Rylas

Legend
  • Posts

    1697
  • Joined

  1. Quote:
    Originally Posted by OneWhoBinds View Post
    ...
    A 50% heal? Only if you have enough enemies in range. And my experience with Energy Aura is that it needs less than 30 seconds to go from full health to dead.
    My DM/EA has a different experience. Granted, having a particular primaries can change a lot of the performance, but that's true about any set. Any primary with a KD power will already be of great use to /EA. Also, knowing how to play the set to it's strengths help.

    Quote:
    And frankly? The last thing it needs is MORE Endurance Management tools.
    Energy Aura's issues can be summed up as this:

    1) It provides only a single form of damage mitigation, and it doesn't even excel at it.
    2) It provides limited utility, and managed to be redundant at that.
    3) It provides absolutely no form of offensive boost.
    Lets keep in mind that there is the "cottage rule" to follow. So you're not going to be able to change powers in the set completely. My suggestion keeps this in mind while providing additional mitigation in -end. You're welcome to make your own suggestions. I'll certainly hear them out more than you're willing to. As for the issues you've listed:

    1. It does have more than just defense. It provides a heal, and has -end. Utilize them, they really do help. Also, EA can excel at defense. Three slot for defense on your toggles and CJ + Weave. This puts S/L at 34%, F/C at 36%, Eng at 39% and Neg at 30%. Hardly bad numbers for a brute. You may not want to take pool powers, but that's your choice. With inherent fitness, there's even less reason not to take those powers.

    2 and 3. Utilities aren't very abundant in many sets. I wasn't aware it was the requirement for armor sets to supply them. It has more than some sets though, so I guess that should be enough. Also, while redundant, these utilities do offer a boost to sustained offensive output. You may consider the only worthy boost to be damage or recharge, but being able to continue fighting non-stop seems like a pretty good boost to me. I use it quite well to keep fury from dropping.

    Quote:
    Energy Aura is a barely working set. It, quite frankly, can not stand on its own merits. Heavy investment in IOs can bring it up to some decent levels of performance, but that's not what the game is supposed to be balanced around, is it? With only SOs, it is a mighty squishy set, and one that can not stand without significant aid from its primary, and pools.
    Yes, SOs are the balance. But it should be noted that to soft-cap /EA to the 6 damage types requires minimal slot investment, which actually gives it quite an advantage. Heavy investment is not required. Even so, it does stand on its own merits if you choose to play up its strengths and use the forms of mitigation it offers. Choosing a more "synergetic" primary will only boost that performance (which is true for all armor sets).

    Now, instead of just digging your heals into the ground and whining about the set, how about breaking out some numbers, making some constructive criticism and putting out some useful suggestions that the devs will be willing to take under consideration. If the set is as unplayable as you say, and you really want to see it "fixed," then that's what you need to do.
  2. Having grown up on G1 Transformers and received my first lesson in true loss from G1 Optimus Prime's death, I feel some people need to let go of their G1 expectations. It's time to stop yelling at the kids to get off your lawn and get over the fact that not every Transformers update is going to look exactly like the original.

    Styles change. New generations come along. What's important is that the spirit of the show stays the same, even if the look doesn't. I'm 2 episodes in, and so far it seems to have kept the quality of the characters true. Personally, I dig the new stylization and the moving mouths don't bother me. Yes, there's some obvious plot holes. What responsible parent doesn't become alarmed long before 10pm when their kid hasn't called or showed up at home? But it's a kids show, so little things like that are to be expected.

    Overall, it's a pretty darn good job. The texture qualities are way beyond what I was expecting after having seen Beast Wars and Beast Machines. If they go for a full series, I hope they keep the quality up.
  3. Quote:
    Originally Posted by ClawsandEffect View Post
    Unfortunately, that particular tank is only level 13 at the moment, so it's going to be quite a while before I can find out if it works as well in practice as it does on paper.
    When I solo'd Battle Maiden (just the normal Battle Maiden, mind you) I was glad to have an endurance recovery in /DM. You may want to make sure you have enough end reduction and recovery to last for the battle. My fight with her took a little over 20 minutes (twice I had to find more Soul Drain fodder).
  4. Quote:
    Originally Posted by je_saist View Post
    As it stands right now, any tank that soloed an AV/Hero class opponent without temporary powers would have Castle, Synapse, AND Sunstorm all agreeing to implement a nerf on the very next patch.

    One of the factors you have to consider is that very few scrapper / brute builds can generate to required DPS to over-come an AV/Hero class's regeneration rate. A tank, by default, even using the same exact slotting as a scrapper, is going to be down on damage by 30%.

    Now, if you are dead set on trying this, go over to the scrapper forum and read through the pylon results build: http://boards.cityofheroes.com/showthread.php?t=130754

    Ask the person who managed to drop a pylon in 4 minutes with a Fire / Shield scrapper what their build was. That's probably going to be your best bet to try and do it on a tank.
    Je-saist sais pas.

    The is at least the second time I've seen you assert that a tank cannot be built to solo an AV, and then corrected afterwards. It is indeed possible. Shield/DM IOd for soft-cap and recharge can sustain the DPS needed to solo an AV. Without any extra support from temp pets.

    Seriously, cut out the stubborn vendetta you seem to have with AV killing tanks.
  5. Quote:
    Originally Posted by Nethergoat View Post
    they should make it worth taking for the ATs that already get it before they worry about porting it for tanks.

    =P
    I consider it a pretty good powerset already. Decent defense, 50% heal (and full recovery) every 30 seconds (not hard to get a group around you), some DDR and good endurance management. I can make that work. Throw in IOs, and you can do a lot with it.

    Put tanker numbers behind it, and it's a very solid set.

    Obviously, YMMV.
  6. I've noticed a few threads over the past couple of weeks mentioning a desire for EA to be brought over for tanks. Thing is, a simple copy and paste port wouldn't work, since you have two problematic powers (Energy Cloak and Conserve Power) and the lack of a taunt aura.

    EC is a stealth, which is not necessarily a bad thing, I suppose. After all, DA has it's cloak on tanks as well. But without a taunt aura, this could be a problem.

    CP is a repeat power from an Epic pool. So it would have to be replaced.

    My solution: Change Conserve Power into something akin to the Elec Control power Conductive Aura. Only instead of +regen/+recov for the user, it's an endurance discount per foe in range. You get a 5% discount for up to 10 foes in range (keep the -end on foe). The power gives the exact same effect as before, but now adds a benefit that makes it viable for tankers. You could just call it Conservation Aura. This also means you don't need to make changes to Energy Cloak since you have a taunt to help keep aggro.

    It's arguable that having an endurance discount that could be running more often would be considered increasing the power's balance. Personally, on a set that's thematically driven to be about power conservation I see no issue with that. But, if it proves game breaking, one could just give a minor endurance cost increase to the toggles, or just reduce the -end cost per foe in range to something more like 3%.

    Thoughts?
  7. Quote:
    Originally Posted by Boomtomic View Post
    The only sure change I really believe should happen to the set is making it hero accessible.
    I would agree with this. I have a DM/EA brute softcapped to all but Psi. The two sets really compliment each other, so maybe my view is a little skewed, but I found EA to be pretty solid (before I started IOing). At least for brute numbers.

    Now, the only problem with making it accessible for hero ATs, is that for tankers, you have two problem powers. Energy Cloak and Conserve Power. You also have the lack of an important power, a Taunt Aura.

    EC is a stealth, which is not necessarily a bad thing, I suppose. After all, DA has it's cloak on tanks as well. But without a taunt aura, this could be a problem.

    CP is a repeat power from an Epic pool. So it would have to be replaced.

    My solution: Change Conserve Power into something akin to the Elec Control power Conductive Aura. Only instead of +regen/+recov for the user, it's an endurance discount per foe in range. You get a 5% discount for up to 10 foes in range. The power gives the exact same effect as before, but now adds a benefit that makes it viable for tankers.
  8. Quote:
    Originally Posted by Johnny_Butane View Post
    Some of us don't like most of our Primary power set being rendered moot and some of us like to use the other powers in our Secondary besides Taunt to FIGHT super villains; not RUN AWAY like ants.
    .
    I see plenty of Controllers and Doms playing on ITFs. The experienced ones don't complain when they're primary is negated by groups of Cim's. Why do you get to be different?

    Do like they did and evolve. God knows your complaints could use the rest. 1Learn to kite, 2learn to get past that which doesn't work with your preference of tanking and 3be a better tanker. I see too many people talking about how they've gotten around it to see any justification for your crying.
  9. Rylas

    Lost IOs

    Quote:
    Originally Posted by Orynn View Post

    IOs are a "BFD"? No kidding... /boggle. If you can read properly, the context in which I am speaking about them being little is in the reasoning behind why they are revered as so high on the "gotta-be-permanent-or-the-game-will-break" chart. That's like saying changing what my character can do like, levitate an enemy or shoot him from a long range with a snipe is LESS important on the permanency scale than merely how he/she has made those powers better? That's a bit daft imo. Have you even looked at the argument here from the devs side in ANY context or are you just agreeing cuz that's who said it? What it boils down to is a "just cuz" mentality. They said it was important so it is but everything they say is less important, is less important which is mathematically insane to say. Are these guy infallible? They've already literally fixed mistakes thousands of times!

    Me>speak>wall
    If I can read properly? Who's being insulting now?

    Yeah, you tried to say "in the context of changing powers" enhancements are small. You'd be wrong. Considering by changing IOs you can greatly increase the survival or damage abilities of your character, they are no longer little even compared to the "thematic" argument you want to use. You're thematic hide-behinds aren't taking game balance into consideration. And thematically speaking, it's not a stretch to say your powers have changed due to a mutation. Especially when your powersets still stay the same.

    And if you can read properly, you'll notice my first response gave a very clear answer to what could happen if your suggestion was implemented. Yet you don't even bother acknowledging it. Instead, you call everyone here a fan boy for the devs. Excellent argument.

    There is great irony in you calling everyone else a brick wall.

    *edited for horrible typos.
  10. Quote:
    Originally Posted by Dave_67 View Post
    I also like the idea of making the ID screen look more like an actual ID card, with spaces for hair & eye colour, height, etc.
    Hair Color: fbb60e
    Eye Color: 75c876
    Height: 587 pixels

    Hmm... ok, I'll /sign that.
  11. Quote:
    Originally Posted by SenseiBlur View Post
    This is a vocal minority?
    You've seen a majority!? Get them posting on the forums NAO!!!
  12. Rylas

    Lost IOs

    Quote:
    Originally Posted by Orynn View Post
    If we can change what POWERS we even have for our characters and how powerful each one of those is through the number of slots, which is a LOT more fundamental and hard to justify than the little enhancements we have in them, then why does this part have to be so harshly regulated as permanent.
    If the enhancements are such a little thing, why are you so insistent about them? Probably because you know they aren't so little. IOs are a pretty BFD.

    Quote:
    The cat's already outta the bag on the permanency issue, guys. Learn, grow and move on. In this instance they can learn from my post, grow to at least address it or implement it and then we can all move on...
    In this case, it's not the devs that need to learn or move on.
  13. Yes. Kill the change. Kill it with fire!

    Whew, had to get that out. I agree, with all the TF incentive they've given us, why would they place such a nuisance in getting them started? The way they had it before (not inviting the same person too soon) was much better.
  14. Rylas

    Lost IOs

    Quote:
    Originally Posted by Orynn View Post
    D. This is a game. If something makes a large enough number of players groan when they think of the daunting task of respeccing 3-4 times to save all the enhancements they have legitimately earned, then it should be fixed.
    Negative, Ghost Rider. If a lot of people are complaining, its just that. A lot of people complaining. Being vocal doesn't make you "in-the-right". Nor does having a few people agree. You need to come up with a better argument than that.

    Quote:
    E. I think anyone who doesn't think I'm right is also "right".
    I'm glad you're at least trying to play nice. But with such opposing view points on something like this, both sides can't be right.

    Quote:
    F. Ask yourself what would really happen if we had a chance to cache our unslotted enhancements instead of throwing them away using a single respec like I mentioned? Any horrible consequences? I can't think of a single thing.
    Well, it's not like the devs we're arbitrarily making this decision. In fact, I'm sure they asked those questions. Just because you can't come up with a bad outcome, doesn't mean others can't.

    This game is designed to be a time sink. This is done for 2 reasons: Making money from subscriptions and giving the player the sense of making progress and having fun. Imagine if you could keep all your enhancements from a respec. What's to stop you from putting all those enhancements in your next character? And the one after that? And then after that? You'd spend less time on your character. You'd have less "work" to do to make it into what you want. Eventually, with no challenge left in the game of making a character that's "tweaked out," you'd have less incentive to play. Now, imagine that for most of the player base. It allows for a system that would be too easy to abuse.

    Also, make a second build. Then you can be even more versatile.
  15. Quote:
    I said "I would put Defenders and Tankers together."
    First and foremost, my apologies. I misread you're post (my eye put one word in for another), and responded to that. I certainly don't mean to misrepresent you.

    That being said-

    Quote:
    I never said Tankers can't do decent DPS.
    But you did say:

    Quote:
    they are not a DPS machine
    I would argue many set combos can be. And it's possible, in all of those situations, to fulfill the aggro magnet role at the same time. If a tanker isn't doing what he can to soak aggro, then it's a playstyle choice (rarely a build issue).

    I agree with most all your other comments in the thread (especially staying away from god-mode powers with crashes). But when you say: "Boosting their weakness is much more difficult and usually comes at the expense of their strength," I think this ends up being a little misleading. It's not usually that difficult, and it doesn't have to cost them their survival. If inf cost is what you're hinging this on, all someone has to do is utilize guides on the market forums, and Hero Merits. Most bonuses that can help your damage output don't even cost that much (in inf or towards survival).

    To the OP:

    Quote:
    Second topic, I have both a stone tanker, as built below and the Invulnerability tanker I’m working on now and when placed side by side it almost seems the Inv, tanker out performs the stone and doesn’t have the speed, recharge and damage de-buffs of granite, yet everyone still says granite tanks are the king of meat shields, wondering about your thoughts on this.
    Yes, Granite Tanks are the "kings" of meat-shielding. But that's about all you'll do if all you want to do is run in Granite form. Aside from having a lot of recharge bonuses and Super Strength to put your tank back on track for doing normal damage, Granite won't offer much outside of taking hits for the team. That's a good role to fill, but its something to take into account. Also, your build is for /stone, so your damage will be crap.

    If you're going to compare IO builds, you may consider one that allows you to run around outside of Granite with S/L/E/N and Psi Defense at the cap. It's not too difficult to do, and you always have Granite to fall on when times get tough. You'll be much more versatile this way.

    Invul/ is a great set. It's easy to soft cap defense (to all by psi) when making an IO build and utilizing Invincibility. You won't have a -dmg to worry about, but at the same time, if anyone shreds your defense with debuffs or has high to-hit, you won't have a lot of resist to lean on outside of S/L. When times get tough, you have Unstoppable, but when that crashes, you're SOL if you didn't finish the job. Then you're useless to your team. It's best to learn playstyles for those situations that you may be exposed to Psi.

    IO suggestions for Invul/: get your S/L/E/N/F/C defense to where you can soft-cap with 1 foe in range. Then add on +HP bonuses. They'll work as additional resistance. After that, add recharge. You should be pretty darn solid from there.

    *When I said your /stone build would have crap damage, I meant while in Granite. In my example, /SS has Rage to help overcome the -dmg penalty. /Stone doesn't offer anything to help, hence my comment. /Stone is a fine set.
  16. Quote:
    Originally Posted by Syntax42 View Post
    I can agree with that. I worded my statement carefully, though. I know Tankers are not the lowest damage, but they are not a DPS machine with most of their power set combinations. I would put Defenders and Tankers together, considering some Defenders can debuff or buff themselves to do a lot of damage.

    My point was that you should play your character to their strengths. Boosting their weakness is much more difficult and usually comes at the expense of their strength. You can try to make a build or buff a Tanker for damage, but doing the same thing to a Scrapper is FAR more effective if your goal is to do damage. Likewise, you can try to make a Blaster's defense high, but you will very likely sacrifice DPS. Certain builds and power set combinations can achieve moderately high amounts of both, but these usually come at a very steep price in Influence.
    It's funny, you want to cherry pick tanker builds to say they don't deliver decent DPS, but then place defenders above them since some of them can buff/debuff.

    Part of what you say is true: you can gimp one thing if you've planned poorly or don't understand the mechanics of your game. But I've made plenty of tanks on plenty of primary/secondary combos that increased their damage output without taking away from their survival. In many cases, I've increased both. One of my tanks even solo'd an AV. That's serious DPS to sustain. Also, I've seen plenty of soft-capped-to-ranged blasters that do just fine on damage output.

    Please note, I'm not saying that tanks will do brute/scrapper levels of damage, but they will do GOOD damage. Sometimes even great. Discouraging to go for those isn't helpful. Encouraging to not ignore other important things is.
  17. Quote:
    Originally Posted by Father Xmas View Post

    Genius. I must find a higher resolution of this.
  18. Robots fighting: Check.

    Flashy lights: Check.

    Testosterone overload: Check.

    Ok, I'll go see it. It doesn't always have to be "smart" to be fun.
  19. Quote:
    Originally Posted by Airhammer View Post
    The issue I have is that this often makes the lower IO's more valuable than the higher value IO's.
    You consider lower level IOs more valuable. Others do not. Don't get me wrong, I prefer IOs that are in the level 35ish range, because I don't exemplar below 40 that often. In fact, I hardly exemplar at all. Some people never exemplar, and the enhancement values of level 50 IOs are more valuable to them.

    Head to the market, and you'll see the highest level IOs of any set are, more often than not, selling for more. Procs and Uniques are generally the exception to the rule. So, to change anything you're talking about would mainly serve your purpose more so than that of the gaming majority.
  20. Quote:
    Originally Posted by Eisregen_NA View Post
    I think it's hard to claim that Reincarnation is immoral in this setup. It's akin to claiming that condoms are immoral because they prevent the creation of new life. Yes, there actually are a few people condemning condoms in the real world, but in the main case it's because of having sex for pleasure rather than procreation being considered immoral. It's impossible to judge things that haven't happened yet, or their prevention on moral grounds because no-one can imagine the consequences in their entirety. I'm sure no-one would have minded if Hitler's parents had used condoms, but that's hindsight.
    Eisregen beat me to it. The prevention of something isn't the same as the killing of something. If you spay or neuter your dog, you're not killing puppies. I'd say the example of reincarnation your talking about avoids any "moral inequities."
  21. Quote:
    Originally Posted by Zombie Man View Post
    Those are your questions when there is a device made by the Kryptonians that lets you switch places with your double from another dimension by a twist of a crystal?

    Yeah, how does *that* work? Why does that work? Who would have invented such a thing in the first place and for what purpose? And why is it on earth?
    I've decided to keep may rants on Smallville antics to a minimum. Mainly because a lot of people here just don't want to hear it, and don't believe you can expect a show to stay as good as when it started. So I just point out the completely obvious holes that even they can't fan wank.

    But yeah, the concept for having a device like that in the first place don't make sense. At all. Even on this show.
  22. From the mid-90s to about '99 I read Superman. It started with the death of Superman, through the Reign of Supermen (great story arc), and stopped right before the whole Superman Blue fiasco.

    From what I remember, I never felt like the text was too heavy. And during that time, it most certainly wasn't boring. I can't speak for the rest of the Superman comics from any of the titles outside of that time frame, so all I can say is hang in there. It has to have gotten better by '93.
  23. TL;DR Version: How about making Incarnate Shard reward missions?

    Full Version: So there have been plenty of complaints about the shard rate not being high enough, or that people have gone for hours only to see one or two drop. This complaint has it's validity. We've all had the RNG snub us at one point or another. Nothing's more frustrating than grinding for hours to come away with only half of what you need while someone else on the team is elated they have enough twice over.

    So how about making some missions (not completely unlike Tip Missions) that reward you with a shard drop upon completion. The kicker? They're defeat all maps, with an EB. The maps should be large, and the spawn count high. Whether it's set to -1/1 or not, there should be enough mobs to help maintain the drop rate ratio. Oh, and if it's possible to make this exception, there should be no shard drops from mission foes.

    The desired result I'm aiming for is a way to allow a surefire drop for casual players, that still requires the amount of work the devs want to see in creating an Incarnate enhancement. At the same time, the player knows they are making progress towards their goal - which has been the biggest concern from the player-base.

    Thoughts?
  24. Quote:
    Originally Posted by Rylas View Post
    Thanks Fulmens! I'll be putting all this Prestige to good use!
    And a thank you to _23X_ as well!!
  25. No, it's not another thread about the drop rate. No, this thread pertains to the descriptions for Purple Recipes in their info window. Not the one from right clicking in the recipe window, but from when someone drops the name into chat. Has it always just simply read: "Buy me?"