hepheastus

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  1. Hi castle. I appreciate you taking the time to look into our concerns. You are teh man.

    The problem with AR isn't that S/L is so heavily resisted. It's how it stacks up with other blast sets. See it has no AIM. See that there is what we called a double whammy. Okay.... Now here's where it get's worse. For conceptual reasons most new players tend to pair assault rifle with... wait for it.... DEVICES. Which has no build up.

    The perfect gimp storm..... Heavily resisted damage/no aim/no buildup + squishy AT who kills fast or dies hard. See those other examples you mentioned.... they have some self buffage to deal with the problem. If you go tinkering with mob resistances you'll just overpower sets that have some means of debuffing or dealing enough damage to compensate.

    You guys need to address this on the micro not macro level, set by set. (just buff claw damage fcs.) And while you're looking at assault rifle.... let's look at Archery. Good accuracy, lousy endurance use and sub blaster damage. It's like you guys are trading accuracy for damage or something. Take devices. No build up. but it has targeting drone. In the good old (god bless em) pre ED days devices blasters could just 6 slot TD with to hit buffs and 6 slot each attack for damage to compensate for the loss of buildup. This is no longer viable. Archery trades damage for higher accuracy... but in the post ED world blasters can afford to double slot any attack with double accuracy SO's.

    Throw us a bone over hear.
  2. Comon CB what did you expect?

    We'll look into elec blasters..... stated back in i1
    We'll look into blaster secondaries....i4
    Skills..... dead.

    Believe it when it downloads.
  3. It IS coded to be 100% crap though.

    Cheers.
  4. well.... desperation won't let you break the 500% cap. Add BU+AIM to defiance and the net gain will prolly be jack and [censored].

    Someone get Circut boi in here to do the math thing.
  5. [ QUOTE ]
    My title is a little deceiving because I am only going to refer to two primaries versus Energy Melee. (I am NOT going to include Fire or Dark)

    Basically, why would someone (Other then concept) pick Super Strength or Stone Melee over Energy Melee?

    1) SS/SM both deal smashing damage compared to Energy Melee's Energy/Smashing Damage. Smashing/Lethal damage becomes VERY resisted in the end game. Thus, SS/SM will lose out on DPS as levels progress.

    2) Stone Melee/Super Strength both have knockback and Energy has disorient. All the level 8 (Knockoutblow) and 18 (Total Focus/Seismac Smash) have holds. I'd say this evens out. (Although Disorient is sometimes considered "weaker" since enemies behave oddly at times)

    3) The Brawl Indexes are almost identical:

    [ QUOTE ]
    Energy Melee-
    Barrage - 0.6944 Smashing * 2 + 0.2500 Energy * 2
    Energy Punch - 1.9444 Smashing + 0.8333 Energy
    Bone Smasher - 2.7778 Smashing + 1.7778 Energy
    Whirling Hands - 1.6667 Smashing + 1.1111 Energy
    Stun - 0.4167 Smashing + 0.2778 Energy
    Energy Transfer - 4.3333 Smashing + 8.3333 Energy
    Total Focus - 2.7778 Smashing + 7.1111 Energy

    Stone Melee

    Stone Fist - 2.7778 Smashing
    Stone Mallet - 4.5556 Smashing
    Heavy Mallet - 6.3333 Smashing
    Hurl Boulder - 4.5556 Smashing
    Tremor - 2.7778 Smashing
    Seismic Smash - 9.8889

    -Super Strength-
    Jab - 1.8889 Smashing
    Punch - 2.7778 Smashing
    Haymaker - 4.5556 Smashing
    Knockout Blow - 9.8889 Smashing
    Hurl - 4.5556
    Foot Stomp - 3.9444 Smashing

    [/ QUOTE ]

    5) Here are the activation times for each set:

    [ QUOTE ]
    Barrage 1.3 seconds
    Energy Punch .6
    Bone Smasher 1.5
    Whirling Hands 1.7
    Stun 1.8
    Energy Transfer 1
    Total Focus 3.3

    Stone Fist .6
    Stone Mallet 1.5
    Heavy Stone Mallet 1.5
    Fault 2.1
    Hurl Boulder 3.8
    Tremor 3.3
    Seismac Smash 1.5 (Equal to Total Focus in brawl index)

    Jab 1.1
    Punch 1.2
    Haymaker 1.5
    Hand Clap 1.2
    Knockout Blow 2.2
    Hurl 3.8
    Foot Stomp 2.1

    [/ QUOTE ]

    [ QUOTE ]

    Stone Fists is (recharge 4)
    Stone Mallet is (recharge 8)
    Heavy Mallet is (recharge 12)
    Fault is (recharge 20)
    Seismic Smash is (recharge 20)
    Hurl Bolder is (recharge 8)
    Tremor is (recharge 14)

    EM
    Barrage - 2
    Energy Punch - 4
    Bone Smasher - 8
    Whirling Hands - 14
    Total Focus - 20
    Stun - 20
    Energy Transfer - 20

    SS
    Jab - 2
    Punch - 4
    Haymaker - 8
    Hand Clap - 30
    KO Blow - 25
    Hurl - 8
    Foot Stomp - 20

    [/ QUOTE ]

    Finally, the endurance costs are the same across the board assuming the brawl index is equal. That means if a power has a brawl index of say 5, the endurance cost is the same as the power with a brawl index of 5 in another set. (NOTE: Only applies to these sets with a few minor exceptions)

    Ultimately, I am wanting to know why would anyone choose Super Strength or Stone Melee over Energy Melee? (Concept builds NOT included)

    I know SS gets Rage which is a nice power but is it really worth it to sacrifice everything energy gets?

    I am really hoping for a response because I cannot see why would anyone choose these two sets.

    [/ QUOTE ]

    duuuuh. Sorry if I sound like a jerkface.... but it's in the slotting. Slot one or two to hit buffs in rage and you have NO accuracy problems. you can remove ACC from your attacks and slot rechargers instead. Or end rdx. My slotting is 2 x rcharge, 3 x dmg, 1 x end rdx. with that you get solid dps.... and then there's the knock DOWN..... not back. Boss fights are a breeze for us super strong types because they end up planted on their butt's 3/4 th's of the battle. EM maybe wins the DPS/DEP battle.... but dude.... super strenght for teh overall win.
  6. Wow .... too bad you wing nuts didn't just do this in the first place instead of gutting the hell out of defensive sets to prevent herding.

    no points.
  7. hepheastus

    Is it confirmed?

    far as I'm concerned the damned thing is dead in the water.

    statesman hinted to that effect. even though most of the crap he says is ambiguous at best and half truth at worse. one thread says this.... another thread says that.... in the end? don't hold your [censored] breath.

    And my statment still stands.

    Don't believe anything untill it's on live servers.

    untill then there are no FACTS to get straight.

    done.
  8. hepheastus

    Is it confirmed?

    whichever. my point about skills still sticks. they killed off the idea and then didn't even bother to announce it. believe it when you see it. And that goes double when statesdork announces anything besides an upcoming nerf. the nerfs you can [censored] count on.
  9. hepheastus

    Is it confirmed?

    In other words don't believe it iuntill you see it live.

    remember all those universities popping up? now we find out in an off hand kind of way that they scrapped skills without so much as a how do you do. didn't even bother to announce it's death. but it's dead. In fact I even heard that i6 would introduce new melee sets. instead we got nerfed to [censored] hell..... a few pvp zones and some ui fixes that I could give a damn about.
  10. [ QUOTE ]
    for the love of god leave us alone devs
    I mean u make trollers dmg dealers and tanks just big guys who die alot and blasters a bunch of suicidal dmg junkies
    Why dont u leave well enough alone

    [/ QUOTE ]

    best.post.ever...

    you forgot. defenders are now vampiric vultures feeding off the pain of their friends.
  11. [ QUOTE ]
    [ QUOTE ]
    With Enhancement Diversification comes a benefit for ALL City of Heroes powers.

    Every power, across the board, is getting a 13.33% reduction in its Endurance cost.

    [/ QUOTE ]

    Thanks, vigilance is now more pointless. Good job. Add a recharge rate enhancement to vigilance so it serves a point on sets that don't suffer from endurance as it is. Trick Arrow needs help damnit!

    [/ QUOTE ]

    without permahasten I'd laugh a trick arrow guy off my team concern. no offense.
  12. oh... your ability to floor mob endurance is also gone. happy birthday suckah.
  13. [ QUOTE ]
    With Enhancement Diversification comes a benefit for ALL City of Heroes powers.

    Every power, across the board, is getting a 13.33% reduction in its Endurance cost.

    [/ QUOTE ]

    this helps the pre-stamina crowd. thanks.

    but it does nothing to address the fact that you're gutting scrappers and tankers after you already [censored] them over in i5.

    sorry this dosen't even begin to compensate.
  14. end result. defense is getting another nerf so these boosts won't even return values to i5 levels.

    bait and switch. thanks jack.
  15. hepheastus

    I5

    [ QUOTE ]
    First, a big thank you to everyone who played on the Training Room server and helped I5 to be one of our best launches ever! We’re extremely happy about how I5 went live.

    Second, we’re still scouring the boards for bugs and other issues, but we’ve finished making large changes to the power sets. We’ll still be looking at issues as the arise. For instance, there are issues with Defense builds; we’re going to look at that problem more carefully (the Damage Resistance Inspirations are a step, but there's a little more to come).

    Thanks for all your great feedback!

    [/ QUOTE ]

    yeah..... right.
  16. [ QUOTE ]
    We're making some tweaks with Defiance in the upcoming patch.

    It is not getting a major overhaul though. Just tweaking the defiance so it starts to kick in earlier. The overall buffs posted earlier are staying about the same (getting only slightly better), but you will be recieving a damage buff earlier in your health bar now.

    This will be reflected in the Defiance meter as well. We've made some tweaks to that as well.

    I want to stress that you actually can end up being buffed over 500% with Defiance. (500% is the max buff for Blasters) This actually does nothing except protect you from damage debuffs.

    This is one of the rare instances in Issue 5 where a solo character is able to reach a cap without help (or inspirations).

    [/ QUOTE ]

    Positron you can tweak this power all you'd like and it won't change the central flaw in it.

    Blasters can't afford to fight with lowered health. We go from green to dead too fast.

    Btw most of us don't carry Enrages to buff our damage anyways. by the late game we got 20 break frees because in your wisdom you developers loaded the late game with status jacking mobs and got rid of our chief protection from them... Disciplines.

    We can't even afford to carry lucks anymore unless our powers give us a modicum of control.

    In the end you guys should just drop it. The only thing that this defies is common sense. You've weakened the tanker. He'll require more attention from dfenders now. they'll just shrug and say the hell with the blasters.... they'll do more damage if left unattended. Dead blasters deal no damage.

    This whole Idea is counter intuitive and ultimately a waste. You can tweak a turd into eternity but it'll still stink.
  17. [ QUOTE ]
    Wanted to explain the reasons for changing Burn...

    It became apparent that Burn was the trump power...with it, a Tanker needed to do nothing else. He could lay down a Burn patch and Taunt foes in and out of it. The damage was so great that the Burn patch itself would do the defeating; the Tanker only needed to hit Taunt.

    The question has come up - "what's the point of Burn now?" Well, it still offers Immobilization defense (we're actually going to increase that duration). And Burn does do a lot of damage. Taunt alone might not bring mobs into Burn continually, but stunning, holding, immobilizing mobs in Burn is just plain devastating.

    [/ QUOTE ]

    yeah whatever, what's the [censored] POINT of a TANKER power that SCATTERS mobs? so that they can murder the tanks team mates. jesus jack. It makes no [censored] sense. whay don't you just replace the damned power and give tankers immobile and protection from knockback in some other power? you people [censored] KILL me with your jack [censored] reasoning.

    Oh give your brother my best wishes for a safe return....

    this still sucks though.
  18. All this crap from someone who dosen't PLAY a blaster.

    Defiance is worthless. none of your gobbly [censored] changes that.

    Not that it matters.... a damage buff isn't what we needed anyways.

    How about playing a blaster into the late game and then come back here and make those lame [censored] assertions. and those MINOR controls and defenses you speak of? When compared to what others have IT'S NOTHING. And since I've played three archetypes into the late game my experience trumps yours 6 ways to sunday. Blasters pay WAY to much for too little extra damage and the illusion of range.
  19. [ QUOTE ]
    Considering this is one of the most dramatic game changes in I5, and it is one of the response threads with the most player comments, *and* it seems to be universally hated by the players...

    ...I'd *really* like to see the devs actually *respond*, sometime soon.

    [/ QUOTE ]

    It amazes me that the developers think were so stupid. They expected this to go over BIG. It's clear to me that they don't have an INKLING of how this game is played. Hell statesman actually suggested we start combat and take a TON of damage.... then slink back so that the tanks can take control of the situation.... you know. the same [censored] ing tankers with nerfed taunts? And for what? a blaster who lives through an engagement is going to deliver more damage than one who faceplants trying to exploit some bugged game mechanic.
  20. Thing is I can't believe the Dev's didn't realize this from the start. They either

    A. Don't realize how fragile we are.

    B. Don't give a damn and want us in face plant city instead of city of heroes.

    Thanks folks.
  21. [ QUOTE ]
    When a Blaster’s health drops below 40%, they will begin to see an increase in their damage output. A small increase at first, but the lower their health gets, the bigger the increase becomes.

    This thread is for you to provide feedback to the Devs on the above issues. You are allowed to post ONCE in this thread. Make it count! If you post more than one time - the extra posts will be removed.

    If a dev responds this count will be reset.

    [/ QUOTE ]

    defiance is practically worthless. at 40% health I'm running like hell not trying to get in the last shot. a blaster post level 30 goes from 40% to worm food too fast.

    Thanks for the damage cap boost.
  22. You got one from me pal. You're suggesting removing the FUN from tankers and scrappers. There's got to be a better way.

    First of all tankers shouldn't be able to herd that many mobs in the first place. There should be a limit. Say surrounded by more than 20 mobs....bam... your armor drops. Dead tanker, Dead team... problem solved. UNLESS he has a defender there to pull his bacon out of the fire. But why penalize EVERYONE because of an often exploited game mechanic? My scrapper dosen't herd.... so why should I Lose the one AoE I have?

    You know the REAL reason why people aren't teaming that much in the late game?

    THEY DON'T WANT TO. Changing game mechanics to FORCE teaming will definitely keep people from soloing though..... because they won't even be PLAYING coh.
  23. [ QUOTE ]
    Some one PM'ed me about this issue - and I've talked about Defenders a bit at conventions - so I thought I'd at least post something on them.

    Basically, we've already committed to looking at several Archetypes and builds for I5 and afterwards, but I've said nary a word about Defenders. Why? Because of all the Archetypes, we're happiest with them. There are certainly issues with individual sets and powers - and those we're always looking at. Defenders, however, don't have any overarching problems.

    BUT....I'm extremely concerned about the perception that Defenders "aren't needed" and thus "can't find a team" at high levels. Defenders should fill a valuable role at ALL levels and help Archetypes achieve levels that they can't reach by themselves. After all, Defenders are all about buffs (and debuffs). Every Archetype should be extremely happy when the Defender provides a resistance or defense buff...

    Anyway, just wanted to post our view on Defenders right now.

    [/ QUOTE ]

    Sheesh statesman people are barely teaming in the late game at all. they're farming portal mission and hammi-o's
    and it's not because they don't feel needed. it's because there no freaking late game content. none zilch zero nada. You can only kill the same archvillan so many times man. new zones that don't require freaking geysers to circumnavigate would be nice.