brophog02

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  1. Quote:
    Originally Posted by IanTheM1 View Post
    This ignores three very important things:

    What it ignores is why Total Focus was nerfed. Stun powers like this are mag 3, period.
  2. Total Focus nerf, anyone? It was done for a reason.

    ((This is why you think through suggestions BEFORE they enter this board, not after you're baited into doing so. If you think it is a simple suggestion, you haven't thought through it enough to actually put it down.))
  3. Quote:
    Originally Posted by Vitality View Post
    Could you elaborate on why not?
    Could you elaborate on why?
  4. Quote:
    Originally Posted by Oedipus_Tex View Post

    -Recharge is also fundamentally different than -Recovery in that you don't have to completely floor recharge in order to see a benefit. An enemy at 50% endurance can still use its powers. An enemy at -50% recharge is potentially firing at you at half the normal rate (1 / (1 + -.50) = x2). This is often expressed as how much damage output the team avoids, but really comes into its own when thought of as "how many times the enemy is allowed to use its single best power," whether that is an attack or a heal or a mezz.

    I'm fully aware of how endurance draining needs to work (I wouldn't have known to mention it, otherwise). However, the point I made remains. Both effects are only a small fraction as effective on the enemy as they are on the player.
  5. Quote:
    Originally Posted by Lord Mayhem View Post
    The MS Raid is fun, popular, co-op, involves some strategies but not so many (nor so complex) that new players struggle to learn them, and I've seen it done with as few as 3-4 teams (important for servers with lower populations) - that should be the model for raids in this game, imho. Everyone can join in (levels allowing - super-sidekick makes that less of an issue), just have fun and be rewarded.

    I totally agree. I have no use for the vanguard merits anymore, but I do it because its just fun. Watching everyone fly up to the mothership is just an epic event in this game, and it never really loses that feeling.
  6. brophog02

    Lower the rep!

    Quote:
    Originally Posted by Jawbreaker View Post
    Wonder what calling someone names over an internet forum makes you...

    That depends on if you're in a thread designed to powerlevel NEGATIVE rep.
  7. Quote:
    Originally Posted by Oedipus_Tex View Post
    The way -Recharge works is to multiply how long it takes for a power to to be useable again. If you've ever been hit by it, you know what a pain it is to deal with. Enemies probably feel the same way.

    It's not even a fraction as effective on enemies as it is on players, much like end drain. Both effects can quickly debilitate players, whereas when used on enemies it requires a lot more of the effect to have much of an impact.
  8. brophog02

    Lower the rep!

    Quote:
    Originally Posted by YouWish View Post
    Yes. Because this "Rep Game" the devs decided to add to the new forums is just sooooooooooooo important.


    Its important enough that we have several powerlevel threads and several nerf rage threads.
  9. Quote:
    Originally Posted by Adeon Hawkwood View Post
    When was the last time you got real benefit from having 1.155 Acc instead of 1? Neither the Acc of Archery or the -Def of Radiation are particularly brilliant bonuses. .
    Pre-20 it is highly beneficial, both when leveling up through that range and when exemplaring back down into it. After that, it's of limited usage.

    Both +acc and -def get hurt by all of the accuracy bonuses given out in IO slotting.
  10. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I didn't say mitigation, I said secondary effects.
    Actually, you said mitigation.

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Most of the blast sets have some form of damage mitigation on almost all of their attacks.
    In terms of secondary effect though, that still wouldn't answer why Archery would have the different tier 9, but not Radiation. The difference between Radiation's -def and Archery's +acc isn't a whole lot (particularly, like you said, post IOs).
  11. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I can see the argument that some specific sets might need a bit of rearrangement but I don't think the sets need to be standardized across the board.
    I don't think power for power they need to be standardized, just brought a little more in line in terms of annoyance factor.

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    I realize that i['m in the minority when it comes to snipes, but I'll try to explain my reasoning..........
    I can see that on particular combos, sure........

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    When looking at Blast sets, I think you do need to consider more than just raw damage. Most of the blast sets have some form of damage mitigation on almost all of their attacks. Energy has knockback, Cold has slow, electricity has end drain etc. The two main exceptions are Fire and Archery (Fire just has an Avoid while Archery has one knockback and a stun). Assault Rifle is a borderline case, it does have knockback on a decent number of attacks but it doesn't have them on all powers and the chance of it proccing is lower than Energy (also like fire it has an avoid but the radius is to small to make it effective as a mitigation power). For these sets the additional damage is supposed to compensate for the lack of secondary effects. For fire this is accomplished through more damage in it's blasts (generally as one or more DoT ticks after the main damage is applied). For Archery and Assault Rifle this extra damage is in the form of a short recharge, crash-less T9.

    Energy Blast only has a 20% chance of KB on Power Bolt (but very low mag), 30% on Power Blast, and 60% on Power Burst. Slug has a 25% chance for KB.

    In terms of AOE mitigation Assault is nearly equal to Energy: Torrent is a 60% chance for KB, Buckshot is 50% chance. M30, Explosive Arrow, and Explosive Blast are all clones of one another, and therefore all have a 50% chance. Fistfull attempts to compensate with a lower recharge and lower endurance figure (one of the rare differences in such attributes between Archery and Energy).

    Both Assault and Archery include a disorient power, thus providing an ST mitigation tool like most blast sets do, unlike Fire where that power is replaced with Rain of Fire. By that logic then (which I don't agree with), it should be Fire or Radiation with a short recharge tier 9 and not Assault or Archery. Radiation is in the same boat as Archery, but with a lower chance of knockback (25%) in its AOE, -def rather than +acc, and a single target disorient built into its tier 3 ST power. It, like nearly every other Blast set, has a typical nuke that crashes.

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Another thing to consider is that enemy groups have differing amounts of resistance and overall Smashing and Lethal are the most resisted damage types. Since both Archery and Assault Rifle deal lethal damage giving them a slightly better base damage as compensation seems fair to me.
    Damage type isn't a balancing metric to my knowledge. Smashing and Lethal are extremely common amongst all player damage sets and none of them are compensated in terms of damage against other sets of a less resisted type. In fact, the opposite tends to be true across the board. Fire and Ice, as blast sets, do more base ST damage than the other sets do, despite being less resisted. Again, Scrappers provide excellent evidence to this as well.
  12. Quote:
    Originally Posted by Kelenar View Post
    And the broadcast discussion was usually 80% 'THAT PERSON IS WEARING A CAPE AGH MY VIDEO CARD' and 'SOMEBODY HAS IMPS OUT KILL THE IMPS SOMEBODY HAS IMPS OUT THE IMPS ARE LAGGING US THERE ARE IMPS KILL THEM.'

    Too bad stupidity didn't get altered. With Wentworth's now having its lag issues, idiots think that if there are two of you in there, and one of you happens to be running something like steamy mist, shadowfall, etc.........then that person is causing their lag.

    Seriously.

    Same thing with Masterminds. I've seen folks on teams that at level 8 with 1 mastermind on the team with all 2 of his minions out.......that mastermind was causing their lag.

    Double Seriously.

    As to Hami, the new one trumps the old one, although the new one is a bit too easy, imo. You almost have to try to die now if you have even the most modest of communication and an experienced leader.
  13. http://boards.cityofheroes.com/showthread.php?t=124803


    For future reference, two good boards for macro help are the mastermind and kheldian boards.
  14. A lot of gamers today complain about the cost of systems and games, and while I understand their viewpoint they really don't have any idea the amount of money we spent back in the day on this stuff.

    Whether it was at the arcade or via home computer, we were throwing down some serious coin (even not counting inflation) to get our game on.
  15. Quote:
    Originally Posted by The_Killbot_5000 View Post

    Essentially it's a raid style encounter with a really challenging set of creatures which requires a little planning, some team composition to get a good mix, and a fair number of heroes/villains to complete. I'm looking forward further testing, now that I know what I'm up against.

    That's, essentially, the kind of things this game doesn't like to do, hence where people have the problems.
  16. Quote:
    Originally Posted by Dispari View Post

    However, your comment on nukes confuses me. The most popular Blaster for farming is Archery because of its tier 9. Not that I don't enjoy my Nova on my Energy Blaster. It crashes all my stuff and prevents me from using any powers for a while. It's fun to do a huge boom, but the long recharge means I can't rely on it. It's still not really overlap, because it doesnt' fit into an attack chain. It's a once-per-fight thing, while the crash nukes are once-every-few-fights thing. Anyway, Nova is 305 damage with 360 recharge while Rain of Arrows is 225 with 60 recharge, so do the math.
    There's nothing that should be confusing. In fact, you've very adequately explained why ROA makes other powers redundant, and similarly why the endurance crashing nukes don't.

    I never said the opinion would be popular, and I'm more than aware of why that is the case.
  17. Quote:
    Originally Posted by Adeon Hawkwood View Post
    They're organized differently so that they play differently. Reorganizing the sets to all follow the same progression would just make Blasters more generic than they already are
    But they don't really play differently, it is just annoying early on. You advance through the levels so fast now that you're at 20 in no time at all, and even exemplaring a set like fire or ice isn't impacted even as low as a Posi with the new SSK system. In a case like Energy, it just falsely creates the assumptions that Explosive Blast is poor, or that Energy is a ST set, when neither are true.

    There's just no reason for it being this way. Scrappers, for instance, aren't this way. Every Scrapper gets their taunt power at level 12. If they have a single activation build up power, it's at level 6 (with the exception of Blinding Feint, which is at 8). The sets are getting a third ST melee attack by level 8. Even with the diversity of some of the sets, there isn't such a thing as waiting until 18 to put together a reasonable attack chain. The diversity in Scrappers comes in the powers, not in odd tier placements.

    Some of the blaster tier placements are the same issue as Gravity has with Wormhole.........simply unnecessary.


    Quote:
    Originally Posted by Adeon Hawkwood View Post
    (seriously, have you ever seen anyone inquire what set a blaster is before inviting one? One blaster is pretty much as good as another.)
    YES. I do play an Energy Blaster a lot, so that does impact that situation some, but there are also advertisements and such for certain Blaster sets, mostly from those that think all a Blaster is there for is AOE damage. I've heard people flat out say that if you're not Archery or Fire, don't bother joining their team. It certainly isn't as pronounced as something like Emp defenders, but it does exist.

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    You can have my snipe when you pry it from my cold, dead fingers *shakes fist*. I'll admit they probably could use a damage boost but it is a good, if slightly situational, power. I don't bother with them on my defenders but I take and use it on my blaster.
    You'll find yourself very much in the minority here due to the long activation time creating a ridiculously bad DPA. Ironically, most people would say the opposite: when it is taken, it is generally done more on Defenders than it is Blasters, due mostly to the comparative damage with other powers in the set. I would like to hear your thoughts on why you like it so much, as threads pertaining to snipes are generally one sided.

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    This one is problematic. I can see where you're coming from but doing this would require a major re-balancing of Assault Rifle and Archery. A large part of the strength of these sets is that they can use these in almost every fight.
    Oddly, I thought this one would face the most criticism (and it still might). Archery and Energy are essentially identical sets except for two big things: The ST damage is split more evenly in Energy (and more concentrated in Blazing Arrow for Archery) and the fact Archery has the short recharge ROA rather than the long recharge Nova. Other than that, if you look at the cone + AOE in each set, and the total of single target in each set, you'll see they are indeed very, very similar. Obviously they play differently due to the secondary effects, but in term of balance metrics like damage they are extremely close.

    Assault Rifle is similar. In all three instances the standard cone and standard AOE are essentially the same (I believe M30, Explosive Blast, and Explosive Arrow are indeed exact clones). Fistful, Torrent, and Buckshot are very similar as well (certainly in terms of damage). Assault Rifle's problems are really more in terms of Ignite acting as a tier 3, but even that is partially made up with the inclusion of Flamethrower, which gives Assault Rifle more AOEs than a standard set (replacing the normally skipped snipe attack), and not by the inclusion of Full Auto.

    Does Energy need rebalanced then? I would say, no. It's a middle of the road set, which is why I'm using it as a simple comparative. Why would archery need re-balancing, then? ROA in its current form isn't what makes Archery viable, although its issues of redundancy have made people think that. People have made Archery a set around ROA because its extremely effective in today's common high recharge builds, rather than because that's how the set is truly balanced. If it were that case then we have some serious balance issues with nearly all of the remaining Blast sets, because Archery's ST and AOE damage (ignoring tier 9s entirely) are right where they should be, with respect to the other Blast sets.
  18. brophog02

    Lower the rep!

    If you have to powerlevel your rep, you really are a worthless waste of oxygen. Sucking at sucking is the lowest form of sucking.
  19. None specifically, but a lot of sets that I'd simply re-organize.

    All blast sets, for instance. There's really no reason that more sets aren't organized like Archery where you get all 3 single target attacks early plus both AOE powers relatively early. None of this crap where you wait 18 levels for your tier 3 (fire, ice....) or 26 levels for your targeted AOE (energy....).

    I'd also completely do away with all of the sniper attacks in those sets. That's one power that really has no usage considering its balancing metrics in comparison to other ST powers.

    Similarly, all blaster tier 9s would become endurance draining nukes, rather than just some of them. Again, like the sniper sets, the balance metrics don't work right with the other tier 9s in blast sets. The tier 9s with low recharge values, in an era of City of Kins and City of IOs, creates far too much redundancy of powers.

    With the comment on force fields, I wouldn't add any self defense to the set, because it just doesn't need any. However, the problem with force fields is that it only really does one thing; defense through knockback and passive defense. It isn't a well rounded set because it lacks other forms of buffs and defense the way similar sets do (cold, sonic, thermal in particular). Force fields does do defense better than any other set, but it quickly gets to the point of redundancy, particularly on high level teams with IOs.

    I've brought up IOs several times, and I'm not saying to balance the sets around IOs in the sense you need IOs to accomplish certain tasks. However, I am suggesting that the set designs take IOs into account a little more, such as sets like Devices where powers have become very redundant due to the introduction of inventions, or powers whose recharge time is so heavily affected by IOs as to change the intended design of the power radically. One example of the latter is in some of the newer tier 9 defensive powers lacking the ability to accept recharge buffs.
  20. Quote:
    Originally Posted by Galactiman View Post
    Then the mighty Jeph Loeb got hold of it and you know the rest. I still don't get why anyone thinks that guy is a good writer.
    He's fine if you don't let him mess with the status quo of a character too much. "The Long Halloween", for instance, is a great detective oriented Batman story, but in many respects it is just straight forward quality story telling.

    Stories like "The Long Halloween" and "Superman for All Seasons" are great examples of why his writing can be very good. They're tightly focused with excellent pacing. They're very intelligent books with many deeply layered substructures, usually taking the time to highlight specific motifs about a significant character and examining the life of that character in a meaningful and caring way. They also both happen to be books where he's just there to write a well written story in an established setting without any canonical implications.

    Those kinds of works show why he can be a great writer. His problems start when you give him a large piece of creative control that may have far reaching implications into the character/universe. He's best used when you can let his writing talents be put to use on non canonical impacting projects, rather than a universe impacting project like Ultimatum.

    In many respects, I think it is how the industry has handled stories that has had a bigger impact on how he is viewed. If the industry felt that simply well written stories were more important than universe altering events then I think they'd get far more mileage out of a writer like Loeb.
  21. Quote:
    Originally Posted by Zombie Man View Post
    Ummm... no.

    You're confusing leading with owning the mission.
    Nothing in his statement forced the assumption that he wasn't both the mission holder and leader, therefore nothing guarantees that he is confusing anything.
  22. I'm just hoping these PUGs with the Empath dying enducing wipes come with a warning sign..................
  23. Tornado tends to get it in things other than Thugs (due to necessity), but because it doesn't impact any other potential slotting in Gang War then that is the choice for Thugs.

    The only reason to consider it in Tornado and not Gang War are potential set bonuses.