StratoNexus

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  1. Quote:
    Originally Posted by Snowzone View Post
    the stupid facing cone
    I like most of the MA dominator set. I am worried about the cone. I don't generally like these types of powers in any game I play. I much prefer the way CoH cones have always worked. That said, the game has room for an option such as facing cones that I would skip, but others will enjoy.

    I do like that you can use it out of combat for styling.
  2. Quote:
    Originally Posted by Mad Grim View Post
    So after the defeat of their leader and destruction of their city, they switch sides? I can maybe see this for Aurora and Pendragon, but Marauder? He seemed to be the most loyal of the Praetors.
    Loyal, not so sure. Gives into his violent tendencies, selfish, heartless? Indeed. Stick him in the Rogue Isles where he belongs.

    Aurora's body was controlled by Mother, she seems not terrible after she is rescued, but we have very little info about her. She may not be switching sides by being a hero. Pendragon was also not a Cole supporter and seemed alright, if flawed.
  3. Quote:
    Originally Posted by Kyriani View Post
    So from watching the vid... it was mentioned a few times that snipes will now need 97% to get the insta effect? Wasn't it 22% before?
    97% = 22% + the base 75%.
  4. Quote:
    Originally Posted by Shubbie View Post
    Blasters can often already cruise through mobs when there is no mez being applied, its when the mezzes start flying that blasters start dropping.

    Dont get me wrong I like the power

    But you are going to HAVE TO bring other secondaries up to this level.
    I don't think this power is as amazing as you think since it has significant limitations, but I do like that the new design mentality for blasters allows this kind of powerset to be designed. It bodes well for both the older blaster sets as well as the future of blaster design.

    Not that I would be at all upset if they put the mez protection back in /Fire.
  5. Quote:
    Originally Posted by Shubbie View Post
    This is going to be the only acceptable blaster secondary because of the inclusion of a mez break
    The mez break isn't what impresses me.

    The set has the new standard sustain power (this one is a toggle) AND a minor bit of self heal, plus a no animation time self damage buff and a great movement power.

    And it has FOUR aoe effects!

    My DP/Fire blaster uses TP to leap into the middle and FSC/HOB. Now I can do that without spending a pool selection!
  6. Quote:
    Originally Posted by Arcanaville View Post
    Arbiter Hawk totally stole spring escape. He tried to hide it with the triple execution thing, but we all know.
    Indeed, first thing I thought of was this thread and spring escape.
  7. FREE FOR VIPS in Issue 24, just announced!
  8. Quote:
    Originally Posted by Garent View Post
    Or nerfing willpower.
    I guess in any situation where you use comparisons to suggest a buff, the reverse is always an option. I don't think that is the intent, nor do I think it is a likely result.
  9. Quote:
    Originally Posted by Bloodspeaker View Post
    I'm looking at the enemy. Come to think of it, I'm only "concerned" about how my character looks when I'm in a costume contest. Sounds like a lot of 6-slotted narcissism out there.
    Hey, when playing a blaster I want to be sure the defenders can see me too! Plus, this is CoH. Costume narcissism is very important, at least it is to me and lots of other people.

    While this is a very tiny concern, I have occasionally had some trouble picking up an ally's location due to their stealth. When it matters I almost always have used the team window anyway, and with the reticle it is very easy to locate any ally. However, I sometimes just click on their avatar and I can remember a few times where I was spinning my camera looking for someone, rather than using the team window. I tend to think of that as operator error, "Sorry I let you die, I wasn't fast enough finding you," but stealthy allies are ever so slightly harder to pick up that way when playing a buffer. Not anything I would normally think of as an issue though.
  10. Quote:
    Originally Posted by Talen Lee View Post
    There are also flat earthers. This isn't criticism of you, mind you, or your work, I'm just surprised it was felt as being necessary.
    Well, it wasn't done just to show they are even, it was done to show WP was significantly better. Enough better to try and push for buffs to Invuln.
  11. Quote:
    Originally Posted by Mad Grim View Post
    Yea, a PBAoE KB can be handy, but if you want to keep up your regen and recovery you need to use it whenever its up. And while solo this may not be a problem, a team could complain.
    The regen and recovery will last longer than the base recharge of the power, so you will have options as to when to use it. Even if you forget to click it and the regen and recovery does shut off in the middle of a spawn, if you are in no immediate danger, there is no reason you have to click it immediately; if you go 6-10 seconds without, you aren't going to crash your end.

    If you are threatened and feel the need for the +regen RTFN, a PBAoE KB is only going to be good.
  12. Quote:
    Originally Posted by planet_J View Post
    This is the flaw I see in Willpower personally...and I may be biased about it, because it doesn't suit my playstyle; however, Willpower is good to a specific threshold: Once you overcome the Regen in terms of DPS/debuffs whatever the method of choice is...Willpower is headed for unavertable CDF. I experienced this with the set back in issue 12, and every WP toon I have ever rolled. Regen, as a powerset, suffers similar weakness, but has more than 2x the sustainable regen to overcome it. Invulnerability has tools that mitigate the slippery slope better. So, my assessment is that Invuln's strengths lie in it's ability to better cope with outside factors that alter your survivability.
    I have found that SoW works decently to help push me above normal. For my scrapper, I took Resurgence for concept and used it, but it was horrible. The recent buff to it has really helped make it a nice click to recover when you get in over your head.
  13. Quote:
    Originally Posted by dugfromthearth View Post
    but the game was never intended to have every AT have the same maxed defense as SR scrappers.
    This is likely not strictly correct. They were not intended to have it all the time, but I am pretty sure they were intended to be able to have it part time through inspires (not the same soft cap in the sense we think of it today, but the ability to temporarily rise above).

    I would be perfectly OK if any and all of my soft-capped characters were nerfed, but I am less OK if inspires do not let me cheat the system. How inspires work is one of the things I love about this game relative to the painful cooldowns and limits on consumables in other games. I much prefer the limit on the number you can carry, as opposed to the number you can use per fight or unit of time.
  14. Quote:
    Originally Posted by Obitus View Post
    Defense.
    It is true my regen scrapper has little of that commodity and my Invuln is benefiting from gobs of it on top of the small resistance to debuff/drain.

    However, the WP tanker has 47.5 Sm/Le, 41 F/C, 54 En/Neg, and 36 Psi. Even before the IDF, the endurance could be problematic, but only against enemies with drain.

    But we have likely beaten this horse enough and I must admit I am now fascinated with the concept of trying to get buffs for Invuln. I definitely had more issues leveling my Spine/Invuln than my Kat/Invuln or Staff/Invuln, so without outside mitigation, I can see some Invuln issues.

    This is especially surprising since my WP scrapper is fire, which has no mitigation from the primary, and yet is still solid. Of course the WP scrapper has been Frankenslotted with mixes of set IOs since level 17 and the Miracle proc, while the Spines was all SOs with a few commons and no miracle.

    So many variables. I am eager to see more of Starsman's results.
  15. StratoNexus

    Burn

    Quote:
    Originally Posted by Starflier View Post
    Indeed. Turns out, people don't like being lit on fire. While I can't back up this claim with scientific data, I feel it is a solid theory which also applies to pixel-based fascists and swamp monsters.
    If only..
  16. Quote:
    Originally Posted by Obitus View Post
    Regardless, Quick Recovery doesn't require that you be drained/debuffed for you to benefit from it. QR is better than Stamina. Invuln's endurance-drain resistance does diddly squat unless you're hit with a drain.
    I love QR. I am still upset my Regen Stalker cannot get it. I agree it is way better utility than the end drain/recovery debuff resistance.

    Quote:
    Originally Posted by Obitus View Post
    I was willing to entertain your anecdote about Lambda because it honestly confused me, but let's not lose the forest for the trees here. Would you seriously trade away QR for Invuln's drain resistance? Is it even a choice you'd deign to consider?
    I don't think I would (I'd have to play with my builds to truly figure it), but nor would I trade away the end drain resistance even if they just added the +recovery of QR to ResNrg. At this point I'd prefer to keep the resistance.

    My regen scrapper has died too often to drains. My WP tanker has had severe difficulties due to drain. My Invuln scrapper has not had issues with drain since they added the debuff resistance.

    This is assuredly a situation where IOs are weighting my decision. No doubt in an SO comparison QR laps this minor ability. But in game, when it matters to me on my builds, I have been able to build enough recovery to make me happy even before I added IOs to my build. But until Ageless, there was no way for me to build to solve the end drain problem even on characters with QR.
  17. Quote:
    Originally Posted by Obitus View Post
    In order for the Invuln Scrapper's recovery-debuff resistance to outpace the extra ~0.97 EPS from QR, you'd have to face a debuff worth 0.97 / 0.25 = 3.88 EPS (or, since debuffs are expressed as proportional values, -232% of recovery debuff).

    In other words, both characters' recovery would be floored at the levels of recovery debuff required for Invuln's resistance to be better than Quick Recovery.
    But that is only taking recovery debuffs into account. Assuming your numbers make sense (and it seems they do), without factoring in recovery debuffs at all you would need to face about 40 pts of end drain in 10 seconds in order to meet that goal. That doesn't seem out of line with what you can face quite frequently even vs. Freaks, much less Malta, Carnies, IDF, and a few others.

    Quote:
    Originally Posted by Obitus View Post
    The only explanation I have for your experiences in Lambda is that you got lucky with your Invuln Scrapper. For whatever reason, you were hit with fewer endurance-relevant drains/debuffs on the Scrapper than you were on the WP Tanker.
    Based on your quick analysis, I think not. You have made me appreciate the value of that drain and recovery debuff resistance even more and also made me realize that putting ResNrg off until later in a build may not be as automatic as I always thought it was.
  18. Quote:
    Originally Posted by Obitus View Post
    Are we talking about Invuln's end-drain resistance here? Or are you saying that your Invuln also has higher DEF, and therefore gets hit with fewer debuffs? I'm not trying to patronize you; I really don't understand exactly what your point is.
    I am assuming that it is the drain and recovery debuff resistance. My WP tanker's Defense values are generally better than my Invuln scrapper's, so I assume it is not that they are missing me more.

    Quote:
    Originally Posted by Obitus View Post
    The end-drain resistance is nice, but it's not anywhere near high enough to account for the situation you describe. Also, Lambda heavily features Seers with Drain Psyche*, which opposes AoE and Psionic DEF (neither of which are strengths of Invuln), so I doubt very much that any DEF advantage your Invuln character may or may not have over your WP characters will help you much to avoid the copious endurance drain in that trial.
    I am not sure the resistance is as insignificant as you think. While Seers and diviners are rough, those rocket guys are brutal too. Again, I am pretty sure it is not defense, since the tanker is better off defensively (although the Invuln has better defense debuff resistance, but I don't think that is coming into play here).

    Quote:
    Originally Posted by Obitus View Post
    In any case, even if we stipulate that your Invuln character is mechanically superior against endurance drains in Lambda (as opposed to simply luckier) than your WP character(s), endurance drain resistance does not help you to make your build endurance-sustainable. Quick Recovery gives you some small amount of insulation against endurance/recovery debuffs, and it gives you more than a Stamina-equivalent recovery bonus to use as you wish.

    There really is no comparison. I don't question that your experience in Lambda is as you describe it, but at best what you describe is a niche scenario that's only tenuously relevant to the point at hand.
    Well, there are a lot of end drain and recovery debuffs we face. So while I agree that it doesn't help me as much against Council as QR would, it might help the blue bar against Carnies as much as QR helps WP. Maybe I am way off. While my Fire/WP scrapper is in the 40s, I don't have enough scrapper to scrapper experience to draw from. So maybe my WP tanker has more end trouble because he does less damage, although I almost never solo, so that seems unlikely.

    It doesn't seem that niche to me, but I fight a lot of stuff with end drains and recovery debuffs. Leveling up, QR is certainly better, not quite as much end draining in the lower levels and while I am calling the drain resistance solid, you generally will skip ResNrg until later. I think QR is also better at the high end, but I think the advantage narrows significantly.

    It has been awhile since I played into the 40s on a scrapper or tanker without a Miracle (although I have just done it to the 30s on a Staff/Invuln, but the Staff can cheat). Without IOs, QR is obviously significantly better.

    Both Invuln and WP have tier 9s which can aid the end bar as well, in the short term and with the obvious need to pay it back (and Invuln pays back much more).

    Quote:
    Originally Posted by Obitus View Post
    Again, a combination of lower DEF + higher regeneration isn't intrinsically inferior to a combination of higher DEF + lower regeneration.
    True; and it is true that running missions is similar to a long fight in the fact that we stress our blue and green bars pretty much constantly in CoH. There are differences though. In a mission, you can rest between spawns. While we certainly do not want to be resting too much, there is an amount that is acceptable to most players.

    And teamed, there is also the case where an Invuln's slower moving health bar is easier to react to for those pesky human reaction times (barring those high Psi scenarios, of course).

    Quote:
    Originally Posted by Obitus View Post
    And do forgive me; i wasn't criticizing you, I was just clarifying what I saw as simplistic reasoning not because I think you need the education, but because someone else reading might come away with the wrong idea.
    No offense taken and I am glad for the clarification. I actually can't believe I am arguing this. I have often longed to have my old survivability back. I would very much love to see the F/C/E/N/T resists higher. I only want to make sure we are not unfairly touting the strengths of Willpower while hand-waving away the value of Invuln.

    It is often said that with IOs most builds are better off now than back before ED. Invuln is not one of those, IME. I was mostly stronger in Issue 4 than I am now I think. Maybe I misremember.
  19. Quote:
    Originally Posted by Freitag View Post
    • Players can now have one Buff pet and one Vanity pet out simultaneously. Any pet that has no effect at all on your character is considered a Vanity pet, while a pet with any effect on you is considered a Buff pet.
    • Devices - Gun Drone's AI has been modified. It now strongly prefers attacking at long range rather than in melee range, and it will no longer seem to "stick" to the floor when trying to path to its owner.
    • Flame Mastery/Rise of the Phoenix: The untouchable portion of this power no longer has a delay.

    Ms. Liberty's Task Force
    • Fixed an issue where the Master of badge was displaying Back Alley Brawler instead of Ms. Liberty.

    First Ward
    • Blind Makwa - the allies in the mission can no longer be killed and thus cannot prevent mission progression

    Imperial City
    • Players who log out at the Praetorian Underground Trader or Imperial City Auction House will now properly earn credit towards the Auctioneer Day Job.
    Thank you. Fixing some of everything even before I24 is good.
  20. Quote:
    Originally Posted by Obitus View Post
    What I said is that WP has more leeway to supplement its defenses with Luck inspirations. I didn't explain that statement because I felt like the reasoning is obvious: WP has less need of both greens and blues.
    I do not think it was obvious that is what you meant, but I can see the reasoning. I do not know if I agree that WP is more flush with inspires, but I see what you are saying now. I'll think on it.

    Quote:
    Originally Posted by Obitus View Post
    And once we start talking about builds that use pools and IOs, we're effectively talking about two sets that start at the soft cap, which means that Invuln gets more mileage from its debuff resistance, but it also means that WP can throw Lucks at the problem and remain functionally immortal.
    It gets really esoteric here, so we likely shouldn't discuss it too heavily. One could easily say that stacking an orange or two on top of Invulns modestly higher resistances is valuable and since we are also talking about pool powers we fall into Starsman's point where Invuln gets more from Tough (and Hasten too).

    Quote:
    Originally Posted by Obitus View Post
    the Invuln has to worry about endurance management too.
    This is something I have mentioned before, but I feel bears repeating. I needed Ageless on my WP tanker primarily because I kept getting end drops in Lambda. My Invuln scrapper never had that problem (and I am thinking of all the times I was tanking on the scrapper, not the times where someone else was eating the debuffs for me). Oh, the tanker was definitely more study, especially against the psi, but WPs end advantage is not as clear cut, because combining recovery debuff and end drain, the WP got flattened even with QR, whereas my Invuln did not. Maybe I just got lucky on the Invuln, but the difference was enough to be noticeable to me.

    Quote:
    Originally Posted by Obitus View Post
    Again, the above-quote paragraph may be true, but even if it is true it has very little to do with regeneration, in principle. I can't take it as given that WP necessarily performs worse in 20-second intervals against non-S/L damage simply because ... regeneration. Over 20 seconds, regeneration isn't irrelevant. I don't intend to accuse you in particular of anything here, but it's worth pointing out (for anyone else who may be reading) that there's an oversimplification implicit in your reasoning (as you've posed it).
    I could be mistaken. Surrounded by foes a WP will regen a good amount of HPs in 20 seconds. I am not being simplistic because I think it helps my case though, I am being simplistic because of limited time. Whatever both sets mitigate in the first 10 seconds stays, but after that many enemies could be dead. Sure, this means Invincibility is giving less defense, but it might not need as much now and now would be the perfect time to heal back the damage, but of course WPs regen is lower because it doesn't work on corpses.

    OTOH, sometimes it takes a few to collapse the spawn, and both sets take a beating during that time. Now that you are surrounded, WP is rapidly healing while Invuln has merely steadied out. It is a pretty complicated set of circumstances and I have only barely begun to scratch the surface.

    Quote:
    Originally Posted by Starsman View Post
    The video was to demonstrate how weak the Invuln is on the element/energies side. I can’t tank Banished pantheon for myself with my Invuln. And yes that’s a big chunk of what triggered me to revisit this opinion.
    No one can tank anything for themselves. If you are solo you are just fighting. But putting aside the odd terminology, I am having difficulty understanding your premise. Are you saying it is wrong that some enemy types make you lower your difficulty while others do not?
  21. Quote:
    Originally Posted by Obitus View Post
    Depends on the particulars.
    ...
    For example, we had a long long debate on the Scrapper forum a year or two ago in which someone argued that there are scenarios in which 5% DEF (in isolation, that is, without stacking it on other DEF) is numerically superior to 50 HP/sec regen. But in order to justify that statement, you must construct a scenario in which both hypothetical characters are totally screwed regardless. In other words, there must be so much damage coming in, so quickly that the advantage for the DEF character is effectively moot.
    Indeed, but I do not need to construct scenarios such as that to demonstrate the point. Starsman specifically mentions tanking, which favors mitigating incoming damage over 10-20 seconds, not 4 minutes. Invuln certainly is not a stellar performer in that scenario unless the damage is heavily weighted towards Sm/Le (which, of course, it normally is), although if Dull Pain is available, they do much better. But WP is just as susceptible in that shorter scenario and they are more susceptible to Sm/Le.

    Quote:
    Originally Posted by Obitus View Post
    Unless you're facing heavy psi damage, in which case an Invuln can drop at a speed that puts WP at its worst to shame.
    Ironically, my WP tanker's weakest link is Psi. "But, but, I am good at Psi, right?" But still way better than Invuln, naturally.
  22. Quote:
    Originally Posted by Starsman View Post
    The only fake aspect of this test is that there are no fire only groups out there. But today, Invuln can be eaten alive by the new banished pantheon due to its near complete lack of smash/lethal.
    Interesting. I have run my WP tanker against the DA content and cam eout feeling very strong (need Ageless to shed those debuffs sometimes though). I have not yet tried it on any of my Invulns.

    Quote:
    Originally Posted by Starsman View Post
    Do I think Invuln needs buffing? Hard to say. There are some issues in play. My next video will explain better but Invuln on its own is not that strong against Smashing/Lethal. The thing is, Invuln can take the best advantage out of Tough. It's not Invuln that's too strong, it’s Tough.
    I skipped Tough on my primary Invuln for a long time. I'm an Invuln damnit, I shouldn't need Tough.

    Quote:
    Originally Posted by Starsman View Post
    Big question: Invuln tanks are meant to tank. How are they meant to do so with so low elemental/energy performance?
    I saw nothing in your video that would demonstrate an issue tanking. You should consider including the herding in your next series. The Invuln survived plenty long to tank for a team. After a rough patch at the beginning of what you show, there was also quite a nice stretch of the invuln being very stable.

    Quote:
    Originally Posted by Obitus View Post
    Then again, WP theoretically has more leeway to supplement its defenses (offset debuffs) with Luck inspirations.
    Commenting on this again. One luck would make quite a difference for the Invuln in that video who would then almost be defense capped, whereas the WP would still be sub 30%.

    Quote:
    Originally Posted by Starsman View Post
    This is another Issue I have with Invuln, but not one I'm going in deep right now. But going over it quick: Invuln has to take 8 powers to have it's survivability. Willpower has to take 6. You would expect a power with no utilities would either be simply stronger or just needs to be given such utilities.
    I've been trying to argue that power and slot cost line since the infamous scrapper comparison of 2005(?). But calling Invuln a set with no utilities is not accurate in this day and age.
  23. Quote:
    Originally Posted by Obitus View Post
    I can't speak for Starsman, but in my view Invuln neither needs nor will receive a significant buff any time soon. Even if we stipulate that Willpower is better (given its comparable survivability and its recovery advantage), complaining about Invuln's state relative to WP would be akin to complaining that your Ferarri isn't as good as a Bughatti.
    Have to read the fine print at the end of the video.

    Quote:
    Originally Posted by Obitus View Post
    Don't understand this point. The idea was to track sustainable survivability. Regeneration is only part of that equation, neither favoring the Invuln nor the WP in principle. The reason the Invuln loses in Starsman's test is not that WP has higher regeneration per se; the reason Invuln loses is that the combination of Invuln's regeneration, resistance, and defense amounts to less than the WP's combination of the same traits.
    Indeed, I am a big fan of the immortality line and believe that type of look has a very strong correlation with general play. But I also try not to underweight the value of preventative mitigation. Longer fights almost always favor regen. So while the test does demonstrate all three methods of mitigation combined, it does so in a way that emphasizes the benefit of regeneration (and for a variety of reasons undervalues Defense).

    Quote:
    Originally Posted by Obitus View Post
    That said, Willpower has a smoother performance curve. I don't think anyone can argue otherwise with a straight face. Starsman's scenario may be contrived, but it's an adequate analogy for a principle we all (should) understand intuitively. Invuln's strength is that it has higher peak performance against the most common attack/damage types in the game, which are coincidentally also the hardest hitting, typically. Invuln also has DEF-debuff resistance.
    I think WP does have a smoother curve, especially over a whole mission. But in individual fights, you can often count on Invuln's health to move slower, which has qualitative benefits for human reaction times. Of course, I may be tainted by all that Sm/Le damage we normally face. I know my WP characters usually have a slightly easier time with Arachnos than my Invulns.

    Quote:
    Originally Posted by Obitus View Post
    Then again, WP theoretically has more leeway to supplement its defenses (offset debuffs) with Luck inspirations. Quick Recovery appears to be the tie breaker in the comparison.
    I've always found the to-hit buff in Invincibility more useful than most forumites give it credit for and Unstoppable is more effective than SoW (with a much harsher drawback, for sure), but I do love my WP characters as well. Since they buffed Resurgence, that has been much nicer on my Fire/WP scrapper (my tanker does not have Resurgence, doesn't die enough to warrant it).
  24. Quote:
    Originally Posted by DarkBlaster_NA View Post
    1: Keep ignite (On the off chance i'm wrong about it.)

    2: Grab m30 grenade

    3: Grab LRM rocket

    4: Grab another power i overlooked
    I like ignite, very useful against EBs and AVs and also immobilized bosses.

    M30 grenade is a standard AoE, always fun and the chance for KB adds modest control.

    LRM is fun and does good things in an AoE. A bit long on the recharge, but its damage level is high enough to warrant that.

    Burnout is fun, if you can stand the end penalty (and with the new sustain power, I imagine you can). Full Auto on Full Auto could be giggle inducing. This could free some slots, maybe for more in Tough and/or a Kismet in Combat Jumping (possibly a fly speed in Hover).
  25. Quote:
    Originally Posted by Moonlighter View Post
    Let's hope you were as dumb as I was and ran the Summer Blockbuster 33 times on multiple alts in the last weeks to get... (2) Reduced Knockback procs and this is one of the characters you want to use them on!
    Sadly, I did not get to run it even once, and I really had enjoyed it the several times I ran it on beta. Even still, I don't think this power can be slotted with that proc, because it is not a damage power.

    And I don't have any problems with a blaster using a PBAoE KB; sometimes that can be very handy.

    So if you are not in jeopardy, you just wait to use the sustain when you won't cause scatter. If you are in jeopardy and need the sustain quickly, PBAoE KB will be helpful to give that regen a few seconds to function.