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Quote:Personally, I'd like to see any such inherent buffs (be they offensive or defensive) tied to the tank's aggro.Yes, they should have a better inherent. But Tankers are not lacking defensively. They are lacking in stackability on teams and they are also lacking the soloability of a Scrapper or Brute because of their lower damage, worse endurance efficiency and late blooming.
I would not vote for any new or changed inherent for Tankers that doesn't increase their damage either directly or indirectly with something like a stacking -Res debuff. It could be similar to the Defender's recent buff in that its strongest when solo and weakens with large teams. -
I believe some powersets have the option to turn the effects off (in PVE only). Willpower, Regeneration, Invulnerability, and Super Reflexes all have the option IIRC. I don't believe any of the elemental armors have it, but Dark Armor allows you to no longer completely obscure the character model at least.
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Just so you know, you've totally made me want to summon some Bats and then protect them by throwing Tarps over them.
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Oooh "the GARAGE"... Well, la-di-dah, Mr. Frenchman.
Quote:Does anyone actually call them parkways any more? Must be regional. -
Quote:Unless you have a spider's view of femininity, in which case large, wicked, potentially man-eating legs are pretty spot-on.I would also pretty much say even without the armor, the Crab backpack is definitely not feminine. Nothing says butch more than four giant, laser-shooting, robot spider arms coming out of a pack on your back.
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Heh, didn't notice it was an old thread until Aett pointed it out. A great idea, though!
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Quote:True enough, but the way it's generally understood is dancing around in an area of fuzzy, subjective definition. Which is to say that what one considers a "want" versus a "need" is largely subjective, which just makes the division all the more artificial.While it's true "by strict definition" that a need is a lack of somethign wanted, it's not typically how it's generally understood.
Quote:I need to breathe. (Definitely not a want. Lack of breath = dead. Nobody's going to argue that's a need.)
Quote:In any case, I'd say playing semantics is a good sign the thread is pining for the fjords. -
If you plan things well, some of those little bonuses can add up to substantial bonuses. In particular, the Defense, Recharge, and Recovery bonuses can add up nicely. Knockback Protection is another useful set bonus to acquire.
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I generally start slotting basic level 25 IOs at level 22 if I can afford them. In my experience they're generally running at least a couple of hundred thousand influence each, so it's not always feasible for me to fill all of my slots with them at that time and I fill the rest with SOs until I can get IOs for them. It would probably work out to less influence overall if I crafted the IOs myself, but I absolutely hate the crafting system (I honestly have no love for the market, either, but my dislike for the degrading standard enhancements in this game outweighs that).
I see no point in delving into IOs before then, as the whole reason for getting IOs, to me, is having enhancements about on par with SOs that I never have to worry about degrading/replacing. And the time between level 12 and 22 tends to be relatively short these days any way. -
Quote:It's absolutely OK to conclude that, regardless of whether you call them "wants" or "needs". As long as you understand that either way you're drawing a conclusion based on subjective desire and are comfortable doing that.If IOs were removed from the game, I would probably stop playing, as chasing them is one of my sole long-term interests. By your logic, I "need" IOs. Should we therefore conclude that it's OK for other people to claim to "need" IOs, and thus conclude that IOs (and the levels of performance they offer) should be far easier to obtain?
And it's not "by my logic" it's by the very definitions of the words. A need is a lack of something wanted, and to want something is to feel a need for it.
Quote:The same line of thinking arises from the existence of Stamina. Nearly everyone likes what it does for them, (they "need" it by your logic) so the argument is that everyone should get its benefits automatically. I don't believe that follows. -
I find the problems that the OP was citing are most pronounced in the first 20 levels or so. Stamina at 20 certainly helps, but I'd say that SOs at 22 help even more to alleviate the problem. Alleviating said "tedium" would be beneficial independent of opening up builds, I'd say.
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Need is nearly synonomous with want. Anything you could describe with one I could describe with the other. For instance, you might say you need air to live, but I would counter that you simply want air if you don't want to suffocate. Of course, if you want to suffocate you don't want air. "Need" basically just implies an If/Then of wanting.
That said, I "need" Stamina almost exactly as much as I "need" to play this game. With the current blue usage, if Stamina weren't in the game I probably would have given up on it. I certainly wouldn't have been able to make my Toggle Man-inspired character playable. -
Quote:You're undoubtedly right, which is partly why I'm not really arguing for them to change it.Fair enough. I feel it's safe to say that the devs completely disagree with you.
I don't hold it against them. In the scheme of things I must think they're largely doing things right or I wouldn't still be around. -
Quote:Having lower damage because they are a team based AT is good balance. Paying more for their damage is not.The defender's higher endurance per damage point is DIRECTLY related to their lower damage mod. They have higher end per damage BECAUSE they are a team based AT.
Quote:It is specifically BECAUSE they are force multipliers that they have a higher end cost per damage point. That IS the balance. They DO more so it COSTS them more.
Quote:The extra solo "tedium" is there by design as a balance point against their teaming benefits. Why is something so simple so difficult for some people to grasp? -
Quote:I have no problem with their lower damage mods. That it's there to counter their benefits to a team is absolutely great. I'm not ignoring that fact, but (other than being the initial cause) it's rather irrelevant to the increased endurance cost per damage they suffer, which does little to counter their team benefits and more to inflict needless "tedium" on their solo game. You can ignore that fact all you wish, etc.Team based ATs have lower damage mods to counter their ability to increase an entire team's efficiency. Ignore that fact all you wish, but all it means is that you ignore facts.
But I don't know how difficult it would be to adjust the costs (I suspect they would have to do so individually by power/AT, since it couldn't be a global modifier given that it should only affect damaging attacks), and to me it's a minor issue compared to things like the upcoming booster pack, Going Rogue, and even more power proliferation. Besides which, if they haven't done anything about it by now, I don't expect that they ever will. -
Quote:That's fairly irrelevant to their increased attack costs even if one throws individual balance out the window, given that the team-beneficial abilities have their own costs (be it directly in endurance or, say, increased incoming damage).Which is countered by the benefits those characters bring to teams.
Of course, it's moot given that the situation is unlikely to significantly change. Nor am I arguing for it to change here, I am merely pointing out plausible reasons for the endurance-based feelings of tedium. Thus there isn't really a "round and round" to be had here unless you're just looking to dance. -
Many games have a passive fast out-of-combat recovery, which certainly helps with pacing.
In other games that have a blue bar equivalent, the blue bar generally scales with level in a similar fashion to HP. And that's on top of any equipment bonuses, such as we get with enhancements. Sometimes, the cost of powers go up as well, but it usually works out that you can use lower tier abilities more and more often as you level despite that. To put it simply, in other games it generally takes more and more blue to defeat enemies as you gain levels, but you have more blue to work with; whereas in this game it takes more and more blue to defeat enemies as you level, but you generally have the same amount of blue to work with.
To make up for getting relatively weaker in this manner as you gain levels, this game gives far more equipment slots to a character than any other MMO I've played. Which largely seems to work out well, and thankfully the equipment isn't a visible blight on character models ultimately turning characters of similar class and level into veritable clone armies.
However, in this game I believe the damage scaling of individual ATs is gradually worked in over the first 20 levels. And I don't think endurance costs account for their lower damage. This would mean that as, say, Tankers and Defenders go from 1 to 20 they'll be using more and more endurance as compared to ATs with a higher damage scaling since they would have to use more attacks to defeat enemies while spending a comparable amount per attack as higher damage ATs. One might point out that they can attack with a bit more safety, however that's irrelevant since their defensive abilities come with their own endurance costs (and in many cases probably don't quite make up for the damage loss). And while it's true that the issue becomes less noticeable on teams, that doesn't make it any less of an issue. -
First and foremost, I have to find it enjoyable to play. Then, the proper aesthetic has to be there. Finally, if I only marginally like the character and I find myself in need of a slot it might go on the chopping block.
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Quote:I've had it pop up with the 'name can't be checked at this time/service unavailable' message in both places, though it more often works for me from the character select screen (and then it works more often if I haven't already been to the one at the end of character creation and came back).I thought the name check at the end of creation was broken and the one at the beginning worked.
Of course, I rarely start with a name these days, so the end of character creation is where it would be most useful. I can't gripe too much about it, though. This game has one of (if not) the best character creators, and they seem to keep improving it. Any naming issues I run into are minor irritations at worst.
I better watch it, if I keep saying positive things like that I might blow some minds around here.
Quote:I respectfully disagree that there is a relatively small selection to choose from. While I don't disagree that a fair number of the combinations are unsuitable I honestly feel the number of choices out there still number in the millions.
And kudos on making a plausible association out of "Armature Buttress". I am amused by it perhaps more than I should be, though it has me thinking along the lines of a robotic Elec/Warmace Tanker. But if he got Flight would he be a Flying Buttress?
Quote:I think the real problem at the core of this issue is that sometimes people get tunnel vision about the name they want at the expense of good alternatives. -
I'm pretty sure I haven't tried the new one, but my problem with the one I did was that it was over an hour of tedium to get a single underwhelming enhancement. Too much effort for too little reward.
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Among other potential characters. And a potentially terrible (or at best extremely random) name for yet others. Point being that only a relatively small selection of those "400,000" words will be deemed appropriate for any given character, and of that small selection there are even fewer that may meet aesthetic demands not all of which may be immediately apparent. All it takes is a handful of people with similar naming ideas to muck up the process.
Still, it only really bothers me when I do what you just (sort of) did and design a character around a particular name, only to find that the name is taken. And unfortunately the name-checking feature in the game doesn't work for me most of the time, meaning that I won't know if the name is taken until I make the character and try to enter the game. -
I tend to not exemp down very far because I hate losing access to my powers.
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Quote:You could also calculate the sheer number of possible letter and number combinations in the space provided and the result would be just as meaningful in context. Given the lack of connection to a character, a name like "Fghakslld56h8" is just as worthwhile as, say, "Armature Buttress".The largest of english dictionaries has 400,000 entries and that's not including things like informal and formal names, verb tenses, prefixes, suffixes, compound words, etc all of which send the possible variations skyrocketing into the millions. And that's just one language. It's not taking other languages into consideration. Anyone claiming that the game is running out of names has no idea what they are talking about.