UberGuy

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  1. Quote:
    Originally Posted by Jibikao View Post
    You don't need 6 ST attacks. Come on now! There is room to change something. There is really no need to keep Thunder Kick, a fast recharge, low damage attack.
    That's not the proposal I was responding to. I don't have Thunder Kick, and would have no room for it unless it was made into a cone or something.

    Quote:
    And I still think there is room for MA ST damage. It is the highest for Stalker but not by much. Would you be against it if they make Cobra and Crane 12s attack, Thunder 4s, Storm 8s and Eagle 18s? You can still enjoy ST attacks but each one hits harder with longer recharge since there are 6 (and 7 if you include Assassin Strike in the future as a must-use attack) to choose from?
    Yes, because it would screw up my existing attack chain and require significantly more recharge to fix.
  2. Quote:
    Originally Posted by EricHough View Post
    Well, considering that the -to hit in fearsome stare was half of dark miasma's low level debuff capability I hope they provide some kind of replacement in the new powers. Adeon mentioned some a high-mag, short duration defense buff - hopefully that isn't being considered as a replacement for the to hit debuff in FS.
    As mentioned, FS works in Dark Miasma it gives the set strong mitigation through control. Controllers already have strong control, and it sounds like they're getting replacement mitigation in their version of DM through something else (sounds kinda like Foresight).
  3. Quote:
    Originally Posted by Oathbound View Post
    Though that would just bring into play the question: If the powers we were getting* were just going to be virtual clones of existing dark powers (Cone immobilize:Tenebrous Tentacles) why did they bother making new ones (and thus delaying the set farther than need be)?
    They don't have to be the same powers. I said it's in keeping with the nature of the existing powers.

    And I'm just explaining why they're probably like they are, not defending it as creating a good set.
  4. Quote:
    Originally Posted by Jibikao View Post
    Yup, especially for Martial Arts and Energy Melee.
    I do not want that change for Martial Arts. Please leave it alone.

    Martial Arts suffers from a lack of AoE, certainly, but its single-target damage is just fine.
  5. Quote:
    Originally Posted by Oathbound View Post
    I also greatly dislike Dark Control's controls having different AoE types. A PBAoE Disorient in a set with a Cone immobilize? Really? *sigh*
    I'm not saying it's a good idea, but those would be faithful accumulations of those effects from other "Dark" powersets. Oppressive Gloom and Tenebrous Tentacles, for example.

    And I'm pretty sure they thought of what you'd get, control-wise, by tacking Dark Miasma as it exists today onto a Controller primary. I know that's why people wanted it, but I was always of the opinion that it would be too much control.
  6. Quote:
    Originally Posted by reiella View Post
    The issue being that similar concerns/issues cropped up wrt to the Shard currency. They were obtainable solo. They were just significantly slower solo. And folks felt it wasn't really viable. With this system being more of a group method that can be completed solo, I imagine the same concerns will crop up. Given the rates 'should' be balanced against fast groups, not necessarily what would be tolerable to a soloist.
    It sounds like there is a significant difference here, however. With the "Shard path", for the person who was not going to go on TFs, Shards were the only way to get components. It sounds rather explicitly like it will be possible to earn rewards like Astrals, Empyreans and outright component drops in DA, though I suspect these will map in various ways to street sweeping, story arcs, etc. (For example, I would not expect street sweeping to give Empyrean Merits.)

    If that's true, then even a lowish Thread drop rate solo will not have as strong a throttling effect on progress as the solo Shard drop rate did on attaining high-end Alpha slots, because you won't need to spend all your threads creating components. You can earn some outright.
  7. Quote:
    Originally Posted by EricHough View Post
    I couldn't remember the exact time - but still counts as a tweak ;-)
    Oh, I totally wasn't disagreeing with that part. I was just giving more detail on when it did get tweaked.
  8. Quote:
    Originally Posted by Forbin_Project View Post
    I have no objection to them adding smaller Incarnate trials that only require a normal size team, just don't pass it off as solo content.
    I think what people are pointing out is that no one was asking for "solo only" content. The "solo path" is shorthand for something people can do solo, which no iTrial counts as. It doesn't imply "cannot do with a team", and never has.
  9. Quote:
    Originally Posted by Kitsune9tails View Post
    Now that critters can be level shifted, it seems better to cap them at level 50 and use level shifts to get them to whatever power level they need to be challenging.
    I guess I understand that given your nitpick, but I don't think it's "better" in the sense that they'd need to change a lot of stuff, not the least of which would be the difficulty system.

    It would also imply that all critters we face now as >50s are somehow incarnated, which is at least as weird to me as them having levels I can't attain today.
  10. Quote:
    Originally Posted by reiella View Post
    Although to be fair, the smaller Incarnate Trials can be done with 8.
    Not a complaint, but just wanted to point out that right now there's only one of those.

    Not sure if either of the new ones on beta go that small.
  11. As someone whose first Stalker is a /Regen, I'm extremely happy to have the HP cap increase. I campaigned for this hard when the first round of Stalker buffs came through, but, you know, it was just lively forum thread.

    I'm pretty excited about the AS changes on paper. We'll see how they work out. Based on how beta for Titan Weapons has been handled, I feel confident that they'll listen to our feedback if we have suggestions on how to make the AS a useful attack chain power.

    While I'd love certain more sweeping things, (like making Hide inherent and getting back something for it) or a way to get AoE into sets that lack it, those are, well, sweeping things. I'm happy for what look like some good improvements to the core functions we have now.
  12. Quote:
    Originally Posted by Kitsune9tails View Post
    Anyone know why foes are ranging up to 54, instead of 50 +whatever?
    Not sure I understand the question.
  13. Quote:
    Originally Posted by Hobbes View Post
    What if every mob use the rikti invasion / giant monster system and are always on par with us, level shift or no level shift?
    That would bore me. This would also immensely devalue the base level shift. I don't think they should implement something that ignores even the Alpha slot shift.

    Quote:
    It might also be possible for the Devs to set the mobs at player lvl +1 instead of even con...
    It is possible, technically. Whether it's implemented in a way that it could work currently, I am not sure, but it should be technically possible to combine GM scaling and level shifts.
  14. Quote:
    Originally Posted by EricHough View Post
    Scrappers have had a couple of tweaks - they had their AT base damage mod raised from 1.0 to 1.125 and I am fairly sure they didn't always do crits on every attack - I think crits where made standard about the same time CoV came out so the dev's could claim that scrappers had a class 'ability'.
    It was before that. They got Criticals in response to the sense that Scrappers had no role on a team and were categorically outshone by Blasters there. (How times have changed. It's worth noting though that these opinions were formed in times when most people were under level 25, many critters used to not have any ranged attacks, and few people knew how mez-happy the later game was.)
  15. Quote:
    Originally Posted by Golden Girl View Post
    None of the enemies on the Trials are tagged as Incanrate enemeis either - they just happen to feature in Incarnate content, liek Adamastor will.
    On the contrary, key enemies in the iTrials have level shifts, which is very much an incarnate-specific ability.

    Additionally, you are now moving your own goalposts. You said, specifically "If it's an Incarnate zone, then Adamastor would be upgraded to an Incarnate level enemy". Now you're saying that there's no such thing even in the iTrials (which is incorrect).

    I brought up Adamastor's badge as an example reason I wasn't sure I liked the whole of new DA being VIP gated. You tried to defend such gating by suggesting it made sense to have Adamastor being re-branded as Incarnate-specific (and therefore VIP specific). They might do that, but I'm pointing out there's no intrinsic mechanical reason they need to. They could just upgrade him to be more appropriate to level 50 foes and leave the zone open to any level 50. The VIP gate would remain in force for earning Incarnate rewards from Adamastor or anything else. (I could see it if non-VIPs might not be able to get in the arcs if they are very Incarnate focused.)
  16. Quote:
    Originally Posted by Golden Girl View Post
    If it's an Incarnate zone, then Adamastor would be upgraded to an Incarnate level enemy, so the badge for him would be the same as any of the badges on the Incarate Trials.
    Not mechanically he wouldn't. He's a Giant Monster. Those already scale (in major ways) with combat level of the people attacking them, and that includes level shifts. He would probably be given the base HP of at least a level 50 critter underneath GM veneer, and he might be given more powers just to make him a better challenge for level 50s in general, but he wouldn't need anything that specifically tags him as "incarnate".
  17. UberGuy

    WIR? (Spoilers)

    Quote:
    Originally Posted by Party_Kake View Post
    Mind not throwing a fridge at me next time?
    But the thread is full of them!

    PS: I like your thought process in the rest of that post.
  18. Quote:
    Originally Posted by Kheldarn View Post
    This feature won't go away because you say you don't like it. Your words don't matter.
    Things the developers said at this panel about other changes suggest that's not true. If it were true, they would be lying when they say they read the forum feedback about the marketing things they have been putting out. On a non-marketing note, they wouldn't be saying the future of Incarnate progress was not going to introduce new salvage.

    They don't always do what "we" seem to want, but they do state that they listen to it, and there is past evidence that's true.
  19. Quote:
    Originally Posted by Golden Girl View Post
    Also, if they make DA a VIP zone, that would remove the problem of forming leagues, and then finding out someone is a premium or freebie.
    Not sure I like this idea, though it has its merits. For example, Adamastor could not be in the zone without restricting that badge to VIPs.

    That's not the end of the world, but I'm not eager to see them gate non-incarnate stuff behind VIP status. It degrades the "freedom" aspects of Freedom.
  20. Quote:
    Originally Posted by EricHough View Post
    the cone AoE immob sounds a lot harder to use than most immobs and combining it with a fear is iffy - since most immob do their damage in DoT's, which are not good for fears.
    As a long-time player of Dark Blast with Dark Miasma, I don't see this. Is it less optimal than leaving feared foes alone so they do nothing? Yes. However, the fear still reduces their attack rate (contrary to persistent misinformation on the forums, feared NPCs do not attack each time damaged) and if it truly is a ported version of Fearsome Stare, it will include a -toHit debuff.
  21. Quote:
    Originally Posted by Grouchybeast View Post
    I guess we're all just busy having fun with the trials in game.
    I'm enjoying the trials. Unlike some vocal folks who post about the iTrials, I don't dislike them. (There are things about some of them I dislike, but that's not a reason to argue they shouldn't exist.) I do, however, find their high low-end start size constraints to be a real limiter for forming them at anything but prime time.

    Adding more of them is going to diffuse players into even more content. When there are limited numbers of people to run what exists now, I think that's a problem worth noting.
  22. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Here's the quick summary of the Incarnate panel based on my recollections
    Thank you very much!

    So this makes me feel a bit better about some of the stuff I wasn't liking.
    • The change in the existing zone's mood (fog, ghosts) can be revisited by going into the Ouroboros echo.
    • The Ouroboros echo will likely also work as a place to hunt BP masks for the kill badge, and for any folks who still like to hunt BP Zombies for salvage.
    I do wonder if this means Adamastor won't spawn as a zone event any more. If he does, will be be tougher?

    I'm liking the sound of this stuff overall.

    Edit: I actually find the idea of L50+ Tsoo a bit intimidating. BP might end up being scarier for all I know, but they don't have the existing precedent for mix of variety and potential nasty that Tsoo already do. (This is not a complaint.)
  23. Quote:
    Originally Posted by Lemur Lad View Post
    Super Big Group required content is pretty much the Final Frontier for this game. By which I mean, there wasn't much before, and it's long past time to devote some resources to it.
    Based on what? Is there some part of the forums asking for this? Is there a belief that the silent majority of players actually want this without saying so?

    Most feedback I see in forums and in game about the actual size requirements league-sized stuff ranges from ambivalence to distaste. I don't think I've ever seen anyone say "woo, I love doing this stuff with 23 other people!" Which of course doesn't mean no one does like it, but absent some indicator that a bunch of people do like it, I'm surprised to see it declared that it good it's getting resources now.
  24. Yes, if they are all close enough together, I believe it will go down a chain like that. I wiped out all the Cimeroran Surgeons on a bridge the other day. They weren't in a straight line, but it was the same effect.

    This also means that Ionic can essentially shoot around corners.

    I do not find Ionic the most popular. I find it very popular along with Pyronic.

    Void is not very popular - most people don't think it's pretty, and it's very long animating compared to the others. I think Cryonic is one of the best kept secrets in the game for characters that already hang back, and honestly, Radial-side Vorpal is even better, because it's a 120' long, 120 degree cone with a 40 target max - the only other Judgement with a 40-target max is Ionic. Of course, it's smashing damage, which sometimes is highly resisted, but less so than Lethal.

    Ionic has one big downside. If too many people have it, using it can lead to "lost" uses of the power. The chains will not jump to something that's just been hit by another chain. So if two people fire Ion in quick succession, the first person will hit the nearby secondary targets, and that will block the second person's Ion from jumping to anything.
  25. Quote:
    Originally Posted by Turgenev View Post
    I love that effect, and it's going away. They're removing the fog effect and just going for night. After doing that, the citizen ghost effect looked rather ugly, so they canned that effect.
    See, that annoys me. I totally figured that a zone revamp of DA would ruin its existing character.

    I get that, today, it's a wasted zone. It's wasted because they don't do anything with it, not because it has an annoying character.

    Oh, as an aside, I wonder if they are thinking about people getting the BP masks badges. While people used to farm those in Talos at night, for a long time now, it's been easy to get in DA itself. This change will make all the critters in there level 50-54 (at least...) so even if the new zone has BP masks as critters, they will be a lot harder to take on.