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Satchel Charge is a tier 8/9 i would actually take, but then my Traps Defender and Devices Blaster will have one less free power choice. i suppose i could give up having a totally free choice for a really good primary/secondary power though.
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And there you have it. Hmmm, so adding "unaffected by buffs or enhancements" to the max speed debuff portion should correct it?
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Quote:Debuffing focused Defenders do have the advantage of soloing far better, but buffing-focused defenders can do more in general to assist their teammates, since there are situations where debuffs are less effective than buffs. Buffing-focused powersets are by nature more reliant on teams since most buffs only affect allies.Ah, finally, the discussion moves to the actual thread. THIS is why I fight the rep system here, "derailing" the thread.
I've actually not used a debuffing set to any great extent, though I have a Rad/Rad that's around L20.
The thing I see with Defenders is that they have rather poor offensive ability which is exacerbated by the fact that they use the same amount of endurance for that lesser ability. This leads to poor offensive performance.
Defensively, there's a kind of mixed bag. Debuffers fare better comparitively as their debuffs are universally useful. That is, debuffing a foe is as helpful to the Defender as it is to his team. Buffing Defenders fare rather poorly, as they can't buff themselves. The result is poor offense AND poor defense. Add to this the lower health, and they are often hamstrung.
This is somewhat general, but you get the idea.
As for why Defender damage is so low: The thing is, many debuffers can use some of their debuffs to enhance their own damage. For example, using -res debuffs from their primary and the -res debuffs in Sonic Blast many Defenders can approach Blaster base damage. This has been the reasoning behind not boosting Defender damage for some time. The only flaw i see in it is that Blaster base damage has been increased since then, and the Blaster inherent boosts their damage even more, and any Blaster teamed with a Defender who is debuffing resistance benefits just as much from the debuffs, and therefore still does far more damage. Currently i don't think that raising Defender base damage some would put them in any danger of outperforming Blasters solo or on teams, and even less so for buffing sets, but there you have it.
Regardless, Solo Defenders are nowhere near as fast as Scrappers, Brutes or Masterminds, but played well a debuffing Defender can solo very safely and effectively. Seriously, read some of the guides for debuffing sets and think about it. i frequently solo on most of my Defenders since i play quite a few of them and usually like to solo a bit before getting a team, and haven't found a debuffing set (TA aside) that didn't solo fairly easily. -
Quote:Well, in this post BAB says that he thinks that Dispari may have pinpointed the cause. IO set debuffs to runspeed may be affecting Walk when it's first toggled on. How long does the speed reduction persist? Indefinitely or about 10 seconds?Just one of my characters on test is walking at 1.43 mph, the rest seem to be at regular pace.
As far as I can tell she has no speed debuffs on her.
Anyone else come across this problem? -
Quote:To me those all sound like reasons to taunt Happy-Fun Red Name.*snickers*
Do Not Taunt Happy-Fun Red Name
Taunting Happy-Fun Red Name may result in all avatars suddenly wearing pink tutus or orange jumpsuits.
First posting after Happy-Fun Red Name may also result in unintentional costume changes and random Hamidon Spawns.
Please enjoy your Happy-Fun Red Name responsibly. -
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Quote:Don't worry about it, he really just wants us all to get off his lawn, but is too polite to say it. *shakes walker menacingly*Unless you're willfully being an ignoramus about it, here's a video to give you a clue:
http://www.youtube.com/watch?v=w2wHvSA9AEg
Go ahead and be critical if you want, but being over 10 years old, this artform or sport (depending upon your perspective) has made its way into mainstream culture in at least one famous opening movie sequence:
http://www.youtube.com/watch?v=JuZQfZ-WxTk
If you can't see a connection between some of the ways these real life athletes navigate urban spaces and how the movements of characters such as Daredevil and Spiderman have been portrayed over the decades, then it's beyond me. And yes, sometimes things come along that are distinct enough from everything else that they warrant a new word, regardless of buzz. Parkour is one such thing.
So, how about those exoskeletons being developed to assist the elderly in Japan? Damn, when i get to the point that i have difficulty walking on my own i want one! (Of course it will not remain unmodified. i almost never leave anything unmodified. Hell, i'm even overclocking my graphics card.) -
Quote:i like you, you're silly.I KNOW! But since that isn't who/what I was talking about, it's not really relevant to my point, is it?
1) So, at level 1, run to the Atlas/Galaxy tram station.
2) Take tram to Kings Row, then run to Pocket D entrance. (Which frequently has +5 NPC's near it.)
3) Enter Pocket D, then go to Founders' Falls exit.
4) In Founders' Falls run in water until you reach the Icon tailor in the far corner of the map. (Which frequently has +36 snipers on rooftops near it.)
i'd never considered that route, but then i usually ran through KR to the IP gate and went to the IP tailor. Much shorter run, and about the same number of mobs to look out for on the way.
Of course i could've just gone to the tailor in the D, but most of my runs were before she was added, and i like the sights in IP more.
Still, going to the Vanguard base is hella shorter and safer than either.
(Hey, i just noticed that the original smileys are back. *huh* That was some board maintenance.) -
Quote:Besides, the sprint icon looks like you're sprinting. We need a more saunter-ish looking icon for walk.Any chance we could get a different power icon for walk? Using the same one as sprint seems kinda silly.
Also, i was fiddling with walk and plunging into water. Dropping off a ledge or pier results in walking along in the water. Toggling it on from TP/Hover results in doing the swimming animation while moving at walking speeds. -
So drooling and babbling incoherently while you do it all strung out on drugs and cheap booze?
Quote:Well, I did as you asked and neg-repped you for wanting to be a Rebel w/o a Cause, but like some have said, Rebels with a Cause get there faster -
Quote:Sounds reasonable.Hey BaBs.
Now that we have a walking animation, can we do away with some of the rooting in other powers that really DON'T require rooting? Or at least reduce the movement supression a bit?
Although there is absolutely no connection between travel suppression and the addition of a walking animation toggle.
....hmm, i can make similarly relevant pairings as well.
"Now that we have fudge ripple ice cream, can we do away with the additives that give natural gas a distinctive bad odor? Or at least make it mintier?"
Quote:Because hitting someone and going "ONE mississippi TWO mississippi THREE mississippi FOUR mississi...I CAN MOVE!" sucks.
Out of curiosity, when power customization was announced, did you post,Quote:Hey BaBs.
Now that we have power customization, can we do away with some of the rooting in other powers that really DON'T require rooting? Or at least reduce the movement supression a bit? -
Issue 17: I Walk the Line (Between Good and Evil)
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Quote:That could be fun, but it could lead to much confusion and frustration when players accidentally leave the alternate run toggle on and try to fight. Not to mention all the complaints and screams from players demanding that they be able to use powers with the new run animations since they can use them with the old run animations. And you know many won't listen or understand when the Devs try to explain why they don't want to code new animations for each body type and attack to work with the new animations.So any chance we can convince BABs to give us new running animations, with these same rules? Like running on all fours, shuffling like a zombie, or something?
Quote:NPC's have had the walk animation all along, so I have no idea why it took five years to finally give it to players. Nonetheless, I'm happy to see this addition!
Still, fun new feature to have. -
Quote:Cole seems more pragmatic than utilitarian to me, but perhaps i'm misunderstanding things. It certainly seems that he's bent on protecting the people under his rule as well as possible from the many and powerful threats to their well-being. His policies regarding surveillance and metahumans 'management' make a certain sort of sense in a world largely devastated by metahuman powers run wild. After all, Primal Earth DE can infect and subvert normal humans, while the Praetorian DE are far more dangerous, and Cole's own actions against enemy states clearly show how great a threat uncontrolled superpowers could be to his empire, especially if allowed to operate from within.Ya know, Joyce, for all the claims you're making that Cole's a utilitarian, and thus potentially a good person, you're using an awful lot of deontological arguments to justify your position.
i have to admit to being a little puzzled by the social Darwinist elements implied in some of the material. By some accounts it sounds as if people advance within their occupations in Cole's empire by defeating their superiors by any means possible, up to and including murder. Yet by other accounts it sounds more like a meritocracy, where demonstrating superior ability allows you to take your superior's place. The popular version of social Darwinism espouses the former, while the more accurate use of the concept would imply the latter.
The two approaches are also somewhat contradictory as being good at sabotaging, murdering and betraying your way to the top when employed in the transit department doesn't necessarily mean you'll be at all competent at managing traffic flow once you become the general manager. Nor does it bode well for the usefulness of the skillsets of those below you if you delegate the responsibility to them. After all, they're advancing the same way you are. -
Quote:*sigh* That's nice and all (not really*), but i actually find Defenders easier to solo in the lower levels where their debuffs are often more effective out of the box than melee armors and most AT's still have similar levels of durability and damage.(From the latest negative rep)
If you're going to try to infantilize me, at least learn to spell. The word you want is "whining" and I definitely was not whining about anything.
Now i can see where buffing focused sets are harder to solo at lower levels, but to me debuffers tend to solo easier. (TA is a whole different kettle of fish as far as soloing goes, but that's already ongoing in another thread.) Then again i i've never found any AT or powerset combo hard to solo at the lower levels, it's generally in the late teens or on that some become difficult.
i'd suggest Traps as one of the easiest all around soloing sets that's easily on par with Rad, a set which is pretty easy to solo with from 1 to 50. This is assuming that you don't mind using inspirations occasionally. Not by constantly buying them, but just using the ones that drop. Actually, FFG can allow Traps to excel against mez-heavy enemies that can be very annoying on a Rad Defender.
So, which Defender debuffing combos have you tried to soloing on, and what was it that made them difficult?
*Yeah, i know it's your thread to derail if you want, but aren't you already fighting the battle against the rep system in two other threads? -
Quote:Rad, Dark, Storm, Traps and Cold Defenders can solo very well in my experience. So far my preferred secondaries are Dark, Ice and Archery. i may possibly add AR to that list once a play a Defender with it. Of the primaries i listed Rad, Dark and Traps are currently my favorites in nearly equal amounts.By my nature, I play defensively. My preferred AT is the Tanker. My problem with the Defender has always been that he can defend everyone but himself. Either way, soloing slowly isn't so much an issue as being able to solo effectively. In my experience, Defenders really can't, certainly not at lower level, and only barely at higher level. I haven't played all the power sets, however.
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Quote:i'd forgotten about that detail. Very good point. A related point is that even though pets now zone with you, their buffs do not and have to be refreshed every time. MM pet upgrades persist, but all other buffs on pets get wiped when zoning.Another main issue with extremely long duration buffs is that when you zone, the game loses ownership of buffs, and you can stack them again, normally this isn't a big deal, since a with the current design, the older set of buffs will wear out in a few minutes. If buffs were set to much longer durations, you could easily keep zoning to multi-stack buffs crazily
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Quote:i've tried to emulate that bio on occasion. Just to capture that delicious combo of brevity and... uhm... flavor.I assure you, nothing can eclipse the craptastic bio of Fusionette and the Nuclear Ninety.
i always loved the 'fusion reactor for a heart' concept: Blood reaches heart, blood vaporizes.
...
Abort, retry, ignore, fail? -
i don't know... bacon and maple syrup tastes very good. It's a been a very, very long time since i last had real bacon, but i remember that much about it.
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Quote:This has been my experience as well.I'm not sure this is the same thing, but nearly every power in the game with a projectile will do this if you activate the power as your target dies. I have witnessed innumerable Gloom skulls, Power Blast energy-bubble-bunches, and Psi Darts and Force Bolts hung suspended in the air where released when their target died before the power finished animating.
As best I remember, the game has always done the above. -
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Quote:Okay, horrible spelling and writing in general, but i get what you're demanding. (i think. Some of the sentences in the OP parse as gibberish even on multiple passes.)FF/Therm/...blarghleblah...ndness give us so much relief of frustrating work we do in large teams
when we are on a full team, as we are ma....blarghleblah...ams, so i have over 19 targets to buff ever 4m or 38 shields ever 4m
, i am a official slave buff bot on teams
not a fun job, but at lest your team HAS GOD MO...blarghleblah...eme end of my buff boting char
then someone left,and guest who joined,a Necro MM, now having 25 targets to buff ever 4m with total Of 50 shields! ,ever 4m, i just said **** it, told them after the next mission i was done for the day,
Frustrating is a understatement for being a mm buff bot ...blarghleblah...py to play our chars again on large teams
if you think 4m fine as is
how about all the devs in charge of powers,
make a 8 man team full of...blarghleblah...that's saying a lot!
to all my buff bots brother and sisters
plz lets send a msg to the devs now
make this insane 4m buff timer game design go away,and let us force on our other powers more often then being a FULL time buff bot for our team mates
Not. Going. To. Happen.
First- You don't have to be a 'buff bot' and throw buffs on every valid target in sight. Only you are forcing yourself to do that.
Second- If buff durations were extended the buff values would have to be decreased to compensate. This would put buffers more in line with the long term buffs in many other MMO's. Which is to say far, far weaker. The majority of buffs do not stack from the same caster, so a 3% defense buff that needs to be renewed every hour is less desirable than a 25% defense buff that gets renewed every four minutes.
Third- Since most content can be completed in an hour or less with a skilled team it also enables the previously posted scenario of inviting buffer, getting buffs, then kicking them to get someone more useful. (Especially since you could then stack multiple buffs from all the buffers you invited and kicked.)
Arguments have been made for modestly extending the durations of some buffs in the past, especially some of the 90 second buffs, but an hour is so over the top that i have to wonder if you were at all serious.
There is a suggestions and ideas section of the forums. You should go post this there. -
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Eh, i have an Earth/Rad named Der Buck Futter (inspired by the SNL Jeopardy skit) who is about three to four years old now and still not generic. Of course that's probably related to not having played him more than an hour in that time. At some point i may delete him, but he's on a server i almost never play on, so it's not like i need the slot. i occasionally make alts with funny names, but Buck is the only one with an overtly offensive name who ever made it past a couple hours before i deleted him to make room for an alt that i might actually play longer.
The only other character who might be slightly vulnerable to the generic bat is DragonnadZ, a Peacebringer who i created around the peak of the DBZ knockoff craze in CoH. (Gawdz, the number of Energy/Energy blasters running around claiming to be super saiyans and the like was retarded. All the more so since these "most powerful fighters ever" tended to spend most of their time faceplanted.)
Virtually none of my characters are overtly offensive, and i've never had any difficulty coming up with original names, looks and back-stories, even for my alts who are references or homages to characters from other settings, so i've never had a character made generic. Honestly, i have no idea why some people feel the need to name their Inv/SS Tanker C1ark Kent.