-
Posts
1285 -
Joined
-
I have this proc in Stamina on several characters, and periodically get messages in the combat log saying that it fired and gave me endurance. So, yes, it works.
-
A casual player is sad, because he's having some trouble purpling out his warshade.
-
Quote:Actually, no. Set bonuses seem to have affected the envy that each of the specialist ATs have for the other two, and all of them have for the generalists, not one bit in either direction.Maybe you were thinking now that just about every AT can achieve mitigation at or near tanker levels, yet have a much higher damage potential and/or better buffs/debuffs, why exactly should anyone play a tanker anymore?
At least, that's what I was thinking the other day as I was trying to catch up with where the game has gone since I last played and noticed posts about soft-capping defense and soloing AVs in just about every AT forum. -
Currently working on an Elec/Nin/Mu - with Assassin's Shock at 47. Yes.
-
I'm pretty sure that boss spawning was tweaked upward at some point before I16. You'd get the occasional boss spawn running solo on Tenacious; I can't recall if they spawned on solo Heroic.
-
Indeed, when playing Guild Wars, I hop between US and EU instances of the hub towns all the time. There's even a drop-down menu to do it - of course, GW has a rather different mapping between servers, instances, and characters than CoH.
-
As a side note, I wonder if the devs anticipated how merging the NA and EU boards would make the issues of EU players a lot more visible, and a lot more awkward to step around. Whereas before they could tailor announcements to one side or the other of the great divide (or just omit announcements of NA-exclusive events on the EU side altogether), that simply isn't feasible now. And NA players seem pretty willing to support equal privileges for fellow players, all things considered. It's kind of heartening, in a way.
So, yeah, I support a merging of the server lists (though not the servers), and the server and client code branches as well if need be. Yes, even though this most likely will take away developer time and effort away from shiny new toys and introduce a fair number of bugs. More people to play with adds value to the game, for both populations. -
Quote:There are any number of possible schemes for allocating powers and rewards to custom enemies that would be preferable to the one we now have. The developers are probably considering several already, but it doesn't hurt to suggest more. Powers unlocking by level would seem to be at least roughly comparable to the evolution of existing enemy groups, which tend to have more and more powerful attacks depending on their level band (and vice versa). Compared to existing enemy groups, custom enemies tend to be unusually well-supplied with powers - many have at least as many attacks as a Bone Daddy or Damned, who are fearsome opponents at the level you encounter them simply because they have an attack chain.I see, do you think another viable solution could be to somehow make it so that you can set an enemy group's level and that could factor into the rewards/power ratio?
It's just that the "standard" for custom critters can be overwhelming to the level range I'm talking about.
Two friends I've run a play test on found the group quite challenging. (A claws/regen stalker and a fire/willpower brute)
So, yes, I agree that there's a problem, and so do the devs, apparently. But it's probably going to be a fair amount of time and a lot of work behind the scenes before we see a better solution. -
I am given to understand that the EU server and client code have significantly more internationalization support, and thus are in separate branches of development. I suppose that support could be rolled into the NA client and the branches merged, but that would probably take some effort and produce a considerable number of bugs before it was finished.
There's also the time zone issue - I expect the idea was that the EU servers would be more active at the times when most EU players are able to play. I am not sure how that expectation has borne out, or whether it is even a particularly relevant concern. -
A character that does not have at least the powers they would have at Standard difficulty grants zero rewards. This is, of course, terrible, but it was also stated to be the only method implementable in time for I16 release that would preclude exploitation of custom power settings. The devs have stated that they want to revisit custom powers and rewards in a much more thorough fashion in the future. Those are the facts; anything beyond that is speculation.
-
-
It may be worthwhile to consider the way defense and resistance scale in terms of equivalent regeneration, which scales linearly. That is, when you add +100% to your regen rate, you can hold steady against twice as much incoming damage as before, and can survive twice as long against any fixed amount of incoming damage greater than your hold-steady point. Below about 25% defense or 50% regeneration, +def and +res compare poorly with +regen; after that point, things go through the roof. Note that resistance from powers tends not to reach 50% resistance to most damage types, while defense from powers quite regularly goes well above the 25% point.
Of course, as res debuffs are resisted by resistance, resistance fails linearly while defense fails exponentially (even worse than that, in fact, as reduced defense increases your exposure to further defense debuffs).
It would be interesting if the developers had started from a position of choosing an equivalent regeneration cap and then balancing power curves around that cap. This would have had many effects on the resulting game, the most obvious of which is that it would be possible to design balanced encounters (that is, encounters that would be equally difficult to overcome via any combination of passive mitigation) that no character could possibly survive on any amount of passive mitigation, such that active mitigation through healing, mez, positioning, debuffs etcetera would be necessary in certain situations. It would surely be a very different game. -
-
I'd like to start by reaffirming that I doubt that the devs wish to revisit defensive scaling at this point in time, and that there are compelling reasons for them not to do so. However, there's something in what you said that kind of poked me right in the eye.
Quote:Isn't an outlier, by definition, a narrow road to a performance peak? Hammering down outliers creates a broad, flat performance band that doesn't privilege one particular choice above others.But if you start smashing down the outliers, then you sort of push people who want to perform at the peak of the game's challenges down very narrow roads.
Let me be clear that I don't have any objection to optimizing play, and I don't have a problem with performance disparities created by intelligent choices. What I do think is unhealthy is when certain choices lock you completely out of certain bands of performance, no matter what choices you make from then on, especially if those choices are irrevocable and frequently made in a state of ignorance as to their consequences. Since the alternative to this basically amounts to "you should have read the forums before you rolled your first character" and/or "you should never roll this combo, even if you like the sets, because it will always suck", I don't think it's an unreasonable line to draw.
(I also note that this line does not translate to "everybody should be able to solo at +4/x8 or nobody should". What it does mean is that any AT/set combo should have some route into a high performance band, whether that be via soloing, teams, or some other context. There are several ways in which this goal is arguably undermined - a few that spring immediately to mind are the supremacy of AoE over ST, the ongoing issues with offense/defense/assist specialist ATs who may or may not be overpaying for their specialties, the design of the Mastermind AT as a complete team in miniature, etcetera.) -
I can confirm that you are not the only person to experience this. It has happened to me when running City of Heroes on my old Windows box and also on my new Linux system under Cedega, with a different keyboard, so I'm pretty sure it has nothing to do with hardware or software outside of the City of Heroes client. This particular behavior went away for a while, but seems to be back as of I16.
-
Quote:Mmhm.There are more builds that can not run at the upper tiers of difficulty now (with the advent of additional difficulty options in I-16) than there are ones that can.
Quote:So I think a general boost would be in order.
I think that the new difficulty options are throwing certain enormous performance disparities from a relatively small number of builds into sharp relief. I think that calling for across-the-board buffs so that everybody performs on the level of a few outliers is not likely to get you the result you intend, for exactly the reasons Aett laid out.
And as mentioned above, I think that if the devs had it to do all over again, they never would have built the defense/resistance model around additive scaling toward an exponentially increasing benefit. I think that they continually weigh the costs and benefits of revisiting that early decision. -
There you go. Mids calculates in the crit chance as a boost to the base values, a decision which I somewhat regret as it has tripped up people time and time again. CoD does not.
As for the rest of your argument, you've glossed over some pretty important points. Yes, CI looks poor when compared to Jacob's Ladder and Thunderstrike, but this has less to do with CI and more to do with the fact that Jacob's Ladder and Thunderstrike get their AoE damage component for free. Their DPE (when using the base values, not Mids' inflated numbers) is 0.192, the standard for single target attacks. Whether CI is overpaying for its multitarget potential or not, JL and TS are strongly underpaying for theirs.
CI, JL and TS also pay nothing extra for their end drain, the secondary effect that all Elec powers share, and TS pays nothing extra for its KD and stun effects. But that is all immaterial in any case, as melee attack costs have never been balanced for secondary effects - perhaps an unwise decision, but one the current devs have chosen not to revisit - and, in fact, in at least two cases (Siphon Life and Clobber) they have chosen to increase the damage on a power despite the fact that it originally had a greatly reduced damage due to its useful secondary effect.
I glossed over your comparison in the prior post out of mercy. Calculating the DPA of CI by adding the jump times to the activation time of CI is extremely misleading. The reason DPA is important is because animation times are important: while you are animating one power, you cannot activate another, and in a fully populated attack chain, that becomes the major limiting factor on your DPS. But you can activate another attack while CI is still arcing, so the arcs improve your damage output over time rather than reduce it as you would indicate. If all of the arcs fire, you end up dealing your 4.05 damage for an animation cost to you of 1 second: a DPA of 4.05, better than a target-capped TS!
A subtler error is your consistent assumption that other multi-target powers can hit their target cap as easily as CI can. In particular, it is rare to pack ten ordinary-sized enemies into the eight foot radius of Whirling Sword, to say nothing of getting five enemies into the 7 foot cone of Slice. By contrast, each of the arcs in CI can strike any enemy in a 10 foot sphere around the target of the last arc. As an opening gambit against a reasonably sized spawn, CI has a high probability of arcing its full possible number of jumps.
So, let's look at your proposal: each arc does the full damage of the original strike (1.32 DS, since we're not adding in the crit chance), and the cost of the power is 8.53 End, giving it a break-even multiplier of 1.24. Let's look at that DPE/DPA calculation again, without pretending that we can't do anything while CI is arcing:
(1.32 * 5) / 8.53 = 0.77 DPE
(1.32 * 5) / 1 = 6.6 DPA
Yeah, um, that's almost as good as target-capped Foot Stomp (0.77 DPE/6.76 DPA), on a 14 second recharge. Would I like it? Absolutely! But I think it's best to be clear and accurate about precisely how much candy you're asking for. The end cost reduction is about in line with what I would consider reasonable (remember when I said 1.25x for break-even?), but the damage increase is a little bit much.
A more reasonable request, IMO, would be to keep the end cost and arc damage the same, reduce the recharge to 12 seconds, and increase the first-target damage to about 1.55, so that the additional cost for the four extra damage ticks is only 2 seconds of recharge and 1.25x end cost compared to a ST attack of the same damage. But that's just balancing CI against other single attacks from other sets, discounting that it's in a set that also gets JL, TS, and of course Lightning Frickin' Rod. -
Quote:I think the idea is less that Weave as it is now would be more attractive if the softcap was unreachable, and more that in the absence of builds that reach the softcap, Weave could be buffed to provide more defense so as to make it useful for people who don't already have lots of defense.2) Removing a soft capped build will not make Weave better. It will make it worse. Right now the thought that I might need it to soft cap is the only reason I would even consider that power.
Quote:Let's build upwards, not tear good things down. -
Quote:Crane Kick: 2.06 DS, 10s rech, 10.2 endA quick tidbit. A ST attack for a scrapper that costs 10.2 end should be a 2.15 damage power and recharge in 10 seconds. CI does 1.45 damage and recharges in 14 s. That's a large penalty for AoE potential that also makes it a crappy AoE power.
Siphon Life: 2.06 DS, 10s rech, 10.2 end
Really now. As I said, I wouldn't mind an improvement to CI, but you must work a little harder on your arguments. -
Chain Induction costs 1.5x as much as an equivalent damage ST attack. If you can hit one additional target at least half the time, it's paying for itself. Many melee cones break even at around this point, costing 1.1 to 1.5 times as much as an equivalent damage ST attack. Jacob's Ladder, notably, gets its AoE for free, costing exactly as much as a ST attack of the same strength would; so does Thunderstrike. Most PBAoEs do not break even unless they hit at least 3 targets.
Considering that CI is frequently used as part of a ST chain on a single hard target, I wouldn't consider it unreasonable to have its cost multiplier reduced to 1.25x. But I don't think it's nearly as terrible as you are making it out to be. Now, if it had a 2.5x multiplier, you would have a case. -
Frosticus, I don't always agree with you but I fully believe you have sense in your head. I'm just not seeing how Elec beats out SS or Fire. Is it that LR is hotter than I thought - maybe with a really high-rech build - or am I underestimating the rest of the set? From a practical standpoint, it seems to take a lot more positioning work to get the most out of JL, CI, and TS than it does to land in the middle of the spawn and bounce on Foot Stomp or Combustion/GFS. CI in particular is tremendously fiddly due to needing to not kill the primary target and due to the random nature of the arcs.
I'd be interested to see your take on this. -
Quote:If this is finally implemented, after I've only been saying it should have been this way from the start to anyone who would listen for three bloody issues now, I'm going to dance the I Told You So dance for days.Another really good feature would be similar to Amazon.com with a "people who liked this arc also liked..." list that would be presented to you when you complete the arc. That would make a lot more sense to have than that big search tags window that doesn't do anything. (WTF is it there for anyways?)
Ahem.
/signed
Edited to add: And this would have been a much better way to implement Dev's Choice, too. We all know the devs' names, we can look up their recommendations our own selves like grown up people. -
-
... Oh, right. Damage aura.
The trick is keeping that aura saturated with targets, and that comes back to what is meant by "best". Spines wins on AoE DPS over long enough periods, but it's not tops on burst IIRC. And if you're being tailed by a Kin, FS'd Foot Stomp kills everything before the aura has even started cooking. So, yeah. OP needs to be more specific, IMO.
Elec is just the wrong answer, though. And Elec Stalker is really wrong, unless we're talking maximum possible solo burst AoE. In which case, BU Lightning Rod is damned impressive - but BU AAO Lightning Rod is better. Not to say that Elec Stalkers aren't good fun, especially as LR does not break Hidden status. Just... not the answer for AoE damage in the general case. -
It would be ridiculous of me to assert that AE was the only way to PL, or that PL has died with AE farms. It would be ridiculous and hypocritical of me to assert that farming or PLing is always evil, as I have from time to time done both. What I am asserting is that PI is just a bit more inaccessible to new players than AE was; that it is not the most immediately obvious path forward, the way AE was; and that therefore, it does not attract a large number of players who then never experience any other part of the game, the way AE did. I won't pretend that leveling by passing from zone to zone and taking missions appropriate to your level, teamed with other characters of level near yours, is the only way to enjoy the game. But I do think that it's a path that most new players will benefit from. Facing diverse challenges, learning how to use all your powers to overcome them, learning how you fit into teams where you have to contribute toward the team's success - these produce more skilled players.
And if you feel you've learned all you can from the regular game, and have grown tired of "the grind"... PI will still be there. In my opinion, if the only AE building heroside were in Portal Court, and the only AE building villainside were in the middle of the Fab, we wouldn't even be having this discussion.
But, of course, all of this is my opinion, and I am nobody of note.