Samuel_Tow

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  1. Quote:
    Originally Posted by Archon099 View Post
    Yeah, you turn it off, and turn on Cloak of Fear. You merely showed the numbers to justify why I said Cloak of Fear has situational benefits over Oppressive Gloom.
    Err... Do you have any idea how many MORE things are resistant to Fear than are resistant to Stun? Anything robotic is, typically. Also, what I said was Cloak of Fear stacks with Touch of Fear, e.i. Dark Armour works well with Dark Melee. Oppressive Gloom stacks with Cobra Strike, Fault, Lightning Clap, Hand Clap, Stun/Total Focus and Clobber, e.i. Dark Armour works well with Martial Arts, Stone Melee, Electrical Melee, Super Strength, Energy Melee and War Mace. It works with more things via Oppressive Gloom than via Cloak of Fear. Oppressive Gloom's situational benefits outweigh those of Cloak of Fear's. Even if you count extremely minor enemy scatter (which, from experience, I wouldn't) that's still not enough to make up for the cost, unreliability and lack of primary mesh.

    Quote:
    You call 60 damage every second laughable? How much damage does a Dark Blast: Gloom do per second? I doubt it's 60 each tick, maybe with a fulcrum shift. You're saying that having that melting away your hitpoints (EVERY SECOND, mind you), in addition to the damage the enemies deal because they weren't stunned in the first place, isn't a problem? Have you fought warlocks in World of Warcraft? DoT is not to be ignored. It's essentially a HP Regen debuff. How many Dark Armor scrappers have 60 HP regen per second? Let me know when you find one and I'll call completely negating your regen and hurting you on top of it while not providing the desired stun effect is laughable.
    Actually, that's per tick, not per second. The power ticks once every two seconds, so that's more like 30 DPS of self-damage. And as for your actual question, well... Dark Regeneration heals 401.586 points of damage, call it 400, per target affected, capping at 10 targets. That's a full heal off three enemies. A Scrapper at level 50 has 1338.6 hit points, call it 1300, which means that off the 10 enemies draining you, each use will be full health. Dark Regeneration recharges in 30 seconds, which brigs us to about 43 points of regeneration per second of use. Natural regeneration is full health in 240 seconds, which means you regenerate another 5-6 points per second anyway. Together, they more than outpace the self-damage from Oppressive Gloom just from doing nothing.

    I had it calculated somewhere at some point that an average spawn of five even con minions are going to deal about 200-220 DPS on your just between them. I would consider 30 more to be largely meaningless, especially considering that 30 DPS you're self-inflicting means, by and large, that you are taking exactly ZERO damage from these five minions. Yeah, if they're Jaegers, maybe that won't work, but ourside the very few corner cases of stun-resistant minions, you are expending almost nothing while buying yourself almost complete mitigation. In a set with 7 toggles, that means a lot.

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    Again, as I said I turn it off when there is a hard hitting boss or other stun resistant enemies because it has LESS use than Cloak of Fear in that instance. I didn't say that it would kill you, but that it will be WORSE for you. I was merely defending Cloak of Fear, not bashing Oppressive Gloom. I have and use both where they are applicable.
    Yes, and you don't use Cobra Strike on Night Widows, the Anathema, Zeust Titans, etc, but that doesn't make it worse than Touch of Fear against... Zeus Titans, the Anathema, Mech Men, etc. Each power has its uses. Quoting an extreme corner case and citing the difference in utility, while perfectly true, is also perfectly meaningless. It's like saying you turn off Super Jump when you fight, therefore it must be worse than Combat Jumping. No, it's just useful in different situations. And, again, I can count the situations where Oppressive Gloom is unusable on the fingers of one hand. I don't consider taking a whole other power and 6-slotting it just for those extremely rare situations where Oppressive Gloom isn't working to be worth it.

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    Hey, I'm a huge fan of unconventional teaming. My Earth/Storm/Ice controller can replace a tanker and keep the team alive just fine. I don't believe EVERY team NEEDS a tank. That's ridiculous. What I have been discussing is TANKS, not necessarily TANKERS. There is a difference in terminology there. A tank has the job of taking the aggro, and a tanker is a durable hero archetype with average damage. Not the same thing.
    I'm aware of your choice of terminology, but again, you're shooting for only part of the whole. Stealth powers very much do have their uses for Brutes, and even Tankers, because Brutes, and even Tankers do more than just tank, and they sometimes even solo, surprisingly. If you want to fill a specific subset role of your choosing, then that's fine, but finding a power inappropriate for that one specific role doesn't really justify the argument that this power is generally bad. It's not useful for that one role you have in mind, but then that one role isn't all you can do with the AT. And I'm not even talking about aberrations like Offenders and petless Masterminds. A Brute can indeed choose to tank, for which a stealth power may or may not be appropriate. A Brute may also choose to deal damage, for which a stealth power is perfectly useful.

    Quote:
    Try having your non-robotic pets tank for you on aggressive stance if you have a set other than Forcefields. Especially thugs, dang those things die so fast. For example, Thugs/Poison, or Thugs/Pain Dom. You are saying that since a few builds of MMs can tank, MMs are tanks.
    Been there, done that. I've tried a Thugs/Dark Mastermind, and he's capable of debuffing his enemies into the toilet before they can even think about touching his thugs. I've taken a Mercs/Traps to 50. He can both buff his henchmen considerably and debuff the enemies into bunny rabbits. I've tried a Nercomancy/Dark Mastermind, and he's not only good at debuffing, but has enough damage output to put a Scrapper to shame. Friend of mine played a Bots/Poison Mastermind and kept complaining nothing could kill him as he soloed AVs. I've literally and figuratively fallen asleep at the keybaord and, outside of the few specific enemies who hurt Masterminds pretty bad, never had a problem surviving, or indeed filling in for much of the rest of the team.

    I'm saying Masterminds are tanks because every single combo can tank. Some do it on auto-pilot, others have to try, but they can all manage it if the Mastermind has his game on.

    That's also something that comes straight out of the mouths of the developers - Masterminds were intended to be the Tanker counterpart of City of Villains. They've been careful not to claim that's what they ended up being, but they've never denied that's what they were envisioned and originally designed as.

    --

    As far as stealth suppression goes, there is a simple rule as far as I can tell - stealth powers in melee defence sets never suppress, all other stealth powers suppress. Except Hide, which also suppresses, despite being in a melee defence set. Stealth powers which suppress lose half to 2/3 of their defence and lose all of their stealth radius. Stealth powers that do not suppress lose nothing.

    A difference needs to be made between your stealth suppressing, and enemies being able to see you. Stealth, as a mechanic, reduces enemy sight radius, so you can get closer to enemies before they spot you. After an enemy has aggroed on you, however, stealth is irrelevant, because they don't need to see you to know where you are and attack you. It seems as though Cloak of Darkness/Energy Cloak suppress, because enemies aggroed on you will see you through them, but enemies NOT aggroed on will not. This allows you to fight in greater proximity to unaggroed spawns in safety, and as such allows you greater mobility. Cloaking Device, on the other hand, kills your stealth as soon as it suppresses, so not only will the spawn you attacked aggro on you, but so will neighbouring spawns which can now see you from farther away.

    In either case, it doesn't matter much to a tank. Enemies who have already registered the tank's presence will ignore stealth anyway. All a tank needs to do is act and announce his presence, and enemies will shift focus to him. Either way, for a tank to truly be in control, he has to have taunt effects on the enemies, and once you have those, stealth radius is irrelevant.
  2. Quote:
    Originally Posted by Smokefire View Post
    You got a point there bro, but, if you pay attention to the orange numbers over the head of your victim, you may be able to see which damage type hurts them more...
    You meet a Voltaic Tank. Which damage type would you use against him? I wouldn't know, since I don't remember, but since Crey Tanks have different resistances from Crey Protectors, who have different resistances from agents and security guards, who have different resistances from scientists, who have different resistances from Paragon Protectors. I guess I could could cycle my damage types on them and try to figure it out on the spot, but with virtually every type of enemy in a lot of enemy factions having a different set, it's purely impractical to trial-and-error it every time, and it's even harder to remember them.

    And keep in mind, on your average team you could fight Crey, then Malta, then Carnies, then Rikti, then Circle of Thonrs, then Soldiers of Rularuu, then Rikti again and so on and so forth. It's easy to remember who is resistant to what status effect, because barely anyone ever is. It's not as easy to remember which of the eight damage types each of the literally thousands of NPCs you meet is weak and strong against.
  3. Quote:
    Originally Posted by Archon099 View Post
    Stealth on a tank is annoying at worst and ineffective at best. The tank wants to be seen. To not be seen means that your friends are next on your enemies' list.
    Stealth suppresses. End of story. Play the tank, take the lead, land the first strike and you are first on the hit list of all enemies that matter. Why is that so hard to accept? Is direct line of sight the only way tanks can tank? A real, actual Tanker has Taunt, a Taunt aura and Gauntlet, to say nothing of the ability to be proactive and do his job. Something is shooting at your friends? PUNCH IT! That's all it takes. Stealth or no stealth.

    Quote:
    Even if the tank has stealth and you like it, what happens the moment you affect or are affected by an enemy? It's gone. Now you are left with the defenses of Combat Jumping with the endurance cost of an armor. That's what stealth moves provide roughly. Stealth suppresses.
    You say that as though the stealth on any AT does anything else. Unless you want to argue that stealth as an overall mechanic is useless (everything you affect sees you and you cannot hide from it), then simply avoid trying to claim stealth on a Tank is any more or less useful than stealth on a Blaster or stealth on a Scrapper. Stealth's only uses, Hide notwithstanding (as that's not merely stealth) is to avoid trouble until you are ready to cause trouble. If you have a team who can't keep their pants on and rush ahead of the tank all the time, that's their problem.

    Quote:
    Also, even though not all brutes are tanks, what person is meant to tank then for villains? They don't have Tankers, and MM pets (although good at soaking up aggro) can't survive it long. Brutes are tanks in the sense that Fire tanks are tanks. They deal tons of damage to get attention and hope to kill everything before their lack of sturdiness is overcome.
    Utter nonsense. Brutes are no more tanks than Scrappers. Masterminds are, when played right, more sturdy than Brutes. Even though many Mastermind players forget this, a Mastermind has a secondary, which is very heavy support. A Forcefields Mastermind can give enough defence to his henchmen to put a SR Brute to shame, and if he stacks that on top of Robotics, he can soft-cap his henchmen. A Henchman killed is easily resummoned and reupgraded. Henchmen also have a rather high threat rating and tend to catch the attention of NPCs a lot.

    Or, you know, NO-ONE could tank. This nonsense about needing a tank, healer and damage dealer plain and simply isn't needed in City of Heroes, and ESPECIALLY in City of Villains. All of the CoV ATs are made to be self-sufficient to a large extent. They can all deal damage, they can all take care of themselves, they can all contribute. Trying to reduce one to "tank" only serves to neuter that AT's other capacities. Brutes deal damage. A LOT of damage. Trying to sell them as tanks is a bad move.

    Quote:
    As for Cloak of Fear, it's a very useful power. Slot 3 end reducers, an acc, and 2 acc debuffs and you have a nice armor that can sometimes even afflict bosses. One oversight I have found with it though is Dark Armor: Death Shroud. Since damage breaks fear for one attack, the constant pulse of damage will keep them attacking you anyway. I think they need to fix that somehow, but I can't think of a way without making all other fear powers overpowered. Another time that Cloak of Fear trumps Oppressive Gloom is against bosses. As I mentioned earlier, Cloak of Fear can overlap on a boss, but Oppressive Gloom can't usually.
    You're wrong on both accounts. First of all, Fear only breaks once every five seconds. More importantly, though, no, Cloak of Fear does not stack itself on bosses. It does not stack with itself at all. Check City of Data and you'll see each of the effects has "Effect does not stack from same caster" appended. Even if you can get two ticks to overlap with each other (which may be doable) you'll only have the second simply override the first.

    Quote:
    Not only that, but Oppressive Gloom eats away at your hitpoints for every enemy it ATTEMPTS to afflict, even if they are immune. Large spawns of stun resistant enemies and bosses, like Nemesis Jaegers and Warhulks will drain away your health. That armor hurts your HP a little bit in the hope that it will prevent enough damage by stunning things that you'll win out in the end, but if they are all immune, you will melt away HP like there's no tomorrow.
    If things are immune, turn the toggle off. The damage per enemy is laughable. 6.26 points total, capping at 10 targets for a little over 60 points of damage at level 50. Something as simple as a single Jaeger will hit you for upwards of 100 on a single attack, and being surrounded by 10 would cost you far, far, FAR more in attacks than the toggle will ever cost you to run. And unlike Cloak of Fear, attacking your enemies does not break the effect. Furthermore, unlike Cloak of Fear, which has some of the game's WORST accuracy (0.67 base, which you cannot get to decent levels at all), Oppressive Gloom has standard 1.0 accuracy, which means that even with a single enhancement, you're going to hit just about everything every time, and only fail to affect the exceedingly few things that are resistant to it. And if you're anything aside from Dark Melee, you have a better chance of being able to stack-stun bosses with it. Super Strength, Stone Melee, Energy Melee, War Mace and Martial Arts each have access to an in-set stun, whereas only Dark Melee has access to an in-set Fear. And even THAT has such a duration-to-recharge ratio that you can out and out stack it with itself.

    Cloak of Fear does less, costs more, is all but incompatible with Oppressive Gloom, and has only one, single benefit over it - enemies don't wander. Which doesn't really matter all that much in the long run.

    Quote:
    Also, continual balancing of a game is called maintenance in the world of software engineering. Not working as intended is a good example of something requiring maintenance.
    This is complete nonsense. If they didn't intend to balance powers as they are balanced now, they wouldn't have balanced them like this. It's like filing a lottery ticket, not getting the right numbers and calling it a bug. Or like one day realising that you don't like half the songs in your playlist any more and calling that a bug. Things change. Problems come to light. Opinions shift. It's hypocritical to use hindsight to use completely intentional, working-as-intended decisions at the time "bugs." This isn't maintenance, it's continual development. Unless you want to suggest that the game could have been made perfect but wasn't, and all the development since April 2004 has been fixing mistakes made in development, this is nothing but nonsense.

    You can feel free to share your opinions and point out problems with powers as you see them. Just as I'm free to disagree with your opinion on the matter. I would advise you, however, to stop just shy of passing your opinion off as fact.
  4. Quote:
    Originally Posted by Arnabas View Post
    All I am saying is that I would like more options. All that has to be done is change the animations in some cases. I still believe DB would look just as good with Escrima sticks. As someone said, you can't stab someone with them, but you can certainly jab them in the gut.
    Except you'll still be dealing LETHAL damage, e.i. cutting damage. Explain to me how you cut with a club.

    Quote:
    As for the comment that if you can pull punches to not kill with super strength, then you can do it with swords, that doesn't make sense. As an adult, I can punch a little kid with enough force to seriously injure him or I can throw a punch that barely bruises him. I can even throw a punch that he barely feels. Injury from punching is based on impact. Sword damage is cutting damage. So if I "pull my punches" with a sword, then I go from major damage to no damage, unless I am using it as a club, hitting with the cliche flat of the blade. I can do that, but why have a sword then? Why not a club or something. Silly comparission.
    That's a load of nonsense. Are you saying that so much as nicking a person means killing them? Real life doesn't work that way. You can't just stick a knife anywhere into a person and expect them to expire like they would in, say, in the Green Beret video game. You either have to apply SIGNIFICANT force, hit the right place, or stab enough times to where your victim dies of simple blood loss quickly. Or are we suddenly suggesting that "any injury" equals "killing?"

    If I shoot a guy in both shoulders and both legs, he's useless, but he's still very much alive. If I slice through a guy's triceps, his whole hand is next to useless. It's injury, yes. Sometimes even severe injury. But it's not killing, not if your super abilities allow you to pull that off correctly. Are we going to claim that punching people doesn't injure them? Hit someone hard enough to knock them out, and you're likely to cause damage that's MORE life-threatening than a gunshot wound to the leg, but is it more acceptable because it LOOKS less bloody?

    In fact, this is entirely how police officers are trained to respond to threat - via escalating force. Police officers don't shoot for the head at the first sign of trouble, and I'm fairly certain any policeman who does is facing some serious disciplinary action. Verbal warning first, if those don't work then limb shots, and only in extreme situations should they resort to body shots, the idea being to try and stop the person without killing him.

    This whole idea that you have to stop villains without so much as hurting them is silly. As long as he lives, he'll have to deal with broken bones, gunshot wounds, cuts and bruises.
  5. Quote:
    Originally Posted by BBQ_Pork View Post
    Well, you would be designing a whole new set, so throwing something like Surveillence or Power Analyzer into it would be possible.
    But then, let's say you also add Aim. (I'm assuming a Blaster Set.)
    You have Seven powers left. If you have one attack with each damage type, then the knowledge that Surveillence gives you won't do much good, as you have only one power to try to lean on the most (whatever critter is weak to) and one or two powers to avoid using for that encounter (unless nothing else is recharged or they have a useful secondary effect). You'll still be shooting off mostly the same attack chain each mission, as a character doesn't have full access to it's Primary for most of it's career.

    The other option would be to have the powerset just have three generic attacks (two single target and an AoE, possibly leaning on Smashing/ Lethal?) early in the set, Aim and Surveillence slightly later and at the end have four non-stacking powers that boost or shift the damage types of the generic attacks towards certain damage types?
    For these four powers, I'm thinking of something that's like Fiery Embrace, but more extreme in it's effect.
    Yeah, that's the other big thing. You need a whole arsenal to truly exploit a weakness. Just one or two powers won't cut it. Assault Rifle Blasters can sort of get around lethal damage resistance via Flamethrower and Ignite, but the effect of this is extremely limited, because they're just two powers, and not the set's very most powerful, either. And, if we give each power its own damage mod, then what if your "heavy hitter" is fire and your low-damage control is ice? What do you do against a demon resistant to fire and weak to cold, then? Even HAVING the power doesn't mean it'll be very useful if it doesn't do enough damage.

    The reason I brought this up was that we discussed something like that in one of the Dual Handguns powerset proposals back when the set was first announced. An idea that you could have a whole set doing all Lethal damage, but that you could replace a lot of that with elemental damage. I believe back then I was thinking an extra fire or an extra energy component. That way you'd have a full set of attacks, all keyed to the element that your enemy is most vulnerable to.

    Even with such a setup, however, it's still not a very good plan. The thing is, the game is clearly biassed against certain damage types and highly vulnerable to others. Lethal gets the short end of the stick, with every hard target being resistant to it, while Dark is actually quite rarely resisted outside of Spectral Demons and Husks. The game's enemies, in fact, are not balanced around having variable damage types, as not many of them actually have meaningful strengths and weaknesses. And even if they did, exploiting them requires that you KNOW what those strengths and weaknesses are. Even if you have Surveillance, that doesn't actually help too much, because Surveillance is on a 20-second recharge and checks only one enemy. Each enemy faction has a variety of members, often each with their own unique resistances. Checking each before combat is unworkable, and remembering each is VERY difficult.

    If the game were simpler in that regard, or had vulnerabilities that were easier to infer, that might have been a good idea. Right now, though, it's more work to actually use than it's worth.
  6. Quote:
    Originally Posted by Mr. NoPants View Post
    The rollingfacedesk is a hard maneuver.
    I was wondering how to combine them! /em rollingfacedesk it is!
  7. Quote:
    Originally Posted by Leo_G View Post
    Well, I didn't say it would be *bad* solo, just not spectacular. I mean, how does Psychic Blast rank in blaster set?
    I haven't gotten Psychic Blast high enough to tell (only 20, I think), but I know Assault Rifle suffers from this BIG TIME. With only two real single-target attacks and a spawn, just about every boss, and every boss resistant to lethal in particular, is a PAIN. As well, the set excels at AoE damage of a magnitude that a solo Blaster isn't likely to survive the return fire from. Trust me, I've tried. On a team, it's fire and forget. I can fall asleep on my attack key and my team will love me because of the ludicrous damage output over AoE. Solo, though, that AoE doesn't get as much mileage, and the lack of serious killing speed REALLY hurts.

    That's as compared to, say, a Fire Blaster who can outright kill in the blink of an eye, or an Ice Blaster, who can both deal upfront damage AND leverage much stronger control. Assault Rifle just lags behind in solo potential, and that shows.

    Quote:
    Lastly, why the heck does the set (suggested by the OP) do nearly every damage type in the game? What is the theme/concept of the set to do that!? Does it actually *need* to do that? I can see 2-3 dmg types, but why the heck use all of them?
    I believe the idea was for this to be an "Everything Blast." I can't exactly disagree with the general premise, because a set which switches damage types on the fly can be interesting. I kind of question the ability to design one, because you'd have to pick one element to be the strongest to nuke with. More than that, the merit of having different damage types available to you, while interesting, isn't actually something that's terribly useful. Even with good, long-term knowledge of the game, few people would know what to do with their powers, what is weak to what, what is strong to what and so on. There is no good reference material for this. You can sort of draw from Red Tomax, but only if you know each faction's system name, and powers like Surveillance and the Power Analyser aren't very common.

    All in all, in a few instances, multiple damage types can be a boon. A lot of the time, though, people don't know when these instances are, and there's no good way to check, or indeed remember. And, what's more, a multiple-damage-type set would be a lot more interesting with the ability to switch damage types on all attacks, not just have one attack be one and the other another.
  8. Quote:
    Originally Posted by Carnifax View Post
    As far as I remember you're able to ring contacts in it and from it as well (I wonder what the Roaming Charges are for calling from 2000 years into the past?)
    That's actually explained, or at least mentioned. It's the same way you can "phone home" from the Shadow Shard. In the case of the 'Shard, you phone Firebase Zulu, who route the call back to Portal Corp through the portal. In Cimerora, I believe Montague or the Senator explained that they has some inexplicable magical means of communicating, which I would assume routes back to the midnighters' club and from there into the city phone lines. It's forced, but it's also more convenient than it is immersion-breaking.
  9. Quote:
    Originally Posted by IanTheM1 View Post
    I'm going to make the assumption (retcon or not) that Jump Bots do not refer to the act of jumping itself, but rather that they are traditionally deployed from aerial vehicles. Of course, instead of a parachute, they're equipped with a big honkin' rocket booster.

    Edit: Yeah, I just looked this up on ParagonWiki, and it's a straight-up retcon, but dangit, why would you build a jumping robot? Enjoy my fanon.
    Far as I'm concerned, a "Jump Bot" is in the same vein as a "jump jet." They don't specifically JUMP, they just have some limited ability to fly which is easier to sell as a "Jump Bot," rather than as a "Bot which can fly, kind of, but for short periods of time and with some other limitations." That'd be kind of hard to fit on top a target box.

    They have jet packs on their backs. They fly, even if their info says otherwise.
  10. Quote:
    Originally Posted by ToySoldierZolgar View Post
    In Coh, it's more direct than that. It means, quite simply, on average how much damage your character will deal in a second, presuming no lag or down time on your part. This gives us an ultimately subjective value that isn't really based off of anything but.
    "My attack chain took 10 seconds to complete, and dealt 1000 damage, so my DPS is 100."
    It doesn't matter whether that attack chain is 1 attack that dealt 1000 damage straight up, or 10 attack that dealt 100, or 2 attacks that both dealt 5 ticks of 100 damage.
    It's subjective, but not unpredictable. IF you know the DPS of each of your powers and also know, on average, how long you let it lapse, you can still get a good estimate as to what DPS you're actually getting out of your attacks with your own playstyle. If you have a calculated, optimized attack chain, then you can actually predict that with quite a bit of certainty, though circumstances will, obviously, always skew results.

    Each attack has a cycle, which is how long it takes for it to animate and recharge, so that it can be used again. Not all attacks are often used with that cycle, however, as animation time is a big factor in City of Heroes, and you plain aren't always able to activate attacks as they recharge. From experience, I can say that, by and large, long-recharge, high-damage attacks usually get used close to, if not exactly to their cycle. They spend a considerably longer time recharging than they do animating, so it both feels natural and makes sense. Small attacks, on average, get used when big attacks aren't available, or when a low-health enemy needs to be chipped to death where a big attack would be a waste of energy.

    As such, specific playstyle preferences notwithstanding, you can assume that the theoretical DPS of big attacks is likely to be close to reality, whereas the theoretical DPS on small attacks is likely to be markedly smaller, unless you specifically opt to use them as much as possible. If I had to guess, I'd say that's why larger attacks are balanced with recharge such that their DPS is lower. It may be lower, but they get used closer to their actual DPS than the smaller attacks with a higher DPS, which tends to even things out on average.
  11. Quote:
    Originally Posted by Leo_G View Post
    A question for anyone still reading the thread:

    I think the idea is interesting but yeah, there will be issues...So what if, solo, the set is 'meh' because you have to wait for the full effect of your damage...but what if, on teams, it's like the 'Silent Aggro-less killer'?

    Well, not actually aggro*less* but less aggro. So while a fire blaster can still yank aggro off a Tanker on occasion, the aforementioned DoT blast set can stay under the radar even with a Scrapper tanking.

    Again, if the set had a summoned pet that tagged aggro to itself (and applying a smidgen of DoT itself) while you're throwing out some of yours, it's 'less aggro' status is even useful while solo.

    Heck, the set's secondary effect could be 'Less Aggro' across all powers. How funny would it be to run in after a *Scrapper*, let go your DoT nuke, the enemies are still focused on the Scrap while you scurry behind cover to pop inspirations to recover from the crash, and *then* the enemy is all "Hey! That blaster just nuked us! Get hi*gulhk*" *fallsover dead*?
    It's an interesting idea, but I'm not a fan of Blaster sets that are even MORE team-inclined. Almost all meaningful problems a Blaster can face all but go away on a team if you keep your head in the game, which is, looked at inversely, penalty enough for not playing on a team. Having a set that is even WORSE at solo for the benefit of being better on a team isn't something I can get behind.
  12. This thread is full of traditionalist misconceptions. The idea that melee don't like knockback is a farce, especially in this case. A power with PBAoE knockback and a steep cost isn't intended to be run like a shield all the time, it's designed to help the stalker break from a fight and run away to hide, which with the 8-second timer is actually very handy. The way you can use Caltrops or Smoke Bomb, in fact.

    The notion that Tankers don't want stealth is silly, but the notion that Brutes don't want stealth is outright absurd. Brutes ARE NOT TANKS. They have never been tanks, and no matter how hard people try, they never will be. They CAN tank, yes, but a lot of things can tank while simultaneously not being tanks. Brutes are damage dealers. Energy Aura and Dark Armour, in particular, are sets which are somewhat less durable in stand-and-fight situations, so the stealth component is there to prevent the Brute from aggroing the world. It also helps the Brute to get into position easier before the enemy open up. It gives much greater freedom of movement.

    Dark Armour is not a weaker set than any of the others, knockback weakness notwithstanding. If you try to rely on your three shields only, you are going to die. Dark Armour has more tools than just that. It has control powers, it has a mean heal, and it even has a self-resurrect power. Using it is NOT shameful. It's not as durable if you just let enemies beat on you, but it's still very strong if you stay active.

    Power design which ends up bad is not a bug, especially not power design YOU don't like or don't use. Even if the developers up and change it, that doesn't make it a bug. These are balance issues. They are done deliberately and thought to be the correct way to do things at the time. Opinions change, circumstances shift and powers get altered. A power getting changed, even drastically, is not a bug and its fix, it is the continual balancing of the game.

    That's not to say all powers are good and none need to be looked at or altered. I, for one, HATE Repulsion Field clones because they cost an ungodly amount and are all but worthless for anything more than escaping and running away. Especially in Forcefields, where you have the much cheaper, much more useful Force Bubble. On a Stalker, a Repulsion Field clone is only marginally justified. I also despise Cloak of Fear. Its effects is very minor, but its cost is incredibly high AND the set has Oppressive Gloom virtually for free anyway.

    *edit*
    And don't even get me started on damage auras in Blaster secondaries!
  13. Quote:
    Originally Posted by NeverDark View Post
    Definitely wasn't in closed beta. Combing through the Dev Digest, there's nothing related to it at all.
    I have to say the above, posted right after a dev post mentioning the exact thing in question, has got to be some of the meanest irony I've seen in years. And I don't mean that in a bad way. It's just one of those instances when the universe as a whole simply turns around and moons you
  14. Quote:
    Originally Posted by Nethergoat View Post
    I wish you hadn't disabled rep so I could just +rep you for this fine vision, but since you have I am forced to post for no other reason than congratulating you on making me LOL.
    Well, you can still give me reputation and it'll show up in my User CP. I check that regularly. It just won't show up next to my posts, but it's the comments I enjoy more than the points, themselves, anyway
  15. The terminology here is all over the map.

    DOT stands for Damage Over Time, and is, in this game, usually used to refer to the damage delivered by powers with damage over time components. DPS stands for Damage Per Second, and is used generally everywhere to refer to the damage delivered by a power over repeated uses over time. "DOT" in this case isn't a metric, it's a damage delivery system identifier. DPS is a metric, and it's calculated the full damage delivered by a power, divided by the sum of that power's recharge and animation times. Whether this power delivers its damage upfront, delayed or gradually doesn't matter, because the sum total of damage is taken as a single unit.

    DPS is a metric which is "per second," but to illustrate the concept, we can calculate it per minute. What it will mean then is, if you cycle the same power over and over for a minute, how much damage will you have done in 60 seconds. Whether the power delivers its damage instantly upon casting or via DoT doesn't matter in this case.

    Because of the above, saying "DOT can be more damaging than straight DPS" has no meaning. It's like saying lettuce is more than bricks. For a "DOT set" to deal more damage over time than a "straight DPS set," the former's attacks have to either recharge faster than the latter's, or they have to do more cumulative damage. There is a formula by which almost all attacks are calculated, which always gives a specific relationship between endurance cost, damage and recharge time. If you make the power do more damage per application, this raises both its cost and recharge. You can break this formula, but not by a lot, or powers become REALLY out of scale. For this "DOT set" to be truly meaningful, it has to both do a LOT more damage than a regular set, as well as do that damage over a LOT longer. I'm not talking a couple of seconds - this doesn't matter. I'm talking 5-10 seconds worth of DOT, and that's too much for a Blaster to survive on.

    Generally, I don't see why a set has to be hamstrung on delivering its damage over time. I'm not opposed to a multi-element set, but I'm not a fan of it being all DOT. There's no reason for it.
  16. Quote:
    Originally Posted by Juteboxhero View Post
    Agreed. When I get offered the chance I will turn it down. I do not find enjoy in playing a half finish games and report bugs, do not have time for that. I pay to play for fun. Besides I can wait for any game to come out live; those that get in the beta just means you will play the content and get bored of it sooner.

    Also this question that the OP asked, I am sorry, is a stupid question and really did not deserve the waste thread space.
    To be fair, if this is anything like CoV Beta, it won't be a full-time job. Back then, we only got the servers up for a few hours a day, not every day. And even then, for me it was usually 1 AM to around 5 AM or some such.
  17. Quote:
    Originally Posted by Lucretia_MacEvil View Post
    On teams, I usually have no problem with being referred to according to the gender of my character, since they're all female and so am I (this was a decision I made on purpose to avoid the kind of confusion that could result from me playing a male character). However, since this is a computer game, and since computer games have a higher percentage of male players than female players, I occasionally run into someone insisting that I'm a guy, even after I tell them I'm not.

    Why do they do this? They don't know me in RL, so how would they know? I'm around my dad and my brother more than my mom (even though we all live in the same house), so sometimes I "sound" like a guy. I'm also fairly into sci-fi movies and books (although not the military sci-fi books), which leads some to dispute my proclaimed gender (there are several other facts that would "rule against" my femininity, but I don't want this post to be my usual wall of text). I've had several people conclude that I'm a gay guy, and even one who was sure that I "used to be a guy". This gives me endless headaches when it happens, and usually leads to me leaving the team.
    Many men are insecure idiots who feel threatened by a woman who doesn't fit their narrow-minded view of what a woman should be. If a woman ends up being outgoing, shares their interests and acts like one of them, even a little, they feel their masculinity threatened, and could resort to all manner of stupidity to try to preserve it, denying the truth being the most readily available. I've met a few of those, myself, both online and in real life, and I was never charmed. I wouldn't fault you for quitting a team with such people on it.

    And I have to agree with you in general. It's good form to address people however they wish to be addressed. I generally don't care what the gender of people I play with is, as the things for which gender matters rarely occur over the 'net, and mentions of it come up equally rarely. For that reason, addressing a person by the gender of their characters is usually a solid fall-back when you have no other information to work with.

    *edit*
    There is this misconception that women don't play female characters, so meeting one who does can cause some men's brains to crash and reboot.
  18. I have a choice between *rolleyes* *facepalm* and *headdesk*. Which one would you advise me to choose?
  19. Quote:
    Originally Posted by Arcanaville View Post
    We don't really need a new system per se: my guess is that positional defense and damage-type-oriented defense were conceptually intended to separate evasion and deflection/absorption. However, they just aren't used that way in the game.
    It doesn't need to be another to-hit check, per se, but the tools required to defeat evasion overlap with the tools required to defeat deflection only tangentially. Having armour piercing rounds makes no difference in how easy it is to hit something, for instance, and being a good shot is only marginally useful against the human equivalent of a main battle tank. Yes, you can aim for the weak points, sort of, but that's by far the less effective method.

    The only reason I say "a separate system" is because it's difficult for me to envision a unified system handling those in such a way as to make sense practically. As others have mentioned, it's a lot like how uniform holds are. Controlling someone's mind, freezing them in a block of ice, choking them with smoke, sending them into seizures with electricity and so on count for the same thing, even though thematically, they shouldn't be. But I wouldn't make an argument for or against it, because holds are far too diverse and far too difficult to account for more specifically. I don't, however, enjoy such thematically different and monolithic concepts being treated as some kind of common middle ground.
  20. Quote:
    Originally Posted by galadiman View Post
    Yeah, but in Rolemaster, if you rolled a 66, you usually chopped a guy's head right off. Srs Bsns.

    Sometimes, even with a baseball bat. You think I kid.
    In Arcanum, a friend of mine managed to score a critical miss, causing him to slice his head clean off with a small dagger. In a single slice, no less. Neither of us, to this day, has any idea how that was supposed to work.
  21. Quote:
    Originally Posted by __Eh__ View Post
    How do you ladies in this game address the child in the mother's womb, when you have no idea whether it will be a boy or a girl? Surely not as an 'it'...
    In English, "it" is a pronoun reserved for inanimate objects or sufficiently non-sympathetic animals. However, the "third gender" is not always the same in all languages. In mine, for instance, it's called a middle gender, and is used to refer to nouns ending in a few specific pronouns, usually reserved either for something small, something insignificant or something strange, or just for random things my ancestors decided were a "middle gender." Like bicycle, lake, button an so on. And, yes, even child. So, my gut instinct is to say the same thing in English - it, the child.

    On the one hand, English's lack of a STRONG gender-neutral pronoun makes it hard to talk about people in general, not one gender in specific. On the other hand, it also makes it hard to talk about small animals without either demeaning them into objects, or checking out to see if it's a boy or a girl. In my language, for instance, a dog is always an "it." In English, a grown-up adult dog is usually referred to as either he or she, which is kind of confusing if you're addressing someone else's dog.
  22. I'm a 60 month veteran and I'm not in beta. Assuming everyone with a badge is doesn't seem like a safe bet.
  23. Quote:
    Originally Posted by Leo_G View Post
    I don't really consider most of the names that complicated though. The names that I'm attached to though, are Crimson Sky (what *other* name would a knockup spear attack have?), Iron Stitch and Rain of Spears.
    I'm not sure I'm too hot on Crimson Sky and Iron Stitch, but I can't say I have anything against them. I have to say, though, that I LOVE Rain of Spears I don't why that is, just the way it sounds and the mental image it invokes is priceless. It also seems to be one of the simpler names, despite being long. Either way, I can live with the names without complaint.

    Quote:
    On an aside, I don't believe anyone has yet explained why a spear would lower resistance...
    Well, and keep in mind I'm making things up as I go along, I would expect a large spear to create quite serious, large open wounds on each strike, cutting protection out of the way. Subsequent hits can, therefore, hit this exposed weakness and do extra damage. I mean it's not ideal, but it doesn't have to be.
  24. Quote:
    Originally Posted by KaliMagdalene View Post
    Er, that's what I just said. It's just separating bludgeoning damage out from slashing and piercing damage, that's all.
    Oh, I agree with you. It's just that this notion that hitting people is any less deadly than shooting them, while OBVIOUSLY true in real life, doesn't really hold water in City of Heroes. If a player can claim a hero pulls his punches and doesn't cave in the skulls of people even though he can punch through concrete, why is it such a stretch to think that a swordsman or a gunslinger isn't able to pull his punches and shoot to incapacitate, rather than kill?
  25. Quote:
    Originally Posted by DarkGob View Post
    Emphasis mine on "non-magnetic" -- making him more than a match for a superpowered villain like, say, Magneto. (Although I suppose he could still use his powers to choke Luke Cage with his own tiara...)
    It's often surprising how, in fiction, all metals are magnetic. No exception. If it's metal, you can stick a magnet to it, and Magneto can tie it into knots. It doesn't matter what the metal actually is, because all metals are apparently magnetic. Which, as any kid who's taken a magnet outside the house will tell you, isn't true. The dang thing doesn't stick to half the metals out there!