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Quote:You'll also note that only lethal, cryo, and chem rounds are slightly below AR and Archery on that list. Fire rounds; however, surpass all three and then some. The set's fine. Great way to disprove your arguments about DP being weak.Archery and Assault Rifle are 2 of the weakest single target blast sets, but they are high in AoE damage, at least per Starsman.
From a chart he posted in beta:
They start out higher than sonic, but that doesn't take into account sonic's resistance debuff nor critter resistances. You'll also note that DPs position in the chart is dependent on Piercing shot hitting 3 targets, which isn't as hard to do as it was originally, but its hardly something that happens most times you use it.
You will also note that both archery and AR are slightly ahead of DP in single target unless you use incendiary rounds but WAY ahead in AoE damage. If DP matched archery and AR in those categories, I think more folks might be satisfied (we'll never get everyone satisfied). -
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I have a villain that thinks he's a hero, but his actions have generally dictated otherwise.
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At least you understand how absurd the argument around lethal resistance being the only determinable factor of "suck" and "not suck" is.
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Quote:By that argument, Archery and Assault Rifle are the weakest blast sets in the game.I disagree. The analyses that I have seen just did a straight damage comparison without accounting for resistances. Since lethal is the most common resistance among critters and players and since most of the damage of the set is lethal regardless of which ammo, the damage in actual play is lower than what the pure numbers would indicate.
The fact that you can change damage type to something that your enemy might be weak to gives it flexibility but does not make up for the lost damage, as I pointed out above. Here's a chart someone else compiled of all NPC resistances and weaknesses. -
Quote:Ahhh... but you get the satisfaction of beating his face in at the end of the Willy Wheeler arc. He's pleasantly not a very difficult elite boss either. He spends most of his time running away (or when you're a Dominator, trying to run away and failing miserably).There is a beautiful bug in the last mission of Captain Mako's arc dealing with the elimination of Ace McKnight. Our boy Ace is trying to leave the Isles on a boat, and has hired a band of mercenaries to protect his escape. Unfortunately, he apparently didn't do the research, because the mercenaries he hired were the Knives of Artemis. Who knows what words he exchanges with his hired bodyguards while you're out of earshot, but by the time you get to him they're already laying into him with caltrops and swords. After being jerked around by McKnight during Willy Wheeler's arc, it's easy to imagine the Knives' reaction to his smug snake routine.
Technically this is a faction error, but I hope that it is never ever fixed. -
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Quote:The sets are already like that, but just simply not in damage which is what you seem to want. Thus my points about contradiction. He just wanted everything to do the same damage.I don't think that it's contradictory at all. He's not asking for every single power in each set to be the same damage/endurance/recharge with nothing but the graphics being different. But he is asking that they be somehow equivalent -- that whatever is given up for in one area is made up for in another area.
Quote:So that a set that may not be particularly strong in single target damage may be very good at AoE damage. Or you could be a little weaker in both those areas but offer a lot of control or mitigation that the other sets with stronger damage have.
We have this to a certain extent already. Fire tends to be the most damaging set because its secondary effect is damage, but it doesn't have much in the way of mitigation. Sonic has less damaging attacks than other blast sets but has a lot of control and -res.
So I understand people who argue that pistols has lower damage but the benefit of changeable damage types. No one can argue that. The set has swap ammo available to anyone to take and use.
Quote:What I, and I think others, are saying is that the different damage types just isn't enough. It's close, but a little off. There's a few reasons for that.
1) DP has a lot of long cast times. Yes, they look cool, but all that time you are juggling guns stuff can and will shoot back at you. And once you start juggling guns you have to stand there and take it until you finish the dance.
Quote:2) DP does not have aim. Without aim you miss out on burst damage. The faster you kill stuff, the faster it stops shooting back.
Quote:3) While you can change your damage type, that only makes up 30% of any attack, the rest is lethal. So in the hypothetical attack that does 100 damage, 70 is lethal and 30 is other. If an NPC resists lethal by 50% a standard ammo shot will do 50 damage. An exotic damage type will do 65 damage. If they have a 30% weakness to a certain type of damage you will cause 74 damage. Most critters have some lethal resistance.
Changing the ammo type is very unique. No other set has anything like it. How do you suggest balancing an unknown variable?
Quote:So we end up with a slow animating, low damage -
Quote:If you're that guy that tried to tank Infernal on a Stalker while my Mercs/Pain tended to her pets, you got what you deserved.On top of the pets taking up space, there's also a mentality of many Masterminds that buffs are for pets only. Sometimes when I add a Mastermind to a team what I see is teammates getting slaughtered while the MM is busily healing his zombies. It's one thing to concentrate on your pets while the team is doing ok, but really poor style when the team is about to wipe. I suspect a lot of Masterminds don't even look at the team window to see how things are going, based on the number of times I've been killed.
That said, not everything about Masterminds is bad. Having those extra bodies around as potential aggro targets does make my squishies feel safer. -
Ah yes, the R.O.B Liefeld is a very popular model. Every superhero in the 90s was carrying one.
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Quote:I don't think you realize how contradictory you're sounding.I didn't say I want everything to be the same. I explicitly said I didn't want everything to be the same. You even acknowledged that I explicitly said I didn't want ever set to be the same.
Or, in more relevant terms, I don't want every single set to be the same powers, but with different colored effects.
I do want all sets to be fundamentally equal. At the same things? No. But, compensation should exist, such that a set low in one area should be high in another.
So, to again use more relevant terms, if a set has low utility, it should have a correspondingly high ability to deal damage. -
Quote:Um... you're gonna have to draw me a map. That top level is pretty high and I don't see how you could "jump" up there without hurl or superjump.You're still going up the stairs? On the entry level of the pool room, go over to the extreme right (as seen from the entrance), near the alcove there (which always has a transformation chamber that needs to be destroyed anyway). Now turn around and face the middle of the room, and look up. There's a gap between the upper level and the chamber wall that's big enough to fly or leap up through to get to the top level. In one of the pools to either side of the walkway at that point, you'll generally find random Council, but you're far enough away from the transformation chambers to keep from triggering them until after you've cleaned up that end and can decide how you want to proceed about taking out the chambers.
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Quote:These paragraphs read like they are in contradiction. First you claim you think everything shouldn't be the same because that would be boring and then you go ahead and say everything should be the same.Now, to cut down any straw men before they pop up, I do not mean that all powersets should be the exact same thing, or any permutation of that argument. That's a very, very boring game. Powersets should be comparably strong, in different ways. Strengths and weaknesses, all that jazz.
So, do I want everything to be Fire/Archery? No. I want everything to be Blast/Blast. I want everything to line up perfectly, to be even in some quantifiable way. If X is potential for dealing ST damage, Y is potential for AoE, and Z is additional Utility, every powerset should be XYZ. -
Quote:"Mediocrity" or better yet, average, is hardly a bad thing. You just want another fire blast/archery. Not every set can be those.Considering I did comprehensive damage analysis for DP under both conditions and it didn't perform very well under either, I'm going to have to disagree with you. I saw the numbers in both conditions and compared them. The open beta was better, but it still isn't quite balanced with the other sets.
The only times that DP is actually a respectable contender for DPS is when it is using either Standard Ammo (thanks to PR's -res) or Incendiary Ammo (thanks to the bonus DoT). Chem Ammo and Cryo Ammo are actually substandard for damage specifically because they're not getting either of those benefits. It makes even less sense when you consider that Incendiary is giving up a mitigatory secondary effect in exchange for bonus damage without actually getting much out of the deal. It would be akin to going from Energy Blast to Fire Blast and only getting a paltry 1% increase in DPS.
What makes it worse is that DP isn't actually all that spectacular at AoE damage (mostly thanks to long animations that forcibly extend cycle times) and Hail of Bullets is substantially weaker than it should be (if you want to argue this, I can give you a link), considering existing precedent. The set isn't so completely borked that it's unplayable. The set is simply having to compete for mediocrity. The fact that it's pretty is currently bolstering its playability by a large amount (not to mention the shiny newness) but that doesn't really do much when, by all empirical accounts, the set is underperforming.
Balancing by "feel" and "enjoyability" is all nice and good, but when all a set has going for it is "BABs did an awesome job!", Castle and Synapse probably have some work to do. -
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Quote:Note your wording of "bottom half." That means there's other sets with similar numbers. Ergo, it's balanced and fine.So, I freely admit we might've been looking at different numbers. However, the ones I saw, during Open Beta, put DP at in the bottom half of all sets for Single Target and Area of Effect.
Quote:This could be easily balanced by the set having great utility, which it does. However, my experience is that it doesn't have enough. If you can numerically prove me wrong, I'll gladly alter my opinion to 'the style of the set just didn't mesh with me'. -
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Quote:I frankly think the detractors of Dual Pistols are trapped in some bizarre alternate dimension where the set didn't get the boost it received in our dimension at the end of closed beta. Seriously people, the damage and recharge times used to be WORSE. Now they're fine.When I logged when double xp weekend started. I saw many people with dual pistols. Many I asked said they didn't like them too much. Some said they animation was overkill. And some others just said it was ok but just ok. I was curious and so I made a traps/dual pistol defender. In a few hours I got to level 30. It was the best fun since my fire/device blaster. I really like the DP powers and the animation. I rarely miss and I do have nice damage. At least my defender can solo missions instead of relying on others to help. I'm not sure I would like a DP blaster. My defender feels more like a blaster then a defender that is for sure. I would recommend the build to anyone.
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Quote:I didn't know what to expect.I've learned to load up on inspirations, especially 2-3 purples, then rush up and attack the first one immediately. On a non-DPS toon I might kill one of the chambers, then die and have to come back, but on a scrapper or blaster I can usually survive the whole thing. But that's only because I KNOW from experience what to expect. If you don't, that room is a train wreck.
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I've used Dimension Shift, albeit only when soloing. It's useful for taking stray mobs out of the fight that managed to avoid immobiles and holds.
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That's because they're lieutenants! Says so in the target box. And they give no more than the average Rikti lieutenant.
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Quote:Here's the thing, though. These "pets" are just as powerful as the actual minions, underlings, liuetenants, and bosses that they copy. In fact, when you target them, you'll even see the classification of full verbatum. For example, I don't actually see Rikti com officers rewarding more XP than other Rikti liuetenants. This means you're not actually being compensated. Ergo, the pets either should reward their own XP or they don't cause debt.Circular illogic. You get XP for the foe, not for a power. The "pets" are a power the foe uses. You'd no more get XP for "defeating" an oil slick by burning it off.
Again, power versus foe. The foe uses a power that makes the pet. XP for foe. No xp for pet/power. That's how the game works. -