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Posts
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Quote:Okay, I see I skipped a few steps in showing my work.And what exactly is a "force multiplier"? It sounds to me like you're suggesting SSK is going to turn CoX into a soloing game.
A force multiplier is a character whose powers increase the effectiveness of everyone on their team. The more teammates they have, the more value they generate. Force multipliers are generally less effective on their own because they only have their base effectiveness to multiply, but with enough teammates they contribute massively to damage and survivability.
SSK makes it much, much easier to form teams, since instead of choosing people at or near your level you can team with almost anyone. The easier it is to form teams, the better it is for force multipliers, who greatly increase the effectiveness of teams they join and reap the benefits. So, far from turning CoX into a soloing game, I think SSK will encourage teaming for characters who benefit from teams, which includes force multipliers and other specialists who are strong in one aspect but benefit from reinforcement in others (see: blasters, tankers).
On the other hand, characters who are neither force multipliers nor require reinforcement do not benefit as much from teams. Some portion of these characters have long farmed maps set for a team. Now that this can be accomplished via a simple difficulty setting rather than by asking for fillers, this kind of play has become much more accessible.
So, in short:
* Because of SSK, characters who team well will team more.
* Because of difficulty multipliers, characters who solo well will solo more.
None of what I've said in this thread has anything to do with who is more betterer. I'm just interested in seeing who will benefit most from what. And what I've noted is that scrappers, as an AT, will benefit more from difficulty multipliers because they can solo well. -
I think it will be interesting to see how defenders who actively seek/assemble teams do in the SSK environment, where teaming options have been immensely broadened.
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Quote:The discussion thus far has had very little to do with what various ATs contribute to a team and very much to do with which ATs have good, or consistently good, solo performance - because it is these who stand to benefit from team size multipliers. On the other hand, force multiplier ATs benefit from SSK.You don't invite a Controller to your team for the same reasons you invite a Scrapper, so why should they be compared on the same basis?
Incidentally, it'll be interesting to see if the game segregates into two populations: soloists running multiplied missions alone, and force multipliers teaming up via SSK to take on TFs or +4 missions. -
Quote:Every character's performance is limited by whether they can provide adequate survivability, and then by how much damage they can generate.Like I said, my point might be a little naive, but I just feel that the OP is wrong based on his point of view that every single person in CoX is only concerned with maximizing damage, when they aren't.
Just not necessarily their own survivability or damage. -
Quote:Do you realize you just contradicted yourself?I16 was an issue made to appeal to existing players not to leave, but not really to attract new players. This is simply because the proportion of players who quit CoH/V because they couldn't be the Emerald Crystal is exceedingly low, while those who quit for reasons of repetitious content is quite high.
When you refer to people quitting, you are referring to existing players. Prospective players cannot quit, because they have not joined! If you had said, "Being able to be emerald crystal does not attract new players, but new content will", then you'd be supporting your thesis. But what you said is "Being able to be emerald crystal won't prevent existing players from quitting, but new content will." Which is exactly the opposite of what you initially said the purpose of I16 was.
Incidentally, I agree with the second part of your statement. Existing players, who have had the chance to explore all the content available, are more interested in new content they haven't played. New players, for whom all the current content would be new content, haven't been swayed to join by the amount of content already available, so adding additional content does nothing for them - but a visual upgrade like customizable power colors might grab their attention. So, I'd say that the flagship feature of I16 is most definitely a new player attractor.
(AE, on the other hand, would have been an excellent retention measure - that it was marketed as a feature for new players is one of the many ways in which it was mishandled. But that's just my opinion.) -
At this point, my personal opinion is that you're overthinking this quite severely. If you want to choose sets for optimal performance, we can certainly help you with that. But at the lower bound you've set, anything will work, so you needn't worry about it so much.
Tanker primaries and secondaries tend to trade off in a fairly regular way between offense and survivability. Shields and Super Strength are moderate outliers when fully developed: they provide a little more damage than you'd expect from their mitigation capability, and vice versa. But you don't need outlier sets to reach the level of performance you indicate would be satisfactory. Play what you enjoy, and performance will take care of itself. Just be sure not to evaluate any tanker before they reach SOs, as the shift in performance is dramatic, and don't expect to be taking on immense levels of challenge before the character is fully developed. In particular, I don't think it's realistic to be taking on x8/+0 before level 30*.
*Note that this is an off-the-cuff estimate across all powersets, and I'm sure someone will be along to post a specific Tanker build that can handle x8/+0 before that level. -
Well, the first thing to keep in mind is that all Tanks kind of suck before SOs.
It's worth noting that /Fire provides great AoE damage, but absolutely no mitigation help. You'll be relying almost entirely on your primary to keep you alive. WP/ offers better survivability earlier. Fully developed Shield/ will end up doing more damage faster. Both can be built to handle x8/+0 eventually. -
Quote:I think the Masters badges are an excellent example of the kind of "death penalty" that would be positive. A wholly optional challenge, that grants nothing but bragging rights. The Ouroboros badges for running arcs without dying are also good in this regard.What kind of risk or threat do you think would make the game more exciting, if any?
The balancing point for risk and reward is simply that as difficulty increases, it becomes hard to fight efficiently. In that respect, the trip to the hospital is a sufficient penalty - that's time wasted in zoning and traveling that could have been spent killing things. -
Greater risks associated with death encourage a more conservative playstyle. Do you want everyone to always play as if they were on a Masters badge run? I don't.
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I should have been more clear. By sets, I meant powersets.
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If x8/+0 is your goal, I'm pretty sure that any Tank primary can swing it by the 30s if you build with that goal in mind. What sets do you want to use?
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Worth slotting? Probably not to enhance with damage. It might be good as a place to throw some procs if you have slots to spare.
For Brutes, though, it's a fantastic way to maintain Fury. -
Lightning Field and Power Sink are sufficient for anything you're likely to be able to drain at all.
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The solution I've settled on for my Thugs/Dark is basically to engage at close range, so that at least I'm hitting all my pets with Twilight Grasp. Dumb pets is probably the main reason why I will never really love Masterminds.
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I had no idea that there even was a Witch Bare option for Monstrous legs. What does it even look like? I'm having trouble imagining. If it looks strange, it might be that the texture wasn't designed for that geometry and it was erroneously available; perhaps they're just pulling it until they can get a proper version ready.
Nor did I know that the Witch Bare top was in any way controversial. It doesn't show more skin than, say, the Metal top. -
Quote:I appreciate your point, but not every thread needs to have the education of new players as its purpose, and specifically the OP and associated discussion was not written with a new player audience in mind. If you don't read the forums for technical discussions of game mechanics, then some threads just aren't for you.Mitigation? Soft caps? Guys, please, I don't read the forums for "rocket science", I read it for information. And while I DID understand what's being said, some people won't. So for the sake of those seeking information, enlightenment, and ways to build a better beast, make it a little easier for them to understand what your saying.
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No power boost type power increases the magnitude of mez effects. The only power that "increases" the magnitude of mez effects is Domination, and what that really does is set a special mode where certain powers will apply a secondary effect that is another mez. Power boosts have only ever increased duration, for as long as I have played the game.
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It's true that teams don't need Scrappers (or more accurately, Scrappers do not provide force multiplication effects on teams).
But now it is also true that Scrappers don't need teams to take on team-sized challenges. And as of this moment, that means being able to gather team-sized rewards on a single character, which is a useful thing.
This isn't unique to Scrappers, but Scrappers and Brutes are currently the only ATs with narrow enough and high enough performance bands that every combination in the AT is to some degree capable of it.* Which is an interesting situation that I expect will be closely watched.
* Tankers have the survivability, but don't universally have the damage. Stalkers always lag behind the other melee ATs in the area of AoE damage, by design. The other ATs all have too wide a performance band for definitive statements to be made at the AT level. -
This more than anything else is the reason I have serious doubts about the Freedom Phalanx. They're harboring what is essentially a vampire - someone who can and does steal the bodies and lives of others to preserve and prolong her own. To say nothing of the human atomic bomb, or the second degree murderer. Our good guys aren't very, y'know, good...
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No, they are not mutually exclusive. Nor are they mutually supporting, which was the explicit statement you made:
Quote:For me to disprove the above, all I need to do is produce a build that is good at soloing single hard targets but poor at destroying several soft targets at once - and I can. But I think we are now agreed that the two activities are sufficiently different as to be orthogonal.Trust me, anything that can solo a GM can kill mobs just as quickly, if not more so, than the scrapper.
On a different point, I note that it would be silly for me to state that Masterminds are broken because of the performance of your Bots/Traps, just as it would be silly to say that Controllers are broken because of Ill/Rad or Fire/Kin. Scrappers and Brutes, however, have converged on a performance band tight enough that you can actually make reasonable statements about the performance of the AT as a whole. Scrappers may or may not be broken, but they're undoubtedly consistent. -
Quote:I run bots/traps, which is more than capable of soloing both GMs and +4/x8 spawns.Quote:I'm well aware that certain builds of other ATs can meet or exceed Scrapper performance in general PvE.
- Scrappers are well-served by the options available in IOs.
- I don't see things getting any better than they are now for Scrappers.
- GM soloing and general PvE use different tools.
At no point did I actually say that Scrappers are "the best" or that they are "broken", which is what you seem to be trying to refute. Good on your Bots/Traps, by the way - I don't see things getting any better for Masterminds than they are now, either. -
Quote:Yes, because single target debuffs (especially regeneration debuffs) and damage have exactly the same value against a single AV or GM over the course of 30 minutes as they do against 16 minions, lieutenants, and bosses over the course of ten seconds.Trust me, anything that can solo a GM can kill mobs just as quickly, if not more so, than the scrapper.
More seriously, yes, I'm well aware that certain builds of other ATs can meet or exceed Scrapper performance in general PvE. That doesn't change the fact that Scrappers (and Brutes) collectively are well-served by the build and challenge options available. The reason I consider this the golden age of the Scrapper is not so much because I necessarily expect things to get worse as because I don't see a realistic way for things to get better. Right now is a great time for characters with good AoE damage and moderate (enhanceable to excellent) survivability. -
Quote:The mitigation discrepancy between orange and purple inspirations has been a topic of note for some time, and is relevant to the current discussion.If you can build around 30%ish positional defenses on a resistance based toon (Fire/Dark/Elec Armor), which isn't terribly difficult, popping a small purple inspiration will make you a god, even in the toughest of encounters (STF, RSF, etc).
Sounds like that's the 'new' thing to do, too -
Quote:Roll a tall character?Unless the size changes are kept I'd have to go with 'hell no'.
Granite is bigger than huge; half the time when I'm running granite it's not for the defensive numbers, it's so the team has a very large, very obvious focal point. It's a lot easier to get people to follow you when you're the largest thing on the map. While a 4' tall tank has some humour value it's a lot harder to find in the middle of a fight. -