StratoNexus

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  1. Quote:
    Originally Posted by Obitus View Post
    But the Blaster buffs in I-24 have been a long time coming, and I think some of the hand wringing on the forums over the context-dependent snipe buff for Blasters (and blast sets in general) is kinda preposterous when you take a step back and look at the over-arching design of the game. It wouldn't be a balance problem if Blasters were simply handed fast snipes, for free.
    I think it is important to keep in mind that not all the changes to blast sets are there particularly to buff blasters. Blasters may need improvement, so if a change also helps them, that is a point in its favor, but that isn't the sole reason changes to blast sets should or are happening.

    The core of Sniper powers is to be situational. I very much like that the change keeps that flavor while also allowing the possibility of more consistent use. I am concerned that defenders and corruptors can make it perma-fast cast as easily as they can, since I think that detracts from the situational flavor, but I do not think it is a deal breaker.

    The simplest change that, IMO, will make the "unfairness" concern fade, is if they make the fast-cast snipe's animations reasonable. That way adding snipes into your chain is an improvement, but not so large an improvement that it must be done or else you fall significantly behind. Also, the difference between perma-fast cast and occasional fast-cast becomes very small.
  2. Quote:
    Originally Posted by Starsman View Post
    Properly balanced, Scourge would be able to kick in at 80% or 85% and perhaps max out at 100% at 20% (random number off thin air) with randomized bonus damage.
    Hmmm. In a way, having Scourge kick in sooner, would be bringing some corruptor damage more to the front. While I like the simpler, and more predictable, idea of increasing the damage mod and lowering the scourge damage, there is merit in emphasizing scourge more, both decreasing its maximum performance but having it occur more often.

    Not a bad idea at all.
  3. Quote:
    Originally Posted by Starsman View Post
    I think Scourge itself can use a boost, perhaps to kick in and max out earlier. I'd have to run numbers again to sugest numbers for that, but it would be the ideal solution to keep the AT from doing too much front-loaded damage.
    Interestingly, I feel the opposite. I think corruptors should deal more damage normally, and possibly scourge shouldn't be quite so potent (I wouldn't change the frequency it activates, but rather lower the amount it scourges for).
  4. Quote:
    Originally Posted by Obitus View Post
    It seems backwards for the developers to preserve DP's current mechanics for the sake of the former group and at the expense of the latter.
    We can still hope they fix Drain Psyche and maybe even fix things like WoC; wouldn't that be nice at a 15 foot radius?
  5. Quote:
    Originally Posted by Another_Fan View Post
    I am really surprised people have been going ape over the changes to devices when energy manipulation really is the break away winner. Conserve power is even more valuable because of the new nukes. Nothing like having an extra free 120% end reduction for powers that cost 27 end.
    It seems highly unlikely the end reduction in Energize will remain that high. I fully expect that value to drop to 60%, just like every other Conserve Power to Energize change has done. That is still very good, of course.

    It is possible the value may end up lower than 60%, since the recharge is going to be lower than the standard 2 minutes of Energize.
  6. Quote:
    Originally Posted by EvilGeko View Post
    It's useful, but its uses are minimal. Please don't presume to tell me what I think about a particular issue. Just accept that my opinion is what it is.
    I am pretty sure you simply restated exactly what Arcanaville said. I do not think she misrepresented your position at all. Perhaps you misread what she wrote?

    This statement you made here:
    Quote:
    Originally Posted by EvilGeko View Post
    As much as it annoyed me I took Solar Flare on my Peacebringer because it was the least bad option or AoE in my estimation. Any combination of Fire Control character, Dominator or Controller will have a better alternative IMO than Bonfire.
    is equivalent to:
    Quote:
    Originally Posted by Arcanaville View Post
    But you generally find KB to be so disadvantageous it will neutralize the advantage of any power for which there exists an alternative.
  7. Quote:
    Originally Posted by EvilGeko View Post
    It's not OK to give each set two T3 Blasts but leave three out of the mix.
    I can't agree with that. There are far too many other possible variables for me to agree with that. You might as well just say, it is not OK to give some sets 4 AoEs, but leave others out of the mix. It is not OK to give most sets a single target hard mez, but leave others out of the mix.

    No, your statement comes from good intent, but leads to a bad place, in my opinion.

    Quote:
    Originally Posted by EvilGeko View Post
    The additional damage sets that can leverage this will do is not a small amount and it most certainly does warrant compensation for the sets that are left behind.
    Unless those other sets started well ahead and already have plenty of compensation. Ice and Sonic both have major compensation already and I don't think they need anything added. I am certainly not opposed to Shout's animation becoming less painfully long, nor do I oppose a buff to BFR, but I also do not think those changes are needed because snipes got improved (Shout changing is wise and I might call it a need, but barely and the need is irrespective of the snipe changes, BFR, I am fine with either way).
  8. Quote:
    Originally Posted by MarvelZombie View Post
    You may consider RoA to be OP, but without RoA, Archery plummets from a top 3rd blaster set (maybe? experts may disagree) to a bottom of the barrel set, due primarily to it's lethal damage (most resisted in the game) and accuracy secondary effect (pretty much useless, these days, and totally useless in the IO high-level game). See Techbot's post below yours....he gets it.
    I don't consider RoA OP, I do think it is extremely good. I never suggested it should be removed, but I do think it is possible the devs could consider increasing its recharge, but I doubt it and I would not ask for it.

    The lethal damage is a non-issue, IME. I do think Archery should have some more mitigation, especially now that its tier 3 no longer has a range advantage. I have long thought Fistful of Arrows should apply a to-hit debuff.

    And I don't think Techbot gets it. I think he is as mistaken as you. Archery is a fabulous set from 1 to 50, I have played 2 of them and will likely make a third eventually. I have no fear that Energy blast is going to eclipse Archery and you shouldn't either. It is possible that Archery won't be as obviously and grossly better than Energy though, but I don't think that calls for buffs to Archery.
  9. Quote:
    Originally Posted by Hercules View Post
    Hmmm, since AR doesnt have a nuke, will it be getting a buff in one of its powers?
    Hopefully Full Auto can get the 16 target cap, but since AR already has a great tier 9, it doesn't need a corresponding buff. Changing the "true" nukes is due to the fact that Full Auto and powers like it are already much better.
  10. Quote:
    Originally Posted by Arcanaville View Post
    It may be arbitrary, but it might not be arbitraily arbitrary. 25% (and its -20% inverse) come up a lot when it comes to special case alternatives. Its comparable to the accuracy penalty for AoE mezzes, the (original) arbitrary bonus given to Claws. Many such adjustment factors live between 20% and 50%, and cluster around 25% and 50%.
    Indeed. That is what I mean when I said sometimes they use their judgement (I didn't mean to imply any negativity with the word arbitrary).

    But thinking about, wouldn't it be nice if blaster nukes did, say, about 22.5% more damage than a full end bar would allow? As a bonus for blasters? That seems like a good thought for the special case that nukes are. Then they could just set the recharge to whatever is appropriate for that scale.
  11. Quote:
    Originally Posted by Arcanaville View Post
    which I think is about 25% (he might have said offhandedly 50%, but the numbers suggest 25%.
    Indeed they do, 116.5* 1.25= 145.625.

    It is still arbitrary to decide to tack 25% onto the recharge, and I am not sure I agree that 4.96 at 145 second recharge is unpalatable, but I also do not find 4 at 145 seconds to be unreasonably low (although it is feels near the bottom of the range I do find reasonable).
  12. Quote:
    Originally Posted by dugfromthearth View Post
    it is doing the damage it should for its new recharge time
    I don't think it follows the formula. Scale 4 damage with an area mod of 4.75 seems to be a 116.5 second recharge, unless I am mistaken.

    When I plug 145 seconds and 4.75 into the damage formula I get:
    (0.2*((RECH*0.8)+1.8)) / AREAMOD
    (0.2*((145*0.8)+1.8)) / 4.75 = 4.96

    So 4 seems like an arbitrary number they picked, rather than obeying a formula. I am not saying 4 is a wrong number, just that at these large recharges and radii, they sometimes use their judgement rather than blindly using the formula.
  13. Quote:
    Originally Posted by MarvelZombie View Post
    I kinda wonder the same thing about Archery and Rain of Arrows. The strength of the power (and the set, really, let's be honest) is it's crashless nuke that is up every spawn or so. With this nukeless normalization, will RoA lose this distinction?
    Rain of Arrows and Archery's only fear should be the possibility of a reduction in its power (likely by increasing its recharge). It is so strong, even with the proposed buff, it still far surpasses the other tier 9s. Rain of Arrows could have its recharge changed to 90 seconds or 2 minutes and Archery would still be competitive with the other sets (rather than clearly better than most).
  14. I like the change. The lower damage is more than made up for by the removal of the crash AND the much faster recharge. If they had kept the recharge longer (or even shortened it to just 4 minutes instead of 6), then I would be dismayed. The 2:25 and 3 minute recharges are such a massive improvement over 6 minutes, that I am thrilled they went in this direction, rather than maintaining the longer recharges with the higher damage.

    Quote:
    Originally Posted by MisterD View Post
    What scale are the current crashless ones on now? Like roa, overload, hob.
    Full Auto avergaes 2.9 (2.75 with a 10% chance for an additional 1)
    RoA is 3 ticks of 1.2 for 3.6 total (it is actually 1.35, but uses the pet scale, so I adjusted it to blaster scale for ease of reference)
    Overcharge is 3.5
    HoB averages 3.3
    Geyser is 3.5
  15. Quote:
    Originally Posted by King_Moloch View Post
    Thanks you guys, I really appreciate it. I guess as far as concepts go, I was aiming for the old Jessica/Firestar kind of theme, but as you have already pointed out, this combination is much better suited for melee range. As I've already got a toon that kicks major *** at the melee cap with this set, guess I'll have to shelf the concept.
    I think a Rad/Fire ranger would be an exceedingly strong toon, especially with the upcoming blaster buffs. I wouldn't shelve the concept just because you can play Rad/Fire in melee as well. Heck, just go 2nd build, that way you can keep both concepts!
  16. Quote:
    Originally Posted by Arcanaville View Post
    What you think is an appropriate level of damage depends on what you think nukes should do. I think they could do a little more damage, but I don't think Scale 4.0 is disproportionately worse than what we have now. Its 18% less damage, but in terms of its kill factor its entirely reasonable that many players would consider that a guaranteed kill of all minions and Lts (that you hit) with BU and Aim is better than leaving half the Lts behind with just BU (and Aim can't improve that situation).
    Indeed. I am trying to figure out where I stand. For me, I love scale 4 with 2:25 recharge and no crash. I often skip the nuke or take it just as a for fun power. This change makes them as useful as HoB and I love HoB. To be honest, I feel some WOAH when I think of Inferno back to a faster recharge, even if it deals a bit less damage (and with a bit of DoT, I bet Inferno will be really close to Lt killing).

    OTOH, I think of those who like nukes now and I know many of them have frequently said they prefer the big boom. This might be a time for me to advocate for my preference though, since I think my preference is not just better for me, but better for the AT in general.
  17. Quote:
    Originally Posted by Angelxman81 View Post
    Too bad the revamped power pools dont come with new cooler animations for boxing and kick.
    I like Boxing! Kick makes me giggle, but not necessarily in a good way.
  18. Quote:
    Originally Posted by Sparkly Soldier View Post
    ...I don't think it's that kind of game.
    While I am not one to tell others how to play, if you CoX the right way...
  19. Quote:
    Originally Posted by Vel_Overload View Post
    I demand I28.
    Nonsense. The game is dying and you speak of I28!!!!

    Quote:
    Originally Posted by Oedipus_Tex View Post
    I personally prefer the slow leak of news to the wait for one big announcement.
    Agreed.

    Off the wall request time!
    So when are we going to get our own movie/demo editor so we can more easily make CoH movies?

    Quote:
    Originally Posted by Arcanaville View Post
    announcement
    Is this like that resistance to resist debuff thing?
  20. Quote:
    Originally Posted by Rakeeb View Post
    YES

    YES YES YES

    The cottage rule is the WORST thing that has ever happened to City of Heroes design. It's developers willfully saying that they're going to do a poor job in the name of what, not rocking the boat with the customer? That's a ridiculous argument because the boat is being rocked to bring the customer a better product. Throw it out. It's awful.
    NO.

    NO. NO. NO.

    Never change something that drastically unless you must. Do I agree with the change to Challenge (and by change we should just call it the removal)? Yes. Do I think they should make big changes like this lightly? Never. And I trust they never will.

    Heck, they could change Integration so it gave 30% resistance to all and had the same mez resistance it does now. Why not? It would be more powerful than the current power.

    The nuke changes, as proposed, are treading on thin ice. I dislike the true nukes. I will much prefer the proposed version. But I think taking away a Lt. killer is dangerous territory.
  21. Quote:
    Originally Posted by Rakeeb View Post
    That's not a huge challenge. When I did the Blaster writeup I did so, and it wasn't too bad to figure out Blaster average Defiance level over the long term of a rotation. Defiance ends up maintaining an average.
    Did you account for misses? When your blaster attack misses, you also do not get the Defiance buff. It is a small thing, but I figured I'd point it out in case.
  22. Quote:
    Originally Posted by Arcanaville View Post
    Nova currently averages scale 4.875 damage. The revised version they showed on the stream was doing scale 4.0 damage consistently. So basically the modified Nova will do about 82% of the damage of the current Nova on average, but recharge just about 2.5 times faster.
    Here is what I think.
    Currently Build Up then Nova almost always kills Lts.
    This new Nova will not kill Lts. after just Build Up. Of course you will have endurance so you can throw out Explosive Blast (although for Nrg this is problematic since you aren't likely to hit many enemies).

    I don't know.
    Old Nova. A small chance to deal 3 scale damage. A big chance to deal scale 4.5 damage. A small chance to deal scale 6 damage.
    I am not seeing scale 4 as the appropriate damage.
  23. Quote:
    Originally Posted by DarkSideLeague View Post
    They were also empathic in the coffee talk about Blaster changes that it was Overpowered.
    They were also emphatic they weren't changing nukes in I24. I truly hope Drain Psyche gets adjusted, that would be fabulous.
  24. Quote:
    Originally Posted by JayboH View Post
    Yep. It should be noted that we love revamped powersets/zones along with the new stuff too.
    Indeed. Can't wait to see the new Kings Row and whatever other zones are revamped for I24. Port Oaks? Perez? Boomtown?
  25. Quote:
    Originally Posted by Paladin View Post
    Man, they just keep rolling out fantastic changes and updates one after another. The only thing that could make this critically improved is if they announced additional power picks for characters to make use of so many upcoming pool abilities.
    He He. I was thinking to myself, so many good powers, how do I choose? How do I choose?