Ultimo_

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  1. Ultimo_

    Inherent Fitness

    Quote:
    Originally Posted by ShaneBattle View Post
    Doesn't it bother you a little that your "solution" doesn't solve your "problem" at all? Even slightly?
    This reply is interesting.

    Really, the solution I'd like to see would include a revamp of the entire system to balance the use of endurance across ATs and Powers. However, this is a lot of work and unlikely to happen any time soon. Simply altering the global recovery rate would probably be easier.

    You're right, it doesn't address the problem I see, but it addresses some of it. That is, using my idea, lower AND higher level characters would be less hindered by endurance woes (accomplishing the same thing the inherent Fitness does, and more), while also allowing endurance management in general to become less debilitating (by having Stamina in addition to the global boost).

    In any case, I don't see either happening. I just wanted to put the idea out there.
  2. Ultimo_

    Inherent Fitness

    Quote:
    Originally Posted by MajorPrankster View Post
    The OP is not interested in balance, only his idea of how the game should function, which, from numerous posts and heated arguments, is not what the majority of the posters here want, nor, it seems what the developers want.

    No amount of reasonable or unreasonable discussion has ever gotten through to the OP about the fact his expectations of the game are the problem, not the game.

    Sad really.
    Well, personal attacks and we're not even off the first page. And I don't even KNOW this guy. Welcome to the bandwagon, I guess. Before you go off, consider that the Devs HAVE addressed many of the things I've brought up (and have been vigorously flamed for discussing).


    Yep, I figure I'm not in the majority here, and as I say, there's a lot to like in this. However, of all the issues with endurance I see, this doesn't really address many of them.

    Just my opinion, of course.
  3. Ultimo_

    Inherent Fitness

    I agree, it does do some good things. Having three more power slots, especially at lower level, will be nice. Actually having Stamina at lower level will be nice. It just doesn't fix what I see as the actual problem, and it creates some new ones (albeit rather minor ones...).
  4. Ultimo_

    Inherent Fitness

    Well, I'm back after another hiatus, and I return to find that the Fitness pool is going to be made inherent.

    Now, I'm sure my usual detractors will think me delighted with this, but I'm afraid I'm not. I'll explain why.

    As I've said elsewhere, Endurance management is far too onerous. It undermines the enjoyment of the game. It's most noticeable at lower level, prior to Stamina, but it doesn't exist ONLY there. Part of the reason for this is that the ATs and Power Sets are not balanced for endurance use. As an example, consider the Defender and Blaster power sets for Energy Blast. The Defender version does less damage, but uses the same endurance. Certain ATs suffer more than others for this (eg. Tankers and Defenders).

    However, their method of dealing with the problem is far from ideal.

    First, it does nothing for characters that have Stamina anyway. That is, higher level characters that suffer endurance issues despite Stamina will see no difference in their play.

    Second, it does nothing to address the disparity between ATs and Power Sets.

    Third, it forces Hurdle and Swift on people. Since these are Autopowers, we can't turn them off, even if they're inappropriate to our character concepts.

    All this does is help lower level characters with endurance issues. As I say, it's a laudable goal, but it's not the right way to go about it. What they should have done, and it would be a half measure as well, in my estimation, is simply raise the global recovery rate. That is, EVERYONE would recover endurance faster. Those with Stamina at L20 would recover it EVEN FASTER than that, perhaps to the point of not needing to worry about endurance unless faced with sappers or very long fights.

    It hasn't gone live yet, but I hope they'll reconsider this.
  5. Ultimo_

    Energy Transfer

    Ok, I didn't start the thread for this, but it is obviously a contentious issue. There are those that say it is underperforming for DPS, and it is obviously a rather slow moving set. It seems to me, the answer to this is pretty easy.

    Increase the speed of the attacks but leave the damage where it is. That will increase DPS and make the set act more quickly. Certain powers, such as Energy Transfer and Total Focus, should remain slow activating, so should have some kind of boost. Precisely what that boost should be is closer to what I started the thread for.

    Make Energy Transfer ranged, explosive, or both. Make Total Focus higher damage.

    Would this fix everything to everyone's satisfaction?
  6. Ultimo_

    Energy Transfer

    Boy, I kicked at a hornet's nest, didn't I?
  7. Ultimo_

    Energy Transfer

    Quote:
    Originally Posted by Jetpack View Post
    Might not be the job of your tank, but my tanks do damage also, thanks.
    As do mine. However, I also don't expect the Blaster or Scrapper to hold back so I can get that KO Blow off. Their job is to do damage. My job is to let them do it safely. If I get to KO Blow a bad guy, it's gravy, not necessary. Again, on a team, I rarely even TRY to use it, because I know it takes time to animate. It's a waste of a high power attack on a weak foe. It's the same thing as using AOE attacks on one foe, or Nova on a foe with 3 health left. You have to be smart about how you use your powers. That's part of the game.
  8. Ultimo_

    Energy Transfer

    Quote:
    Originally Posted by BrandX View Post
    You're assuming their other attacks are recharged.
    Same argument. If your powers aren't recharged, it's still a waste to use your big hitter on a foe that's about to fall. Wait that extra second and use a smaller hitter, unless your team has done what they're supposed to be doing, and defeated him for you.
  9. Ultimo_

    Energy Transfer

    As a Tanker on a team, your job isn't to do damage. Granted, you want to be able to if you need to, but if the team is wiping the floor with your foes so fast that you can't do any damage, then there's nothing wrong. If you want to be doing more damage, team with people who do less damage and the foes will be standing longer.

    The point being made is that some powers in all sets take a while to activate. If you're using these long activation powers against foes that the team is defeating faster than they activate, then you're using heavy hitters against weak foes. That's not the game's problem.

    Either way, this is drifting off topic again...
  10. Ultimo_

    Energy Transfer

    No, I'm not saying everything should have ranged attacks, but there ARE Energy sets that have ranged attacks (Energy Assault/Blast), so it's not inconceivable. You may also note that some melee sets DO have ranged attacks, so as I already said, there is a precedent.

    I should also say, I don't agree you can't use slow attacks on teams. Does anyone complain about KO Blow? It's a matter of choosing the right power at the right time. Again, if you're using it on a foe that the team defeats in less than 2 seconds, then the problem may lie in your choice of tactics.
  11. Ultimo_

    Energy Transfer

    I think we're drifting off topic a little. The set has very little AOE, and no ranged attacks. These are what I'm hoping to address. It's kind of slow, yes, but that's a different issue. One hurdle at a time.
  12. Ultimo_

    Energy Transfer

    Quote:
    Originally Posted by macskull View Post
    lol?

    Having one single-target power with a long animation isn't a big deal. It's when you have multiple single-target powers with long animations that things become problematic. Currently, Energy Melee has that problem. Adding AoE to Energy Transfer doesn't fix this.
    Agreed, Energy Melee does have a lot of rather slow attacks, but I don't include Energy Transfer in the list of problematic powers. The long activation seems ok to me. I just thought a tweak might fill a hole or two. The set lacks much AOE and has no ranged attack. Doing one or both of these might be beneficial.
  13. Ultimo_

    Energy Transfer

    I agree, the slow animation is kind of neat. Granted, on teams it can be problematic, but if you're using a big hitter on a foe that the team is killing in less than 2 seconds, your choice of power use is a little suspect.

    I just see this power as kind of the centerpiece of the set. I thought a little boost to it might be nifty.
  14. Ultimo_

    Energy Transfer

    I have to say, I rather like Energy Melee, but Energy Transfer seems to me to be missing something. My original suggestion, that it could use a Knockback effect, was met with the expected resistance (no one seems to like knockback but me), but I have had some other thoughts.

    My suggestion that at least the option of knockback be added stands. I mean, the animation thrusts out both arms like you're pushing, but the enemy doesn't go anywhere. Make it knockdown, with the option of making it knockback by slotting appropriately.

    Alternatively (or additionally), what about making it an AOE? There has been lots of comment about how little AOE Energy Melee has, and the wussiness of Whirling Hands. Energy Transfer has a big effect, let's make it an AOE and give the set something many have said it needs.

    Again alternatively or additionally, what about making it a ranged attack? In the past, I've pushed for all Melee sets to have at least one ranged attack. It's not without precedent, Super Strength has Hurl, for example. It's also not without conceptual merit. There could easily be an Energy Blast of some kind in the Energy Melee set. The problem has been deciding what to remove to add the ranged attack. So, let's not remove anything, lets make the Energy Transfer into a ranged attack. The range doesn't have to be really long or anything, maybe 10 or 15 feet. It could add soemthing nifty to the set, and again would fit the animation.

    Of course, you could use any combination of these effects, too (eg. a ranged, explosive attack with knockback). What do you think, could you get behind any of these ideas?
  15. Ultimo_

    Ambushes

    Quote:
    Originally Posted by seebs View Post
    It's not officially a bug, it's sort of a limitation of the game engine. In my experience levelling a stalker in Praetoria, the secret is mostly to keep an eye on the NPC dialog window, and be ready to take them separately. I was pretty happy with my strategy, which basically involved caltrops and a corner to break up the ambushes.
    Well, I had to wonder. The first one was a bit of a suprise. I was doing a mission, had to steal something from Wyvern. Grabbed the item and was just planning my clearing of the room when I heard the ambush dialog. In rushes 4 Longbow. I jump back to avoid being exposed, and in rushes a second ambush, 4 Wyvern. Then 4 more Longbow, then 4 more Wyvern. Then 4 more, Longbow and then 4 more Wyvern. Now, if I had stayed around to fight them, that would be 24-1 odds. Luckily, they didn't get along, and as I withdrew to a safer distance, they all started fighting each other. They even cleared the room for me. Kind of nice.

    However, when this sort of thing happened in the next mission, and the next, I started to wonder.
  16. Ultimo_

    Ambushes

    So, there I am, playing my Stalker, doing tip missions. In every one, there are ambush after ambush after ambush, all of whom ignore my Hide power, thereby cutting both offense and defense in half.

    I'd heard that there was a bug, or other problem with this, do I gather it wasn't fixed?
  17. I haven't read the whole thing, so pardom me if it's been said, but alternate emanation points for some sets. I'm thinking of Energy Blast, which I'd love to see given an option to have the blasts come from the character's eyes instead of his hands.
  18. I wonder, would swapping out the Fitness pool in favour of Combat Jumping and Manuevers be a good idea? I mean, the set appears to be somewhat more reliant on Defense than Invulnerability...
  19. I depends on my particular mood at any given time, but I think I'd have to pick the Stalwart Star, my Captain America homage. He's almost spot on conceptually, and he's very capable in a fight. A MA/Shield Scrapper, he's tough, hard hitting and a lot of fun.

    After that, I'd say my Inv/SS Tanker, the Canadian Shield. Sometimes there's nothing like standing in the middle of withering fire unscathed.
  20. For me, feeling super is what the game is about. There are only a very few ways that can really be achieved here; you can drop a foe with one blow, knock many foes flying like rag dolls (even if the damage is minimal, it feels powerful), or you can shrug off the enemy's best shots, standing unscathed in the eye of the storm.

    This latter is what Tanks do, and it just feels more super than anything else in the game.

    More that that, I like being the guy the team relies on. I play hockey - I'm a goalie. It just suits my playstyle.


    Do I wish I could do more damage? Sometimes, yes. Honestly, though, I think Tankers are pretty decent, balance wise. It's concept-wise that they fall a bit short (which I believe is what Johnny BUtane is talking about).
  21. You could also try using Dark somewhere in there, to represent the smoke and ash.
  22. Ultimo_

    Energy Melee

    I wonder, how popular is Stun? It seems rather skippable to me, especially for a Tanker, so what if they replaced it with Explosive Blast?

    (I know, they won't do it, I'm just hypothesizing)
  23. Ultimo_

    Energy Melee

    Quote:
    Originally Posted by PennyPA View Post
    Ultimo_, I just don't understand some days.

    After 6+ years of the current ATs, powerset designs and we have APP/PPPs to pick from, you want to suggest a 10th power, for more choices???

    I can't even begin to think what sort of balancing and testing would be required for every single set and AT, just for more choices.

    As mentioned above very early on, there are some better suggestions for EM than adding a 10th power.
    Sure why not? More choice is always nice.

    As for balancing and so on, I haven't thought about it, this is just an idea that popped up while we were talking. I haven't fleshed anything out.

    You're right, though, there are better and more important things to worry about.
  24. Ultimo_

    Energy Melee

    Quote:
    Originally Posted by PennyPA View Post
    Are you seriously suggesting to add a 10th power "somewhere in the middle" to every single set would be an easier solution?

    You would have to add not only to melee, but to all ATs, otherwise, the mother of all screams would be put on these forums if just melee ATs got this 10th power.
    What would would blasters get - a melee attack like their secondaries?
    Is the gap for a controller the same for a dominator?
    How nice would it be for stalkers to have a ranged attack at lower levels? It will mesh so well with all their melee attacks from hide.
    What about sets that have ranged in them (heard of Hurl by any chance?), what do they get?
    What would you do for dual blades and the combos?
    I'm not saying every set would have the same kind of power, or at the same point in the set. I'm saying choice is always a good thing. An extra power in each set would mean more choices. Exactly what each set would get would have to be decided. For melee sets lacking a ranged attack, I'd give them a ranged attack of some kind, as appropriate. Blasters might get a different kind of supporting attack, or perhaps some kind of defensive power. I don't know, it's just the seed of an idea here.
  25. Ultimo_

    Energy Melee

    Ya, those are nice, but they don't quite do the same thing, and they come very late in the character's life.