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I really shouldn't be surprised, but man has this thread grown since I checked it last. Pardon me for bringing up a few points that have since been buried...
Quote:Seriously? I know I have the equation around somewhere, but I never actually sat down to realize how generous it actually was. When described like that... obscene...Without getting into too much detail, AoEs in CoH are balanced around hitting very small numbers of targets - usually between two and three, depending on an AoE formula which to this day I'm not sure what the person who made it was thinking. In particular, for spherical AoEs the formula presumes that a spherical AoE will hit (or rather is balanced around hitting) 1 target, plus 1 target for every six and a half feet of radius. In other words, a spherical AoE 25 feet in diameter is balanced around hitting three things.
Quote:You want average performance and best performance to fall within a manageable range. Fireball can hit one target, or 16. It can have 17s cycle time, or 12s cycle time or even 4.2s cycle time in theory. Its range of damage output value (before counting damage buffs and slotting ranges) is about a factor of 65.
Balancing for a theoretical range of 65 is just setting yourself up for failure.
There are other things the devs could do to try to temper AoEs, but it may be too late to do now.
Thanks for the explanation.
Quote:You are taking two separate statements about different things. Nerfing shield charge nerfs the benefits derived from the skill it took to plan out and acquire the material to make a good shield defense character.
Buffing something reduces the skill of building (and playing) a set. Take Invuln before the def set bonus change - it was hard, if not impossible to soft cap it. Now, post change, it can be with a bit of work. Same goes for playing a set, buffing it makes it easier to get better performance, ergo nerfing "skill."
On the other hand, nerfing increases skill required because it means a player has to build / play better for similar performance as before.
Consider, they've nerfed perma-god modes like Unstoppable / Elude so that they can't be permaed with 6 enhancements. (They can't be permaed at all.) Instead, players now have to create IO builds around maximizing +def while trying to maintain other important stats (such as acc, dmg, +rech, regen, recov, etc).
Quote:Every point of data on a trendline need not conform to the line for the trend to be valid. Khan is the perfect example giant reservoir of hitpoints that much of the team can set an autofire and go afk for predictable amounts of time. ( I have done that even on masters of)
Yes, the Khan TF is the easiest of the TFs they've added recently (haven't done the new Posi yet). It is a good dps check, though. Like I said, I four manned it, under master settings, in 53 minutes while full groups have taken that long just on Reichsman.
Learning to survive is fairly easy. Learning how to deal good dps is much harder. Why? When soloing, you can kill spawns fast enough even when using skills inefficiently. The game also doesn't provide good feedback when you're not doing as much damage as you could. If you don't survive well enough, you die. There is also the unique dpa mechanic where the hardest hitting power isn't always the best for dealing damage.
So, yeah, you can put a power on auto and walk away, but you're making it take far longer than it needs to.
How about Protean? Yet another boss that's more than a simple tank and spank. (Kinda like Ghost Widow's heal, but avoidable via skill rather than raw defense.)
Quote:The only skill involved in those events is picking a server with a large population.
Likewise, Lord Winter doesn't require a plethora of people to down him, either. I think Lord WInter is one of the best designed encounters I've seen. Why?
First, the encounter isn't just a tank and spank. There are adds (summoned snow beasts and winter lights) as well as AV every 25% health. There is target switching and movement.
Second, there are a lot of powers / debuffs being thrown around, so it's likely to hit everyone with some form of kryptonite. Lord Winter deals Cold/Lethal/Smash damage, the cold being resisted far less than others. There is a lot of recharge debuffing, crowd control (hold/sleep), detoggles effects, and end drains. The northern lights he summon also debuff defense. The effects by themselves never felt oppressive, but were enough to keep me on my toes. My WP/Fire Tanker is very survivable, but there were enough effects being thrown around that I couldn't just idly sit by and not react to it.
To top it off, there is a time limit, so you can't just put an attack on auto and walk away.
That encounter is challenging, but also very fun. (I've done it in 8 man teams before, so you don't need a large population to do it.) I look forward to more like it. -
Quote:Compounding factors include not liking to replay the same set multiple times and having a hard time justifying new characters of the same AT if they don't do something much different than the others. (I enjoy my WP/Fire Tank, but I haven't been able to any new ones stick because I kept thinking that he already has what that combination offers covered.)Please don't take this the wrong way, but your logic for not making a toon made my brain hurt.
I'm well aware that I'm extremely fickle about what I play. So, nope, no offense taken. :P -
Quote:I remember it being a bit more widespread than that in DAoC. It was used on Darkness Falls trash, hibs had an aoe spot somewhere, it was used in roaming PvP (aoe mez then drop 2-3 pbaoes and kill people before they could react), and it was also used to defend / attack keep doors.I'd say it's, more than anything, the fact that it forms the core of gameplay in the CoH experience that makes AoEs negatively impact the game. There's always been bomb groups in MMOs that gather up huge groups and AoE them down, but they tended to be limited in scope. DAoC's bomb groups were mainly in one particular spot in Albion and on that island in Midgard where Spiritmasters would powerlevel people, and WoW's AoE groups are restricted to heroic dungeons (a combination of people severely outgearing them and Blizzard's more timid design in regards to requiring crowd-control after Burning Crusade's heroic dungeons, where crowd-control was required for the majority of players).
WoW also has more AoE fodder than just Heroics - there is trash that is AoEd in ICC, as well as some boss fights (Deathwhisper, Gunship, Dreamwalker, etc).
Having said that...
Quote:Meanwhile, excluding the lowest levels in CoH, AoEing huge groups is the strategy, with little deviation ever taken from it. I tend to have more fun in the disorganized groups I occasionally land myself in where there isn't solid AOE or control and we have to scramble to try and stay alive. That is fun. Hitting the Spin key every so often isn't.
Quote:my simple view on this is...
isnt there enough real bugs to fix in this game without nerfing a very popular set...
isnt the game population low enough with out pissing more people off...
Why give us these tools (IO sets) and allow us to build great builds then nerf the hell out of us for doing it.
Cutting SC's damage by 50%? I just finished my Shield/Fire tank and have been having a blast playing it... this is really a bad idea...
The nerfs wouldnt hurt as bad if it wasnt SO long after the fact...
However, in a generic sense, I will say that leaving things out of balance is a bad idea. For me, I'm quite fickle when it comes to making new characters. They need a concept that interests me, powersets that I want to play, and I expect a certain level of performance. Recently, I have kept running into problems where I think:
"I wouldn't mind making a def based character. I could make SR, but the benefits of Shield outweigh it. I wouldn't mind making a Shield Brute, but Scrapper Shield is so much better. I don't want to make a Shield Scrapper or Scrappers don't have the primary I'm interested in playing."
It prevents me from making new characters because I don't necessarily want to make a Shield character, but the way my logic works I don't want to spend a lot of time making a character that ends up being subpar. (I did make a Claw/Elec Brute, simply because the name was too big a draw for me to ignore, but I'm constantly unsatisfied with the builds I try to plan for her. I'm hoping GR will provide new avenues for me to go down. I don't like it when sets are so disproportionate - too high or too low.)
I'm not saying you have to enjoy the nerf or that you shouldn't say you don't like it. That's your right and I'm sure that it's a lot of fun. However, to say that nerfing should have a statute of limitation is a bit naive.
[edit: Oh, I should point out that other games can have far more significant changes than CoX does. If you'll allow me to use WoW as an example, Blizzard has no equivalent to the "cottage rule." They'll change not only the power of abilities, but also the core of how they work. To take the most extreme example, Hunters are being migrated from mana to focus. They're completely swapping the resource they're using!
Change in MMOs are inevitable - nothing is sacred, for better or for worse.] -
Quote:Just out of curiosity, and this will likely sound very *head-desk* to you, but what in particular is broken about AoEs?AoE is just plain broken in this game, and I'm presuming game designer observers have taken note to never, ever, ever let it happen again, either in potential sequels to this game, or any other game (but of course, that's a bad presumption).
Is it the fact that AoEs are balanced so low (ie: hitting ~3 enemies) when they average hit more?
Is it the fact AI is dumb enough to stay all clumped up?
Is it the fact so many things in the game can be AoEed?
Is it the fact there is rarely any reason not to AoE?
The reason I ask is many games I've played have featured the same qualities. In DAoC (Dark Age of Camelot) one of the quickest ways to kill spawns was with caster PBAoEs. Herd up some mobs, blow them away with AoEs. (It became the power-leveling way of choice, in fact.)
WoW is also very AoE friendly, atm. Herd up a bunch of mobs, then blow them away at once. (Heck, right now some classes use aoe abilities in single target fights because they're so good.) Even back in vanilla, Frost Mages used to aoe farm for xp/gold.
What is so unique about CoH AoE mechanics that make is so ludicrously broken in comparison to other games? -
Quote:True, having a specific set isn't necessary; however, it doesn't nulify the fact that some sets are numerically superior to others at performing certain tasks. The OP asked which set(s) would be "the best." Even if all sets can do the task, some can do them better. Having said that, relying on numerical superiority alone won't yield the best results. If you want to perform at the peak allowable by the game, you'll need both.A good player should not say "<primary> needed" because it doesn't have to be that way, preferred is another matter. The team could be random and the last spot doesn't even need to be a tanker let alone of a certain primary. For easy mode, I think of Stone as the easiest but it has it's drawbacks.
I still don't recall playing my stonetank with a kin. I couldn't be oblivious to that? Could I? XD
For example, you can tank AVs without ever being attacked, but I wouldn't consider that the best method. Why? The team is losing out on your damage output - the AV would die quicker if you were in melee range dealing damage.
(Numerical superiority can shift depending on the situations. Invuln may be king while dealing with s/l damage, but not so much against things like Psi Clockwork. They could do the task, but DA would be a better pick.)
[edit: Yes, I know, you don't need to be "the best" to accomplish things.] -
Quote:Readjusting Shield Charge effects skill, how? If anything, I'd say it'd increase it. Rather than just relying on SC to blow away minions with ease, now it would take more precise aiming to hit mobs with the 3ft epicenter. It also would make grouping up mobs play a bigger role so you can followup SC with other AoE abilities. I'm not seeing this effect "skill."They can't take away the intrinsic skill, they can minimize its benefits.
Further, if they were continuously trying to minize skill, they wouldn't have started adding more difficult content. They've introduced "Master of X T/SF" badges, rewarding players who play well. Another example would be the Baracuda SF - which can be fairly challenging. The Khan TF, while it's fairly mundane, really shows the difference between players who know how to maximize dps and those who don't. (I four manned it in ~53 minutes under master settings, yet have been on full teams taking longer than that.)
Another example would be the new zone events - the Halloween Banners (coordination between players) or Lord Winter (which had many interesting effects) are good examples as well.
Let's not forget we've already heard the devs say that there will be more challenging content in GR.
I fail to see any trend of the devs trying to "dumb things down." -
Quote:Castle can nerf powers, powersets, ATs, IOs, etc. He cannot nerf "skill." When I say "skill," I mean the player's ability to play the game and their knowledge of game mechanics. A player who is skilled will still be able to leverage a power more than those that do not possess "skill." A skilled player willl still know how to react in situations where an unskilled player will not.The above. Over and over again.
I can't count the number of people I know that put serious effort into making something superior and then left after it was dumbed down to sub mediocrity.
The devs seem to have an ongoing quest to nerf skill in playing the game and its very detrimental to the health of the game. Most people will only chase after the wallet on the string for so long then they find something else to do that is actually fun
If Castle nerfs a power, like Shield Charge, a "skilled" player will be able to adjust and adapt to that change. They may not be able to reach the same peak that they did before, but their skill remains the same. Even if a set, like Shield, was nerfed to "uselessness," a skilled player would be able to identify the next best build and utilize that instead.
I absolutely cannot accept the notion that "skill" simply equates to utilizing a very powerful ability. That is not "skill," that is a crutch.
Side note: The more specialize and fine tuned your build is, the more susceptible it is to being disrupted. A build with perfectly 45% def, just enough recharge for the best attack chain, and just enough end to sustain it will be upset if any of those factors are disrupted (via nerfs, buffs, new enemies, IO changes, etc), then build breaks. I've seen this happen in just about every MMO out there. In any MMO, you have to expect that things will change on you, for better or for worse.
The thing that's annoying to me isn't that things change, but what it takes to adjust a build after something changes - which is a different subject entirely. -
Quote:I don't understand how this keeps getting perpetuated, especially when discussing (spared no expense) IOed out builds. I really haven't worried about alpha strikes / burst damage since I picked up Tough/Weave while running SOs. While IOed, unless it's on the order of magnitude of tower buffed Recluse, I don't bat an eye. (Seriously, I've been stunned by Reichsman then hit with toggles suppressed and I only lost about half my health.) If WP has issues surviving burst damage, then Shield is even worse at dealing with it.WP has the advantages of built-in Psi resist/defense and not needing the Fitness pool. The main weakness is basically a lack of burst-healing, which contributes to a weakness against burst damage/alpha strikes.
The biggest (only?) thing I really worry about on my WP are being in def debuff heavy situations with a healthy dose of exotic damage (Arachnos, Romans and Nitci at the same time, etc) and the STF (GW & Recluse, whom I've only died to a handful of times ever).
Quote:There is NO ONE tanker primary that is best for tanking.
This question comes up once a week, OP, so don't think this response is aimed at you. You see, no one tank is superior to any other.
I absolutely believe that someone who takes a primary and knows how to use it well will be a better tank than one who just picks "the best" powerset and completely leans on it for success. To use the above as an example, I'd take a good player using Ice Armor over a bad player in Invuln any day. -
Quote:Werner, I think right now is probably one of the worst times you could ever hope for stability in a build, and it's not even because a power(set) might be looked at. Even if they're locked in and not changed for a year, I bet your builds wouldn't be "safe." Why? Going Rogue.I am way, way too tired of fixing or abandoning carefully-crafted characters that the devs nerf or even buff into something not at all like what I planned. Perhaps if someone could just tell me what powers and which IOs might be STABLE for a couple years, it'll be worth the investment. But obviously that can't happen.
For one thing, we know that GR will sport mobs that will be tougher than what we're used to. I mean, Castle has said "I'm not too concerned about the protection levels shields can generate; it'll be needed." Again, he knows that Shield can softcap, and he thinks it will needed. There could be any number of ways that he could get around it (mobs with higher tohit would be just one way), which could upset current build goals. Suppose that the new softcap is 50% - without changing a single power builds would suddenly need to be reworked.
Critter design aside, there is another big unknown - the Incarnate system. We know nothing about it other than the name and that it will make our characters "more powerful lvl50s" (paraphrased from Positron). Anything it provides could upset builds. Suppose for a moment that we could get a passive +recovery boost via the Incarnate system. That could change people's builds. Just about any buff could. (Okay, we probably wouldn't have to worry about debt protection, but let's not be too silly.)
(To make things a bit more frustrating, we'll only be introduced to the first of 10 Incarnate levels in GR. So even after it's launched, we won't know the full breadth of the system.)
It's pretty much why I haven't done any build planning at all since I heard that GR would have a way to make our lvl50s more powerful. There is just too much uncertainty to make any plans that would require a large investment. -
CJ - Combat Jumping (+jump height, +jump control, +def), found in the Leaping pool.
Steadfast Unique - Steadfast is a resistance IO set. The unique (ie: you can only slot one of them in a particular character) provides +3% defense to all types / positions.
s/l - Smash / Lethal. In this context, they're talking about increasing your smash/lethal defense. -
Your numbers look off to me. Base (with Tough) those numbers are:
S/L: 50%
E: 82.5%
N: 30%
F/C: 35%
P: 35%
T: 0%
Assuming your numbers for s/l are correct, that's 58.4% enhancement. If so, the slotted numbers should be:
S/L: 79.2%
E: 90%
N: 47.52%
F/C: 55.44%
P: 55.44%
T: 0%
My take? Lucks are my goto inspiration to get out of trouble because they provide unusually strong mitigation compared to any other inspiration in most circumstances. I do use oranges, but much rarer. (There are only two ATs that can get as much out of oranges as purples, Tanks/Brutes, and not all of them have high enough resistance to make it meaningful.)
As I think about what the topic was about (meaningful +res bonuses), I'm not sure how many characters I have would chase them. Defense, in general, has better perks (higher mitigaiton cap, avoid damage to mixed type attacks, avoidance of secondary effects, easier to stack with pool powers). In this case, the devil would really be in the details - how many bonuses are there, how big are they, how many slots do they take, etc. -
Quote:This is a tricky subject. On one hand, Blasters probably shouldn't be able to hit the 45% softcap permanently with IOs... on the other hand, I know I've eatten 4 lucks on my Blasters to overcome hard fights (EBs, multiple bosses, etc). Without recoding, I don't think there's anyway to make a distinction between the two. While the former may be out of line, I don't really feel the second is.* I've been wondering recently if Defense should have some sort of caps imposed too. Tanks, Scrapper, Stalkers and Brutes 45%, EATS 42.5% and everyone else 40% or so. Seems weird that Resistance Caps are applied differently between ATs but Defense isn't.
Of course there are a lot more Defense Debuffs in the game and less Defense Debuff Resistance so it's probably a wash.
My other concern with a lower def cap would be the interaction between def and def debuffs / tohit buffs. Right now, the softcap is 45% - you can have more def than that, but it usually won't do you any good. If there is a critter with +10% tohit (from say, Tactics), now you'll need 55% def to floor them. My concern is if def was hard capped at 45%, players would have no way to add extra def to compensate. That would make the Recluse fight in the STF very... "interesting."
("Interesting? Define interesting??" - "Oh God, oh God, we're all going to die!") -
As many people have said, it's pretty minor either way, but I'd probably go the extra recharge. I highly doubt that an extra 30hp will save your life, but I bet there will be situations where healing half a second faster would. (I can't be the only one who has been in a situation where I'm just waiting for it to recharge.)
Well that, and the numerical symmetry is more pleasing to the eye. (Not a perfromance reason, I know.)
[edit: Numerically, you have a higher hp/sec gain from going with the first - assuming you use it every time it's up.] -
Quote:Ahhh, I gotcha. Those things would definitely do the trick. Your raw DB damage output isn't as much of an outlier, it's just numerous other factors (such as your aura) that inflated your number a bit. Nice.I also had a sizable damage buff from set bonuses and had several procs in LF, not to mention the -res procs (Achilles' Heel and PvP) in the build (not in LF specifically).
I actually tested with and without LF to see how much damage it did. I got 235 DPS without LF and 260 with LF. I got 262 after adding in Melt Armor and Assault.
In the end, the real comparison would be between 235 and 223, which doesn't seem too unreasable to me.
Quote:You're right. I did use .85 instead of .8 for the math. I always think of tankers having a .85 mod for some reason. I've been making that same mistake for years. Thankfully, the game applies the mods instead of me having to pre-calculate things, so it's not as bad as it COULD be.
FWIW, nothing is going to be done about this for now. It's too big and widespread of an issue for me to unilaterally decide on how to approach it. I'll give folks a heads up on what is decided as soon as I know. -
Quote:Castle, are those numbers right? If I'm doing the math right, those numbers should be:Shield Charge when released was set for a scale 1.7 damage to all targets within 20' of impact, with 0.7 scale bonus within 3' of impact. When the change to allow AT scaling was made, the bonus damage was rolled into the overall damage, for a scale of 2.4 to all targets in a 20' radius. At the same time, instead of have Brutes getting a mod of 0.75 applied, they were treated as the base.
So, instead of:
Brutes 3' scale 1.8, 20' scale 1.275
Tankers 3' scale 2.04, 20' 1.445
Scrappers 3' scale 2.7, 20' scale 1.9125
We get:
Brute 20' scale 2.4
Tanker 20' scale 2.712
Scrapper 20' scale 3.6
That REALLY sucks.
Tankers 3' scale 1.92, 20' 1.36
Tanker 20' scale 2.56
Your numbers seem to put Tankers at an AT mod of ~0.85 instead of their current 0.8. -
Quote:I admit, I didn't look at it too closely before. For the sake of argument, let's see:My 262 isn't so much of an outlier once you take into consideration that SR doesn't have a damage aura.
Between Lightning Field generating about 30 DPS or so (don't remember the exact number) and the fact that a lot of damage and debuff in my build was from procs, it ends up being a pretty reasonable difference.
Lightning Field deals 12.51 dmg every 2 seconds, or 6.255 dps, unslotted. Add in enhancements (95%) and double slotted Bliding Feint (37.5 * 2 = 75%) or 170% +dmg. Apply that to Lightning Field for a final dps increase of 16.8885 (6.255 * 2.7). If you want to count the 5% chance to miss, that'd drop it to ~16 dps.
Your final dps was 262 while Shred's was 223, a difference of 39 dps, over double our estimate for Lightning Field.
On the other hand, however, it's possible Shred spend more time healing back damage than you did, assuming he took Aid Self. That could be a significant hit if he was unlucky enough. -
Quote:A couple things to consider (forgive me if you've already thought of them):This:
Quote:Seeing FM/SD and DM/SD break the 300DPS mark while my claws/sr hit the wall at 200 was, quite frankly, kinda sad.
AAO, actually looks fine. The maximum boost it can generate isn't that large.
- They're utilizing herding to saturate AAO. This likely isn't the usual performance. (Similarly, Invulns can herd monkeys to be unusually safe. In actual team environments, you probably won't see all 10.)
- This is comparing Claw/SR to DM/Shield. SR has +rech* while Shield has a lot of +dmg, something you can't get in the quantities Shield gives.
- In this case, AAO is providing a +dmg boost of +81.25%. In other words, saturated AAO is allowing the Scrappers to operate with higher damage enhancement (before FU and SD) than most ran with pre-ED.
It would be interesting to see what kind of dps Claw/Shield could pump out.
* +Rech starts to lose it's value after the "ideal" attack chain has been hit. It can help with things like higher Soul Drain uptime and the like, but Claws doesn't benefit from it.
Quote:That leads me to believe the discrepancy lies with the primary sets Fire Melee and Dark Melee. Fire is MEANT to have higher DPS overall, so that's 'fine.' Dark Melee, not so much. I'd have to look at specific builds and slotting to see what's going on there, but that's a project I don't have time for now.
289 Dark Melee/Shield Defense - _Mojo_
212 Dark Melee/Super Reflexes - DR EVIL NA
36% performance difference
276 Fiery Melee/Shield Defense - Iggy Kamakaze
189 Fiery Melee/Super Reflexes - Gaidin
46% performance difference
236 Broad Sword/Shield Defense - Chaos String
165 Broad Sword/Invulnerability - Hopeling
43% performance difference
174 Martial Arts/Shield Defense - Broken Prey
167 Martial Arts/Super Reflexes - American Dynamo
4% performance difference
Keep in mind, that's only a handful of people, and their builds (and chains) likely varied, but it's the only "hard" evidence I have on hand. However, if having a 50% performance gap is bad, take a look at the non-Shield perofrmance:
Highest performance per primary (no Shield)
262 Dual Blades/Electric Armor - Shadowsylph
228 Claws/Super Reflexes - Iggy Kamakaze
223 Dual Blades/Super Reflexes - Shred Monkey (added since Shadowsylph is such an outlier)
219 Katana/Super Reflexes - Laevateinn
212 Dark Melee/Super Reflexes - DR EVIL NA
189 Fiery Melee/Super Reflexes - Gaidin
167 Martial Arts/Super Reflexes - American Dynamo
165 Broad Sword/Invulnerability - Hopeling
The point? Even before adding Shield into the equation, there can be a huge performance rift. Between Iggy's Claw/SR and Hopeling's BS/Invuln is a 38% performance gap. -
Keep in mind Castle said "Shields." He didn't say "Scrapper Shields" or "non-Tanker Shields," but just generic "Shields." Yes, he is responding in the Scrapper forum, but that's because it's where this thread is.
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Quote:What? No it doesn't, and hasn't since I3/I4. CoF makes enemies stand in place and tremble while debuffing their tohit. There is no run effect at all.In most cases, the first reason you would want to turn a toggle power off is if it conflicts with another power, such as the Dark Armor Set where Death Shroud, Cloak of Darkness, Cloak of Fear, and Oppressive Gloom can have opposite effects: Cloak of Fear will cause minions to run away, Death Shroud is supposed to cause minions to run to you. Cloak of Darkness has a stealth component, that interferes with Death Shrouds ability to hold aggro. Oppressive Gloom has a stun component which causes enemies to wander around aimlessly, but a stunned / feared opponent will simply shamble off, leaving you have to play "chase the minion, oh kitty litter the effect has worn off on the rest of the mob, they are all firing on me at once."
Quote:Nope. It's a mag FIFTY stun. It will stun anything in range of it that doesn't have a crapton of Clear Mind (or similar) stacked on it. It's every bit as nasty as Ghost Widow's hold.
(It is pretty much identical in effect to the power Soul Transfer from Dark Armor, and the Warshade power I can never remember the name of) -
Ahh, good 'ole Occams' razor.
Yep, that'd do the trick, alright.
I'm honestly not that surprised that not all people have concepts for their epic/patron powers. Likewise, it doesn't bother me too much when others have mismatched powers / concepts. The only time things like that bug me is when it happens to my characters.
(It's also why some of my characters haven't been played / respecced in ages. I feel like the powers I could/should respec out of for more potential are pivitol to their concept. For example, my BS/Regen is still using SOs/HOs, no MoG, but 3 powers from the Dark Epic and Assault/Tactics. I could make her a lot stronger, but I don't want to make the sacrifices necessary to do so. So she's been benched... that and I'm not that great at playing with the new Regen.)
(Unrelated tangent: While looking up the correct spelling for Occam's razor, I found Newton's Flaming Laser Sword. I'm now snickering like an idiot at work.) -
Just out of curiosity, how do you know who has / hasn't put some thought into their epic/patron choices? The only way you can really judge if someone has justified it in game is by reading their bio... if they filled it in. I know I'm terrible at writing bios for my in game characters, but that doesn't mean I haven't thought about their choices.
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Quote:I don't know what the actual requirements for it are, but you can always selectively turn options on, you don't need to turn on everything to enjoy a little bit of it. You can always just play with the settings a bit and just see what your system can handle at an acceptable framerate. (I hear occlusion is a major resourse hog, so avoid that one.) The only option I have turned on right now is water bumping water up a notch, which really looks nice in the Rogue Isles with all the water they have.What are the minimum specs to run in Ultra Mode? I have a 7900 GTX and get a slide show if I even try to go into Ultra Mode.
(Which reminds me, I need a new graphics card. I've been using a gforce 7800 backup for months and it's finally starting to croak, too.) -
Quote:Shield uses positional defense (melee / ranged / aoe) and protects against attacks flagged with those positions (like Mental Blast, which is ranged). Many (most?) psionic control powers, like Mesmerize, are not flagged with a positional component, and therefore completely bypasses your defense.on my shield electric tank I feel safe enough to go afk and type this. Nearly everything has a 6% - 7% chance to hit. level 52 rikti although the chief mentalist mesmerize seems to have a 54% chance and hits me quite often. Not sure what the case is there unless that power is supposed to have that high of an accuracy bonus? Other mindcontrol / psi powers bounce off my shield tank hehe.
So powers like Mesmerize, Dominate, and Blind are your Achilles heel. It's been that way for as long as I can remember, so nothing new. -