Starsman

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  1. Quote:
    Originally Posted by Arcanaville View Post
    The alternative which works equally well for the mitigators is to simply use variations of the duration equation for magnitude stacking of defense and resistance.

    I.e. Damage = BaseDamage / (1 + NetResistanceBuff)
    Do you want me to scream at you?

    I remember sending you a PM back in the day that you proposed the multiplication I posted above, I mentioned that formula since I figured it may be easier to implement and I still sort of remember your answer: "But then what meaning the numbers in powers will have? If 20% resistance no longer is 20% resistance?"

    Today I think there is no point in simplifying it, this would need a code change and once you dive into it you may as well do it "right".
  2. Quote:
    Originally Posted by Adeon Hawkwood View Post
    EDIT: I just saw your second post. If that happened I guess it might work but honestly I think it will still end up unbalancing things in favor of the support sets that combine buffs and debuffs and since those are already the most powerful ones (for the most part) I'm not a fan.
    Two things to keep in mind:

    1) This also would apply to debuffs.
    2) One trick pony Defender sets are just broken by design (but other than Force Fields, is there any other set that broken? Empath is the only set I can think of that has no debuffs at all, but it has regen, recovery, heals and Fortitude that I can remember off the top of my head.
  3. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Starsman: I see your point regarding stacking Defense and Resistance (with the appropriate scaling) but I think it would still end unbalancing the support sets. Sets like FF and Sonic which have multiple sources for the same buff end up getting penalized relative to sets like Traps or Cold that provide one source for a buff but then have complimentary debuffs.

    In the game as it is FF's primary selling point is that it can softcap a team. If they can no longer fully stack Dispersion Bubble with their small shields then they are losing a lot of ground compared to other sets with similar powers.
    FF is broken in many other ways and needs a fix. I have many ideas for them but Buff sets are not my forte and I don't like to toss numbers without understanding total relative performance.

    But that aside, check my other post that I likely posted seconds before you hit submit. In my example, the FF would only lose the capability to stack Maneuver buffs on top of their shields.
  4. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Well yeah what we have now is insane. However if we are positing an alternate reality where we had stacking limits from the start I don't think that the various buff/debuff sets would exist in the form that they do now. Either they would have been design differently or would have been changed significantly by now.
    With the approach I noted above, stacking limits are not that big of a deal (caps are there to keep that in check.) The stack caps are needed now because the system is not diminishing, so it must be quickly limited.

    The big issue about this mechanic is that it would break complete game balance if it goes absolute. By absolute I mean: If my self powers start diminishing instead of adding up.

    A potential solution would be to apply the diminishing by source groups.

    Example:

    Group1 = Buffs from my primary
    Group2 = Buffs from my secondary
    Group3 = Buffs from Pool1
    Group4 = Buffs from Pool2
    Group5 = Buffs from Pool3
    Group6 = Buffs from Pool4
    Group7 = Buffs from EpicPool
    Group8 = Buffs from IO Set Bonuses

    These all then get super-grouped by character source, so Group1 from Player1, Group1 from Player 2, etc.

    This would at least retain current isolated balance, that means an invuln tank with no pool powers would be exactly as effective as he is now, but one with Tough and Weave would be slightly weaker than the same thing currently is.
  5. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Ok, assuming I think you mean what I think you mean (Diminishing Returns) I honestly don't see it working very well within the context of support sets as they currently exist. The problem you end up with is that it starts becoming necessary to start stacking not support sets but different support sets and that will get messy.
    First, let me declare the thread officially derailed!

    Now: this is not true. Right now, if you get... lets say a sonic defender and a force field defender.

    (Made up numbers ahead)

    The Sonic Defender may give you 25% resistance.
    The Force Field defender may give you 12.5 defense (equivalent to 25% resist)

    To determine the effectiveness granted to a naked player (a blaster?) you would measure it this way (no won't go into explaining why now):


    1 - (1-TotalRes) * (1-TotalDef/45)
    1 - (1-0.25) * (1-0.25) = 43.75% (you avoid this amount of damage)

    If you had 2 sonic defenders, though, you just sum them together: 25% + 25% = 50% less damage.

    Right now, you are encouraged heavily to overstack a single stat.

    The method for "Diminished returns" Arcanaville recommended back in the day, would simply mean buffs of the same type don't get added, instead they first get multiplied in the above fashion. Basically, it would now be measured this way:

    1 - (1-ResBuff1) * (1-ResBuff2) * (1-ResBuffN) * (1-DefBuff1/45) * (1-DefBuff2/45) * (1-DefBuffN/45)

    This would make two sonic defenders buffs stack the same way defense stacks on top of resist, meaning two sonic defenders will now yield 43.75%

    With diminishing returns, in this fashion, you end up with a more "fair" stacking that removes bias towards stacking the same type of stat. Suddenly its the same to add defense or resistance or whatever new sat the devs come up with in the future.


    I would not stop there, though. Healing still would be extremely powerful. I recall recommending to Castle another mechanic that many be considered rather draconian by many (in fact people flamed me for even mentioning it the time I did so openly):

    Un-healable damage. Every bit of damage you suffer, a small percentage will never be healed back. Think of Marvel Vs Capcom. In that game, every time a character gets hurt, a chunk of HP goes red, and a chunk is lost. If you swap characters the hurt character can heal back but only the red chunk of health. In the case of Wolverine I think he had a move that also allowed him to regenerate on screen within the same rules.

    The mechanic prevents immortality via healing or regeneration. It also allows the devs to design content that is not necessarily insanely hard hitting. They can make certain content that will eventually kill any tank. This does not mean all tanks become paper, but instead that the content can be designed to kill them slowly. The alternative (now) is to make content that one or two shots any non-melee character.

    I been told "this would make healers useless" but you always will want to "heal back" that red bar, else you simply die faster.

    And off course: the entire thing refills to full HP as soon as combat is entirely halted, so it's not like you must retain this lost HP all over the mission (unless you decide not to take breaks ever, and thats another part of the point.) Breaks don't have to be long either, just breaks.

    My proposal of the mechanic, though, was not for PvE (although it would be great in PvE) but for PvP where healing and burst damage are kings (even after the funky resist based healing diminishing return they implemented.)

    I am getting my feet wet in game development, have been doing small casual games to gain experience, but eventually I will pursue my true ambition and make an RPG. At that point I may be revisiting all these concepts and apply them there (should they be relevant, after all it's all about context.)
  6. Quote:
    Originally Posted by Arcanaville View Post
    You assume I'm actually remotely concerned about the consequences of promoting this topic. Actually, if I was in charge I would have done it years ago and taken the heat for it gladly. So by all means, continue.
    And your recomendation back in the day is exactly the one thing is also floating in my mind.

    Mind you, I am not sure I would be opposed to the idea in general, but the game has crossed a point in time where I think changing that would be too disruptive.

    The only extremely disruptive "nerf" I'd LOVE to see in the game at this point in time is change every single primary/secondary defense buff in the game for Elusivity, retaining IOs and Pool powers as defense granting powers, oh and also Parry and clones.
  7. Quote:
    Originally Posted by Rylas View Post
    I smell what yer steppin' in.

    When I say "the easiest solution with the best results," I mean the easiest to implement into the game. I would guess that the easiest way would probably be only touching one AT.

    I just also believe in letting everyone say their piece and not wailing and gnashing teeth because you (generic) don't like what they said. But it's the forums, so I should just expect it.
    Arcanaville is making a valid point. Last time the devs caved into the preasure of anyone mentioning "reaching the caps" (mainly defenders about tankers not needing them) we got GDN and ED.

    If anyone complains hard enough about it not being fair that another AT can perform this way at x capped cap, they wont be fixing it by giving you the ability to do the same, but instead very likely by doing an accross-the-board mechanic change that makes 100% certain there will be no one reaching caps without a leage worth of buffing. (bit of hyperbole to add flavor.)

    Besides, increasing tanker damage caps wont help most builds, it will mostly help Super Strenght with high recharge buffs and perhaps other sets that live in constant buffing like Shields, Dual Blades, etc.
  8. Quote:
    Originally Posted by Aggelakis View Post
    I see Pebblebrook hasn't seen Arcanaville's awesome Super Pack Revenue post.
    Where can I find said post? My Search-Fu failed me so am forced to ask.
  9. Quote:
    Originally Posted by Johnny_Butane View Post
    If you're talking base damage, I don't think such a point exists.

    Brutes are too well optimized for the game. They have high damage. They have enough survivability for most people. They have high potential for more of both. They are optimal for the game, as it is today. So, by definition, anything else would be sub optimal. Even if you bump up Tanker damage, anyone with half a brain will still look at them and say: "OK Brutes still have better damage. More damage is always better. Tankers still have superfluous survivability that doesn't even matter some of the time. Still no reason reason not to be a Brute."
    No offense, Johnny, but this is part of the problem about attempting to discuss this with you. If I make any conession that tankers may need more damage, you automatically jump the gun and say they must match one of the best damage dealers in the game.

    But I will give you the benefit of the doubt, perhaps it's past experience here clouding my view of this answer.

    For balance sake, I think 85% of brute's damage works, but it must be uncompromising 85% in average. What do I mean by "uncompromising"? Well. truth be told, Bruise can boost your damage to about 80% of a Brute damage (running at 60% fury) in theory. It requires, though, for you to start offense with lower damage (since first attack is not buffed) and it forces you to use your worst attack constantly in an attack chain, effectively lowering your damage output for a slight net boost, that is only single target in nature.

    Now there are many ways to boost damage, many that have never been thought off, some that have but never been implemented, etc etc. It may be possible to come up with a damage boost for tankers that is not consistent, one that makes Tankers better damage dealers during certain portion of a fight, but les effective in other parts of the fight. Not too unlike brutes (that, unless they are primary tank, start fights with low fury and slowly build it up.)

    Look at corruptors, a potentially bad example but one none the less (they need work with damage too, in my opinion.) They have conditionally high damage later in a fight, not at the start of a fight, due to the way Scourge works. Imagine a tank with Scourge? Or potentially with nega-Scourge, a scourge mechanic that only triggers on enemies that are over 50% HP? This is flawed (for a few reasons) but it's an example of a way to bring an average of 85% brute damage that also grants the tanker special conditions to shine as damage dealers.

    This is a heavy numeric game, but can be achieved.

    Quote:
    In short, choosing Tanker versus Brutes should be down to concept, not numbers.
    For this to ever happen tanker survivability would need to be gutted down to Brute levels, keeping only the current HP advantage as the sole aspect that differentiates both AT's survivability. That's not going to happen, so it will remain a number choice.
  10. Quote:
    Originally Posted by Aett_Thorn View Post
    Because of how the Threat formula works out, Tankers having lower damage, but similar TauntDurationRemaining is why Tankers can't always hold aggro versus these ATs, and why those ATs can hold aggro well enough that you don't need a Tanker (and no, I'm not advocating that any team should NEED any single AT, but it can be a valid concern at points).
    Imagine taunting for Tankers was made stronger, so you can steal aggro from a brute? What would that achieve?

    It would make you proud, perhaps.
    It would actually discourage brutes from teaming up with tankers, because it will be hard to keep any aggro to feed fury.

    What else will it do? It's as useful as allowing you to out-taunt another tank. There is no win in changing this, but there may be some loss. The tanker should have an easier way to grab aggro, not stronger aggro.

    Increase drastically the radius of gauntlet effects, extend the taunt auras range, at least for taunting effects (example: invinciblity extends to 20ft but still you get only defense buffs from the enemies standing within 8ft.)

    Make Tanker Taunt, The Power, hit 10 foes.

    But allow brutes to easily steal aggro from the tank. If you need to save a brute from over-aggroing, then use Taunt The Power to do that. If the Brute is stubborn enough to taunt himself, then he dies by his own hand.

    Quote:
    Is it just certain sets that need help, and not the AT as a whole?
    Many sets have issues, specially the old guard of sets (excluding fire that got a lot of love over the years.)


    Quote:
    Look at the Consolidated Tanker Improvements thread. We're all over the freakin' place.
    Reason I have not bothered much with the thread. Don't think this one will be much different but am a bit bored at the moment.

    Quote:
    Are Tankers dying 25% less than Brutes over the whole game? Then we might be fine on survivability. Is the damage fairly consistent across teaming levels, or do Brutes have a huge bonus there in actual gameplay?
    Not a dev myself but these are issues I see:

    1st Brutes can tank, not because superior survivability but simply because they have the tools to do so. On top of it, they get a lot more damage, making the pick of Tankers for teams a bit of a no-brainer.

    2nd Secondary tankers are dead weight. Outside of special iTrials, they bring next to nothing to the team because for one tanking is a one-man job, and for another:

    3rd Damage is low (at 66% the scrapper/brute average damage) meaning you kill so much slower that enemies. Who is going to pick a tanker for anything but as a filler? Perhaps some AoE heavy builds can help the team but those are specific builds, not the AT.


    This means you must give tankers a compeling reason to be picked as tanks. As I noted above, it's not about making stronger taunts, but making it easier for the tanker to gather aggro that may be the key there.

    Then give the tanker more damage, enough to be desirable but not high enough to be unbalanced. I been thinking 80% or 85% of a Brute at 60% fury would cut it, this would mean a base damage modifier between 0.97 and 1.03. That is too high for up-front damage, though. This makes me think that modifier bumping is not an option. Bruise helps in a single target fashion, but it's not enough either.

    Quote:
    Without knowing exactly where the problem is, it's really hard to suggest a solution. and since even the Tanker community doesn't find a common problem, no solution we provide will fix everyone's problem.
    Propose things that:
    Make tankers competitive for tanking for the tanking position.
    Improve their damage without ecoming the first pick for DPS.
  11. Quote:
    Originally Posted by planet_J View Post
    Based on the conversation I just had brutes/scrappers/stalkers are WAI...tanks are as well and if anything is done to tanks it will be an adjustment to tanks. Modifying another melee AT is off the table for the foreseeable future...

    (Paraphrasing)
    I don't know who you had that conversation with, but those ae some wise words.

    Anyone that thinks tankers have issues should focus on the tankers issues, not on how to adjust other ATs to make tankers look good.

    Quote:
    Originally Posted by planet_J View Post
    Your base modifier is higher, and I am not happy with EATs being on same footing...given their ability to cap resistances like a tank...
    For the record, Kheledian's Resist cap is 85%.
  12. Quote:
    Originally Posted by Jabbrwock View Post
    Who would it hurt to allow Tankers to deal the same damage as Brutes under the same circumstances that allow Brutes to survive the same damage as Tankers?
    Depends how you go about to doing it. The reason Brutes can be nearly as survivable as tankers is that they can buff to relatively low resistance caps (relative to the resistance they get natively)

    A single resist oriented defender/corruptor/mastermind/controller can achieve this.

    Mind you, resistance is not all there is, the real reason Brutes can tank is not how high their caps are, a defense or healed Scrapper would be able to tank too, if he had the aggro management tools.

    So the real problem is, with a single support AT behind him, the brute can tank very well. This means, to allow the tanker to do as much damage as brutes under the same conditions, it would mean the tanker would need to be buffed in damage by any support AT. Not all ATs can buff damage for one, unless you count Assault. For another, even if you only consider the few ATs that can directly buff damage, you would have to give so much base dmage to tankers for that to work, that suddenly they become as good or better than Scrappers and blasters at doing damage.

    IF damage for tankers was buffed, it should never be in any way intending to match Brutes. A good question to ask may be: how much stronger is a Tanker than a brute at its caps? The answer is simple: compare their base HP. Brutes have 80% the HP of tankers, so in average perhaps tankers should be able to achieve 80% the damage of a brute.

    Here things get complicated due to Fury, I'd say an average brute may be running about 60% average fury (with ups and downs all the time but this average) that interestingly makes them tie up with scrappers.

    So, let's say we give tankers 80% brute damage... there is one thing to consider: by doing 80% of the damage, you are not killing at 80% the speed, you killing much lower than 80% that speed because enemies regenerate. It's not very visible in minions but with bosses and higher you will. By doing 20% you are giving enemies 20% more regeneration time, in turn meaning you must inflict more damage than the brute may have to inflict.

    Things complicate a lot but my point is going to this: The maximum damage that should be allowed for tankers to achieve in average should be about 85% the damage of a brute at 60% fury.
  13. Quote:
    Originally Posted by mercykilling View Post
    Wow. Whatever happened to just playing the game and having fun?

    Seems all anyone cares about any more is numbers. Minmaxed builds that can solo AV's and GM's. Crashless nukes.

    It -makes sense in any MMO- to have singular bad guys that can wipe whole city blocks and possibly beat assembled heroes.

    It -makes sense- that your super attack that you summon every ounce of energy to fire leaves you winded and unable to attack for a bit.

    At least, it makes sense to me. Might not to everyone, I know.

    Again, all the above is merely my opinion. Completely without basis in any other fact than my feelings. I do not wish to be "proven" wrong with a load of numbers, because I don't care about numbers. I care about what -I- call fun, and not what you call fun. (Insofar as my fun does not impede upon your fun)
    It makes sense, you are absolutely right. Conceptually, from a storytelling perspective, it does perfect sense. However, there are many things that "make sense" that dont translate into a fun or enjoyable game.

    Crashing nukes is one of them. Users hate them, left and right. So they are getting redesigned to be more fun. The numbers are irrelevant to you, and that's not a flaw in you, but it does exclude you from numerical discussions.
  14. Quote:
    Originally Posted by Siolfir View Post
    I wish my Corruptor could go afk standing in the middle of an aggro cap full of mobs without worrying about having to go to the hospital when I get back, and only ever had to worry about the handful of mag 100 mezzes in the game. Even soft-capped, the RNG is still going to get a Corruptor killed in that situation.
    Touché
  15. Quote:
    Originally Posted by StratoNexus View Post
    Interestingly, I feel the opposite. I think corruptors should deal more damage normally, and possibly scourge shouldn't be quite so potent (I wouldn't change the frequency it activates, but rather lower the amount it scourges for).
    Lowering or randomizing the ammount it scourges for may be a requirement to make it kick in earlier.

    I dont think Corruptors should be too up-front on damage dealing for various reasons. Most importantly, though, its that it's the only AT that isnt, and that makes it unique. Being a force multipier also should set some barriers on your performance, by lowering up-front damage output you set a higher bar to surpass, but as soon as that bar is surapssed (with friends or hard work) you become a much stronger force.

    Properly balanced, Scourge would be able to kick in at 80% or 85% and perhaps max out at 100% at 20% (random number off thin air) with randomized bonus damage.
  16. Quote:
    Originally Posted by Siolfir View Post
    I usually include bosses, but even then you don't run into many without cranking the difficulty up - usually one or two per mission.

    I'm not saying that 20% is a bad number to use for balance
    I do. You dont even get half that soloing.

    Quote:
    I just find it funny how people complain how Tankers deal so little damage (.8 modifier * 1.2 from Bruising = 0.96) and how great Corruptors (.9 using 20% boost from Scourge) are for damage.
    I wish my tanker was able to do things like toss a Tar Patch

    But seriously? I think Scourge itself can use a boost, perhaps to kick in and max out earlier. I'd have to run numbers again to sugest numbers for that, but it would be the ideal solution to keep the AT from doing too much front-loaded damage. I have always thought the AT should be comparable in damage to Dominators.

    Unfortunateluy, right now tankers have my near full attention.
  17. Quote:
    And I think you mean Corruptors in the last sentence there,
    Yes, fixed.

    Quote:
    Originally Posted by Siolfir View Post
    Well, given that ~20% was the "best case" scenario in your quantification (against EB+), sure.
    Actually that line also may had been missleading. Soloing, the corruptor is not likely to be facing too many EBs or AVs, and I guess most will prefer to avoid bosses (although can see the people that know how to use their secondary deal with them.)

    So for the most part, the corruptor will be facing Minnions and Lts, so thats about +7 or +11, meaning from .80 to .83.

    This may be enough to ignite a damage boost discussion with the devs, but the insane power multiplying nature of Buff sets can't be easily ignored.
  18. Quote:
    Originally Posted by Oedipus_Tex View Post
    Someone may have mentioned it, but don't forget that Damage Over Time impacts the estimate as well. For example, Electron Haze won't have applied all of its damage until about 4.6 seconds after the power has run its course.
    There are always small set dependent discrepancies, like Fire DOTs not being considered part of the attack so the Scourge segment only criticals based off the attack's base damage, etc.

    Being on a team also changes things, since others are also attacking and reducing your window of opportunity.

    Overal, though, I think the ballpoint mentioned here, about 20.5%, may be fair for cross-AT generalization.

    You can round to say Doms end having between .80 and .90 damage output potential, not considering their potential for offensive from their buff set.
  19. Quote:
    Originally Posted by EvilGeko View Post
    Not trying to start any controversy here, just looking for my less mathematically challenged colleagues to help me. I don't really think my math skills are up to estimating the value of Scourge and Defiance over time.
    I was curious about this during the Dominator revamp* a couple or so years ago and was not able to come up with any good model because... well, it's heavily dependant on the attacks used and enemies fought.

    I ended up doing a small simulation process, and posted my study here: Scourge Quantified

    In the time between my departure and my return, a lot of melee sets have been introduced with extreme conditional damage, so I have been planning to expand on this idea for actual DPS analysis of all offensive sets... but its a garganthuan project and on my free time I rather sort of catch up with my gamings after nearly 2 years of not playing.

    Anyways, hope that guide helps you with the question.

    *I did this because I thought it was very important to have a true estimate of the AT damage output as it perhaps would had defined an acceptable maximum or minimum level of offensive performance for Doms
  20. Quote:
    Originally Posted by Little_Whorn View Post
    Between nukes, new snipes, and whatnot, I'm somewhat concerned about the future difficulty of the game. At that point, +4 enemies won't be lasting long at all, especially on a team.

    The funny thing is, I absolutely love these changes. Turning useless powers into useful is always A+ in my book. But what about the enemies? This game is already widely regarded as fairly easy at high levels, especially on teams. Any easier, and I'm unsure how much fun the game will sustain for me over any extended period of time. Being a superhero/villain is great and all, but not if taking down hordes of villains/heroes is as difficult as punting kittens or playing ping pong with a blind person.
    I think the biggest issue is the game's team scaling technology. There are some things that should just increase in power while in team. Thinking lazy and quick, If I was to implement a change today, I'd make all enemies in a mission get a 50% HP boost for every player past 2 in the mission, past level 40. I'm sure this logic has a lot of holes, but things should simply be harder to kill in a team.

    Soloing I think the game stands I think is good as is. MAY want a choice of +5 once I hit Incarnate Shift +3, though.
  21. Quote:
    Originally Posted by UberGuy View Post
    I would say it sounds more like your position is that the power is a horrible power for a select set of characters
    Unusable for any tanking character that is not a heavy defense tanker. That's basically all but Shields, SR and Ice really. In fact, my Shields tanker is the only character I ever took that power on.

    Quote:
    Your complaint would be valid for Tankers who play meatshield, which is probably the majority of Tankers, but also Brutes or even Scrappers who do so, which is going to be respectively less likely for those ATs.
    All tankers end up havving aggro directed their way due to Gauntlet, unless there happens to be a stronger aggro magnet tank in team that can gather absolutely all aggro.

    Solo, everyone is an aggro magnet, you can choose to retreat and kill your DPS if you are not a def heavy build, but again most melee characters are not heavy defense.

    Quote:
    When I use Aid Self, I often can't shed aggro, because I'm often solo. If I were a Tanker who needed to Aid Self in a team context, I would try to find cover, such as a corner, I could hide behind long enough to break incoming DPS to heal off of. It's not perfect, but it's what I do solo and it works pretty well.
    Time it next time you playing and let me know if you do it more than every 45 seconds. Also, 90s recharge was a number of the top of my head simply because it's widely used in the game. 75s would also acomplish what I thought, especially assuming the animation didnt get shortened. (at this point we can asume any drastic change may be very drastic.)

    This is one of those powers that even me and my love for spreadsheets say spredsheets can not accurately measure. It's not possible to get full advantage of the power in any scenario. I don't think the power is overpowered, never have. I actually see a change that lets me use it every 40 - 45 seconds without having to seek for cover a buff in effectiveness.

    Closing though: This is irrelevant because the devs already set their path. Would be best to hold any hate or disapointment to the date they actually announce what they doing to that power pool.
  22. Quote:
    Originally Posted by Rakeeb View Post
    YES

    YES YES YES

    The cottage rule is the WORST thing that has ever happened to City of Heroes design. It's developers willfully saying that they're going to do a poor job in the name of what, not rocking the boat with the customer? That's a ridiculous argument because the boat is being rocked to bring the customer a better product. Throw it out. It's awful.
    There are a few reasons why they can break the cottage rule with this power. For one, I bet in their datamining they found zero active builds using the power.

    Second: it takes no Purple or insanely rare and sought after IOs. A power that gets changed so that it can no longer be slotted for it's original intention, gets it's enhancements deleted uppon patch. Imagine if they changed Combat jumping so it no longer accepted defense enhancements and instead added resist? A lot of people may actually like it since it would give resist builds something more to stack resistance with, but it would delete a lot of LotG Recharge IOs. Not fun stuff.
  23. Quote:
    Originally Posted by UberGuy View Post
    I would rather it remain interruptable than change to a 90s recharge.

    I use it on numerous melees, and yes, I have to retreat to use it on several of them
    That is a tactic that is entirely out of the book for tankers since they are the target of all aggro. Aggro will follow him, in melee and ranged form, no matter if they retreat. You likely have the power already slotted for interrupt. With 3 recharge SOs the power would be available every 45ish seconds. I would bet that would be more frequent than you can now jump out from combat without demolishing your DPS.

    No use in arguing though, I am sure they are set on whatever they are doing to the powers.

    Quote:
    I really thought discussions about that kind of change to Aid Self died when Healing Flames was changed so that its base stats were wildly superior to the best-case heal/time of Aid Self.
    My opinions about the power being a horrible power for anyone but a select set of builds has never died. I never discussed them publicly either, though.
  24. Quote:
    Originally Posted by COH_Myriade View Post
    Kick still sucks. (as well as jump kick in the leaping pool).
    Did they actually show video of the new powers? I am pondering, if they change the animation of Kick the T1 or T2 of Martial Arts, the power would be great. Boxing may alos benefit in similar form from an animation swap, not to mention if these powers are expected to be used... their animations are horrible looking now.

    Quote:
    Both powers should be improved without one needing the other.
    My impression is, and I may be wrong, the damage buff for punch is stand alone, with the increased chance to stun/knockdown being conditional on owning both.

    Quote:
    Now 50+ will be aoe spam fest (especially with the nukes combined with judgements). Really boring.
    Sort of agree with that. the iTFs i done are too scattered for it to be effetive, though. Would like to see more content at those levels that has more HP bags or AoE defense for the ST specialists.

    Quote:
    They should modify judgement and make it less fast to reload so blasters would have a use for their own nukes.
    As far as that goes, there is the entire rest of the game to consider. It's not like all other AoE becomes meaningless.
  25. Quote:
    Originally Posted by PRAF68_EU View Post
    I don't see any reason why Aid Self would change. Making it available without another power pick is buff enough.
    Because the interrupt means it can never be used in melee unless you are a heavy defense build and not tanking.