Torrynt

Rookie
  • Posts

    170
  • Joined

  1. I'll chime in here. I am somewhat new to Doms, but I have played controllers forever so at least have a feel for the class.

    While I did have some problems with my Elec/Elec early, I find that she makes a wonderful soloist at this point. There are a few mobs which give me fits, but other than that, it's very safe and moves at a reasonable pace.

    First of all, you absolutely want Static Field the second it becomes available. It is that good and alone it makes it so that you can solo nearly anything. Layered with Conductive Aura, when the mobs come out of sleep they often do nothing and when they do, you can take it even on your limited HPs. You do need to slot some ACC if you are going to sap effectively.

    As you level you gain access to a confuse power that's pretty quick to come up as well. Added to your prior controls, it gives a good amount of control that you can access. The area KD is nice when you have to stop someone from getting beaten on and if you are good, can time it to use another control without waking the mob.

    While it's not the fastest soloers, it is one of the safer ones I have dealt with. Your real issue comes from mobs resistant to sleep and soloing groups with bosses when domination is not available. That's not to bad a list from my perspective.
  2. I have the same issue. Got in, mapserved repeatedly now can't get in on anyone on that server. Oh well... guess it's time for cleaning or something.
  3. Yes. Please do not increase the damage of the power as that would mess with how it works. While it's not the best of powers, it's not too bad either. It's a moderate control that you can respec out of later in your characters life. Which given how many powers I want, is not a bad thing.

    I'd rather they fix procs and pseudo pets so we can put +Rech in there and get some real use out of the power in later levels.
  4. Torrynt

    Sooooo I18

    Quote:
    Originally Posted by EnigmaBlack View Post
    It's like toast with no butter or jelly, it's very "dry". This almost seems like a ploy to get people to purchase GR; once they see how much fun everyone else is having in Preatoria as well as side switching.

    I think they should have at least given one of the 4 new sets to non GR buyers.
    No offense Enigma, but why shouldn't they try to convince you to buy the expansion? They hired a lot of extra people, they are developing new systems, and trying to inject more legs into an older engine.

    They should try to maximize sales on the expansion.

    Keep it in the paid expansion, make some money to keep those programmers so we can continue to get cool new stuff and perhaps even a CoH2.
  5. Yep, it was the drivers, which was odd because it worked up until two days ago.
  6. Basically, the game runs fine... although today everyone appeared translucent after the patch, so not sure if that's an issue since I was only able to log for a minute or so.

    When I open options, and choose the graphics and audio tab, the game crashes. There is no error message that I see. The tab worked fine prior to this and I was frequently able to change graphical settings.

    ---System information gathered by CoH Helper version 0.2.0.2---

    DxDiag gathered at June 8, 2010 17:02 (-05:00)
    Operating System: Windows 7 Professional 64-bit (6.1, Build 7600) (7600.win7_gdr.100226-1909)
    System Manufacturer: LENOVO
    System Model: 2242CTO
    BIOS: Ver 1.00PARTTBL(
    Central Processor: Intel(R) Core(TM)2 Duo CPU P8600 @ 2.40GHz (2 CPUs), ~2.4GHz
    Memory: 4096MB
    .Net Memory Report: 2472MB out of 3992MB available
    Page File: 5926MB (2055MB currently in use)
    C Drive: (HITACHI HTS723232L9SA60) 79318MB out of 294042MB (26%) free
    Q Drive: (HITACHI HTS723232L9SA60) 2335MB out of 9999MB (23%) free
    E Drive: (MATSHITA DVD-RAM UJ862AC) zero-size drive
    Windows directory location: C:\Windows
    DirectX: DirectX 11
    DirectX Diag version: 6.01.7600.16385 (64-bit version)

    Display Notes: No problems found.
    Sound Notes: No problems found.

    No problems found.
    Input Notes: No problems found.

    Monitor:
    Monitor's Max Resolution: (blank)
    Video Device Name: Mobile Intel(R) 4 Series Express Chipset Family
    Manufacturer / Chip: Intel Corporation / Mobile Intel(R) 4 Series Express Chipset Family
    Video Memory: 1695 MB
    Driver Version: 8.15.10.1855
    Driver Date: 7/28/2009 1:35:46 AM
    Driver Language: English

    Sound Device Description: Speakers (Conexant 20561 SmartAudio HD)
    Driver File: CHDRT64.sys
    Driver Version: 4.92.0010.0000
    Driver Date: 7/22/2009 12:57:58 AM

    Sound Device Description: SPDIF Interface (Conexant 20561 SmartAudio HD)
    Driver File: CHDRT64.sys
    Driver Version: 4.92.0010.0000
    Driver Date: 7/22/2009 12:57:58 AM


    WMI Information
    Motherboard Manufacturer: LENOVO
    Motherboard Model: (empty)
    Motherboard Product: 2242CTO
    Motherboard Version: Not Available
    BIOS Manufacturer: LENOVO
    BIOS Name: Ver 1.00PARTTBL(
    BIOS Version: LENOVO - 3110
    BIOS Release: 20091124000000.000000+000


    Registry Information for Current User
    Resolution: 1680x1050
    3D Resolution: 1680x1050 (Not using renderscale)
    Full Screen: Yes
    Maximized: No
    Screen Position: 0, 0
    Refresh Rate: 60Hz
    Vertical Sync Enabled: Yes


    Physics Quality: High
    Maximum Particles: 50000
    Max Particle Fill? 10.000
    Physics Card Enabled: No


    Anti-aliasing: Off
    Anisotropic Filtering: 2x
    Texture LOD Bias: Smooth
    Water Effects: None
    Bloom: 1.000 (turned off)
    Depth of Field Enabled: No
    Desaturation Effects (Sepia) Enabled: No
    Shader Detail: Unknown (4)


    World Texture Level: Very High
    Character Texture Level: Very High
    World Detail Level (Vis_Scale): 1.000
    Entity Detail Level: 1.000
    Shadows Enabled: Yes
    Shadow Mode: Shadow maps
    Shadow Map Shader: Low quality
    Environmental Reflections: Disabled
    Advanced Occlusion Settings: No
    Ambient Occlusion: High performance
    Occlusion Strength: Off
    Blur: Fast
    Ambient Resolution: High performance


    Gamma Correction: 1.000
    Geometry Buffers (VBOs) Enabled: Yes
    Suppression of FX When Camera Close Enabled: No
    Close Suppression Range: 3.000
    Show Advertisements: Yes

    Audio Mode: Performance
    3D Audio: No
    FX Sound Volume: 0.000
    Music Sound Volume: 0.000

    Show Advanced Graphics Options: No
    Overall Graphics Quality: 1.000
    Reverse Mouse Buttons: No
    Save Login Username: Yes
    Transfer Rate: 274542 bytes/second
    Current Game Version: 1800.201005212331.2T
    Installation Directory: C:\Program Files (x86)\City of Heroes

    Mod files in the Data directory
    No modifications found
  7. When I try to select the Graphics and Audio tab, the game crashes. Anyone see this sort of problem?

    I am playing on a laptop with Windows 7 - 64.
  8. So I am starting an Ill/Rad and while I have a pretty good idea on what I want, I'd like to post my build up here for comments. I'm aiming for a reasonably priced (If such a thing exists) perma-PA/AM/Hasten/IW build.

    I can't get the IW to perma without significantly upping the price or compromising powers. Perhaps some of you have idea that I am missing.

    As for what the character is going to do, mostly TFs, Mission Running, Oro arcs, and AV killing. I know there are a number of you who have excellent thoughts on this combination and if you would mind telling me if I've gone too far astray that would be wonderful.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Radiation Emission
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Teleportation
    Power Pool: Speed
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(34), Decim-Acc/EndRdx/Rchg(34), Decim-Dmg/Rchg(34), Decim-Acc/Dmg/Rchg(36)
    Level 1: Radiant Aura -- Dct'dW-Rchg(A), Dct'dW-Heal(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(40)
    Level 2: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(3), CoPers-Acc/Conf/Rchg(3), CoPers-Acc/Rchg(7), CoPers-Conf%(9), CoPers-Conf/EndRdx(9)
    Level 4: Blind -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(5), BasGaze-Acc/Rchg(5), BasGaze-EndRdx/Rchg/Hold(7), Dev'n-Hold%(37), Lock-%Hold(43)
    Level 6: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-ToHitDeb/EndRdx(17), DarkWD-Rchg/EndRdx(17)
    Level 8: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(11), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(13), Efficacy-EndMod/Acc(13), Efficacy-EndMod/EndRdx(15)
    Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(45)
    Level 12: Superior Invisibility -- LkGmblr-Rchg+(A), EndRdx-I(46)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Dmg(21), C'Arms-Acc/Rchg(21), C'Arms-EndRdx/Dmg/Rchg(23)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(31), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(43)
    Level 22: Lingering Radiation -- RechRdx-I(A), TmpRdns-Acc/EndRdx(45), TmpRdns-Acc/Slow(46)
    Level 24: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Acc/EndRdx/Rchg/Hold(27)
    Level 26: Spectral Terror -- Abys-Dam%(A), Abys-Acc/Rchg(27), Abys-EndRdx/Fear(29), Abys-Acc/EndRdx(29), Abys-Acc/Fear/Rchg(31)
    Level 28: Hover -- LkGmblr-Rchg+(A)
    Level 30: Recall Friend -- Zephyr-ResKB(A)
    Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
    Level 41: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
    Level 44: World of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(45)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), Ragnrk-Acc/Dmg/Rchg(50)
    Level 49: Indomitable Will -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 6: Ninja Run
  9. Not that bad. As long as you don't mind using insps. Getting to 32% def with SO slotted powers is pretty easy. Then it's a purple per group and you are capped on each group
  10. I was going to take most of the secondary, and doing an elec/elec, a good chunk of the primary.

    Stamina is three picks. Tough is two.

    As for picks, a travel would be nice. Hasten so LR is coming up more. Some sort of stealth power would rock with TP friend for Task Force running. I'm just used to sets where I can ignore 1/3 of the secondary and still be very effective.

    I tried doing a IO defense build as well and could not really get more than 30% in one positional which left the rest of the powers woefully under slotted.

    My Elec/Elec is lvl 12 now and faceplants more than the squishies on the team. For those that thought */shield lacked mitigation... well I'd point in this direction. Of course, I am also likely doing it very wrong as this is my second scrapper ever.
  11. A couple of questions on this. Do you need tough in an Elec build? What about weave? If you ignore defense can you survive reasonably well?

    Seems like a fun character, but I keep playing in Mids and thinking that it's a really really tight build that I'd have to give up a lot to make work.
  12. Quote:
    Originally Posted by JamMasterJMS View Post
    Even if you DID originally catch the error, using the origal power numbers and not the reworked numbers what did you accomplish? You made a fix on something that again is faulty because you didnt check to make sure your doin it right the first time?

    Those kinda mistakes aren't tolerated in business. Why do you allow yourself and your developer team to let these mistakes "get by" in the first place?
    Of course they are tolerated in business. Every day people screw up all the time. When it's a mistake that's fairly small, the person's supervisor will pull them aside and ask them to try and not repeat it. You do your best to make restitution to the customer if you can and you move on.

    If you have never coded before, it's not as easy as just saying: "well just look for it". Small changes in one part of a program often times have far reaching impacts in areas you never anticipated... and that's on smaller scale programs. When dealing with the amount of data and changes that a typical MMO goes through, even the best change management won't catch every interaction.

    That doesn't excuse the mistake, you should TRY to catch them all... however, that doesn't mean that as a game paying customer you should expect them to get everything.

    What I look for is a company that does it's best to roll things out smoothly. Do they have a test server, check. Do they seem to take account for player input, check. Do they seem to have ideas that I enjoy, check. As I feel those things are met, I am certainly willing to excuse the same level of mistake as you get from a cashier, a sales man, a mechanic, or whatever.
  13. Quote:
    Originally Posted by Dr_English View Post
    What's all this about kin/rad being disappointing? I love my kin/rad, and have never felt subpar in any way. It does combine two powersets that encourage an aggressive, melee-oriented playstyle, so you will have quite an adventure staying alive at times, but the payoff is becoming a walking explosion. Irradiate/Neutron Bomb don't pack the ultra up front numbers of a blaster, but kin buffed they do really solid damage and I find they recharge about as often as you need for insertion between kin related activity.

    Procced out Neutrino bolt is also a dream. The rad nuke satisfies, and cosmic burst is of course everybody's favorite puffball.
    Quote:
    Originally Posted by _Ryxx_ View Post
    Incoming wall of text, I apologize ahead of time.

    Firstly, Nice lurking there! I lurked myself for over a year before I ever said a word on the forums. It's nothing to be ashamed about, Einstein himself was a bit of a lurker as well IRL.

    -Kin/Rad-
    I don't know why all the hate for this build, I love it to death. Originally I rolled it because it seemed to have the most aoe potential (arguably more than /ice), and I wanted to put it to the test. I have this at 40 right now and I've loved every step of the way. I can't say anything bad about this combo other than I wish neutron bomb came MUCH earlier. Irradiate is great in that you're probably right where you need to be when you fire it (right after FS) and ready to follow up with a neutron bomb afterwards, with strong single target attacks as well. I don't take the snipe on my kins (tried it, couldn't stand it) so there was no need for it there. My only beef is that the nuke is still craptacular like most defender nukes and doesn't hold a straw against blizzard, but that's no reason not to enjoy everything else about this build. I would recommend it to anyone.

    Kin/rad: Ok for soloing, great for teaming
    Well I don't particularly hate kin/rad, I just realize that it's not very good at what it is supposed to do, when I played it, I did not feel all that team oriented nor was it a good soloer.

    What I expected from a Kin/Rad was a character that would add a ton of damage to a team, both from AOEs, and from FS. I expected to do about the same damage as an unenhanced blaster with a focus on AOEs.

    If you want the blow by blow, check the guide I wrote in my sig.

    For a shorter recap:
    (1) You need to be in melee with Kin and some of your Rad AOEs
    (2) Even at capped damage, it takes 4-5 AOEs to drop a spawn (Not counting the nuke)
    (3) Since all of your damage is AOE, you end up with a reasonable amount of aggro
    (4) You have 0 credible methods of mitigation and only one reactive method of surviving (the heal)
    (5) Even IOed to the gills, you still have a hard time getting credible defenses, the BoTZ nerf hits you even harder than most toons.
    (6) Kin doesn't stack all that well since one Kin hits the damage cap pretty easily. So if there's a more survivable Kin on the team, you are a definite third wheel.

    If you decide to not live in melee range, then your best AOE is worthless, you don't get capped damage, and your contribution drops significantly to that of a buff bot for SB.

    If you do live in melee range, you get a short burst of damage that isn't enough to drop a mob (even the minions) and likely gets you more aggro than you can handle.

    If there is no other kin on the team, then you add to team damage and can be fairly effective... not quite as much as another pairing, which can survive longer and has other secondary effects that are more desirable than -DEF. When I played mine, fire/kins were all the rage and this was not all that common.

    That's my problem with kin/rad. Defender damage is really poor which hurts a toon that is really geared to only put out AOE damage. You can play a Rad blaster and get about the same level of survivability, do more damage, and if your luck was anything like mine, still have a Fire/Kin throwing the same FS off that you would have.

    Again with all of that being said, it's a fun character to play. You run around a lot, have lots of (small) numbers to toss about, frantically try to survive every encounter, and generally have tons to do. However, when someone asks about effectiveness... well for me, it just isn't there.

    Edit: Kin/Rad has never been the rage, meant to say Fire/Kin, marked edit in red
  14. Quote:
    Originally Posted by Silas View Post
    Torrynt, you might like a Rad/kin Corr.

    With Scorpion Shield you can quite easily softcap your s/l defense, making you incredibly sturdy. Since with FS you can cap your damage, Scourge will hit even harder. Scourge also works very well with Rads best AoE being DoT.

    Once you blow somethings head off with a damage-capped Scourging Cosmic Burst, you'll fall in love
    Believe me, I am waiting in line for GR to play that combination as I don't really enjoy Red side. Kin/Rad is fun, it's just not all that good. I expect Rad/Kin to have slightly better or equal to blaster output with some potential team love thrown in.

    I like hearing about the s/l capped def. That would help a lot.
  15. Well certainly as a Kin/Rad you have to think of the team first. Even with the heaviest IO slotting you are looking at 20-30% def which is just not enough to survive with the kind of aggro that you end up drawing. I never finished the IOs on mine as the toon underperformed from what I would want to sink the billion or so inf needed to really make it work.

    The irritating thing about Fire/Kins as a Kin defender is that while they are not all that team oriented, they rarely need to be. They can stop the alpha, and do enough damage to wipe mob to mob on most settings. So if they are not helping the team, it really doesn't matter much as a good one doesn't need the team all that much if at all.

    I may have to rethink my position on Kin/Rads as with the reduction of Fire/Kin controllers, the Kin primary is likely growing in desirability. Although I will still say that you will do far better with a secondary that has more mitigation in it. Defender scale capped Rad damage is still not going to impress anyone and doesn't offer enough mitigation to make up for Kin's serious lack of survivability.
  16. I have played kin/rad a ton... and not sure that I would advise it. It can be fun, but depends on what your goal is.

    I rolled mine envisioning near blaster numbers and being a rolling ball of AOE destruction. This was not the case. What I ended up with was a sub par blaster that could provide some team benefit. I was just as squishy and had no real mitigation so to speak.

    Now if there was no other kin on the team, I contributed a ton. However, in the 50s game, I found a lot of kins roaming around (although I think fire/kin is no longer quite the FOTM it was then) so I shelved the toon and have never really gone back to it.

    All that being said, it was an enjoyable, it not terribly effective toon.
  17. Quote:
    Originally Posted by McCharraigin View Post
    Lisa looks at Santorican with hope in her eyes, because she feels Santorican is a straight shooter.

    I do have some IOs in my Elec/Shields. I have powers frankenslotted level 30 Eradications, I have the steadfast unique, I have a Kismet accuracy..forgot what else I have in her build. I bought that proc that drains endurance from enemies..Tempest???

    There is a post that Fury posted about shields on a budget. I looked at the cheap one but still had this mindset about billions being required and that blinded me. Fury, if you are reading this, I am going back and have another look at your builds.

    I came back to this thread to apologize about the bitterness of my earlier post. It just seemed to me that since all the player base voted for Shields, not just the rich, then we should get a set that works beautifully with SOs, to reflect the needs and pocketbooks, of all the playerbase, not just the very rich.

    So, yes Castle, look at Shields but with an eye towards "how can I make this powerset SO friendly?"

    Hugs to everyone, and I am so sorry about being bitter.

    This is a game. Bitterness has no place here

    Lisa-Determined
    Again, just to reiterate, shields works fine enough on SOs. It's not awesomesauce, but then what build is without IOs? You should never expect a SO build to perform like an IO build, scrapper or otherwise. What you need to know is that it suffices for the content.

    Shields does that just fine and is as friendly to SOs as any other set that I have used. Mine is sitting at just under 40 and has a total of one IO. Works fine and haven't had the urge to spend a ton leveling.
  18. Torrynt

    Cheap shields?

    Don't let anyone fool you. Shields works and is fun with just SOs. I have a Elec/Shields with only SOs and the +3% def IO. The toon is very easy to level and is reasonably survivable. Yes, IOs will make that same toon a raging river of destruction, but I don't have too much trouble with anything I've run into so far.

    As far as difficulty, +1/8 is very doable and 0/6 is usually cruise control.

    The game is designed around SOs, so you can make just about any build do ok. What people banter about here are thetop tier builds that can solo the toughest material in the game. As long as you can wait for that to happen, just about any scrapper will get you there.
  19. Well I'll say I'm happy. I haven't pre-ordered GR (although I will at some point, but I'm working on a character now so didn't really care about DP or DS) so there was nothing there for me.

    However:
    Ultra Mode works on a rather non gaming Laptop, which was a pleasant surprise.
    I17 runs far far more smooth on said laptop, which was another pleasant surprise.
    While I have not finished them, the new missions seemed fun.
    The new interface at WW was decent enough.
    Love love love the email inf and junk to people. I hated having to dual box, or beg for a transfer.

    So overall, I'm very pleased with the patch. It was more than I expected and I'm happy to see the road to GR being paved in a very fine manner.

    Good job!
  20. Torrynt

    it's patching

    Although I am completely depressed about this release. I'm traveling this week and am relegated to my laptop... which means I won't really get to experience anything until I get back

    Perhaps the devs will wait on this patch until I get home?

    [ducks from thrown objects]
  21. Torrynt

    it's patching

    Quote:
    Originally Posted by Black Flame View Post
    nope you forgot the rage /quit
    But but I even spelled incompetent wrong! It was perfect I tell you.
  22. Torrynt

    it's patching

    That's it, this development team is totally incompetant. I is taking my 42 accounts, and entire coalition of several thousand players and leaving. I had taken off this entire week to play this game TODAY and because I am a rich and important person, this is costing me billions of dollars!

    Because my dog is sick and my kids are deprived, I will never be able to play past this moment. I want a refund, I want a statue!

    [Does that about cover it? ]
  23. Quote:
    Originally Posted by Local_Man View Post
    While there are some benefits to having both slows, I think the better choice is to take Stone Cages. The combo of Stalagmites+Stone Cages is just too good and fast as a "First Strike" control. Both Earthquake and Volcanic Gasses take a few seconds to work on the entire group, but Stalagmites is your only "instant control" AoE power.
    Also Stone Cages can take procs to make it a very very nice power indeed. I put in two damage and Gav Anchor and you have a nice damaging AOE power that helps to stack mag.

    I'm with Local here, I wouldn't omit any of the AOE immobs, they are far too useful for too many things.
  24. Quote:
    Originally Posted by Frosticus View Post
    Of course the survivability matters. What a silly thing to dismiss. You are effectively saying it is ok for Archetype A to do the same damage as Archetype B that also has 10 times the survivability? hmm
    That is already in the game. Tankers out damage most/many defenders and have significantly higher survivability. They also have arguably an equally important role on a team.

    Quote:
    It's not about making blasters obsolete (not sure when that was raised), it is about making defenders stronger than they should be.
    As long as they don't tread on blaster/scrapper damage, how can they be stronger than they should be? At the moment, with the exception of stacking defenders they are not close. However, everyone (including other ATs) benefits equally from stacking defenders.

    The fallacy in arguing that you can't buff defender damage since multiple defenders can boost performance is that unless you are going to neuter the buff mechanic, you already allow force multiplication. It doesn't matter that defenders in groups get better, since everyone gets better than defenders in groups.

    As long as they trade some damage in each setting to offset their utility and survivability, then you have balance. Which is why I pointed out that 8 EMPs is likely eclipse by 4 EMPs and 4 DPSers.

    If by buffing defender damage, those defenders outperform the members of their team, then yes, they are overpowered. However, even at .8 or .75 that is not too likely.

    Quote:
    Tanks are not precedent in buffing defenders. You can be sure that if tanks had ways of further buffing their damage (and the teams damage) people would complain about them relative to scrappers (ie superstrength already takes heat. Now imagine if footstomp did 20% -res too).
    Tanks don't directly increase team damage, but they do allow teams to use their damage powers with relative impunity. Blasters can cut loose, scrappers can wade in (well they do that anyway usually) and so on. It's not to the same effect as defenders buff/de-buff but it is there.

    Quote:
    This is a very dangerous way of thinking about game balance. You are effectively saying that as long as it isn't "game breaking" it doesn't matter. That isn't the way the devs balance things and I agree with their approach in most cases.
    Well if it isn't game breaking, and it doesn't obsolete other ATs that is what I would call balance. Giving defenders more damage (regardless of what bump and multiplier you are talking about) doesn't break the game and doesn't obsolete other ATs (except perhaps corruptors which could use a bump too). At the moment, there are plenty of times that players feel that defenders under perform. To me it seems like a pretty easy solution.

    Quote:
    I certainly wouldn't want it to be a base damage modifier (I don't think it is possible anyway). If they took the approach of more damage solo, more buff/debuff in a team it would be via +dam and +special.
    Sure but several primaries also suffer when team size is < 4. There's not enough team to make up for their lack of offensive contribution.

    Quote:
    Your example of a def performing differently in a team versus solo with the example I gave is a gross exaggeration. Think of the rave reviews cosmic balance has gotten.
    Noted and granted.

    Quote:
    The thing is defenders really don't need much. They are already very good. What they need is a bit of shoring up of their solo performance and a bit of distinction relative to trollers and corrs in their team role.
    Well that will be an issue with GR certainly. I will be interested in seeing how many defenders vs. corrupters are rolled.
  25. Quote:
    Originally Posted by Frosticus View Post
    Not sure what you'd be fighting that would be easy enough to not slow the blasters down either via insta faceplants or constant mezzing.
    I have and had acknowledged that the defenders are far more survivable. That's not in real question. The contention was that giving defenders more damage makes blasters obsolete, which is ludicrous. It was not true when tankers got a buff and wouldn't be true here.

    <snipped why defender team is better than blaster team>

    Quote:
    Really though the content doesn't go difficult enough to show just how much better the defenders can be. The defs could probably take on +10's and keep on trucking. The same cannot be said for the blasters.

    But ya when it comes to wiping out +2's on a team sure you won't notice the difference, but that doesn't mean it isn't there and that the devs aren't aware of it.
    I'd argue +3's for most toons, but that's nit picking and opinion. However, this was my point all along. Adding damage to defenders doesn't matter since you can pick the least survivable team and they will likely roll right along through most of the content. Add in any sort of mitigation tanker/defender/controller, and they will crush any content. The content itself is easy enough that differences in power are mitigated since anyone can complete it easily enough.

    Quote:
    *that isn't to say I'm against a defender damage increase. I'd like to see something that actually gives them a small damage increase while alone or up to 2-3 team mates and gives them a small powerboost effect with 3+teammates.

    Adresses the complaints of slow solo'ing and addresses the complaints of controllers being as good team players as them.
    Now that we're finally back on topic, I would rather see a situation where the defender plays the same in all cases. Look how up in arms people got over the PvP changes. Many of the comments were that their characters did not play the same PvP to PvE. If you have some kind of tiered solution, you run into the same situation.

    At least that's what I think would happen. I suppose a sliding damage scale could work. It'd be kudgy, but might address some concerns. So .8 solo, .75 with 1 team mate, .70 with 2-3, and .65 with 4+. That might work, I'd rather a flat damage increase... but at least this would address most of the major concerns.

    All that would be left to address is what a defender is supposed to do on a team that is already destroying the content without their buffs? Like when you go to use RI or EF and the mob is dead long before the animation finishes. On a team like that, your .65 is glaringly bad and your role should be supporting offense. They don't need your buffs as the mobs are dying so fast anyway.

    P.S. My Kin/Rad did not solo quickly... there was far too much faceplanting for soloing quickly.