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Can someone copy/paste the notes into this thread for those of us at work. I'm unable to view the Patch Notes page at work.
Thanx. -
WHAT?! Man this sucks. I stored ALL the Recipes that required Pangean Soil/ Essence of the Furies/ Hamidon Goo/ Synthetic Intellgence Unit/and Rikti Alloy because purchasing them is damn near impossible. This really sucks. I wouldn't be so upset if the drop rate for Rare Salvage wasn't crappy. After doing an RSF set on Relentless I didn't get 1 rare Salvage drop. I plenty of Recipies for Basic IO's and a few Uncommon Recipes, but NO Rare Salvage.
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1] In the PvE aspect of the game I think the 75% tohit base works fine. In PvP I think the base tohit vs. no defense should be 50%. I think that the ability to aquire +ToHit screws over Defense in PvP. The +ToHit values given to high damaging ATs and Power Sets are way too high. I think this needs to be evaluated.
2] In PvE I'd expect to hit 100% of the time. In PvP, as the attacker with Maximum ToHit, I would expect to hit 100% of the time. To me that's what "maximum" means. As the Defender (FF to be percise) I would expect to be missed 5% of the time. It seems illogical to me that being a "master of defense" I'd wouldn't have even a 5% chance to evade an attack.
3] In PvE, with no ToHit buffs I'd expect to miss 100% of the time because my target has 100% Defense. I'd expect not to be hit (in PvE) because I have 100% Defense. In PvP I'd expect the same.
4] Maximum Defense vs. Maximum ToHit should equal a 50/ 50 playing field. Right now that isn't the case in PvP. Unless I'm in PFF I seem to get hit 75-95% of the time. That's with Dispersion, Hover, and Maneuvers 4 slotted for Defense. -
On average my Villain group runs the RSF with:
1 Stone Brute
2 /Rad
2 /Thermal
1 /Kin
1 /Vengence Bot
the 8th spot is reserved for a Non-Optimal AT, usually a Dominator, Stalker, or MM SG mate.
On average there are 4-7 team mates with Vengence and we Require that all members have Shivans and atleast 1 Nuke. Nuke Requirements are 2Chem/ 2Bio for the entire team.
The necessary Corruptors we've found are
/Kin
/Cold
/Thermal
/Rad
/Sonic (Can replace a Thermal, but does not have a -Regen ability like Cold, Rad, or Thermal)
having 1 or 2 of either of these, 1 Stone Brute, stocked Shivans, and 2 Chem and 2 Bio Nukes to use will almost always guarentee a successful RSF run. The final Mission has been done in under 1 minute at times. -
[ QUOTE ]
Matt Miller:
The Patron Powers are stronger and more powerful than the equivalent powers in City of Heroes (the Ancillary Power Pools), because there is less diversification and the fact that Patron choices are permanent alterations to your character
That and having also read this: Talkin' 'bout Soul Storm
(relevant part of the interview inserted here):
Will the new power sets unbalance the game a bit to the Villains favor? What is your favorite new power set and abilities?
We certainly hope that there is a balance maintained between the two games, but sometimes its like comparing apples to oranges. At the end of the day you have to realize they are both food, with some commonalities like they both have calories and sugar content. We have to play with those commonalities to make sure that things remain balanced between the two games.
My personal favorite Patron Power Pool would be Ghost Widows. The Soul Storm ability is simply too awesome for words.
All this made me think that you know, maybe it wasn't a [censored] bug and it was actually just a cool power. Powerful in pvp: Yes. Easily countered by any experienced PvP'ers?: Yes.
[/ QUOTE ]
Ok, so we should blame Matt Miller for this power making it into the game in it's current state? Can I have HIS e-mail address so I can send him my Demo of being "pwn'd" in RV by some obnoxious Stalker who thinks he's so awesome for holding be while I pop 6 breakfrees only to have him AS me and dance over my body. Oh yea thanks Matt Miller... Thank you very much. -
I'm glad to see that this power is being fixed. It being unbreakable isn't right. Like a poster mentioned before, they could have easily went with the Grav Single Target Hold or some other "ariel" hold animation for this power. How an animation get's coded as a continous knockback/knockup is beyond me. I'd think that at this point in the game's development obvious errors like this hold should be caught before they're even inplimented. The only explination i can see is this :
Programer A: Hey hit me with that Ghost Widow hold...
Programer B: Ok... (acitvates power)
Programer A: Wait...the breakfree isn't working.
Programer B: Oh yea? I coded the animation as a constant knockback. Sweet isn't it?
Programer A: That's gonna piss somebody off for sure. Hey wanna get lunch?
Programer B: Sure. I'd like some Subway right about now. -
Well now that you've explained the To Hit changes can you please explain to us (as simply as possible) how the Defense Scale changes will work. I know they're supposed to be similar to this type of change, but i'm not a numbers person. Can we just get a summery of how that will work for Defense Sets?
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This is a lot to take in. I like seeing actual numbers, but i'd really appreciate a more laymens terms to this too. From what i've read the changes are goin to go like this:
Pre-i7
Target == Level == Chance to Hit you
Minion == Even == 5%
Luet. == Even == 6%
Boss == Even == 13%
Minion == +1 == 5%
Luet. == +1 == 11%
Boss == +1 == 18%
Minion == +2 == 13%
Leut. == +2 == 21%
Boss == +2 == 28%
Minon == +3 == 28%
Leut. == +3 == 36%
Boss == +3 == 48%
Post-i7
Minion == Even == 6%
Luet. == Even == 7%
Boss == Even == 8%
Minion == +1 == 11%
Luet. == +1 == 13%
Boss == +1 == 15%
Minion == +2 == 16%
Leut. == +2 == 19%
Boss == +2 == 21%
Minon == +3 == 21%
Leut. == +3 == 24%
Boss == +3 == 28%
Am I correct on this or did I missread something? -
[ QUOTE ]
- the Enhancement Diversification system was actually suggested by a forum poster rather than created from scratch by the devs?
[/ QUOTE ]
on a related note....
Did you know ....
- My very first forum guide to FF/Psy Blast was ripped to shreds (circa i3) for recommending players slot their secondarie attack with something other than damage. I'm unable to locate the original post, but I had received many PM's reguarding my slotting choice as being "stupid" and "unrealistic". Who knew one day we'd be slotting 2Acc/3Dam/1sleep in Will Domination.
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[ QUOTE ]
90 seconds of +40% unenhanceable regen will get you a total of 37.5% of your health, at a rate of 0.625% per second.
I think that if you want to add a meaningful feature to the power, adding "Nerfed Health" is not the route to take.
EDIT: I sounded like a snide jerk. My point is: The buff could be higher, and enhancable, and likely wouldn't be broken.
In a way, Dull Pain and its ilk are already equivalent to a 40% regen buff at base for their duration, due to the way +HP and base Regen interact.
[/ QUOTE ]
Why is it when a "suggestion" is made for a power that isn't quite what it's being compared to that power is immediately "nerfed"? this is why i avoid posting suggestions in threads such as this. If that isn't enough of a buff why don't you suggest a way to improve the suggestion?
ps. even after your edit you still sound like a snide jerk. -
[ QUOTE ]
The recharge time on Dull Pain is *much* longer than Healing Flames. If I remember right, the base recharge on Dull Pain 6 times longer than the base recharge of Healing Flames.
[/ QUOTE ]
ok i totally forgot the recharge time of DP. i should clarify that i mean't, why not make Healing Flames function like Dull Pain and remove the Toxic resistance. Then the debate would be done. Right? Or they could increase the Recharge time like Dull Pain but keep the same heal %. Instead of the HP increase give it a +Regeneration % like Health that lasts the duration of the power.
I hope i'm not opening up a can of worms by asking for a regeneration power on a Tank build. I just think it would the benifit of having a Fire Tank as oppose to re-rolling as something else. Would anyone see that as unbalanced? A 10% enhanceble heal with a 40% unenhanceable Regeneration for 90 Secs? -
I've tried to read though as much of this thread as i could, but i'm at work so i can't read that often. I'll apoligize if this has been asked and answered.
My question is: Why can't Healing Flames provide the same heal % as Dull Pain? Is the +toxic resistance that much of a difference in the function of the power that it has to be such a weaker heal? Would it be unbalanced to keep it the way it is and add +regeneration boost for it's duration? To clarify the +regeneration; I mean an enhanceable % that would cause Healing Flames to work like Health from the Fitness Power Pool while it was active. -
/ em Faint
bystander: Quickly someone get this woman a non-fat, decaf, expresso, half soy, 1/2 whole, 1/2 1% lactose-free cream, with a shot of bee pollen extract, extra foam, with a hit of mint!! And make sure it's brewed with Fuji Artesian Water, not that crap you have on tap.!! -
Controllers get Mez protection [Psionic Epic/ Indominotable Will (SP?)] so why not defenders? if a Mind Controll Force Field Controller can get the maximum defense against BOTH Psionic Damage, and Status Effects, why not a Force Field/ Psychic Blast Defender? i never thought that was fairly balanced even before the i5 hooplah began. With Dispersion Bubble now including psionic defense, Mind over Body reducing Psionic Damage, and Indom Will granting even more psionic defense as well as status protection, my Freedom clone (Mind/FF Cont) is a much worth Defender than my Pinnacle version (FF/Psi). Defenders don't get an inherent ability, nor do we get Double Damage. man States is ripping me to shreds ...
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I am so glad that someone was able to recover this thread. i thought i had saved it to my favorites, but i guess not. lets see what States has to say now...
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i didn't realize that this thread was more than just the bind guides people posted. i have a question i already posted as a seperate thread.
i want to set up a bind that will open the Trade window when i press Left Alt+T. can someone tell me how to bind that? i tried on my own but it wouldnt work.
thnx,
Val -
first i'd like to thank you States for coming over here and showing us that you do care. having played a Force Field Defender and a Fire Controller i know very well the delimma that Defenders face. In the later levels of the game my Fire/Rad controller is much more valuable to my team mates than my FF/Psy defender. to be sure that i wasn't paranoid i did 3 missions (AV's Battle Maiden/ Chimera/ Maurader) with my Controller. on each encounter my buff (AM) and debuffs (smoke/radiation infection/enervating field/EMP) were much more valuable to my team. i didn't need to do damage because the debuffs amp'd the damage done by my team mates. we took very little damage because of the 3minute hold i was able to place on the dozens of minions every 2minutes. in the end my imps contributed to as much damage as the scrappers/blasters/and tanks on the team. i then logged on my Defender, and using a friend's AV's we did the same 3 AV's. during the mission battles the buffs (insulation/deflection/dispersion bubble) i had were all i had to bring to the battle. my damage was sub-par to the blasters on the team, though as a defender i expected that. my defenses weren't enough to keep me from taking significant damage, dispite having MoB and Dispersion bubble (with 2HO's). i had limited ability to controll the mobs because i had few holds at my disposal. overall....i felt useless. whenever my SG decides to team up for "difficult" mission my controller is chosen over the defender. everyone loves the bubbles no doubt, mainly because i increase their already impressive defenses.
i readily admitt that not every defender feels useless and some are even sought out for team. however, the usefulness of defenders at the higher end of the game seems to be 60%. compared to a controller who's usefulness is well above 90%. when you have the choice between a Defender and a Controller who share the same power (secondary/primary) many option for a controller because the defender tend to be dead weight at times.
now you say that every AT should be extremely happy when a Defender provides a buff/debuff/ or resistance. this is true any AT is happy for this, however, in the late stage of the game, there isn't a noticible difference between a Defender or a Controller aside from obvious signs, i.e. primary power and that pretty blue shield.
i don't care if an Empathy/Nrg Defender or a Grav/Empathy give me a fortitude because the buff doesn't "feel" different. Bubbles from a controller don't "feel" weaker, nor do bubbles from a Defender "feel" stronger. i simply can not tell the difference.
Defenders NEED some attention. i'm not talking about "overall" i mean individual powers sets need to be addressed. if you guys are aware that such issues exsist why do you persist in keeping us in the dark for so long. i hate to point fingers, but scrappers, blasters, tanks, and controllers have all gotten "official" threads in some way, shape, fashion, or form. why not defenders? where is the "official Force Fields" thread with a dev name attached to it?
i love this game States, but my chosen AT is becoming less and less heroic. the introduction of new power sets is really appealing, but it's hardly a good substitute for the lack of playability of the powersets i spent 892hrs on. -
this is like maybe, my 3rd or 4th post on this topic, and each time i read the thread, i always come across the several rants on how horrible Mental Blast and Subdue are. right now, post 2 (count'em "2") Respecs, i have NEVER dropped these powers. they are a key part of my attack string. i know the animation lock sucks and the slow activation time bites, BUT it's THAT BAD! i've respected 2 times, and i've at lvl40 now and they both are two of the best attacks i have.
5slots Damage / 1 slot Accuracy, and i can pop a lvl41 Paragon Protector, yea the ones with that stinkin MOG, for ~ 100HP of damage, no less than 85 if i'm mistaken about the #'s
i lead with Will Dom, knock'em back with TK, pin'em with Subdue, and finish'em with the MB -> Psy Scream combo. if that doesn't take themem out in one round, i repeat. now i know we all wish the status effect for the blast set would work like its SUPPOSED to, but it doesn't so i think, again, we should stop ripping on how much the power set sucks, and start posting out ideas on what would make it better.
ALL other AT's have done it and we should start doing it too. psyblast is a potent power, it works EXCELLENT for ALL the villans who have it, but the hero version is awful in its status effect.
a lvl41 Portal mission against the ClockKing and his minions, who all possess psionic attacks, destroyed my team just last night (10-27-04). all be cause their psy attacks were sleeping, pinning, and reducing their attack rates soo badly no one could recover.
Psionic energy IS the most powerful attack in the game simply because IT hits when all else fails, and i think its time the hero version starts reflecting that. because its a psychic power it should have a inherent Accuracy bonus!! it seems as if all villian versions hit more often than the hero version.
no i call to arms, ALL my psyblast heros, stop naggin to each other about why ur power sucks and tell it to the DEVS! we need improvement on this!
Va'Leria
The Elite
lvl40 FF/PsyBlast Defender
Pinnacle. -
Since the respec i've had the pleasure of having ALL of the Psy-blast powers and i've come to the conclusion that this set maynot be the most powerful, but it does have potention when slotted correctly.
Mental Blast-- yes the activation time is slow, however, it's still a good power. a minimum of 4 slots dam makes it an effective blast. i've hit foes +5 my lvl for ~50HP. i know compared to a blaster thats minor, but for the set, its wonderful to me.
Subdue-- i use it as a secondary "mental" blast with the immobilization being a good status effect. i've slotted it just like mental blast.
Psionic Lance-- the longest ranged snipe out there @ 175 ft, its a wonderful power with great damage. i respect'd out of it because i didnt like the interrupt. for the risk of being interrupted i can get off Mental Blast , Subdue, and Tk blast before i could fire the Lance.
Psychic Scream-- a good cone AoE with the same amount of damage you get out of Mental Blast. i've used this blast to mitigate the attack rate on a mob surrounding my tanker.
Tk Blast-- this is the double hitter of this set it does moderate psionic damage + smashing damage. with a base damage like that of Mental Blast the added smash brings this attack close to tripple digits if slotted correctly.
Will Domination-- this attack has been my life saver because of its fast casting and tripple digit damage. i use the sleep as a status effect and added this power to my arsenal because if its damage output.
Psionic Tornado-- again i respec'd out of this power because i didnt like it. the knockup is nice, however it wasnt worth the arggo i kept gettin for using it.
Scramble Thoughts-- this power rock! its not a damage dealing power, however the disorient/stun effect is king. my blaster/tanks love me for this power. i've 4 slotted it with Enhance Disorient and at lvl38, i've been able to stun an lvl 41 AV. be mindful that to do this you must stack the attack with other disorient/stun/sleep attacks. using Mental Blast+Subdue+Will Domination to lower a foes recharge time and defenses will help Scramble Thought do its effect against very high foes and monsters.
Psychic Wail-- as your uber psychic blast attack, this power drains you of endurance completely. a side note to the power- if u dont make a successful hit to all foes in the area of effect, u will still be left with some endurance. it deals great damage as well as disorienting your foes.