Turbo_Ski

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  1. Quote:
    Originally Posted by StratoNexus View Post
    I did not miss any words. I will simplify. Everyone I have ever met in game that expressed an opinion has always wanted, desired, and loved having a FF defender join every team I have ever been a part of. No joke. All the time. Never have I ever encountered anyone, anywhere being saddened by adding a bubbler. That includes when I have been on a team that already had two bubblers and we added a third.

    I am not joking. I am not exaggerating. People generally seem to like being buffed to the gills with bubbles (even though I sometimes prefer to die).
    We're not debating FF's performance at protecting the team, we're debating it's contribution rapidly dropping when mitigation is moderate to high. You provide a scenario with a team with 2 bubblers. Already you have nearly fulfilled your +Def need with simply one, the 2nd bubbler adds significantly less contribution now because of the pressence of the first bubbler. The 3rd bubbler adds absolutely nothing. If we replaced it with any other support set the 2nd and 3rd would still be contributing via other stats like +recovery or +dmg.


    Quote:
    I do not believe I have EVER been on a team or in a scenario where a FF defender just using the three defense powers are contributing nothing. Even the team with three bubblers.
    as I said the 3rd bubbler in that scenario is contributing nothing from their primary.


    Quote:
    I guess you run on more teams where everyone has capped defense and mez protection without bubbles. That is cool. I think it is also extremely rare.
    it doesn't take much beyond the first FF to cap defense. If FF had more variety it would decay so quickly in contribution.
  2. Quote:
    Originally Posted by Biospark View Post
    What you are saying here pretty much applies to ANY support based character.
    I said that in the first line of the paragraph you're responding to...

    Quote:
    Take for example my Empath (my main support character atm), what good do any of my powers do when my teammates are at their mitigation caps.
    If mitigation is capped for empathy, then empathy still has a minimum value to the team in form of +recovery, +Tohit, +Dmg, and +Recharge. Comparatively under the same conditions, FF offers nothing. It should also be noted that it takes more than +Def capping off for empathy to get to this point, where as FF decays faster towards zero because of only +Def soft capping.
  3. Quote:
    Originally Posted by StratoNexus View Post
    No one who wants to play at extreme levels undervalues FF in the endgame. And this translates into non-extreme levels, as FF will make any team nigh unkillable. People I team with like that quality (even though I sometimes prefer to die).
    I think you missed some words there, I have no clue what you're trying to say.

    Quote:
    I would love to see some type of -resist, -regen, +recovery, and or +damage added to FF. I agree that the set is too limited in scope. But it boggles my mind that you think it is undervalued in the endgame and that you feel its value on most endgame teams approaches nil. I run with Cold defenders a lot and still find FF extremely valuable when fighting endgame content.
    It's the lack of variety in addition to only dabbling in mitigation that results the scenario that FF can contribute nothing.

    (It's easier to think of a [y = -mx + b] graph when reading the following)
    All support sets see a contribution reduction as mitigation increases, the rate of this decay is less the more varied they are in stats and the less the mitigation matches those stats. FF has the problem of only having +Def to work with and very high amounts of it, this makes for a very rapid decay. Because we have an 8man team cap, the amount of mitigation that can be added is finite and the more varied sets will never reach zero contribution, but will hit a minimum point above zero instead. However FF's decay is so rapid because of the focus solely on +Def it will have a guaranteed minimum of zero before mitigation reaches it's peak potential at the 8man team cap. The solution is to make FF more varied so that the minimum is higher than zero and relatively closer to the minimums of other sets.

    In short, more variety added to FF would improve the set immensely, because as it stands it's habit of bottoming out far too soon makes it the weakest of the support sets for end game challenges. If you think I'm saying it's useless, I'm not, only that it's not as widely useful as every other support set at end game.
  4. Quote:
    Originally Posted by Oedipus_Tex View Post
    Convenient. Basically, what you're saying is "I see a situation where Cold can't match Force Field. However, rather than grant that advantage, I'm going to declare it irrelevant because it doesn't support my belief that Force Field is always worse than Cold." I don't know about other people, but this is part of what frustrates me so much about your arguments. Rather than just say "Yes, if you want defense and mezz protection Force Field is a valid choice" you have to find some way for Cold to STILL be the winner, in this case by saying IOs are irrelevant. That's just beyond ridiculous and makes it harder and harder to take your opinion seriously with each new post.
    please go find a post anywhere in which I said "Force Field is always worse than Cold". You won't find it because I never said anything remotely to that extreme. You sound way too emotionally invested here and I don't think you're quite thinking clearly at this point as you're reading things that aren't there.




    Quote:
    You can't be serious. Lost bosses? Longbow? Malta Gunslingers? Carnie Illusionists? Seers? Rikti mind-whatevers? What technique have you developed where you are able to hold them in one shot, and that is sufficient to support 7 teammates to the point that everyone could turn off their anti-mezz toggles and not notice a change in performance?
    Lieutenants only take 1 mag 3 hold/stun to mez, that's instantaneous. Bosses take 2 which is also easily handled since 5/10 defender blast sets have a 10 second to recharge their ST control, 3/10 def blasts have 5 second recharges, and all of controller except for illusion have 4 second recharge with blind being 4.5 seconds. Late game when status ailments become more frequent defenders get access to an addition stun/hold in APP/PPP to stack right off the bat and controllers get it as soon as they get their AoE hold, in addition to critical holds happening.

    On teams, letting scrapper/tanker/brutes/stalkers soak the Status AoEs and staying out of melee in general will avoid getting mezzed til you get the 5 to 10 seconds to lock the boss down. Same strat works against extra lieutenants.


    Quote:
    This may be a case where what you wrote, and what you mean, are two different things.
    Except it's pretty clear that it isn't. You took my comment about using a ST hold to mez a mezzer before they mez you as "Nobody needs status protection if you have a ST hold". Obviously Scrappers/Tankers/Brutes/Stalkers do need them since they get hit by both ranged and melee attacks, and there is a lot more melee mez than ranged. That's pretty much why they've had self status protection from day one.




    Quote:
    A thread where someone was talking about frustations while soloing. And one of the replies is "Play a Force Field/Sonic Defender, take Acrobatics, or team with a FF/Sonic Defender." Probably not the thread I'd have selected to bolster my point.
    have you tried reading beyond the first reply? Specifically from the 3rd post and down. FF was never mention beyond the first reply and controls were mentioned numerous times as a solution.



    Quote:
    I mentioned it because if a such a conflict existed in Force Field, you'd lament that it once again demonstrates a failure for that set. Your position is actually a rather easy one to maintain. Any positive for Force Field is "irrelevant" or "marginalized." Any negative for Cold is equally "irrelevant" or "has nothing to do with the topic at hand."
    The positives for FF are pretty cut and dry. Superior +Def, AoE status protection, and minor click aoe knockdown. My case is about FF having no offensive powers and thus rapidly contributes less as mitigation increases until the contribution eventually reaches zero. No other support set does this and it's why FF is so undervalued at the endgame when mitigation tools are widely available. The only relation this argument has with Cold is as an example of a standard or design practices across all the non-FF sets to show what is lacking in FF.

    Quote:
    Again you seem like a decent person, and reasonably experienced with Cold Domination. Your insistence on knocking Force Field, however, and telling people they're imagining the effects they experience by adding one to the team, is baffling. I totally understand not liking a particular set, but I feel you have carried it further into an intractable position where your spreadsheets overrule practical experience and actual game play. I'm fully aware I will never change your opinion because it is based on a belief about a game I'm unfamiliar with, because I've never played it. This has all been very entertaining. Hopefully the original poster at least got some kind of answers out of it. While also discovering us players are a pack of wild animals.
    I find it funny that you guys think I'm bashing FF. Bashing would be saying negative things about it without supporting evidence or logic. I've been stating my logic pretty clearly why I think FF underperforms comparatively with the rest of the support sets, it's just that some of choose to take that a personal attack and respond by taking words out of context or manipulating what I said to be radically different. The posts in the thread remain unchanged and truly speak for themselves in that regard.
  5. Quote:
    Originally Posted by Oedipus_Tex View Post
    Next build. I could go even more extreme with the defense if I worked harder but I'm pretty happy with where it's sitting. I also could have gone with Traps, but then I wouldn't be running around with an army of tanks as armored as I am. Note that endurance recovery looks lower than it really is because Stamina will become an inherent. I also mainly have Repulsion Field due to the character's name ("Pinball Blizzard.")
    Again IOs have no value in a discussion of balancing powersets. Castle has said himself in the past they don't consider IOs when designing or balancing powers. It's an optional and massive time and money sink that yields rather consistent benefits across the board for all sets. I stopped IOing characters after fully IOing two, a lot of people like me don't find it to be worth the trouble when the sets function fine with only SOs.
  6. Quote:
    Originally Posted by Oedipus_Tex View Post
    If I'm understanding what you've said here, we've now graduated to pure science fiction.

    You just compared a multi-billion influence Force Field build that has +80% Recharge and is soft capped to 5 positions with no tradeoffs in control (actually, one small one: the single target mezz is slotted for damage rather than hold) to an Electric/Cold build running on SOs. That is.. well it is going to take me a minute to catch my breath before I continue.
    I didn't make a comparison between builds. I just said it was irrelevant both Elec/FF and Elec/Cold are already powerful mitigation combos to start with and shoving IO bonuses into each will have the same effect and still be totally irrelevant in the balance design of the sets because of the money and time sink required.


    Quote:
    Ok. Let's begin with your statement about Static Field. It is simply bizarre. Being able to cast around corners means the same thing as mezz protection? Well that is certainly a... unique perspective. Someone ought to let the Tankers and Scrappers know they can respec out of their mezz protection toggles. It's just wasted endurance now that we have Electric Controllers.
    Statis Field is an AoE sleep that can be easily be kept perma, if you've played a Mind Controller you would know that sleep let you pick off more difficult foes like mezzer one at a time or setup other AoE controls without the damage of getting hit with an alpha. A controlled mob isn't dishing out any damage or mez, and is in itself mez protection in a way.

    Quote:
    Then you make the same claim about single target holds. "Just being able to Tesla Cage the annoyances." To think, all these years playing Controllers, and it never occurred to me I can prevent mezzes by using my level 1 power on them. Obviously I'm approaching the game incorrectly.
    Clearly you must be since ST hold/stuns have protected many of my blasters/controlers/dominators/defenders/corruptors from status ailments since day one. Rularru and Boss/Lt widow/fortunatas are the only mobs I've encounter where this isn't reliable against.

    Quote:
    Or, more likely, you are simply selecting random aspects of a power set and using that to claim it's basically like mezz protection, even when that claim makes no sense whatsoever.
    there is a thread on the front page of this forum that proves I'm not the only one that thinks ST holds/stuns are reliable forms of status protection.

    Quote:
    You should also probably be told that the pet you mentioned has mezz resistance, not protection,
    The Seer and Mistress all have boss level mag protection built into them innately, I've experienced this on both on my dom and corrs first hand even though Mental Training only lists status resistance

    Quote:
    and that Electric/Cold suffers because two of its best powers (Sleet + Static Field) cancel each other.
    No one but you implied they would be used together. AoE sleeps mainly there for surgical work solo or mitigating ambush or double pulls on teams.

    Quote:
    If a conflict like that existed in Force Field you would be all over it. Elec/Cold is a decent build but I could write a volume why Illusion/Cold walks all over it. I won't do that because I'm not convinced, like you are, that power sets can be reduced to slag just because another set sometimes does better in hypothetical situations I can make up for the convenience of making myself seem correct.
    I don't recall saying Elec/Cold was better than Elec/FF or vice versa. I think you've perceived something that wasn't there in the first place.

    Quote:
    Which brings me to something else. You keep blasting Force Field for mainly bringing protection, while ignoring the fact that the main thing Cold Defenders gain above Cold Corruptors is... protection. Sleet and Heat Loss work exactly the same for Defenders and Corruptors (and Controllers). The only powers that vary are the shields, Snow Storm (easy to work around due to cap of -75% on -Recharge), Benumb, and Infrigidate. Oh, and Frostwork, which you've said you don't like. By your logic, we should bypass Cold Defenders in favor of Corruptors, because they don't become redundant. But what, they have a secondary too? It's sure too bad Force Field doesn't get a secondary power set, then it might be able to compete.
    I've said it numerous times in the thread, I don't have a problem with FF being king of protection, but I do have a problem with it being the only thing it brings. That said, the transition between cold corr and cold def is fine, I prefer corr personally but the vigilance change has kept them balanced without overstepping the other's expertise. Though I don't know why you bothered bringing that up since it had nothing to do the topic at hand.

    Quote:
    So no one should ever play a Tanker. Because the damage mitigation on any team is already 100% and therefor it makes no sense to trade offense for defense.
    We're talking team compositions here, obviously any team with more than 2 tankers is not optimal in the same regard as more than FF users is. The key difference is that Tankers also fill the role of aggro management and positioning the mob when necessary, a skill that serves to mitigate the rest of the team's damage and to cluster foes up in AoEs so they dies faster. Adding more tankers just means you can handle more mobs at one time and group more up, not so bad since tankers have some pretty hard hitting AoEs on short recharges (better than defender Aoe damage that is for sure). Adding more FF defenders past 2 doesn't work out the same way since Force bubble are no where near as surgical as simply taunting and draging mobs to a corner nor is their AoE damage sufficient to handle that add load.
  7. Quote:
    Originally Posted by Fulmens View Post
    Turbo: We're not communicating.

    My argument is "Gee, late-game Blasters get really good value from Force Fields, because it makes them five to ten times tougher and provides mez protection, so they don't go dying all over the place. " Your argument is... I'm not even sure right now.Would you provide a one sentence summary of your position vis-a-vis our discussion?
    My argument is that FF is the only support set that deteriorates to zero value as the amount of damage mitigation increases in the team. You were responding to my post where I was pointing out the how extremely unlikely to find a team composition with very little damage mitigation. Blaster APP/PPP shields are a form of damage mitigation in addition to a blaster's higher base damage to end the fight faster.
  8. Quote:
    Originally Posted by Psylenz View Post
    I concur with Westley, Repulsion bomb is an offensive power, AND even though the stun in repulsion bomb isn't 100% auto hit like howling twilight, it still plays into the defender manual of stacking with teammates stuns, not 100% likely, but capable of boosting a stun mag high enough to stun bosses. My forcefielder stacks repulsion bomb, pionic tornado and psychic scream to offensive effect for 3:30 minutes between bubble cycles.
    Like I said to Westley it barely does more than the average non-pet defender aoe blast and has double the cast time and recharge time. That's 7 times less than OSA's damage, 3.5 times less than trip mine, and 5 times less than Time Bomb. That doesn't even come close to categorizing it as massive damage and it's damage is about the same as Sleet just without the damage multiplying feature.
  9. Quote:
    Originally Posted by Fulmens View Post
    So 14% smash/lethal res (approximately 7% longer lifespan in the endgame) compares to 45% Defense (approximately 900% longer lifespan in the endgame).

    OK, even leaving Body Armor out of it, Blasters get 31% res to Smash, Lethal, and Fire in Flame Mastery. Good thing they've got Rise of the Phoenix.
    You didn't answer the question, explain how +Res shields aren't a form of damage mitigation.
  10. Turbo_Ski

    Cold/DP

    Quote:
    Originally Posted by StormyDarkness View Post
    Yeah, I was looking mostly at Chemo bullets (as I think most defenders tend to), but that's because I think the bit of damage that fire will give me won't be quite as helpful as the unique damage type and damage debuff.

    I realized very early in my soloing Praetoria stuff that I could hit one enemy with recharge/slow cap between Infrig and Snow Storm, so other than the cold damage type (or attempting to ignore both when I get sleet, which the benefit will likely be marginal at best), Cold ammo will be pointless for me. Other characters, it could be awesome, but just simply redundant for me.
    Sorry to be a killjoy, but toxic damage isn't any more special than fire damage in regards to PvE. Most foes have zero resist to all dmg types and relatively evened out on the ones that have toxic, fire, and cold. Personally I would say Fire all the way once you get Benumb and SupFire.
  11. Quote:
    Originally Posted by Oedipus_Tex View Post
    Because the situation I was in was actually real, where the situation you are imagining me in is conjectual and created with the intent of being able to say you are correct. The fact is getting mezzed can kill you. You are perhaps the only person I have encountered who claims otherwise. Or haven't you seen the term "zzz" typed in your team window?
    Unless you're fighting Rularru or Fortunata Mistress/Night Widows, I can't see the situation where a well placed ST hold wouldn't get the job done.


    Quote:
    -Recharge does not stop an alpha. I'm not "discounting" -Recharge at all. In fact I wrote a whole not-guide to it not that long ago (which I can now only find in Google's cache): http://webcache.googleusercontent.co...&ct=clnk&gl=us
    It doesn't have to mitigate the alpha, that's what the +def shields, fog, and sleet knockdown is for. It does provide significant time for the -res and your teammates to melt their faces before the 2nd volley and keeps them nice and clustered up in one spot. Where as with FF you would probably get hit with twice as many attack attempts, which is balanced by the higher Def value. Again the primary difference between the sets is the lack of offense on FF's part, the mitigation balances out pretty evenly.
  12. Quote:
    Originally Posted by Oedipus_Tex View Post
    I'm curious about your opinion of various Force Field builds. I don't happen to have a Defender build on hand, but I do have an unfinished version of my Elec/Force Field Controller. I'm thinking of dropping some of the extra defense to switch to the Mu Mastery set so I can summon (and shield) a pet that can heal me and the team and help some with endurance costs. Some of what I've done here could be done better with Traps if the only goal is self-defense, but it wasn't. I wanted the ability to shield allies too. Regardless, this is a build Cold Domination could never match (and again, its mezz protected so that it can leave its aura on 24/7 and have very little risk of ever getting slept because of capped Psionic defense).
    for a elec/cold troller build? I would take the Seer instead as a pet since it comes with innate status protection and Dark embrace for more rounded self resists (fire/nrg/cold/s/l/neg/toxic) which would stack nicely with the regen aura and controls for mitigation. Wouldn't really have to worry about mez on me because of Static Field can be thrown out of line of sight followed up by laying on a chain confuse or simply tesla caging the annoyances. Why bother even factoring in IOs since that's a powerful combo with just SOs from the get go.

    Which brings me back to how diverse the game has gotten in power choices that even without IOs you can make a beastly build can barely be killed at the endgame. Overspecializing a support into only defensive abilities makes no sense when every other set has at least some form of offensive and some form of defensive abilities mixed in. Trick Arrow is easily the most offensive support build but still offers some mitigation debuffs, FF should be the polar opposite of that in design and not completely be without offense.
  13. Quote:
    Originally Posted by Oedipus_Tex View Post
    I still feel like this is an example of card stacking. You are listing only negative possibilities and not accounting for positive things as advantages. Where do you grant something to Force Field, you immediately write it off as a minor advantage.

    Mezz protection is huge. We don't get to go: "Well Force Field has mezz protection, so that's one thing, but Cold has minus this and that and this and that and that's four things, so Force Field is one fourth as powerful as Cold." The relative weight of each advantage has to be accounted for. Force Field has effortless mezz protection for the caster (an ENORMOUS advantage on its own), team mates, and their pets. To call that a small benefit is really stretching it.
    As I previously mentioned, status protection is no where near as valuable as it used to be and personally I find controls the better option since not having it fire off in the first place is always the better option.

    Quote:
    Getting mezzed is scary as heck, especially at high levels when even a seconds delay retreating or eating a green means death. Not having to deal with that at all is really useful, as is the ability to instantly revive with no stun by eating a wakie during heated combat. My Dominator character died about 40 times on teams during the past weekend (ok, I played a lot) and about half of those deaths can be traced to getting mezzed. We actually had a Cold Domination Controller with us, but despite being well played she wasn't enough to stop me (and the other squishies) from dying over and over due to an extremely difficult set of missions for the team makeup we had.
    Sorry but why was your dominator dying to mezzes? ST hold/disorients in blast sets kept all corruptors/blasters/defenders relatively mez-free throughout the game and with inspiration conversion I rarely run out of break frees in mission for when I do get hit. It's even less likely on my dom and controller because of AoE holds stacking on top of ST holds right from the start.

    Quote:
    The other thing is that a difference of 5% (it's actually more like 7%) looks small on paper but in practice is tremendous. An enemy with a 5% chance to hit you will hit you 1 in 20 times. An enemy with a 10% chance to hit you will hit you 1 in 10 times. That's twice as often. An enemy with a 13% chance to hit you will hit you 1 in 7.6 times. When at high levels a single attack can easily take off 800 or more points of damage every attack counts. This is what reliability is all about. And why -ToHit doesn't really get a showing; its useful but extremely variable.
    -Recharge and -Res/-Def makes for less attempted attacks in the first place, it's a very effective combo when combined with cold's shields and fog and isn't something you're taking into account. It's not as significant of a difference in protection as you would like to believe.

    Quote:
    I'm tempted to write more about the fact that just because a team has good protection doesn't mean it specifically has Defense, but I'm exhausted. I will leave it at simply: some sets, like Electric, Dark Armor, Regen, and Fiery Armor are "survivable" but still "improvable." Also, dead Controllers and Defenders do no controlling or defending. Despite your assurances to the contrary, I find team members get dead quite frequently, for a variety of different reasons.
    +res team effects are a lot more rare than +def/-Tohit. But that's just getting side-tracked again, the point is that FF is the only set doesn't offer a buff/debuff mitigation variety and the only set that can completely bottom out in utility if there is already moderate to high amount of mitigation on the team. Again it's needs to be buffed to be more offensive so it as at least has a minimum contribution that isn't zero.
  14. Quote:
    Originally Posted by Westley View Post
    Repulsion Bomb.
    I'm not seeing massive damage or -Res/+dmg associated with Repulsion bomb. Only slightly higher damage than defender non-pet AoE blasts for double the recharge and double the cast time.
  15. Quote:
    Originally Posted by Oedipus_Tex View Post
    I'm actually a power set Athiest. No cult following for me. While I can see an argument for buffing Force Fields, I still like the set enough to play it, for reasons that have already been laid out. I also think some other sets (pre-buff Fiery Armor for example) needed some love. It didn't make them unplayable or "the worst."
    Oedipus, I must say I gotta give you credit for being reasonable and presenting a compelling argument even if I don't agree with it. I will say though, you almost had me convinced you were part of the "cult" when you made that comment about TA, but you've been rather straight throughout.

    and back we go to the debate
    Quote:
    Now I also happen to have a lot of experience with Sonic Resonance, and I think a lot of what you're saying about Force Field actually applies to that set. You seem to be giving it a free pass because it "has debuff." I don't understand that at all. Sonic Resonance makes me feel like a helpless peon watching my teammates slowly be drained of life while my endurance bar sits as empty as my ability to solo. +Resistance doesn't even help teammates dodge secondary effects. IMO it is in far worse shape than Force Field, although still serviceable enough to play.
    Sonic has some serious flaws, some being similar to FF's such as how detention/cage work mechanically and the Repulsion powers. I will point out that doesn't fall into the pitfall that FF does by focusing only on protecting the team. Sonic is almost equally undiverse but it's only saved by Liquefy getting all the diversity wrapped up in one power to compensate. I do think thermal ends up being a better set compared to sonic because of the heals, but sonic could be compensated with a regen component to dispersion or non-toggle click regen/rechg buff to replace repulsion. I just think FF has it worse with it's purely defense goal, as the game becomes increasingly more diverse with every update.

    Quote:
    By your analysis though, every team is already 100% survivable, with no need for protection, or at least seeking protection only incidentally and not explicitly. In reality, teams do wipe, powers do miss, ambushes do happen, and teams do exemp and add team mates 10, 20, even 30 levels lower than themselves. In fact that may be the crux of the headbutting here: you are arguing survivability is a given, and we are arguing it is not.
    There are a lot of components that contribute to survivability, I'm not saying it's a given, but it is a very common in this game. Most of the time when people wipe in the presence of an attentive Tanker/Defender/Controller (got tired of listing CoV types), it's usually because of (A) their own idiocy, such as attacking things on their own, (B) going afk or disconnecting, or (C) a special challenge that requires more than average support, such as STF, Ship raids, etc.

    I mentioned earlier that it is highly unlikely to have an 8man team without any additional mitigation beyond the lone FF user. Also as I said before, FF is the only set that suffers in performance the higher the mitigation is on the team. Part of my problem with this effect is that it happens rapidly because of how diversified this game's mitigation is. It really only takes a 1-2 other defender/controllers or a solid tanker to put a FF on the path of being just weak blaster. Sure, you're still contributing at that point, but it's very little that you're actually adding to the team to the point it would have been better to invite another dps, and it only gets worse the more of those ATs are added. Of course, some might say, they have contributed on such teams on a support level, but I would have to ask you if you sure you weren't just idiot-proofing an already bad team players that would have more in common with Leeroy Jenkins. I believe you used the word, Stability here, but I perceive it as idiot-proofing, and I don't see that exactly as a shining achievement in FF's favor to compensate for it's lack of offense and variety.
  16. Turbo_Ski

    Cold/DP

    haven't gotten to terribly far into DP myself, but I would build it as late-game melee build using only toxic and fire bullets. Of course SupFire is going to be must have for such a build and it's going to be rough lvling til Executioner's Shot at 28. Sleet + Bullet Rain should have a similar effect as Sleet and Ice Storm, only downside on that end is no Aim, but that's not too great of a loss. Set looks like it will bloom very late, but be quite powerful when it does.
  17. It was a good season, so reset for next season?
  18. Quote:
    Originally Posted by Oedipus_Tex View Post
    I think what frustrates me and so many other people is that rather than say "I just don't like Force Fields" you make sweeping global statements like "It's easily the worst support set" as if you were laying out a universal truth. The fact that this many people are arguing with you, and apparently argue with you every time you go on this line of attack, should tell you that it is not as cut and dried as you make out. Your "logical perspective" consists of posting numbers devoid of context and claiming they represent game performance. What they actually represent is a spreadsheet mentality and a lack of understanding of why so many people find this set attractive. The fact that you can think of a situation where a set is not the best choice does not make it the worst choice. That is ridiculous, and the furthest thing from "logical."
    No, I think people get upset in the same fashion as the Kheldian forum did prior to them getting buffed and the status-toggle change. It's a cult-following mentality where fans are unwilling to acknowledge any flaws in a set they are totally engrossed in, for they perceive that any slight made against the set is a slight made against them. The rebuttals tend to be overly exaggerated and usually not even responding to what was posted but how they perceived what was posted. A real world example of this behavior would be Scientology and its followers, and all the mudslinging that ensues when someone makes fun of their religion.

    Contrary to what some of these "cultists" think, I don't think Cold is without flaws or the best set or anything like that. Those that have followed my posts in the past, would know this to be true with my absolute hatred with how Frostworks works mechanically and how it's hindered severely by HP caps. That said, I refuse to deny or ignore obvious flaws in any set, no matter how I or others feel about it overall.
  19. Quote:
    Originally Posted by Oedipus_Tex View Post
    I'm absolutely aware of what Cold Domination brings to the table (not 40% defense, as previously pointed out), but I'm not the one arguing that everything that's not a Ferrari is a stage coach. Your Cold Domination guide is actually quite good, even if I disagree with it in some places. It's a shame you're so hung up on Force Field, and simultaneously side stepping arguments for the set you know you can't win (e.g. the fact that Force Field itself benefits tremendously from IOs--the thing you've said "devalues it"--because it can soft cap to basically everything while scoring insane +Recharge from Luck of the Gambler and Red Fortunes.) You seem like a nice person but you are not arguing so much as playing contrary, for reasons I don't totally understand.
    I didn't say IOs devalue FF. I said they were irrelevant when talking about balancing sets since they require a long time/money sink to see any effect and the benefits are equally available and rather consistent amongst all sets.

    What devalues FF is it's lack of variety since day one when the game has changed dramatically since. FF would have been considered fine in it's current condition if we were back in Issue 2, but we've added so many new sets and improved old ones since that the set has become outdated by comparison. We have more sets now that bring -Tohit/+def in addition to other forms of damage mitigation that FF's "no offense, only defense" design philosophy hinders it greatly.

    Cold is easiest to relate because they are so similar here, and while some people get oversensitive and immediately assume I hate FF and just needlessly bashing it, I'm not. I'm looking at this from a logical perspective, after having played every other support set except traps past 40, and FF is the only support set completely lacks offensive abilities. Damage mitigation is common, when I say that I speak of everything from +Def/+Res buffs to controls to tanks and MM pets soaking damage. The more mitigation that accumulates in a team the more survivable that team is, and the more survivable the less value FF offers. The same thing happens to every support set, but the difference is that having offensive abilities (-res/+dmg/+tohit/-def/+rchg/+end/+rec) sets a constant minimum value of utility for the set, where as FF just skyrockets down to zero utility.

    As I said early in the thread, my opinion of FF won't change til it has either a massive damage AoE (like OSA) or an AoE -res or +dmg power to bring it up to the standard of every other support set. It's the major gaping hole that is hold the set back from being on par with rest of the support sets. Til then, it's easily the worst support set because of that, that's not a statement that it doesn't do it's job.
  20. Most people will expect a Kin to have speed boost in the higher levels if you're teaming seriously for things like TFs and Trials. The expectation is pretty valid though since it's one of the strongest buffs in the entire game that can be kept up constantly, and if you don't like using it you're probably better off playing with friends or yourself to avoid drama. It's just one of those things that comes with the territory as they say.
  21. Quote:
    Originally Posted by Oedipus_Tex View Post
    There is another set out there called Cold Domination that does provide very good defense and lots of utility. It's a great set and I encourage you to check it out. It provides single target shields comparable to Force Field but no "big bubble" power. With a couple of people on the team providing defense, this can stack up to the 45% "soft cap" we were just discussing. However, it's still not as reliable as Force Field, because they can't do it on their own. This is actually a much bigger deal than is at first apparent. It might seem like if you manage to stack your defense up to 40%, 5% from the soft cap, that you're doing very well. It's true that 40% defense is good, but the way the math works, 45% defense is twice as good. This is a big part what I'm talking about when I say Force Field is "reliable." No matter who joins or leaves the team, you've got yourself armored to the teeth.
    You're only looking at FF being able to get up to 45% def and saying it's somehow more reliable because it excels in that single category. Where as every other set does a multitude of buff/debuffs to damage mitigate. Case in point Cold brings 40% def in addition to -102.5% recharge AoE debuff, 20% unslotted res to energy, 30% unslotted res to fire, 45% unslotted res to cold, -30% def AoE, -30% res AoE, and an AoE knockdown patch in sleet. Explain to me how all that AoE damage mitigation is inferior to a 5% def difference and status protection FF offers. A 5% +def/-tohit difference that is easily covered by multitude of sets, including a defender's dark blast.

    You're back to saying that FF is reliable, but Rad, Dark, Cold, Kin, and Storm are reliable in the same regard as for protecting the team from dying and they bring damage multiplying abilities. You wouldn't see any significant difference in the team's survivability if you replaced your 1 FF with any of those sets. The problem remains though that FF is the only support set that rapidly gets completely devalued as the amount of buffs/debuffs/controls/MMs/tankers/brutes increases in the team. If it had some sort of massive damage power like oil slick or some form of -Res/+dmg to spread around it wouldn't have this problem. That said, I don't see FF being any more "reliable" than any other support set, in fact I see it as only "reliable" in a vacuum.
  22. Quote:
    Originally Posted by Fulmens View Post
    Turbo_Ski said:


    ... I don't know the PPP's for blasters yet. But there are five APPs and four of them bring +Res. I let that go the first time. But next time you pretend all five APP's give you Defense, I'll pretend they all give you Body Armor.
    Explain to me first how +res doesn't make blasters less squishy since I wasn't even referring to +Def specifically in that rebuttal but damage mitigation as a whole instead.
  23. Quote:
    Originally Posted by Splat-Fu View Post
    Wow look what I started....

    Update: With all the controversy, I jumped on the DPS bandwagon and am having "bliss-full" fun. I'll let others worry about the strife that is otherwise known as "support".
    That's the thing, a lot of support sets can lay on the damage as good as a blaster can and tank stuff tankers can if you build and play them right. Dark/Dark/Dark defenders has for a long-time been a popular choice because of this versatility.
  24. Quote:
    Originally Posted by Oedipus_Tex View Post
    Worse than Trick Arrow?

    Ok you just lost all credibility.
    Have you played a Trick Arrow? It's compliments a controller quite nicely on a team by providing additional control with OSA, Ice arrow, and EMP, additional damage mitigation with PGA and Glue, and better target painting than Rad with OSA and Acid arrow. That's in addition to the massive damage OSA puts out when lit.

    What does FF bring to compliment a controller's controls? Only +Def and status protection, the latter being pretty easily covered by a controller's ST hold.

    That's not even mentioning how all those sets I mentioned previously stack better with whatever the controller's support set is than FF does.
  25. Quote:
    Originally Posted by TrueGentleman View Post
    When then-independent Bungie first unveiled Halo in 1999, the game was to feature unique vehicle combat and huge outdoor environments and was widely regarded having tremendous potential, between its sophisticated graphics, physics, and AI. It was clearly a quantum leap ahead of Quake and Unreal (the Quake engine-powered CoD wasn't even around yet). When Microsoft stepped in to acquire the studio, its development's direction was changed in order to adapt it for the X-Box as, improbably, a console FPS. No matter what one may think of that, Bungie succeeded in reaching an audience an order of magnitude greater than other entries in that field. (Personally, I mourn for the PC game version of Halo that could have been.)

    In any case, Halo's tangled early history tells us a lot about how video game development and corporate business can muddy up a title's history. There are bound to be some developers who will take advantage of this for self-promotion.
    in other words, running on the heels of tribes is what you're saying.