Starsman

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  1. Quote:
    Originally Posted by Arcanaville View Post
    Looking at it in terms of cost is the problem. The difference between toggles and passives is that toggles can be turned off. But that can happen in two ways. The player can turn them off, and they can be detoggled by enemy action.
    First of all, I do agree with the general concept, but in your post I see no answer to the question: "Why should toggles still be toggles" if they cost no endurance?

    You mention that they can be de-toggled by enemies. But currently, the only way for that to happen is by forcing you out of endurance. There used to be toggle dropping powers in PvP and the player base hated them. Few of those powers somehow leaked into critters and it was a huge uproar.

    Unless you add a new mechanic, why would an endurance free toggle, that can't be turned off by Holds, exist as a toggle and not as a passive? So you can punish people that forget to turn them off the first time they train or after resurrecting?

    Another concern, one I am not sure has been measured in any way: the first time I played a blaster years ago, after exclusively playing melee characters, I found I was able to deal more damage (at least at lower levels) not due to actual damage capabilities of the AT but because my entire endurance pool was focused towards damage.

    Melee AT toggle's endurance burden also serves as an offensive limiter. Removing this endurance cost may in unexpected ways boost all melee damage by removing said burden. I think you said this yourself: "everyone has endurance problems", even the most happy players are actually limited by endurance at one point or another.

    So two questions:
    Why should toggles not then simply be turned to passives.
    How would you address or justify the sudden offensive endurance budget Melee ATs would get?

    Side question:
    I agree pools should still cost endurance. I would argue all taunt/debuff/stealth and damage toggles should also cost endurance.
    But what about Epic powers for ATs like blasters? Should a Blaster's Ancillary Shield cost endurance? What about their new sustenance toggles? How would they be justified to cost no end while the click sustenance powers cost endurance?
  2. Quote:
    Originally Posted by Mazey View Post
    Yeah, in Issue 32.
    This is pure speculation, but I think power customization stalled after the launch of the original feature, for anything but new powers that is.

    Originally there were concerns about GUI work needed to accomodate powers, but I figured the day I realized Incarnate abilities are customizable that this was no longer a roadblock.

    Work seems to have been going strong on this and I am guessing for a while now. EATs may just not be ready for the i24 deadline, but I hope this is indeed ongoing and we may finally get these looked at by I24.5 or 25.
  3. Quote:
    Originally Posted by DarkSideLeague View Post
    I'm just getting sick of the info being released bit by bit, and getting my hopes up and not living up to them. At this point I'm ready to bury my head in the sand till Double XP weekend and i24's release. Color Customization for pools has been an issue for me since I turned on full particle effects last year, whereas I've wanted to recolor my Warshade since I rolled him (Sunless Mire is the coloring I want, on a global level).
    Would be cooler if Kheledians were able to use Pool powers while shifted.

    I would hold on, though. If they are doing Pools and Epic pools, it's only natural epic ATs are next.
  4. Quote:
    Originally Posted by Bronze Knight View Post
    Re-watched the bit where they answered my question about MM's (around 37 min in) interesting responses to that question.
    So, for benefit of those of us who have video sites blocked... what was the question and answer?
  5. Quote:
    Originally Posted by Arcanaville View Post
    I'm not even sure the rationale for defensive toggles actually costing endurance even makes sense in the modern CoH, or even did at release. You have to take a step back and ask, for every game design element, what is its purpose. And toggles cost endurance today for what appears to be three reasons:

    1. They are stronger than passives, so they should cost endurance
    2. So if you run out of endurance you detoggle
    3. So you can decide whether to run expensive toggles or not

    All three reasons actually seem to have feet of clay: they don't make sense to be quantitatively or in a game design sense. We design defensive powersets to function as a whole. There is no specific choice offered to the players to take passives which cost nothing or toggles which cost endurance. They get a set of some passives and some toggles, and once they pick a set they get no choice as to how many of each to get.

    We have also outgrown the notion that players will toggle manage. We know they won't, and in fact we no longer design defensive sets assuming they will. Endurance costs function more as a separate threshold to achieve before being able to use the power. The only real common exception to this is offensive damage toggles which cost a ton and can be managed. Except on tankers of course, where its often the taunt aura.

    And this game has never been properly designed to make endurance drain detoggling reasonable or logical. Because toggles are stronger numerically *and* defense and resistance stack in an accelerating manner, detoggling is almost always a catastrophic event. Its not just a case of detoggling being just another combat event the player has to deal with: the probability of dying due to drain-induced detoggling is extremely high. Its nearly a binary event, and balancing around binary events tends to be ineffective.

    Of course, this is a highly involved discussion topic on its own.
    Should toggles cost no endurance, then why even have them as toggle at all, unless they offer some undesirable statistic like Stealth or self-debuffing?
  6. Quote:
    Originally Posted by guyperfect View Post
    what did you do when he said it would also apply to epic sets?
    (o.o)!

    @$!%!$%! Yea!!!!!
  7. Quote:
    Originally Posted by Haetron View Post
    Are they still sticking by the whole "WE WONT LET YOU CHANGE IT FOR LORE REASONS" reason?
    I would guess it's more about "we either spend these months enabling Epic AT customizaton, that will benefit only players of those ATs, or Power Pool customization, that benefit every single player... ok lets start with pools"
  8. Quote:
    Originally Posted by DarkSideLeague View Post
    *Facepalm*

    ...Maybe it's time for a break. I DID just buy the ME3 Strategy Guide last week...
    You should also buy the game, I hear it's just as good.
  9. Quote:
    Originally Posted by Arcanaville View Post
    No, there's the rule the players made up and the rule the devs obey. The nuke changes do not violate the cottage rule the devs obey. The rule the players made up doesn't matter.

    1. They did not subtract a beneficial effect that affects general usage or alters allowable slotting.

    2. They did not change the tier the power became available.

    3. They did not change the mechanical invocation of the power.

    4. They did not make severe numerical changes that moots an effect. And the EXPLICIT context of this rule is that normal numerical balancing changes are always allowed under the cottage rule.
    I think he actually consiers the End Crash a feature...
  10. The "Survival per endurance" has never been a good reasoning. For one there is no formula dictating how much you should get per resistance point or defense point. There is no endurance cost to having higher HP or less HP.

    There is, however an endurance per damage formula. There also is an AT endurance cost modifier that can make powers cost less for some ATs. This was normalized accross all ATs shortly after release, but I think it's still used for Masterminds.
  11. Quote:
    Originally Posted by planet_J View Post
    The problem is Brutes were always intended to fill that role with less defensive capability and more offensive capability (slightly below scrappers)...that's their role.
    This is just history, does not change the current state of the game, but your statement is wrong.

    During CoV beta, the devs attempted to clear that no villain AT was designed to be "tanker" in the traditional sense. The only AT they intended to work as a meat shield of any sort was Masterminds, via pet tanking.

    Brutes have a version of tanker Gauntlet for a very simple reason: they are literally a copy and paste from the tanker AT. Once they went through the powers they just removed the AoE aspects without removing taunting capabilities. They justified it by the fact that brutes needed some aggro to generate furry, but that they didn’t have "the survivability" to actually tank. The higher HP was intended to compensate also for the fact that brutes would need to take damage to deal damage. Brutes were intended to compare (not be equivalent) to scrappers.

    During GR beta, the devs fiddled with Brutes to nerf them. They tweaked rage generation (I attempted to convince Castle to make the formula less dependent on Aggro but I take it time constraints prevented that.) Resist caps were lowered a notch to 85%, and something else got buffed up... base damage? Cant remember exactly. At the end it was considered the change was not giving the result they wanted and it didn’t go live.

    I found recently the damage cap got lowered in the next issue (I quit the game a week before GR launch so didn’t keep up.)

    Point is: Brutes becoming tanks was never intended, and their damage dealing capabilities also have been considered too high. The fact that the devs fiddled with the AT in between GR and the next issue shows it was always a concern.

    The game is 8 year olds now, though. The AT has worked as is for years. Other than minor changes, anything would be too disruptive to the most played villain AT. I would not be shocked if today it was considered the second most played AT.

    Today tankers are paying the price of that mistake. Masterminds never suffered it because they did some considerable damage output with their pets, on top of having a buffing secondary set that secured a role in teams.

    Quote:
    Since the availability was consolidated they should have their role changed? I fail to see the logic there. If this was still old CoH where brutes were only villains how would this conversation have gone?
    I repeat: that wont happen. But it's expected for that line of thought to show up in this kind of conversation, simply because that is the root of the problem. You can rest assured, no matter what anyone suggests, Brutes wont be nerfed for Tanker's sake. (If they get nerfed it's due to internatl AT issues, I have not heard anything on that line though.)
  12. Quote:
    Originally Posted by MisterD View Post
    ...How DARE they change powers in their own game! As much as we like to go on about 'our' game and our toons and our sets..we dont own it at all. If they decide something needs fixing, either plus or minus..we cant do anything, and should not really expect to.
    I had a concept, it was the concept of a super hero with lots of powers that all sucked¡¡¡ But now the devs buffed everything and broke my concept¡ How dare they¡¡¡


    Quote:
    Can you just get over the fact blasters dont need a mez protection?
    He better, I talked to some high level dev about this and told him he better not give my blaster mez protection as that would break my concept¡
  13. Quote:
    Originally Posted by Aett_Thorn View Post
    And, just to be honest, I saw more than a few posts discussing the Blaster changes where their damage was compared to Scrappers and Brutes, and saying that those two ATs needed their damage potential lowered. I just think that most people just felt that Blasters needed buffing more than those ATs needed lowering. That does not always need to be the case, though.
    There were also less scrappers or brutes going to that thread and arguing about them.

    Here is the way things either work:

    Guy1 proposes nerf to AT-B.
    No one replies to him, it gets forgotten.

    Or B:

    Guy1 proposes nerf to AT-B
    AT-B player gets worked up and start nerf-herding name-calling or making WAI claims
    Guy1 feels forced to repeat and elaborate his point.
    AT-B player once more feels forced to rephrace his previous statement.
    Cycle repeats to infinity, usually with more poeple joining in.
  14. Quote:
    Originally Posted by planet_J View Post
    "Balancing" is either a nerf or a buff...if it isn't a buff...it's a nerf...
    Riddle me this:

    At one point Unyielding had a self -def debuff and invincibility granted more defense per target than it does now.

    At further point, Unyielding's defense debuff was removed, but Invincibility's per-target defense was lowered for an equal amount.

    The net result is the same as earlier, with some edge case changes in both directions, super-saturated and no enemies in range.

    This is balancing. Would you say it was a buff or a nerf? It was one change. If balancing can only be buff or nerf, what was this?

    Quote:
    Can the primary fans of this AT not find something constructive to adjust it and make it more to their liking without making serious changes to the other ATs?
    Some are trying, but every time an individual or two brings up "maybe we should nerf that other AT" suddenly some posters jump into a flame war about it and then the entire thread becomes about nerfing brutes, entirely drowning all other options.


    Quote:
    Look at all the blaster threads...but they had constructive focused criticism and feedback about real issues that effected the AT, they didn't call for nerfs to anything or anyone (at least not en masse, like this thread)...just changes...completely different mindset I suppose.
    There is something you (and many others) need to understand:

    Tankers are indeed not broken. They have no issues. Not directly. Their "issues" are two fold:
    1) Quoting Johnny_butane: "tankers were designed for a game that no longer exists"
    2) Brutes fill in the one role "reserved" to tankers, even character creation tells you Brutes are a tanking AT.

    It is inevitable for comments to come up that suggest the "offending" Brutes be nerfed out of the role. It's too late for that, it wont happen, but the comments will come. And again: if you make a big deal about those comments, you make the comments a big deal.

    Blasters didnt do much nerf-herding if any because they had no AT specifically step in thir role (other than all of them)
  15. Quote:
    Originally Posted by Arcanaville View Post
    Tanks aren't broken.
    Lady, you gone too far!!!
  16. Have not read through the entire thread but I agree about Mass Confussion.

    I have always wished Mass Confussion had the following changes:
    • Renamed to Brainwash
    • Up to 3 enemies will be "faction changed", they will become allies. The rest will be confused as normal.
    • You wont be able to "faction change" any more enemies until some of your 3 allies die.
    • Only Minions can be "Faction Changed", not bosses nor mission objectives.
    It's an ambitious change, and not sure if it's even possible, but hey, its a frigging cool idea to mind-control minions!
  17. Quote:
    Originally Posted by planet_J View Post
    With what? A kinetic is the only thing that even has a valid argument and FS isn't up all the time. That speaks more about nerfing kinetics than anything else...
    You didnt specify recharge. A sonic defender can cap the resistances of most melee characters. A defender with Tactics can soft cap the defenses of many characters.

    Quote:
    Which is precisely why I am trying to AVOID this becoming another all over the place thread with no real consensus...if anybody wants something done to/for tanks. Then speak up and make your point.
    Even if I agree that its not relevant to the topic (much) bringing the topic up in any form is... well, perpetuating the discussion of said topic. If you post arguing against it, you perpetuate it.


    Quote:
    WHAT WILL FIX TANKS IN YOUR EYES?

    Answer that question.
    I did.
  18. Quote:
    Originally Posted by planet_J View Post
    So, if 99% of the time, saturated buffs are not an issue...and really...in my mind they're not an issue period.
    This is a missconception. Saturated buffs, in all content, are an issue and usually possible for melee ATs with a single defender, add a second and things go highwire.

    Mind you, it's not a tanker specific issue, and the fix would not fix tankers anyways.
  19. Quote:
    Originally Posted by Rylas View Post
    True, this will depend on what groups you plan on fighting most of the time. In a place like the ITF, it will be nice. In groups like Council, CoT and Tsoo, not quite as much. No matter what though, the power will be incredibly useful.
    Council has a lot of brawlers and gunners.

    CoT has few pure brawlers, albeit not many and their blades, even if pure lethal at times, are also negative as far as defense goes so thats also not a special point.

    The Tsoo, though, is very heavy on swords and melee.

    Malta, Knives of Arthemis, Nemesis, Freakshow, these are very prominent enemy groups with heavy sue of smash or lethal attacks that Bio has no defenses against. Carnies also have a lot of Smash/Melee only attacks in the Strongmen, the others tend to have a mixture of energy in their weapons though.

    It goes on and on.

    I hope to build some form of database with this information at some point... lets see where i pull the time out off.
  20. Quote:
    Originally Posted by Rylas View Post
    One note about Guarded Spin: Unless you're running into situations where you going to get hit by PURE LETHAL, you'll probably not notice a lot of survival boost. And really, you won't need it.
    You may be selling it short.

    There are a lot of lethal attacks in the game (swords and bullets are for the most part purely lethal, with few exceptions.)

    In addition, there are likely to be many attacks that are pure smashing that will be covered by GS melee defense bonus.
  21. Quote:
    Originally Posted by Arcanaville View Post
    And that concept makes little sense here when the ratings refer more to our own personal ability than gear (how do you outlevel your own abilities?). In fact I believe the days of expiring enhancements is numbered (that's my feeling: I know of no such plan by the devs at the moment). I think part of the motivation the devs have for selling attuned enhancements is that they are realizing or have realized that enhancements shouldn't expire, and this is a small step in the direction of eliminating that behavior.
    To be fair, IOs have never expired. If they do make enhancements never expire, why use a lvl 25 IO over an SO that wont ever expire? Will the ++ system go away? Or will they just get rid of the TO/DO/SO system entirely and start selling common IOs in the stores instead? (This in my mind would be the ideal path.)

    What I trully hate is that the special enhancements, like the Hydra enhancements, can expire at all. Those are too special to just expire. Always bothered me. A lot.

    I also wish the non-common IOs, the sets, did not have a level and acted like Attuned ones do. I find the system currently encourages a very absurd behavior of slotting the lowest level possible enhancements you can get.
  22. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Pretty much. I've often felt it would be interesting in this game if they changed to a Rating system so that buffs scaled with the AT of the character they were used on. There would, however, be less need to grow rating as you leveled since the primary purpose of such in other games is to make low level gear obsolete.
    Not that exclusively, it also makes lower level buffs weaker than higher level ones. Those games tend to require you upgrade your abilities for newer versions every few levels. Not saying those games are the incarnation of balance, though.
  23. Quote:
    Originally Posted by Arcanaville View Post
    In other words, either 41% defense means 41 percent of something specific and meaningful, or its a 41 rating and the percents and the misleading connection to hit chance goes out the window. To reinforce that, it would be a 410 rating to shatter the association completely.
    I agree. Are not games like EverQuest2 and Waraft based off such arbitrary ratings? ratings that also need to grow as you grow because 200 may be twice as good as 100 at lvl 10, but may mean gimp gear at level 20?

    Would allow for a "perpetual" growth where you can always add a few more points on top for the next levels and make enemies hit with a bit more damage and accuracy ratings.

    I think the only mechanics in this game that can be used that way are +HP and linear Damage increases via 100% chance procs or base damage (the two things the IO system decided to be extremely stingy with!!!)
  24. Quote:
    Originally Posted by Adeon Hawkwood View Post
    How exactly? Yes, you can limit the ability of debuffs to stack with each other but I don't really see how you could avoid debuffs stacking with buffs.

    Time Manipulation is a good example. It combines a strong Defense Buff with a strong To Hit Debuff. Now assuming you DR'd the Defense Buff int he manner you discribed the To Hit debuff is still at full strnegth and, effectively, fully stacking with any Defense buffs you have.
    The idea, at least my version, is not to make a set weaker than it is now, but instead to make two sets stacking weaker.

    So, a Time Manip that debuffs and buffs will do the same.

    Two Time Manip together will be weaker than two Time Manip are today, though. The ToHit debuffs of each Time Manip would not add up, they would also follow the same formula I showed you for stacking on top of eachother.

    Remember: the goal is not to make any set weaker than it is today, its to make grouped players the insane power multipliers they are today.


    Quote:
    Diminishing Returns wouldn't directly hurt it but I think that its Jack of All Trades, Master of None approach will get hurt by the fact that the debuffs it does have will lose effectiveness since at least some of them will be stacking with debuffs from other players.
    It sounds more like you imply Trick Arrow needs other debuffers to be any good, that would mean it has issues now, none created by a Diminished Return world.

    Quote:
    Sonic Resonance is slightly better than Force Field in that it does provide some resistance debuffs along with it's resistance buffs but the fact is most Defender sets can pump out decent resistance debuffs and provide a wider variety of other tools (it doesn't help that Sonic has 4 powers with very questionable design decisions).
    That sounds again like a current problem that would not even be magnified by diminishing returns.

    Quote:
    Overall I think DR would leave the top support sets relatively unchanged (Traps, Cold, Time, Rad, Dark) while lessening the benefit of lower tier sets to teammates. The only set I see really benefiting is Thermal since it's Resistance buffs get stronger relatively speaking and it's other powers are unlikely to encounter as much DR as some sets.
    The way I proposed it, it would not hurt any set in isolation. Well... the healing bit may hurt Emapth slightly. If any defender set currently sucks without the help of a second defender, thats just a problem with the defender itself.

    This would not benefit anyone and mainly "hurt" Defender/Melee combos (and various IO builds.)