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Posts
2012 -
Joined
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Quote:But what you are missing is that there are no generic enemies. A blaster which can one shot a minion might not one shot an epic boss that kills him. Or the blaster cannot one shot an lt that mezzes him. Or there are two minions who can mezz and he one shots one and the other mezzes him.Not specifically responding to dugfromtheearth here, I'm actually responding to Sam, but in a roundabout way which will become obvious. Technically speaking, this isn't a true statement because its ill-defined: what does it mean to be "balanced."
A thing can't be balanced: balance involves at least two things. You balance A against B, you don't "balance A." When we say a character or a powerset combination is balanced, we usually mean "against the PvE content" by default.
But what does *that* mean? I think too many people assume that "balance" means "a balanced fight." I win, but it wasn't too easy. But that's not actually the most important thing in MMOs. The most important thing in MMOs is actually reward earning rate. We assume that the best way to regulate that is to regulate combat difficulty: "harder" things generate more rewards, "easier" things generate less rewards.
There are ways to try and balance this - situational powers. An attack that can take out an epic boss but only works once every 10 minutes. An attack that takes you a whole spawn (in case there are 2 mezzers) but only works every minute.
You simply let them defeat everything in their path by waiting for their power to recharge. -
Quote:I don't know when the fury change happened. I was gone for a year or so and have not played a brute since I came back. So it is quite possible that I have not done so.lol have you played any Brute after the Fury change? Dive into 3 mobs, deal 3 blows, 50% fury with any primary/secondary on TOs. At the end of the fight you're at the usual new ma fury (70% iirc). Walk down a hallway alone, you still keep most of your fury when you get to the next mob. I suggest you monitor your damage bonus in combat attributes (if you ever played any brute after the change which seems unlikely).
I will have to check it out.
Threads like these are so useful, someone should start more of them. -
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I don't like Brutes. They only do well if they are doing well. If you have trouble in a fight and need to rest, you start the next fight with no fury and do poorly at that one.
I have no high end characters, I never get IO sets, never play level 50's. So to me brutes are just tanker wannabe's that hit like a defender. -
Quote:Yeah, what I find weird is that it seems the people who complain about the market are the ones looking to game it. The ones who just want to buy, sell, and be done are happy with it.That's one of the better things about WW. Okay, dumping everything on the market for 1 inf isn't the most efficient way to make inf, but it does provide a surprisingly reasonable return, and certainly more than enough to pay for SOs and the odd -KB IO.
I'd really hope that any alternate system proposed caters equally as well for those people who want as little to do with the market as possible.
You get one salvage that sells for 1 million and you are set. You will never run out of influence buying SO's again, maybe if you dual build. -
complaining about merit rewards for content is just silly
if you play for merit rewards find the one or two that give you the most for your time and do them. That's what you are going to do anyway, so complaining that everything does not give you the most for your time is just being silly. If FW gave the most merits for time people would play that and then complain that Synapse did not give enough merits. -
Not talking about IO's, inventions, or anything else - just Wentworth's.
I've been using it a lot lately and I like it. I don't have to know how much something should be worth. I can sell lots of stuff in one place instead of having to go to stores.
The only issue I have with it is that it becomes busy and I have to wait to finish selling or getting my influence. -
I thought this thread was about Charlize Theron doing push-ups
I'll be in my bunk -
The inspiration system of CoX is unique in the MMO world as far as I know. I really like the system, it adds a lot of variety and planning into the combat. Let's you boost yourself for a tough fight. And generally is a simple system that adds a lot to the game.
The only changes I would like are below, but neither would be worth the dev time. I really have no significant complaints about inspirations. I think they are a great feature of the game.
1. allow you to convert 3 of the same color to a different type of inspiration of the lowest level combined - so you don't get stuck with 2 small yellows and a medium and cannot convert to a break free
2. Get inspirations from thematic NPC's rather than buying them from contacts. Sick kid in the hospital instead of a nurse, that sort of thing. Make it seem more like inspiration instead of medicine or a drug. -
there are more than 25 zones?
I want there to be sets of zones heroside, each with a theme: 4 color heroes, street, magic, sci-fi.
4 color would be Atlas 1-10, Steel 10-20, Talos 20-30, FF 30-40, PI 40-50
Street would be King's Row 1-10, Skyway 10-20, Striga 20-30, Brickstown 30-40, Crey's Folly 40-50
Magic would be Hollows 1-10, Perez 10-20, Croatoa 20-30, ??? 30-40, Dark Astoria 40-50
Sci-Fi would be the shadow shard zones -
I feel starting combat is slow even with 3 veteran powers - 2 wands and sands of mu. I don't want to imagine what it would be like with only brawl, the origin power, and one wimpy attack.
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You can clean up a few areas of Atlas and get rid of the criminals
How much of Paragon would you like to clean up? It gives a feeling of accomplishment, but then you cannot hunt in those areas. Might make defeat badges hard to get, or just make the game seem dull.
Personally I would like to clean up basically all of it. I would like to do a Striga arc that defeated the council base there, that sort of thing. -
that's because it is lame
but really only needs 2 changes:
Targetting Drone should be the Follow Up to the other blaster's Build Up. Give a constant bonus to accuracy and damage. They've done it for scrappers, it just makes sense for blasters to have a version.
Cloaking Device should have significantly more defense. Make devices the sustained fight version of blaster and give them more defense. -
Quote:I can only assume there is something about this particular issue that gets to you. Normally you are good at reason and facts and making a solid case. But here you are declaring that 80 feet qualifies as "at range". I can only assume you came up with that number to minimize the number of "ranged" powers. Why not select 120 feet and declare that you have no ranged powers?Good question. At 80 feet, my energy/energy blaster has exactly three: Power Bolt, Power Blast, and Explosive Blast (which is an AoE). Is three the appropriate number for a blaster at range?
Additionally, how many of your powers are slotted for range? Blasters do lousy damage - unless they put in damage enhancements. Complaining that your range is too short if you have no range enhancements is simply silly.
I'm not saying blasters are not lame - they are. I don't play them. You cannot balance a character on just damage with no mitigation - of course blasters do have mitigation, just not as much as others (and not fire). The real solution for blasters is to dramatically boost the side effects on their powers but have very short duration. So blasters are safe as long as they are hitting everyone rapidly - a very active defense.
But I am saying you are better than what you are presenting here. Random comments and snippy replies are fine for me and most other posters - but you are Arcanaville. -
first AT. Then concept, then powersets.
I only like a few AT's so that comes first. -
Night Widow Level 24 Respec Guide
http://boards.cityofheroes.com/showthread.php?p=4050521 -
Night Widow Level 24 Respec Guide
http://boards.cityofheroes.com/showthread.php?p=4050521 -
Night Widow Level 24 Respec
Your Widow has an automatic respec at level 24. You have 20 powers you can choose from your powersets, in addition to pool powers. You only have 14 power slots to fill. There are many tough choices in the respec, this guide is to help you understand and make the choices. This guide is to plan your level 24 respec for PvE. It assumes a single build usable for soloing and teaming, but focused on crits from stealth. It assumes SO's.
STEALTH
A Night Widow has a stealth power of Mask Presence, and their melee attacks do critical damage when hidden. However, Mask Presence does not provide full stealth from bosses and lieutenants. You have three options to get full stealth: take and use Smoke Grenade power, put Celerity: Stealth IO in Sprint and run it, or get Super Speed and run it.
* Super Speed doubles as your travel power so it does not take an extra power slot in theory. It uses END, but can be left always on.
* Smoke Grenade provides concealment for all of your allies and gives the foes a accuracy which gives you protection from attacks. It provides the most benefit, but while a recharge of 15 seconds seems fast it is slow if you are simply trying to stealth through a mission and have to smoke each spawn.
* Celerity Stealth saves you a power (unless you also get a travel power), but costs up to 100 million influence. Putting this in sprint is ultimately your "best" option but you have to be able to afford it.
TEAM VS SOLO
Night Widow's have the standard SoA team buffs which are good enough you will want them solo, but they lack other team support. They are primarily single target damage and will play as something between a stalker and a scrapper.
Build S option indicates a power selection for a solo player, Build T for a team player.
LEVEL 1
You choose between Swipe, a melee attack, or Poison Dart or Mental Blast ranged attacks. If you do not take Follow Up, take Swipe as you will need the extra melee attack for your chain. Since you are going to start a fight with a melee attack from hide, it makes ranged attacks superfluous. Having a single ranged attack for pulling and taking out runners is a good idea if you cannot cover that with a veteran power.If you take can choose to take Poison Dart or Mental Blast as your one ranged attack to pull (which you do not want to do since you crit from hide) or to take down runners.
You must take Combat Training: Defensive.
LEVEL 2
You choose between Strike, a melee attack, and Combat Training: Offensive which is a bonus to accuracy. You would be happy to have CT:O as it is a passive and more accuracy is better, but you need the melee attack.
LEVEL 4
The new power is Tactical Training: Maneuvers which is a defense buff for your entire team. You might also consider taking a travel power at this level.
LEVEL 6
The new power is Dart Burst, a cone attack. This does reasonable damage and is a solid AoE. However, it is a narrow cone which is tough to use in melee. You will want to fit this into your build but it will be hard. Most likely you will take TT:M if you did not take it at level 4, or take a movement power here instead.
LEVEL 8
Follow Up or Build Up. You can only choose one, not just at this level but you can only have one or the other. Build Up buffs your to hit and damage a lot for a few seconds. Enough for a few attacks especially a crit from hide. Follow Up is a melee attack that if it hits buffs your to hit and damage for a short time. Follow Up has a fast recharge and is part of your attack chain, so as long as you hit you are constantly buffed. In general if you mostly solo you probably want Build Up, if you mostly team you probably want Follow Up. In any case you will probably choose which ever one best fits your playstyle.
* Build Up is better for assassinations, it makes your first hit from Hide much bigger and that auto-crits. It is also useful against foes such as Rikti Drones that are hard to hit in the first place.
* Follow Up is better for longer fights such as AV's, GM's, and general fights in teams. It is also a melee attack, so it adds an extra attack to your chain.
LEVEL 10
The new power is Indomitable Will, a status protection toggle. You want this, but may delay until later to get it if there is something else you need. However, your build gets tighter in 2 levels.
LEVEL 12
You choose between Spin a pbaoe melee attack (crits from Hide), Lunge a powerful melee attack, and Smoke Grenade which provides concealment and reduces your foes to hit. Smoke Grenade is not useful at this level as you do not need it until you have Masked Presence at 20 which lets you hide. You need Lunge for your melee attack chain. You almost certainly want Spin when you can fit it in.
LEVEL 14
No new powers at this level. You want to get the second of either Spin or Lunge that you did not get at level 12.
LEVEL 16
The new power is Tactical Training: Assault, a toggle buff of 15% to your whole team's damage. You want this power as the damage buff is not huge but is noticeable, especially on teams. If you are taking Smoke Grenade you probably need to squeeze it in here.
LEVEL 18
You choose between Confront a single target taunt, and Slash a high damage melee attack. Slash is your highest damage melee attack, the one you want to crit with from Hide. You need it. You do not need or even want Confront.
LEVEL 20
You choose between Tactical Training: Leadership a toggle buff to hit for your whole team, and Mask Presence a toggle stealth that lets you Hide. You need Mask Presence for Hide and its crits, so you need to take this. You want it at 20 so even if you exemplar down to 15 you still have it.
LEVEL 22
You choose between Foresight which is a passive status protection plus 7.5 % defense buff, and Mental Training which is a +20% recharge bonus for all of your powers. You want both. If you solo mostly you probably want Foresight first for the defense buff. if you team mostly you probably want Mental Training so you can attack faster.
LEVEL 24
The new power is Mind Link which is a click buff for your whole team for +10% defense. You have to choose between this and the power you did not choose at level 22. If you solo mostly you probably want the other level 22 power. If you team mostly you probably want Mind Link as it buffs the whole team.
RECOMMENDED BUILD
Lvl 1: S: Swipe, T: Poison Dart
Lvl 2: Strike
Lvl 4: Super Speed
Lvl 6: Tactical Training: Maneuvers
Lvl 8: S:Build Up, T:Follow Up
Lvl 10: Indomitable Will
Lvl 12: Lunge
Lvl 14: Spin
Lvl 16: Tactical Training: Assault
Lvl 18: Slash
Lvl 20: Mask Presence
Lvl 22: S:Foresight, T:Mental Training
Lvl 24: S:Mental Training, T:Mind Link -
so what you are saying is that CoX gives you so many great things as a subscriber that there is no need for you to spend extra money on the game
that sounds great! -
Quote:Of course blasters also have the most attacks without penalties to them as well. They have the most attacks.Think about it realistically - of all the ATs out there, which is the one which has the most attacks which come with penalties to them? Blasters. Their nukes have hideous crashes, their Snipes are "situational" and one whole secondary is full of powers that are either useless or cumbersome.
Create two powersets of 8 attacks (plus aim, build up) where none are situational. What's the point of that? How many non-situational attacks does a character need? (Of course there are no "non situational" attacks, but you seem to think there are.)
The problem with blasters is not snipes and crashing nukes, it is that their powersets do not synergize (combining ranged damage with melee damage is just silly) and they have too many attacks to be useful. I play corr's and dominators. I see no point in playing a blaster.
The solution to blasters is to mix in weak forms of control and buff/debuff. Of course ice blast has 2 holds, psi has a sleep. Blasters have controls and buffs/debuffs, just not many or not very powerful. -
I found a provocative troll in this thread
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I have mine turned to Lt. I am planning on switching them back to bosses. At low levels, bosses are a huge pain. But my characters are all 20+ now and I find that I miss having the mission end being something special. An lt at the end is usually easier than earlier spawns.
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I have a dual pistols with Piercing Rounds.
Can hit up to 3 targets but a tiny arc. It is essentially a snipe with a long activation. I rarely bother using it since it doesn't have the range of a snipe. Its bonus is the ability in theory to hit more than one foe.
And today, lined up through a doorway were 3 minions. I could start the fight with Piercing Rounds and hit all 3.
I assume this will never happen again, so I wanted to note it. -
Quote:Except that is what stalkers do, and they need Hide to do it.Snipes is atricky one, the idea is that it's essentially a "alpha only" power that can easily remove a single enemy from the fight before it even starts.
The problem is that a lot of attacks can effectively do that, and it's not even THAT strong.
That said it's very useful when soloing, since you can kill that sapper or ink man or whatever before they get a chance to do anything.
What I'd do would be to simply buff the damage significantly, BU+AIM+Snipe should one-shot bosses for blasters and LT's for defenders.
Blasters should not get a power that replaces the whole point of stalkers, just so that one extra power is more useful to them.
So what nerfs to the set are you proposing to balance the buffs to the powerset?