docbuzzard

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  1. Quote:
    Originally Posted by Steel_Shaman View Post
    And the only actual competition taking place is in the minds of people who take min/maxing team composition far too seriously.

    There is one and only one criteria that I ever consider: is the team makeup allowing my teammates and I to have fun? If the answer is yes, I don't care if the team is 7 stalkers and a petless MM.

    Really none of this "well that AT contributes more mathematically" matters AT ALL to me. It only matters to some people because they want it to matter for themselves. Which is fine, that's how they have fun. I only take issue with it when it directly impacts someone else's ability to play the AT they want. In this case, Stalkers.

    I'll say it again: if the team is moving at a good pace, and no one is causing any problems, what's the point of worrying over who mathematically makes the most contribution? I was in a pug team the other day and I guarantee you my Brute could have solo'd every mission we did. But we all still had fun.
    Oh goody this rebuttal again. It is, in fact, the most useless form of argument we see, and yet we see it all the time.

    Look, if you are not comparing ATs in quantifiable terms (DPS, DPAS, damage mitigation, buffing potential, debuffing potential), then you are blowing smoke. Subjective analysis is utterly meaningless. It's like having a discussion of nutritional value, and then countering with "I like chocolate". That's all well and nice, but it is utterly irrelevant.

    There are things which can be measured with numbers and hence can be compared objectively. Fun is not one of those things.

    If you are trying to argue about the comparative effectiveness of ATs, you have to use an objective quantifiable basis for comparison or you the argument might as well be "my daddy can beat up your daddy" in preschool.

    If you are balancing ATs and power sets you have to use the hard numbers. Any other basis is nonsense.
  2. Quote:
    Originally Posted by Leo_G View Post
    Funny that, DPS chains are often *SINGLE TARGET*!
    DPS chain studies are by definition, single target. You might want to do a little research, or maybe comprehend what I wrote. Either way, you'd come off as more coherent.

    Quote:
    That I've seen people post numbers that pretty much equate to 'Stalkers and Scrappers are about even' and that those numbers don't take into account the free crits (probably can't as it's not something easily quantifiable) must also be a myth.
    I've yet to see anyone make a claim that stalkers keep up with scrappers or brutes. If you have evidence to that effect, feel free. I've watched the DPS king threads and it is always between brutes and scrappers. Stalkers with a full team in close proximity, might keep up, but I consider it unlikely (given the limits on the crit boosting range and all that).

    Quote:
    Stalkers have DPS ontop of burst damage, you just fail to acknowledge it because...well, if you don't play Stalkers, you're not going to bother, right?
    Again, reading comprehension on your part would probably serve you well. I do play stalkers, and quite a few in fact. It would also require a drooling idiot to claim that stalkers don't do damage. Since you are fixated on arguing against some nonexistent point, I don't know why I'm bothering, but I'll put out my actual point anyway. Stalker do pretty solid single target DPS. They are kings of burst DPS. However scrappers and brutes exceed them in sustained DPS, and are more survivable. They also, on any given set, exceed stalkers in AOE damage (at best a stalker matches as in electric melee). Burst DPS isn't terribly important in this game outside of PVP. Thus the strength of the stalker really doesn't manifest itself in most of the game.

    Quote:
    The funny thing is, on some Stalkers I actually *do* that. Granted, some of my more ballistic Stalkers, I'm right in there dropping crits and taking alphas, but on certain stalkers, it pays to strike strategically rather than hectically. Why? Well, why not? When I play, it's not like I'm trying to prove my epeen is bigger or I'm badder than everyone else...I *know* I'm deadly.
    Yes, thank you for the lecture on 'playing a stalker 101' for all those people who are utterly clueless about playing stalkers. Given that you aren't the only person who has actually played a stalker, it might behoove you to understand that others might understand them along with their strengths and weaknesses. I've played my stalkers a good bit both solo and on teams (even those <gasp> SFs and TFs). I know what they can do, and I know what I can do alternatively with other alts. I don't make my team drag by playing a stalker, but I also understand that other alts would probably speed up the process more.

    Quote:
    Let the Brute get the messy and I'll dissect intelligently. Not running or hiding or waiting, just pick and choose, execute and move on. And guess what? I actually get *rewarded* for doing that! I get free crits, I get damn near absolute mitigation and the team runs smoother.
    Yes, and while you contribute a great deal in your head, if you weren't on the team it is fairly assured that nobody would notice. If they replaced your stalker with an ice blaster or another scrapper (or a brute, or a dom, etc), the killing would probably be faster.

    Stalkers are not gimps by any means. Especially since the buffs a few issues back, they have been pretty damned good damage dealers. However, they still lag the competition.
  3. Quote:
    Originally Posted by Grey Pilgrim View Post
    Lower amounts of AOE is only a problem if you put blinders on. There are plenty of places where you want good single target damage, and someone putting that damage where it needs to be. Stalkers are fine since they were adjusted... it's just the folks with blinders that seem to think they are not.
    Of course the problem is that the mythical godly single target damage of the stalker is just that, a myth. While they are the kings of burst damage, sustained DPS chain crowns are the realm of scrappers and brutes. The stalkers get to sit outside and watch the party.

    While I enjoy playing stalkers, they really do have little enough to offer teams. I don't mean to say they are a drain, but let's be honest, the slot is likely to be better filled by about anything else (though admittedly the difference may be quite small).
  4. Quote:
    Originally Posted by Vel_Overload View Post
    I see a lot of people bringing up an interesting arguement for Liquefy.

    It's a good power.. when compared to most tier 9 powers available for support sets. It's the only one of it's kind. We don't include Earthquake because it's not only in a different Set but in a different catagory all together. Liquefy may sound nice. But it doesn't make up for the fact that Sonic Resonance's main goal (Which is providing a Res buff) is completely subpar when compared directly to Thermal, and is also Supbar when compared indirectly to Force Field and Cold. It sadly doesn't provide as much damage mitigation as any of these sets. This is of course assuming they are all on the same multiplier.
    I believe part of the problem is that the devs, for some reason I don't quite get, value resistance mitigation much higher than defense mitigation. This should be readily apparent from the plethora of defense buffing options (in pool powers and sets, not to mention the complete IO advantage to defense over resistance). When the rubber meets the road defense is usually better since if you don't get hit, the rider ability doesn't hit you either (be it a mez, slow, end drain or whatever).

    Quote:
    Before anyone says 'oh, but liquefy provides a large burst of mitigation in a pinch'. Yeah well Force Bubble provides a large burst of mitigation indefinantly (or atleast until the bubbler loses endurance).
    There is a big difference between a power which makes a spawn harmless and an easy target and a power which scatters the spawn with knockback. I'll take the former any day. Yes, force bubble can protect a team, but it will also slow their AOE mowing ability down.

    Quote:
    So, lets compare these 'burst mitigation' powers from each of the mitigation sets (including Empathy)

    Sonic:
    1.Liquefy. We've discussed it. It's a weaker, longer recharge Earthquake with a -tohit property.
    What is wrong with so many people here? Why does everyone fixate on the knockdown part of the power when the -to hit is what makes the power great? Slot the power for -to hit debuff and with it down, nothing will hit you. I don't care if they are standing or not, it doesn't matter if they can't hit a damned thing. That's real damage mitigation, not tossing people around.

    Quote:
    2. Sonic Cage. These powers are a joke. Nobody in their right mind uses them. I'm sure there are some (1) godlike wielders of these powers but most teams move too fast within a mission to wait around for 30 seconds.
    Yes, that power is utter crap. Though I find it amusing that you finally mention convenience for a team here, when you blithely ignore how much tossing people around with massive knockback powers is almost as annoying.

    Quote:
    Cold:
    1. Snow Storm: Cold already provides +Defense but combined with -Recharge helps prevent Cascading Failure. Great power.
    Not really that great. Slows don't stack all that well, and the magnitude isn't that spectacular. It's a one trick pony, and slows aren't that great a trick.

    Quote:
    2. Benumb: A single target -DMG power. Not too shabby. Argueably the best single target Debuff in the game.
    Definite over hype here. It's a decent power, but there are better. It's not perma out of the box, and it's single target to boot.

    Quote:
    3. Frostwork: Single Target HP Boost. Thus increasing amount of HP Regenerated and amount healed. Great for Alpha-weak tanks.
    Not a bad power, but not exactly godly since so many ATs have HP caps which can't be helped much by it.

    Quote:
    Force Field
    1. Personal Force Field: A Self inflicted status of God-mode. Selfish power, but is still better than sonic cage..
    Comparing to crap isn't much of a comparison. I'd rather have sonic siphon than this.

    Quote:
    2. Repulsion Bomb: AoE Knockback. I typically wouldn't put this here because nobody takes it (sadly). Knocking back 3-4 enemies is the same as holding those enemies for a short duration. Thats 1-2 hits from each diverted.
    False. Knocking back targets is nowhere the same as a hold. Yes, it provides mitigation, but also scatter. If we're talking a bubbler who has any clue, he's already providing close to softcapped defense to a team so knocking back foes just slows down the team. A hold leaves the target in place for be mowed down. Knockback is not so kind.

    Quote:
    3. Force Bubble: Perma Liquefy essentially, except without the -tohit or -defense. Only 0.69 endurance cost. Amazing.
    "perma liquefy, but without the good parts"
    What a nonsensical statement. It's like people think only the hopping around visible part of the power are important. What hogwash.

    Quote:
    Thermal
    1. All the heal powers: Healing + Resistance is immediately better than just +Resistance. There is no arguement here honestly.
    Yes, but as with all buffs given the way in which effects stack in this game, getting close to a buff cap is much more meaningful than adding just a little bit.

    I do admit, however, that thermal will protect better in general, though I don't think it debuffs as well.

    Quote:
    2. Heat Exhaustion: Debuff that reduces the affected Target(s) with a -50% DMG debuff. This power alone laughs at Liquefy.
    Bollocks. If you can't be hit, you don't take damage. Also you really better get a grasp of the AOE debuff vs. the single target debuff.

    Quote:
    Empathy:
    Regen Aura: A MASSIVE Regen boost. This is shear mitigation. People should seriously only use this in the middle of combat instead of wasting it at the beginning of the mission. Recovery? Sure go ahead but this power is a 'burst' power.
    Fortitude: +15% defense to all. Thats 30% mitigation against minions. Mathematically, thats MORE MITIGATION than an unbuffed sonic haven+shield. Those two only provide 20% mitigation. And not agianst psionic. Note: Thats only against minions.
    Regen aura isn't bad, but it's not perma, and doesn't help against damage spikes.

    As for fort, it's not bad. However you can only keep it on a couple teammates and you have to spend a fair amount of work maintaining it. It also requires double the slotting of the sonic shields to work at best (recharge in addition to defense). Though again, stacking buffs are the key here, with the sonic shields coupled with the big bubble adding a decent amount of mitigation.

    Quote:
    I could probably argue that Storm summoning has better mitigation than Sonic due to Snow Storm's -Recharge, Hurricane's Knockback and -37.5% Tohit, Thunder Clap (not nearly as good but still) and Steamy Mist.
    Storm, if played right is an amazing set which can protect a team well and debuff enemies into goo. However there's a hell of a lot more people who think they play storm well than actually do. In the hands of a poor player, it's a bloody nightmare which will royally piss off a team, and slow down their effectiveness.

    Quote:
    Sonic Resonance needs a buff. Plain and Simple.

    I mean, FORTITUDE provides MORE MITIGATION than Sonic's Two shields on a single target.
    Yes, and Fort can't be provided to a whole team.

    While I agree that sonic could probably use a bit of help, the situation is nowhere near as dire as you paint it. Sonic is a compromise between damage mitigation and damage output enhancement. The ability to debuff a single target to the tune of a 60% resistance debuff is huge. Couple that with a 55% resistance buff and you really aren't talking chicken feed.

    It is a bit limited in tricks, I admit, and the recharge on Liquefy is rather over long, but people really are selling the set short with hyperbolic nonsense.
  5. Quote:
    Originally Posted by EvilRyu View Post
    Yes I did, its just an underpowered version of earthquake. Thats how I have always seen it. It takes way too long to recharge for what it does.
    Evidently you've never bothered to actually use it or check the numbers. Liquefy is a spectacular "oh crap" button which will effectively take opposition right out of combat. The knockdown, hold, and massive to hit debuff will turn an enemy spawn into a bunch of toddlers on whiskey.
  6. Quote:
    Originally Posted by EvilRyu View Post
    I can tell you one thing that has to go above all else is that gawd awful tier 9 power the set gives thats utterly worthless.

    Did you actually just say Liquefy is worthless? Have you ever bothered to actually play the set? Good lord, Liquefy is a spectacular power.
  7. Quote:
    Originally Posted by Catwhoorg View Post
    I'm very happy with my sonic defender.

    She is one of the top 3 characters I pull out for high level events and Masters Runs.

    The one little thing I'd add, make sonic siphon a true siphon. Add a little +res (non stacking) self to it.
    That's another decent option. I just think siphon needs a bit more umph since it's a pretty unspectacular single tasker.
  8. Quote:
    Originally Posted by Obscure Blade View Post
    I wouldn't call them minor tweaks really. Especially turning Clobber into a major damage power as well as a stun; suddenly Mace got a hefty jolt in the single target damage department.
    Yeah, WM went from the gimpiest melee set to a contender. It was always OK in AOE, but lagged significantly in single target. With the adjustment to clobber, and the reduction in animation times on some of the other attacks, its single target ability was increased markedly. Then the switching of the target cap of 10 from shatter to crowd control made for a huge upgrade in actual AOE performance.
  9. I'm quite fond of sonic resonance as a set myself. Personally I think it's pretty close to good to go as is, but what I would like to see in it is to have sonic siphon have a -regen component added. If you compare that power to other defender options of comparable level, it is inordinately weak. It only does -resistance.

    Compare it with :
    Tar Patch - AOE - resistance and slow, -fly, -jump
    Radiation Infection: -defense, -to hit
    Siphon Power: - damage, +damage to allies

    Sonic Siphon simply doesn't stack up against these ones.
  10. Quote:
    Originally Posted by Kelenar View Post
    Yeah, but Stone Melee gives you all that plus constant screen shaking, because you hit so hard that the entire block feels it.
    Problem with stone melee is that it is AOE poor. It does kick butt on the single target work, but AOEs really are more important in the end.
  11. I find my WM/WP brute to be amazingly devastating. I know everyone and their cousin thinks SS is the godly brute path, but I don't know that I buy it. WM has both good single target and AOE damage, and while foot stomp has a nice wide area, the damage on crowd control is quite good, and that 180 degree arc can easily get the 10 target max without trouble.

    About the only thing which holds WM back in the single target DPS chain sweepstakes is that as a weapon set, it can't do the gloom thing for that huge DPAS boost. Otherwise it is extremely competitive.
  12. Quote:
    Originally Posted by DMystic View Post

    One other thing I would do is increase Stalker build up to a 100% Bonus instead of the 80% they have now. To this day I have no idea why that was done or why Scrappers are allowed to keep their 100% if raising the Stalkers isn't an option.
    Yes, I agree with this. I never quite understood why stalkers got an inferior build up.
  13. I quite like stalker myself, having a fair sized stable of them. However they are generally under appreciated in teams. This is too a good extent a matter of perception, and I have seen the anti-stalker attitude in person as well even not on Freedumb.

    However I would proffer one minor adjustment to improve the stalker- increase the range of the team crit buff. Right now it is about short enough that you need everyone in melee for the stalker to really benefit. That should be extended a good bit.

    Beyond that, they work well enough. I don't know about well enough to change the perception, but then you can't buff away stupid.
  14. docbuzzard

    Call it

    Quote:
    Originally Posted by srmalloy View Post
    Red side should see a reduction in prices. And I've got some land for you; guaranteed to have water on at least one side.

    I recently got a character to 12 redside and converted her to level-15 IOs; I bought the recipes and most of the Luck Charms on the Black Market, paying 5,000 inf each for them. During the same period blueside while I had the bids in on redside, the market for Luck Charms never dropped below 50,000. Explain to me how 100,000 potential buyers blueside willing to pay 50,000 and up for a Luck Charm will, when the redside supply of Luck Charms gets merged into the blueside supply, are going to reduce prices redside.
    Well there is that pesky fact that Luck Charms do not an entire market make, and salvage going for the thousands is fairly irrelevant in the grander scheme of the market. When we are talking about rare IO sets which go for astronomical prices redside and even then are rarely available, the merger will be an extremely positive thing. Individual spot prices may well go up, but the overall costs redside will go down and availability will certainly go up.
  15. A standard rule of any closed beta is that nobody is allowed to talk about it. Thus you are asking a question that nobody would be allowed to answer if they were in it.
  16. A couple not mentioned so far:

    On the Waterfront- Elia Kazan's classic about union corruption on the docks starring Marlon Brando. I can guarantee that even if you haven't seen the movie, you know quotes from it from watching Bugs Bunny. Brilliant film.

    The Man from Earth- a very quirky science fiction movie with must have had the cheapest budget ever- yet it wasn't a bad thing. It consisted of people in a room talking. The movie is very thought provoking and entertaining.

    I'll toss in a couple WW II classics:

    The Longest Day - a classic telling of the D-Day invasion with a star studded cast of the era. John Wayne, Sean Connery, Robert Wagner, Eddie Albert, Henry Fonda, Robert Mitchum, and many other people you're recognize. Filmed in 1962, but still done in B&W because it was felt it would tell the story better. A very long film which covers snippets of all aspects of the operation on both sides.

    A Bridge Too Far - another classic WW II film covering Operation Market Garden, the failed operation to push into the Netherlands using airborne operations to hold bridges for an armored spearhead. Again a star studded cast with Sean Connery, Anthony Hopkins, Robert Redford, James Caan, Micheal Caine, Eliot Gould, Gene Hackman, Lawrence Olivier, ect. It's another really well done film. Again, a rather long one at that.
  17. docbuzzard

    release notes?

    Thanks. I was looking all over the forums for them. Silly me.
  18. docbuzzard

    release notes?

    I can't seem to find the i17 release notes. Have they not been posted or am I simply blind?
  19. Quote:
    Originally Posted by BackAlleyBrawler View Post
    I believe it could be done, but it would have ramifications on balance.
    A while back I did specifically ask Castle if powers were balanced around damage type and he said they were not.

    Thus I don't know if it would be a balance issue if a broadsword became flaming (or whatnot).
  20. Quote:
    Originally Posted by Dispari View Post
    Incidentally, from the title alone I thought this was going to be about things like "We don't have any melee attacks that do -RES as a secondary effect." I was thinking about power combinations that we don't currently have on things. And I don't just mean single powers in a set like Stunning Shot or Tenebrous Tentacles, I mean like how every Radiation power does -DEF. So here are some we lack:

    I can't see any new sets with stacking mezzes. Energy Melee already demonstrated what trouble that could be, and it got the nerf bat for it (I mean other than the ET nerf).

    I do like most of the rest of the ideas though.
  21. Quote:
    Originally Posted by Dispari View Post
    Actually, Guild Wars does a pretty good job with corpse exploitation skills. That's one of the only things I miss from that game. However, due to the cast times and the one-use-per-corpse rule, it would sometimes be exceedingly frustrating. For instance, if you're playing a toon that relies on exploiting corpses so that you can make zombie minions, but are fighting enemies that blow them up, there's a 0% chance that you'll get to use the corpses before they do.

    Of course, there are a lot of ways to avoid that. For one, allow corpses to be used by anyone and everyone, even multiple times. Just balance out the recharge times so you can't do it to one corpse over and over.

    Anyway, some good ones in GW:

    * Animate (blank) - There are a handful of zombie summon powers that work through exploiting corpses. You can summon little amalgamations of flesh and bone to make a temporary pet. Used to be you could keep as many pets going as you were able to (normal players, around 20, though with some superbuilds you could have virtually infinite), but it's now limited to 10.
    Already here in Dark Extraction. The warshade dark fluffy power.

    Quote:
    * Putrid Explosion - The corpse explodes and does damage, much like Fallout. You could make a far weaker version that works on enemy corpses. While you would be partially right about how it only works after you already killed something, think of all the times you killed some minions and there were still plenty of enemies left.
    Already here in Unchain Essence. Another Warshade power for popping bodies with a big boom.

    Warshades already have most of the corpse handling powers. Now it might have been nice if necromancers had some more (they do have their Soul Extraction power which is of this nature), but there is at least one. Other dead effects might have been nice in that set, but the rather limited corpse duration in this game would complicate things a bit much if too many powers relied on them.
  22. Quote:
    Originally Posted by Jade_Dragon View Post
    [Captain Heroic creeps up behind Skul]

    [Captain Heroic grabs Skul's head and turns it around 180 degrees]

    [loud crack as Skul's neck is broken]

    Captain Heroic: "Pardon me, but as a hero I am warning you before I attack. Just to be sporting."

    [Captain Heroic Assassin Strikes Skul]
    Yep, that's pretty much how I pictured it.