage's range rather quickly. So it'll really only come into play when facing EBs, AVs or GMs. And generally a single 300% +Regen may not be all that hot. Stack 'em though and it'll be pretty nice.


    Quote:
    Seeker Drones: I've been using these for a bit and still can't decide if I really like them all that much or not. How useful are they at higher levels/slotted reasonably?
    Take, Slot, Love. Seekers are very, very, very, very good.
    A) They'll absorb the alpha. Summon them up near the target, they take the hits and you can sweep in.
    B) HUGE debuff. 26.6% -DMG. EACH. And 6.67% -ToHit. Again, each.
    C) Decent chance to Stun. 25% chance. Each.


    Quote:
    The idea being to Sleep a spawn, place the timebomb, then Amplify(+PBU) and Dreadful Nuke. Resulting in the 20s -Res and damage being applied just before the timebomb explodes. Would this actually work the way Im thinking? Would it be overkill/pointless realtive to a Amp+PBU'd nuke anyway?
    Yes, it'll work. Good soloing idea, but the set up time is more than what most teams would likely put up with.
  25. Quote:
    Originally Posted by Fido1 View Post
    According NEwsarama, they said 'staff-use' not staff/polearm. Take it as you will.
    They also said the game's had 6 paid expansions. It's pretty clear they're just using their own terminology.

    "Staff use" is almost certainly a Staff melee power set.