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Posts
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Quote:I am interested in in why you think toggles are what eats endurance. Attacks eat the most endurance and blasters are compelled to attack or die.As for endurance management, blasters are the lightest in terms of using endurance. A buff to that is cool and all, but it won't make blasters more fun leveling. They just don't have enough in set toggles to need that much endurance recovery. I don't even notice endurance recovery until the forties when I have Tough, Weave, my Epic defense toggle, and maybe Manuevers if I built that way.
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Quote:If only people could be trusted. Sigh.You know what would probably be really interesting? If the Devs gave us a way to rate every set in-game (that way more than just forumites would take part), the results of which updated dynamically and was visible at character creation. The Devs would get to see which sets are considered good by most players, and players would get some kind of way to judge the performance of a set before they played it (outside of the numbers, which plenty of people love to make clear that they don't care for >_>).
I am generally an optimist and I actually have a very strong belief in the inherent goodness in most people. But even I am doubtful of the rate of honesty you would get.
Besides, the devs can already see which sets people make, play, and keep playing. -
Quote:Everybody wins!Well they could opt to keep Corruptor RoF where it is and buff the Blaster and Defender versions instead
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1) Increase range damage mods (1.3 blaster, 0.9 corruptor, 0.8 defender)
2) Change each tick of Rain of Fire to be (these all use melee pet mods):
Blaster - 0.052 scale
Corruptor - 0.036 scale
Defender - 0.032 scale
3) The corruptor version scourges for 0.036 scale
4) Leave the slows as they are currently (and allow it to be slotted for slows, including slow IO sets) -
Quote:Indeed, one should play as they like. I almost never DFB, preferring the other content, since I enjoy the low levels as much, if not more than, the rest of the game. But I have run it and find it fun. If others prefer to get to the 20s, I can't think of a better way to implement a level skip than the way the devs did it.I run the DFB from 1-20 on every new character. Why? Because I have been playing for over 7 years and have done the 1-20 game (yes even the "new"one) far too many times. For me the game comes alive at level 20, before that it seemed like a grind. Yeah, I like the DFB and what it offers.
Rather than just starting at 20, here is an opportunity for those who prefer to quickly move to higher levels, while not also leaving the low end game entirely without population. Even if many skip the other low end game and DFB, new people can still come in and get a team to play and level. -
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I never said it didn't work or it didn't make sense. It was just odd.
I brought it up precisely to demonstrate the point that different is good. Just because I expected and would still love a more defensive oriented armor set, doesn't mean Shield should be changed.
Just because I am an AoE nut and think control is overrated, doesn't mean EM should be changed. -
OK. Show me. With numbers. Give me attack chain sequences showing how badly EM is outpaced by the other sets. Last I knew, it was still at or near the top for single target DPS and had solid mitigation due to the prevalence of stuns.
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Quote:I am curious why you think that. /Dev and /Ice are the only two secondaries that lacked end management; since /Dev is getting some added, it seems reasonable that /Ice would get a similar amount.If we use cloaking device as the baseline, then it would be reasonable to think that it would be getting considerably less. I don't consider this a prediction because it is pretty clear that the buffs to the blast sets/blaster secondaries aren't being done all that well.
You could be right, but I am curious what makes you think /Ice is going to get considerably less, since I see no obvious reason it should.
I am kind of sad that /Fire and /Dark are going to be left with the long recharge end management powers and I am sure I will lobby for a change (again). -
Quote:This is true. Sadly, for you, Energy Transfer and Total Focus are not lackluster. You may not like them. You may take exception to a set with 3 quick activating attacks and 2 long activating ones (I know you said you want your sets to have 3 sub-2 second animations, maybe you thought EM didn't when you typed that). You may take exception to a set with only one AoE damage power. But you will have a hard time arguing that it underperforms or is lackluster.There are some powers in this game that are so lackluster, that they need to go in their current state. If it's OK to annoy a large number of players with nerfs, it should be equally OK to annoy a small number of player with buffs.
It is not only OK, but necessary to make changes to stuff that underperforms or are lackluster. Sometimes those changes will annoy some people who like the status quo, but they are still necessary. That doesn't mean things should change just because some people don't like some things.
Really, I find AAO odd. Shield users, in the history of RPGs, have been about giving up damage to gain survivability. But CoH designed the set to boost damage? So wrong to me. AAO should give a stacking resist buff or something for survivability and something in the set should likely penalize damage. Shield should be a turtling armor set, like Stone. More survivability, less damage. Should we remove the damage buff in AAO?
Quote:No they aren't. Because they are all clear before you choose the set. So you would only choose the set because you WANTED those features.
Note, I agree the set has advantages that counteract the warts. I don't know if it is a completely equitable trade, but I still don't think EM is bad off. -
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Hard to say at this point until we get more solid info again.
So for now, I am going to go with, blasters, they shoot things. -
Quote:It will work everytime if you disengage for just a few seconds (10ish). It will work most of the time even if you do not disengage, although that lucky hit could come in at just the wrong time.K, Ill retool a 50 and see how this works. If it works everytime I will be okay with that. With a caveat, this further restricts build structure around invulnerability. Invul is a great set in many ways, but does NOT do well with End Hungry Attack sets. In fact I pair it with Dark over 50% of the time. There are only so many Dark/Invul Brute + Scraps or Invul/Dark Tanks anybody needs. To further say, oh, it is Dark/Invul/Nrg every time? Also, it is not an option for Brutes, the most efficient users of Invul in my opinion, they get no conserve power option. I also think Unstoppable is slightly wasted on Scrappers, due to their lower resist cap. Other than that a decent idea. Keep makin sense
I do wish Unstoppable on a scrapper would be a bit stronger. -
While I have never liked the crashes on nukes, I do not mind the crash on Unstoppable. There is a significant difference between a power that can help me in one spawn and a power that can help in 4 to 6 spawns.
I wasn't a big fan of Unstoppable before they added the blinky, power-about-to-end icons. But that allows me to manage the crash nicely.
Still, I could see them one day moderating the crashes. -
Quote:It is arguable that all of those combined may be an issue. I play EM on a stalker, so the set is pretty much perfect for that AT, so I am happy on a personal level. I have always been more concerned with how the set functions for brutes and tankers.No, it's people whining because they don't like stun, or being single target focused, or having self-damage, or being insufficiently gimmicky.
Those ATs normally have more AoE capability, although not necessarily damage. It is not so bad for tankers, because both ET and TF have massive gauntlet radii, so they can still provide good control for the team. It is hard for me to argue for any brute buffs.
So I can't argue for changes to EM. I just can't. But at the same time, something feels off about it. So while I don't jump on board that EM is bad off, I sort of sympathize and understand where people who want changes are coming from. -
Quote:While I agree with the premise that powers should be significantly changed only if very needed, it certainly could be argued that those of us who played EM before the animation changes are not without a case. You can't really defend keeping EM as is by saying, "I love the way it was originally designed".I have Energy Melee. I've been playing it on my main for seven years. I'm happy with it and definitely DON'T want it changed.
How long have you been playing Energy Melee? How long did you play it before you decided you didn't like it? Exactly why do you feel you have to abandon it? Because your powerset doesn't conform to the latest fads and fashions?
Otherwise, I can tell you to talk to the hand.
I should note, I love the new ET animation and prefer it to the old "talk to the hand" one. -
I disagree. We end up overusing it, but that is how any game with limited moves and tons of fights is going to work. We overuse Foot Stomp and Golden Dragonfly and Fire Ball too.
I like most movie scenes with a dramatic attention grab move. Sometimes they do make me groan, but usually I enjoy that over-the-top, cocky maneuver.
Other times, I like it when Indy pulls out the gun and just kills the guy. I wouldn't want Taunt to be the only way to generate aggro, but I do like its existence.
Because I like it. Nothing more than that. -
Quote:I am confused. Isn't that what we already have? Unless when you say less, you mean none.We need less "waving your hand...attack me" and more "punch in the face...fight me".
I kind of like that there are powers that are not attacks that can draw aggro. I greatly appreciate that punching things in the face also taunts and generates hate and I like that those are the vast majority of my actions. But I do like having something like Taunt that is different from just attacking. -
Quote:Yes, and sadly the time and large capital outlay was used to make all those old arcs and I am not seeing that kind of time and capital outlay likely in the near future. This means we will likely only see SSA arcs and the occasional story arc for villains.The majority of Villain arcs, however, again the old stuff, are NOT like that. You don't get to be the big freaking villain, you get to be lackey #502. You get to be an errand runner and minion. The newer Villain stuff FINALLY does away with that pile of bull-doos and lets you be the big freaking Villain...like ALL Villain content should be. This isn't City of Lackeys, it's City of Villains.
The ironic thing is, I see a few people talk about how much better the villain arcs are, but I just don't see it. I'd much rather run the old hero content.
Quote:You may not like the TF, but it IS new. It's not like they just took the Sister Psyche TF and did the copy-paste thing to make Penny in charge. Also it means that a level 20 Hero now has 7 task forces available to them* while a level 20 Villain has 3.
Thawed bread doesn't taste bad, but it isn't the same thing as fresh from the oven. -
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Most players range of balance tolerance is this big:
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The devs range of tolerance is this big:
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Many forumites range of tolerance is this big:
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And Rakeeb's range is this big:
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Quote:Did dug say tankers could not solo? I thought he was countering the argument that tankers should be buffed because brutes and scrappers soloed better than tankers?The devs have never said this as a matter of fact they are on record saying every AT can solo the content. I took one of my tanks to 50 soloing content. You are just making stuff up. You should not do that if you want to be taken seriously.
Tankers were designed with teams in mind. That is why they do lower damage, so that teammates will do the damage they cannot (and they will take the damage their teammates cannot).
How is that making stuff up? -
Quote:I am not sure it will go that far, but I am surprised at the significant shortening of the recharge. 3 or 4 minutes and no crash seemed reasonable. The proposed versions are more impressive, for sure.I think your post sort of ignores the point I was trying to make though, and that is that buffing nukes is buffing an AoE zerg style of game play that isn't particularly compelling, though it will be good for farming. I'd rather see a large modifier to single target damage then buffs to make AoE zergs more appealing strictly from a fun standpoint.
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[QUOTE=Nethergoat;4315690]Character name is Plasma Noir- not necessarily an underworld-y guy, just someone using black energy. I was actually thinking /earth might work- recolored black to look like tar, maybe./QUOTE]
Earth is a fun set, but it is very melee oriented. If that is acceptable, dark hammers are cool. If the melee focus is too much, I'd lean towards Ice or Thorns based on what you have said.