The_Witness

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  1. I can understand suppression for stealth/invisibility powers but I have some questions...
    1. How do you now obtain full defense bonus from these powers? In other words, under what conditions can you now obtain the 7.5% +def bonus for a power like, say, 'Cloaking Device'?
    2. If -perception suppression is only PvP, why do villians see you when you attack?
  2. [ QUOTE ]
    [ QUOTE ]
    I couldn't possibly agree more. Honesty is one thing, but being proffesional when speaking to customers is another. It's almost as though he's saying that we're a lower class of people so it's ok to be a jerk.

    I am honest every day at my job, when someone is wrong or has misunderstood something, I have to tell them. But I do it nicely. What's wrong with that?


    [/ QUOTE ]

    Nothing's wrong with that. But we're not co-workers. And there is a significant minority of posters who don't feel the need to say things politely or courteously. In fact, the amount of personal mud that has been slung at the developers in general and Statesman in particular is simply embarrassing. Moreover, when I explain something to a client more than once, I tend to get testy too. The client's don't leave, they start listening because I am providing a service that it's difficult for them to get elsewhere, as is Jack. Clearly, the game is meant to be played differently in I-5. While it's clearly not, as some folks have claimed, 1 hero=3 minions, clearly the spawn described in the post that's got everyone's attention was not meant to be soloed. And Jack's response was, as most are, taken out of context. He said the ZONE was meant for groups of 5+ players, not that particular spawn. He was driving home the point that the hazard zones are no longer a place for solo farming.

    Whether or not you (and for this and the rest of this post I don't mean you, TheMiddleman, it's just a general rant)
    agree with this vision is one thing, but the vision has been laid out and we can try and change it or adapt to it. But ignoring it, as many posters are doing (And I still see quite a few posts complaining how difficult it is to HERD in I-5) is going to get you snarked at.

    However, I don't recall Statesman ever calling a poster or the player community a *censored*, *censored*, or even a *censored*; things Jack gets called all the time on these forums. People feel free to call him things that if said to a number of people (including me) in RL would lead to a fistfight.

    If the player community wants courtesy, then it needs to start by giving some. If it wants answers, then let Statesman give them without worrying about whether it might hurt someone's feelings. Geezus, these are the forums. If folks are going to be insulted or upset by sarcasm, then maybe the forums aren't for you. Heck, the game very well might not be for you. I've noticed far more sarcasm than RPing in the game.

    Anyway, thanks for the vent. And to Statesman, as I said above, I hope your brother's tour in Iraq is boring and uneventful and that he returns home ASAP.

    [/ QUOTE ]

    Forgive my laziness...but I complete agree with Quickshadow here. I feel a lot of ppl on the boards are more about whining and less about playing and having fun. Remember, we are here to play heroes, not crybabies.
  3. I've been playing around with Defiance...and to be honest, I think this is a great addon. And that is all it is, an Addon. This is a gravy ability. Blasters were not having a problem before I5, what the problem was, overpowered defense sets made everyone else look like grade-school girls.

    Now, blasters have more hit points and a built-in +dmg power that kicks in at 50% health. Not to mention Aim and/or Buildup powers. Plus the damage cap for blaster was raised.

    Defiance is not a 'I WIN' ability. It's a desperation ability, I think a lot of people are not looking at it from this prospective.
  4. I'm posting here for those that have tested. Defiance, is a group related ability. In other words, my testing of defiance has been with my defender. Basically, what I saw was with just a little defender support I could turn a blaster (or group of blasters) into an awsome damage machine. Remember, soloing testing isn't the only testing...you need to test defiance in the context of a team as well to truly see how powerful this is.
  5. I would really like to see a tweak to the enhancements. Like adding secondary effects. For instances, you can only buy TO, DO, SOs but in TF and story arc you can get enhancements that might increase fire damage or an enhance that increases your -recharge powers. Make these enhancements have global affect of your powers, not just the power you slot them into. So you could have, for instance, an ACC enhance with a +1% to all fire damage powers, etc.
  6. [ QUOTE ]
    While I obviously have a different favourite resolution to the whole issue, this course of action does not seem as catastrophic as it is being made out to be. Sorry.

    [/ QUOTE ]

    I'm just reporting what I was told. Point of the matter is even with the debuffs, defenders can not reach the damage cap unless they have assistance (Fulcrum shift, AM, Fort, etc). Only blasters with buildup and Aim can hit the damage cap. Then there are HOs to consider, which really do nothing but screw up balance in the first place.
  7. [ QUOTE ]
    Raising the defender secondaries would lead to offenders outdamaging blasters. However, granting some kind of damage boos in force field and empathy's primary would help balance things out. Say they add a 10th power.

    [/ QUOTE ]

    This is the problem with defenders. Period. I asked states about this in a PM. Basically raising defender damage was out of the question, because they feel it will make blasters less needed....but the problem is this is exactly what is happening to Defenders from a Controller point of view.

    My solution. 1) Either give defender self-defense powers...Or 2) give blasters self-defense powers and raise defender damage.
  8. [ QUOTE ]
    Anyways, defenders have a secondary too. One common thing I see is a defender at lvl30 with nearly all their primaries, a bunch of (useful usually) pool powers, and 1 secondary power, usually unslotted. Look, it's your fault if you completely ignore your secondary and then complain about controllers who devote powers and slots to their secondary. If a team is doing O.K. without your heals/debuffs, switch over to blasting. Take your AoEs and slot them up defenders!

    [/ QUOTE ]

    This is a great point! I actually did the opposite here. Slotted my single targets and left my AOEs with just 1 acc. Since I'm kinetics, combine FS + SP and I'm at the damage cap in no time. On a side-related-note, This past weekend I was on an 8 man team, 1 tank, 2 blaster, 2 controllers, 2 defenders, and 1 scrapper. We were doing a lvl 43 nemesis mission (now I'm only 38). One controller (earth/emp) was nice enough to give my fortitude. The tank gathers all the villians in to a nice cluster and before he could kill them, I FS and hit Psychic Wail. I killed every minion and left only 1-2 lts/boss with less than 1/3 health or less. Needless to say, everyone was speechless. What I came to realize was this...Since I was kinetic, I play my defender as a blaster, therefore, I request support buffs from other support ATs. Given the proper buffs, I can not only heal and buff, but I can do serious damage.

    But this story isn't to say that defenders don't need help...but I think part of the problem with defenders is everyone expects us to be only used for SUPPORT. On the flip side, you give defenders the ability to damage more and where does that leave the blaster? I believe this is the problem that the Devs have with defenders .

    PS - PW only 1 slotted with 1 recharge.
  9. Name: Revelation 11.1
    Leader: The Witness
    Recruiters: The Six Witnesses, Aramat, and Helius Electrus
    Peak Time: Nights/Weekends
    Website: under construction

    Goal: To make new friends and build a casual playing group. This is in no way a power SG. Just want to make new friends and have fun playing together.

    Background: Revelation 11.1 is a scripture reference to the 'witnesses' of the Lord in the final days of tribulation. The story of the two witnesses follows the precusor to the return of the Lord and the utlimate victory over evil with the defeat of the lord of lies.

    The Witness, a being of mystery and power, has formed a super group under the pretense that Paragon City is in the last days before the return of a being of immense power. The task at hand is simple, make the public aware of the coming 'being' and to crush the vile evil that plagues Paragon City.

    If you are interested in joining Revelation 11.1 please, feel free to private message me here or in game. All heroes/heroines are welcome.
  10. The_Witness

    Spectral Terror

    certain villians resist fear so be mindful. But I have managed to fear Banished Paths with just one ST.
  11. The_Witness

    Spectral Terror

    Geko,
    Would it be possible to get an update on Spectral Terror. Not to be a thorn, but I think it is reasonable to believe that the controller community is against the scattering of enemies. In fact, I believe that 'scattering' is kind of opposite of the purpose of the Controller AT.

    To me the spectral terror argument is similar to the regen armor change you tried to push through in I3, i.e. mutually-exclusive powers. I believe the scrapper community (mostly regens) was very opposed to the change. Seeing it as extremely weaking the set. I think the same argument holds for spectral terror in Illusion. As a level 8 power, I believe it does not provide controller as intended by the Controller AT. Further, the power is inconsistent with other fear powers. Though the power is in the form of a pet, I believe that can be balanced through recharge, end cost, etc to still function as new version of 'fear'. I also believe that tweaking recharge, end cost, etc would be a much faster coding fix than trying to clutter the power with other things like taunt, cloak of fear, etc.
  12. I have to agree, while I have never PLed myself or herded WWs, the idea of making this mission timed just because others are using it as a tool is counter-intuitive.

    Any mission can be used to do this. ANY mission. Especially with the new difficulty slider. So placing a timer on this mission to me is just an unwise developer decision. Where do you stop?
  13. The_Witness

    Spectral Terror

    I have to this date used every fear save two: Panic and Cloak of Fear (which I will have CoF soon). I have to say that the new Fear is very nice and a great addition to any hero that uses it. That being said, I have to strongly disagree with how Spectral Terror is being treated the stepchild of the fear powers. While I do see that it has the potential to be very powerful, I believe this can be balance with end cost and recharge rate rather than random fleeing of villians. This random fleeing is what got the fear powers changed in the first place. Let's not take 1 step forward and then 2 steps back approach to this power.

    My suggestion is this. If you are going to make villian flee from Spectral Terror, then add a damage component to the Terrify power it casts. Currently, the terrify that ST uses and the Mind Set uses are different (ie one does dmg and roots and the other just causes fleeing). Let's be consistent here. What is the power that Spectral Terror uses? Because it isn't Terrify.
  14. The_Witness

    Spectral Terror

    The problem with ST is that Mind controllers get Terrify. Hence, the Post-I3 ST was a god power compared to Terrify. Personally, I would them rather keep ST like it was (No Running) and boost Terrify in the Mind set with high Damage.
  15. The_Witness

    More answers....

    i'm guessing that if the fear change goes in as mentioned, a form of sleep/hold, then you can say goodbye to fear in the presence pool. Or it will be changed to a single target instead of an AOE. There is no way they will (or should) allow such a powerful AOE hold power to be in a power pool.
  16. The_Witness

    More answers....

    I actually think that tank and defender damage is good as-is. Any higher and then you are getting into scrapper/blaster damage which I don't think is fair to scrappers/blaster in that tanks/defenders usually have my utility for better survivability.

    BUT. I'm all for more damage potential for tanks/defenders if it will can be done in away that doesn't offset the current balance with scrappers/defenders.

    One AT that needs to be looked at in terms of damage is controllers. Wow, what a tough one there.
  17. Question about Fly...The thing I don't understand is why not remove the acc- from fly period. For all attacks. Honestly, I don't understand the penatly in the first place. Remove acc- and the problem is solved. Heck, I see heroes fight with super jump and/or super speed on all the time.

    Now I can understand an acc- if you were flight at super sonic speed, but that isn't the case here.

    Of course the other option is to change hover. I think one reason people like flight over hover is not just the speed, but the feel of how flight manuvers. Hover is very corse in its movement and doesn't flow naturally like fight does.