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Posts
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Quote:I solo mostly, and immobilize is awesome.Can't argue with any of that. Doms in groups and Doms that plan to solo mostly should NOT look at all alike at the lower levels. Some powers are group money and solo suicide, and vice versa.
I want to keep those higher damage melee attacks, and their chance for stun, well away from me.
I've learned to play very well using strategies that apparently seem stupid. -
Quote:Have you even looked at Illusion Control's graphics and animations in the character creator?I might like the idea of a light themed character. Not this phoenix one, but I will look into your suggestion for when I give Blaster another try. The issue where Dazzler was introduced was my first ever X-men comic (second hand, I was in diapers in 1977). ;-)
That is perfect for you if you want something like Dazzler.
It's just rather different to play than pretty much every other character. -
Quote:Yeah, but there aren't many easy ways to get it, especially at lower levels.I always hated having to ask someone else to open a portal for me. It feels like begging.
Maybe that is a good thing that there is less time travel though, because that could be very bad for everyone if any low threat thug could go and change history. -
Quote:Yeah, but you have to finish the arc all the way through defeating Protean, an elite boss(tip: he has almost no range so hover+blast him from above where he can't reach).I'm pretty sure I did that one, I will check when I get home. It's the story where you get a clone of yourself, right?
The arc I am talking about in Grandville is after the patron arc. You do the patron arc(I highly recommend choosing Scirocco for his story and later respeccing into another patron's powers if that matters to you) and end up going through many trips through time, eventually fighting Lord Recluse in the future. -
If you think controllers are slow, try Gravity Control because it has higher single target damage so it is faster. It's my favorite controller set.
I also prefer brutes and the Arachnos Widow because it is like a melee character with ranged attacks. I actually played nothing but Brutes for my first year and a half in the game(lol). I still tend to go back to the defensive characters with always on mez protection.
You keep going back to corruptors probably because they are very good. They have damage and they have the support sets that make that damage less of an "all or nothing" risk.
Go with a Fire/Thermal corruptor of Fire/Kinetics. I favor the latter, but they're both good choices.
(Edit: Maybe you should avoid Kinetics because that focuses on melee range as well. In that case, go with Thermal, especially considering it has the power "Power of the Phoenix".) -
Quote:Or look it up on http://www.badge-hunter.com/index.php?/page/maps.php and the wiki for a picture of the location for exact placement.If there's no one around to open an Ouro portal, the quickest way (IMO) is to go to Recluse's Victory, go to the train station, and run straight out from the front of the station. You'll end up in a narrow alley. Run for a couple more seconds and you'll get one of the aformentioned exploration badges.
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Quote:They were arbitrary numbers meant to serve as examples of what I am looking for.I've never given it much thought before, but those numbers seem a little high to me, especially the 10 seconds per minions. I'm pretty sure it doesn't take most players an average of 10 seconds to defeat a typical minion unless they're using a very low damage character. 20 seconds per boss I think is closer to the mark.
I imagine real times are closer to an exponential scale rather than an additive 5 seconds per rank. -
Quote:LOLSounds a lot like my Fire/FF controller.
When I was talking about it here once someone said, "So you just 'stand stuff to death'?"
That's pretty much the idea, but on a Tanker or Brute.
I want to do this on something safer. Brutes tend to be my favorite because of this and the amount of damage they do once Fury has built up. -
Quote:The problem I perceive is if such a "passive attack" set were given to the melee archetypes with their "always on" defenses would turn them into statues in combat. They would just stand there as damage auras finished enemies off. Such a set could easily be overpowered or underpowered in such a situation, unless there is a better way to get the same "passivity" without it being "always great" or "always horrible".It is an interesting idea. I've seen similar ideas batted around before in other games, but never implemented that I can recall, so I'm not quite sure how it would work out.
I'll definitely give this some thought because it is a fun idea.
The closest things I could think of to this idea were illusion control and force field masterminds, but those are still more active than my idea. I would like something more reliant on myself as well, not pets.
And in regards to the spines suggestion:
I never thought of spines, but I hate the graphics of that power, so no surprise there.
I really would like a lot of sets if I could completely change the graphics. For example, it would be really cool to change some of the "instant effect" powers, such as gravity control's first 2 powers, into a fire graphic for some "firestarter" instant flame-ups with the gravity secondary effects. I can't think of any other examples right now, but the defensive sets would be prime candidates for this sort of customization, as well as the identical axe/broadsword/mace sets with almost identical secondary effects such that they could be just one set with the 3 sets of weapons all available for customization and maybe secondary effects controlled by toggles like Dual Pistols has ammo changing.
(Edit: I actually wish they would just nuke Axe, Broadsword and Mace then combine them into one set with toggles like Dual Pistols to change the secondary effects between the 3 used for those sets(defense debuff, knockback, stun). -
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The one arc that always works is the Dark Mirror one starting at level 20 on both sides
You get access to Ouroboros when you finish the last of the two contacts, Field Agent Keith Nance and his superior Something Agent Jenni Adair for heroes and Dean MacArthur and Leonard for villains, because of what you find at the end.
Edit:
The simplest way, though, is to ask someone else to drop an ouroboros portal and use it to go to Ouroboros, collect the explore badge at the top of the building's point and voila!
I'm guessing the alternate dimension story arcs may possibly award access as well, such as the Destined One arcs in Grandville or the Praetorian arcs in Peregrine Island.
(Edit: Seems the wiki page confirms it.) -
So what does everybody think of a passive offense/active defense combination?
What combinations already in game are closest to this?(because I really like the idea and would like to play such a character) -
Quote:You should try /Force Field then. That is the most "watch the show" mastermind ever while you toss out the occasional Aid Other and whatever else you want. /Sonic Resonance may also work the same, though resistance is very different for pets.I don't really like the sounds of the Demons. One of my friends has a demon summoner. It doesn't fit the phoenix theme I'm going after at all any way.
I do like my Robotics/Time Mastermind. She's level 29. I like the play style where you control the battlefield and then send in the droids to do the killing and you grab the popcorn and watch the show while tossing out the occasional heal or hold/slow as needed.
Edit:
Anyway, you want a Fire Blast corruptor for the phoenix theme. That is definitely the perfect character for that, in my opinion.
I would suggest probably Kinetics as a secondary for it, here is why:
1) Transfusion/Fulcrum Shift/Siphon Power/Transference
"You rise from the ashes of enemy fire to come back strong as you weaken them for your vengeance!"
2) Siphon Speed/Inertial Reduction/Speed Boost
"You possess the fiery speed of the phoenix to use as you wish as you gain even more fiery speed from your surroundings!"
3) Repel
"Your mere presence pushes enemies back as they cannot stand your fiery power!"
Those are just some ideas. -
Quote:Maybe you're right.Moreover though, when you're trying to suggest a powerset, it's basically pointless to come up with numbers other than as ballpark estimates. Even if you're a professional game designer with a perfect understanding of everything about CoH, coming up with the numbers is not much better than guesswork until you can actually playtest it. In fact, trying to supply numbers detracts and distracts from the meat of a suggestion, which is the concept and the mechanics.
I just got this idea where I would really like wade into a group of enemies and "my mere presence negatively effects them because I wish it so".
I started trying to come up with an idea for how that would work, where attacking would be less of a "punch and kick and blast" thing and more of a "environmental damage from standing within a small mobile storm/fire/etc" or "too close to a radiation source".
It would need to be able to defeat enemies without defeating them too easily, hence not too fast so that survivability is not an issue, so it would likely work best on a Tanker that is meant to take time to defeat enemies.
It also would probably rely on at least 1 good damage aura meaning it likely wouldn't be best on a squishy that has that damage aura turn off all too often in melee. It could even work best on a custom archetype designed to support it.
Edit:
I know a passive set would be boring without an active set to compliment it, so I imagine my idea would be like a reverse-Tanker(active defense/passive attack instead of passive defense/active attack) that would actively manage survival.
I guess the most apt analogy would be a healer that only heals himself, while actually dealing damage as a Tanker or Brute or something.
How cool would that be? -
Ok, here is a new idea.
What is the maximum expected DPS for Blasters?
What is the minimum expected DPS for Tankers?
....without outside buffs and only with their primary and secondary powers on SOs only....(since this is how sets are likely balanced to avoid any power pools or IOs becoming "required" for normal play)
Edit:
Also....
What is the maximum single target DPS for Blasters, as well as the AoE maximum?
....the same minimum for tankers?
What is the average defensive value(mitigation per second) for Tankers?
I'm trying to make a set that, or sets, that could possibly work as an attack or defense set for multiple archetypes, or a new archetype.
Ok, here is the main idea:
I want to see if it would be possible to make damage mostly passive like "environmental damage" such as the damage aura toggles(and other cool ideas) likely for combining with a survivability set that is based on active survivability(like a Tanker that had Kinetics as a primary, but much more self focused and not kinetics). Part of the idea's "schtick" would be positioning as well, more than just "taunt everything into a circle around me". -
Quote:Then how do they weight secondary effects and defense/resistance/regen for reducing an attack's damage and increasing recharge because it has a secondary component that either increases damage or increases safety?We can establish a range of plausible values by looking at what current powersets can do, but really, there is no such thing as an expected average time to defeat any given enemy nor group of enemies.
I guarantee they at least have a "this feels right" amount of maximum DPS, likely on a Blaster, from an all damage set like Fire Blast that they have set as a maximum that every other character has to do less than to varying degrees based on the other effects they have.
It's like what if Blasters had Tanker primaries as their secondaries? That would be completely unbalanced and thus the Blaster would need damage reduced, probably to Tanker levels, or would need the defenses and other effects reduced back to Blaster levels. -
Quote:Well, that avoids the whole "enemies/time" ratio to just go straight to "rewards/time", but those enemies in that mission are still designed for a certain "enemies/time"/"rewards/time" ratio.Not at all. Stealthing missions (in TFs, solo in tips,...) debunks that nearly instantly. And that comes down to mission design, rather than the foes choice...
Anyway, I remember some 2-3 years back a developer was talking about the design of a new set where they had to make sure it wasn't too fast at defeating enemies or too slow.
It doesn't matter that I know what their design/balance goals are when it is obvious that we aren't meant to defeat enemies too fast and how slowly we defeat them is dependent on how safe we are. -
You may like a Demon Summoning mastermind then, with an emphasis on using the attacks from the primary.
All those attacks are ranged(Edit: and they are whips made of flame) while the pets do a lot of fire damage while looking like they are on fire as well.
Demons/Thermal may even fit the bill.
Demons are arguably the best mastermind pets as well.
Edit:
Don't take the "masterminds are passive" comments too strongly either. They're only as passive as you make them.
You can take attacks and more active secondaries to make them more active.
They're also not as hard to play as people say. -
Quote:Those enemies are still balanced.There's still too large a range. Are we talking Lethal damage sets against Robots, or Carnies? Because the same set would kill a minion of each group at a much different speed.
But, let's assume an enemy that has no resistances and a player set with no secondary effects(so no need to reduce the damage for balance).
(Edit: like Fire Blast against maybe Family)
Edit:
The enemy attack values don't matter as well. This is all about how fast that enemy drops, which is later altered through defense/resistance/regen to make them tougher if they need to last longer to beat a player.
Essentially, enemies are also expected to do a certain DPS the same as players, modified according to how risky/safe they are.
Edit 2:
It seems the Circle of Thorns minion that is used for damage farming while resting is a good example. That enemy does a very predictable DPS while the player has effectively zero mitigation besides max regeneration. -
Quote:Well....I have never heard or seen any sort of discussion of such a metric. It sounds... peculiar... in concept to me for CoH as not only would it vary by player powersets, it would also vary wildly by enemy and their powers.
DPS is the only discussion I've seen relative to a balancing metric...
Rewards/Time is balanced around a certain amount of enemies being defeated/mission completions which is based on the fact that people will blow through as many enemies/missions as possible in the shortest amount of time.
Therefore....
Rewards/Time = Enemies/Time ....mostly.
I know some characters are based more around being safer, and thus defeating enemies slower to balance that out, but there probably is a "standard speed" they modify the numbers from based on the amount of risk vs safety.
Look at Tankers versus Blasters for example. Blasters are extremely risky and defeat enemies much faster than Tankers, but Tankers are much safer so that they can afford to take longer to defeat enemies.
That is how it is supposed to be, but that was supposed to be enforced by endurance usage, which didn't turn out to be that effective at metering fights(i.e. Blaster defeats faster but sits between fights recovering endurance for long enough to balance it).
I'm just curious about a general number, at least for Blasters and Tankers, of expected enemy defeat times for each rank of enemy(their rank determines everything for enemies, including health and damage).
That will make it a lot easier to come up with at least 9 powers following my general set concept idea. -
Now I have an idea for fixing Teleport so that we don't feel the need to take Hover to avoid dropping out of the sky.(I love Teleport, but it gets no love from the developers or most players.)
Here it is:
They could use the code that makes auto-run work. Have Teleport apply "auto-hover"(sort of a toggle like you can toggle on auto-run) until you hit a movement command(not turning, just forward/back and strafing) which cancels it(just like auto-run is canceled by hitting backward/forward) so that you stay up until you are ready to activate Teleport again or want to move.
That would also eliminate the need for a short timed hover that stops you from moving for a few seconds after teleporting.
Anyway, my power set idea hinges on how fast an enemy is expected to be defeated for balancing and figuring out what the powers will actually do. I want to make the idea the best I can before posting it. -
Well they obviously have to have a metric they use to buff or nerf powers, even in alpha/beta, if they defeat enemies "too fast" or "too slow", as in they are "too strong" or "too weak".
(Edit: Of course, that varies based on secondary effects, so I'll just go with the pure damage sets/archetypes, how fast are they expected to beat enemies?)
It would be nice to get a ballpark estimate from a community person or developer.
I don't want to reveal my idea yet because it is really unique, and I would say it is very cool.
It would probably work with CoH as well, but if it wouldn't I also don't want to look too foolish yet.
It's also more of an idea for a couple sets or even a new archetype.(yes, it is that different from every other set) -
I meant "the last I'm saying about you, Forbin", and I am leaving it at that before I sink any closer to your level.
FYI, the "picky and fair and decent and wise" comment I made was in regards to the "bum" reference(like everything else in that post). It didn't apply so much to Freebie Fridays(neither did the whole post, mostly). (Edit: after all, nothing to do with this game is a "need", so that analogy, which I did not bring up, does not apply. Thus, my post was refuting that analogy, and the stupidity of "beggars can't be choosers" as an absolute, rather than saying anything about Freebie Fridays.)
I see the whole picture of a single post more often while you most often nitpick.
Edit:
So go ahead, read a mostly off-topic post as if it applies directly to the topic while you completely miss the actual target and point. -
I'm wondering what "time to defeat" number the developers try to balance each enemy rank around, per enemy?
Is it something like 10 seconds per minion, 15 seconds per lieutenant and 20 seconds per boss and additive for groups of them or what?
I'm curious as to the standards because I have a clever power set idea, but it hinges on the expected average enemy defeat time. -
Quote:How about the "bum" complaining that the penny you gave him isn't enough to buy any food at all?Complaining that a gift you receive isn't of enough value is akin to a bum critiquing the spare change someone hands him for not being shiny enough.
There is always a minimum value.
You would be called "cheap" for giving the "minimum"(or less if you can).
It's funny how the double standards come up.
It's like the old saying "beggars can't be choosers" being applied to giving a starving person moldy rotten food with maggots and tapeworms in it to where they are "dead if they eat it, dead if they don't".
It's not about being "picky"; it's about being decent and fair and wise.
I wouldn't give a starving man something as harmful as starving or not enough to get a cheap meal at least, though I would rather feed him than give him money as that accomplishes the goal without opening it up to a scam by somebody who ends up begging up to a hundred thousand dollars a year or more.
If you don't give "enough", without giving "too much", then it just defeats the purpose and makes you look "cheap" and sometimes even looks insulting to the recipient.
Edit:
I can't wait to see people bring up the obligatory "the bum should get a job" in response to this despite the facts that I didn't bring it up originally and "getting a job" requires "being hired by somebody else who can be picky due to having more than one person to choose from".
We can't just live off the land and farm these days because of the "wonderful" concepts of "owning land" and "trespassing" and "theft of property" being applied to food in fields.(saying nothing of finding adequate, and legal, shelter as well, which is much more difficult than finding food)
That is a whole other topic though so I'll leave it at that and just say:
Think before you spout what you think is "common sense" because it may not be that simple anymore or may not apply at all.