Siolfir

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  1. Quote:
    Originally Posted by Oedipus_Tex View Post
    The only top that is truly revealing is the witch one, mainly because you can't put anything on under it. I would like to see jackets for ladies too, but mainly open ones, for the specific purpose of layering.
    Not under, but over works pretty well with those pieces.

    Also, the Wedding Pack is where I would've started with the whole "dress in lingerie to fight crime" routine. And I fully (ab)use many of the suspect pieces, including mocking them by going Witch Lace top and bottom on a character named Loose Morals when the Magic pack first came out whose bio included amnesia and an immediate reaction on seeing a mirror as "What am I wearing? Ohmygod, I'm a ****!"

    More on-topic, I'm unlikely to buy anything in this pack but not because it's slutty: it's because I don't have gunslinger character concepts and there are lots of other options available that I already have and don't have to pay points for. But there really, really should have been an outfit like the Rancher outfit on the page linked a while back.
  2. Quote:
    Originally Posted by ketch View Post
    The thing is the different versions of Shield Charge, etc. have been assigned to different AT's, each power called a different version of the pet because they were different powers. We've even seen different AT's calling on the same version of the pet, like Freezing Rain, for instance. There has been an aversion to creating multiple copies of a power even for the sake of compensating for AT modifiers. However, that may be changing.

    Perhaps I am assuming too much, but it seems that TW and the new Assassin Strike are not using modified conditions on existing powers as Domination does. They seem to be calling powers with different values and animations... at least that's what I'm speculating. Before I go on making more wild speculations, I'll have to see if I can get that question answered.
    As far as I can tell, that's the case since it redirects to a different power but does it with a line item clause on activation that's checked before it even assigns animations and whatnot; here are a couple of line items taken from Defensive Sweep for Brutes:
    Quote:
    Originally Posted by City of Data
    Self:
    • Redirect to power Defensive Sweep
      If source.Mode?(kFastMode) [Ignores Enhancements & Buffs]
    Since the powers are handled via pseudopets, they would still be handled that way. It would be along the lines of (using Static Field as an example):

    Quote:
    Originally Posted by Siolfir View Post
    Target:
    • Summon Level 50 Static Field (PL_StaticObject) at Target for 25s If (source.kStealth <= 0.5)
    • Summon Level 50 Dom Static Field (PL_StaticObject) at Target for 25s If (source.kStealth > 0.5)
    The Dom Static Field would be the new pseudopet, and would increase the magnitude and duration of the sleep against critters. Alternatively you could stack the same pseudopet by eliminating the check and calling for the same pet regardless, but this can cause other issues (this is how Traps' Poison Trap used to work so well as a mitigation tool - it stacked debuff clouds).
  3. Quote:
    Originally Posted by Arcanaville View Post
    And I'm pretty sure that wasn't just a joke either, since I've known for a while the bug had to be in the physics engine and it explains how knockup has subtly altered as well (as if everything was noticably "heavier.")
    Wouldn't that be considered working as intended? After all, things usually get heavier when knocked up.
  4. Quote:
    Originally Posted by Arcanaville View Post
    Magnitude is exploitable. My energy blaster would have that magnitude protection up all the time. I have more than 150% global recharge *and* slot the force feedback procs: when I say "all the time" I literally mean all the time.

    Because power thrust is melee only, balancing the defiance mez breaker around using all three D2.0 use while mezzed powers is problematic for energy manipulation blasters: by balancing around just the tier 1/2 attacks as in ranged primary attacks, you eliminate that problem. Which is why I referred specifically to those powers, and not to the secondary tier 1.
    I don't know that it's "exploitable" so much as "possible to just maintain" - which was a deliberate decision I made in the proposal; given the discussion at the time of wanting mez protection in general I felt it would accomplish it while still leaving them susceptible to stacked mezzes. It wouldn't provide as much as the Stalker, Scrapper, and Brute mez protection toggles and clicks (roughly mag 10 @ level 50), nor reliably provide as much as Domination can provide (slightly over mag 8) - but it would probably fluctuate between 2-5 fairly regularly, which is either more or less than Banes get depending on armors chosen. Building to over 2 to break out of mez was if the spawn led with a mez while you didn't have anything else going.
  5. Quote:
    Originally Posted by Arcanaville View Post
    Doing this exacerbates a problem, though, that D2.0 already creates. You aren't required to take both attacks: you're only required to take one.
    Nitpick: You're required to take 2 of the 3; you can use the t1 secondary power as well. In most secondaries, this is a ranged attack (specifically, an immobilize). Energy Manipulation has Power Thrust and Web Grenade doesn't do damage, but the rest are pretty standard.

    The idea I had was actually to give them some small magnitude of protection allowing them to blast their way out of it and a permanent resistance, though - Wolf Spiders get an auto power that provides mag 2 protection and seems sufficient for most single mezzes, so I was aiming at trying to get a moderately sustainable mag 2 just in the attacks that D2.0 allows you to use but you'd still be affected by stacked mezzes for a shorter duration. t1 primary, t2 primary, t1 secondary would give you at least 2.42 protection for around 4 seconds due to the ~9 second duration on the buff; as long as you're not Energy Manipulation you can cycle t1s in primary/secondary and break mag 2 on the 3rd power activation.

    Resistance could work as well, but this would provide active Blasters a way of having a short, low-mag mez protection buff between spawns allowing them to use all of their powers; you could also use effects that provide higher Defiance +dam buffs to open with before retaliation to have protection initially.
  6. Quote:
    Originally Posted by Zwillinger View Post
    Babies holding puppies.
    I thought that was for the announcement that i22 will be delayed until next fall?
  7. Quote:
    Originally Posted by Dark_Impact View Post
    Under no circumstances should they leave the bug as is. It's depressing to land Crushing Uppercut and have the target's feet barely leave the ground.
    Slot it for KB?
  8. Quote:
    Originally Posted by Dark_Impact View Post
    I've never come up with a rad concept that I could stick with, but it's the only set I'd take the snipe on (in general I just don't like snipes functionally). You get to shoot photon torpedoes, nuff said.
    I took Moonbeam on my Dark/Cold, and it's 3-slotted with Centrioles. She can shoot farther than the draw range at 200% detail, or due to stacked tohit debuffing can fire it off in the middle of a crowd. Of course she'll probably lose it when I do a respec because it's terrible DPA but it was fun as a lowbie and gave a solid chunk of damage all at once that Dark otherwise lacks.
  9. While it could, it likely won't.

    Since the pseudopet powers are the ones not affected by Domination, these would be the only ones you'd need to worry about. So each power where you replace the pseudopet would need a new pseudopet created (which is how the different Shield Charges/Lightning Rods/etc work), and this is something they could have done from the very beginning (similar to if Hidden <do this> and if not Hidden <do this> for Stalkers). Really, if they wanted to do it, they could have done it from the start but presumably it's a lot of work to go back and change them all now. Probably not as much as power customization, though. >.>
  10. Quote:
    Originally Posted by Mega_Jamie View Post
    Interestingly enough this also applies to Containment, the controller inherant, and also their ability to score a double-mag Overpower affect.

    By saying "oh an arbitrary number of powers are not affected by this ATs inherant, the AT should therefore be denied this powerset" when talking about illusion basically means your agruing for it to be taken away from controllers as well.
    (and lets be honest here, part of Domination is an End Bar fill... every single power of every single dominator set ultimately gets the benefit from that...)

    OK, so thats a fair amount of hyperbole right there, but there are plenty of sets out there that don't benefit from the ATs inherant very well, Defenders are one massive example of this, every one of their primary powers job is to stop the team from getting hurt bar one set, where its more reactive to the hurt, yet their inherant favours that.

    Should Defenders not have gotten Thermal because it doesnt sit well with Vigilance?

    I dunno, all these "wouldnt be as good on Doms" arguemnts just dont hold strength for not giving the set to them because its not always about playing the best, sometimes its about playing what is fun and Illusion Doms for me would be one of the best bits of fun this game could throw at me right now.

    Then all the arguments about it being overpowered, well, is there a chance it can exceed what controllers can already do with it? If controllers can already Solo GMs, the biggest bundles of health this game has to offer, and the only real top end solo challenge, beyond soloing TFs etc which controllers can do too, then what else is there to do, except match that ability in the worst case OPd scenario?

    Anyway, theres already dominators running around soloing the ITF, STF, LGTF LRSF and everything else under the sun in heavily IOd well played circumstances, so why not add one more way to do that to the mix?
    I was arguing for Illusion to be proliferated, if you read the bit at the bottom of my post. I was trying to show how saying it wouldn't benefit much from Domination is just a fallacy.

    I have a perma-PA Ill/Rad Controller, and know full well how little actual hard control it has - that's why I (ab)use the secondary for personal survivability and extra hard controls when something decides that I look squishier than the PA (or I'm exemplared and it's not perma). Also, Overpower is not double mag, it's a shorter-duration extra 1 mag, meaning it's not likely to affect an Elite Boss like a Dominator can on almost every control when running Domination.
  11. I just flat-out delete characters that can't handle either +1/x2 or +2/x1 with bosses - ie, the old 4th and 5th difficulties. Oddly enough, I had little trouble with my Blasters not being able to handle those difficulties because they could split spawns if needed or just burst something down if they couldn't split the spawn or mez the target(s).

    My first Fire/Fire Blaster was created prior to Defiance 2.0 as an experiment to see how quickly I got debt while playing normally... and she didn't get much more than my Corruptors. I'm not opposed to a buff for Blasters, but they're not god-awful to play. Everybody without mez protection is in the same boat, and inspiration use is just as effective for Blasters as it is for Defenders and Corruptors. All of those ATs can get into trouble without playing intelligently, and I'll admit that Blasters are the easiest to get in trouble with since the secondaries encourage you to do dumb things.

    But it's also a topic that's probably worthy of its own thread, as there are probably lots of ideas on the subject and this thread has several topics going on already.
  12. Quote:
    Originally Posted by Zeh_Masteh View Post
    1) what's the SSTF?

    2) I'll be online starting at 12pm today until around 2:30pm during classes, fyi
    1) Shadow Shard Task Force; and there are four. Despite their reputation, not all of them are excessively long, but Dr Quaterfield's 122 merit, 33-mission monstrosity seems to have been the one that gave them all their reputation (fwiw, I've been on a handful of Dr Q TFs - the longest was roughly 4 hrs and the shortest just over 3). Travel time is the majority of the missions. And it's much faster to just team with a 50 in the Shard and hunt Overseers to get the badge than to run the TFs to get them.

    2) I'll be at work, so will miss it.


    In further news, yesterday a few of us ran a Mortimer Kal as a team of 4 Stalkers after stealthing the Soul Taker mission. Many deaths were had by all due to multiple-AV spawns and Numina spotting me through hide in the first mission, but we finished in around 40 mins with 14 deaths, and the bonus xp got everybody at least one level. After that, everybody scattered and things fell apart.
  13. Quote:
    Originally Posted by DarkGob View Post
    But again, that was before the invasion. It should be noted that only Tyrant is actually an Incarnate, the reason his lieutenants are so powerful in the trials is because Tyrant has granted them Incarnate-level power.
    Once again ignoring the whole "up until they decided to do this you actually defeated Tyrant himself" retcon, this is still asinine and ridiculous levels of handwaving. Literally everything you run into in Apex, Tin Man, and the trials is incarnate level. Even the non-Praetorian Malta minions. Sure, Cole decided that "this Sapper from another dimension that is currently attacking mine and who belongs to an organization that wants to control all things metahuman is trustworthy and shall be bestowed with a measure of my power". Really. Honest!

    You're trying to justify terrible writing by filling in excuses that were either unexplained or handwaved by the devs. There wasn't a need to involve Praetoria in the Incarnate story; there was a financial decision made to do so and then a poor attempt at justifying it. I personally feel that the Praetorian storyline should have ended at level 50, or at the most continued into one trial to take on Cole himself since they already retconned him out of the arc in the worst manner possible (it was a clone! Really?! Did Spider Man teach these people nothing?!).
  14. Quote:
    Originally Posted by DarkGob View Post
    IDF don't spawn from level 1-20, and you don't get to fight any of Tyrant's lieutenants as a Praetorian since, y'know, they would curbstomp you.
    You curbstomp the lieutenants prior to - or as you are - hitting 50, and threaten them (via blackmail) as early as level 10 with no reprisal. Until they decided to retcon everything, you curbstomped Tyrant as well.

    And seers and praetorian police are something you can/do fight prior to level 20, and there's no significant difference that I've noticed between the clockwork other than the enemy group name. Yet they're all elevated to incarnate level for no good reason other than a handwave as well.
  15. I think they look at this:
    Illusion Powers affected by Domination:
    1 single target hold, with splash sleep effect.
    1 single target confuse.
    1 AoE hold.

    The lowest otherwise is 5:
    Earth Control powers affected by Domination:
    1 single target immobilize
    1 single target hold
    1 AoE immobilize
    1 AoE sleep
    1 AoE stun

    Electric Control powers affected by Domination:
    1 single target immobilize
    1 single target hold
    1 AoE immobilize
    1 AoE hold
    1 single target confuse (first target is affected only in chain confuse)

    Of course, the issue for me is that the useful powers for something other than a set mule in Earth that are affected are the hold and AoE stun. Every other commonly used power is unaffected. I skip the immobilizes on Dominators since I don't need to set up Containment and otherwise they're really just ways to get a lot of aggro that barely do damage, but I may take them if I have a spare set of Gravitational Anchors laying around.

    At least the 3 powers from Illusion are ones that I'd take - meaning that it's the same number as it is for the set they proliferated and the set they created.
  16. Quote:
    Originally Posted by Jake_Summers View Post
    The Reason why Praetoria is being used as the Incarnate content is as follows:

    A gaming developement rule is any new project should be used in as often as possible in order to be green lighted.

    Alot of time and developement went into the Going Rogue art assets. These art assets are now being used for the Incarnate trials, because they have these very attractive maps and they want to use them more.

    If the Wells Champion could be anyone, why not Cole? He was a good of a choice as anyone.
    a) The art assets are being used in other locations as well.
    b) This turns it into a marketing (or, more specifically, financial) decision, not a lore one - to get the money/green-light to do Going Rogue, they had to incorporate it into the otherwise totally unrelated end-game content. Which is what I said in my first post.
    c) Financial realities aside, I was hoping for more as an Incarnate than the same enemies you can fight, not just from level 40-50, but also from level 1-20.
    d) It's not a hard and fast rule, nor should it be in order to make a quality product.
  17. Quote:
    Originally Posted by DarkGob View Post
    As for why Praetoria is Incarnate content in the first place? It's not just because the Praetorians are Incarnates, it's because Tyrant is THE Incarnate, the Well's chosen champion. I'd say that's rather deserving of being weaved into the Incarnate storyline, wouldn't you? (You will, of course, disagree, because the only response you can have to Praetoria is a rabid kneejerk reaction at its merest mention.)
    Catch-22. Tyrant never was the Well's chosen champion until after they had already decided to gate everything behind Praetorian content. The Well was intelligent (which I feel was a mistake initially) when the Alpha slot came out, but the story about Tyrant being the Well's Champion never popped up until Prometheus popped into Ouroboros as the BAF and Lambda trials came out.

    So was it a marketing decision (gate the Incarnate content only to those who bought Going Rogue, then come up with a reason why it has to be Praetorian) or was it the idea all along? If it was the first, I can cut the writers some minor amount of slack; if it was the second then the idea was idiotic mary-suing of the highest order, retconning a years-old story just for the sake of "but the Well has to select a champion, and I want it to be this one!". Literally anything could have been chosen. Or, better yet, have the Well not be sentient and come up with cosmic-order entities that don't have some random justification of "we have to have a champion!".
  18. Quote:
    What are you expecting for a solo Incarnate path?
    Lots of grinding.
  19. Quote:
    Originally Posted by Gaming_Glen View Post
    Is it really worth the Devs to mess with it and break something else?
    Oh, ye of little faith.... and the voice of experience.

    I wouldn't mind a little bit of expansion, but I'm sure it's so that they can limit the space that each character takes up on the server.
  20. Quote:
    Originally Posted by DMystic View Post
    Praetoria itself has no reason to be the incarnate content.
    This. I'm fairly disappointed that it has been thus far, and I think the only reason why is to justify the excuse to bar people who didn't buy the Going Rogue box from Incarnate content before Freedom launched.
  21. Quote:
    Originally Posted by TonyV View Post
    Well, no matter how "enlightened" you consider this position, you're in a small minority of people who think it's perfectly okay to buy "I win!" functionality.
    And no matter how righteous and intolerant you happen to feel in this position, you're in a tiny minority of people who think that your opinions represent anywhere close to a majority of the playerbase. Or even a minority large enough to quantify as "small".

    See, I can do that too. And my statement is equally as researched and valid as yours.
  22. Taking things into the absurd with the origin stories...



    Just make what you want, no matter how silly it is. Sometimes the sillier, the better!
  23. Quote:
    Originally Posted by Kierthos View Post
    Shield Defense tankers can get Grant Cover, which gives Defense to all three positional defenses.

    Sure, it's not all Tankers, and sure, it's also available to Brutes and Scrappers, but it is out there.
    Fixed. And while Grant Cover is pretty much what they were describing and the first thing that went through my mind when I read their post as well, somehow I don't see it as being a selling point specifically for Tankers.

    >.>
  24. Siolfir

    Brute Fury

    Fury has four distinct components.

    First, Fury checks to see what's around you so it knows how to modify the gain rate for various mob classes - you should get more Fury attacking a boss than a minion, for example. Note that since this has a 10' radius and notifies enemies, it will effectively break stealth.

    Second, you gain Fury based on a nice little convoluted formula whenever you attack or are attacked. The formula is in the link.

    Third, you get a damage buff of 2% per point of Fury.

    Finally, you lose Fury at the rate of 2/sec if you aren't fighting, or 0.75/sec if you are.

    What does this mean for you? Keep mashing buttons and smashing things for better performance. For comparison's sake, it should be almost trivial to reach around 60-70 Fury; this gives you a +120% to +140% damage buff that's up pretty much all the time. Build Up only provides 80%, and only for 10 seconds. Single origin enhancements, if 3-slotted to hit the ED-cap, give you around +95%.

    So yeah. Just don't think about it much and mash buttons. The rest will sort itself out - you're playing a Brute after all.
  25. Quote:
    Originally Posted by Samuel_Tow View Post
    To give you an example, a Tanker should be like a WW2 machinegun. Think back to WW1 trench warfare and the role machineguns played in that. If you charged a machinegun nest with basic infantry, you'd get shredded nearly immediately. However, the machinegun's biggest strength isn't that it kills so much that it keeps people pinned down. No-one is going to be dumb enough to charge a machine gun nest with infantry exactly BECAUSE they'd get cut up if they did. You try to flank it, you try to lob grenades into it or you hope for artillery.
    I got the analogy from before this example, but the problem with it in a game balance standpoint is that there are four distinct melee ATs and not one; they should all in theory be balanced against each other. In reality, both Brutes and Scrappers are clearly outperforming the other two, with Brutes being the proverbial machine gun nest that you "have to deal with rather than turn your back on" and Scrappers actually having higher damage potential with roughly the same damage in most cases.

    Had the game started with simply "Melee" for the AT concept - not "Tanker" and "Scrapper" and allowed you to choose on the fly via stance or some other method whether you were acting offensively or defensively and altered your damage and modifiers appropriately, then this is something that would be viable. You could also roll Stalkers into the AT through the means of your suggestion of higher damage for enemies not targeting you (and the Concealment pool). This late into the game, all I can say is that if that's what you want, play a Brute or Scrapper.