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I know, but I love that animation. Ice is already solid for single target damage and mitigation, it doesn't really need anything, so I'd hate to lose the pretty for effect. I wouldn't mind seeing the effect increased, as I suggested, but I wouldn't want the animation lost to make the current effect acceptable.
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And it apparently didn't just affect Hamis, because Musculature used to enhance slow powers and now it does not.
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Monsters and sewers, they go together like blasters and debt.
And Stan can go to the movies now! -
Quote:I do think in general they are a bit short, based on my Fire/Earth Dom and my Mind/Fire Dom. But it isn't by a lot. In most cases, you have to figure in the pets, and I notice the difference in kill speed when I forget the imps (of course my Mind doesn't get normal pets). Plus some sets get modest help from their AoE immobs (Fire and Plant).Doms seem a little short on mass damage, but that's entirely theorycraft on my side. What are the key aspects I'm overlooking?
Is Flashfire, Sleet, Hot Feet, Mud Pots, Imps, Fire Cages, Tremor, and Fissure in ~12 seconds effective? Yes. Is it more damaging than my AoE centric blasters? I don't think so, but it certainly is close. -
Quote:Please forgive me, but my love of /Fire compels me to write. Consider this a simple aside; as I write this line (which I am writing last) I consider not making the post at all, but the power of bias compels me.The "good" secondaries - Mental, Energy, and Devices - are good because they make your primary set more effective somehow, either through survival or raw power upgrades in the case of Energy.
One of the things that makes /Fire "great" is the fact that it works well in the field of complementing the primary, just not in a way many expect and in a way that exposes the survivability issue more.
/Fire has your standard two powers most sets have that could be considered complementary, the immob and Build Up. Then it also has an end recovery power (which many other secondaries also have). It also has 4 attacks and, like all secondary attacks, these compete with, rather than complement the primary.
But then /Fire also has TWO damage auras. Of which, one is amazing. Like all damage auras they complement any attack in the primary because they do not compete for animation time. Naturally, in order to use them one has to enter melee and stay there; using them effectively vastly lowers your range advantage, but as far as the damage side goes they are fabulously complementary. And once one is in melee anyway, now you can add another AoE power which makes any blaster very good at eliminating (up-level) minions and Lts quickly. AoEs don't compete like single target attacks do. Psychic Scream and/or PsyShock are one of the best benefits you get for taking /Mental and FSC deals nearly 75% more damage (and even Combustion deals more damage than either of /Mental's AoEs).
If you overcome the survivability issue (which is, admittedly, hard to do solo), /Fire is complementary, it just makes the long range attacks you get short range (normally; you can still use them from long range, but then lose the benefit of the auras).
Also, I find it amusing that someone rated /Device as one of the three "good" secondaries. -
Quote:I see a lot of irony here. If the game isn't hard to understand, how could you fail to comprehend that dominators are a damage AT? It had to be proven to you?I understand how they work- I didn't even want Dom's to be a part of this discussion because I didn't consider them a primarily damage dealing AT, but I was proven wrong on that. I'm not sure how complicated this game is for you, but there's really nothing beyond the scope of comprehension once you understand how things work.
Did you ever upload those Malta or Carnie videos where you are running a mission at 54 x 8? I have trouble with them and Arachnos and would love to watch it. -
Quote:Anything left is absolutely no threat to the controller at all since they are incapable of moving, much less attacking. I am not sure you really have done killing with a Fire/Kin. Fire/Rad is a bit slower, but a Fire/Kin is much faster than you give them credit for. Fire/Shield is no slouch, but a Fire/Kin has much better AoE damage and the single target is close. People keep harping on the lack of Fire Cages; I don't even have Fire Cages on my Fire/Rad. Flashfire lasts long enough even vs. +3s to polish off the minions and the Lts. are nearly dead. Use single target controls to lock down bosses (avoid Ring of Fire if the KD from Bonfire is still needed, of course) and keep containment on them, kill the bosses while the AoEs tick the Lts to death.The Bonfire with this proc is extremely good. But it's still just plain out not better than my Fire/Shield going Shield Charge>FSC>Fireball. Not much lives through that. And anything that is left is no where near as much of a threat to my Scrapper as to my Controller.
I doubt it. You underestimate the power of Fire control, both in damage and its ability to control (and that is before ludicrous Bonfire). -
A blaster with unslotted health starts at 140% regen. My primary blaster, Fire/Fire/Flame has 350% regen. With capped HPs she regens about 23.5 HP/sec. She also has 51% Sm/Le resists.
Another Fire/Fire/Force blaster of mine has 160% regen and falls just shy of the HP cap to regen 10.57 HP/sec. She also has 50% Sm/Le resists, 42% Def ranged/nrg/neg and 18% Sm/Le and most other defenses in the 17% range.
I don't know which I have an easier time running. Blaster B can do some things I would not consider with Blaster A, so I think B is likely the more survivable character. Due to the way regen interacts with other mitigation (including more regen) the changes should be vastly more significant to Blaster B. I took rebirth to fill that gap on blaster B, so getting it in set and earlier should be nice, although I am not sure what to drop for Cauterizing Aura, probably Inferno, which I took just for fluff, but maybe Fire Sword. And I still have to consider picking up Blazing Bolt too. -
Quote:This is what I was asking Arcana to compare as I feel like she would be a great medium for this debate.Quote:I think we've had enough of conjecture and both of our own personal bias about this. I believe it would be most logical to let Arcana run max survival vs. max damage analysis and we could take our disagreements from there.
What you are asking for is not easy to do. If you want it done, try your own hand at it. If not, badgering another player to produce such a thing in their own time to try to prove or disprove your assertion that is only applicable in the smallest and often most dismissible set of cases seems out of line.
It is interesting that the idea of spawn wipe came up. I agree with Arcana in the general sense that how a build deals with and kills an entire spawn is a good measure to consider.
Quote:Blasters do not have any means of keeping enemies taunted. In a cave farm, this means that everything will constantly scatter outside my AOE radius after taking one application of ROA. It also means that a lot of the time, they won't even come back to me. If the mechanics are against my leveraging AOE's, obviously I'm not going to perform well. That's why full cave clearing is not a good method to use for a farming Blaster. It has nothing to do with me or my performance, it's pure game mechanics. -
I24 isn't on beta yet. But if it is released as announced, then TD + Kismet is enough.
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The wife did it.
He has a split personality, they are one person (but we never talk about that). -
How about if, the proc shuts the KB and KD off completely, but every 10 seconds allows the KD to happen. This way it still prevents the scatter, but at the cost of some of the control?
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Quote:*Twitch, twitch*But I think it is more likely that some of the powers it is overpowered in will be tweaked.
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I suspect they will tweak Bonfire before they nerf the IO, because it is the way Bonfire works that makes the IO overpowered, rather than the reverse.
A 50% chance for KB instead of the current 100% chance would be the most likely change I think.
"We have to change this power because of a messed up IO interaction"
The PR nightmare of that statement is scary. -
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Quote:There should be dozens of ways to build "properly."That gap is there because of a gap in intelligent building. Those who build properly should never be ostracized because other people did it wrong.
It is important to remember that no one is saying min/maxing should not have benefits. It must. But to use two of your examples:
The difference in survivability for a PB running normal shields, with the potential for Dwarf, while occasionally using Lightbringer is not that far removed from someone running perma-LB.
Willpower may be "easy mode" to get to a nice level of survivability, but it also can be min/maxed to extreme levels of survivability, but since it started so high, still within a good range.
In my mind, those two in particular are good examples of power (and powerset) design.
Drain Psyche, OTOH, has a range that is too far apart. On the low end it is OK (by current blaster standards), in the middle it has a solid boost, then on the really high end it is just too much (not for blasters, for anyone). And that isn't just for build effort, that is also how the power itself scales.
THB, it should be noted that the Devs do advocate somewhat for the min/maxer when they think they can. If this wasn't true, they would already have announced they were fixing Drain Psyche to still be very good, but have both its lower end and upper end fall within a more reasonable range of each other. Changing Drain Psyche in the way most are asking doesn't even violate the cottage rule, but the devs are still resistant to make the change and it isn't because they think it is better for the average player, it is because they don't want to adjust the game for people like you.
You can advocate leaving Drain Psyche as is and know the devs have not only considered your position, but at this point they agree with you. The first thing I thought when I heard they were not changing Drain Psyche was, "It isn't proper that the other secondaries get a power that is much easier to use and can be used by rangers while Drain Psyche is stuck with legacy limitations." I will be advocating for Drain Psyche to go up at the bottom and come down at the top, because I believe that is the best scenario. So far, you are winning the debate, however. -
Quote:This I agree with and is part of why I don't fear lifting corruptor and defender base damage in conjunction with lifting blaster base.I don't doubt that, I just think in that case the question should be how does the duo compare to a scrapper/defender or a brute/defender combo ?
I am not saying I think 1.3, or even 1.4, is too high for blasters, but I am comfortable at 1.25 (and 1.125 for melee). -
Quote:End drain has undergone a fair number of changes.Both sets have a base 35% Endurance Drain on Short Circuit. It makes me wonder if it was a stealth change some time ago.
I am pretty sure that in the beginning, blasters drained more than defenders, although it is possible they drained the same amount. Way back then most, if not all, players had never heard of AT mods, and I remember the argument often went, "If it is a primary power, then it will do its thing better than if it was a secondary power."
Then, in Issue 4, defender end drain was buffed to be better than blasters (and controllers were buffed as well, though back then they did not have a lot of end draining powers), because "defenders should be better at secondary effects." In Issue 6 they added the give end back ability to many Electric powers.
The big change came in Issue 7 in response to the change where higher ranked critters had more endurance. All end drain powers became a percentage of target's end, rather than a static value. I am thinking this may be when they normalized blaster end drain to be equal to defenders. I do remember it was a known and purposeful change though, it was not stealthed in (although the patch notes for I7 do not include it and I stopped searching after 2007).
There are some minor changes after I7, (and some of those lead me to believe I7 is when blaster values became the same as defenders), but mostly just error fixes.
Quote:If you want to know if a set is good, look at the animation times and recharge times, and if they're low and high respectively you know you've got a winner.
It is amusing that many blast sets have a power that recharges in 20 seconds, but they mostly deal token damage. I was honestly surprised when Dark's ranged mez had reasonable (if still low for its recharge) damage added. -
I can leap around with my stalker and the non-interruptible version of Assassin Strike, so your answer is yes.
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No? I see 7 things in a hallway or room (maybe I see them all, maybe not).
How do I prioritize the targets? That guy is the PC, if we kill him the other 6 go away too? I am not a huge roleplayer in CoH, but I do like to pretend a bit more than that. -
Quote:I would be more interested in drawbacks that were not really drawbacks.I would be more interested in Stone Armor if it kept the movement penalties but got a Teleport power built in.
That said, I do love the idea of an Earth TP as you describe, and with the right animation time it would still be a negative, so your idea is pretty cool. -
While I think the snipe changes fall into the category of "a buff too far" that can cause concern, what makes you feel the sustain changes are so high they are worrisome? What type of changes in the long run are you thinking about?
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Quote:Are you proposing that Stone armor has difficulties at base difficulty or even with modest increases in difficulty? Stone's performance on SOs is remarkably good relative to other armor sets on just SOs. It is competitive outside of Granite and then rises well above with Granite.The game is balanced around the limitations of the free player experience, thus SO's. IO's are not available by Default for free players, and the developers have always stated that the MAIN game was ALWAYS balanced around the SO measuring point. What CAN be done with IO's is not a balance factor except to the IO bonuses
Quote:There is only ONE other +defense pool power that works with Granite now, and would continue to be the only one that works while IN Granite under my proposal: Stealth.
Quote:but an unknown portion of the +defense vanishes when the Tanker is attacking
Quote:Let's look at things while taking them into account. Stone Armor players are ALREADY able to build to cover up every issue they have in granite via IOs.
Quote:Stone armor is the ONLY set in the game that people take solely for the Tier 9 and then drop EVERYTHING else. It is the only set in the game that CAN do this and still be useful. This is not balanced, this is the developers sticking their fingers in their ears and closing their eyes, ignoring it so that the problem goes away because of the neglect that has been heaped on the powerset making it less and less attractive for people to bother glancing at.
I wouldn't terribly mind seeing Granite become something that adds to the rest of the armors, but I don't think Brimstone needs to become a defense power and I don't think Granite needs to lose all of its +defense if that were done. But I also am not eager to see that done, as I kind of like the odd option to run Grantie, Rooted, Mud Pots, Stone Skin, and Earth's Embrace. I think 5 powers of 9 is a fine amount to take, I don't think sets should be designed where 8 or 9 of 9 are required.
Quote:Granite is only Situational when people don't build for permanent granite.
Quote:meant to be used situationally, but possible to build around full uptime if desired.Quote:making it work WITH the other powers in the set rather than making them garbage.
I don't see it that way. Why use Granite unless you really need it? I'd stay away from that recharge and damage debuff whenever possible and then switch back to my regular armors only when I felt safe enough to do so. -
Quote:But that is irrelevant. Blasters deal more damage under the same conditions is what is relevant. We are not going to change the value buff/debuff brings so pointing at it isn't likely to be helpful, but we don't need to bring 8 buff/debuff characters to have a good time and to finish game taks in reasonable time frames. Blasters need to be fun, they need to have a distinct playstyle from corruptors and defenders (and other ATs), and it seems it is important they are reasonably survivable as well.Are we really talking about having 2 sleets/spawn vs having 1 sleet and blaster ?
Teamed the debuff is even more powerful and that ignores the fact that 2 colds are going to do insane things to the teams defense.
While I think blasters should deal the most damage, I don't think they need to be massively higher once we start bringing all abilities to bear, there is value in being able to bring the pain without also needing to lay out a debuff first.
I play on lots of duos with my wife. Two defenders is a small bit safer, but one defender and one blaster is almost always faster. On larger teams the buff/debuff gains some advantages, but on smaller teams, what blasters bring is valuable.