boardthug

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  1. boardthug

    Blaster Balance

    Quote:
    Originally Posted by Samuel_Tow View Post
    Let me give you an example: We have two powers. Power 1 animates in 1 second and recharges in 1 second, and Power 2 animates in 1 second and recharges in 2 seconds. There is simply no way for those to mesh without stepping on each other's toes and having one power wait while recharged and STILL leaving a gap anyway. And even then, it won't go like 1 2 1 2 repeat, but more like 1 2 - 2 1 2 - 1 etc. or 1 - 2 1 2 - 1 2 - 1 and so on. There is no way to avoid the gaps AND keep the powers from overlapping AND have them alternate.
    Actually, in this case, you need 100% recharge on power 2 and no recharge whatever on power 1 and your attack chain can be 1-2-1-2-1-2 until you run out of people to hit. Assuming the damage from these two powers is sufficient to warrant excluding other powers from your chain.
  2. I'm still looking for the way not to display anybody else's rep, either. I know what I think about you; what other people think about you doesn't matter much to me.
  3. I know, I know. It's not a question. This is the section of the forums where I see him most.
  4. re subject line, they look for anything they want.
  5. Grats, Faldette, and have fun, Joy!
  6. I don't do a lot of farms; consequently I do wind up dealing with other people who don't do a lot of farms. Almost every AE team I've joined, including teams with friends, has wanted to insist that "auto-SK" means everybody in the team will be automatically sidekicked/exemped to the same level. It doesnt work like that. This is no mystery to anybody who's done any experimenting at all, but the misconception is a serious pain on the all-too-common 8-character team with levels ranging from 12 to 50.
  7. Not sure that would work. It's not like "reply" is a separate slash command; it's just a key shortcut that begins a chatline with /tell <nameofpersonwhojustsentyouatell>. It's still using the /tell command.
  8. My least favorite part about the auto-exemp is that so many more people have heard about it than actually know how it works, a good number of the people who think they know how it works are wrong, and quite a few people are willing to argue about it forever rather than take the five minutes required to test it.
  9. No problem, just enjoy your summers.
  10. Controllers in their current form should not serve as a benchmark for anything.
  11. "Because the player is new and hasn't gotten to learn the mechanics of the game yet, they only picked the set as it fits a theme that they'd like."

    There is nothing unusual about having your first character turn out differently than you expected. This doesn't mean the game mechanics need to be changed so that the character you end up with more closely resembles the character you envisioned.

    You want to change a mechanic that's going to be with you throughout the game, so that people who don't know the game mechanics won't have to learn. But that won't be free. A chance for knockback effect that is always on is very powerful, but requires some skill to use. A knockback effect that can be flipped on and off at will requires no skill, and is therefore far more powerful. Some kind of trade-off would be required. I do not want to see one of my favorite weapons blunted, so that it's safer and easier for new players to use. Since I won't be granted extra enhancement slots to compensate me for the reduction in power, I'm not willing to pay for this adjustment by increasing the knockback slotting I'm already doing. Further, a new player who learns how the power works, learns how to work it into various situations and makes the adjustments necessary to reap the benefits is doing themself a favor anyway, and will be better prepared they wind up with a power that doesn't do what they expected based on the powers descriptions.

    Suffer a little. It's good for you!
  12. "Having a secondary only devoted to damage, while having a so low base dmg is a contradiction in itself."

    Whether primary or secondary, every standard villain AT and every hero AT except controllers has at least one of their powersets dedicated to damage dealing. (In the case of the mastermind, the damage set also incorporates defense, so you could argue that that is not "only" devoted to damage if you wish.) Of those non-controller AT's, defenders and corruptors have the most options for making their enemies more susceptible to damage.
  13. [ QUOTE ]
    All I'm saying is, being forced to play with a side effect that obviously frustrates many players isnt good. Yeah I can make another build, but I shouldnt have to.

    [/ QUOTE ]

    Wut the? If someone doesn't like knockback, and there are powersets available to every AT that include little or no knockback, why would that player choose a powerset that features knockback as a secondary effect in almost every power? The devs aren't going to change how knockback works when it works exactly as advertised, just because 'many' people who don't WANT that are skipping the powersets with different effects, and taking knockback powers anyway.

    Now, if 'many' people don't like knockback, why would the devs NOT change it? Because there are also many players who DO like knockback. (Including me.) Doesn't matter if the sample sizes are remotely comparable. Players who don't want to take knockback powers already have the option to not take them. Players who do want to take knockback powers already have that option. No problem, therefore no action required from the dev team.

    As to the assertion that no player should ever be forced to alter their playstyle to fit in with the needs of their group, I don't know how you consider it possible to do anything else. If any player continues to operate on a team the same way they do when they are solo, that team is hosed.
  14. In keeping with the map staying revealed after it's been explored, and having the locations of your team-mates displayed, I would not at all oppose having the locations of enemies displayed while they are attacking someone on the team, and for a short time afterward. If they are not engaged it wouldn't make as much sense.
  15. boardthug

    RP?

    One of the worst players I ever met (in my opinion, naturally) was the TF leader with the keybinds for giving orders to the rest of the team. Made no difference that they were at least passably in character. The player just hit them too often.
  16. Come on, now. Just owning a webcam and the will to use it doesn't make you a porn star. You need vision! Imagination! Technique! Well, that and a workout routine. The proportions, you know.
  17. It would be a great QoL improvement. But it doesn't make any sense.
  18. boardthug

    RP?

    I sometimes get in trouble because I'm the only one on the team reading the NPC dialogue, and I answer back. All of a sudden, everybody else on the team is trying to figure out who I'm trying to pick a fight with.

    To each their own.
  19. You can't effectively end drain until power sink at lvl 35. By the time you reach the 40s you start running into a lot of factions where end drain or -recovery or both are resisted to varying degrees. Remember this when slotting end mod -- overkill is your friend.
  20. -res is not a defender inherent, is entirely unavailable in some defender powersets, and among the sets that have it is easier to use in some than in others. This is strictly an observation, however, as I don't think defenders need improving in any sense.
  21. When did they change it back to having logged-off toons affect mission spawns?
  22. how about starting a defender because controllers are a crashing bore, and have been forever?
  23. This pretty much describes foe intangibility powers generally.
  24. I'm going by feel, here, but these are the defenders I've played, ranked by how easily they solo. This has absolutely nothing to do with what they bring to a team, and reflects the utility of a primary as much as the actual damage output of the secondary.

    kin/psy -- never slows down
    TA/arch -- not as fast as the kin/psy, but equally unstoppable
    rad/son -- my perception is that the toggle debuffs tend to scatter enemies, so I don't like this one as much
    emp/dark -- primary helps me keep going, but it's all about the dark
    ff/psy -- will take virtually any team offered, but tends to do better solo than on small teams