StratoNexus

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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    I get that the point is to leave it vague in terms of exactly what we're doing, but I'd still like to see Taunt/Confront take on the aspects of the powerset that it's in visually. Weapon sets have the advantage here, as the taunt animation makes use of the weapon, most notably with a right-handed weapon and a shield where you bang the weapon on the shield. That's always cool. But non-weapon Taunts are just... A beckon.
    Interestingly, Super Strength Taunt is one of the primary reasons I bought the game. I was at a friend's house watching him play, and he taunted. I was like, OMG, what was that?

    I do understand though. After that initial joy, the bloom has worn off some (although first impressions are not easy to shake, the beckon and groan still make me smile). I'll never tire of pointing my katana at someone, but non-weapon taunts are less cool.

    I will admit, I expected we would have more alternate animations for a variety of powers than we currently do. It wouldn't take all new animations either, the game has a variety of animations in it already that could be spread around.
  2. Quote:
    Originally Posted by Samuel_Tow View Post
    What I do want to say, however, is that I do take Taunt/Confront on all of my characters and I... Kind of want to feel less silly for doing so.
    Taunt? I have never skipped it. I once put it off until the late 20s (an experiment I will never repeat based on that one experience). Confront is more situational. I almost never take it, but I have it on two scrappers. The wife has it on at least one, but she usually skips it too.

    Most tankers and brutes I have ever played with have it. There are some that skip it, but it is uncommon.
  3. Quote:
    Originally Posted by Agent White View Post
    Why does it even matter to you anyway?
    He is gonna GOUGE OUT HIS OWN EYES! Save the eyes!

    It bothers me to see people misrepresenting the thread. Most responders to this thread are in strong support of the dev changes. The few that responded in a negative way did so in a way I would not represent as whining.

    Quote:
    Originally Posted by Agent White View Post
    which even spurred Arcanaville to do the calculations and post a separate thread just to prove the point.
    Indeed. She could have called them whiners and dismissed them, but instead felt the issue was worth exploring and discussing. She even said this:
    Quote:
    Originally Posted by Arcanaville View Post
    There are people nervous about the I24 Nuke changes which are almost entirely beneficial. And they do have a right to express their concern about that change.
    That is different than incorrectly dismissing people as whiners.
  4. Quote:
    Originally Posted by Obitus View Post
    Is the new recharge going to be 3 minutes exactly, as in 180 seconds -- or are you just approximating here for the sake of casual conversation? For some reason I thought the new recharge was going to be more like 220 seconds.
    The PBAoE nukes are 145 seconds. I thought I heard the range nukes were 3 minutes, but I don't have a reference for that.
  5. Quote:
    Originally Posted by mauk2 View Post
    Eh, I was gonna post in some other examples, but ya know, that one's plenty for me.

    Quit whining about hugely positive changes. It's not productive.

    I swear some people would complain about having a money tree in their back yard because raking up all the cash was hard work....
    So you are whining about perceived whining. I still disagree, this thread is almost entirely positive or thoughtful. There is very little complaining, mostly people expressing a positive view of the changes with a very few expressing mild concern about the very slight lowering of damage.

    I am pretty sure I know why you did not post some other examples.
  6. Quote:
    Originally Posted by Agent White View Post
    Did you not read this thread or something? >>
    I read it. I am pretty sure people who are suggesting the need to gouge out their eyes have not. I am definitely sure people who suggest this is worse than the comments about the Dominator changes have not read this thread.
  7. Quote:
    Originally Posted by mauk2 View Post
    Are people REALLY WHINING about this change?
    I haven't seen anyone whining. Unless you are whining in your post? Are you whining about perceived whining? People seem to be considering the change and talking about all its facets.
  8. Quote:
    Originally Posted by Garent View Post
    I'm curious what your secondary is. I'm guessing it's not energy or electric, because those paired with electric blast can drain even level enemies extremely quickly.
    Indeed. Obviously, /Elec and /Nrg have a very good value for X, but I didn't think it was fair to analyze Elec blast based on them.

    My main Elec blaster is Elec/Fire, but I have only made it into the 20s (I wanted to test to see how well Tesla Cage worked compared to, say, Blaze, so once I got a few levels past 18, I learned what I wanted). At these early levels, with blaster level damage, Lts are almost always dead before drain really kicks in. I think Arcanaville's suggestion might frequently prevent them from being able to get a second use of their big hitters (they do often live long enough for that, although they are also usually mezzed when I am solo). Bosses often end up running around a few seconds unable to do anything, but even they are close to dead before the drain has much of an effect.

    Of course, at higher levels, enemy HPs outpace the damage we can deal and drain becomes stronger, especially for bosses. A long time ago I had an Elec/Elec blaster on test that was 50 and fully SOd, perma-hasten (hey, it was a very long time ago). Obviously, drain worked very well on him.

    My primary Elec blast characters are a Kin/Elec/Mace and an Emp/Elec/Power defender. I realize the lower damage of those characters makes the drain more viable, however, I find the statement that enemies die so fast the drain is not useful to be less than compelling when you can make the drain very strong in 12 seconds.

    Quote:
    Originally Posted by Mad Grim View Post
    There is something to remember here: Thunderous Blast will become an every spawn no crash power. It will aid immensely in draining. As well as taking more than half the enemy's end, it will floor their recovery long enough to kill them in most cases.
    I am looking forward to the nuke changes very much, but a power with a base 3 minutes recharge is not an every spawn power.
  9. Quote:
    Originally Posted by Garent View Post
    "If the fight lasts longer than X amount of time, I automatically win as the enemies can no longer attack effectively". Exactly how long X is depends on slotting and the opponent, but reaching X time is not a rare feat for the sets both because of other forms of mitigation in the set and because the archetypes they are available to have no problem with protracted engagements.
    I need to know how long X is for Elec control and armor. Because in my experience, X on Elec blast is ~10-12 seconds. That doesn't seem terribly long to me and it usually isn't a problem living that long. It certainly is enough time to take significant damage, but combined with the ability to heal once X is reached (something all blasters will have after I24), I think the end drain will be even more useful even if no other changes are made (and I would like to see other changes, but I just don't believe the end drain on Elec blast is as bad as is being stated).

    Quote:
    Originally Posted by Leo_G View Post
    To put it simply: you *STILL* have to drain them to that point where they only have enough endurance for so many attacks.
    Indeed, but that is the idea behind -max end and the end discount penalty. Using those you can make the big attacks cost too much to use, while still allowing the smaller attacks to work. End drain ceases to be all or nothing, instead providing levels of mitigation even before you totally disable the spawn.
  10. Quote:
    Originally Posted by Tylerst View Post
    Just to make sure, I did a test in-game with a ninja/sonic MM and an AE custom boss that only had mesmerize. I set myself to be invincible and untargetable, set the pet to passive, and let the boss have at it.
    That is amazing. I never knew that my ally's toggle buffs ceased working on me when I got mezzed. Thanks all for the edumacation.
  11. Quote:
    Originally Posted by Oedipus_Tex View Post
    There are so many small things that can wreck an RPG (action or not). I don't blame him for not running complicated models beyond basic assumptions about stat distribution, because in the end it won't matter if you find out one class can consistently use skill to dodge the monsters completely, because of the distribution of the monsters or gear, not because of the mathematical model underpinning the game. This specific scenario has played out in most games in one form or another.
    The time "lost" up front would almost certainly be paid back with interest very quickly, since less guess, test, guess, test would be necessary. Oh, you would still need to test, but if it was done right, there should be less iterations needed and rework is the bane of meeting schedules, usually much worse than process development.

    I have had bad experiences with process development, but that doesn't mean it should be avoided or minimized.
  12. Quote:
    Originally Posted by Watchdog View Post
    My suggestion is just easier on everyone. Many people are not going to understand how to get the most out of that change. Many people are not going to be happy about the lengths they have to go to to get the most out of that change once they DO figure it out. It's undoubtedly a can of worms, and I think it's best left unopened.
    Most of the people who would care to go to the lengths to get the most out of the snipe change won't have a problem figuring it out. Most of the people who will be affected by the snipe change will be happy just knowing:
    Quote:
    Originally Posted by Arbiter Hawk View Post
    -"Hit Aim, Snipe becomes instant."
    -"Pop 3 small yellows, Snipe becomes instant."
    -"Get a big team with people running leadership, Snipe becomes instant."

    Or, most simply, "If you get a yellow ring around your Snipe attack, you can click it and use it in combat."
    Quote:
    Originally Posted by Watchdog View Post
    But it's not something that can be fixed. Fixing something implies that it once worked properly. It NEVER worked the way I mentioned earlier. The -end aspect of ELB attacks were never substantial enough to make any worthwhile difference on their own.
    This is not how I recall Electric blast. I recall the drain being very useful even early in a character's career (and the early levels used to last a lot longer, so it mattered).

    Quote:
    Originally Posted by Watchdog View Post
    It's never going to be so powerful that the -end will drain an opponent before the corresponding attacks kill them.
    I do not agree with your position that end drain is impossible to make useful (I should say more useful, because I find it useful now).
  13. Quote:
    Originally Posted by Mad Grim View Post
    Why can't snipes be like Assassin Strike? Normal snipe outside of fight, quicker inside. Would warrant a small decrease in power, but would be worth it to actually be able to use it.
    It doesn't even warrant a decrease in power, if I am remembering the numbers correctly. There is, of course, no hidden/unhidden state with which to gate the variance.

    Out of a fight/in a fight are not very good as gating mechanic, though, so soemthing would need to be added.

    The proposed sniper change already is this, by the way. In one circumstance (hidden/less than 22% to-hit) it behaves way A. In the other circumstance (unhidden/22% or more to-hit) it behaves way B. It is arguable that the to-hit gate is somewhat more onerous than the hidden one, but there are advantages the to-hit gate has over hidden.
  14. Quote:
    Originally Posted by Oedipus_Tex View Post
    Does anyone have further thoughts on giving Voltaic Sentinel a version of Conductive Aura like I mentioned above (the toggle power in Electric Control that slowly saps endurance)? Too powerful? I don't know what the pet modifier for -Endurance is offhand, but the power has a target cap of 10 rather than 16 and IMO could really help Electric out... maybe a little too much tho.
    It is an AI change and requires behavior pets are not particularly good at modeling. Go into the center of a spawn (and wiggle around as the spawn alters), while also using its range attacks.

    I think it is an interesting idea to help with drain, but I am partial to the -max end idea, myself.
  15. Quote:
    Originally Posted by Watchdog View Post
    I don't want the set to play differently.
    Yes you do. It is currently weak when it comes to making a solely ranged chain, instead having a pet and a PBAoE attack. You want to change that. You want Electric to play different than it currently does. Own it and move on.
  16. Quote:
    Originally Posted by Trickshooter View Post
    Ally-affecting toggles suppress all their effects except mez protection on you if you get mezzed, even if you are not the source of the toggle.
    I do not believe that is true, but I haven't specifically paid attention. I do not recall my defense plummeting when I get mezzed but am still in the area of ally Maneuvers and Dispersion Bubble, but I also haven't specifically watched for it.
  17. I wonder what Blizzard will become. It is currently a "guaranteed" scale 9 (4.5 cold, 4.5 lethal).
  18. Quote:
    Originally Posted by Zombie Man View Post
    He's in PDT. He's probably replying from an iPhone from a movie theater waiting for TDKR to start.
    And it was good.
  19. Quote:
    Originally Posted by Thirty-Seven View Post
    Face it Johnny, NO character in comics is properly analogous to in-game ATs. It just isn't possible because in comics powers and power levels change to fit the needs of a story, in a game that simply can't happen... it would be unbalancing (hint hint).
    Actually, even in game that happens a lot. Sometimes I can easily solo Marauder; other times it takes me and 7 to 15 allies.

    Sometimes I can stop a cosmic level threat like Rularuu-Wade solo. Other times I am not strong enough to defeat an aspect of Rularuu solo.
  20. Quote:
    Originally Posted by Obitus View Post
    So bringing Blasters up to the "middle of the pack" doesn't even necessarily mean that they'll be obviously and holistically better than any other AT. It just means that they should be in the same general area occupying the middle of the range, with clear areas of strength and clear areas of weakness relative to their peers.
    OK. I should have figured that, but I had to make sure. I agree with the general premise.

    Quote:
    Originally Posted by Obitus View Post
    The last statement means that if you pick any AT out of a hat, no matter how strong or weak, you should be able to compare it to a Blaster and find that the Blaster has a clear advantage somewhere. Because of the underlying design, it's most likely that that advantage should be damage.
    If we go to ANY AT, then blasters definitely meet your qualification. What is bothersome is that their damage advantage over other, more survivable, strong damage ATs is not clear (and in some cases, not actually in existence).

    Quote:
    Originally Posted by Obitus View Post
    And without comparing numbers, I'm just going to go ahead and disagree with your assertion about Scrappers. It is my experience that the average single-target damage of Blasters is heavily overrated both on the forum and in the game.
    It is possible I am mistaken. I am basing my belief on general recollection of scrapper/brute DPS numbers for all the sets with my recollection of blaster DPS numbers (and I may be glossing over /Dev in that recollection, Arch/Dev or Nrg/Dev seem like prime candidates for lowest single target DPS blasters, and my gut tells me that could be lower than the scrapper average).

    Quote:
    Originally Posted by Obitus View Post
    And yes, I also mean that blast-set DPS should be competitive, all else being equal, with melee-set damage. Ranged attackers have been saddled with too many disadvantages for too long. In the case of Blasters specifically, you should be able to pick any powersets and make of them a ranged build capable of putting out elite DPS.
    I am not actually opposed to this. I am not gung-ho for it, because as you note, I feel the secondary sets of blasters should matter and if you choose to be a range-only blaster, you should be at some kind of disadvantage compared to one who utilizes both sets, just as any scrapper or brute who only takes a few of their secondary powers would be at a disadvantage to those who take most of their secondary.

    Quote:
    Originally Posted by Obitus View Post
    I know you're big into Blappers, and therefore you're unlikely to agree with me here, but think of it this way: melee ATs have one attack set, from which they derive all of their offensive clout (with some small exceptions like damage auras or Burn). Why shouldn't a Blaster (or any other blast-set AT) be able to achieve to do the same thing with just their ranged attack set? Why should the presumption be that Blasters, if they're capable of competing with a given Scrapper at all, should have to use two attack sets to the Scrapper's one?
    Why? Because in order for scrappers to get that survivability advantage, they have to use two sets instead of one. Note, I agree that blasters using both sets should not just compete with scrappers but should CLEARLY be outdamaging them. I do agree that using just the primary they should be able to compete. I am not convinced they don't generally compete now. Compete. I don't particularly think blasters that just use their primary should clearly outdamage scrappers, but I do agree they should not be noticeably behind.

    Also, the best scrapper/brute damage numbers come from also using secondary powers like AAO and FE and damage auras. So while their attacks do mostly come from the primary, a significant portion of their offensive strength actually does come from utilizing both primary and secondary.

    The big problem with my position is that the very times you want to focus on single target damage are also usually the times where the range advantage could be very useful. Standing next to the AV with a blaster in order to gain my dreamworld better DPS is not always a good plan and the new sustain powers are not likely to change that fact. It is the one thing I wrestle with as a blaster lover, my best damage comes from melee (generally), but melee is dangerous.

    The trend in the last few years to buff blaster range strength is not wrong, but it is marginalizing the original design and making the trade-off to use the melee powers worse. We are already pretty close to the point where taking and using the melee powers is actually a bad decision thanks to buffs to range as well as how NPC powers function (go ahead and be a blaster with two damage auras who likes to stand in the middle of a spawn when the Talons of Vengeance are dropping their doom patches).

    Quote:
    Originally Posted by Obitus View Post
    Are we simply to ignore that the Scrapper's Secondary gives him many times the survivability of the Blaster? In any case, the Rikti Pylon thread in the Scrapper forum demonstrates quite well that even the best Blaster builds, using optimized attack chains combining Primary and Secondary powers, are only in the conversation for best single-target damage. They're not the winners, not even by a slight margin.
    Agreed, but I want to note that this still doesn't mean I agree that the lowest single target DPS blaster is not as good as the average single target DPS scrapper, scrappers/brutes have some interesting outliers thanks to powers like AAO; and buff/debuff, of course, has significant advantages in that Pylon situation.

    Quote:
    Originally Posted by Obitus View Post
    Based on what we know now, it seems like the snipe is being used as the catch-all single-target DPS buff for blast sets that have access to a snipe.
    I can only hope you are wrong and continue to add my opinion that this shouldn't be the case and advocate changes that make it clearly not the case.
  21. Quote:
    Originally Posted by Obitus View Post
    Yes, this is a matter on which we have an irreconcilable difference. You either disagree with the premise that Blasters are worst off now, or you believe (seemingly) that the sum total of the I-24 changes, other than or in addition to the Snipe change, will be enough to bring Blasters back into the middle of the pack, balance-wise.
    What if the changes leave them at the "bottom", but bring them closer? Do blasters have to become obviously better than two or three ATs after I24 or else the changes are a failure?

    Quote:
    Originally Posted by Obitus View Post
    And since I doubt very much that the devs have any interest in giving Blasters significantly more survivability than they've already hinted, the obvious solution is to buff Blaster damage. Not by a huge amount, but by enough that the worst Blaster's single-target damage is at least on par with the average of a hat-picked other AT's.
    The last statement here is possibly not what you mean. It seems likely blasters are at that point now (I am sure when you said "hat-picked other AT's" you were thinking other damage ATs, but the average single target DPS of scrappers is not as high as some think). Do you mean blaster's single-target primary only damage?

    Quote:
    Originally Posted by Obitus View Post
    The nuke change is great, but it's not enough on its own to address the offensive side of the equation. It's strictly an AoE damage buff. So what's left, as far as we know right now? The snipe buff, and a few as-yet-undescribed tweaks to blast sets that don't have a snipe.

    That last sentence is the critical point here. If the snipe buff is being used as the catch-all single-target buff to every set that has a snipe, then it is idiotic to make the buff conditional or uneven. Keep in mind here that I'm talking about blast sets here, and not just Blasters; Cosmic Burst's activation time is just as bad on a Defender as it is on a Blaster. Cosmic Burst matters more to the Blaster, but that's incidental.
    Is making the snipe integral to those sets single target DPS your preferred solution or just the one you think we may be able to best convince the devs to do? If it is not your preferred solution, do you have a suggestion?
  22. Quote:
    Originally Posted by Obitus View Post
    However, I believe the problem isn't that the disparity in the snipe buff is "substantial;" my problem is that the Snipe buff (as we understand it right now) represents a "substantial" theoretical boost to single-target damage. And if the snipe buff is irregularly applied, it could therefore stand in the way of more generalized (less conditional) single-target buffs to sets or ATs or builds for which the fast snipe isn't even all that much help, practically.

    That's why I can't entirely divorce the snipe buff from the Blaster balance pass. Yes, blast sets generally need help. Many of us have written pages and pages on that subject. Yes, snipes could use a boost to make them more attractive. But no boost occurs in a vacuum; it seems needless to add a convoluted context-dependent single-target-damage buff to blast sets in the midst of the long-awaited Blaster balance pass.
    It is possible, if the snipe changes are as strong as originally presented, the devs may be hesitant to add other damage increases as a whole. My own desire to tone the snipe buff down stems partly from that (but more from the fact that I prefer a less powerful snipe and also from the fact that I fear the animations will look goofy).

    Quote:
    Originally Posted by Obitus View Post
    In any case, if I-24 fast snipes are intended to be the catch-all single-target buff for snipe sets, as I suspect they are, then there's no reason that buff shouldn't apply more or less evenly for all ATs and all builds. There will always be special cases, unusually good synergies, but this binary, usable-or-not-in-the-midst-of-combat change to Snipes is a whole nother beast.
    I still think you are overplaying the unevenness, but I certainly hope you are incorrect when you posit fast snipes are intended to be the catch-all single-target buff for snipe sets.
  23. Quote:
    Originally Posted by Leo_G View Post
    I don't care what someone else accuses you of. You're talking with me. Winning some shouting match with someone else doesn't get you a win for every new resulting discussion.
    But, but... You are the one who accused him of looking at the snipe change as part of the whole suite of blaster changes and then later accused him of looking at the snipe changes in a vacuum.
  24. Quote:
    Originally Posted by MrLiberty View Post
    How about giving the dom version of sleet (You know, double recharge FULL DEBUFF) in ice mastery since they get to keep their Fiery Embraces / Aims / Build ups then we'll talk.
    Ha! Its even better than that. The recharge is only 50% higher, not 100%. Poor, poor Melt Armor.
  25. Quote:
    Originally Posted by Obitus View Post
    so if you want to double-stack the debuff on a technically "permable" basis, you need to reduce the power's recharge to about 13.7 seconds.
    The main portions of the debuff last 45 seconds (barring the bug you mentioned). The control, of course, only lasts the 15.