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Posts
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I preferred old defiance, but the devs changed blasters on me anyway! So, yes, once the devs change blasters again, we will have to learn to play with the new set of tools.
The devs aren't changing blasters because Arcanaville bugged them (as she clearly explained, all she could do was convince them to look and it is highly possible they were planning on looking anyway). They are changing blasters because they must SEE something that they feel needs to change. The fact that you or I may not agree is not very relevant at this point and neither of us needs to be convinced because just as happened in I11, change is coming. -
I am not sure I wouldn't say the change to Energy Drain wasn't a violation. I still have only barely played my /EA brute because without the heal in Energy Drain, I really have to respec and change some things around so I can pick up Energize. I had a great build that was pretty much ruined by that change. I still think it is likely the changes are for the better, generally, but I really wish they would not have messed with my heal.
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On the off chance someone gets time, it is also a good idea to have some kind of post crafted with a general outline of the goals for a blaster update as well as some hints as to the types of changes we might see.
This could be posted shortly after the coffee talk. -
When it comes to roleplay, nothing in the game forces anything on me. If I don't like the story as written, I'll change the little pieces that bother me.
Heck, it is easier in this game than in table top games. In table tops games, I actually have to care how the story exists for my friends, in CoH, I can pretend as I need for my own benefit.
Do I like when the story as written is how I prefer it? Duh, of course. Do I figure this GM has to write a modestly static story for tens and hundreds of thousands of individuals and can't craft it specifically for each gaming group? Pretty much.
That said, I would encourage the devs to allow more dastardly stuff in the villain plot lines. Vincent Ross is a great example. Heck, the enemy in that could have been CoT or Mu instead of Legacy Chain, and my villain could have saved the world (or at least Sharkhead) from those evil morons and it still wouldn't have changed the fact that I was working primarily for myself, with a little bit of aiding Vincent in his quest for vengeance.
SSA1 could have been more villainous with us still stopping Wade in the end, I agree. -
Quote:You could choose to read it as, "Wink, wink, 'the greater good'. Man, we get away with so much when we claim that ********!"I'm STILL angry that you, as a player-character villain, admit you're doing the greater good TO ANOTHER VILLAIN.
Art is in the eye of the beholder, not just in the hands of the artists (especially role-playing games, where give and take between players and GMs has always been required).
Not that I am opposed to the idea of helping the big bad until the very end, stabbing him in the back, foiling his plans, and taking some of the uber for ourselves. -
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Quote:I am missing the poor performance part of this. What about changing the time from X to y is poor performance? What about this needed to be planned out other than, OK, we will put stuff up on the market at time X. Months pass. Time X doesn't work for the new guy, we are changing it to time y.Oh I don't care one way or the other about the actual issue, but this is just an example of poor planning makes for poor performance.
That is poor performance? How? -
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Quote:You're not there to siphon off power? Or steal powerful objects/technology? Or maybe you figure if you eliminate Cole then Hamidon will overrun Praetoria and wouldn't that be glorious chaos and destruction? Of course, with Cole out of the way, Praetoria is ripe for you to loot or take over instead of allowing Hami in.So why. Why on God's green earth am I putting so much effort into not only saving my world but saving someone else's. Praetoria can burn for all I care, Tyrant and Hamidon can settle their own issues over who gets it because I sure as hell don't want it. I an only justify myself with the "Save the world so I can conquer it later" excuse so many times before I have to trade in my blackened cowl for a pristine white cape.
Or maybe you just like that you might be able to go kill some people? Perhaps you egomaniacalness wants to prove itself against a truly tough foe, worthy of your greatness?
I guess it would be nice if the devs added some of that into more of the stories for you to read, but I can't really see why they need to when it is so much better to allow me to come up with my own reasons, rather than shoehorn me into one of many possible reasons. -
Quote:I have never done this on a controller, but I have seen it done and I have done it on my Mind/Fire dom for various reasons.I think what ought to shove Mind a little further down the list isn't so much its "one AoE", but the fact that you don't have steady, reliable AoE Containment and/or the ability to take advantage of it. For instance, you can Mass hyp + Terrorize, but then Containment's broken, and you have to pick off the badies one by one. You can do Total Dom + Terrorize, but by the time Terrorize is back up, the Hold has worn off (unless your recharge and hold duration are insanely good).
Telekinesis sets up containment. Turn TK on, throw AoE, turn TK off. Done well the enemy ends up grouped nicer than before the TK. With recharge this is a once a spawn thing, but an SG mate of mine said it worked pretty good. Of course, with a corner it can be left on as needed. Granted, this only works on smaller spawn sizes, but I thought it was nifty when I saw it done. -
Quote:Since at least 2007, that is very low priority.That has to be a bug. I just assume that it's a low priority bug for them at the moment.
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Quote:Sigh. So true and it still makes me sad they never fixed it (but it is understandable that they didn't change it too). There is one potential way to grant blasters a form of defense that avoids the stacking issue, Elusivity; abosrb avoids the stacking issue for resistance. So there is hope.You have to be a lot more careful with resistance and defense because of the way those stack in this game.
Quote:You also don't have to worry as much about outliers like Drain Psyche. If you give +regen to primary sets, Drain Psyche will significantly dilute that benefit when its up, but then again when its up you're already doing better than any other blaster. If you give +res/+def to blasters in primaries, that will magnify the power of Drain Psyche. -
Quote:Is there anyway to gain traction on the counter-mez in the single target attacks idea?I think whatever it is, it has to become available no later than level 22, when SOs become available and the game shifts into blaster mulch-gear.
Despite the hesitation against it, I still think some modest resists or defense is vital because the counter-mez plan is good and fits, but at the suggested radii I have seen, it will not be enough. Resists/defense give time to respond and alter course a bit. I also think every blaster secondary has powers that already make thematic sense to have some resists or defense added. (I guess absorb could work as well, and since these changes won't happen until I25, that will give a fair amount of time for the devs to appraise absorb in live play).
+regen is also workable, but I do not think it will be as useful (alone) to the average player as it might be to stronger players.
Personally, I very much prefer adding abilities to current blaster powers and doing so in specific ways so each set retains different flavor. While some changes could be made AT wide, I'd rather see more variety. Obviously some things would need to be similar (i.e. if they added resists or defense, Sm/Le resists/defense would want to be included generally and range for defense), but after those then it should split thematically (Energy resist for Electric, Fire/Cold for Fire, etc). -
I agree, plus it isn't all the time. Domination gets a bit annoying on my perma-dom. I love criticals, overpower, and the Dual Blades stuff though.
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I am normally a fan of float text, but I think double hit procs too often for it to be of value. You can see your double hit values in the the combat log (Damage Delivered, IIRC).
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This should not be happening. The last I played with it in PvE, getting mezzed did not shut off the toggle. If the toggle is getting shutoff in PvP due to mez, I would bug it.
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Quote:Dehydrate is a single target attack with a minor heal component (think Life Drain). From my testing, it is a solid attack and the heal component is a good addition.So I was looking at the Water powers, and Dehydrate (the PBAoE)
Adding a heal on top of Drain Psyche adds mitigation, so they should work nicely together. Water Blast also has some good soft control, which helps allow the regen from Drain Psyche to work. -
Quote:Someone has to make that decision, and that someone is not you. If they make a decision you agree with, you praise them. If they make a decision you disagree with, you denigrate them as if they were foolish.Oh I saw the problem, I think it was Arbiter Hawk making a post about how he decided having to think about a power was 'fun'.
Having one persons idea of fun subjected onto us reminds me of way back when Jack was a lad.
I don't always agree with their decisions, but I hope I have never come across as looking down at them or belittling them.
Quote:Fun is subjective and data provided by data mining may not actually mirror what players perceive as fun. Fun does not always equal the optimal build. There are plenty of powers in the game that are fun, but others perceive to be annoying.
Case in point: Knockback. Some players find this mechanic fun. Yet the majority of you find it annoying at best.
EDIT: In general, I find that using datamining, key performance indicators and other metrics to quantify fun is a mistake. Popular? Sure. Popular doesn't necessarily equal fun. There might be another reason something is popular in our game. It might be visually appealing. It might be overpowered. It might have a broad appeal to character concepts. Or, it might be perceived by the masses as fun.
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Quote:No, and neither have you.Have you seen the majority of sets in the game and their corresponding popularity?
Quote:Most sets are set and forget, those that aren't are generally less played (Regen).
I guess. I normally don't wait, I use something else instead. -
Quote:And it doesn't occur to you that the information they have may point to the fact that more people find interactivity more fun? Your first thought is that your position is blindingly, obviously correct and the devs are ignorant of reality?To be fair it shouldn't take a load of angry beta testers to show the devs what people who play CoX find fun.
They should have metrics to know what sets are played, what powers are taken and how often they are used and should clearly know that always on powers are the preferred way of things.
I most certainly would not prefer if it if I always survived. A 50% death rate per fight is higher than I would prefer, I think I like about a 95% success/fail rate. One death every 20 spawns or so works good for me. -
Quote:For most solo endeavors, large -regen is more potent than -resist. Drain Psyche is an extremely effective weapon against AVs and GMs because of this.-Regen does help, but it's very minor. It's why Rad/Sonic Defender has a much easier time with all the -res. Only certain AVs possess the resistance to the damage type in large numbers.
On teams, -res is almost always more effective than -regen, because you are multiplying multiple sources of damage, but the -regen value is static no matter how many people you add. -
Quote:I think Mind Control could use a buff. It's not a bad set, but ask someone to list the best 5 control sets, and Mind will NEVER make the list.
I mean, sure, Ill, Fire, and Plant. But after those, I think it is up in the air where people will go. Some will like Mind, Earth, or Ice. Others Mind, Dark or Electric. Some hate Ice. But I think a fair number of people would put Mind in the top 4 or 5.
Not that I'd argue against a minor buff to Mind, but the whole nobody would rate it top five thing was an odd.