Starsman

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  1. Well this article already says he will get a new companion, so that's just a plot device to get rid of them. And got to say, if thats the logic to get them off the show, it will be very poor. He already attempted that during the last run.

    It also does not sound like the seed for a "heartbreaking end." Maybe they are planning to kill one or both of them. Hope they dont do the alternate universe lock again.

    Also there is no mention of Riversong leaving. Given that tie... makes it hard to permanently get them off the show without some real locked doors in between the characters.

    On a side note: GIVE US MORE LADY VASTRA!
  2. Quote:
    Karen Gillan and Arthur Darvill - who play Doctor Who companions Amy Pond and Rory - are to leave the show during the next series.

    Doctor Who boss Steven Moffat made the announcement at a screening of the Christmas episode at BBC TV Centre in London.

    "The final days of the Ponds are coming," Moffat said. "I'm not telling you when or how, but that story is going to come to a heartbreaking end."
    He said the Doctor, played by Matt Smith, was going to meet "a new friend". It is believed that role has not yet been cast.

    On the departure of Gillan and Darvill, Matt Smith said:

    "We had the most incredible journey. We took over the show and we've really had to hold hands and help each other through it. So it's very disappointing, but one has to remember that this show is about change and regeneration, and that's what galvanizes it and pushes it forwards."
    [link to article]

    This is extremely sad to me. Rory has become my favorite companion ever... here is one for The Last Roman! *raises a glass for a toast*

    I guess I just hope, if they decide to go this way they make it final. As much as I liked Rose I got sick of her constant returns.
  3. Quote:
    Originally Posted by Sarrate View Post
    I do believe this was covered in my "nonlinear stacking" statement. :P
    I figure, the details were tossed there for people that may know about the diminishing return in +HP and may think -HP has the same diminishing behavior.

    Quote:
    In this particular case it's pretty easy - cap it at either 9% or 10%, so that it's roughly the same strength as Reactive' Interface.
    If all you want is to make that one power better, I guess it may be better handled by avoiding stacking.

    I would hate to see the debuff capped at 10% just due to this. Despite it's stacking power, non percentage based -resist can in theory be very useful and interesting to play around with.
  4. Quote:
    Originally Posted by Sarrate View Post
    I said "similar" because -maxhp has two properties that -res does not:

    1) -Res stacks linearly, while -MaxHP stacks nonlinearly. (As you say, not an issue with the stack cap we have.)
    2) -Res stacks additively with itself, but -MaxHP stacks multiplicitively with -Res.

    Yeah, in isolation with equivalent quantities, they behave the same, but I was speaking more as a whole.
    There is another gotcha.

    In isolation, you will never find equivalent quantities of -MaxHP% to -Res unless you prevent any form of stacking and limit it to only one -MaxHP% power in the entire game.

    Just like +MaxHP has an inherent diminishing return, -MaxHP% has an oposite ... whats the right math term? Dont think exponential cuts it... but something on that ballpark.

    -5% max HP will be the equivalent of -5% Resist, but as you go down, it gets way too strong. Here is a quick list of equivalents:

    Code:
    -MaxHP%              -Res Equivalent
    00%               0%
    -05%              -5%
    -10%              -11%
    -15%              -18%
    -20%              -25%
    -25%              -33%
    -30%              -43%
    -35%              -54%
    -40%              -67%
    -45%              -82%
    -50%              -100%
    -55%              -122%
    -60%              -150%
    -65%              -186%
    -70%              -233%
    -75%              -300%
    -80%              -400%
    -85%              -567%
    -90%              -900%
    -95%              -1900%
    It's more akin to +Resistance for survivability, where the closer you ge to the cap (realistically you cant lower -MaxHP% past 100%) the stronger each percentile becomes.

    So it gets insane fast. So: where to cap it? How to assign numbers so that one stack of the debuff is not too weak without making 2 stronger than intended?

    +The constantly multipling effect of Resistance and Defense stacking has been a big balance issue in this game. Starting to rely now more on -MaxHP% would make it worse.
  5. Quote:
    Originally Posted by Arcanaville View Post
    *I* still occasionally forget to select my secondary on creation. An error that was impossible in the old interface, and really easy in the new one. In fact, I cannot imagine a brand new player that wasn't familiar with the game *not* making that error at least once.
    I'll give you that. I have made this error, or a variation (pick a primary but select no power) on every single new character I have created since I returned. Dont think I made even a throw away character where I got a "you must select a power" error.

    But at the same time I found it insanely fresh and up to date visually. The old interface, although functional, was still... not sure how to say it... too toned down. It did it's job but it was not flashy enough. Out of the costume editor, there was little to be excited about.

    BTW, since we talking GUI design, is it too late to say that I always, from day one, loved the Enhancement Merging UI and animated creation, and that I was always disapointed they didnt use THAT same design for inventions?

    Quote:
    On the very first page of the creator is a UI error. There are two buttons: City of Heroes Freedom, and City of Heroes Going Rogue.
    Yea, agreed on those issues. For capturing the attention of new players (i guess the big goal) with the new eye candy, it works. But there are issues, and I think some go beyond the UI itself. With this one, I think they should sort of scrap the ability to start in Pretoria, and only allow you to experience it's content eithe via some story arc that sends you somehow there, or via Ouroborus.

    Have not gone there again, but it can be frustrating to go there and be one of the very few players in the zones. It's a choice you should not even have to do.

    BTW I agree with all your other points, I just didnt pour much thought on it the times I went through them. Was never in a critical mindset.

    Quote:
    As a designer of stuff,
    Best... job title... ever.
  6. Quote:
    Originally Posted by Arcanaville View Post
    The tanker health cap is at about +88.6% Max Health.
    Thought it had gone up to 100%... but that was as I was quitting so I didn't pay much attention.... Well I guess I have a second request to get through!!!

    But My goal was still not to get to the cap. I know dull pain would not really do much, but its still room for buffing.

    Besides, just like I seen people build their Invuln tanks to cap defenses with just one foe, I think the "room for buffing" goal remains valid.

    That aside, how do you think those numbers look? Would the loss of Instant Healing make up for the increased damage mitigation? (I have my spreadsheets archived somewhere and still have not taken them out to resume my own crunching.)

    Quote:
    Also, your calculations are for the case of 10% for the first foe, and 4% for each foe, not each additional.
    Yea sorry, thats what I meant, was actually just thinking 10% non stackable/4%stackable but attempted to translate to common terms in a rush.
  7. OK I'm going to jump backwards from the resurection idea because there are too many complications and just recommend one "tiny" change, only for Tanker regeneration:

    Remove Instant Healing.

    Add a taunt aura that adds 10% HP for the first foe, and 4% for each additional foe, up to 10 total foes.

    Make both values half enhanceable only.

    With all SOs that will get you to 73.75% HP buff.
    Thats the equivalent to 42.4% resistance to all damage types, still leaves room for buffing and dullpain to be useful on top of it making other HP buffs still useful.

    Against one foe, you would be at 20.65% +HP, equivalent of 17.1% resistance, meaning the power would not be insanely strong against AVs, but those are rare enough for you to use your Dull pain against. That on top of AVs usually spawning with companions that can feed your survivability during the alpha stage.

    It would serve as taunt aura, scaling effect, feels thematic since you are messing with HP instead of resist, and its distinct from Willpower's RttC.
  8. Quote:
    Originally Posted by Tannim222 View Post
    Resurgance from WP doesn't grab agro, requires death and dept for its use. I see no issue with Revive doing the same unless the issue is that all the self rez powers for tankers must help grab agro and that WP's rez needs to be changed too.
    Resurgance is not used as a tanking tool, its more of a "get out of jail free" card. Willpower does not need Resurgance to tank. The discussion here is to somehow turn death into a tanking tool for regen tankers.


    Quote:
    As it is, it'd be nice if Revive did something more than what it does.
    Agreed.
  9. Quote:
    Originally Posted by Sarrate View Post
    I still don't like it because it incurs, at least 4.884s of activation time; practically it's more like 8+s. That time is an offensive debuff in and of itself since it's time not spent attacking.

    Retoggling, quite frankly, sucks.
    Fair enough.

    Lets see step back quick, death annoyances are:
    Debt
    Retoggling
    Buff loss
    Aggro loss

    We may be able to have the click payoff the debt, and grant an HP buff that compenstes for lost buffs, and pulse a taunt to regain aggro.

    Although retoggling may not be inmediately required, eventually it must happen. If the tanker set is built with the goal of bouncing back from death often, then perhaps thats enough to justify changing the activation animation for Integration? What if Integration had no cast time, like super jump or super speed? I know that still leaves activating Tough but... well, there is that "balancing for power pools" can of worms...


    Why dont I back off from the damage penalties? Because when a player dies solo, he gets to use a high recharge rez if its up, but then he has to wait if he dies again. He suffers debt, and even then is no allowed to just rez back to back. Only other way he can do so is with very risky to use inspirations with heavy penalties.

    Allow a soloer to resurect back to back without any penalty and death becomes basically non existant, even if you kept the debt for some users. If a user spams solo the die-rez card, he should be slowed down much more drastically than just the 10 seconds it may take them to retogle.

    Its either that or make it too high recharge for it to be viable as a constant tanking tool.
  10. Quote:
    Originally Posted by Sarrate View Post
    1) Self-rezzes have, as far as I can remember, universally positive effects.
    They tend to have rather prolonged recharge making sure you cant use them too frequently, though, and also dont eliminate debt.


    Quote:
    2) One of the reasons I suggested the "cheat-death" mechanism is because dying has a very annoying effect: detoggling. Depending on the build, that is not an insignificant penalty. With just two toggles, it would take 8.052s to get back into the fight, not including using any self heals like Reconstruction:

    * Revive - 1.716s (1.5s)
    * Integration - 3.168s (3.1s)
    * Tough - 3.168s (3.1)

    That's a really painful timeout, especially if you're expected/balanced around using it often.


    [edit: Keep in mind that dying means losing Dull Pain, too.]
    Quote:
    Originally Posted by Arcanaville View Post
    Actually, as specified by Starsman, it would be a death sentence, since the rez would also immediately taunt everything in range. Without a Soul Transfer-like mez or temporary immunity from damage, rezzing in the middle of a fight and taunting everything is impractical. That would have to be addressed if a literal rez power was being leveraged in this way.

    I can see those two points as actual issues. Then again, I would say the power can grant the user strong survival buffs, like fully cap max HP.

    The main reason I would give the power offensive penalties is so it does not become too powerful in the soloing realm. Also like the thematic feeling of the hero that keeps standing up, every time he is in worse condition and seems to be able to do less, but still seems to take as many hits to take down every time he stands up.

    Do note, I did suggests a temporary immunity, but not long enough to cover the retoggling timing Sarrate suggests, nor to make up for potential loss of dull pain.
  11. Quote:
    Originally Posted by Arcanaville View Post
    It would be easy to do, but you'd still be dead and still collect debt to use it. I think most people would go along with the notion that if Revive somehow protected against receiving debt, then its not really dying: its a bounce-back.

    Also a real death in game terms would be potentially problematic for a tanker because they would instantly lose aggro. Dark Armor solves that problem by giving a rez that pretty much allows a tanker (and anything else) to mez everything in the room short of an AV with triangles up. Its a legitimate tanker act to die and pop back up with essentially the most powerful player mez in the game. You're still "tanking." But dying, dumping all aggro onto everyone else, and then having to rez and retoggle is probably less practical from a tanking perspective than Soul Transfer is.
    What about what i mentioned earlier? Revive would pulse an AoE taunt that would make sure everything focuses back on it, and pays back lost debt, on a much shorter recharge so it can be used regularly, but with a cumulating temp power debuff so it becomes harder and harder to keep doing it back to back.
  12. Quote:
    Originally Posted by Sarrate View Post
    Take IH and instead of it applying a single buff, it would apply several (4?) temp powers that provide +regen. Whenever you would normally die / drop below X% health / etc, IH would eat a stack of IH and instantly heal you. This would allow a Regen's health to fluctuate madly, but give it some insurance against spike damage. The design would encourage you not to rely on it, though, since it would reduce your regeneration and make you more likely to get spiked down again.

    I say it's probably unbalancable is because it could cheat mechanics meant to kill a player (ie: Nova Fist, Disintigration, etc). Still, I think it'd be a neat effect.
    Hmmm... I sort of like the direction of that idea... Not the full implementation but the core idea is actually darn good...

    Regen falls down to stand up again and scream to the turning mobs "HEY, IM NOT DONE WITH YOU GUYS!"

    But the i mplementation you note can be heavily abused and problematic... Not to mention it seems to be more fit for Revive than Instant Healing.

    Let me see...


    How about modifying Revive to do this:
    • Lower recharge to 60s (that way it can be used every 30 seconds with SOs, enough to have it for every alpha)
    • Remove debt protection, but instead somehow pay back debt equivalent to what you just lost. (suppress this effect for 60 seconds)
    • Add a Taunt Pulse that makes sure foes around you once more pay attention to you.
    • Lower heal %, so it requires 3 SO slotting for you to get 75% health back.
    • A stackable 60 -max endurance debuff (temp power that persist death.)
    • 60 - 30% damage debuff for 30 seconds (again temp power that stacks)
    • Half the heal suppresses for 60 seconds.
    This would give a regen tanker the ability to fall down, and then wake up "hey, where you think you going, im not done here!"

    Should your regeneration succumb to an alpha, you can just stand up again.

    Without hasten, in an SO world, you end up able to absorb an alpha about every 30 seconds, but get the xp debt refund only every 60 seconds.

    You also are more less likely to stay standing the second time you return from death within 60 seconds of your previous revive.

    The stackable -max endurance and -dmg will make sure this is mostly for tanking, and not something that will make you a godly soloer. It will denote an exhaustation after each regeneration from death.

    It will require user action, and you still will miss on any xp granted while you are dead (easily avoidable by setting the power to auto at the expense of no auto hasten or Rage or anything else.)

    There will be lots of people that will still hate the dying, but some one that gets into it will not see it as death, but as a knockdown and start of round 2.
  13. When one argues about mechanics not fitting a powerset, it has nothing to do with "realism" or "comic logic". In this game, power sets are meant to provide a unique feel. Playing a Regen should feel different from playing a Willpower character, etc etc.

    SR is about defense, that should be it's strongest asset and it is, despite other issues with the set. Resistances reducing damage are... grrr.....

    What I always actually wanted SR to get was an entirely new mechanic, one where attacks would do random damage if they actually land (example, an attack hit but it was just a gaze at the cheek, or it may actually hit the kidneys.) That random luck based "resistance" would had been acceptable and keept with the set's gambler nature. (actually think it would be possible to still make this without new mechanics, all you need is a resist all toggle that grands random resistance values ever tick.)

    ... darn had I thought about that implementation back then... Bah the team back then would not had listen to me anyways.

    ANYWAYS thats a derrail...

    My point is, regeneration is a set about healing up, get your health back, thats the feel it should give. I think thats one of the reasons MoG always was controversial, not only did it have balance issues, but it never felt like part of the set. Messing with HP is not directly healing, but it still feels to be in the ballpark because it modifies your HP that in turn modifies your regeneration numbers.
  14. Starsman

    Comixology

    I love it, specially on an iPad if you have one (I cant tolerate it in the iPhone.)

    It's great, my only grudge is with pricing. A 10-20 year old comic book with a so-so story should be worth 99c tops, not 1.99 - 2.99.

    Now that DC has decided to go digital on day one with all their reboot titles, its even better. Hopefully their success will get the other big 3 publishers, plus indies, to follow suit.

    Edit to add:

    A few minor grudges I have with their service (not sure if this was changed) but you cant "store" the downloaded comics. You basically download them and read them in the device, but you cant copy them out to an outside source as you would with downloaded MP3s.

    Normally this is not an issue, and so far I dont think my fear has happened, but should you have paid for a comic and the publisher decides to pull it out, then you may never be able to re-download it again (should exist until you delete it from the local device.)

    This can complicate with a recent iOS 5 policy that the OS will automaticaly purge re-downloadable files off apps should it ever feel it is running out of disk drive.

    For some it may not be a big issue, since sometimes you just want to read the thing once and thats it, but then we would go round circle to the price. Titles are not priced at disposable price points.
  15. Quote:
    Originally Posted by EvilGeko View Post
    It's not any goofier than SR's scaling resists. Comic book logic would reign supreme in either case. You would just be sore if the devs implemented something else I wanted.
    And I dont know Arcanaville, but I HATED those scalling resistances from day one.

    To this day I sustain, SR should had been improving by giving it +HP, not resistance. (Would had fit perfectly in Practiced Brawler, too.) You could had even gone with passive scaling +HP, I would not care about the scaling part, just about the resistance part.

    But thats an argument for another day.
  16. Quote:
    Originally Posted by Errant View Post
    I'm still wondering when the Brute versions of Scrapper sets will make it back to Scrappers... (Taunt Aura's, Swapped SR Power Order, et alia)
    Don't hold your breath on that. Scrappers are not entitled to taunt auras unless they are assigned and am shocked they got one with Taunt Aura, but that may just had to do with timing, since it was added as it was being proliferated.

    As for power reordering, my understanding is that cant happen once a set goes live. Reordering powers can result in character corruption. They can transform one power into another, but still there are issues there with existing builds and slotted IOs. Last time it happened was while rebalancing a few weapon sets powers and the powers in that got "reordered" by morphig them into eachother all shared enhancement slotting.
  17. Quote:
    Originally Posted by EvilGeko View Post
    If they were going to turn Instant Healing back into a toggle, I would prefer they throw caution (and the cottage rule) to the wind and change it altogether.

    Moment of Glory is supposed to represent what would happen if you truly 'instantly healed'. That why while most damage type defense buffs use 'deflected', MoG uses 'absorbed'. I would run with that concept a bit.

    I might change Instant Healing to a scaling resistance buff something like:

    1st target in range - Scale 1 resist to all but Psi
    +
    1st through 10th targets - Scale .25 resistance to all but Psi

    Thus you're truly 'Instantly Healing' some of the damage. If you wanted to do the Energize cheat around the cottage rule, you could give Instant Healing 100% Regen to go along with the scaling buff and lower the initial target resistance to Scale .75 or .5.

    This seems to deal with Arcanaville's concern about the scalability of the set between Tankers and Brutes/Scrappers/Stalkers. It also doesn't provide Regen a ridiculous solo advantage, like old school IH toggle would. Finally, it gives Regen the ability to layer protections like most other sets do.
    Dont like the idea for many reasons. Instant healing's absorbed works because it actually tells you it absorbed when it works.

    A resist toggle will just look like resist with nothing making it look otherwise.

    Ideally, I'd make it a +regen aura, but that would make it look way too much like Willpower.

    I guess the second option would be to instead make Instant Healing add a per-target heal and +HP enhancement. This would make the power strengthen all other regeneration powers the more foes you have in range.

    Reconstruction would not be affected due to it having enhanceable toxic resistance and being flagged to ignore outside buffs.

    I am not sure how willing the devs are to do this, but i would also give the tanker version some exclusive buffs that would not go into the other ATs. Mainly, adding +HP to FastHealing.

    There are many reasons to make the regen tank also different from the scrapper one. Where a regen scrapper is instantly relatable to Wolverine, a regen tanker may be more likely compared to The Hulk, a way sturdier and way more ressiliant character with a nature to get stronger the more people are about (may apply to brutes too but I would not hand the treatment to them for balance reasons.)
  18. Quote:
    Originally Posted by EvilRyu View Post
    Its kind of obvious at this point the devs are not balacing with just SO's now if you look at the retardedness of how some of the things happen on the incarnate trials.
    Thats a different ball game, though. Incarnate trials are designed to be end game content, they are meant to be hard and to make heavily developed characters feel challenged (although I hear thats not exactly awlays the case, but its hard to, lets say, challenge Arcanaville without making the average level capped player mail a bomb to the developers.)

    So, Incarnate content has to be balanced with IOs in mind (good thing for the devs, due to some bad decisions in IO design, that just means worrying about heavy recharge and heavy +def)

    When they balance new casual stuff, though, like new level 20+ content in pretoria, they better make sure they only consider SOs.
  19. Quote:
    Originally Posted by Wintry View Post
    This is where I think you go wrong.
    .......
    Here I agree with you.
    If the Regeneration set is no longer the Regeneration set, then it might stand a chance.... .
    We getting into dangerous semanthics here. I said a "regeneration based set", with lowercase R. Not talking specificly about Regeneration as in the set named that.

    At the end of the day all sets are just reducing damage and hoping their natural regeneration covers the rest. If you have no damage reduction mechanism, you better just have a lot of regeneration.

    But you can make a tanker set that can be mostly regen/heal based and be a perfect tanker. The problem is, as Arcanaville pointed, such a set would be an overpowered scrapper and brute set. (Case at hand: Willpower)
  20. Quote:
    Originally Posted by Wintry View Post
    It's just recently become no more than realistic to ignore their existence actually, because we're now in i21 and to F2P they don't exist.
    This.

    You MUST ignore IOs while balancing sets. You can partially keep them in mind (like give some set a minor token buff only so they can accomodate X IO options) but you MUST make sure that without IOs all sets are balanced.

    Now more than ever. Although got to say, most people I know in game level with just SOs or lvl 25 generic IOs until they get to lvl 50.

    IO balnce issues have to be addressed while balancing IOs.
  21. Quote:
    Originally Posted by Wintry View Post
    You know... just to remind you, this game was once balanced. Every character had its role and a team had to work together.
    I been here since nearly the start, and this game has never been as balanced as it is now even outside of the invention system. Not saying its perfect, but set balance was horrendous back in the day.

    The main reason regen and healing was not used much before was because the developers themselves didnt understand it, its weaknesses, it's strenghts, nothing. They just thought it was a nearly broken mechanic (and it was, due to how they handed it out without understanding it.)

    Until Willpower, the devs seemed to have a phobia towards the set.

    As for role, the role of a tanker are basically three:
    1. Maintain aggro.
    2. Survive the alpha (where all heavy hitting attacks are ready to fire, all at once)
    3. Survive the rest of the DPS.
    I list those two survival points as separate ones because they are very different.

    A regeneration based set can survive perfectly fine the sustained DPS, specially if it gets a scaling mechanic as Willpower does. Regen may need adjustments to be a good tank, but most of the non-regen based adjustments are only required due to it's likeliness to not survive an alpha wave. And its very likely, once you fix that problem, you fix the problem of the regeneration not scaling with modifiers.
  22. Quote:
    Originally Posted by Wintry View Post
    Looking at MoG on a tanker isn't going to help with anything in this world.
    Wake up - even with recharge of 100% base + 100% enhancement and +400% hardcapped global rech you get 25 seconds downtime during which you will die 3 times over if you're doing anything the unenhanced blaster on your team couldn't take care of himself with half an insp tray.
    Technically Regen would not need MoG to be up all the time. It would just have to be ready at the start of every fight. It does not evenhave to be on for the 15 seconds it last, just long enough to absorb the alpha volley.

    It also would have to be available much earlier.
  23. Quote:
    Originally Posted by BunnyAnomaly View Post
    Arcanaville has said that adding equal resistances to two characters, one with higher base resistance, the other with lower (literally, fiery aura vs regen), the one with higher base resistance will improve more.

    That is false.
    It's not wrong, but there may be a bit of a missunderstanding at work here.

    Quick example with some entirely baseless numbers:
    • Lets say a set with pure regen has a survivability "score" of 3.

      If you scale it to tankers, it goes up only 25% to 4, because thats all the scaling it gets.

    • Now lets say a set with pure resistance has a survivability "score" of 2.

      If you scale it to tankers, it goes up by 25% (due to HP) and then another 33.3% due to resist modds, for a final result of 3.32.
    The resist build, did increase more than the pure HP+Regen one. It did not increase TO more, but it did increase BY more.

    The reason to even bring this up is that "common sense" of regen being uber for scrappers wont translate on it being uber for tankers.
  24. Quote:
    Originally Posted by BunnyAnomaly View Post
    The entire purpose of the analysis is only to show that Arcanaville's statement regarding resistance is wrong.

    It has no bearing on which set is better or any further conditions.
    If that is the point you want to make you actually have to run those numbers twice.

    For tanks and for scrappers, and then you have to prove that the scrapper regen has the same percentage of advantage over the fire scrapper as the tanker does.

    If you are doing everything right, you will see regen scrapper will have much more sustainable survivability than the fire scrapper, but nearly tie in tankers.

    Thats what Arcanaville means by saying regen does not scale with the AT as resist does (or at least thats what Im taking she does, given my own understanding of the topic.)

    In other words: just because a regen between scrappers can be as survivable as, perhaps an invuln (pulling off the air, no numbers at hand) does not mean it can do the same in the realm of tankers.