Veldrane

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  1. Could this be a bug? I thought that once you begin a story arc, you will get all the missions for the arc even if you out level the contact. I know I've done Stephanie Peebles' arc in Striga by picking up the opening at 23 and not continuing it until 26 and she's capped at 24.
  2. Quote:
    Originally Posted by Dr_Darkspeed View Post
    1. You have to click to claim them on each character.
    2. You will never be able to access those costume parts in the inital creator. You'll have to make a character, enter the game, claim the cert and then go to the tailor to change your costume.
    That can't be true because Vet Costume Rewards are available on new characters at creation.
  3. Remove Redraw. Especally on Claws and Spnies\Thorns. Or at least with Kick and Laser Beam Eyes.
  4. Quote:
    Originally Posted by Deeweromekoms View Post
    You really think so? This a melee class we're talking about; you need defense and mez protection or the AT would be drastically underpowered. The only other option is to sub in some straight Defense powers, which pretty much defeats the purpose of the AT altogether. I had also put a note on the Empathy set that the base values are a bit lower for the exact reason you pointed out, on top of stating that buff and damage caps would need to be set in the AT info section to avoid (trumpets and echo effects, please) overpowering. But yeah, activating several powers all at once would be a heck of a buff for a minute and change... between recharges. No different than any other AT with Buff/Debuff or using a bunch of Inspirations all at once. I don't really see the problem.
    It's more the fact that the single target ally buffs, ie shields, can be mass cast while the other Buff sets cannot do it. But if Secondary Buffs for this class become AoE, the other Buff classes should be changed as well. I agree that fighting in melee should have defenses. But can you picture Trick Arrow for this class? Or Rad. If the lack of self protection through direct defenses is this big a hole, then more thought will be needed. If a straight port of the Buff sets won't work maybe a new hybrid Set Type is needed. Going back to the source material, Paladins engage in melee combat and healing\buffing. The twist is that other games make wearing armor an inherent ability and defenses are limited by the level of armor a class can use.

    With empathy, it's the combination of powers that will be overwhelming. A little of everything is much better than a lot of one thing. Even with activation times. And don't look at recharges to balance. Any reasonable recharges become excessive with IOs, Haste, and Alpha Spiritial.

    Quote:
    Originally Posted by Deeweromekoms View Post
    I didn't want to take anything from the Assault sets and I also believe that making the secondary straight Defense would make the AT a bit overpowered given its range (as well as it being rather uninspired). To Buff yourself is to DeBuff anyone attacking you by comparison and vice versa, so it's the same difference. Warning me against using holds is moot; besides Seismic Smash in the Earth Assault set (a single-target melee attack), the Aggressor has no Holds. It's a lot to read, so I forgive you for skimming.
    To Buff yourself is just another form of Defense. The Debuff suggestion as was a play on the name Aggressor. As in affecting the target. The comment about holds was for any changes that would be throught up.

    Quote:
    Originally Posted by Deeweromekoms View Post
    That works, too. I just wanted to whip up an Assault set consisting of a firearm and natural combat, so you got the idea.
    For AR, I think the current rifle butt fits well. A quick side rifle butt smash for AR and a Gut Shot could be shared with DP as well. Bayonet may be fitting but not all rifles will have a blade tip for it to work well.

    Quote:
    Originally Posted by Deeweromekoms View Post
    I like that.
    Thanks

    Quote:
    Originally Posted by Deeweromekoms View Post
    The pet isn't separate from the power sets at all; it's the level 1 power in the secondary sets for the sake of choosing the pet upon character creation as well as giving the player a choice of the first two powers in the Support set up front. I originally had it set up like you suggested, but I wanted to differentiate it from Masterminds to an extent as well as improve upon the options available to the player. As for the rest, I totally agree. I'm not too serious about the last two ATs (as stated), nor are they totally my ideas; my main focus is the Wildcard and Aggressor.
    I don't think this class needs to worry about being seen as different from Masterminds. It would be more active and the pet would be more a distraction rather than the player's main focus. If this class could seperate the blasts from the pets why can't the Mastermind?

    The best part of your AT ideas is that you came up with the inherent power. That is probably the hardest part since even the devs needed some time for the Hero ATs.

    For the Beastmaster, a stronger connection to the pet may be useful, such as granting the player buffs based on the pet's HPs or even a permant bodyguard mode. This could also be added with the pet buffs at higher levels.

    The Critical Effect that you came up with may be even more appropiate for the Trickster.
  5. Frankly, your ideas seem very over powered.

    For the Wildcard, making the ally shields PBAoE goes way too far. Not even Defenders have that. Empathy would be god mode. Status Protection+Def+Regen+Heals+Dam+Recovery+Rech+To hit not to mention your +Res. I also notice that Force Field didn't get this change too.

    The Reinforcement sets all appear to only have 1 or 2 controls but are mostly Defense Sets. A few holes in defense would be appropriate to leave full Defense Sets as the pinnacle of self defense. As it is the Aggressor, maybe add Debuff, not Buff, powers too. Hard controls like holds should be avoided as well.

    Also, I'd always imagined that if Martial Arts were made into an Assault set, it would be combined with Dual Pistols. Assault Rifle would be more fitting with a CQC military style melee moves.

    Perhaps instead of Trickster, Saboteur.

    For the Beastmaster, seperating the pet from the primary and secondary set makes it feel like a 3rd power set to choose which would be unfair to all the other sets. The pet should really be the first power of the secondary with blasts that match the pet. On the subject of the pet, having new models of animals would require so much development time, it may never see the light of day. Also, limiting the pet to animals does a disservice to the Comic genere. And the name Beastmaster also puts too much emphasis on a fantasy setting. Best I could come up with is Commander or Trainer.
  6. Veldrane

    Self Buffing

    Quote:
    Originally Posted by DrMike2000 View Post
    I've dual boxed two Empaths, and they were game-breakingly powerful.

    Adrenalin Boost gave me enough recharge to alternate auras, and have a permanent Recovery Aura and Regen Aura going.
    With AB, which was also permanent, I had +1000% Regen and +1000% Recovery at all times, could have been even more Regen if I slotted these powers for Healing.

    Mutual Fortitude slotted for Defence was +22% Defence, +31% damage and +18% To Hit at all times.
    Add in Manouvers for each character, and you're at 33% Defence to everything. With the recovery mentioned above, having the Endurance to run these toggles was not an issue, neither was finding the power choices to fit in Leadership since Stamina was totally unnecessary.

    Clear Mind provided full mez protection and increased Perception at all times.

    So, 33% Defence, 11 times normal Regen and spot heals to cover any spike damage made me unkillable.
    I was constantly operating with unlimited Endurance and +100% Recharge, giving me an attack chain of Power Burst, Energy Torrent, Power Blast, Explosive Blast, all at +62% damage due to stacked Assualt and Fortitude.

    If I Nova'd, one slot in Adrenalin Boost would mean I didn't even suffer an Endurance crash.

    It was awesome, to the point of being boring. These characters are currently stalled at level 39 due to being too easy to play.


    Green Machine of the Repeat Offenders Network do this with teams of 8 Empaths - I can do the numbers and imagine the sickening levels of power they achieve.


    In brief - Defender buffs are extremely powerful, and to stay that way, many of them suffer from the "not useable on self" penalty. This is necessary to balance this type of power.

    These powersets are advertised as such. If you want to play a more self-sufficient character, no-one is forcing you to choose Empathy or Sonic Resonance, maybe choose Radiation Emission instead?

    Asking for all powersets to benefit the user is reducing the number of options available.
    You Dual boxed. Also, as I said earlier, some powers may be too powerful too share, such as Adrenalin Boost. And you used 2 Maneuvers. Try it again with only 1 Emp buffed up with say just Fort and CM. Would that be too powerful? Then how about just letting CM be AoE then? And maybe including pool power should not be considered when examining the changes too.
  7. Veldrane

    Self Buffing

    It's been mentioned in several threads to allow the defender to self buff. It has also been shot down as a bad idea because it would make the defender too powerful by themselves. But is it really that much of a difference? The only true test I can think of to prove it either way is to take 2 Defenders with the same primary set with buffs and have Defender B cast the Buffs on Defender A, then report Defender A's performance.

    One thing that was never considered because self buffing gets shot down so fast is how the self buffing will work. You can't target yourself now and that kind of change would take a very long time to program I think. But what if the single target ally buff was changed to an AoE buff, like the Empathy Auras. This should be a quick change programing wise. Changing single target buffs to AoE buffs could help differentiate the Defender from Controllers, Corrupters, and Masterminds. Most single target buffs recharge so fast that a whole team can be buffed in a few seconds. In teams, this would make the Defender a bit more efficient than other buff classes. Also, some powers may stay as ally only buffs as they are too powerful otherwise. I think this would be mainly recharge related buffs, ie speed boost and adrenalin boost.
  8. [ QUOTE ]
    [ QUOTE ]
    The term "Tankmage" originated in fanatasy games and has since crossed over into most if not all games to signify a character with both superior defensive and offensive abilities well beyond the norm.

    But honestly I think your just dodging things you don't wanna see.

    [/ QUOTE ]

    You are correct. It doesn't have anything to do with range. It has to do with power.

    Not saying I'm correct for sure, but didn't the term actually originate in one of the 2000 AD company's post apocalypse series? Wasn't there a sort of unstoppable supercop with awesome weaponry and armor that called themselves the "Tankmages"? Not sure exactly but I vaguely remember a promised but never released PC FPS based on being a Tankmage in 2002 or so.

    [/ QUOTE ]

    I thought it was simply a combination of tank and mage adding the defense of the perceived tank with the damage of the mage classes.
  9. [ QUOTE ]
    A "mage" is someone that zaps things from a distance. I'm a tankmage if I can survive anything and fry their eyebrows.

    You don't need HIGH damage to be a tankmage. You just need ranged damage and great survivability.

    [/ QUOTE ]

    Isn't the "mage" part just high damage, not range?
  10. [ QUOTE ]
    My personal biggest gripe is not time to kill, but endurance to kill. Increasing damage will help my end to kill issue, but I'd rather them keep the slower pace, just with less downtime.

    [/ QUOTE ]

    This reminded me of something from a while back. I don't have a link but some time in the past a Red Name mentioned that Blasters have a built in endurance reduction baked into their blasts. This makes me wonder if Corrupter Blasts were based from Blaster Blast sets and scaled to the correct damage levels only. It feels from play that the Corrupter Blasts are more endurance efficent than Defender which leaves the Defender huffing after a fight while a Corrupter can take a moment and then move on. Well except for the Defenders with End buffs.
  11. Veldrane

    Hasten's Defense

    Does anyone remember why Hasten lost the defense it had before ED was added in issue 6?
  12. Only the first two few rad blasts look like light only. Most of the higher ones have cloud effects as well.
  13. Veldrane

    Full IO Sets

    I think you just made my point. There is only a relatively marginal increase for using the FULL 6 part set vs only 5 of the IOs. The fact is I can use 5 parts and anything else and have a great setup but that defeats the point of using a FULL set. Again, the key word is FULL.
  14. Veldrane

    Full IO Sets

    Emphasis on Full. What I mean by this is that the progression of bonus is very linear.

    For example with Luck of the Gambler, using all of the IOs except the End\Rech will get you +7.5% Overall Recharge, +57.08% Defense Buff, +45% End Reduction, +45% Recharge plus set bonuses to Regen, HP, ToHit, Res (Hold) and use the +7.5% to hit from the Kismet IO Set or move the other slot to use a full set in another power.

    My point is the gain from the Final IO of the set does not feel as empowering as getting a full set from a Diablo 2 set. At least on paper.
  15. Veldrane

    Full IO Sets

    It seems to me that Full IO Sets are lacking power. That is to say that there is very little advantage to use a full set in some cases than to just use part of a set.
  16. Since we're already on the subject of Power Surge, I noticed something while testing it out last night in the lvl 40 event.

    Power Surge is basically a copy of Unstoppable with an EMP on the end. Psi damage is a weakness of the Invulerability set. But Electric Armor does have Psi protection in a power. Shouldn't it's final ultimate power have Psi protection as well?
  17. [ QUOTE ]
    [ QUOTE ]
    As far as magnitude goes, expect it to be exactly the same as Tanker APPs such as Block of Ice, Stone Prison, etc..

    Those have a hold magnitude that is able to work on LTs but not Bosses, making it Mag2 I believe. Recharge will likely be 30+ seconds, and duration will be around 8-10 seconds.

    Ranged holds are possibly the most nerfed APP crossover skill, and I think that it will be the same for PPPs.

    If I'm wrong about mag and recharge/durtation then GW's hold will indeed be an amazing skill for stalkers. Otherwise, the holds are a bit of a let down.

    [/ QUOTE ]

    Sounds about right, actually.

    [/ QUOTE ]

    Whatever happened to "The Patron Powers are stronger and more powerful than the “equivalent” powers in City of Heroes (the Ancillary Power Pools)..." I don't have a level 40 villian to test with but from everything described on the boards and Castle's quote directly they are intended to have the same power.

    Here's the question: How are the Villian Patron Pool Powers more "powerful" than Hero Ancillary Pool Powers?
  18. I not sure why no one else has mentioned this but FF was changed to improve stacking. Deflection Shield protects against Smashing, Lethal, and Melee attacks; Insulation Shield protects against Energy, Neg. Energy, Cold, Fire, Ranged and AOE; Dispersion Bubble will now protect against everything.

    All Pool defense have also be changed to stack with Type and Postional defenses. They are now all defense to all.
  19. [ QUOTE ]
    The worse thing about the show (if there was anything to call "worse") was that people were more interested in the NCSoft bag than City of Heroes!

    [/ QUOTE ]

    Have you seen the bag? People kept asking me where I got it, even with the big NCSoft logo on it.