-
Posts
1727 -
Joined
-
Just as a side note, dark armor is a 'tougher' armor to play, (it relies on control for protection, rather than pure armor) but I must mention the stacking stuns with energy melee make the combo a monster.
But back on point: I haven't played electric armor, but one of my 'mains' has energy melee. It used to be ridiculously strong, it's now much more of a simple heavy-hitter set. It works well as such. For a brute, just use your faster attacks back and forth, and use the guaranteed stun powers on things that run/teleport/debuff/buff to keep them from giving you a hard time. The big attacks are best used once you have your fury high, or have buildup up, to get full damage out of them.
Also, since the set has energy in it, it does pretty good all around damage. Energy melee can be pretty juicy endurance-wise, so electric armor will be a good pairing, and the stuns should help if things get rough on your health. -
Quote:I believe the thread, before the commentary descended into a "khelds are terrible!" "R not- I love them" "R 2!" silliness, was simply a player's statement that he, from his personal experience, felt that the performance was lagging. It was not a statement of absolutes, but of opinion. The question that may come from such is of whether such a thing is based off of any gameplay mechanic issues, or if it's just perception. Stating further perception doesn't really get to this, checking the actual performance numbers does.I think that in summation of this thread, we should all agree that whether or not any AT is a failure or success, is a matter of perception and since perception is also a matter of context and context is a matter of direction, and direction is a matter of will, people who wish to perceive a certain AT as a failure will always find reasons to do so, and people who wish to perceive that AT as a success will find reasons to do so.
THE END.
Trouble here is, it's hard to quantify kheld performance, taking in all forms. Looking at hard DPS numbers doesn't work if your kheld is playing backup tank, or tank for that matter, in dwarf form. It's easier if they stay nova, as then you look at them the same way as a blaster. But when they switch to human form, (especially warshades) they can pull tricks that are helpful to the team but again don't translate into hard numbers. Not so with VEATS, hence why they are more easily embraced. When a widow comes aboard, buffs your accuracy, damage and defense with its leadership abilities, and does the same damage no matter what the team make, it's easier to get a good feel for what they can deliver. Not so with HEATs, due to flexibility.
Though to kheld performance, I ask this: is a fully buffed kheld unbalanced? If not, why does a kheld need a team to gain said buffs? (And I'm speaking in cold numbers, thematic explanations aside.) -
This suggestion won't happen, quite frankly. The limitations of the system for all powers are for +rech, cast time, and endurance cost. Do they give +end inspirations? Yes, of course. But do they give +recovery? No. Because that would mean you could keep spamming those high-cost powers indefinitely. +Recharge inspiration would trivialize another such limitation, which is that the 'big' powers take a while to come back. A regeneration scrapper could pack some +rech inspires for any time instant healing almost came down. Empaths would be scolded for not bringing +recharge for permanent RA's. So on. Yes, DOOM, I'm sure.
But this assumes that the +recharge would be stackable, and significant. The only way to make it NOT imbalancing would be to make the recharge boost small...and let's be honest, at that point it wouldn't be what the players wanted. Look at what happened with small orange inspirations.
Oh, and honestly? Purple inspires>most any others. Pop four and you pretty much can't die (playing well) for their duration. Think that throws the balance? Think of what could happen if players could make all their powers come back as well.
Now what I could see is a 'cleansing' inspiration, which would remove/give resistance to debuffs. Something that could be popped if you were slowed to a crawl, your armor mutilated by debuffs, or recharge speed destroyed. -
Quote:It's better, at least for ease of use. Archery uses a lot of range, kinetics uses a lot of in-your-face. Which /rad is.Kin/Rad defender sounds like a pretty good AoE combo. Not Archery good, but good nonetheless
But yes, kinetics does help defenders quite a bit...many times the comparison is "how can you bring that kin/ defender when /kin controllers are so much better!" Pardon me, but ice/ controllers aren't that much of a carnage machine with kinetics. Earth/? They're okay, but they're not trouncing the world. Illusion? That fulcrum shifted phantom army and spectral terror...oh, wait. Most of these comparisons come back to fire/kin controllers, who have good AoE damage. But let's be honest. Kinetics controllers are not all crazy death machines..'course, defenders aren't all either. Funny thing is, does it matter? A kinetics defender can boost his team admirably, and contribute to overall damage with him own boosted abilities as well. Controllers, the same, though in varied ways. Point is, the team is doing well. That's that. -
Quote:I have rad/kin corr, and a /rad defender, and I have to say...for "wow!" damage, radiation blast is not the sheez-neez. Its nuke and cosmic burst are good, but not top togs for what they do. Add in fast but so-so damage single target blasts, irradiate's damage over time, and the set feels like less damage than it is at times. But rad blast is good for what its purpose is...a debuffing blast set with fast recharging, dependable AoE attacks. The AoE's ain't meant to wipe all that moves out at once, thay just hit again, and again, every fight. every time.Ok well I made a Kin/Rad defender and worked him up to 33 and now I regret it, I could have made something else lol.
I should have asked before, oh well
But back on topic. Why make a kin/ defender? I know a lot of controllers do crazy stuff with containment and fulcrum shift, but it delivers less to control sets that don't have as much damage to put out. In defenders' case, however, it's a way to make any secondary just about blasterly. For the defenders smart enough to use attacks. -
-
Heh. because ice slick must be used with the immobilize.
-
Quote:Once you get drain psyche, it gives about a good amount of +recovery per target. As a dominator with a full end refill bar, you can juggle between those two options rather easily. By the way, slot psyche for accuracy, and heavily for recharge asap. I found an easy way to leverage it for my own was one accuracy, and 5 doctored wounds, using as many recharge recipes from the set as possible. The +regen is nice, as hitting 2 or three with drain psyche makes any +recovery superfluous to end use, in my experience.I'm new to Mind/Psi and I find myself low on End fairly often. I assume Drain Psyche is the reason why you say we can skip Stamina, but I'm not exactly sure how to do that. Would you mind explaining it please?
This said, I do slot for endurance and have avoided hasten due to its visuals-the end hit will make skipping stamina tougher. My advice? slot sets, where you get +recharge and endurance/recharge reducers. Sleep/fear/confuse sets are very affordable, and give good choices for this. -
I have a goal for how a character will work when I start them- a concept of what sort of things they are capable of. Though this is concept based, it's also functional. As such, a character is done when they reach both the conceptual and functional capacity...this may mean when they are level 50 with full IOs, or it may be at level 30something and with auras and powers enough to look and act as I imagined them.
My 50 mind/psi dom is still in progress, even after four years of inventing and building, but my first character-my rad/rad defender-(whose first iteration began when the game was released) gets little play. He's 'complete' at level 33. Of course as characters get play, they can develop in new ways; I fill out their function and story even more, so new builds change when they are 'complete.' -
Oh, there are many more. Have you been inside Mr. Yin's store in Faultline? The guy is hoarding away stuff from our costume creator!
-
Quote:Haven't played a kin/electric defender have you? Okay then.Any /Electric Blast Defender. I just find /Electric Blast to be so underwhelming. Maybe its me tho.
Lewis
Hm. The energy/fire blaster is right on. I introduced my best friend to the game...guess what he rolled? He left the game. -
Must have:
1. Side-switching. (A Given)
2. Content: enough to be comparable at least to CoV's offering.
3. Content for level 50 characters.
4. New enemy groups (hopefully as common groups not just limited to designated arcs.)
5. New costume shtuff.
What I would hope for:
1. New maps types, and not just for new arcs. New maps that are used for newspaper/radio missions, hopefully enough to be put into old arcs. I'm talking fancy museums/mansions/military complexes, so on. So that not everything must be shoehorned into offices, warehouses, sewers, and caves.
2. Speaking of above, the polishing of old content
3. A more dynamic interaction for all factions. Villains are able to start/plan crimes, heroes react to said crimes. (Basically, reason for villain/hero alignment besides zones/contacts.)
4. Post 50 progression. Perhaps custom signature power creation, of power effect customization, or at least some sort of extra enhancement possibilities
5. Many more explicitly 'villainous' arcs, and heroic content options. Villainous in that it it is less about doing someone's marching orders, and heroic in that it would involve more than 'kill more dudez.' I'm talking rescue, sacrifice, stuff like that. And no, I'm not talking run to point X, click bomb, watch progress bar, you saved the world. Something where the end is not to punch a tough guy, but manually avert a disaster in progress.
6. More invention sets
7. Refined mission architect functionality
8. Real uses for SG/VG bases beyond transport/warehousing-and beyond breaking into each other's places to destroy/steal stuff.
9. 8+ or multi-team strike/task forces
*edit* 10. Yeah...one more. more hero NPC groups for the wicked to fight. Arcs and arcs of only longbow does not a villain make. And more 'villainous' villains for heroes, along comic book genre lines. Stuff in spandex with superpowers, not more para-militaryish jokers. -
Quote:Get phase shift/whirlwind/presence pool too. Just play nice, warn people about what they should expect from you, please. Play with understanding friends, and this sounds like fun. On PuGs, I could see this verging on 'ganking' the team.Well, I was assuming that, because I know a lot of pri/sec combos really mesh well together, that there must be some things that are kind of the opposite. Guess I was wrong.
I ended up going with something that I could really crank up the annoying colors on and that would have people saying "what are you doing!". I made an FF/NRG defender that just aggros stuff like crazy with brightly colored blasts and then turns on PFF saying "ee! get away!" And I'll definitely be taking a lot of counterintuitive power pools like a lot of you recommended. The outfit is gaudy as hell, too.
*edit:* This gives me an odd idea, a MA arc with an 'adversarial' ally with only wormhole, dimension shift, detention field, force bolt, repulsion field and force bolt on a timed defeat all map. Hmm.... -
Quote:I have a feeling some have taken this a might bit personally, thinking you were calling things they like 'useless.' Perhaps a better ways to skirt said defensiveness would be to phrase it as 'least optimal' or something like that.Wow, man, some people sure are sensitive on these forums. I thought it was pretty clear that I was looking for a *type* of class. I should've made this thread title "most useless blueside class combo", seeing as that was what I was asking for even with the original post. Oh well, lesson learned. I'll be sure to be more specific in the future, and sorry for any arguments that have occurred.
Anywho, thanks for your thoughts on this, folks. -
Quote:Eh, traps has a lot going for it that can work despite things knocked around. The FF generator will follow happily, the seeker will do their thing, the 'splodey traps only need to be underfoot once, the mortar blasts from where it is, and traps don't have to be re-draw whenever you use your secondary. I'd still put TA/Energy as ahead of the pack for awkwardness.SHORT VERSION
Make a traps/energy blast defender.
It should be fun, and there's a fair bit that can be colourised.
As to the whole mantra of 'it's the player that makes things bad' thing, sure, players mess things up more than their given powers. But to be honest, that does nothing for the OP's question. He's asking for something that doesn't work well. The 'it's all cool, when things go bad it's the player's fault' comes off as a bit defensive. Just as there are 'Uber' builds, there are awkward builds that could never keep up with the aforementioned min/maxed combos. Try making a Dual Blades/Dark armor stalker, with all the control auras, compare it to a EM/SR full stalker build. Very different performances.
Is this comparative? Yup. But just as some powers compliment functionality well, some can actually infringe. The OP is looking for the latter.
I didn't think of the Grav/FF controller...nice idea. Intangibility to grant immunity for foes-take personal forcefield to turn off group buffs, and perhaps Phase shift, and you've got a really tricky build to get use out of, using all abilities. (With the new phasing rules, would phase shift make you vulnerable to phased foes? If so, that's a winner. The controller would be solo versus a whole group of shifted foes even on teams.) -
It has a chance to give +endurance to its target. I believe the 'bug' comes from the fact such a targeted power only works on a general basis, and end mods work for +endurance/recovery powers as well as -endurance powers. Also, it can't determine friend from foe. As such, yeah, endurance drain powers will actually have a chance to give +endurance.
Though, to be clear, it will work on other 'friendly' powers, such as R.A., speed boost, and adrenaline boost. Just stear clear putting it in of ALL enemy targeted 'drain' powers, and use it in +end type powers, and you should be good.
(I believe the thing should get a warning about enemy targeted powers, though.) -
Hm. I'd say a trick arrow/energy blast combo would be pretty bad. All the debuffs would be location based, all the blast would knock things out of locations, and you'd have some redraw as well. that's off the top of my head, though. After Trick arrow, dark miasma and kinetics might be 'bad' choices as well. Miasma does its best work on packed groups and locations, so knock around might be an issue-kinetics benefits from being close, whilst energy blast knocks away. It could still be good for the team, but not as good for the defender.
-
I wonder about the idea of 'loyalty' to a game. To me, at least, it sounds as reasonable as saying you are/should be loyal to a movie.
It's entertainment. It also has a social component, sure. Going to see a movie does. But when a movie doesn't deliver, you don't pay to see it again, and move on. Certainly there are diferences, and this game is meant to go with a much more expansive timeframe for its use, but its purported purpose is to have fun. (With friends or alone.) If someone didn't enjoy it and goes elsewhere, that's fine. The game didn't do for them what they hoped for. I stick around? It's not because I have a duty to Paragon Studios, (sorry devs) but because I continue to enjoy the entertainment their game brings. If the developers keep making it enjoyable, I will enjoy it. If not, I will use my spare time and income on other things. Why?
Because it's a game. -
-
Quote:I believe the hangup is that nova, dwarf and granite are not 'powers' but NPC's. (So it would be easier for nova form to transform into Hammidon than a green nova) The way they are referenced is different, so saving a change to their colors is a very different (and difficult) process. Look at Back Alley Brawler's posts about granite, and you start to see the headaches the gent's getting with trying to get it changeable. ...And this seems the hangup, in my opinion, with kheld customization. I bet once they figure out how to customize granite, khelds and all of their sets will follow quickly.Peacebringers should get light and Warshades dark tinting.
As for their Nova and Dwarf forms...
Fire Imps are colourable on a per player basis, basically the summon power passes the selected colours to the Imps as they summon.
Nova and Dwarf powers are replacement character summons, but technically they should be able to get the colour information from the toggled form power.
(Devs: As such this should also fix/allow Granite customisation.)
Heck, once they figure out this custom NPC tinting, masterminds might see their own minions colors. -
To be blunt, nope. You can add tough to your other armors, and I'd recommend it, but don't skip murky cloud. Yes, dark embrace gives negative and toxic resists, but murky gives you resistance to HALF the damage types out there. And it's the only place you'll get energy/fire/cold resists.
-
I've had the described bug as well. I found buffing the pets restored control.
I did find another oddity, when exemplared to a lower leader, my pets zone with me then promptly all die. This happened with my 35 mastermind when he was exemplared to 31, and to my 50 illusion controller when she was exemplared to 45. -
>Points up<
Look! It's an event that's happening villainside on Champion!
>Crowd gasps in disbelief<
I'm very much looking forward to this. -
Yeah, for me one of the biggest things in choosing secondaries comes down primarily to the 'utility' type powers, then the general choice between AoE or ST. (Though I have to admit, most of mine are concept driven, so I choose by that anywise, and take what I get.)
/Thorns: gets aim. this is great for if you hate missing, and gives some damage. Also great Aoe's, which works out well if you team a lot. (Or post I16, crank to higher team sizing scales.)
/Energy: greater controls via power boost, mostly single target damage. Mind/Nrg gives some of the best control in the game, especially in domination. This will help control on teams, but doesn't offer much if you're aiming for a steamroller build.
/Elec: good damage boost, damage focused on single targets. If you want more damage, this is a build that can give you *oomph* against limited targets.
/Psi: A 'middle of the road' set, has some good Aoe, good single target. Mastery of neither. Drain psyche, however, lets you bypass stamina and helps heal you between controls. My Mind/Psi has no fitness pool, and rarely needs to carry greens.
/Fire: good AoE's, good damage. This gives you a good, long +damage, as well as a way to recover endurance. The downside is that it has no mitigation, but as a mind/ you have that in gobs. The other downside is that fiery embrace works well with most everything, but works better for a fire/ dom. No biggie. Other downside is, this set can feel a tad slow at times.
/Earth: this one's pretty new to me, but it seems to have more mitigation built in, even besides power boost, but seems slower as well. Looks to have mostly St, so again may not be the best 'steamroller' set.
Me? I'd lean toward /fire for helping with large spawns, /psi for longevity, or /energy for control. /Earth helps for the latter as well, just be aware that the damage type is a bit more resisted. -
So what you're basically describing is a 'free'/unlimited server transfer option for a specified character every time you select it, with a possible rename as well? (With the said character option locking up one character slot on all servers) Haven't they said this is a manual process?
To the idea itself, in application to me, it seems good, but there are other issues. I play mostly on Champion, but when they're on, I also play on another server with friends. The idea would be nice, as it would allow me to transfer. Let's be honest, they're making money on the transfers. I've paid for them in the past. What, then, is the value to those transactions? And from a business perspective, what is the value of enacting such a thing? (Which dramatically limits future income for said transactions)
On the 'role playing' avenue, I would suggest if such a thing happened it would be a 'temp power', contact, or badge that allowed the character to log into one server, go through a dimensional portal (There is such a gate in P.I., of course, but Grandville as well) then select what 'shard' to enter. Or log into a 'neutral' server, with only one zone, a trans-dimensional hub, and transfer from there.