Starsman

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  1. Quote:
    Originally Posted by Umbral View Post
    You're on pretty much the right track. The big reason that constant survivability on that scale is broken because you're reducing risk almost to nil while still able to generate reward, even if it is at a slower rate (reduction in reward).
    Thats not entirely true. Tell me, what happens if you die in this game? You are forced to go back to the hospital (unless you have a recharged self-rez or an awaken and are not surrounded by foes) and suffer some xp debt. XP debt means that for a while you will be slowed in your xp gain.

    So, "risk" in this game means "you slow down" (walk time from hospital + time to clear debt)

    What does Granite does? It slows you down. You may still argue that even with all the build options the granite tank still is slower than an equally IOd non-granite tanker. So, solo, you wont be earning rewards any faster or even anywhere near as fast as an equivalently built tanker, ever. This technically means you are walking dead!!! All your reward earning is slowed down just for being stronger.

    The true problem comes in teams and while designing elite raid content, as I noted in a previous post a few minutes ago.

    Everyday tanking for teams may also be an issue to an extreme, but mobility is way more important in every day team tanking than many players realize. At that point Granite pay it's penalty, or at least his team might.
  2. Quote:
    Originally Posted by Samuel_Tow View Post
    Let it still detoggle if you turn on a travel power, though.
    I have an issue with this too. As I mentioned, out of granite the stone tank is very hard to build, it requires too many powers or too many gambles (like forgoing Brimstone Armor and hope you never face pure cold/fire attacks that have no other damage typing.

    On top of all that building difficulty, you cant turn on Combat Jump as a defense booster (very common in survivability oriented tankers) because it de-toggles Rooted. It may sound as one of those "we should not balance sets around pool powers or IOs" but the issue is that the restriction does the opposite, everyone else has access to it but Stone meaning Stone is being restricted for "balance purposes to use specific pool powers."
  3. Quote:
    Originally Posted by SpittingTrashcan View Post
    Well, I suppose I can take my comfort with the current state of Rooted as a glowing testimonial to my patience.

    As for Granite: Do me a favor. Humor me. Talk to me like I'm stupid.

    What, precisely, makes damage mitigation above a certain level broken?
    Imagine you are a dev. You want to make elite content, epic content meant for balanced teams. This content should encourage tanking, either with a tanker or with a very well supported brute.

    The existence of Granite forces the devs to make content that hits horribly hard making Granite the only viable tanker.

    You can buff the other tankers, but now the elite encounter hits so hard that a single brawl of those elites to the blaster or scrapper will one-shot them, and no, going then into "then buff every other AT too" does not work.

    You could fall back into making this content anti-granite, but how you do that? Only way would be making the content heavy in toxic/psi damage but that just makes the stone tanker rely more on Minerals just for those situations, and all other tanks for exception of Willpower and Dark Armor still get punished for not having significant Psi protection.

    Granite on top has extremely strong -def resistance so that is another no-go, and with Rooted they have also strong -end resistance, another no-go.

    There is also the always myth of "there is some one stronger so we wont ever accept anything but" fears, but these have proven to be not very consistent in this game. Perhaps, though, because its hard to actually come by a PUG granite, but it still is not uncommon for Master Of runs to demand a Granite tank be in the team.
  4. Quote:
    Originally Posted by Castle View Post
    Don't mean to hijack the thread, but...

    I'd rather that than what it does to me: Mark's EVERYTHING read when I log in...about 30% of the time. Nothing more fun than coming in on a Monday morning and seeing "No New Posts" since I left Friday night, despite seeing right there on the front page post dates of that day.

    I'm assured by our crack web team that this is caused by the highly unusual browser set up I use -- Firefox with NoScript and AdBlockPlus.
    If we going to talk crazy browser bugs, how about the one that constantly logs me out in Safari? Nothing more annoying than having made a long post, click submit and being asked to log in, to have the browser entirely forget about the post I written.
  5. Quote:
    Originally Posted by SpittingTrashcan View Post
    I have no opinion one way or the other on Rooted; I manage to function without difficulty using the power as it is now, but it's clearly considered a hindrance. I wouldn't be particularly happy to see it lose mitigative effect in exchange for increased mobility, though. It's also worth noting that the -fly effect in Rooted actually has positive synergy with Teleport, and would have even more positive synergy if the benefits of the power were tied to being on the ground - else Teleport becomes "be a pinata for 4 seconds".
    Here is my deal with Rooted as it stands: there are ways around it, you can certainly build around it and adapt to it. But truth is, it's one of the most unfriendly powers in the game. Most tankers that play Stone for the first time get to that power and just cant bare the burden of a TO build that still lacks swift/hurdle. The inability to jump and the extreme movement debuff, even with unslotted swift, is enough to make most Stone tank prospects delete their characters. Heck, I don't know how many stone tankers I have deleted for the same reason.

    Rooted

    is


    not


    fun

    It is the opposite of fun. It's frustrating. Annoying, and a burden. And on top of all that, it's necessary for a tanker to tank.

    I know Fun is a very ambiguous card to pull for any balance change's motif, but this one here, definitively deserves it. I cant think of a single player that can admit that running rooted is a fun experience without a lot of side buffing.

    In fact, I think the main reason Granite has not been nerfed is due to the extremely small amount of players that ever get past Rooted to even get to Granite, making the percentage of Stone tankers relative to the already small Tanker community an extremely small decimal margin of error in their data-mined report of performance.
  6. Quote:
    Originally Posted by Umbral View Post
    Cuz, you know, that's exactly what I've been saying since my first post. /facepalm
    Not to steal thunder but I been saying it for about 4 or 5 years now.

    But it's good to see others come up with the same idea, might actually be a good idea.
  7. Hmmm.... Stone armor. How i hate thee. Stone armor is insanely hard to level up, it's annoyingly horrible to build "properly" if you dont want to relly on granite, and in the end you still are just "baseline". But take granite and you are a god, with huge debuffs but a god.

    IOs have changed the playing field too, recharge bonuses have made it so that Granite's Penalties are down to a relatively small -dmg debuff and -speed. And as some one that has tried "tele-tanking" i can say it actually is far from a handicap to be "forced" to take teleport as a tank. If I had room I'd take it on all my non-shield or non-electric Melee tanks.

    That being told, as I am as opinionated as anyone else, perhaps a bit more, I have my own ideas on how to rebalance stone, and these ideas too change constantly.

    Right now, if i was able to, let's see...

    Start with the big issue: Granite.

    I'd make Granite and Rooted exclusive, same with Earth's Embrace. You cant activate EE while in Granite mode and activating rooted shuts down Graite. At this point just give Granite a 1 minute recharge once detoggled. That would be the extend of the nerf I'd give Granite.


    As for the rest of the set:

    Rooted: Remove travel power restrictions and -jump, mez protection remains unchanged on the power but all other non-mez protection attributes only work while you are on the ground (regen, -end res, -def res)

    Mud Pots: reduce the endurance cost to match other damage auras, the immobilization of minions honestly does not warrant the cost. To a point I'd consider it a penalty as minions wont follow you if you move due to the lingering immobilization.

    Brimstone and Crystal armors: both expand their resistance and defense to cover energy/negative/fire/cold. This alone makes Stone armor much more friendly to build. Add to both a bit of lethal resist/defense but not much. Just enough to make the set stronger to lethal than smashing, reason: Stone is harder to cut than it is to smash.

    Minerals: many would consider that power great but its way too situational, enough for players to skip unless they plan to fight Psi foes all the time (otherwise inspirations work for an AV without expensive build sacrifices.)

    Lets make Mineral more useful, turn it into a team buff aura similar to Grant Cover but only protecting from psi/confuse and granting perception.
  8. Starsman

    Bone Armor

    Quote:
    Originally Posted by Leo_G View Post
    Too complicated. The pet thing isn't, but the buffs are. What about a similar premise but just using MM's Bodyguard effect, i.e. splitting the dmg you receive with 3 destructible pets?
    It would be actually very easy to implement. It would just be hard to maximize potential.
  9. Starsman

    Bone Armor

    I was thinking about it a bit and figured a way the set can be very unique mechanic wise. It may jump too much into the magic theme but still not origin defined:

    When you say bone armor, this comes to mind:



    And to be honest, this is very dark-knight. So another thing comes to mind: Animate Bones. The ability to summon skeletal defenders. I would not make them offensive pets though, but instead deffensive pets.

    Give the character a toggle that pulses every 10 seconds. Every time it pulses it summons one skeletal defender for every foe in range to a maximum of 5, for 10 seconds.

    These skeletal minions are there to randomly buff you and i mean randomly. They may give you HP buffs, they may give you resist buffs, they may give you defense buffs, these stats would change constantly, about every 2 seconds the pet's buff can change randomly.

    These pets also can be killed, although this means loosing a buff until the next pulse of your minion aura, it also means that a foe may attack a minion instead of you, effectively sucking some damage.

    This power alone could be the basis of the set.

    Going from this basis, chaotic balance could be the basis for the set. Toggles could grant a resist, defense or HP buff every pulse, all randomly, you never know exactly what stat will you be using up next. These should be bonuses, though, you do need some sort of basis to slot around and this basis should not be wasted if you are unlucky.

    The status effect toggle could even do similar again, it would always cover the basics but randomly would grant between knockback, fear or confuse protections. You may even in a window get knockback resist but fear protection, or even be so lucky you may get resist and protection to all 3 of those stats.

    Again, it would be the armor for chaos and uncertainty.
  10. Starsman

    Bone Armor

    Quote:
    Originally Posted by Shuriken_BladeX View Post
    Thats useless. Thats pretty much saying we should never make any new defensive sets. And thats useful to who? No one. I get what your saying and all I just don't think thats enough of a reason to not add another defensive set. Would it really be hard for the game mechanicals to spawn bone?
    .... nooooo.

    Anyone that knows ME knows I want as many new shiny sets to tank as possible.

    You should not add another set just because you want to make X armor. The devs themselves wont. Heck, when they caved in to do Shields finally, they still sat down and said: How can this set be different, we dont just want another Positional Defense set. So they decided to make a set that:

    Became stronger with more allies around.
    Granted allies defense.
    Would charge into battle with shield in front.

    When some one say "give me metal armor", for example, and then just describes what would basically be Invuln but with different stats, what they should be asking is then some metal skin textures.

    Note I'm not bashing the idea altogether, but asking for "bone armor" without a good matching mechanic is just like asking for costume pieces, but with way less chances of it ever happening.

    So if you want this to be a serious idea, then you also have to come up with a real identity for the set that would justify it existing other than just because you want bone around your body.
  11. Starsman

    Bone Armor

    My problem with this and many other type of armor suggestions is that unless you actually have the concept for a game mechanic to build the set around, what is the point? You may as well just ask for bone armor costume pieces and take invuln or willpower setting their theme to nofx.
  12. The problems with endurance cost as I see them:

    Intra-AT:

    Endurance cost, although normalized, will always favor those that kill faster than those that kill slower because those that kill slower must also do extra damage due to enemy regeneration. Usually insignificant against minions but not so much against bosses/EBs/AVs or any critter that has self heals that can cycle more than once due to slower kill speed.

    Endurance Cost, even if accounted for in AoE powers, still heavily benefit AoE attacks.

    Cross-AT:
    Some ATs, (Tankers, I'm looking at you) were designed to take on threats at a slower pace than others, but they were always just meant to be slower at defeating similar foes. AT mods, though, make these ATs, mostly Defenders and Tankers, deal way less damage for the exact endurance costs meaning they may never get a chance to finish the fight the equivalent fellow player would be able to.
  13. Quote:
    Originally Posted by Arcanaville View Post
    Actually, I've been thinking for a long time about taking the first two primary powers, and the first secondary power, and applying a recharge and endurance discount to all three (if it happens to be a passive, the discount just has no effect). Something high: 30% - 50%, but not cut to zero.

    I believe I can make the case that its actually better for game balance overall, but I haven't had the time to do all the leg work, and the devs are too busy with I17/GR to entertain the idea anyway. Once things settle down a bit, though, its actually the next big thing on my todo list.
    I have given it a lot of thought myself and my biggest issue is that some sets have some of their best attacks in those lower tiers (like Dark Melee Smite)

    My idea has been more along giving all offensive attacks a endurance discount if their DPAS is too low.

    Basically: EndCost = (Dmg*5.2)/(Rchg/Dmg)

    If up to me, I'd also penalize better DPAS attacks with higher endurance cost (forcing high DPS build to not ignore endurance costs too easily) but given the "lets not nerf unless we really need to" policy i think the devs are following right now, I'd just suggest to only apply the formula for anything that does less than 1dpas.

    I would not apply this formula to AoE attacks, either.

    Best thing of this is it not only helps most low level folk, it also gives low DPAS attacks a reason to exists other than for pure self-gimping concept reasons.

    Flurry would drop to 2.22 end per click!

    Oh and give Brawl either proper damage or insta recharge.
  14. Quote:
    Originally Posted by Cyber_naut View Post
    Your argument is odd in that you claim the idea that pvp influenced the change is a myth, then go on to say that maybe it was done to make the power useful in the new pvp? I don't know whether or not the new pvp influenced the change or not, but the end result is clear, the nerf to et made the power, and the set, an underperformer in both pvp and pve.
    I didn't mean it was intentionally designed to insure it remained useful in the new PvP, just that as a side effect of the nerf, it ended up remaining useful in pvp.

    ET broke the day we were allowed to have huge levels of recharge. IOs indeed made it self sustained, but hasten and external buffs always made it just as strong.

    I will admit just one thing: I was extremely shocked they nerfed ET before they nerfed Granite. Sure, it was an easier fix, but it also was not as horribly broken. I still not sure if they will ever get Granite nerfed.

    As for the notes above, not everyone loves playing the dps monster. There are loads of people that enjoy playing a set just because they like it. MA is one of the most popular Scrapper sets and its very far from being the best at anything.
  15. Quote:
    Originally Posted by Garent View Post
    Starsman ran some numbers on it and he concluded that, when solo, defenders and corruptors are pretty even when it comes to damage output. Which is better than the other will depend on specific powersets, since -resistance will favor the defender's greater debuff values while +damage will favor the corruptor as they have higher base values.
    Keep in mind that defender damage buffs are also stronger even if they are working of a lower base. I don't recall really noting that they were better for corruptors although think some one else did a rudimentary math to say they almost netted the same.

    IO damage buffs will indeed take the corruptor further, as will other member's buffs (provided they are identical.)
  16. I know there are some around, i recall seeing a web based one but it requires you to manually enter all data. That means it is always "up to date" though, since you are the one entering the data.

    Just want to toss in this though: I never bother with attack chains but attack priority. This means I set my hot-bar sorted by DPAS. I accommodate hot-keys 1,2,3,4 to the highest dpas attacks in my build. After that I just click on them looking what has recharged, giving priority to use on anything that is to the left.

    When I feel lazy to pay attention, i just spam tap 1234..1234..1234..1234..etc..etc..etc

    The highest DPAS attack recharged will be the first one to activate this way resulting in the best dynamic attack chain for my current build and buffs.
  17. Quote:
    Originally Posted by Cyber_naut View Post
    Only if you use the magical balancing equation that I have argued over and over again as being ridiculously flawed.
    Quote:
    My problem with the devs magical balance equation is that it doesn't seem to take into account all of the variables, such as a sets aoe capabilities and secondary abilities.
    Editing

    The formula does takes into account the power's AoE capabilities. The formula, however, does not automatically design a set. It is the set designer that gets to pick how much utility/damage the set will get.

    He can intentionally make the attacks faster so they dish more damage, he can also intentionally give the set 2 or 3 AoE attacks with large radius, or he can just give it a one AoE attack with minimal radius.

    These are all design choices.

    The problem is not the formula, but the early developer's over-reliance on it to balance everything without them looking too much into things. These days, Castle is much more aware of the issues and tries to balance sets according to his goals. After the result of Dual Pistols, I'm not sure if the new power guys fully grasp the concept or if I just underestimate their goals with the set (and that set is a Swiss army knife of secondary effects so it's very likely it's the later.)

    It also may just have to do with the developers, Synapse and the new animation guy, not working as tightly together as Castle and BaBs have learned to do. In this game's power set design phase, it is critical that both these people work very close together.

    Dual Pistols seem to show a lot of things that are considered issues in Martial Arts, namely long and beautiful animations that are too long for the attacks they are placed in. From the video I saw on Kinetic Melee, I'm already afraid it may be similar there.
  18. OK, I have not read throughout the full thread but I'd love the myth of ET's nerf being done due to pvp to entirely vanish as they are just that, myths. The changes came though slightly before the PvP changes, if anything, the changes made sure that it was not nerfed in PvP because in it's earlier form, it would had been entirely destroyed, the power would had been the biggest laughingstock of PvP. A power that's so fast as the old ET would had been forced to do minimal damage and then hurt yourself in the process.

    That being told: You wont see this power being changed back.

    On the "ST mitigation is better than AoE mitigation in 99% of the game", i'd like to see a real study made on that. ST based mitigation, specially if it comes accompanied with some heavy burst st damage, can add to a very high level of mitigation thanks to threat pyramid reduction (where every otehr blow kills off a unit lowering the incoming damage permanently)

    Also, it is not trivial the amount of content that contains deadly units that are better dealt with single target mitigation. Things like CoT specters that destroy y our to-hit, zappers, and deadly bosses, all are better handled by single target mitigation that tends to last much longer than AoE varieties. Every day the amount of such units increase, and I'd say they are rather high. Specially the deadly boss sector.

    That aside, i still do have my own issues with EM.

    It's sustained ST damage is not as high as I'd like it to be given it's low AoE capabilities, for one. Another is that Whirling Hands does less damage than the damage formula says it should. The power should do 10% more damage, or have a 10ft radius.

    As for the sustained ST damage, I would not touch any of the high end powers (TF/ET) instead I'd buff the one power I'm sure most players skip: Stun. I'd modify stun to be a true attack, in similar fashion to how Clobber for War Mace works now, but with different recharge values (less recharge) 13 seconds recharge with it's proper cast time would be ideal. This would turn the power into a 1.23 dpas attack, the best attack in the set after ET, at a 13 seconds recharge. Given how almost all other attacks in the set have poor DPAs, things are kept "in check".

    The beauty is that the maximum potential damage for the set does not really goes up that much, only the average and low end damage end up going up significantly (as long as the player takes the new more damaging stun)
  19. Quote:
    Originally Posted by War Witch View Post
    ...we are looking at designing an in-game system that will help solve the problem. One of my big personal goals is bringing people together, and this will help with that agenda. (How's that for vague? What can I tell you, it's "in development.")

    Yay, finally, Cross Server Teaming is coming!!!
  20. Quote:
    Originally Posted by Psyte View Post
    And City of Heroes. Only Roper so far as I know had ties to Flagship, and before that he worked on Warcraft, Starcraft and Diablo while he was at Blizzard.

    I'm reasonably sure the fans have far more hate for Cryptic than Paragon Studios does.
    4 rights dont fix a wrong of such epic proportions!!!

    Besides, you don't judge some one based on what he did 10 years ago, you judge him based on what he did in the last 3 years.

    Also, it may be only him, but he is sitting in the driving wheel!!! And from all I gather, he was just a passenger in all the other projects.
  21. Evil is a word that has acquired a very extreme definition. If i was to look up a dictionary definition of evil, though I get these:

    • morally objectionable behavior
    • morally bad or wrong; "evil purposes"; "an evil influence"; "evil deeds"
    • that which causes harm or destruction or misfortune; "the evil that men do lives after them; the good is oft interred with their bones"- Shakespeare
    • having the nature of vice
    • the quality of being morally wrong in principle or practice; "attempts to explain the origin of evil in the world"
    • malefic: having or exerting a malignant influence; "malevolent stars"; "a malefic force"

    Problem here is the constant use of the word "morals". Everyone has different morals, this means that everyone's take may be different. In the end, though, given the specific example, I'd say anyone that labels these guys evil would also label Sonic evil as the intention does not seem to be part of the definition of evil, just the actions.
  22. Quote:
    Originally Posted by Psyte View Post
    Cheap shot is cheap. They're people over there too, ya know
    And they have Hellgate London listed proudly in their resume!!!
  23. On a side note, but related to the OP, found this:




    Edit, also found this in TVTropes:

    Fanboy #1: Squirrel Girl is Marvel's Batman. She beats people she shouldn't be able to beat.
    Fanboy #2: No, Squirrel Girl is Marvel's Squirrel Girl. She beats everyone.
    Full. Body. Transplant
  24. Quote:
    Originally Posted by Bionic_Flea View Post
    Starsman, I have nothing but respect for you and your knowledge of the game in general, but you are mistaken when it comes to PvP.

    While it is true that PvP damage is based on animation time, the lack of aim hurts DP tremendously because you need to quickly eliminate your foe before they can counter or run away.
    I did note I was not sure how the debuffs would behave under the new diminishing returns rules, but as far as the lack of Aim, i know there are at least a few viable melee builds in pvp and no melee AT get's aim, all blasters get Build Up in their secondary and, there is the point of range, off course. But again, not much of a PvPer here, mainly because I am mostly a melee player and i get eaten alive in PvP. Never even considered taking my part-time blasters into pvp.