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Quote:I'm getting sick of sounding like a broken record, and I wish that crybaby villside exclusive players would stop this lame track of thinking that there is any logical reason why villains should receive exclusive design time for any reason. Plain and simple. Blueside has been around for years longer and received the full attention of Cryptic for a very long period of time before CoV even existed.i'm getting sick of sounding like a broken record, and i wish the devs would stop this lame track of thinking they have about adding just villian content without adding hero content, but red side needs more to do before anything else is done to hero side. plain and simple. as for discouraging speed runs and letting red side run the same sf without DR, good luck. never going to happen because of the uproar we would hear from the hero side.
The disparity between blue and redside was going to happen simply because CoV was released in a state commensurate with CoH when it was first released. If you actually look at what's been added to the game, it's been an almost entirely even split between what heroes have gotten and villains have gotten. The reason for the even split is that the devs have taken the intelligent step of supporting both of their "games", the new and the old one, equally.
Quote:simple and best solution: give red side more sf/trials without giving blue side anything. it won't hurt anybody. if not that then increase the merits the sf's give by 25-35%.
Asking for SF rewards is similarly stupid because TF/SFs are based on average completion time, not on how much you can make in a day. Villside content rewards less specifically because they were designed to account of player complaints that revolved around blueside TFs being too long. You don't get to have the more compact SFs and better rewards for time. -
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Quote:Why does everything have to tie into the Coming Storm? Hamidon doesn't tie into the Coming Storm, and I doubt Praetoria does. It's possible to have multiple cataclysm level storylines taking place at once without them all being interrelated.While the coming storm storyline seems like it could be tied to the Shadow Shard, the fact that the Menders and the whole Ouroboros thing are tied up with time travel makes me think that whatever the coming storm involves will feature us either going forwards or backwards in time, so it's hard to see how the current Shadow Shard would be needed for that.
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Eh, if they gave vills access to the Shard, it would functionally act as a new zone.
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Quote:Considering how the booster packs activated a flag on your account to allow for access to the benefits in question, it doesn't really make sense to tie stuff like that to the booster packs.I would not suggest an entire booster with nothing but the above items, but adding just one or two from each category per booster would be pretty cool.
It might work to just ask the developers to send out stuff along those lines for free, like they've already done, rather than attempting to tie it to buying a booster pack. I'm pretty sure they've had the art department release a wallpaper or two (or more), and they've already given out the avatar pics. -
My personal view is that content starts getting interesting when you hit 25 because you start actually fighting AVs and peaks when you hit 45 and you get access to an arc that is chock full of AVs with one in almost every mission. I've always wished that there were a repeatable contact or something that allowed you to have an infinite resource for random AV missions that wasn't the AE.
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I'm kind of curious what, if anything, is going to happen with the extra islands in ouroboros. I'm hoping they're not just there for show because a number of them look like they could very easily hold some special contacts or functionality.
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Quote:I think this is a big point as it stands now. The Shadow Shard already has enough blueside TFs that heroes don't need any more added. Of course, if the SS were modified to give villains access, I would expect 3-4 new vill only TFs to be added (which should make the "vill disparity omg!" players a bit happy) along with 1-2 contacts per zone per side to add some solo content. I also think it would be interesting if each of the new vill TFs mirrored the events of the commensurate heroside TF: the first would involve dealing with something upsetting the main plans from Primal Earth (possibly going through a long chain of events to convince Lord Recluse not to shut everything down even though Aeon ignored his command), the second might be villains trying to free Ruladak the Strong and either bargain with him or siphon off his power, the third might involve forcing Faathim to submit to some of your demands, and a fourth might involve getting what you want out of Faathim. All of those would follow through with the design of the existing ones rather well, but have a definite villainous cant to them (especially the third one, what villain wouldn't want to beat up the only "good" part of Rularuu just to get what s/he wants?).The zone doesn't need more tfs really, it needs more unique CONTACTS and story arcs.
Quote:Have each set of story arcs related to a series of islands so that travel isn't so cumbersome. -
Quote:I've strongly supported making the Shadow Shard cohabitant (rather than cooperative) and actually enjoy all of the TFs except for Quaterfield (you would expect a shard TF to be in the shard, wouldn't you?). The other 3 TFs make a great deal of sense for their length and aren't really untoward in length. Villains could get a new "safe" region within FBZ (which would probably get renamed in the same way that the Rikti Crash Site got renamed) and a series of mole points to mirror the heroside ones so that both sides aren't attempting to use the same transit system (except for the Hortha Vines, which are naturally occuring). FBZ and the villside version would need content updates to provide actual story arcs and probably something to introduce a new zone-by-zone competitive resource gathering thing that shifts access to certain shops/special missions from one side to the other.Move all the parts where you learn background information into a series of storyarcs like the RWZ. Trim down the TFs into 5-6 mission ones with new maps and Puzzle Bosses (ala 5th column TF/SF). Give villains their own parts of the Shard and reuse the mechanic of buff our side/debuff the other side missions from PvP zones (without actually making the zones PvP).
In order to explain away heroes fighting villains, you wouldn't need Vanguard: you could always just use Rularuu himself. Simply explain that conflict between heroes and villains would attract the attention of Rularuu, which would interfere with the plans of your side. Since the devs have pretty much stated that Lord Recluse doesn't give a damn about the Shadow Shard, it could just as easily be something run by AeonCorp in order to exploit the weirdness of the shard and Aeon doesn't want Rularuu coming by to ruin everything.
The Shard has always been one of the most interesting zones in the entire game. I've seen no other zone in any other game that really matches the sheer uniqueness and depth of story that is present in the Shard. The Shard TFs (aside from Quaterfield) expose a detailed and well written story with ginormous potential just sitting there. The Shard is something that no other game, much less anything else in the super hero genre really has anything to accurately compare to it. It's the perfect thing to emphasize, especially with a new competitor coming out within the next year. -
Here's my standard one. If you've got any questions about reasons behind the slotting, feel free to ask. I'm a bit too tired to require that you throw out a build for me to eviscerate before giving out a build, so you got a bit lucky. :P
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(5), Achilles-ResDeb%(7)
Level 1: Fast Healing -- Numna-Heal(A), RgnTis-Regen+(29), Numna-Regen/Rcvry+(46), Mrcl-Rcvry+(46)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(13)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13), Winter-ResSlow(27)
Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(17), LkGmblr-Rchg+(19)
Level 10: Dull Pain -- Numna-Heal(A), Numna-Heal/Rchg(19), RechRdx-I(21), RechRdx-I(21), Heal-I(23)
Level 12: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(23), RechRdx-I(25)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(27)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(29), Heal-I(31)
Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(34), ImpArm-ResDam/Rchg(36), ImpArm-ResDam/EndRdx/Rchg(36)
Level 26: Soaring Dragon -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(36), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def(40)
Level 32: Golden Dragonfly -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Dmg(43), Oblit-%Dam(43)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(45)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(40), RechRdx-I(46), RechRdx-I(50)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45), EndMod-I(45)
Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 0: Ninja Run -
Ask Castle, Synapse, or one of the other powers guys this one:
Are there any plans to more accurately account for the animation time within the context of the dam/rech/end formula, and, if possible, what the formula actually is?
I know Castle was working on tweaking the existing formula for it a while ago, and, while I'm not sure if he ever finished, I'm curious if he made any headway. -
Wasn't there something release some time ago (~2-3 years) that showed that CoX had done something incredibly weird to the normal population curve and actually generated an increase in population without releasing a major expansion? This was before AE but after CoV so there wasn't really anything you could explain as a "major expansion" to explain the growth (minor expansions like the Issues that CoX receives or the dungeon/raid additions that WoW gets are designed more to keep current players playing rather than bring in new players). I recall a number of analysts looking at it and going "whu?"
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Quote:That's pretty painfully specific, imo, and it removes a lot of the actual "play" from playing a character. A vast majority of the play comes from target choice. If the inherent power of an AT were designed to encourage it to have someone else pick the target for it, not many people will capitalize on it. Just look at how hard it is to get people to target through someone on a raid like Hami or the Mothership where you might actually want to target through someone.Now here's a silly idea for team bonus: Give Tankers a bonus to damage when targeting through a Tanker or Brute. No, I have no idea how this would work or make sense, I just know it would buff them when working together.
I'm not even sure if that's possible, either, though, I guess it wouldn't be much more work than the idea I've got to check to see if it's targeting you. It would just be a matter of making sure that the AT of your target is a Tanker or a Brute rather than simply making sure that the target's target isn't you. -
Quote:The problem with this is that it ignores the function of time. This is one of the big issues that you have to tackle when balancing offense against defense. The longer a fight goes on, the more damage you end up getting thrown at you. Damage serves to shorten the period of time in which you are subjected to this incoming damage and thereby serves to increase your survivability.as far as tankers having to spend more end to get the same effect as a scrapper, they should. scrappers give up some survivablility for more damage and tanks give up some damage for more survivability.
A Tanker, thanks to doing two-thirds of the damage that a Scrapper does, takes roughly 50% longer to finish a fight than a Scrapper will. This means that the Tanker will see roughly 50% more damage thrown at him and spend roughly 50% more endurance killing those targets. Now, thanks to hit points (Tankers have 40% more hit points) and self-buff scalars (Tankers get 33% more def/res from powers), Tankers take ~53% of the damage that a Scrapper does. Factoring this in, over the course of the same fight, a Tanker is going to take only 20% less damage than the Scrapper while spending 50% more endurance and taking up 50% more time.
Of course, this is assuming that the Scrapper has the survivability to survive the fight and the Tanker has the endurance to continue throwing out attacks without having to spend time recouping lost endurance to continue attacking, and, while it's possible to account for those variables by attaching values to everything, that's beyond the reach of a purely scalar analysis (which that was).
Now, if we apply some real numbers to this, we get a bit more complex. Let's assume that a minion equivalent, or ME, deals 15 DPS to a Scrapper at level 50 (this is factoring in Scrapper resistances). Apply a Tanker's superior resistance and defense scalars and a Tanker will take 10 DPS from a single ME. Now, similarly, it will take 2 seconds for a Scrapper to take out a single ME. Applying the Tanker's lower damage scalar, it will take 3 seconds to take out a single ME. Minions are worth 1 ME, Lieutenants are worth 2 ME, and Bosses are worth 4 ME, but I'm ignoring those for the sake of simplicity (higher rank enemies actually have a tendency to scale damage slower than the outright damage capabilities of the equivalent number of minions as well as reducing the negative impacts of overkill and increasing the impact of secondary effects by stacking them up more, I'm assuming these balance out the increased period of time in which they're dealing damage, but I know that isn't true: a boss is going to deal a good deal more damage over any specific interval of time than 4 minions because his damage doesn't drop as his hp drops).
Now, to complicate things (because that's just transferring the scalars into something that we can compare with what I'm about to do here), we have to factor in endurance consumption and recovery and damage recovery. Because Tankers and Scrappers use pretty much the same sets, endurance consumption is going to be same for each of them. I'm going to heuristically assign an endurance consumption, post end recovery, of 2 end/sec. Because regeneration is based off of hit points, which Tankers and Scrappers don't share a common value, I'm going to simply assume slotted Health and no +hp (which, without SOs, would simply act as a percent increase) so that Scrappers are recovering 10 hp/sec and Tankers are recovering 14 hp/sec.
Combine the two of these, and we can determine how fast a Tanker or Scrapper can defeat a group and whether that Tanker or Scrapper could survive the group and if they would run out of endurance while fighting the group. The balance comes in attempting to take out as many ME as you can without going over the twin thresholds of your survivability and your endurance. If either of those occurs, you're operating below optimum efficiency. For each ME scenario, I'm going to simply calculate how long it would take to defeat the total group (numME * killSpeed = time) and then use that time to determine how much endurance you would need to have at the beginning of the fight in order to finish it (time * 2) or die (if ((numME * ((killSpeed / 2) + (time / 2)) * minionDPS) < ((time * hpRegen) + baseHP)).
(In case you were wondering, the total damage in the "die" equation is calculated in that way to account for dead targets no longer dealing damage)
5 ME
Tanker Time: 15 second fight
die? no
amount of endurance needed to finish: 30
Scrapper Time: 10 second fight
die? no
amount of endurance needed to finish: 20
9 ME
Tanker Time: 27 second fight
die? no
amount of endurance needed to finish: 54
Scrapper Time: 18 second fight
die? no
amount of endurance needed to finish: 36
10 ME
Tanker Time: 30 second fight
die? no
amount of endurance needed to finish: 60
Scrapper Time: 20 second fight
die? yes
amount of endurance needed to finish: 40
12 ME
Tanker Time: 36 second fight
die? no
amount of endurance needed to finish: 72
Scrapper Time: 24 second fight
die? yes
amount of endurance needed to finish: 48
13 ME
Tanker Time: 42 second fight
die? yes
amount of endurance needed to finish: 84
Scrapper Time: 28 second fight
die? yes
amount of endurance needed to finish: 56
Optimal points:
Scrapper: 9 ME
Tanker: 12 ME
Now, compare the information for the Scrapper and for the Tanker. The optimal point for the Tanker requires you to have 72 endurance at the point of starting whereas the Scrapper requires only 36. While the Scrapper can only has to use rest about once every 3 groups, the Tanker would have to use rest after pretty much every group thanks to the endurance cost. The endurance cost issue isn't so much how costs for a single fight. It's more a question of downtime and how long you have to spend after each fight in order to have enough endurance to finish the next one. Because Tankers spend more endurance over a longer period of time in order to take out their enemies, they have to spend more time between each fight (or in each fight, which increases the risk of the fight by extending the period they're exposed to damage) recovering endurance in order to take out their enemies. -
Quote:First off, the endurance costs wouldn't change at all because it simply increases the amount of damage you're dealing per point of endurance spent. It does nothing to increase the amount of damage you're dealing for every second you spend in combat. All that it would do is increase the amount of time you can spend in combat actually attacking in order to match better with the amount of time you can actually survive.if a tanker were to get any kind of damage boost through gauntlet, the base damage would be changed. and not the good way. if it were implemented as umbral suggests, by giving an end discount, the endurance costs would be slightly raised i think, but his idea doesn't promote teaming which is a bad thing.
Secondly, and I think this is the problem with only discussing a portion of what I'm suggesting, the inherent changes I'm suggesting (i.e. both of them together) would make solo play easier without making it better than the team play that it similarly encourages because you're not going to be made redundant by another tank or a shield scrapper on the team. If anything, if you want to deal damage, my changes encourage you to get onto teams because it increases the amount of damage you can deal. If you want to be an aggro magnet, it similarly encourages you to be on a team because you'll be of benefit to your team and another Tanker on your team isn't going to cut in on your functionality without providing you with something in return (i.e. more damage). If you just want to solo, it makes you life easier by allowing you to either lighten up the endurance slotting you've got or to allow yourself more time in a fight before you have to start worrying about each point of endurance.
Quote:i just don't think there really is much they can do to the inherent to make it both solo friendly and team friendly at the same time without something else suffering. -
Quote:If you want, I can *try*. Such as, Cones get a 25% +range increase and +1 to number of foes affected. PBAoEs get no +range but get +5 foes affected.
And don't bring up Energy Melee! I'm not the only person that thinks the set needs work and even adding a 33% endurance discount while solo won't really do anything to fix it
Sets with only a PBAoE: Stone Melee, Super Strength, Energy Melee
Sets with only a cone: ?
Sets with a cone(s) and PBAoE(s): Dual Blades, Battle Axe, Dark Melee, Fire Melee, Ice Melee, War Mace
Exceptions:
-Buff Whirling Hands! Why? Well Why does Dom version have 10ft? And why does Dom version of Thorn Burst have 15ft?
-Dark Consumption and Soul Drain. Because they're buff PBAoEs, instead of increasing the number of foes, just increase its range some.
-Clobber. Because it's a mez attack so no +foes.
Quote:Well, that's if you're dismissing the opinion that maybe Tankers need something to appeal more to teams,
Quote:multi-tank teams
Quote:and teams where survivability is not an issue.
Arguing that something needs to be done and then having your only viable condition be under arbitrary chosen situations when the primary function of that ATs is ignored is stupid beyond belief. You're attempting to salvage some scrap of intelligence but making yourself look like an even bigger idiot because the only decent situation you could come up with is a situation in which the primary strength of the AT is ignored.
Quote:A penalty and a buff are not the same. That a set doesn't have endurance recovery is not a penalty. That a set has +endurance is a buff. There is a point where more endurance does nothing.
Quote:When do melees run out of endurance? Either in the face of debuffs (so you *should* be hurting on the blue bar) or on hard targets you wale on for a long time. For the most part, the second doesn't come up unless the target is meant to be fought with a team in tow.
Quote:I'm not saying wouldn't impact normal play. I'm just saying it would only do so in a minimal, perhaps even non-perceivable, way. As often as people say Vigilance sux, it actually makes a *huge* impact that is easily noticeable when it occurs.
The other problem with Vigilance is that it does nothing solo. Sure, you can capitalize on it while on teams, but it does nothing unless there is someone else to feed it. That's the specific reason why I was separating the two portions of the inherent fix that I would apply. Tankers need different things at different times.
Quote:The time it takes to defeat foes is rarely relevant as a Tanker can usually survive nearly indefinitely. For me, it's not about how long you can fight but how many foes you can take out in the time you do fight. That's why gathering 2 spawns together, IMO, is better because your AoEs will more often hit more foes and do more damage and defeat more enemies therefore costing you less endurance.
Quote:A Tanker can extend that time he spends fighting by staggering his attacks. Using damage auras (because you can get them and Stalkers can't!) improves your endurance economy as well.
Damage auras improve endurance economy because they provide AoE damage at the cost of ST endurance. However, they are not par for the course for Tanker sets. The same argument applies to them as it does to AAO: they are an artificial increase to endurance efficiency that cannot be relied upon for balance reasons because they are not a universal functionality.
I really have to wonder when you'll stop pulling arbitrary reasons out of your *** and realize that you have no clue what you're talking about. You don't even get half of your information correct, and you artificially apply your own playstyle or specific experience within specific sets without accounting for the capabilities of those specific sets in a global manner.
Increasing range or target caps in the manner you described is not the solution. It assumes that Tankers will never run up against single hard targets or that Tankers should be the AoE gods of the game no matter what conditions their under. It is inelegant, inefficient, and largely ineffective. Just stop. Please. -
Quote:Except that it does. Go in game and check it.There's also Fireball in the controller ancillary power pool that doesn't do double damage.
Quote:There's non-critting Energy Transfer,
Quote:I'm betting their are non-scourging damage powers like time bomb or oil slick (but I don't play Corrs so not sure),
Quote:Domination having no effect on Arctic Air.
Quote:The point I'm trying to make is not that inherents are *not* consistent but that, if need be, powers can be adjusted. Powers deemed too strong get a mild (or no) bonus from the inherent and powers deemed not so strong get the full benefit.
I don't think you understand what I mean by "formulaic" and "consistent" either. Find me a Scrapper attack except for those that had critical mechanisms from the very beginning that crit for less than 100% of their base damage. Find me a Blaster attack that contributes a different amount of +dam from the amount that it should based on its animation time. Find me a Controller power that deals less than 100% extra damage with Containment. All of those powers are both formulaic and consistent. They apply a specific effect and that effect does a specific thing. If the power doesn't benefit from the effect (i.e. Energy Transfer), then the effect isn't present at all. If the inherent is present, it acts in an exact manner.
Formulaic and consistent doesn't mean that it applies to everything. It simply means that it is applied in a specific way on all powers within a specific subset. Your idea isn't formulaic or consistent because you're attempting to apply different things to every single set. It's doing different things to different powers. You're not applying a 50% increase in range and a 50% increase in max number of targets to every power. You're cherry picking different powers to apply different aspects in different quantities for each set individually. That's not an inherent. That's attempting to rebalance a set.
Quote:With the advent of adjusting mission difficulty, I'd say such a change only mildly helpful to some builds and in the same vein of alteration as I'm asking for (basically something that could be just altered as the base of the powers rather than an addition to the inherent). That a Tanker could leverage their survivability so no bonus, really makes no sense to me. On a team, you'd be using attacks less per foes anyway. So you're already receiving a diminished bonus on the attacks (because you're simply not taking advantage of it).
Quote:Teams already potentially devalue +END powers. That the recovery bonus and +END powers are usually very potent practically makes those advantages redundant.
Personal end recovery powers are still useful solo with the end redux I suggested because if you want to take on larger groups, you still need more endurance. The presence of endurance recovery tools that you have natively allows you to take on larger and larger groups while taking less and less time to recover it. Try running an SO grade Tanker through a solo mission now. You're going to run out of endurance plenty. Now imagine if all of your powers had a free end redux SO (or 1 end redux SO in the power was turned into something like recharge or damage). That's not an intangible difference.
Quote:Not saying that the inherent discount would make those sets redundant but it wouldn't have much of an impact in normal play.
If you can actually show something like numbers or play that demonstrate that it would be true, then go right ahead. I've already given my reasoning: it makes Tanker attacks as endurance efficient as Scrapper attacks. Can you legitimately claim with evidence that this wouldn't impact normal play or are you going to just doubting it arbitrarily?
Quote:The only time I could see it coming into play is on EBs and AVs that you're soloing.
Please tell me that that's not noticeable. -
Because you'd be able to change the enhancement values of a power in order to maximize the benefit of it. For example, you could take RotP and have it slotted for recharge while you're alive. When you die, you could change the slotting to acc and damage. It's not really the most cost effective way to improve performance, but, iirc, that's the given reason from way back.
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Quote:What I was referring to was that every power that benefits from Containment has the exact same effect applied to it in the exact same magnitude adjusted from the base: as long as the target is mezzed, the attack deals double damage. The only attacks that I know of that don't benefit from Containment are the few attacks in secondary effects. Other than those, the effect is absolutely consistent and doesn't require any special hand adjustment in order to be made effective.I'd actually say 'look at containment'. As an inherent, does it actually provide the consistency you're talking about? If I remember correctly, there are some damage powers available to Controllers that only partially benefit from the containment bonus. And there are other damage powers that get no benefit from it (Repulsion Bomb, IIRC).
Quote:As for the range buff being inconsistent with sets, I'd say it's possible but I'd have to see the numbers. You point to Whirling Hands but WH sucks not because EM sucks. It sucks because it's inferior in every way to every like power. It has shorter range, it hits fewer enemies and does less damage than the Dominator version and ultimately does less overall than other Tanker PBAoEs. But that can change. Sort of like how SS can manage to call itself an AoE set with only 1 AoE...but beyond that, EM simply has problems. Problems that aren't being fixed by an addition to the Tanker inherent.
If you look at inherent powers for every single AT out there, the inherent powers are all designed to operate in a formulaic manner. The closest you get to "hand adjustment" is the higher chances for a few Critical Hit attacks. Most of those already had preexisting "critical" mechanisms before Critical Hit was even introduced so the addition of Critical Hit as an inherent would logically require some manipulation (which pretty much equated to giving a 5% higher crit rate to the existing rate). The only attack that got the treatment without any preexisting mechanism was Storm Kick and that was added more as an upward balance of the set as a whole than as necessary modification of the inherent itself.
Quote:For AoE intensive sets, again, we'd need numbers. Just because we're widening the area on *some* AoEs, doesn't mean we have to increase the number of foes affected or vise-versa. Just like Axe and Broadsword and Mace have different ranges on their cones, it preserves flavor. So improving the AoEs could be done while keeping flavor and balance in mind.
Quote:I'd certainly take an END discount as part of the improved inherent, especially if I ever look into making a DA/Mace that I had been planning on. The only part I don't like is that, for some sets like Elec Armor and soon Energy Aura, discounting endurance cost devalues the bonuses those sets provide. Both have similar discounts as well as +END powers which would also do little for them. But, if anything, rather than adding such a discount to the inherent, it'd probably be justified to simply adjust the powers similar to how the devs adjusted Claws when proliferating it to Brutes.
In the same sense as applies here, you have to realize that those Tanker sets that already have the ability to regain endurance are still advantaged because they still have those abilities while on larger teams. While solo, they'll still be more endurance sustainable because the endurance reduction I proposed is not intended to completely negate endurance problems while solo. I chose that much end redux specifically because it would provide a noticeable increase in efficiency without allowing Tankers to completely ignore endurance while solo. It wouldn't be a case of "omg! solo! my blue bar is always full!" It's a case of "now I don't have to slot end redux in all of my attacks just to solo without having to rest after every group". -
Quote:The problem with giving Tankers the ability to hit more targets with AoEs is pretty much that it would be too strong and it wouldn't really be definable. Keep in mind, as well, that it doesn't buff every Tank set the same. Dark Melee isn't really going to get much more out of it than it already does because it just doesn't do much with AoEs. The only thing that might make it viable would be increasing the number of targets for Soul Drain, but that's probably going to be pushing the envelop for a self buff power like that a bit too far. Energy Melee would get even less because all EM has that would benefit from your change is Whirling Hands. Conversely, War Mace is going to get a massive benefit because it's a set that lives off of cones, which would get the greatest benefit overall.It's one reason I sorta thought the range improvement on AoEs would be leverageable as a solo buff. The Tanker can simply sustain itself against more foes so have a better opportunity to use said range increase...but it was just a thought I had while soloing.
What you have to remember when coming up with an inherent is that it has to be able to be applied to most powers in an consistent manner. Look at Containment, Critical Hit, etc. A range or target increase would, by the very nature of it, be remarkably inconsistent.
Quote:That 'extra dmg on foes not attacking you' would be 'kinda nice' but ultimately not used as I may try to pull a group around a corner so my AoEs will hit more enemies.
Quote:This almost correlates to the increase range idea directly. Simply hitting more foes more easily basically gives an endurance discount. Except that, rather than scaling by team size, it scales by how many enemies are around you.
The point of the end redux is to give Tankers the same DPE while solo as the more damage oriented classes. They die slower, they kill slower, but they're spending the same amount of endurance to accomplish it as the faster ATs, which allows them to actually capitalize on that "dying slower" thing.
Quote:The endurance discount is novel and I'd enjoy that but, as Talen_Lee so eloquently put it, "Perception issues are only fixed through things that are outrageously hard to miss" and the endurance discount is barely noticeable as a change.
Quote:I know on normal spawns, my SD/DM doesn't run out of endurance despite needing to punch *a LOT* to take down things. Only with endurance drain present does he even have to look at Dark Consumption and blue pills. Now if I made a /SS I'm pretty sure I'd notice it a bit more. -
BU lasts 10 seconds. RoA takes 4 seconds to cast and the pseudo pet is summoned 1.8 seconds into the animation. You can easily get off 2 attacks before losing BU functionality for RoA. Seriously, do you just say things without ever checking the information to make sure what you're saying sync with the known values? You're proving absolutely everything I've been saying about you this entire time.
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Quote:If they wanted to stop rewarding them, it's doubtful they would take away the merits from the existing characters. It's much more likely that they would simply stop rewarding those merits rather than attempting to do something needlessly complex.The fact some people already have the reward though makes replacing it with something else harder. Do you just leave those people with their merits or do you retroactively remove 5 merits from all of their characters? What if they don't have 5 merits left on a character? Do you put them in 'merit debt'? If you let them keep them then people would get angry that those people got something more out of their vet reward than those people getting the reward later. Slippery ground.
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Quote:The problem with Tankers soloing is more an issue of the inability to properly leverage the higher survivability they get for losing out on damage. On a team, this is leveraged by a lone Tanker by being the primary target and allowing others to blast away with abandon. On a team with multiple Tankers, you don't really get any benefit because you can't really use more than one person to be the only target of every enemy's attacks.Whoo, then it'd have to be a mighty damage bonus for a one time (probably 1 target) thing with only a chance of occuring. Otherwise, the addition will be marginal if not unnoticeable.
Now, as you said, my solution addresses the two of the issues (redundancy, sensibility) without really solving the third (solo capability). I have a solution for that.
While solo, you can leverage higher survivability by simply increasing the spawn size of an enemy group: you can survive more damage so you can enter riskier situations that grant greater rewards. It's a classic trade off of safety versus speed. However, Tanks have to spend more endurance than Scrappers to deal the same amount of damage so that, even though they're capable of surviving for a longer period of time, they're not capable of defeating enemies as efficiently. The problem isn't the amount of damage the tank is dealing because they have sacrificed speed (i.e. damage) for safety (i.e. survivability). The problem is that a Tanker is going to take longer to kill those enemies and that will require more endurance so that the Tanker is more likely to run out of endurance mid-fight, especially within the riskier situations that the Tanker is capable of entering thanks to greater safety.
The solution I have is to provide Tankers with diminishing passive endurance reduction. If the Tanker is alone, he would get ~33% global end reduction. This would mean that a solo Tanker would be spending the exact same amount of endurance that a Scrapper would be spending to deal the same amount of damage (factoring in scalars). This would allow a Tanker to properly leverage the survivability time provided by greater survivability. For each ally on the Tanker's team, this end redux would be reduced by 11% until the bonus equals 0% with 3 allies.
Now, the logical base behind this additional functionality is that the Tanker is not having to be distracted by having to protect his allies. While he won't be dealing any more damage with his attacks, he's capable of using those attacks in a more efficient manner. The more allies he has, the more of his attention is spent trying to make sure that his enemies aren't attacking those friends that he loses this focus. Of course, because he's now got friends to protect, he regains this efficiency when he's failing to do his job, which makes him angry, which allows him to hit harder. -
Quote:So you honestly believe that ice controllers should form the basis of proc functionality? By that same logic, every ranged damage proc in existence should be weaker because of Rad Defenders with Neutrino Bolt.And as mentioned by werner, in the higher DPS builds. Lets say the build up proc is on a controller like an ice controller. Build up proc lasting 5.25 seconds when you have chilblain, block of ice and frostbite, not really winning anyone over there.
Quote:Or as in multitudes i've said, AND EXPERIENCE YES UMBRAL, with its timing, YES AS IN TOGGLES, the inability to response for its random firing never allows you to utilize it and far more often than not, not have a worthwhile, or even necessary attack to use when it does fire off.
What you're continually forgetting is that you're always assuming worst case. You might as well assume that defense sets are always going to die because it has a 5% chance to get hit from every attack. The game isn't balanced against the worst case. Each portion of your attack string has the same chance of getting the benefit of the BU buff. Just because you think it's a problem that you're not always going to be able to have your big, angry attack of hateful facebeatery ready for when it is up doesn't mean that you will never have it up. Hell, if that attack constitutes such a small portion of your attack string, why the hell are you even bothering?
Quote:In a build up power, what build up is already doing is what you rely on. With note that in most builds after BU is fired off, unless you have very high recharge to get your strongest attacks recharged within that time limit of build up, you save them for last of the duration that you've calculated due to them usually having the longest animations and the buff portion working on the power from the start of the animation. Meaning the actual build up proc part of the buff, is being used on the lower scale attacks because the proc duration wears out before the build up duration does.
Quote:But what do I know, i'm just a petulant child right?
This isn't an issue of quantifiable weakness that generates a noticeable degree of underperformance. If you had actually put forth any numbers that said anything even remotely resembling that, I would actually give what you're saying some credence. As it stands, all you've said is that it doesn't perform as well as you want it to in all situations except for the ones that you bring up because they don't matter because those aren't the ones you care about. You don't care that the distribution of activation is even. You just care that the proc can occur in such a way that you're not going to get as much as humanly possible out of it. This is a game where random chance plays a rather significant chance in everything that occurs. Just because random chance can decrease the effect of something rather than always give you the opportunity to ream whatever you see in the *** doesn't mean that it's broken. Hell, if anything, that means it's working. -
Quote:Actually, it wouldn't. The DPS of the build itself doesn't matter significantly because it's modifying base damage, not to mention that the "benefit" of the proc actually extends past the duration of the proc thanks to only needing +dam at the time of the power's activation. Even with a series of quick animating powers, you're still going to get more than the 5 second assumed duration thanks to that.Well, it would only be better than a purple proc for high DPS builds, let's say over 200 DPS.
Quote:And even then, since a purple proc is damage now, and the build up proc is damage in the future, I'd be prone to taking the purple proc on anything but an AV and pylon soloer.
Quote:But given the difference in rarity, I don't think I should be trying to choose between a purple proc and a build up proc. I think I should be trying to choose between a regular damage proc and a build up proc. And that's about where we sit today, with the Build Up proc almost always losing. Maybe not by much, but losing.
The procs do not exist solely within the confines of single target design. They exist within the entire structure and assuming that the entire balance paradigm of procs is based upon the specific design of single target damage is ignoring a substantially larger portion of the design as a whole, especially since a much larger portion of the game is consumed by multi-target functionality than by the single hard target functionality that this forum so often revolves around.